Stirge: Difference between revisions
m (Text replacement - "Distracted conditon" to "Distracted condition") |
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| Min-CR = 1 | | Min-CR = 1 | ||
| Max-CR = | | Max-CR = 16 | ||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | | Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | ||
| Image | | | Image | Stirge-EP1.png | ||
<!-- Value: file name and extension only --> | <!-- Value: file name and extension only --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | This strange creature looks like a mosquito that ate a | | Description | This strange creature looks like a mosquito that ate a demonic housecat. It's got four wings, numerous spiny legs and a long proboscis through which they drain the blood of their prey. They lurk in caves and ruins, and are rarely encountered alone. They tend to gather in large flocks and can completely drain a human-sized victim in minutes. Stirges drink blood, much like large horrible mosquitoes, and while they are mainly a pest for experienced adventurers, they are a deadly peril for the less martially inclined. Any sighting of a stirge nest close to a community is cause for every adventurer to go and clean it out, before a tragedy strikes. | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Move-Type-Brachiating-Speed = | | Move-Type-Brachiating-Speed = | ||
| Move-Type-Vaulting-Speed = | | Move-Type-Vaulting-Speed = | ||
| Move-Type-Hover-Speed = | | Move-Type-Hover-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/10)}}|0 = 35|1 = 45|2 = 55|3 = 65|4 = 75}} | ||
| Move-Type-Lesser-Flight-Speed = | | Move-Type-Lesser-Flight-Speed = | ||
| Move-Type-Greater-Flight-Speed = | | Move-Type-Greater-Flight-Speed = | ||
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<!-- GENERAL ATTACK INFORMATION --> | <!-- GENERAL ATTACK INFORMATION --> | ||
| MeleeOrNatural = | | MeleeOrNatural = Melee | ||
<!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) --> | <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) --> | ||
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<!-- PRIMARY ATTACK INFORMATION --> | <!-- PRIMARY ATTACK INFORMATION --> | ||
| PriAtkName = | | PriAtkName = Prying Claws | ||
<!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | ||
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<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | ||
| PriAtkNotes = | | PriAtkNotes = Probing Attacks (see below) | ||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | ||
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<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | ||
| Override-Pri-Atk--Full-Atk-Qty = | | Override-Pri-Atk--Full-Atk-Qty = 2 | ||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | ||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | ||
| Pri-Atk-Is-Touch = | | Pri-Atk-Is-Touch = Y | ||
<!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) --> | <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) --> | ||
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<!-- SECONDARY ATTACK INFORMATION --> | <!-- SECONDARY ATTACK INFORMATION --> | ||
| SecAtkName = | | SecAtkName = | ||
<!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none --> | <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none --> | ||
| Sec-Atk-Dmg-Type = | | Sec-Atk-Dmg-Type = | ||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | ||
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<!-- SPECIAL ABILITY 1 --> | <!-- SPECIAL ABILITY 1 --> | ||
| Ability-1-Name = | | Ability-1-Name = Probing Attacks | ||
| Ability-1-Type = Ex | | Ability-1-Type = Ex | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = | | Ability-1-Action-Required = Free Action w/each Claw Attack | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | ||
| Ability-1-Description = | | Ability-1-Description = Each time the stirge makes a claw attack against an adjacent target, hit or miss, it inflicts a -1 penalty to that creature's AC until the end of the encounter. This penalty stacks with itself, and with any other penalties to the target's AC, such as from other stirge's Probing Attacks, or the Attach ability, below. | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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<!-- SPECIAL ABILITY 2 --> | <!-- SPECIAL ABILITY 2 --> | ||
| Ability-2-Name = | | Ability-2-Name = Attach | ||
| Ability-2-Type = | | Ability-2-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-Action-Required = | | Ability-2-Action-Required = Swift Action, after any successful Claw Attack | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-2-Description = | | Ability-2-Description = As a swift action, after at least one successful claw attack against an adjacent target, the stirge may make a touch attack against that target at {{Touch-Attack}}. If it hits, it enters the target's space and latches on to their skin and clothing, inflicting a -2 penalty to the target's AC, and gaining a +2 bonus to its own AC. This penalty to the victim's AC is in addition to the penalties inflicted by Probing Attacks. | ||
Removing the stirge requires a standard action and either [[Might]] or an [[Escape Artist]] check versus the stirge's Maneuver Defense of {{Maneuver-Defense}}. Any adjacent ally may also make one of these checks as a standard action to remove an attached stirge. If an adjacent ally is the one who succeeds in removing the stirge, the victim takes {{Special-Standard-Dmg}} {{dmg|slashing}} damage with no to-hit roll needed, as the stubborn creature is dragged off its victim. DR vs. slashing can resist this damage as normal. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached. | |||
Attached stirges can also be attacked directly, but 10% of the damage dealt to the stirge is also dealt to the victim it is attached to (rounding up, minimum 1). Area of effect attacks may not be used against attached stirges unless the victim is also included in the attack (since they share the same space). Of course, this damage can be mitigated with things like DR or ER, if the victim possesses such things. | |||
No more than four stirges can attach to a medium or small sized creature, eight to a large or larger creature. Creatures smaller than size small can only have one stirge attach at a time. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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<!-- SPECIAL ABILITY 3 --> | <!-- SPECIAL ABILITY 3 --> | ||
| Ability-3-Name = | | Ability-3-Name = Blood Drain | ||
| Ability-3-Type = | | Ability-3-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = | | Ability-3-Action-Required = Standard Action | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-3-Description = | | Ability-3-Description = Once a stirge has successfully Attached themselves to a victim, they may Drain Blood. As a standard action, the stirge deals {{Special-Standard-Dmg}} of {{dmg|piercing}} damage, and drains {{Ability-Dmg}} points of CON from the victim, as {{#ifexpr: {{#var:Displayed-CR}}>10|[[Ability Drain]]|[[Ability Damage]]}}. There is no to-hit roll or saving throw for this effect. | ||
Stirges cannot attack with their claws while performing a Blood Drain, because that's how they're holding on. | |||
Once a stirge has drained {{#expr: floor({{#var:Displayed-CR|1}}/2)+4}} points of CON, it will detach and attempt to escape the battle to digest its meal in peace. A stirge that successfully escapes a battle in this way is not considered 'defeated' and does not award treasure or XP. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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<!-- COMBAT TACTICS --> | <!-- COMBAT TACTICS --> | ||
| CombatTactics = Stirges must attach to a victim before they can feed, so that is their priority. | | CombatTactics = Stirges must attach to a victim before they can feed, so that is their priority. Their claw attacks reduce the target's AC each time they even ''attempt'' the attack, so even heavily armored opponents will quickly become vulnerable to a stirge's Attach ability. Plus, since all their attacks are touch attacks, a few lucky rolls can lead to them latching onto even the toughest of foes. | ||
Once attached, they Drain Blood as fast as they can until they have inflicted | Once attached, they will Drain Blood as fast as they can until they have inflicted their quota of CON damage ({{#expr: floor({{#var:Displayed-CR|1}}/2)+4}} points). Then they will use a [[Withdraw]] maneuver and their [[Hover]] to get away. | ||
Stirges have no concept of flanks or tactics, and will generally charge the closest creature still filled with delicious blood, feed, and flee with no regard for their fellows. That said, they are fairly stealthy, and will often attempt to ambush travelers, seeking areas with good hiding spaces near a well-traveled path. | |||
Latest revision as of 05:21, 5 February 2023
Stirge (CR 1)
Neutral - Tiny - Vermin |
---|
Lore: | Know (Nature) | ||
2 | 16 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
13 | +3 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Defense
AC |
Man Def |
Monster Health | ||
31 | 15 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +5 |
Will: | +0 |
Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Offense
Standard Attack (Melee):
- 1x Prying Claws +7 vs. AC (always hits on a 17+ on the die) (1d4/19-20 x2)
as piercing (physical, common)
Probing Attacks (see below)
Full Attack (Melee):
- 2x Prying Claws +7 vs. AC (always hits on a 17+ on the die) (1d4/19-20 x2)
as piercing (physical, common)
Probing Attacks (see below)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
3 |
STR |
19 |
DEX |
10 |
CON |
— |
INT |
12 |
WIS |
6 |
CHA |
Special Abilities
Probing Attacks (Ex) Free Action w/each Claw Attack |
Each time the stirge makes a claw attack against an adjacent target, hit or miss, it inflicts a -1 penalty to that creature's AC until the end of the encounter. This penalty stacks with itself, and with any other penalties to the target's AC, such as from other stirge's Probing Attacks, or the Attach ability, below. |
Attach (Ex) Swift Action, after any successful Claw Attack |
As a swift action, after at least one successful claw attack against an adjacent target, the stirge may make a touch attack against that target at 1d20 + 7 vs. AC (always hits on a 17+ on the die). If it hits, it enters the target's space and latches on to their skin and clothing, inflicting a -2 penalty to the target's AC, and gaining a +2 bonus to its own AC. This penalty to the victim's AC is in addition to the penalties inflicted by Probing Attacks. Removing the stirge requires a standard action and either Might or an Escape Artist check versus the stirge's Maneuver Defense of 15. Any adjacent ally may also make one of these checks as a standard action to remove an attached stirge. If an adjacent ally is the one who succeeds in removing the stirge, the victim takes 1d4 slashing (physical, common) damage with no to-hit roll needed, as the stubborn creature is dragged off its victim. DR vs. slashing can resist this damage as normal. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached. Attached stirges can also be attacked directly, but 10% of the damage dealt to the stirge is also dealt to the victim it is attached to (rounding up, minimum 1). Area of effect attacks may not be used against attached stirges unless the victim is also included in the attack (since they share the same space). Of course, this damage can be mitigated with things like DR or ER, if the victim possesses such things. No more than four stirges can attach to a medium or small sized creature, eight to a large or larger creature. Creatures smaller than size small can only have one stirge attach at a time. |
Blood Drain (Ex) Standard Action |
Once a stirge has successfully Attached themselves to a victim, they may Drain Blood. As a standard action, the stirge deals 1d4 of piercing (physical, common) damage, and drains 1d2 points of CON from the victim, as Ability Damage. There is no to-hit roll or saving throw for this effect. Stirges cannot attack with their claws while performing a Blood Drain, because that's how they're holding on. Once a stirge has drained 4 points of CON, it will detach and attempt to escape the battle to digest its meal in peace. A stirge that successfully escapes a battle in this way is not considered 'defeated' and does not award treasure or XP. |
Stirge
This strange creature looks like a mosquito that ate a demonic housecat. It's got four wings, numerous spiny legs and a long proboscis through which they drain the blood of their prey. They lurk in caves and ruins, and are rarely encountered alone. They tend to gather in large flocks and can completely drain a human-sized victim in minutes. Stirges drink blood, much like large horrible mosquitoes, and while they are mainly a pest for experienced adventurers, they are a deadly peril for the less martially inclined. Any sighting of a stirge nest close to a community is cause for every adventurer to go and clean it out, before a tragedy strikes.
Combat Tactics
Stirges must attach to a victim before they can feed, so that is their priority. Their claw attacks reduce the target's AC each time they even attempt the attack, so even heavily armored opponents will quickly become vulnerable to a stirge's Attach ability. Plus, since all their attacks are touch attacks, a few lucky rolls can lead to them latching onto even the toughest of foes.
Once attached, they will Drain Blood as fast as they can until they have inflicted their quota of CON damage (4 points). Then they will use a Withdraw maneuver and their Hover to get away.
Stirges have no concept of flanks or tactics, and will generally charge the closest creature still filled with delicious blood, feed, and flee with no regard for their fellows. That said, they are fairly stealthy, and will often attempt to ambush travelers, seeking areas with good hiding spaces near a well-traveled path.
Out of Combat
Stirges tend to be sedentary during the day, though they can be stirred to action by activity near their nesting grounds. They nest in damp areas, attaching to ceilings and wedging themselves into crevices, much like bats.
Stirges tend to be a low-level, persistent presence, with the few survivors after each concerted effort to wipe them out building up their population slowly but steadily. They can nest and prosper in less space than seems possible, hide with ridiculous skill, and generally make a mighty nuisance of themselves to everyone and everything around them.
Rewards
XP: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |