Stirge: Difference between revisions
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[[Image:stirge_1.png|384px|right|xx]] | [[Image:stirge_1.png|384px|right|xx]] | ||
== Stirge (CR 1/2) == | == Stirge (CR 1/2) == | ||
This insectoid creature has two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis. 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. | This insectoid creature has two pairs of bat wings, a tangle of thin legs tipped with surprisingly dangerous claws, and a needle-sharp proboscis. 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. | ||
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'''Single Melee''' Bite +3 (1d6/x2) and Blood Drain | '''Single Melee''' Bite +3 (1d6/x2) and Blood Drain | ||
'''Full Melee''' Bite +3 (1d6/x2) and Blood Drain | '''Full Melee''' Bite +3 (1d6/x2) and Blood Drain, 2x Claws +3 (1d3/x2) | ||
'''Ranged''' None | '''Ranged''' None | ||
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=== SPECIAL ABILITIES === | === SPECIAL ABILITIES === | ||
; Attach (Ex) | ; Attach (Ex) | ||
As a standard action, the stirge makes a touch attack against a target. If it hits, it enters the target's space, and gains a +1 bonus to attack rolls and a +2 bonus to AC until it is removed. Removing the stirge requires either a successful CMB check or an escape artist check vs the Stirge's CMD. Any adjacent ally may also make one of these checks as a standard action to remove an attached stirge. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached. | As a standard action, the stirge makes a touch attack against a target. If it hits, it enters the target's space, and gains a +1 bonus to attack rolls and a +2 bonus to AC until it is removed. Removing the stirge requires either a successful CMB check or an escape artist check vs the Stirge's CMD. Any adjacent ally may also make one of these checks as a standard action to remove an attached stirge. If an adjacent creature is the one who succeeds in remving the stirge, the victim takes both claws of damage (2d3) with no to-hit roll needed, as they stubborn creature is dragged forth. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached. | ||
There is no limit to the number of stirges which can attach to a medium sized creature. Whoa. | There is no limit to the number of stirges which can attach to a medium sized creature. Whoa. | ||
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; Blood Drain (Su) | ; Blood Drain (Su) | ||
Once attached, as a standard action, the stirge can make | Once attached, as a standard action, the stirge can make a bite attack roll (with a +1 bonus to hit, since they're attached). If they hit, they deal normal bite damage, and drain 1 point of CON from the victim. There is no save for this effect. They cannot attack with their claws while attached, 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. | Once a stirge has drained 4 points of CON, it will detach and attempt to escape the battle to digest its meal in peace. |
Revision as of 04:34, 10 May 2015
Stirge (CR 1/2)
This insectoid creature has two pairs of bat wings, a tangle of thin legs tipped with surprisingly dangerous claws, and a needle-sharp proboscis. 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.
GENERAL
CR 1/2 Hit Dice 1
XP 200
N Tiny Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +1
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor, +0 dex, +0 natural, +0 deflection)
hp 7
Fort +0, Ref +3, Will +0
Special Defenses -
OFFENSE
Speed 10 ft, Fly 40 ft. (average)
Single Melee Bite +3 (1d6/x2) and Blood Drain
Full Melee Bite +3 (1d6/x2) and Blood Drain, 2x Claws +3 (1d3/x2)
Ranged None
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Attach, Blood Drain
Action Points 0
STATISTICS
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 14
Feats -
Skills Stealth +6
Languages -
SPECIAL ABILITIES
- Attach (Ex)
As a standard action, the stirge makes a touch attack against a target. If it hits, it enters the target's space, and gains a +1 bonus to attack rolls and a +2 bonus to AC until it is removed. Removing the stirge requires either a successful CMB check or an escape artist check vs the Stirge's CMD. Any adjacent ally may also make one of these checks as a standard action to remove an attached stirge. If an adjacent creature is the one who succeeds in remving the stirge, the victim takes both claws of damage (2d3) with no to-hit roll needed, as they stubborn creature is dragged forth. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached.
There is no limit to the number of stirges which can attach to a medium sized creature. Whoa.
- Blood Drain (Su)
Once attached, as a standard action, the stirge can make a bite attack roll (with a +1 bonus to hit, since they're attached). If they hit, they deal normal bite damage, and drain 1 point of CON from the victim. There is no save for this effect. They cannot attack with their claws while attached, 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.
TREASURE
Sell value of approximately 106 gp.
COMBAT TACTICS
Stirges must attach to a victim before they can feed, so that is their priority. They can attach as part of a charge maneuver.
They often attempt to ambush travelers, seeking areas with good hiding spaces but a well-traveled path nearby.
They only retreat when full.