Stirge: Difference between revisions
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| CombatTactics=Stirges must attach to a victim before they can feed, so that is their priority. They can attach as part of a charge maneuver. | | CombatTactics=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 often attempt to ambush travelers, seeking areas with good hiding spaces but a well-traveled path nearby. | ||
They only retreat when full. | : They only retreat when full. | ||
| OutOfCombat=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. | | OutOfCombat=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. | ||
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Revision as of 20:09, 7 May 2016
Stirge (CR 0.5)
Neutral - Tiny - Vermin |
---|
Lore: | Know (Nature) | ||
1 | 16 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
-2 | +-12 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
0 | 0 | 1 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +0 |
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 Proboscis +0 (0/x2)
as undefined damage type
+ Blood DrainExpression error: Unexpected < operator.
Full Attack (Melee):
- 1x Proboscis +0 (0/x2)
as undefined damage type
+ Blood DrainExpression error: Unexpected < operator.
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
3 |
STR |
19 |
DEX |
10 |
CON |
Expression error: Unrecognized punctuation character "&". |
INT |
12 |
WIS |
6 |
CHA |
Skills:
- Perception: -12
- Stealth: Expression error: Unexpected < operator.
- All other skills: 0 (no ranks)
Special Abilities
Attach (Ex) |
As a standard action, the stirge makes a touch attack against a target (+1 to hit vs. touch AC). 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 removing the stirge, the victim takes both claws of damage (2d3) with no to-hit roll needed, as the stubborn creature is dragged off its victim. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached.
|
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.
|
Stirge
This strange creature looks like a mosquito that ate a radioactive 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. 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.
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.
Rewards
XP: 0
Treasure: Sellable Goods worth 0 gp.
- Weight: 5 lbs. Volume: 0.2 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) |