Stirge: Difference between revisions

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=== SPECIAL ABILITIES ===
=== SPECIAL ABILITIES ===
; Attach
; 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.  Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached.


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; Blood Drain
; Blood Drain (Su)
Once attached, as a standard action, the stirge can make an 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.
Once attached, as a standard action, the stirge can make an 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.


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.


=== TREASURE ===
=== TREASURE ===

Revision as of 22:27, 10 January 2015


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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.


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

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. 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 an 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.

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.