Stirge (CR 1)
Initiative
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3
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Defense
AC
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14
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Man Def
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16
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Monster Health
|
31 |
15 |
2
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Hit Points |
Bloodied |
Hit Dice
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Saving Throws
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Fort: |
+0
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Refl: |
+5
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Will: |
+0
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Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Weak Against:
Offense
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|
|
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Size: |
Tiny
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2.5 ft. |
0 ft.
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Space |
Reach
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To-Hit
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+3
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Man Off
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+3
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Standard Attack (Melee):
- 1x Probiscus +3 (1d6/x2)
as piercing (physical, common)
Blood Drain
Full Attack (Melee):
- 1x Probiscus +3 (1d6/x2)
as piercing (physical, common)
Blood Drain
- 2x Barbed Claws +3 (1d3/x2)
as slashing (physical, common)
Standard Attack (Ranged):
Siege Damage: Not siege capable
Statistics
Feats:
Special Abilities
Attach (Ex)
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As a standard action, the stirge may make a touch attack against an adjacent 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, and gains a +2 bonus to its AC. Removing the stirge requires either a successful Maneuver Offense check or an Escape Artist check vs 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 creature 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.
- 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.
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Blood Drain (Su)
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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. There is no save 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 which successfully escapes a battle in this way is not considered 'defeated' and does not award treasure or xp.
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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, and indeed, that is one of their favorite tactics.
- Once attached, they Drain Blood as fast as they can until they have inflicted four points of Con damage, and then use a Withdraw maneuver and their Hover to get away. They 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.
- They 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
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1 - 10 |
Nothing Found
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11 - 14 |
1 Languid Remnant (tier 1)
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15 - 17 |
1 Pale Remnant (tier 2)
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18 - 19 |
1 Bright Remnant (tier 3)
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20 |
Roll on Table 2
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### |
Nothing to see here!
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### |
Or here. Move along.
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Table 2: Remnant(s) Found
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1 - 5 |
3 Languid Remnants (tier 1)
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6 - 10 |
3 Pale Remnants (tier 2)
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11 - 14 |
1 Intense Remnant (tier 4)
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15 - 17 |
1 Blazing Remnant (tier 5)
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18 - 19 |
1 Vital Remnant (tier 6)
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20 |
Roll on Table 3
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### |
Or here. Move along.
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Table 3: Remnant(s) Found
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1 - 5 |
3 Bright Remnants (tier 3)
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6 - 8 |
3 Intense Remnants (tier 4)
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9 - 11 |
3 Blazing Remnants (tier 5)
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12 - 14 |
3 Vital Remnants (tier 6)
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15 - 17 |
1 Prime Remnant (tier 7)
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18 - 19 |
1 Mythic Remnant (tier 8)
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20 |
1 Empyrean Remnant (tier 9)
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