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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
[[Category:CR 1/2]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=1/2              <!--REQUIRED;-->


[[Image:stirge_1.png|384px|right|xx]]
| MonsterName=Stirge
== Stirge (CR 1/2) ==
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.


| Role=                <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


=== GENERAL ===
| Description=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.
'''CR''' 1/2  '''Hit Dice''' 1


'''XP''' 200
| Image=stirge_1.png


N Tiny Vermin
| Alignment=Neutral          <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''Init''' +1; '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +1
| Size=Tiny                <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


| Type=Vermin                <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


=== DEFENSE ===
| Subtype=             <!--If any; delete if not used-->
'''AC''' 13, '''touch''' 10, '''flat-footed''' 13 (+3 armor, +0 dex, +0 natural, +0 deflection)


'''hp''' 7
| NudgeInit=          <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->


'''Fort''' +0, '''Ref''' +3, '''Will''' +0
| Senses=Darkvision 60 ft., Low-Light Vision 120 ft., Scent 30 ft.              <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''Special Defenses''' -
| NudgePerception=    <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->


| NudgeAC=            <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->


=== OFFENSE ===
| NudgeHitPoints=     <!--Values: vhi (+15%), hi (+7%), lo (-7%), vlo (-15%), or leave blank-->
'''Speed''' 10 ft, Fly 40 ft. (average)


'''Single Melee''' Bite +3 (1d6/x2) and Blood Drain
| Fort=              <!--Values: "S" (for Strong save), leave blank for Weak save-->
| Refl=S                <!--Most monsters have 1 strong save and 2 weak saves-->
| Will=                <!--Heavies, Tanks, Threats and Villains have 2 strong saves, dragons have 3 strong saves-->


'''Full Melee''' Bite +3 (1d6/x2) and Blood Drain, 2x Claws +3 (1d3/x2)
| SR=                  <!--Values: Y (for Yes), or leave blank-->


'''Ranged''' None 
| SpecialDefenses=    <!--Put any DR or ER values here-->


'''Space''' 2-1/2 ft.; '''Reach''' 0 ft.
| StrongAgainst=      <!--Put any immunity or hardened values here; immunities based on type (e.g. vermin) are automatically added-->


'''Special Attacks''' Attach, Blood Drain
| WeakAgainst=        <!--Put any vulnerable or defenseless values here; vulnerabilities based on type are automatically added-->


'''Action Points''' 0
| MoveTypes=Walk 10 ft., Fly 40 ft. (Average)          <!--Other move types as needed-->


=== STATISTICS ===
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6


'''Base Atk''' +0; '''CMB''' +2; '''CMD''' 14
<!--Attack Information-->
| MeleeOrNatural=Natural        <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


'''Feats''' -
| PriAtkName=Proboscis        <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| PriAtkNotes=+ Blood Drain                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| PriAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| PriAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgePriToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgePriDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Skills''' Stealth +6
| SecAtkName=Claw        <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| SecAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| SecAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| SecAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeSecToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeSecDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Languages''' -


| MultipliedDamageType=        <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== 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.


There is no limit to the number of stirges which can attach to a medium sized creature.
| TerAtkName=        <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
| TerAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| TerAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| TerAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeTerToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeTerDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




; Blood Drain (Su)
| QuaAtkName=        <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
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.
| QuaAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| QuaAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| QuaAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeQuaToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeQuaDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


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.


| RangedAtkName=      <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| RangedAtkNotes=              <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| HasRangedFullAttack=        <!--Values: Y (for yes), or leave blank (for no)-->
| RangedAtkVSTouchAC=          <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIsAuto-Hit=        <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeRangedToHit=            <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeRangedDamage=          <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== TREASURE ===
Sell value of approximately 116 gp.


<!--Ability Scores-->
| Str=3
| Dex=19
| Con=10
| Int=&mdash;
| Wis=12
| Cha=6


=== 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.
<!--Feats-->
| Feat1=            <!--Just the feat name; will be autolinked, and ShortDesc added-->
| Feat2=
| Feat3=
| Feat4=
 
| Skill1=Stealth          <!--Link manually (knowledge and perform skills are too weird to auto-link)-->
| NudgeSkill1=hi      <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
 
| Skill2=
| NudgeSkill2=
 
| Skill3=
| NudgeSkill3=
 
| Skill4=
| NudgeSkill4=
 
| Languages=         <!--Comma-separated list-->
 
<!--SPECIAL ABILITIES VARIABLES:
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.
 
{{#var:PrimaryToHit}}        - inserts the monster's to-hit value, adjusted with NudgePriToHit
{{#var:SaveDC}}              - inserts a save DC for a special attack. Output will be just the number for the save.
{{#var:SpecialDmg}}          - inserts damage numbers for a standard or AOE special attack.
{{#var:SwiftSpecialDmg}}    - inserts damage numbers for a swift action attack or attack with status conditions.
{{#var:AlphaSpecialDmg}}    - inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
-->
 
| Ability-1-Name=Attach
| Ability-1-Type=Ex              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-1-Concentration=     <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-1-Description=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.
 
: There is no limit to the number of stirges which can attach to a medium sized creature.
 
| Ability-2-Name=Blood Drain
| Ability-2-Type=Su              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Concentration=     <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-2-Description=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.  A stirge which successfully escapes a battle in this way is not considered 'defeated' and does not award treasure or xp.
 
| Ability-3-Name=
| Ability-3-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description=
 
| Ability-4-Name=
| Ability-4-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description=
 
| Ability-5-Name=
| Ability-5-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description=
 
| Ability-6-Name=
| Ability-6-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description=
 
| Ability-7-Name=
| Ability-7-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description=
 
| Ability-8-Name=
| Ability-8-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-Description=
 
| Ability-9-Name=
| Ability-9-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-9-Description=
 
| 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.
}}

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
Initiative Icon 2.png
-12
Perception:
-2 +-12
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0
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)
Weak Against:

Offense

Size: Tiny
2.5 ft. 0 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
+-12
Sword Icon 3.png
Action
0
Points

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)

Languages:

Feats:

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.

There is no limit to the number of stirges which can attach to a medium sized creature.
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. A stirge which successfully escapes a battle in this way is not considered 'defeated' and does not award treasure or xp.
Stirge

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)