Stirge: Difference between revisions

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{{Template:Monster
{{Template:Monster


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


| MonsterName=Stirge
| CR = 1/2


| Role=               <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
| Image = stirge_1.png
  <!--Value: just the file name (e.g. "monster_picture.jpg")-->


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


| Image=stirge_1.png
| 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.


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


| Size=Tiny               <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| 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-->
| Type = Vermin
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype=             <!--If any; delete if not used-->
| Subtype =  
  <!--If any-->


| NudgeInit=           <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
| NudgeInit =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| 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.")-->
| Senses = [[Standard 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.")-->


| NudgePerception=     <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
| NudgePerception =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


| NudgeAC=             <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeAC =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeHitPoints=     <!--Values: vhi (+15%), hi (+7%), lo (-7%), vlo (-15%), or leave blank-->
| NudgeTouchAC =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Fort=               <!--Values: "S" (for Strong save), leave blank for Weak save-->
| NudgeFFAC =  
| Refl=S                <!--Most monsters have 1 strong save and 2 weak saves-->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| Will=                <!--Heavies, Tanks, Threats and Villains have 2 strong saves, dragons have 3 strong saves-->


| SR=                 <!--Values: Y (for Yes), or leave blank-->
| NudgeHitPoints =  
  <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->


| SpecialDefenses=    <!--Put any DR or ER values here-->


| StrongAgainst=      <!--Put any immunity or hardened values here; immunities based on type (e.g. vermin) are automatically added-->
<!--   SAVING THROWS  -->


| WeakAgainst=         <!--Put any vulnerable or defenseless values here; vulnerabilities based on type are automatically added-->
| Fort =  
| Refl = S
| Will =
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


| MoveTypes=Walk 10 ft., Fly 40 ft. (Average)          <!--Other move types as needed-->
| NudgeFort =  
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| SR =
  <!--Values: Y (for Yes), or leave blank-->


<!--Attack Information-->
| NudgeSR =  
| MeleeOrNatural=Natural        <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| PriAtkName=Proboscis        <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| SpecialDefenses =  
| PriAtkNotes=+ Blood Drain                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--Put any DR or ER values here-->
| 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-->


| SecAtkName=Claw        <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| StrongAgainst =  
| SecAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| 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-->


| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


| MultipliedDamageType=       <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
| MoveTypes = Walk 30 ft., Fly 40 ft. (Average)
  <!--Other move types as needed-->


| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


| 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-->




| QuaAtkName=        <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
<!-- GENERAL ATTACK INFORMATION  -->
| 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-->


| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


| RangedAtkName=     <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| MultipliedDamageType =  
| RangedAtkNotes=              <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
| 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-->




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


<!--  PRIMARY ATTACK INFORMATION  -->


<!--Feats-->
| PriAtkName = Proboscis
| Feat1=           <!--Just the feat name; will be autolinked, and ShortDesc added-->
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| Feat2=
| Feat3=
| Feat4=


| Skill1=Stealth          <!--Link manually (knowledge and perform skills are too weird to auto-link)-->
| PriAtkNotes = + Blood Drain
| NudgeSkill1=hi      <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| Skill2=
| PriAtkVSTouchAC =  
| NudgeSkill2=
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| Skill3=
| PriAtkIsAuto-Hit =  
| NudgeSkill3=
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->


| Skill4=
| NudgePriToHit =  
| NudgeSkill4=
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Languages=         <!--Comma-separated list-->
| NudgePriDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| 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: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| 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: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| 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: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| 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 =
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 3
| Dex = 19
| Con = 10
| Int = -
| Wis = 12
| Cha = 6
 
| NudgeCMB =
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 = 3
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
 
<!--  LANGUAGES  -->
 
| Languages = -
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES VARIABLES:


<!--SPECIAL ABILITIES VARIABLES:
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.
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:Special#ToHit}}
{{#var:SaveDC}}             - inserts a save DC for a special attack. Output will be just the number for the save.
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for attacks against normal AC.
{{#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:Special#TouchAttack}}
{{#var:AlphaSpecialDmg}}     - inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for a touch attack.
 
{{#var:Special#SaveDC}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts a save DC for a special attack. Output will be just the number for the save.
 
{{#var:Special#StandardDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a standard or AOE special attack.
 
{{#var:Special#SwiftDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a swift action attack or attack with status conditions.
 
{{#var:Special#AlphaDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; 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"-->
<!--  SPECIAL ABILITIES  -->
| 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.
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| 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; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = As a standard action, the stirge makes a touch attack against a target {{#var:Special1TouchAttack}}. 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.
: There is no limit to the number of stirges which can attach to a medium sized creature.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 2  -->
| 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-Name=Blood Drain
| 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.
| 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.
: 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 3  -->
| 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 =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 4  -->
| 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 =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 5  -->
| 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 =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 6  -->
| 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 =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 7  -->
| 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 =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 8  -->
| 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 =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 9  -->
| 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 =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| Ability-3-Name=
| NudgeAbility9AlphaDamage =  
| Ability-3-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| 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=
<!--   COMBAT TACTICS  -->
| 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=
| 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.
| 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=
: They often attempt to ambush travelers, seeking areas with good hiding spaces but a well-traveled path nearby.
| 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. 
<!--  OUT OF COMBAT  -->


: 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.


}}
}}

Revision as of 20:26, 1 June 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
INT
12
WIS
6
CHA

Skills:

Languages: -

Feats:

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 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.

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)