Stirge: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 43: Line 43:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeHitPoints =  
| NudgeHitPoints = -1
   <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->
   <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->





Revision as of 20:05, 17 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
-1 -1 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)