Stirge: Difference between revisions

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m (Text replacement - "bonuses to CMB" to "bonuses to Maneuver Offense")
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{{Template:Monster
{{Template:Monster
<!-- Version 2.01 -->


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
| CR | 1
  <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If any -->
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
   }}</onlyinclude>
   }}</onlyinclude>


| NudgeBasicLoreValue = -2
| NudgeBasicLoreValue =  
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- 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 -->


| NudgeFullLoreValue =  
| NudgeFullLoreValue = -1
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- 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 -->


| NudgeInit =  
| NudgeInit =  
  <!-- CR 1/2 INITIATIVE = +1 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Darkvision]] 60 ft., [[Low-Light Vision]] 120 ft., [[Scent]]
| Senses =  
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
   <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
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| NudgePerception =  
| NudgePerception =  
  <!-- CR 1/2 PERCEPTION = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC =  
  <!-- CR 1/2 AC = 13 -->
   <!-- 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 -->


| NudgeTouchAC =  
| NudgeTouchAC =  
  <!-- CR 1/2 TOUCH AC = 10 -->
   <!-- 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 -->


| NudgeFFAC =  
| NudgeFFAC =  
  <!-- CR 1/2 FLAT-FOOTED AC = 13 -->
   <!-- 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 -->


| Resilience =  
| Nudge-Maneuver-Defense = 1
   <!-- CR 1/2 Resilience = 14 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =  
| Maneuver-Defense-Notes =  
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!-- CR 1/2 HIT POINTS = 7 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


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| Refl = S
| Refl = S
| Will =  
| Will =  
  <!-- CR 1/2 STRONG SAVE = +3; WEAK SAVE = +0                      -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Most monsters have 1 strong save and 2 weak saves
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         * Dragons have 3 strong saves                              -->
         * Dragons have 3 strong saves                              -->


| NudgeFort =  
| NudgeFort = -1
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill =  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| SR =
  <!-- Values: Y (for Yes), or leave blank -->
| NudgeSR =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft., [[Lesser Flight]] 40 ft.
| MoveTypes = [[Walk]] 10 ft., [[Hover]] 40 ft.
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
   <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
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<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName = Proboscis
| PriAtkName = Probiscus
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes = + Blood Drain
| PriAtkNotes = plus Blood Drain
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


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| NudgePriToHit =  
| NudgePriToHit =  
  <!-- CR 1/2 PRIMARY TO-HIT = +3 -->
   <!-- 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 -->


| NudgePriDamage =  
| NudgePriDamage =  
  <!-- CR 1/2 PRIMARY NATURAL DAMAGE = 1d6  -->
  <!-- CR 1/2 PRIMARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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<!--  SECONDARY ATTACK INFORMATION  -->
<!--  SECONDARY ATTACK INFORMATION  -->


| SecAtkName = Stirge Claws
| SecAtkName = Barbed Claws
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


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| NudgeSecToHit =  
| NudgeSecToHit =  
  <!-- CR 1/2 SECONDARY TO-HIT = +3 -->
   <!-- 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 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
  <!-- CR 1/2 SECONDARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeTerToHit =  
| NudgeTerToHit =  
  <!-- CR 1/2 TERTIARY TO-HIT = +3 -->
   <!-- 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 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
  <!-- CR 1/2 TERTIARY NATURAL DAMAGE = 1d6  -->
  <!-- CR 1/2 TERTIARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!-- CR 1/2 QUATERNARY TO-HIT = +3 -->
   <!-- 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 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
  <!-- CR 1/2 QUATERNARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!-- CR 1/2 RANGED TO-HIT = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
  <!-- CR 1/2 RANGED DAMAGE = 1d6 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| Nudge-Maneuver-Offense =  
| Nudge-Maneuver-Offense =  
   <!-- CR 1/2 CMB = +2 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Offense-Notes =  
| Maneuver-Offense-Notes =  
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| Nudge-Siege-Maneuver-Offense =  
| Nudge-Siege-Maneuver-Offense =  
  <!-- CR 1/2 SIEGE CMB = +2 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
  <!-- CR 1/2 SIEGE DAMAGE = 1d6-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| Dex = 19
| Dex = 19
| Con = 10
| Con = 10
| Int = -
| Int = &mdash;
| Wis = 12
| Wis = 12
| Cha = 6
| Cha = 6
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| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
  <!-- CR 1/2 SKILLS = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- 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 may make a touch attack against an adjacent 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 {{#var:Special1StandardDmg}} slashing damage  with no to-hit roll needed, as the stubborn creature is dragged off its victim. DR/slashing or better 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.
| Ability-1-Description = As a standard action, the stirge may make a touch attack against an adjacent target at {{#var:Special1TouchAttack}} to-hit. 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 {{#var:Special1-Maneuver-Defense}}.  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 {{#var:Special1StandardDmg}} slashing 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.
: 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.
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special1ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special1ToHit}}           To-Hit
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special1TouchAttack}}     Touch To-Hit
         {{#var:Special1SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special1SaveDC}}         Save DC
         {{#var:Special1StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special1StandardDmg}}     Std Damage
         {{#var:Special1SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special1SwiftDmg}}       Swift Damage
         {{#var:Special1AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special1AlphaDmg}}       Alpha Damage
         {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special1-Ability-Dmg}}   Stat Damage
         {{#var:Special1-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special1-Hit-Points}}     Hit Points
         {{#var:Special1-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special1-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility1-HitDice =  
| NudgeAbility1-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Once a stirge has successfully used their Attach ability (above), they may Drain Blood.  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 {{#var:Special2StandardDmg}} of biting damage, and drain {{#var:Special2-Ability-Dmg}} points 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-Description = Once a stirge has successfully Attached themselves to a victim, they may Drain Blood.  As a standard action, the stirge deals {{#var:Special2StandardDmg}} of biting damage, and drains {{#var:Special2-Ability-Dmg}} 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.
: 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 below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special2ToHit}}           To-Hit
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special2TouchAttack}}     Touch To-Hit
         {{#var:Special2SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special2SaveDC}}         Save DC
         {{#var:Special2StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special2StandardDmg}}     Std Damage
         {{#var:Special2SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special2SwiftDmg}}       Swift Damage
         {{#var:Special2AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special2AlphaDmg}}       Alpha Damage
         {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special2-Ability-Dmg}}   Stat Damage
         {{#var:Special2-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special2-Hit-Points}}     Hit Points
         {{#var:Special2-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special2-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility2-HitDice =  
| NudgeAbility2-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special3ToHit}}           To-Hit
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special3TouchAttack}}     Touch To-Hit
         {{#var:Special3SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special3SaveDC}}         Save DC
         {{#var:Special3StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special3StandardDmg}}     Std Damage
         {{#var:Special3SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special3SwiftDmg}}       Swift Damage
         {{#var:Special3AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special3AlphaDmg}}       Alpha Damage
         {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special3-Ability-Dmg}}   Stat Damage
         {{#var:Special3-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special3-Hit-Points}}     Hit Points
         {{#var:Special3-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special3-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility3-HitDice =  
| NudgeAbility3-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 645: Line 652:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special4ToHit}}           To-Hit
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special4TouchAttack}}     Touch To-Hit
         {{#var:Special4SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special4SaveDC}}         Save DC
         {{#var:Special4StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special4StandardDmg}}     Std Damage
         {{#var:Special4SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special4SwiftDmg}}       Swift Damage
         {{#var:Special4AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special4AlphaDmg}}       Alpha Damage
         {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special4-Ability-Dmg}}   Stat Damage
         {{#var:Special4-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special4-Hit-Points}}     Hit Points
         {{#var:Special4-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special4-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 687: Line 696:
| NudgeAbility4-HitDice =  
| NudgeAbility4-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 703: Line 718:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special5ToHit}}           To-Hit
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special5TouchAttack}}     Touch To-Hit
         {{#var:Special5SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special5SaveDC}}         Save DC
         {{#var:Special5StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special5StandardDmg}}     Std Damage
         {{#var:Special5SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special5SwiftDmg}}       Swift Damage
         {{#var:Special5AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special5AlphaDmg}}       Alpha Damage
         {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special5-Ability-Dmg}}   Stat Damage
         {{#var:Special5-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special5-Hit-Points}}     Hit Points
         {{#var:Special5-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special5-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 745: Line 762:
| NudgeAbility5-HitDice =  
| NudgeAbility5-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 761: Line 784:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special6ToHit}}           To-Hit
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special6TouchAttack}}     Touch To-Hit
         {{#var:Special6SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special6SaveDC}}         Save DC
         {{#var:Special6StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special6StandardDmg}}     Std Damage
         {{#var:Special6SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special6SwiftDmg}}       Swift Damage
         {{#var:Special6AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special6AlphaDmg}}       Alpha Damage
         {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special6-Ability-Dmg}}   Stat Damage
         {{#var:Special6-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special6-Hit-Points}}     Hit Points
         {{#var:Special6-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special6-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 803: Line 828:
| NudgeAbility6-HitDice =  
| NudgeAbility6-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 819: Line 850:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special7ToHit}}           To-Hit
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special7TouchAttack}}     Touch To-Hit
         {{#var:Special7SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special7SaveDC}}         Save DC
         {{#var:Special7StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special7StandardDmg}}     Std Damage
         {{#var:Special7SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special7SwiftDmg}}       Swift Damage
         {{#var:Special7AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special7AlphaDmg}}       Alpha Damage
         {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special7-Ability-Dmg}}   Stat Damage
         {{#var:Special7-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special7-Hit-Points}}     Hit Points
         {{#var:Special7-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special7-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 861: Line 894:
| NudgeAbility7-HitDice =  
| NudgeAbility7-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 877: Line 916:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special8ToHit}}           To-Hit
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special8TouchAttack}}     Touch To-Hit
         {{#var:Special8SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special8SaveDC}}         Save DC
         {{#var:Special8StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special8StandardDmg}}     Std Damage
         {{#var:Special8SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special8SwiftDmg}}       Swift Damage
         {{#var:Special8AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special8AlphaDmg}}       Alpha Damage
         {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special8-Ability-Dmg}}   Stat Damage
         {{#var:Special8-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special8-Hit-Points}}     Hit Points
         {{#var:Special8-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special8-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 919: Line 960:
| NudgeAbility8-HitDice =  
| NudgeAbility8-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 935: Line 982:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special91ToHit}}           To-Hit
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special9TouchAttack}}     Touch To-Hit
         {{#var:Special9SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special9SaveDC}}         Save DC
         {{#var:Special9StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special9StandardDmg}}     Std Damage
         {{#var:Special9SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special9SwiftDmg}}       Swift Damage
         {{#var:Special9AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special9AlphaDmg}}       Alpha Damage
         {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special9-Ability-Dmg}}   Stat Damage
         {{#var:Special9-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special9-Hit-Points}}     Hit Points
         {{#var:Special9-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special9-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 977: Line 1,026:
| NudgeAbility9-HitDice =  
| NudgeAbility9-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 984: Line 1,039:
| 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, and indeed, that is one of their favorite tactics.
| 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, and indeed, that is one of their favorite tactics.


:Once attached, they Drain Blood as fast as they can until they have four points of Con damage, and then use a Withdraw maneuver and their flight 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 to their fellows.
: 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 but a well-traveled path nearby.
 


: They often attempt to ambush travelers, seeking areas with good hiding spaces near a well-traveled path.





Revision as of 21:40, 15 August 2017

Stirge (CR 1)

Neutral - Tiny - Vermin
Lore: Know (Nature)
2 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
16
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +0
Refl: +5
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
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Probiscus +3 (1d6/x2)
    as undefined damage type
    plus Blood Drain

Full Attack (Melee):

  • 1x Probiscus +3 (1d6/x2)
    as undefined damage type
    plus Blood Drain
  • 2x Barbed Claws +3 (1d3/x2)
    as undefined damage type

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:

Languages:

Feats:

Special Abilities

Attach (Ex)

As a standard action, the stirge may make a touch attack against an adjacent target at to-hit. 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 . 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 slashing 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.
Blood Drain (Su)

Once a stirge has successfully Attached themselves to a victim, they may Drain Blood. As a standard action, the stirge deals of biting damage, and drains 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.
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, 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
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)