Dungeons and Dragons Stirge 3.5 PBP RPG

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Stirge

Stirge

Tiny Magical Beast

Hit Dice:

1d10 (5 hp)

Initiative:

+4

Speed:

10 ft (2 squares), fly 40 ft. (average)

Armor Class:

16 (+2 size, +4 Dex), touch 16, flat-footed 12

Base Attack/Grapple:

+1/-11 (+1 when attached)

Attack:

Touch +7 melee (attach)

Full Attack:

Touch +7 melee (attach)

Space/Reach:

2-1/2 ft./0 ft.

Special Attacks:

Attach, blood drain

Special Qualities:

Darkvision 60 ft., low-light vision

Saves:

Fort +2, Ref +6, Will +1

Abilities:

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

Skills:

Hide +14, Listen +4, Spot +4

Feats:

Alertness, Weapon Finesse B

Environment:

Warm marshes

Organization:

Colony (2-4), flock (5-8), or storm (9-14)

Challenge Rating:

1/2

Treasure:

None

Alignment:

Always neutral

Advancement:

-

Level Adjustment:

-

A stirge's coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base.

A stirge's body is about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound.

Combat

A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.

Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.


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Velon moves slowly down the hall, following Cratol and Lora at a distance. He watches to ensure the group stays close. All the while he can't resist putting a hand on his stomach, thinking of Rezmir's blade cutting through him. The blade, where was it? He'll have to remember to ask once they are in a safer spot.

Out of Character: . Since Daishain mentioned Rezmir's room being hazardous twice or so and mentioned rooms nearby with beds, it's probably best to follow the not-so-subtle suggestion on the Dungeon Master.

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