Monsters / Stirge

Stirge

CR 1/2 - 200 XP - N Tiny Magical Beast

Stat block

AC16 (touch 16, flat-footed 12)HP5 (1d10)SavesFort +2, Ref +6, Will +1Meleetouch +7 (attach)Speed10 ft., fly 40 ft. (average)AbilitiesStr 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6BAB / CMB / CMD+1 / +3 / 9Sensesdarkvision 60 ft., low-light vision, scent; Perception +1Environmenttemperate and warm swamps

Combat brain - every behavior cites its line (2 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

skirmisher (from abilities)
abilities: Dex 19 over Str 3 - strike and slip away, never trade full attacks
night-hunter (from senses)
senses: darkvision 60 ft., low-light vision, scent; Perception +1 - hunts where prey is blind

On-hit riders and breath

blood drain

From the entry

When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. 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 and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself-if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed. A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge 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. Due t...