keterys
First Post
Some people object to how tough creatures like goblins and kobolds can be at 1st level, or want something that's more of a step between a minion and a full fledged level 1 monster. These rules are for them.
The principle is very simple. Apply the rules for lowering level from the DM's Toolbox (DMG p174) to monsters of 1st or 2nd level until you make them 0th or -1st level. Assign them XP values of 75 and 50 respectively - this is technically a break from the standard xp progression. This is on purpose to compare more easily to the 25 XP Level 1 Minion and because the difference in hit points is a more noteworthy percentage of change than other level changes.
As a reminder, each level you decrease you decrease attacks and defenses by 1. For every 2 levels, you decrease damage by 1. Skills, ability checks, and initiative should be decreased by 1 at -1 level (and 1st if coming from 2nd, etc).
You also decrease hit points by an appropriate amount based on the role. Most 0th level monsters, should be Con Score + Role HP (Between 6 and 10), while -1st level monsters should be just Con Score. Multiply by 2 or 4 for elites or solos, if you choose to actually use them.
0th level monsters will now be referred to as 'Lesser' monsters, while -1st level monsters will be referred to as 'Minor' monsters.
This allows you to create an easier HP and XP progression between level 1 monsters and minions. For example, a Dire Rat is 100 XP and 38 hp, and a Giant Rat is 25 XP and 1 hp. A lesser dire rat is 75 XP and 28 hp, and a minor dire rat is 50 XP and 18 hp.
Let me know what you think. I really think this simple idea would be appreciated by an awful lot of people. To make it easier to grok, here are a whole bunch of examples applied to the Monster Manual:
Dire Rat, Goblin Blackblade, Goblin Warrior, Kobold Slinger, Kobold Skirmisher, Stirge
Lesser Dire Rat
Level 0 Brute
Medium natural beast
XP 75
Initiative +2
Senses Perception +5; low-light vision
HP 28; Bloodied 14
AC 14; Fortitude 14, Reflex 12, Will 10
Immune filth fever (see below)
Speed 6, climb 3
Bite (standard; at-will) * Disease
+3 vs. AC; 1d6 + 2 damage, and the target contracts filth fever (see below).
Alignment Unaligned
Skill Stealth +7
Str 14 (+2) Dex 15 (+2) Wis 10 (+0)
Con 18 (+4) Int 3 (-4) Cha 6 (-2)
Minor Dire Rat
Level -1 Brute
Medium natural beast
XP 50
Initiative +1
Senses Perception +4; low-light vision
HP 18; Bloodied 9
AC 13; Fortitude 13, Reflex 11, Will 9
Immune filth fever (see below)
Speed 6, climb 3
Bite (standard; at-will) * Disease
+2 vs. AC; 1d6 + 1 damage, and the target contracts filth fever (see below).
Alignment Unaligned
Skill Stealth +6
Str 14 (+1) Dex 15 (+1) Wis 10 (-1)
Con 18 (+3) Int 3 (-5) Cha 6 (-3)
. . .
Lesser Goblin Blackblade
Level 0 Lurker
Small natural humanoid
XP 75
Initiative +7
Senses Perception +1; low-light vision
HP 19; Bloodied 9
AC 15; Fortitude 11, Reflex 13, Will 10
Speed 6; see also goblin tactics
Short Sword (standard; at-will) * Weapon
+4 vs. AC; 1d6 + 2 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade's previous space as a free action.
Alignment Evil
Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)
Minor Goblin Blackblade
Level -1 Lurker
Small natural humanoid
XP 50
Initiative +6
Senses Perception +0; low-light vision
HP 13; Bloodied 6
AC 14; Fortitude 10, Reflex 12, Will 9
Speed 6; see also goblin tactics
Short Sword (standard; at-will) * Weapon
+3 vs. AC; 1d6 + 1 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade's previous space as a free action.
Alignment Evil
Languages Common, Goblin
Skills Stealth +9, Thievery +9
Str 14 (+1) Dex 17 (+2) Wis 12 (+0)
Con 13 (+0) Int 8 (-2) Cha 8 (-2)
Lesser Goblin Warrior
Level 0 Skirmisher
Small natural humanoid
XP 75
Initiative +5
Senses Perception +1; low-light vision
HP 21; Bloodied 10
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6; see also mobile ranged attack and goblin tactics
Spear (standard; at-will) * Weapon
+5 vs. AC; 1d8 + 2 damage.
Javelin (standard; at-will) * Weapon
Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.
Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)
Minor Goblin Warrior
Level -1 Skirmisher
Small natural humanoid
XP 50
Initiative +4
Senses Perception +0; low-light vision
HP 13; Bloodied 6
AC 15; Fortitude 11, Reflex 13, Will 10
Speed 6; see also mobile ranged attack and goblin tactics
Spear (standard; at-will) * Weapon
+4 vs. AC; 1d8 + 1 damage.
Javelin (standard; at-will) * Weapon
Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.
Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Languages Common, Goblin
Skills Stealth +9, Thievery +9
Str 14 (+1) Dex 17 (+2) Wis 12 (+0)
Con 13 (+0) Int 8 (-2) Cha 8 (-2)
. . .
Lesser Kobold Slinger
Level 0 Artillery
Small natural humanoid
XP 75
Initiative +3
Senses Perception +1; darkvision
HP 18; Bloodied 9
AC 12; Fortitude 11, Reflex 13, Will 11; see also trap sense
Speed 6
Dagger (standard; at-will) * Weapon
+4 vs. AC; 1d4 + 3 damage.
Sling (standard; at-will) * Weapon
Ranged 10/20; +5 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil
Languages common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)
Minor Kobold Slinger
Level -1 Artillery
Small natural humanoid
XP 50
Initiative +2
Senses Perception +0; darkvision
HP 12; Bloodied 6
AC 11; Fortitude 10, Reflex 12, Will 10; see also trap sense
Speed 6
Dagger (standard; at-will) * Weapon
+3 vs. AC; 1d4 + 2 damage.
Sling (standard; at-will) * Weapon
Ranged 10/20; +4 vs. AC; 1d6 + 2 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil
Languages common, Draconic
Skills Acrobatics +7, Stealth +9, Thievery +9
Str 9 (-2) Dex 17 (+2) Wis 12 (+0)
Con 12 (+0) Int 9 (-2) Cha 10 (-1)
Lesser Kobold Skirmisher
Level 0 Skirmisher
Small natural humanoid
XP 75
Initiative +5
Senses Perception +0; darkvision
HP 19; Bloodied 9
AC 14; Fortitude 10, Reflex 13, Will 12; see also trap sense
Speed 6
Spear (standard; at-will) * Weapon
+5 vs. AC; 1d8 damage; see also mob attack.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil
Languages common, Draconic
Skills Acrobatics +7, Stealth +9, Thievery +9
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)
Minor Kobold Skirmisher
Level -1 Skirmisher
Small natural humanoid
XP 50
Initiative +4
Senses Perception +0; darkvision
HP 11; Bloodied 5
AC 13; Fortitude 9, Reflex 12, Will 11; see also trap sense
Speed 6
Spear (standard; at-will) * Weapon
+4 vs. AC; 1d6 damage; see also mob attack.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil
Languages common, Draconic
Skills Acrobatics +6, Stealth +8, Thievery +8
Str 8 (-2) Dex 16 (+2) Wis 10 (-1)
Con 11 (-1) Int 6 (-3) Cha 15 (+1)
. . .
Lesser Stirge
Level 0 Lurker
Small natural beast
XP 75
Intiative +7
Senses Perception +0; darkvision
HP 16; Bloodied 8
AC 14; Fortitude 11, Reflex 12, Will 9; see also bite
Speed 2, fly 6 (hover)
Bite (standard; at-will)
+5 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 5 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.
Alignment Unaligned
Skills Stealth +8
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 1 (-5) Cha 4 (-3)
Minor Stirge
Level -1 Lurker
Small natural beast
XP 50
Intiative +6
Senses Perception -1; darkvision
HP 10; Bloodied 5
AC 13; Fortitude 10, Reflex 11, Will 8; see also bite
Speed 2, fly 6 (hover)
Bite (standard; at-will)
+4 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 4 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.
Alignment Unaligned
Skills Stealth +7
Str 8 (-2) Dex 16 (+2) Wis 10 (-1)
Con 10 (-1) Int 1 (-6) Cha 4 (-4)
The principle is very simple. Apply the rules for lowering level from the DM's Toolbox (DMG p174) to monsters of 1st or 2nd level until you make them 0th or -1st level. Assign them XP values of 75 and 50 respectively - this is technically a break from the standard xp progression. This is on purpose to compare more easily to the 25 XP Level 1 Minion and because the difference in hit points is a more noteworthy percentage of change than other level changes.
As a reminder, each level you decrease you decrease attacks and defenses by 1. For every 2 levels, you decrease damage by 1. Skills, ability checks, and initiative should be decreased by 1 at -1 level (and 1st if coming from 2nd, etc).
You also decrease hit points by an appropriate amount based on the role. Most 0th level monsters, should be Con Score + Role HP (Between 6 and 10), while -1st level monsters should be just Con Score. Multiply by 2 or 4 for elites or solos, if you choose to actually use them.
0th level monsters will now be referred to as 'Lesser' monsters, while -1st level monsters will be referred to as 'Minor' monsters.
This allows you to create an easier HP and XP progression between level 1 monsters and minions. For example, a Dire Rat is 100 XP and 38 hp, and a Giant Rat is 25 XP and 1 hp. A lesser dire rat is 75 XP and 28 hp, and a minor dire rat is 50 XP and 18 hp.
Let me know what you think. I really think this simple idea would be appreciated by an awful lot of people. To make it easier to grok, here are a whole bunch of examples applied to the Monster Manual:
Dire Rat, Goblin Blackblade, Goblin Warrior, Kobold Slinger, Kobold Skirmisher, Stirge
Lesser Dire Rat
Level 0 Brute
Medium natural beast
XP 75
Initiative +2
Senses Perception +5; low-light vision
HP 28; Bloodied 14
AC 14; Fortitude 14, Reflex 12, Will 10
Immune filth fever (see below)
Speed 6, climb 3

+3 vs. AC; 1d6 + 2 damage, and the target contracts filth fever (see below).
Alignment Unaligned
Skill Stealth +7
Str 14 (+2) Dex 15 (+2) Wis 10 (+0)
Con 18 (+4) Int 3 (-4) Cha 6 (-2)
Minor Dire Rat
Level -1 Brute
Medium natural beast
XP 50
Initiative +1
Senses Perception +4; low-light vision
HP 18; Bloodied 9
AC 13; Fortitude 13, Reflex 11, Will 9
Immune filth fever (see below)
Speed 6, climb 3

+2 vs. AC; 1d6 + 1 damage, and the target contracts filth fever (see below).
Alignment Unaligned
Skill Stealth +6
Str 14 (+1) Dex 15 (+1) Wis 10 (-1)
Con 18 (+3) Int 3 (-5) Cha 6 (-3)
. . .
Lesser Goblin Blackblade
Level 0 Lurker
Small natural humanoid
XP 75
Initiative +7
Senses Perception +1; low-light vision
HP 19; Bloodied 9
AC 15; Fortitude 11, Reflex 13, Will 10
Speed 6; see also goblin tactics

+4 vs. AC; 1d6 + 2 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade's previous space as a free action.
Alignment Evil
Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)
Minor Goblin Blackblade
Level -1 Lurker
Small natural humanoid
XP 50
Initiative +6
Senses Perception +0; low-light vision
HP 13; Bloodied 6
AC 14; Fortitude 10, Reflex 12, Will 9
Speed 6; see also goblin tactics

+3 vs. AC; 1d6 + 1 damage.
Combat Advantage
The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Sneaky
When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade's previous space as a free action.
Alignment Evil
Languages Common, Goblin
Skills Stealth +9, Thievery +9
Str 14 (+1) Dex 17 (+2) Wis 12 (+0)
Con 13 (+0) Int 8 (-2) Cha 8 (-2)
Lesser Goblin Warrior
Level 0 Skirmisher
Small natural humanoid
XP 75
Initiative +5
Senses Perception +1; low-light vision
HP 21; Bloodied 10
AC 16; Fortitude 12, Reflex 14, Will 11
Speed 6; see also mobile ranged attack and goblin tactics

+5 vs. AC; 1d8 + 2 damage.

Ranged 10/20; +5 vs. AC; 1d6 + 2 damage.

The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)
Minor Goblin Warrior
Level -1 Skirmisher
Small natural humanoid
XP 50
Initiative +4
Senses Perception +0; low-light vision
HP 13; Bloodied 6
AC 15; Fortitude 11, Reflex 13, Will 10
Speed 6; see also mobile ranged attack and goblin tactics

+4 vs. AC; 1d8 + 1 damage.

Ranged 10/20; +4 vs. AC; 1d6 + 1 damage.

The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.
Great Position
If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.
Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)
The goblin shifts 1 square.
Languages Common, Goblin
Skills Stealth +9, Thievery +9
Str 14 (+1) Dex 17 (+2) Wis 12 (+0)
Con 13 (+0) Int 8 (-2) Cha 8 (-2)
. . .
Lesser Kobold Slinger
Level 0 Artillery
Small natural humanoid
XP 75
Initiative +3
Senses Perception +1; darkvision
HP 18; Bloodied 9
AC 12; Fortitude 11, Reflex 13, Will 11; see also trap sense
Speed 6

+4 vs. AC; 1d4 + 3 damage.

Ranged 10/20; +5 vs. AC; 1d6 + 3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil
Languages common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)
Minor Kobold Slinger
Level -1 Artillery
Small natural humanoid
XP 50
Initiative +2
Senses Perception +0; darkvision
HP 12; Bloodied 6
AC 11; Fortitude 10, Reflex 12, Will 10; see also trap sense
Speed 6

+3 vs. AC; 1d4 + 2 damage.

Ranged 10/20; +4 vs. AC; 1d6 + 2 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil
Languages common, Draconic
Skills Acrobatics +7, Stealth +9, Thievery +9
Str 9 (-2) Dex 17 (+2) Wis 12 (+0)
Con 12 (+0) Int 9 (-2) Cha 10 (-1)
Lesser Kobold Skirmisher
Level 0 Skirmisher
Small natural humanoid
XP 75
Initiative +5
Senses Perception +0; darkvision
HP 19; Bloodied 9
AC 14; Fortitude 10, Reflex 13, Will 12; see also trap sense
Speed 6

+5 vs. AC; 1d8 damage; see also mob attack.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil
Languages common, Draconic
Skills Acrobatics +7, Stealth +9, Thievery +9
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)
Minor Kobold Skirmisher
Level -1 Skirmisher
Small natural humanoid
XP 50
Initiative +4
Senses Perception +0; darkvision
HP 11; Bloodied 5
AC 13; Fortitude 9, Reflex 12, Will 11; see also trap sense
Speed 6

+4 vs. AC; 1d6 damage; see also mob attack.
Combat Advantage
The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Mob Attack
The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shift (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil
Languages common, Draconic
Skills Acrobatics +6, Stealth +8, Thievery +8
Str 8 (-2) Dex 16 (+2) Wis 10 (-1)
Con 11 (-1) Int 6 (-3) Cha 15 (+1)
. . .
Lesser Stirge
Level 0 Lurker
Small natural beast
XP 75
Intiative +7
Senses Perception +0; darkvision
HP 16; Bloodied 8
AC 14; Fortitude 11, Reflex 12, Will 9; see also bite
Speed 2, fly 6 (hover)

+5 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 5 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.
Alignment Unaligned
Skills Stealth +8
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 1 (-5) Cha 4 (-3)
Minor Stirge
Level -1 Lurker
Small natural beast
XP 50
Intiative +6
Senses Perception -1; darkvision
HP 10; Bloodied 5
AC 13; Fortitude 10, Reflex 11, Will 8; see also bite
Speed 2, fly 6 (hover)

+4 vs. AC; 1d4 damage, an the target is grabbed (until escape) and takes ongoing 4 damage until it escapes. An attached stirge doesn't make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.
Alignment Unaligned
Skills Stealth +7
Str 8 (-2) Dex 16 (+2) Wis 10 (-1)
Con 10 (-1) Int 1 (-6) Cha 4 (-4)