Warbringer
Explorer
Well, yes, in theory if it can't land it begins to fall.
My favorite nonsense rule, and a pure artifact of turn based mechanics.
Well, yes, in theory if it can't land it begins to fall.
A problem of stirges is the +7 touch attack, 1d4 Con Damage, and CR 1/2. That can be lethal to a low level party. CR 1/2 scales to 2 Stirges for a party of 4 first level characters. A lot more for 4 second level characters.
Played smart, they should go after lone characters, say, that rogue sneaking ahead. With bad luck, the rogue will be dead before the party can catch up.
The problem is the 1d4 Con, which is too strong in not too rare circumstances.
(Even worse is the 1d6 Str from Shadows.)
Thx!
TomB
A problem of stirges is the +7 touch attack, 1d4 Con Damage, and CR 1/2. That can be lethal to a low level party.
Played smart, they should go after lone characters, say, that rogue sneaking ahead. With bad luck, the rogue will be dead before the party can catch up.
My favorite nonsense rule, and a pure artifact of turn based mechanics.
However, Stirges are tiny creatures with few hit points and their only attack involves drawing an attack of opportunity and takes a full round to accomplish - giving even a low level party a chance to respond. A party can wade through Stirges if need be, and if they are cautious and the circumstances in their favor they should emerge with relatively little losses. Likewise, even if things do go bad, it takes 3-4 Stirges to kill a PC since the worst that can happen is 4 CON loss per Stirge.
Stirges have Int 1, so if you are playing them smart you are doing it wrong. An Int 1 creature shouldn't have any real understanding of cause and effect or be able to foresee situations or really understand much of anything.
That said, an Int 1 creature's basic instincts would probably be to attack prey when it becomes available, so ambushing the party rogue who is scouting ahead may well occur without any real planning on their part. My advice? Don't get more than a move action or at worst a charge ahead of your party. Also, combat reflexes is a life saver.
The common vampire bat mainly feeds on the blood of livestock, approaching its prey at night while they are sleeping.
Played smart, they should...
Secondly, I have fumble rules and attacking a creature in the same space as an ally (or yourself) increases your fumble threat range, with any additional chance of fumble resulting in accidentally attacking your ally (or yourself).
Which brings up a bizarre issue should the stirge roll the fumble: How does a stirge drop its proboscis?