Horde Book 1: A Swarm Of Stirges (print)

JoeGKushner

Adventurer
Masters & Minions, Horde Book 1, Stirges, brings us one of the monsters almost every adventurer has had to cross at an early point in their career, the stirge.

For those who don’t know, the stirge is like a big mosquito that drains blood. That’s pretty much it. It’s an old favorite that stretches back to first edition. Some of the changes made to them in 3rd edition make them vicious with their ability to deal Constitution damage with a touch attack. Well, the author wasn’t happy with just having the information from the monster manual and has created a whole book to help put the monster in its classic place.

Broken up into different sections, the book focuses on monsters, characters, adventurers, characters, and encounters. This allows the GM to get a little more use out of the book than just a standard book of monsters. It’s far different than if the author had just taken a bunch of templates or something and applied it to the stirge.

In terms of the monster write ups, they follow the revise edition rules. This means that they have different armor classes (standard, flat footed and touch), base attack and grapple information, attack and full attack information, and ending with level adjustment. Outside of the block, the creatures have background information, combat information, ecology, and designer’s notes. One nice touch is the read aloud section. Another nice touch is the challenge rating on a shield with two swords crossed behind it. This allows you to quickly see what the CR of the creature is. Monsters include the following creatures: Ashmalkin, Blood Bloat, Hollow Husk, Stirge and Stirge Swarm.

The Ashmalkin is a diminutive fey that uses the stirge as a mount. The creatures fight with shocklashes and flamedarts. They are crazy little creatures that often fight to the death. One of the interesting things about them is that while they often serve the UnSeelie Court, they just as often, serve themselves. Makes for some interesting role-playing potential as the GM can have the party get caught up in a mix up between loyalists and ‘traitors’.

The blood bloat is an egg layer, an older strige that’s reached a new level in its life cycle. These creatures lack the winged mobility of their younger counter parts but are able to use their smaller wings to navigate the waterways.

Now the hollow husk is a pretty simple idea for an undead. A creature that was drained to death by bloodloss. The author has put some campaign hooks into these creatures. See the corpse is animated by a Usthulag, a creature from the negative energy plane. When those creatures animate the husks, they poke a hole in reality and sometimes attract other undead to that spot.

The stirge is the standard monster from the original book with more details on it’s ecology. It’s not a great deal of ecology mind you. This is no article from Dragon Magazine like the old Ecology of series. Not a bash against the book, but it doesn’t go into when the creatures hunt, if they have any hierarchy among themselves or other behaviors. It doesn’t discuss ambushing the prey or using hit and run tactics or any of the numerous tidbits that the old Ecology articles did, It covers where they live and how they deplete an area of living resources.

The Stirge Swam itself is another nasty little piece of work. They fly onto you and begin their devouring. Keep those area effect spells handy folks.

In terms of characters, we not only have the Ashmalkins with racial stats, but also a prestige class, the Wing Jockey, to augment the average flyer. It’s a class the masters mounted combat on its stirge, bonding with a specific creature.

The section on adventures is a little misleading. It includes some new items, like the Ashmalkin shocklash and flamedart, as well as details on the bloat chrysalis, the shell that the stirge spins to undergo it’s transformation into a Blood Bloat. The ideas on running the Horde, include some ideas that are hinted at earlier and include a few sample adventure seeds, but don’t include game stats, relying on the GM to have them handy. The most obvious one is the negative energy break through due to the husk. The bad news is that it can grow from mere incursions to eruptions which leave negative energy as a dominant factor on the land.

In denizens, we have characters like Twizz Arglegray, a 18th level wizard with an unhealthy obsession with undeath. Now he’s not a necromancer or anything mind you, he just studies death magic. A little different I thought were Wise Fat Mottled, a blood bloat vampire and Ragged Wing, a stirge ghost. The other encounters are interesting and can provide the GM with some options when thinking of how best to use this book. For example, Urthein is a hollow husk but he’s a very special one. Twizz wanted to make a lich whose human body died due to blood drain at the same time he became a lich. So now we have one very powerful hollow husk.

Further benefit is found in the sample stirge lair. It includes an overland map of an Ashmalkin swamp colony as well as a subterranean stirge nest that can be linked to the sample lair. The good news is that this set up uses an easy to read map and looks like it could easily be done with Dwarven Forge sets.

Usually when a book has one artist, the art has a solid consistent feel. In this case, Sang Lee did all of the art. One thing that’s odd about Sang’s art is that it varies in quality. Take the cover. It’s a picture that’s used on the interior cover and for the stirge itself. It’s a nice piece. Now look at the Hollow Husk on page 10. Not quite the same quality. Then again, look at Wise Fat, a Blood Bloat Vampire on page 31. High quality once again. One thing that annoys me is that I think he got the number of legs on the stirge wrong. Well, when I read the Monster Manual description, it’s okay, but when I read the material here under the Read Aloud section, “The six legs dangling from its furry abdomen…” indicate that the author and the artist aren’t on the same page.

One of the odd things, which I believe is caused by the printer, is that the interior cover suffers some ink loss. This doesn’t affect the interior material, just the interior covers. Another problem was the author didn’t catch the cut off on page 48, where it stats, “Political divisions within the ashmalkin nations are likely to lead to some factions attempting to negotiate when the” and ends there.

At 54 black and white pages for $12.00, the book is well priced. Other books at this price level are usually 48 black and white pages.

While I’m not the type of GM who’d create a stirge campaign that involved the players not only trying to discover the link between the various stages of a stirge’s life or have them set up their own stirge farm for the gallduroi (stirge bladder), I can see some GMs really taking to wing with that idea. I’ll have no problem using this to set up a little adventure where the party has to move through a swampy area and wonder about all of the strange corpses that look like their falling in on themselves and the look of shock when they first encounter a stirge swarm. I look forward to the company’s next book because here, the author has taken a weird little creature and given it a new lease on life.
 

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The Masters and Minions series begins with four new creatures that create a Horde for one of the monsters that made roleplaying great:

I am the stirge. For thirty years, you have fought me. I've lurked in caverns and wandered through swamps, waiting for the chance to sink my proboscis into your flesh and drink your blood.

Remember me? I'm not just a random encounter--I'm one of the monsters that made roleplaying great. Think you know all about me? Think again.

* Believe in monsters again with four new creatures that create a complex and plausible ecology for the stirge, and a comprehensive challenge for those who encounter the Horde

* Roll your own legends with two options for player characters: rule the skies with the Wing Jockey prestige class, or get small with the six-inch race of ashmalkins

* Expand the game you're already playing with adventure hooks, sample lairs, and a fully-rounded NPC displaying the potential of each of the five monsters in the Horde

The electronic PDF edition is free to purchasers of the printed Horde Book: get the best of both worlds with Behemoth3!
 

Masters & Minions Horde Book 1: A Swarm of Stirges
By Tavis Allison
Behemoth3 product number BEH 3501
54 pages, $12.00

A Swarm of Stirges is the first in Behemoth3's "Master & Minions Horde Books," each one taking an extensive look at a single monster from the SRD, and expanding upon it. In this first volume, besides the stirge itself, we get three other creatures (one of which is usable as a Player Character race), a stirge swarm, a prestige class, a new spell, several new items, some adventure hooks, 5 NPCs, and charts of encounter tables.

The cover is a full-color illustration of a stirge in flight by Sang Lee. The stirge looks significantly different from the one illustrated in the Monster Manual; this one only has one set of batlike wings (which makes more sense to me), and has a much more insectlike build, with a distinct head, thorax, and abdomen (although oddly enough, it still only has four legs, despite being described in the Monster Manual as having "eight jointed legs" and elsewhere in this book as having six). The abdomen is veiny like a brain and seems swollen with blood - the dark pink/reddish coloration helps give that illusion. The background is a simple white triangle on red, with a pattern of hexagons showing throughout. In all, it's a simple cover, but a very nice looking one.

The inside covers are put to excellent use - they're treated as additional pages. Other than additional artwork, this is the best possible use for an inside cover that I can come up with (it certainly beats leaving them blank!), and I would assume that the two pages it saved probably helps keep the price of the book down, if even just a bit. On the down side, the print is a bit "reverse splotchy" - there are parts of some of the letters in many of the words on these inner covers that have chunks missing.

The interior artwork is also done mostly by Sang Lee, although Bernie McGougal helps out with a piece or two. There are 17 black-and-white illustrations in all, although several of them are reused and combined. For example, Bernie's hollow husk illustration on page 10 is reversed, blown up, and cropped to form the illustration on page 13, and Sang's stirge swarm picture on page 17 (and the back cover) serves as a background for the combined illustration on page 36, which features the ashmalkin mounted on a stirge from page 22 as its main subject. The ghost-stirge on page 35 is the same drawing of the mounted stirge from page 22, only with the ashmalkin removed and the whole picture done in "negative exposure." (I'm sure this is all electronically manipulated via Photoshop or a similar program.) In any case, the artwork is good despite the repetition. There are also two maps towards the back of the book that I suppose were also done by Sang or Bernie, although they aren't signed. (Bernie puts a "BMc" by his drawings; Sang does an "S" in a circle reminiscent of the yin/yang symbol.)

A Swarm of Stirges is laid out as follows:
  • Introduction: A page of fiction encapsulating the life of a stirge, followed by a history of the stirge (from the creature's original appearance in 1979 through two different "Ecology" articles in Dragon), an examination of the stirge life cycle, a bit on the fey and undead that this book links to stirges, and how to incorporate the material from this book into your game world.
  • Monsters: The ashmalkin (chaotic fey that ride stirges as aerial mounts), blood bloat (final stage of the stirge life cycle), hollow husk (undead caused by the animation of a blood-drained stirge victim by spirits from the Negative Material Plane, and including several variants), stirge (from the SRD), and stirge swarm (making use of the 3.5 "swarm" creature type).
  • Characters: Ashmalkins as PCs, and the Wing Jockey prestige class.
  • Adventures: Not really an aptly-named chapter, this section deals with 4 ashmalkin alchemical weapons, 3 stirge byproducts, a new spell, types of breakthroughs between the Negative Elemental Plane and the Prime Material Plane, material on stirge ranches, swamp conditions, and 3 adventure hooks.
  • Denizens: Background material, game stats, and adventure hooks for an ashmalkin Wiz18 (and his stirge familiar), a blood bloat vampire, a hollow husk Clr15, a stirge ghost, and an ashmalkin wing jockey leading a stirge swarm.
  • Encounters: Tactical units (aerial, ambush, necromancer, patrol, risen dead, and swamp), the creatures in each unit, and their likely tactics, plus 2 sample stirge lairs: one in a swamp, one underground.
  • Appendices: Stirge Horde at a Glance, Unit Encounters by Level, a Racial Preferences chart, Ashmalkin Wizard NPC of Levels 1-20, and the appropriate OGC license.
First of all, let me get this off my chest: What a pleasant surprise the quality of the proofreading was in this book! I didn't find a single instance of incorrect grammar or punctuation at all (save for the very last line on page 48, which was cut off in mid-sentence, and one instance where I would have used a semicolon instead of a comma), and the only real "proofreading" problems I noted were a few instances where a size category or two were not capitalized and some 3.0/3.5 terminology glitches (3.5 doesn't refer to "subdual" damage, it's "nonlethal" damage now; "lizardmen" are called "lizardfolk" now, etc.). Oh, and the second "I" in a Roman numeral "II" was lowercase by mistake. Not bad, not bad at all! I did have to hit the dictionary to look up one undefined word that was unfamiliar to me: ashmalkins grow from galls on trees; a "gall" is apparently "an abnormal plant growth that on certain oaks yields tannin." Okay, that makes sense - I had figured out from the context that these ashmalkin dudes were sprouting from trees anyway.

This really looks like it's going to be a cool series of monster books. I like the way that even though some of their new material about stirges contradicts the earlier known "facts" about them from previous editions of the game, the author has gone out of his way to come up with explanations as to why these apparently contradictory facts might still be true. For example, according to A Swarm of Stirges, stirges are completely asexual, being the equivalent of a caterpillar; it isn't until they form a chrysalis and metamorphosize into their adult forms - that of an aquatic blood bloat - that they become sexually active (and even then they're hermaphroditic). If you've used stirges in your campaigns so far and have never used any of these details, it might just be because the adventuring party has never met up with blood bloats before (so the new material has always been true, just never known before), or the stirge/blood bloat life cycle can be unique to one particular breed of stirges, and the party's just never met up with that breed before. (And the breed might not have ended up that way naturally; transmutation magic might have been at work, as a mad wizard or experimenting druid coaxed things along to fit their own designs.) I really like this approach - to me, it's much more palatable than the "forget everything you know about whatever creature we're discussing: here is the real story" approach that many game companies use.

As for the material itself, I like almost everything in the book. Ashmalkins seem like a perfectly logical choice for a "stirge rider," although I doubt their usefulness as a PC race (Diminutive size being the real clincher there: almost none of the standard magic items will be usable, and who wants to play a PC with that kind of handicap?). Blood bloats actually make a sort of sense, and they certainly make the stirge life cycle more interesting. (I like the fact that their wings can no longer support their oversized bodies, and that they have thus adapted to an aquatic existence. In a way, this is reverse to the mosquito life cycle: their larvae starts out as aquatic, then the adults become the winged pests we all hate.) The hollow husks are pure genius, although it took a bit of effort to justify their existence - why don't these "usthulags" from the Negative Material Plane animate anything else besides stirge-drained corpses? Still, they are about the most distinctive undead I can think of; I especially like the fact that they have different abilities depending upon whether they fill their paper-thin bodies with air or with water. Stirge swarms seem like they'd be one of the least-favorite "swarm" types to be caught in - 1d4+2 Con damage per round? Yipes! - but I'm surprised that they only have a combined total of 22 hit points, considering a single stirge has 5 hp and there are supposed to be about a thousand stirges per swarm. (I don't actually believe that for a minute, though: if, as the book indicates, there are 25 stirges in each square foot of the swarm, they'd have no room to fly; a stirge's body is about a foot long with a 2-foot wingspan. I figure 100-200 stirges per swarm would be a bit more likely.) The wing jockey prestige class is tailor-made for the ashmalkin, going hand-in-hand with the creature's background (although the description is "generic" enough that it could be used for other aerial mounts). It was nice seeing value being placed upon stirge by-products, in this case, intact (and unhatched) chrysalises, stirge gallbladders, and trained blood bloats. One touch I really liked were the "Designer's Notes" sprinkled throughout the book; they gave a nice behind-the-scenes view on why a particular decision was made, and give a bunch of cool ideas to use in-game, like the various descriptions of hollow husks when they're destroyed.

On the down side, there were a few problems with some of the game stats. I recommend making the following changes:
  • p. 6, Ashmalkin: Hit Dice should be 1d8, not 1d8+1 (with a CON 10, they have no CON bonus). As a result, average hit points should be 4, not 5. Shocklash attacks should be at +9 melee, not +8 (+1 BAB, +4 size, +4 DEX due to Weapon Finesse). Flamedart attacks should be at +9 ranged, not +8 (+1 BAB, +4 size, +4 DEX). Also, it isn't mentioned, but I assume that the feather fall special ability is usable at will, an unlimited number of times per day?
  • p. 8, Blood Bloat: Flat-footed AC should be 13, not 12 (+1 size, +2 natural). With 2 HD, it should have only one feat, not two - one of the feats should be annotated as a bonus feat.
  • p. 28, Twizz Arglegray, ashmalkin Wiz18: Hit Dice should be 18d4+36, not 18d4+54 (he has a CON 14, and thus a +2 CON bonus/HD). Shocklash attacks should be at +20 melee, not +15 (+9 BAB, +4 size, +6 DEX with Weapon Finesse, +1 green ioun stone). Flamedart attacks should likewise be at +20 ranged, not +15. Under Full Attack, this brings his shocklash attacks to +20/+15 melee and his flamedart attacks to +20/+15 ranged, as opposed to +15/+9 as printed.
  • p. 29, Mangkoon, stirge familiar: Hit points should be 43, not 48 (half of Twizz's hp total). Grapple should be +9 when attached, not +1 (+9 BAB, -4 STR, -8 size, +12 attach bonus). As a familiar, he should get his master's skill ranks if they're higher than his own, so his Hide +14 should be Hide +34 (taking into account his Tiny size) and his Spot +4 should be Spot +11.
  • p. 30, Wise Fat Mottled, vampire blood bloat: AC should be 23, not 21 (+4 DEX, +9 natural). Flat-footed AC should be 19, not 17 (blood bloats have +2 natural armor, the vampire template adds +6 natural armor, and Wise Fat's Improved Natural Armor feat adds +1 more). As a Medium creature, her (odd choice of words for a hermpahroditic creature, but that's what they use so that's what I'll use) Improved Grab should only be able to affect creatures of size Large or smaller, not Huge as listed. Thus, she would move into the space of a Large or Medium victim and drag those Small or smaller into her space.
  • p. 34, Ragged Wing, stirge ghost: Nothing too bad here, just that Weapon Finesse should be annotated as a bonus feat.
  • p. 37, Flit Cumbercrickle, ashmalkin Wing Jockey 5/Warrior 1: Likewise, Mounted Combat should be annotated as a bonus feat.
  • p. 38, Direcloud, stirge swarm: Grapple should be "-" instead of "0" (swarms can't grapple).
The list of Appendices in the back seem like they'd be very useful - I was especially surprised to see an NPC chart for an ashmalkin wizard of every level from 1-20, complete with an equipment list, just like the PC/NPC classes in the Dungeon Master's Guide. This is something that you probably won't use often, but when you need it (most likely at the spur of the moment) it'll be very handy indeed. The two sample lairs were functional if a little on the dry side.

All in all, A Swarm of Stirges has me excited about an entire new line of monster-focused books, and this one makes a great introduction to the series. It takes a very simple creature, the stirge, that most campaigns don't see a whole lot of beyond the first few levels of adventuring, and breathes new life into its life cycle and background, extending its use for all levels of play. I give A Swarm of Stirges a rating of "4 (Good)," and commend author Tavis Allison for a job well done. I look forward to his next book in the series, which will apparently feature otyughs. (I don't believe there has ever been a book devoted to otyughs before!)
 

Thanks for a remarkably thorough and comprehensive review, John -- the kind every publisher hopes for because it helps make their next book better. In this case, it's going to make the same book better!

Due to the problem with the ink on the inner covers, our printer, Express Media, is going to be re-doing the entire print run. And to apologize for the error, they offered to let us re-layout the text, giving us a chance to correct the rules errors and proofreading slips we missed. We'll also rename the "Adventures" section to "Resources", remove conflicting references to how many legs a stirge has, and add a designer's note explaining why I gave the stirge swarm 4 HD. (For people who aren't convinced, see the "Behemoth3 Recommends" section in the back inner cover: as it says there, the stirge swarm Joe Muchiello designed for Throwing Dice Games' "Notebook Essentials: Swarms, Stampedes, and Skirmishes" has a substantially higher CR and a different mechanic, an interesting case of parallel development.)

With the new print run, we'll also be fixing something that a lot of retailers and distributors at GenCon told us was a mistake: the book was underpriced. The copies that you'll see in stores will have a cover price of $15, but some of the remaining, soon-to-be-a-collector's-item copies of the original print run will be available for $12 from www.behemoth3.com. These original copies will, of course, still have the mistakes John caught -- but savvy EN World readers can use his review as errata (or consult the PDF edition that's free to all owners of the print book, which will incorporate all current & future fixes).
 

Swarm of Stirges

I have been waiting four years for someone to do this. One of the great things that the Open Game License has allowed is for people to expand on the traditional creatures of D&D. But it never did happen. People took the classes and the races and gave them depth and redefinition. But this was not done with the monsters. New monster book came and went all the while offering new and interesting creatures. But the classic creatures just got a little information that was written in the Monster Manual. There is a new series of books though that will look at and redefine some of the old and classic creatures. The first in the series is A Swarm of Stirges and it takes a classic and scary creature and looks at it in a new light.

A Swarm of Stirges is a small book, only about fifty four pages. It is brought to us by a new company, Behemoth 3. The book is also available as a PDF and when one gets the book they can get a copy of the PDF for free from Behemoth 3’s site. The softbound book is well organized but it does seem like they stretched things out a bit to make a bigger book. The art is good and it is all black and white. The layout is good as well.

The book starts off with a nice short story of a little Stirge and how it comes to be in life. It is a strangely entertaining yet creepy story from the point of view of the Stirge. The book starts with ecology of the Stirge and it greatly expands on the version that everyone is familiar with. The book then presents a few new creatures that deal with Stirges. The first is a fey called the Ashmalkin. They ride stirges and are considered enemies of the Seelie Court. One of the highlights of the book is the Designer Notes that the auther includes on many of the creatures and other ideas presented here. He goes into detail about how things happened in the play testing and it gives great insight on how to use the creatures with greater ease. One of the great ideas that I really like with the Ashmalkins is the idea of their nations and their separation of them through civil wars. In the designer notes it has an idea of the Fifth Expeditionary Cavalry and other political bodies. The ideas are brief and not defined but it really is more then enough to get the creative juices flowing. I found it the most creative idea in the book.

Another new creature is the Blood Bloat. It is a stirge later in life. It a nice idea that furthers the life cycle of the stirge. After them there is the Hollow Husk, a undead creature that the husk of a drained animal or person can turn into. The strength of the hollow husk is that the author actually goes into detail how they come about. Most undead just seem to happen or it’s explained as magic. Again it is the details that really make the creatures. The Stirge is reprinted here and greatly detailed. But it’s the Swarm of Stirges that follows that is truly scary. Now, the write up of the swarm is not nearly as strong as I would think. It only has a challenge rating of three. It is the right challenge rating considering the stats they gave the swarm, it is just I think a swarm of stirges should be a lot more lethal and powerful.

The book goes on to give the option of playing the Ashmalkins as characters. And while they are given no level adjustment I really think one is needed. They are diminutive creatures with pretty good stat bonuses. They can’t use most equipment but they have Wizard as their favored class so they can make items they can use. There is a Wing Jockey prestige class for them. It represents the great ability they have to fly the stirges. As a prestige class they made it very simple to get into. One can qualify for it at first level. The designer does state that he did that because he wanted to keep the levels of the creatures low since the challenge ratings in this book are low. However, I feel it should have been a core class then, even if just a five level one.

The adventure section is where I had the feeling that things were stretched. There are some nice ideas here but there are stat write ups that take over a page and it just seems like wasted space. I know large stat write ups are a part of d20 and are a problem in many books.

Swarm of Stirges does a great job of breathing new life into an old favorite. The idea of using the swarm rules and apply them to the stirge is truly a great idea and showing a strength of the new systems rules. The book does a great job of introducing us to a creature we know but in a way we did not.
 

Masters and Minions: A Swarm of Stirges

Masters and Minions: A Swarm of Stirges is a sourcebook providing additional rules, information, ideas, and encounters regarding that classic bloodsucking nuisance, the stirge. The book is written by Tavis Allison, and is the first release by Behemoth3.

A First Look

I received a copy of A Swarm of Stirges as 54 page print-on-demand document priced at $12.00, though revealed elsewhere in the reviews section you will find that future printings will be more expensive. The book comes with a code to receive a PDF version of the book. I find this to be a fantastic arrangement. Some publishers are pricing their electronic books at 75%-100% of the price of their printed book, which totally neglects the value of the printed product. Providing an electronic version is of great added value, though, and I heartily hope that this becomes more common; it provides the buyer with an electronic copy that can be updated and be used for copying and pasting pertinent sections in one’s game notes, while still delivering the inherent value of a printed book.

All artwork is by Sang Lee. The cover of the book has a rather nice illustration of bat/mosquito hybrid looking stirge. The interior art is black and white (though is colorized in the PDF version.) The art is rather appealing throughout.

The copy I received uses the inside cover for some text (primarily company information and the like). The printing on the inside cover looks rather splotchy. The author discussed this with me and professes that this printing error should not recur in later version.

A Deeper Look

To catch your interest, the author sets the tone with a tale about a stirge that reads like a slightly respun childs tale, forshadowing some of the material in the book.

While I was expecting an extended belaboring of stirge ecology, it turns out that most such notes were limited to a single page in the introduction. The bulk of the book is rather more meaty.

A 12 page section on monsters includes a new, more detailed writeup of the stirge. But it only begins there (er, well, not quite begins, as this particular writeup is about halfway thought). In addition to this, we get:
-Ashmalkin: These are wicked little fey that tame and ride stirges. They also use alchemy to create weapons that make you take notice of the little beasties, like shocking whips and flaming darts.
-Blood Bloat: The brief ecology section intoduces the stages of a stirges life cycle, the last one being the blood bloat. Blood bloats are the flightless egglaying form a well fed stirge metamorphoses into.
-Hollow Husk: The hollow husk is an undead creature that has been sucked dry, a common state of being in stirge infested swamp. This curiosity has a few game mechanical impacts; a hollow husk may fill itself with air or water. Or, in a more sinister vein, ashmalkins have been known to fill the creatures with swamp gas, bacteria, or toxic spores, making for a nasty surprise.
-Stirge Swarm: Stirges being the traditional swarm creature, using the swarm creature seems like only the natural thing to do. This makes it more convenient to handle a large swarm of the creatures.

Though what is described to this point is but a third of the document. Everything from here on out is additional options and encounters for stirges and (more often) the new creatures. The ashmalkin receive a full PHB style writeup, with additional random character details and a short prestige class, the wing jockey.

Encounters include a ashmalkin wizard, a hollow husk lich, a ghost stirge, and a vampire bloated blood. More extensive encounters include a larger units, a stirge swamp lair, and an ashmalkin swamp colony. Appendices to the book summarize the main creature statistics and provide a progression for an ashmalkin wizard from levels 1-20.

Conclusions

I have got to admit, when I first saw this book, I was rather skeptical. A book about stirges? How much can your really say about stirges that would remain interesting? I was expecting something rather droll, having bad flashbacks of obvious to the experienced reader factoids like the early Slayer’s Guides.

I was surprised to see that the contents were actually offered quite a few possibilities. The ashmalkin, to me, are really the focus of the book, and an intriguing one.

Further, I also appreciate the approach of providing a PDF with a book, something I spend the extra money to do on occasion with other publishers.

That said, there are a few problems with stat blocks (mostly some misplaced modifiers, such as HP and Con modifiers not matching). Though the PDF-add-on format provides the potential to correct such problems (and they have already been pointed out by another reviewer), as of a few days ago when I pulled down the PDF, it was not updated with correct statistics yet.

Overall Grade: B

-Alan D. Kohler
 

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