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Many Templated Stirge
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<blockquote data-quote="Dog Moon" data-source="post: 2367182" data-attributes="member: 23023"><p><strong>STIRGE</strong></p><p> Huge Outsider [Cold]</p><p><strong>Hit Dice:</strong> 18d8 + 270 (380 hp)</p><p><strong>Initiative:</strong> +8</p><p><strong>Speed:</strong> 50 ft, fly 40 ft. (poor)</p><p><strong>Armor Class:</strong> 28 (-2 size, +5 Dex, +15 natural), touch 13, flat-footed 23</p><p><strong>Base Attack/Grapple:</strong> +16/+32 (+44 when attached)</p><p><strong>Attack:</strong> Touch +30 melee (attach)</p><p><strong>Full Attack:</strong> 2 Touch +30 melee (attach) and 2 Claws +28 (1d8+8)</p><p><strong>Space/Reach:</strong> 2-1/2 ft./0 ft.</p><p><strong>Special Attacks:</strong> Attach, blood drain,Smite good +28 damage, Breath DC 25, Rend (2d8+12)</p><p><strong>Special Qualities:</strong> Darkvision 90 ft., low-light vision, cold resist 10, fire resist 10, DR 10/magic, SR 25, Scent, Fast Heal 5, Breath DC 25</p><p><strong>Saves:</strong> Fort +24, Ref +14, Will +12</p><p><strong>Abilities:</strong> Str 43, Dex 19, Con 38, Int 3, Wis 14, Cha 8</p><p><strong>Skills:</strong> Hide +19, Listen +23, Move Silently +27, Spot +23</p><p><strong>Feats:</strong> Alertness, Extra Smite, Hover, Improved Flight, Improved Initiative (Bonus), Improved Toughness, Jack of All Trades, Multiattack (Bonus), Stealthy</p><p><strong>Environment:</strong> Warm marshes</p><p><strong><strong>Organization:</strong> Colony (2–4), flock (5–8), or storm (9–14)</strong></p><p><strong>Challenge Rating:</strong> 16</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Neutral Evil</p><p><strong>Advancement:</strong> —</p><p><strong>Level Adjustment:</strong> —</p><p>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.</p><p>A stirge’s body is HUGE, with a wingspan of twice its width. It weighs A LOT.</p><p></p><p><strong>COMBAT</strong></p><p>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 Large or larger creatures. Of course, it also has claws and other attacks for those smaller than Large.</p><p></p><p><strong>Attach (Ex):</strong> 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 23, 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.</p><p></p><p><strong>Blood Drain (Ex):</strong> A stirge drains blood, dealing 3d6 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.</p><p></p><p>These purplish creatures can breath jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of cold damage per head. A successful Reflex save (DC 10 + 1/2 creature's number of heads + creature's Con modifier) halves the damage. The creature also gains the cold subtype.</p><p></p><p><strong>Smite Good (Su):</strong> Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a good foe.</p><p></p><p><strong>Raging Blood (Su):</strong> Choose whether the monster of legend has acid, fire, or electricity in its blood. Each time damage is dealt to the creature with a piercing or slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of damage of the selected energy type to all within range (no saving throw). A monster of legend is not harmed by its own blood. [Cold]</p><p></p><p><strong>Reflective Hide (Su):</strong> The creature has a silvery sheen to its skin and is permanently protected by a spell turning effect.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 2367182, member: 23023"] [B]STIRGE[/B] Huge Outsider [Cold] [B]Hit Dice:[/B] 18d8 + 270 (380 hp) [B]Initiative:[/B] +8 [B]Speed:[/B] 50 ft, fly 40 ft. (poor) [B]Armor Class:[/B] 28 (-2 size, +5 Dex, +15 natural), touch 13, flat-footed 23 [B]Base Attack/Grapple:[/B] +16/+32 (+44 when attached) [B]Attack:[/B] Touch +30 melee (attach) [B]Full Attack:[/B] 2 Touch +30 melee (attach) and 2 Claws +28 (1d8+8) [B]Space/Reach:[/B] 2-1/2 ft./0 ft. [B]Special Attacks:[/B] Attach, blood drain,Smite good +28 damage, Breath DC 25, Rend (2d8+12) [B]Special Qualities:[/B] Darkvision 90 ft., low-light vision, cold resist 10, fire resist 10, DR 10/magic, SR 25, Scent, Fast Heal 5, Breath DC 25 [B]Saves:[/B] Fort +24, Ref +14, Will +12 [B]Abilities:[/B] Str 43, Dex 19, Con 38, Int 3, Wis 14, Cha 8 [B]Skills:[/B] Hide +19, Listen +23, Move Silently +27, Spot +23 [B]Feats:[/B] Alertness, Extra Smite, Hover, Improved Flight, Improved Initiative (Bonus), Improved Toughness, Jack of All Trades, Multiattack (Bonus), Stealthy [B]Environment:[/B] Warm marshes [B][B]Organization:[/B] Colony (2–4), flock (5–8), or storm (9–14) Challenge Rating:[/B] 16 [B]Treasure:[/B] None [B]Alignment:[/B] Neutral Evil [B]Advancement:[/B] — [B]Level Adjustment:[/B] — 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 HUGE, with a wingspan of twice its width. It weighs A LOT. [B]COMBAT[/B] 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 Large or larger creatures. Of course, it also has claws and other attacks for those smaller than Large. [B]Attach (Ex):[/B] 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 23, 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. [B]Blood Drain (Ex):[/B] A stirge drains blood, dealing 3d6 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. These purplish creatures can breath jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds, and each jet deals 3d6 points of cold damage per head. A successful Reflex save (DC 10 + 1/2 creature's number of heads + creature's Con modifier) halves the damage. The creature also gains the cold subtype. [B]Smite Good (Su):[/B] Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a good foe. [B]Raging Blood (Su):[/B] Choose whether the monster of legend has acid, fire, or electricity in its blood. Each time damage is dealt to the creature with a piercing or slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of damage of the selected energy type to all within range (no saving throw). A monster of legend is not harmed by its own blood. [Cold] [B]Reflective Hide (Su):[/B] The creature has a silvery sheen to its skin and is permanently protected by a spell turning effect. [/QUOTE]
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