Running an encounter with Stirges...


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The key thing is the stirges gaining initiative/surprise. Their excellent stealth pretty much guarantees a Surprise partial action, a partial charge. If that is the case, then the PCs will begin Round 1 down some Con, an excellent way to make them respect your monsters.

Combat Reflexes types are an irritating pain, try to eliminate them in a prior encounter to the stirges, or somehow encourage them to be in the rear.

Don't forget to follow up the stirge encounter with something that requires Fortitude saves, poison, undead draining, etc... Shadows are a great follow-up for Stirges!
 

ZuulMoG said:
The key thing is the stirges gaining initiative/surprise. Their excellent stealth pretty much guarantees a Surprise partial action, a partial charge. If that is the case, then the PCs will begin Round 1 down some Con, an excellent way to make them respect your monsters.
There's no such thing as a partial action anymore, but if you just use the 3.5 mechanics, the stirges can make a restricted charge. Unfortunately, they still don't get to drain any Con in the surprise round. They must begin the round attached.

ZuulMoG said:
Combat Reflexes types are an irritating pain, try to eliminate them in a prior encounter to the stirges, or somehow encourage them to be in the rear.
Try to eliminate them? Encourage them to be in the rear? That is DM-metagaming cheese if I've ever seen it. Whatever you do, don't do what ZuulMoG suggests here.
 

I've discovered that the best way to deal with being covered with stirges is to light yourself on fire. Our WLD fighter would have been toast if he hadn't done that.
 



Primitive Screwhead said:
Sure..

Splat the Stirge:
Standard action, Draw AoAO: Yes.
Throw yourself prone, putting the brunt of your weight directly on the nasty clinging Stirge that is attached to your body. You deal 1D6 + Str mod + [2 for each size category larger than Medium]. You are denied Dex to AC until the begining of your next turn.
If the Stirge is slain in this manner, a portion of its probiscus breaks off inside your skin. Proper cleaning or the application of a Cure Light Wounds is required to avoid the resulting infection.
Special: You can throw yourself against a wall, dealing an additional 1D6 of damage by moving at least 20' and a successful melee attack vs DC 10.

Also usable against grappling opponents you have Pinned, but requires a successfull grapple check to move them.

Maybe it should be x2 Str Mod? Since it's a larger-than-your size weapon? It's not like you're going to get multiple attacks with this.
 

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