STIRGE SWARM
Tiny Magical Beast (Swarm)
Hit Dice: 16d10 (88 hp)
Initiative: +8
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack / Grapple: +16/ -
Attack: Swarm (blood drain)
Space / Reach: 10 ft. / 0 ft.
Special Attacks: Blood drain, distraction
Special Qualities: Darkvision 60 ft., half damage from slashing and piercing, low-light vision, swarm traits
Saves: Fort +12, Ref +16, Will +8
Abilities: Str 5, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Skills: Listen +12, Spot + 13
Feats: Alertness, Weapon FinesseB, Great Fortitude, Lightning Reflexes, Iron Will, Ability Focus (distraction), Improved Initiative
Environment: Warm marshes
Organization: Solitary, flight (2-4 swarms), or colony (7-12 swarms)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
Nothing makes marsh dwellers tremble more that the loud hum of an approaching stirge swarm. Once content to stay in family groups of a dozen or so, these parasites have recently taken to assembling into enormous swarms hundreds, bringing quick, blood-drinking, frenzied death to whatever unfortunate soul it encounters.
COMBAT
The insatiable stirge swarm seeks to surround and attach to any prey it encounters.
Blood Drain (Ex): Like any swarm, it is simply impossible to fight off all of the creatures surrounding you. The stirge swarm inevitably find vulnerable spots, begins feeding, and deals 2d6 points of Constitution damage per round. Because of the sheer number of stirges, this Constitution damge continues until the opponent reaches 0 or can make its way out of the swarm.
Distraction: Any living creature that begins its turn with a stirge swarm in its space must succeed on a DC 22 Fortitude Save or be nauseated for 1 round. The save DC is Constitution-based.