Kryx RPGThemesCreatures
Stirge

Stirge

Tiny animal
Challenge

STR
−3
DEX
3
CON
0
INT
−4
WIS
−1
CHA
−2

2
1d4
16
Fort
+1
Ref
+1
Will
−2
Defense note natural armor

Speed 2 m., fly 8 m.
Senses darkvision 10 m.

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) health due to blood loss.

The stirge can detach itself by spending 1 meter of its movement. It does so after it drains 10 health of blood from the target or the target dies. A creature, including the target, can use an action to detach the stirge.

Coastal, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urbansrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with advantage against a creature that is below half its health. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.