Stirge CR 1/2
Always N Tiny Magical BeastInit ; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4
Languages —
AC 16 (+2 size, +4 Dex), touch 16, flat-footed 12
hp 1d10 (5 hp)
Fort Ref Will
Speed 10 ft. (2 squares), fly 40 ft. (average)
Space/Reach 2-1/2 ft./0 ft.
Base Atk +1; Grp −11 (+1 when attached)
Melee touch (attach)
Attack Options Attach, blood drain
SQ Darkvision 60 ft., low-light vision
Abilities Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Feats Alertness, Weapon FinesseB
Skills Hide +14, Listen +4, Spot +4
Advancement —
Environment Warm marshes
Organization Colony (2–4), flock (5–8), or storm (9–14)
Treasure None
Familiar list: Improved Familiar — Neutral, arcane caster 5th+
Attach (Ex): On a hit with a touch attack against Small or larger prey, the stirge latches on (effectively grappling). AC 12 while attached; +12 racial bonus on grapple checks.
Blood Drain (Ex): Deals Con damage each round it begins its turn attached. Detaches after 4 Con damage drained (or if the victim dies).
Familiar note: A familiar is a normal animal that becomes a magical beast when bound (type changes for effects). Use master’s level for HD effects when higher; familiar has ½ master’s hp; use master’s BAB for attacks; better of familiar or master base saves. See the familiar ability table (Alertness, improved evasion, share spells, empathic link, etc.). Improved familiars of non-animal type do not change type and do not gain speak with animals of their kind.
A stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. Body about 1 foot long, wingspan about 2 feet, weight about 1 pound.
Open Game Content · Monster entry · Familiars · Improved Familiar.