Stirge CR 1/8 Tiny beast

"Every monster has a weakness. Most have several attacks first."

πŸ‰ Bestiary β€Ί Beasts

Tiny beast, unaligned

Armor Class 14 (natural armor) Hit Points 2 (1d4) Speed 10 ft., fly 40 ft.
STR 4 (βˆ’3)
DEX 16 (+3)
CON 11 (+0)
INT 2 (βˆ’4)
WIS 8 (βˆ’1)
CHA 6 (βˆ’2)

Senses darkvision 60 ft., passive Perception 9

Languages β€”

Challenge 1/8 (25 XP)   Proficiency Bonus +2

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 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) hit points due to blood loss.

The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Where to meet one

The encounter builder rolls the stirge for fights in 🐸 swamp and 🏚️ dungeon or ruin.

More beasts

Every beast in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.