Stirge Swarm

Swarm, Stirge
Tiny Magical Beast (Swarm)
Hit Dice: 12d10 (55 hp)
Initiative: +8
Speed: 10 ft., fly 40 ft. (average)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus blood drain)
Full Attack: Swarm (3d6 plus blood drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Blood drain, distraction
Special Qualities: Darkvision, low-light vision
Saves: Fort +8, Ref +12, Will +4
Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Skills: Perception +6, Stealth +6
Feats: Improved Initiative
Environment: Warm marshes
Organization: Solitary, thirst (2-4 swarms), or storm (5-8 swarms)
ECL: 8
Treasure: None
Alignment: Always neutral
Advancement:

By themselves, stirges are an annoyance to most creatures. Once in a great while, however, several flocks of stirges will gather together for an unknown reason and swarm. The effects of a swarm are devastating – bodies of creatures of all sizes, bearing dozens of wounds and drained of blood, littering the landscape along the swarm's path. Thankfully, the swarms rarely stick together very long – a day or two at the most – then they split up and return to the marshes.

Combat

A stirge swarm seeks to surround and attack any living prey it encounters, draining it of blood before moving on to its next victim. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move.

Blood Drain (Ex): A stirge swarm drains blood, dealing 1d4 points of Con damage in any round when it begins its turn in the same space as its victim. Once it has completely drained a victim of blood (i.e., reduced its Con to 0), it flies off to find more victims.

Distraction (Ex): Any living creature that begins its turn with a stirge swarm in its space must succeed on a DC 16 Fort save or be nauseated for one round. The save DC is Con-based.

Skills: A stirge swarm has a +4 racial bonus on Perception checks.

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