Stirge CR 0
Total XPIndividual XP
N Tiny Magical Beast
Init +4 (+4 dex); Senses Perception +3
AC 16 FF 12 Touch 16 (+2 size, +4 Dex)
hp: 5 (1d10+0)
Fort +2 Ref +6 Will +1
Speed 10ft, 40ft fly(average)
Space 2.5 ft.; Reach 0 ft.
Special Attacks
Str 3(-4), Dex 19(+4), Con 10(+0), Int 1(-5), Wis 12(+1), Cha 6(-2)
Base Atk +1; CMB +3; CMD 9
Feats: Weapon Finesse(Touch)B, Alertness, Total Feats 1 + 1Bonus feat
Skills: Perception +3 [Rank: +0, WIS: +1, Feats: +2], Sense Motive +4 [Rank: +1, WIS: +1, Feats: +2], Skill Points 1 Racial Bonuses
Environment: Warm marshes
Organization: Colony (2-4), flock (5-8), or storm (9-14)
Treasure: None
Blood Drain(Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.
Attach(Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.
Darkvision(Ex): 60ft
Link for 3.5 version of creature
Link for Pathfinder version of creature