As magic has returned, so have creatures that take normal nuisances of our world and turn them into nightmarish pests. A pyrg is as if a mosquito grew 100 times it size, to about a foot and a half across, and could drain a human dry in a couple of minutes.
Challenge Rating: 1/2
Type: Magical Beast
Hit Points: 5 (1d10)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Saves: Fort +2 Ref +6 Will +1
Speed: 10’, Fly 40’
Base Attack: +1
Melee: Touch +7 melee (attach)
Special Attacks: Attach, blood drain
Sanity Effects: –
Abilities: STR 3, DEX 19, CON 10, INT 3, WIS 12, CHA 6
Skills: Acrobatics +4, Athletics -, Awareness +2, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +4
Talents: Alertness, Weapon Finesse
Special Qualities: Darkvision 60 ft., low-light vision
Environment: Any Damp
Organization: Single, Pair, Swarm (3-12)
A pyrg attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.
If a pyrg hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached pyrg is effectively grappling its prey. The pyrg loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Pyrgs have a +5 racial bonus on grapple heroic actions.
An attached pyrg can be struck with a weapon or grappled itself. To remove an attached pyrg through grappling, the opponent must achieve a pin against the pyrg.
A pyrg drains blood, dealing 1d4 points of damage in any round when it begins its turn attached to a victim. Once it has dealt 10 points of damage, it detaches and flies off to digest the meal. If its victim dies before the pyrg’s appetite has been sated, the pyrg detaches and seeks a new target.