Can an attached stirge deal no more than 10 HP of damage before it detaches?Can a Beast Master command their...

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Can an attached stirge deal no more than 10 HP of damage before it detaches?


Can a Beast Master command their stirge companion to use Blood Drain and then Dodge on subsequent turns, dealing damage due to blood loss?Can a Piercer attack more than once?Does a character have a penalty attacking an attached Stirge?Does taking more damage than you have HP remaining result in a death saving throw failure?Can you attack a Stirge that has attached itself to a creature?What happens when a weasel attaches?What happens if you use more than one ability that splits incoming damage with another creature?Do traps deal weapon damage?Can a Beast Master command their stirge companion to use Blood Drain and then Dodge on subsequent turns, dealing damage due to blood loss?What damage forms deal normal damage to elemental weirds?Can a spell deal non-lethal damage?













5












$begingroup$


An attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. The statblock states:




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.




The monster description later states:




A stirge attacks by landing on a victim, finding a vulnerable spot,
and plunging its proboscis into the flesh while using its pincer legs
to latch on to the victim. Once the stirge has sated itself, it
detaches and flies off to digest its meal.




Assuming rolling for damage rather than just applying average damage, should the damage be capped at exactly 10, at which point the stirge detaches? Or should the full damage from the damage roll that puts the total over 10 still apply?










share|improve this question









$endgroup$












  • $begingroup$
    Mildly related: Can a Beast Master command their stirge companion to use Blood Drain and then Dodge on subsequent turns, dealing damage due to blood loss?
    $endgroup$
    – goodguy5
    2 hours ago
















5












$begingroup$


An attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. The statblock states:




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.




The monster description later states:




A stirge attacks by landing on a victim, finding a vulnerable spot,
and plunging its proboscis into the flesh while using its pincer legs
to latch on to the victim. Once the stirge has sated itself, it
detaches and flies off to digest its meal.




Assuming rolling for damage rather than just applying average damage, should the damage be capped at exactly 10, at which point the stirge detaches? Or should the full damage from the damage roll that puts the total over 10 still apply?










share|improve this question









$endgroup$












  • $begingroup$
    Mildly related: Can a Beast Master command their stirge companion to use Blood Drain and then Dodge on subsequent turns, dealing damage due to blood loss?
    $endgroup$
    – goodguy5
    2 hours ago














5












5








5





$begingroup$


An attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. The statblock states:




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.




The monster description later states:




A stirge attacks by landing on a victim, finding a vulnerable spot,
and plunging its proboscis into the flesh while using its pincer legs
to latch on to the victim. Once the stirge has sated itself, it
detaches and flies off to digest its meal.




Assuming rolling for damage rather than just applying average damage, should the damage be capped at exactly 10, at which point the stirge detaches? Or should the full damage from the damage roll that puts the total over 10 still apply?










share|improve this question









$endgroup$




An attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. The statblock states:




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.




The monster description later states:




A stirge attacks by landing on a victim, finding a vulnerable spot,
and plunging its proboscis into the flesh while using its pincer legs
to latch on to the victim. Once the stirge has sated itself, it
detaches and flies off to digest its meal.




Assuming rolling for damage rather than just applying average damage, should the damage be capped at exactly 10, at which point the stirge detaches? Or should the full damage from the damage roll that puts the total over 10 still apply?







dnd-5e monsters damage






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share|improve this question











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share|improve this question










asked 2 hours ago









mdricheymdrichey

1,423437




1,423437












  • $begingroup$
    Mildly related: Can a Beast Master command their stirge companion to use Blood Drain and then Dodge on subsequent turns, dealing damage due to blood loss?
    $endgroup$
    – goodguy5
    2 hours ago


















  • $begingroup$
    Mildly related: Can a Beast Master command their stirge companion to use Blood Drain and then Dodge on subsequent turns, dealing damage due to blood loss?
    $endgroup$
    – goodguy5
    2 hours ago
















$begingroup$
Mildly related: Can a Beast Master command their stirge companion to use Blood Drain and then Dodge on subsequent turns, dealing damage due to blood loss?
$endgroup$
– goodguy5
2 hours ago




$begingroup$
Mildly related: Can a Beast Master command their stirge companion to use Blood Drain and then Dodge on subsequent turns, dealing damage due to blood loss?
$endgroup$
– goodguy5
2 hours ago










3 Answers
3






active

oldest

votes


















3












$begingroup$

The blood loss damage is not capped at 10 (though in most cases it is functionally capped at 16)



The phrase "after it drains 10 hit points" can refer to a lot of situations. Here's an example of one



First round




  • Stirge rolls to hit, critical success. It does 2d4+3 damage. Rolls a 4 and a 4. 11 damage, but none of it due to blood loss.

  • Stirge has done 0 damage due to blood loss.

  • Is it "after it drains 10 hit points"? No, so it stays attached.


Second round




  • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 4 (man, lucky Stirge). Does 7 damage.

  • Stirge has done 7 damage due to blood loss.

  • Is it "after it drains 10 hit points"? No, so it stays attached.


Third round




  • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 1. Does 4 damage.

  • Stirge has done 11 damage due to blood loss.

  • Is it "after it drains 10 hit points"? Yes, so it detaches.


It will definitely detatch "after it drains 10 hit points": but until it has drained at least 10 hit points, it's not at that point yet. The time "after" it has drained 10 may include it draining more than 10, as in the example above.



The damage is "capped" in the sense that at most, it could start a turn having done 9 damage from "blood loss" and then do 4+3=7 more damage, effectively "capping" their blood loss damage at 16 (David Coffron pointed out that a stirge who is given a bonus to their damage roll somehow could even slightly exceed this limit: for example, if the stirge was a Beastmaster Ranger's companion). But they are otherwise not restricted by the rules as written.






share|improve this answer











$endgroup$









  • 1




    $begingroup$
    There is at least one extreme case where you could deal more than 16 damage. Some features modify damage rolls directly and could increase the last blood drain to more than 10. A goblin druid wild shaped as a stirge, for example, could add their level to the damage via Fury of the Small
    $endgroup$
    – David Coffron
    1 hour ago












  • $begingroup$
    OOoooh! Good point. I'll modify my answer slightly.
    $endgroup$
    – Gandalfmeansme
    1 hour ago



















2












$begingroup$

The stirge can do more than 10 damage



The attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. When you roll for damage, that is the damage that is taken. Then, the condition for dropping is checked. If the HP drained is 10 or more, it then drops off.



Nothing about the dropping-off conditions indicates or implies that it caps damage, or will interrupt the damage-taking process. Once you roll the damage, that is the damage that the creature will take.






share|improve this answer











$endgroup$





















    1












    $begingroup$

    The stirge deals all the damage, including any excess over 10.



    The stirge detaches "after it drains 10 hit points of blood," but that triggering condition for detachment isn't met until after the full rolled damage number has been dealt as part of making its blood drain attack. In other words, the stirge won't detach until after it's already dealt a total of 10 damage, but the total could be in excess of 10 by the time it has a chance to detach.



    So if, for example, the stirge has already dealt 7 blood drain damage so far and then rolls another 5, it would deal the 5, then detach, having dealt 12 total. The total is not capped to 10 because nothing in the feature says that it should be: the normal rules don't allow ticking down only 3 "unit points" of the 5 and discarding the other 2 in the middle of an attack without some special exception, and no exception is given for this feature.






    share|improve this answer









    $endgroup$













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      3 Answers
      3






      active

      oldest

      votes








      3 Answers
      3






      active

      oldest

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      active

      oldest

      votes






      active

      oldest

      votes









      3












      $begingroup$

      The blood loss damage is not capped at 10 (though in most cases it is functionally capped at 16)



      The phrase "after it drains 10 hit points" can refer to a lot of situations. Here's an example of one



      First round




      • Stirge rolls to hit, critical success. It does 2d4+3 damage. Rolls a 4 and a 4. 11 damage, but none of it due to blood loss.

      • Stirge has done 0 damage due to blood loss.

      • Is it "after it drains 10 hit points"? No, so it stays attached.


      Second round




      • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 4 (man, lucky Stirge). Does 7 damage.

      • Stirge has done 7 damage due to blood loss.

      • Is it "after it drains 10 hit points"? No, so it stays attached.


      Third round




      • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 1. Does 4 damage.

      • Stirge has done 11 damage due to blood loss.

      • Is it "after it drains 10 hit points"? Yes, so it detaches.


      It will definitely detatch "after it drains 10 hit points": but until it has drained at least 10 hit points, it's not at that point yet. The time "after" it has drained 10 may include it draining more than 10, as in the example above.



      The damage is "capped" in the sense that at most, it could start a turn having done 9 damage from "blood loss" and then do 4+3=7 more damage, effectively "capping" their blood loss damage at 16 (David Coffron pointed out that a stirge who is given a bonus to their damage roll somehow could even slightly exceed this limit: for example, if the stirge was a Beastmaster Ranger's companion). But they are otherwise not restricted by the rules as written.






      share|improve this answer











      $endgroup$









      • 1




        $begingroup$
        There is at least one extreme case where you could deal more than 16 damage. Some features modify damage rolls directly and could increase the last blood drain to more than 10. A goblin druid wild shaped as a stirge, for example, could add their level to the damage via Fury of the Small
        $endgroup$
        – David Coffron
        1 hour ago












      • $begingroup$
        OOoooh! Good point. I'll modify my answer slightly.
        $endgroup$
        – Gandalfmeansme
        1 hour ago
















      3












      $begingroup$

      The blood loss damage is not capped at 10 (though in most cases it is functionally capped at 16)



      The phrase "after it drains 10 hit points" can refer to a lot of situations. Here's an example of one



      First round




      • Stirge rolls to hit, critical success. It does 2d4+3 damage. Rolls a 4 and a 4. 11 damage, but none of it due to blood loss.

      • Stirge has done 0 damage due to blood loss.

      • Is it "after it drains 10 hit points"? No, so it stays attached.


      Second round




      • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 4 (man, lucky Stirge). Does 7 damage.

      • Stirge has done 7 damage due to blood loss.

      • Is it "after it drains 10 hit points"? No, so it stays attached.


      Third round




      • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 1. Does 4 damage.

      • Stirge has done 11 damage due to blood loss.

      • Is it "after it drains 10 hit points"? Yes, so it detaches.


      It will definitely detatch "after it drains 10 hit points": but until it has drained at least 10 hit points, it's not at that point yet. The time "after" it has drained 10 may include it draining more than 10, as in the example above.



      The damage is "capped" in the sense that at most, it could start a turn having done 9 damage from "blood loss" and then do 4+3=7 more damage, effectively "capping" their blood loss damage at 16 (David Coffron pointed out that a stirge who is given a bonus to their damage roll somehow could even slightly exceed this limit: for example, if the stirge was a Beastmaster Ranger's companion). But they are otherwise not restricted by the rules as written.






      share|improve this answer











      $endgroup$









      • 1




        $begingroup$
        There is at least one extreme case where you could deal more than 16 damage. Some features modify damage rolls directly and could increase the last blood drain to more than 10. A goblin druid wild shaped as a stirge, for example, could add their level to the damage via Fury of the Small
        $endgroup$
        – David Coffron
        1 hour ago












      • $begingroup$
        OOoooh! Good point. I'll modify my answer slightly.
        $endgroup$
        – Gandalfmeansme
        1 hour ago














      3












      3








      3





      $begingroup$

      The blood loss damage is not capped at 10 (though in most cases it is functionally capped at 16)



      The phrase "after it drains 10 hit points" can refer to a lot of situations. Here's an example of one



      First round




      • Stirge rolls to hit, critical success. It does 2d4+3 damage. Rolls a 4 and a 4. 11 damage, but none of it due to blood loss.

      • Stirge has done 0 damage due to blood loss.

      • Is it "after it drains 10 hit points"? No, so it stays attached.


      Second round




      • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 4 (man, lucky Stirge). Does 7 damage.

      • Stirge has done 7 damage due to blood loss.

      • Is it "after it drains 10 hit points"? No, so it stays attached.


      Third round




      • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 1. Does 4 damage.

      • Stirge has done 11 damage due to blood loss.

      • Is it "after it drains 10 hit points"? Yes, so it detaches.


      It will definitely detatch "after it drains 10 hit points": but until it has drained at least 10 hit points, it's not at that point yet. The time "after" it has drained 10 may include it draining more than 10, as in the example above.



      The damage is "capped" in the sense that at most, it could start a turn having done 9 damage from "blood loss" and then do 4+3=7 more damage, effectively "capping" their blood loss damage at 16 (David Coffron pointed out that a stirge who is given a bonus to their damage roll somehow could even slightly exceed this limit: for example, if the stirge was a Beastmaster Ranger's companion). But they are otherwise not restricted by the rules as written.






      share|improve this answer











      $endgroup$



      The blood loss damage is not capped at 10 (though in most cases it is functionally capped at 16)



      The phrase "after it drains 10 hit points" can refer to a lot of situations. Here's an example of one



      First round




      • Stirge rolls to hit, critical success. It does 2d4+3 damage. Rolls a 4 and a 4. 11 damage, but none of it due to blood loss.

      • Stirge has done 0 damage due to blood loss.

      • Is it "after it drains 10 hit points"? No, so it stays attached.


      Second round




      • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 4 (man, lucky Stirge). Does 7 damage.

      • Stirge has done 7 damage due to blood loss.

      • Is it "after it drains 10 hit points"? No, so it stays attached.


      Third round




      • Stirge rolls drink blood. It 1d4+3 damage. Rolls a 1. Does 4 damage.

      • Stirge has done 11 damage due to blood loss.

      • Is it "after it drains 10 hit points"? Yes, so it detaches.


      It will definitely detatch "after it drains 10 hit points": but until it has drained at least 10 hit points, it's not at that point yet. The time "after" it has drained 10 may include it draining more than 10, as in the example above.



      The damage is "capped" in the sense that at most, it could start a turn having done 9 damage from "blood loss" and then do 4+3=7 more damage, effectively "capping" their blood loss damage at 16 (David Coffron pointed out that a stirge who is given a bonus to their damage roll somehow could even slightly exceed this limit: for example, if the stirge was a Beastmaster Ranger's companion). But they are otherwise not restricted by the rules as written.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 1 hour ago

























      answered 2 hours ago









      GandalfmeansmeGandalfmeansme

      22.1k483135




      22.1k483135








      • 1




        $begingroup$
        There is at least one extreme case where you could deal more than 16 damage. Some features modify damage rolls directly and could increase the last blood drain to more than 10. A goblin druid wild shaped as a stirge, for example, could add their level to the damage via Fury of the Small
        $endgroup$
        – David Coffron
        1 hour ago












      • $begingroup$
        OOoooh! Good point. I'll modify my answer slightly.
        $endgroup$
        – Gandalfmeansme
        1 hour ago














      • 1




        $begingroup$
        There is at least one extreme case where you could deal more than 16 damage. Some features modify damage rolls directly and could increase the last blood drain to more than 10. A goblin druid wild shaped as a stirge, for example, could add their level to the damage via Fury of the Small
        $endgroup$
        – David Coffron
        1 hour ago












      • $begingroup$
        OOoooh! Good point. I'll modify my answer slightly.
        $endgroup$
        – Gandalfmeansme
        1 hour ago








      1




      1




      $begingroup$
      There is at least one extreme case where you could deal more than 16 damage. Some features modify damage rolls directly and could increase the last blood drain to more than 10. A goblin druid wild shaped as a stirge, for example, could add their level to the damage via Fury of the Small
      $endgroup$
      – David Coffron
      1 hour ago






      $begingroup$
      There is at least one extreme case where you could deal more than 16 damage. Some features modify damage rolls directly and could increase the last blood drain to more than 10. A goblin druid wild shaped as a stirge, for example, could add their level to the damage via Fury of the Small
      $endgroup$
      – David Coffron
      1 hour ago














      $begingroup$
      OOoooh! Good point. I'll modify my answer slightly.
      $endgroup$
      – Gandalfmeansme
      1 hour ago




      $begingroup$
      OOoooh! Good point. I'll modify my answer slightly.
      $endgroup$
      – Gandalfmeansme
      1 hour ago













      2












      $begingroup$

      The stirge can do more than 10 damage



      The attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. When you roll for damage, that is the damage that is taken. Then, the condition for dropping is checked. If the HP drained is 10 or more, it then drops off.



      Nothing about the dropping-off conditions indicates or implies that it caps damage, or will interrupt the damage-taking process. Once you roll the damage, that is the damage that the creature will take.






      share|improve this answer











      $endgroup$


















        2












        $begingroup$

        The stirge can do more than 10 damage



        The attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. When you roll for damage, that is the damage that is taken. Then, the condition for dropping is checked. If the HP drained is 10 or more, it then drops off.



        Nothing about the dropping-off conditions indicates or implies that it caps damage, or will interrupt the damage-taking process. Once you roll the damage, that is the damage that the creature will take.






        share|improve this answer











        $endgroup$
















          2












          2








          2





          $begingroup$

          The stirge can do more than 10 damage



          The attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. When you roll for damage, that is the damage that is taken. Then, the condition for dropping is checked. If the HP drained is 10 or more, it then drops off.



          Nothing about the dropping-off conditions indicates or implies that it caps damage, or will interrupt the damage-taking process. Once you roll the damage, that is the damage that the creature will take.






          share|improve this answer











          $endgroup$



          The stirge can do more than 10 damage



          The attached stirge deals 5 (1d4+3) HP of damage at the start of its turn each round. When you roll for damage, that is the damage that is taken. Then, the condition for dropping is checked. If the HP drained is 10 or more, it then drops off.



          Nothing about the dropping-off conditions indicates or implies that it caps damage, or will interrupt the damage-taking process. Once you roll the damage, that is the damage that the creature will take.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 2 hours ago

























          answered 2 hours ago









          RubiksmooseRubiksmoose

          56.1k9273420




          56.1k9273420























              1












              $begingroup$

              The stirge deals all the damage, including any excess over 10.



              The stirge detaches "after it drains 10 hit points of blood," but that triggering condition for detachment isn't met until after the full rolled damage number has been dealt as part of making its blood drain attack. In other words, the stirge won't detach until after it's already dealt a total of 10 damage, but the total could be in excess of 10 by the time it has a chance to detach.



              So if, for example, the stirge has already dealt 7 blood drain damage so far and then rolls another 5, it would deal the 5, then detach, having dealt 12 total. The total is not capped to 10 because nothing in the feature says that it should be: the normal rules don't allow ticking down only 3 "unit points" of the 5 and discarding the other 2 in the middle of an attack without some special exception, and no exception is given for this feature.






              share|improve this answer









              $endgroup$


















                1












                $begingroup$

                The stirge deals all the damage, including any excess over 10.



                The stirge detaches "after it drains 10 hit points of blood," but that triggering condition for detachment isn't met until after the full rolled damage number has been dealt as part of making its blood drain attack. In other words, the stirge won't detach until after it's already dealt a total of 10 damage, but the total could be in excess of 10 by the time it has a chance to detach.



                So if, for example, the stirge has already dealt 7 blood drain damage so far and then rolls another 5, it would deal the 5, then detach, having dealt 12 total. The total is not capped to 10 because nothing in the feature says that it should be: the normal rules don't allow ticking down only 3 "unit points" of the 5 and discarding the other 2 in the middle of an attack without some special exception, and no exception is given for this feature.






                share|improve this answer









                $endgroup$
















                  1












                  1








                  1





                  $begingroup$

                  The stirge deals all the damage, including any excess over 10.



                  The stirge detaches "after it drains 10 hit points of blood," but that triggering condition for detachment isn't met until after the full rolled damage number has been dealt as part of making its blood drain attack. In other words, the stirge won't detach until after it's already dealt a total of 10 damage, but the total could be in excess of 10 by the time it has a chance to detach.



                  So if, for example, the stirge has already dealt 7 blood drain damage so far and then rolls another 5, it would deal the 5, then detach, having dealt 12 total. The total is not capped to 10 because nothing in the feature says that it should be: the normal rules don't allow ticking down only 3 "unit points" of the 5 and discarding the other 2 in the middle of an attack without some special exception, and no exception is given for this feature.






                  share|improve this answer









                  $endgroup$



                  The stirge deals all the damage, including any excess over 10.



                  The stirge detaches "after it drains 10 hit points of blood," but that triggering condition for detachment isn't met until after the full rolled damage number has been dealt as part of making its blood drain attack. In other words, the stirge won't detach until after it's already dealt a total of 10 damage, but the total could be in excess of 10 by the time it has a chance to detach.



                  So if, for example, the stirge has already dealt 7 blood drain damage so far and then rolls another 5, it would deal the 5, then detach, having dealt 12 total. The total is not capped to 10 because nothing in the feature says that it should be: the normal rules don't allow ticking down only 3 "unit points" of the 5 and discarding the other 2 in the middle of an attack without some special exception, and no exception is given for this feature.







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                  answered 2 hours ago









                  BloodcinderBloodcinder

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