Medium Undead, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 77 (9d8 + 36)
Speed 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
4 (-3)
WIS
12 (+1)
CHA
10 (+0)
Skills Athletics +6, Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Echolocation. The fleder can't use its blindsight while deafened.

Fear of Sunlight. While in sunlight, the fleder is frightened and has disadvantage on all saving throws.

Spider Climb. The fleder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Leap Attack. If the fleder jumps at least 10 feet as part of its movement next to a creature, then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone and be stunned until the end of its next turn. If the target is prone and stunned, the fleder can make one bite attack against it as a bonus action.

Actions

Multiattack. The fleder makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Instead of dealing damage, the fleder can grapple the target (escape DC 14).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the fleder, incapacitated or restrained. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fleder regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Description

Vampire

Contrary to popular belief, monsters are not all alike. Like people, individual members of the same species can each have their own unique traits, preferences and weaknesses. A good example of this is the many species of vampires, some very different from the others, and only connected by their mandatory diet: fresh blood. Vampires are often referred as of the lower or higher variant. There seem to be some disagreement in the academic world as to what makes a vampire belong to either category. Most scholar qualifies a vampire of higher ascendancy when they show the ability to shapechange into a humanoid, but other base their assumption on their intelligence and capacity to use magical abilities. Other deny entirely the aforementioned classifications and state that higher vampires are an entirely different species, immortal and human looking.

Blood Addiction

When a vampire loses control of itself because of its Blood Addiction weakness the vampire enters a state called blood frenzy. In order to control itself near a source of blood, the vampire must make a DC 15 Wisdom saving throw, on a failed save it loses control and enters blood frenzy. The blood frenzy ends when the vampire use its bite attack successfully and inflicts necrotic damage to a target, unless noted otherwise in its individual description. If a vampire's saving throw is successful or the effect ends for it, the vampire is immune to the blood frenzy for the next 24 hours. While under the blood frenzy the vampire gains the following:

  • The vampire shapeshifts back to its vampire form and cannot use its shapechanger feature until the frenzy ends.
  • The vampire has advantage on melee weapon attack rolls, but attack rolls against it have advantage until the frenzy ends.
  • The vampire cannot use its Innate Spellcasting or Spellcasting feature until the frenzy ends.
  • The vampire becomes immune to the charmed and frightened condition until the frenzy ends.

Fleder

Common people believe that fleders are dead heathens who turned into vampires and rose from their graves. Being vampires, they attack sleeping people and drink their blood. According to peasants, a man bitten by a fleder becomes a fleder himself. This is nonsense, obviously, for towns would be completely infested by them after only a few weeks due to the creature's ravenous appetite.

Savage Killer

The fleder is a lesser vampire. Its appetite for blood is the only thing it shares with the noble princes of the night. A creature with animal instincts, deprived of any humanity, it can mutilate its victims terribly. Its head — triangular, with a flat face and horn-like protrusions with certain bat-like features, including the creature's face and ears — renders it similar to other animalistic vampires, such as garkain or ekimmara. With its glowing red eyes the fleder also resembles a demon and inspires terror in the heart of peasants and city folks alike.

Death from Above

The fleder is not a good flier, the membranes under its arms allowing only short jumps and attacks from above. Though not particularly smart, it knows that it gains an advantage and increases its chance of victory by suddenly attacking unsuspecting victims. The long, prehensile toes on the beast's feet allow it to hang head down from the ceiling, one of its favorite method to ambush a prey. Fleders are terrified of sunlight and will avoid it at all cost. While it is true that they don’t turn to ash while exposed to it like other vampires do, they are still significantly weaker when expose to direct sunlight, be it natural or magical. They are otherwise unaffected by the current time of the day but tend to slumber during daylight hours.

Terror of the Squalor

Fleder usually hunt in rundown city districts, especially where buildings are high and cramped, allowing the creature to use its agility to escape after a bloody meal. They are clever enough to recognize an inebriated prey, hunting near taverns to feed on unwary town drunks. Fleder are usually lone, nocturnal hunters, but in large cities, where they can cover a huge hunting ground, it can happen that a brood of this creatures band together. They then pick a common nest to rest during the day, often an abandoned church tower or an old windmill. They are also found in the wilderness, usually near cliffs and rugged, hilly lands where they can easily hide.

Optional: Create Undead

Few can muster enough powers to raise a fleder, only masters of the dark art have learned to create such horrors. When you cast the create undead spell using a 9th-level spell slot, you can animate or reassert control over one fleder vampire.

Habitat: UnderdarkUrban

EleKTriiK

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