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Flederkatze

A magical creature that appears to be a mix of feline and bat-like features

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class19 (s) (see below)
Hit Dice2**
Number Appearing1
Attacks2 claws, 1 bite + poison
Damage1d2 claw, 1d3 bite + poison
Movement40' Fly 60'
Save AsMagic-User: 2
Morale7
XP125
Treasure TypeNone

A Flederkatze (“flitter-cats”) is a magical creature that appears to be a mix of feline and bat-like features. It has dark fur with leathery wings sprouting from its back. Its head is cat-like but with bat-like ears. A flederkatze can fold its wings close to its body, appearing to be a normal cat unless closely inspected. A flederkatze has exceptional hearing, including a form of echolocation with a 120-foot range; normal invisibility is easily detected, but magical silence effectively negates this power. Its actual eyesight is quite poor (roughly 30 feet), and it suffers discomfort in bright sunlight (-1 attack penalty in bright or magical light).

A flederkatze attacks with its claws and bite like other felines. Its bite contains a toxin that causes 1 additional point of damage each round for 10 rounds as the poison travels through the body. Each round the affected can roll a save vs. Poison to halt any further damage, although subsequent bites will produce the wounding effect anew (resetting the 10-round duration). Only one such point of poison damage is applied each round, even if multiple bites are scored without successfully saving.

Special Abilities

Echolocation: Exceptional hearing with echolocation at 120-foot range. Normal invisibility is easily detected, but magical silence effectively negates this power.
Poor Eyesight: Actual eyesight is quite poor (roughly 30 feet), and it suffers discomfort in bright sunlight (-1 attack penalty in bright or magical light).
Poison Bite: Its bite contains a toxin that causes 1 additional point of damage each round for 10 rounds as the poison travels through the body. Each round the affected can roll a save vs. Poison to halt any further damage, although subsequent bites will produce the wounding effect anew (resetting the 10-round duration). Only one such point of poison damage is applied each round, even if multiple bites are scored without successfully saving.
Detect Magic: Can detect magic at will.
Invisibility: Become invisible at will.
Bestow Curse: Once per day can bestow curse (reverse of remove curse) as a 7th-level Magic-user (usually utilizing the “-4 to attack rolls and saves” version).
Silver or Magical Weapons Required: Silver or magical weapons are required to strike a flederkatze.
Regeneration: So long as it has at least 1 HP remaining, the creature regenerates 1 HP each round.
Magic Resistance: It saves against magic (including wands) with a +4 bonus.