{"name":"Fleder","cr":"1 (200 XP)","types":"Undead","size":"Medium","languages":"None","alignment":"Unaligned","description":"","suggestedenvironment":"","ac":"13","hitpoints":"48hp (6d8 + 24) [roll:6d8+24]","strength":"16","dexterity":"14","constitution":"16","intelligence":"6","wisdom":"12","charisma":"8","movement":"20","fly":"","hover":"","burrow":"","swim":"","climb":"20","senses":"Blindsight 60ft, Passive Perception 15","skills":"Athletics +7, Perception +5, Stealth +6","savingthrows":"","damagevulnerabilities":"Poison, Radiant","damageresistances":"","damageimmunities":"","conditionimmunities":"Charmed, Frightened","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[i][b]Echolocation.[\/b][\/i] The fleder can't use its blindsight while deafened.\r\n\r\n[i][b]Keen Hearing.[\/b][\/i] The fleder has advantage on Wisdom (Perception) checks that rely on hearing. \r\n\r\n[i][b]Sunlight Sensitivity.[\/b][\/i] While in sunlight, the fleder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \r\n\r\n[i][b]Undead Fortitude.[\/b][\/i] If damage reduces the fleder to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is poison, radiant, or from a critical hit. On a success, the fleder drops to 1 hit point instead.\r\n\r\n[i][b]Spider Climb.[\/b][\/i] The fleder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\r\n\r\n[i][b]Turn Resistance.[\/b][\/i] The fleder has advantage on saving throws against any effect that turns undead.\r\n\r\n[i][b]Ambusher. [\/b][\/i] The fleder has advantage on attack rolls against any creature it has surprised.\r\n\r\n[i][b]Surprise Attack.[\/b][\/i] If the fleder surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 3 (1d6) damage from the attack.\r\n\r\n[i][b]Blood Frenzy.[\/b][\/i] The fleder has advantage on melee attack rolls against any creature that doesn't have all its hit points.","actions":"[i][b]Multiattack.[\/b][\/i] The fleder makes two attacks, only one of which can be with its bite.\r\n\r\n[i][b]Bite.[\/b] Melee Weapon Attack:[\/i] +3 to hit, reach 5 ft., one creature that is grappled by the fleder, incapacitated, or restrained. [i]Hit:[\/i]  7 (2d4 + 3) [roll:2d4+3] piercing damage plus 7 (3d4) [roll:3d4] necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\r\n\r\n[i][b]Claw.[\/b] Melee Weapon Attack:[\/i] +3 to hit, reach 5 ft., one target. [i]Hit:[\/i]  6 (1d6 + 3) [roll:1d6+3] slashing damage. Instead of dealing damage, the fleder can grapple the target (escape DC 13).","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"Vampire,Undead,Fleder","isShared":"1","templateId":"21","blockId":"4679"}