Armor Class: |
19 ‡ |
Hit Dice: |
2** |
No. of Attacks: |
2 claws, 1 bite +poison |
Damage: |
1d2 claw, 1d3 bite |
Movement: |
40' Fly 60' |
No. Appearing: |
1 |
Save As: |
Magic-User: 2 |
Morale: |
7 |
Treasure Type: |
None |
XP: |
125 |
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 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. In addition to physical attacks, a flederkatze can detect magic at will, become invisible at will, and once per day can bestow curse (reverse of remove curse) as a 7th level caster (usually utilizing the “-4 to attack rolls and saves” version).
Silver or magical weapons are required to strike a flederkatze. So long as it has at least 1 hp remaining, the creature regenerates 1 hp each round; if reduced to less than 1 hp a flederkatze dies. It saves against magic (including wands) with a +4 bonus.