Size:
Type:
± Magical Beast
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 40'
Climb/Arboreal:
Flight:
± 60'
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws
Circumstance: Combat
1d2 claw, 1d3 bite + poison
Offense
1 bite + poison
Circumstance: Combat
1d2 claw, 1d3 bite + poison
Special
Echolocation
Exceptional hearing with echolocation at 120-foot range. Normal invisibility is easily detected, but magical silence effectively negates this power.
Special
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).
Special
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.
Special
Detect Magic
Can detect magic at will.
Special
Invisibility
Become invisible at will.
Special
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).
Special
Silver or Magical Weapons Required
Silver or magical weapons are required to strike a flederkatze.
Special
Regeneration
So long as it has at least 1 HP remaining, the creature regenerates 1 HP each round.
Special
Magic Resistance
It saves against magic (including wands) with a +4 bonus.
Environments
any
A magical creature that appears to be a mix of feline and bat-like features
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.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
A magical creature that appears to be a mix of feline and bat-like features
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.
Basic Fantasy Field Guide Omnibus