EKIMMARA vicious animalistic lesser vampire KATAKAN intelligent humanoid higher vampire Page 101 (of 106)
FLEDER 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 seemed inappropriate to make him a stereotypical vampire with flat, black hair and dressed in a long black coat. These obvious attributes eliminated, we had to devise features less typical of a bloodsucker. Its head — triangular, with a flat face and horn-like protrusions — renders it similar to a vampire. The concept art and model depicted certain bat-like features, including the monster's face and ears (which became horns). 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. Fleder Medium humanoid (vampire), chaotic evil Armor Class 13 Hit Points 44 (8d8+8) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 7 (-2) Skills Perception +2, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical non-silvered weapons Senses blindsight 60 ft., passive perception 10 Languages - Challenge 2 (450 XP) TRAITS Echolocation. The fleder can’t use its blindsight while deafened. Gliding. The fleder can fly up to its walking speed, though it must land on a surface at the end of its movement or it falls. Keen Hearing. The fleder has advantage on Wisdom (Perception) checks that rely on hearing. ACTIONS Multiattack. The fleder makes two attacks, only one of which may be a bite. If both attacks hit the same target they are grappled. Bite. Melee weapon attack. Attack: +5 hit, reach 5-ft, one creature grappled by the fleder, incapacitated, or restrained. Hit: 6 (1d6+3) slashing 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 points to 0. Claw. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 6 (1d6+3) piercing damage. Page 102 (of 106)
WATER CREATURES “Water creatures” is a catch-all category for monsters that dwell in rivers, lakes, and oceans that do not fit into other categories. They include amphisbaenae (two-headed giant snakes), kelpies, naiads, rusulkas, vodyanoi (which use kuo-toa stats), zeugl (which use otyugh stats) AESCHNAE ARKENOR ILYOCORIS KELPIE NAIAD NEOCORIS PSEUDORAT RUSULKA WILD HUNT The Wild Hunt are mighty Aen Elle (drow) elven marauders from another world that can project their consciousness into the known world in the form of terrifying spectral horsemen commanding helmed horrors and hounds of the Wild Hunt. They are considered an omen of misfortune, war, and death that appears during winter. Among the Aen Elle they are known as the Dearg Ruadhri or “Red Riders.” Astride skeleton warhorses, the Wild Hunt kills or abducts any who cross its path, and those abducted suffer madness, amnesia, and fleeting nightmares of another world. The King of the Wild Hunt can project himself as a death knight, though his true form is even more powerful. Page 103 (of 106)
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NEW MONSTERS BY CHALLENGE RATING CHALLENGE 1/4 Drowner Kikimore Worker Nekker CHALLENGE 1 Echinops Endrega Foglet Nekker Chieftain Shishiga (a.k.a. Harpy) Siren CHALLENGE 2 Fleder Forktail Kikimore Warrior Rotfiend CHALLENGE 3 Sylvan (a.k.a. Willower) CHALLENGE 4 Alghoul Black Annis (a.k.a. Devourer, Night Witch) Leshen CHALLENGE 5 Bruxa Endrega Queen Virgin Bane Wildefiend CHALLENGE 8 Kikimore Queen Page 105 (of 106)
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