Echolocation. The fleder can't use its blindsight while deafened. Keen Hearing. The fleder has advantage on Wisdom (Perception) checks that rely on hearing. Sunlight Sensitivity. While in sunlight, the fleder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Undead Fortitude. 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. Spider Climb. The fleder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Turn Resistance. The fleder has advantage on saving throws against any effect that turns undead. Ambusher. The fleder has advantage on attack rolls against any creature it has surprised. Surprise Attack. 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. Blood Frenzy. The fleder has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiattack. The fleder makes two attacks, only one of which can be with its bite. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature that is grappled by the fleder, incapacitated, or restrained. Hit: 7 (2d4 + 3) 2d4+3 piercing damage plus 7 (3d4) 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. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 1d6+3 slashing damage. Instead of dealing damage, the fleder can grapple the target (escape DC 13).