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Ekimmara

Adversaries Designed by Phischi • Art by Witcher Concept Art

Adversary overview

Ekimmara are patient hunters, they hide in the shadows and demonstrate exceptionally acute hearing and can turn invisible, waiting unseen while their inevitable attack overwhelms their victims.

Like other lesser vampires, Ekimmaras are not, despite what village gossips might say, undead humanoids. Unlike their portrayals in ballads and legends, they look nothing like handsome, pale aristocrats with charming eastern accents, though, like Katakans or Nekurats, their stronger and clever cousins, they do bear a strong resemblance to overgrown bats. They also do not suck blood from the necks of virgins with a delicate, kiss-like bite — they tear them to shreds using long, sharp claws and then slurp the splattered blood off the ground.

Ekimmara are unusually cruel and exceptionally swift. They are able to quickly land blow after blow capable of smashing even the best dwarven-made armor into tiny shards. One should never attempt to tire them out or, gods forbid, wait for them to bleed to death. Remembering that they can regenerate back health quickly is a crucial point when it comes to slay them. Unfortunately, the legends are wrong and the sun’s rays do not turn these vampires to ash. They are vulnerable to sunlight, however, and when the sun stands at its zenith their regeneration is considerably slowed.

Ekimmara are patient hunters, they hide in the shadows and demonstrate exceptionally acute hearing and can turn invisible, waiting unseen while dread of their unpreventable attack overwhelms their victim. Ekimmara show a true sense of cruelty, for they like to display their kill in public, leaving them in visible places for the mutilated corpse to be found.

Like most lesser vampires, Ekimmaras usually hunt in urban areas at night, choosing a secluded place to hide during daylight hours. If its blood source becomes scarce and no other hunting ground is available, or the ekimmara becomes trapped somewhere, the monster can become dormant. Ekimmara can slumber for an extended period of time, potentially centuries. Adventurers entering a ruin with a past of unexplained bloody killings should make sure they come prepared. Vampire kills never miraculously stop and they might well be the next meal of a very hungry Ekimmara.

Stat block

Tier
3
Type
Skulk
Difficulty
15
HP
5
Stress
4
Attack mod
+5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
18
Major Damage — Mark 2 HP Major
Mark 2 HP
30
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Melee
Damage: 3d6+6
Attack Mod: +5
Damage Type: Physical

Features

Passives

  • Vulnerability to Sunlight

    While in sunlight the Ekimmara is Vulnerable.

  • Spider Climb

    The Ekimmara can climb difficult surfaces, including upside down on ceilings.

Actions

  • Regeneration
    stress 1

    Mark 1 Stress to heal the Ekimmara by 1 HP

  • Gotcha
    stress 1

    Mark a Stress: The Fleder tries to grapple a creature within Very Close range. The target must make a Strength Reaction Roll (15) to avoid being grappled.

  • Bite
    fear 1

    Spend a Fear: If the Fleder has grappled a target, the Fleder can do an attack role against that target with advantage. If the Fleder succeeds, the Fleder also gains the amount of HP that it did as damage.

  • Invisibility
    fear 1

    Once per scene the Ekimmara can spend a Fear to become Invisible. The Invisibility ends once the Ekimmara attacks a creature or ends the Invisibility willingly. If the Ekimmara attacks a creature during Invisibility, the Ekimmara has advantage on its roll.

Reactions

Motives & tactics

Chiropteran Marauder Embodiment of Fear Invisible Scourge Slumbering Fiend

Experiences

  • Echolocation +3

Ekimmara

Tier 3 skulk

Ekimmara are patient hunters, they hide in the shadows and demonstrate exceptionally acute hearing and can turn invisible, waiting unseen while their inevitable attack overwhelms their victims.

Motives & Tactics: Chiropteran Marauder, Embodiment of Fear, Invisible Scourge, Slumbering Fiend

Difficulty: 15 | Thresholds: 18 / 30 | HP: 5 | Stress: 4

ATK: +5 | Claws: Melee | 3d6+6 Physical

Experience: Echolocation +3

HP:

Stress:

Features

Regeneration – Action: Mark 1 Stress to heal the Ekimmara by 1 HP

Gotcha – Action: Mark a Stress: The Fleder tries to grapple a creature within Very Close range. The target must make a Strength Reaction Roll (15) to avoid being grappled.

Bite – Action: Spend a Fear: If the Fleder has grappled a target, the Fleder can do an attack role against that target with advantage. If the Fleder succeeds, the Fleder also gains the amount of HP that it did as damage.

Invisibility – Action: Once per scene the Ekimmara can spend a Fear to become Invisible. The Invisibility ends once the Ekimmara attacks a creature or ends the Invisibility willingly. If the Ekimmara attacks a creature during Invisibility, the Ekimmara has advantage on its roll.

Vulnerability to Sunlight – Passive: While in sunlight the Ekimmara is Vulnerable.

Spider Climb – Passive: The Ekimmara can climb difficult surfaces, including upside down on ceilings.

Discussion

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