Shapechanger. If the bruxa isn't in sunlight, she can use its action to polymorph into a Medium female humanoid or back into its true form. While in humanoid form, her statistics, are the same. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Regeneration. The bruxa regains 10 hit points at the start of her turn if she has at least 1 hit point. If the bruxa takes radiant damage, this trait doesn't function at the start of the bruxa's next turn .
Vampire Weaknesses. The vampire has the following flaws:
Blood Addiction. In the presence of the blood of a fey creature the vampire fails automatically blood frenzy saving throws.
Sunlight Hypersensitivity. While in sunlight, the vampire has disadvantage on attack rolls and ability checks.
Spellcasting. The bruxa's innate spellcasting ability is charisma (spell save DC 18, +10 to hit with spell attacks). The bruxa can innately cast the following spells, requiring no material components:
at will: detect thoughts, enthrall, haste, misty step, suggestion
2/day each: greater invisibility (self only), modify memory (6th-level version)
Spellcasting. The bruxa is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The bruxa has the following wizard spells prepared:
Cantrips (at will): mage hand, thaumaturgy, ray of frost
1st level (4 slots): inflict wounds, shield
2nd level (3 slots): hold person, mirror image
3rd level (3 slots): counterspell, lightning bolt, slow
4th level (3 slots): charm monster, shadow of Moil
5th level (2 slot): cone of cold, wall of force
Multiattack. The bruxa uses her Otherworldly Gaze and makes two melee attacks, only one of which can be a bite attack.
Claws (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Instead of dealing damage, the bruxa can grapple the target (escape DC 15).
Bite (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature that is grappled by the bruxa, incapacitated or restrained. Hit: 9 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the bruxa 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 point maximum to 0.
Otherworldly Gaze. The bruxa targets one creature she can see within 60 feet of her. If the target can see the bruxa, it must succeed on a DC 15 Wisdom saving throw against this magic or become blinded until the end of the bruxa's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration.
Eerie Scream (Recharge 5-6). The bruxa releases a eerie scream, provided that she isn't in sunlight. This scream has no effect on construct and undead. All other creatures within 30 feet of her must make a DC 15 Wisdom saving throw, taking 45(10d8) psychic damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, its also frightened until the end of the bruxa's next turn.
The bruxa can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bruxa regains spent legendary actions at the start of her turn.
Otherworldly Gaze. The bruxa uses its Otherworldly Gaze.
Bite (Costs 2 Actions). The bruxa makes one bite attack.
Cast a Spell (Costs 2 Actions). The bruxa cast a spell from her list of Innate Spellcasting orSpellcasting feature, using a daily use or a spell slot as normal.
Description
Vampire
Contrary to popular belief, monsters are not all alike. Like people, individual members of the same species can each have their own unique traits, preferences and weaknesses. A good example of this is the many species of vampires, some very different from the others, and only connected by their mandatory diet: fresh blood. Vampires are often referred as of the lower or higher variant. There seem to be some disagreement in the academic world as to what makes a vampire belong to either category. Most scholar qualifies a vampire of higher ascendancy when they show the ability to shapechange into a humanoid, but other base their assumption on their intelligence and capacity to use magical abilities. Other deny entirely the aforementioned classifications and state that higher vampires are an entirely different species, immortal and human looking.
Blood Addiction
When a vampire loses control of itself because of its Blood Addiction weakness the vampire enters a state called blood frenzy. In order to control itself near a source of blood, the vampire must make a DC 15 Wisdom saving throw, on a failed save it loses control and enters blood frenzy. The blood frenzy ends when the vampire use its bite attack successfully and inflicts necrotic damage to a target, unless noted otherwise in its individual description. If a vampire's saving throw is successful or the effect ends for it, the vampire is immune to the blood frenzy for the next 24 hours. While under the blood frenzy the vampire gains the following:
- The vampire shapeshifts back to its vampire form and cannot use its shapechanger feature until the frenzy ends.
- The vampire has advantage on melee weapon attack rolls, but attack rolls against it have advantage until the frenzy ends.
- The vampire cannot use its Innate Spellcasting or Spellcasting feature until the frenzy ends.
- The vampire becomes immune to the charmed and frightened condition until the frenzy ends.
Bruxa
It is said that at night bruxae haunt attractive young men and drink their blood. This silent and seductively beautiful creature closely resembles a fey. In fact, she is a vampire, and one of the deadliest kind. They approaches gracefully and are easy to overlook as a threat. These vampires move quietly in the dark to suddenly emerge near their victims. An eerie cry echoing through corridors indicates an approaching bruxa – at once both beauty and the beast.
Wanton Villain. Bruxae are womanoids and take the form of beautiful women, leading some to mistake them for nymphs, but their long fangs and thirst for blood always betray them. The bruxa is built on contradictions. She appears as a beautiful woman, but when she is hungry or attacking, she is terrifying. Her black pupils and blank face contrast sharply with her pale feminine silhouette. The bruxa is a higher vampire and therefor drinks blood but do not depend on it to survive. She often finds a victim to become her lover and a constant supply of sustenance at the same time.
Fair and Deadly. The bruxa finds the smell of garlic to be socially inconvenient at most, and she considers holy symbols to be interesting examples of handicraft. She endures the light of the sun well, but she prefers the darkness of the night. If threatened, they attack with their talons and rip the victim apart, pausing only to savor the blood of their dying foe. The greatest threat comes from the bruxa's voice. The creature can scream with the might of a banshee, wrecking the mind of the sternest man, making him easy prey for the vampiress. Blindness is as great a threat as this ghastly scream. The pitch-black gaze of bruxae can deprive their enemies of sight, or even paralyse, in order for the fiend to play cat and mouse with its prey.
Queen of the Night. This alluring yet frightful fiend is the most manipulative of vampires, to the exception maybe of the elusive nosferat. Bruxae are experts at hiding in plain sight, blending in perfectly among mortals and throwing off their trail easily vampire hunters. Few can tell what they really are when they are not on the hunt. They can charm equally undead and mortals, surrounding themselves with servants, bodyguards and lovers, with a preference for lower vampires and alps. The most powerful of them can enslave a creature through their bite, binding mystically their victim to their will. They are obediently served by an entire court of suitors and sycophants, tending to their every twisted needs.
Wolves among Sheep. Bruxae are as far as you can possibly be from the classical myth of the vampire inhabiting dark crypts and ancient ruins. If they do so, its by personal taste or because things turned sour and they are now in hiding. Instead they favor places with a lot of traffic and where mortals let their guard down, like brothels, merchant outposts, inns or theaters. Some bruxae even make a business out of their needs, trading favors against blood. Still, bruxae are aware that people will not take kindly to their feeding and they always prepare multiple escape plans.
Night Mother
After surviving centuries of undeath, outwitting dozens of rivals and gaining great occult powers a bruxa can pretend to the title of night mother. These bruxae have mastered the art of intrigue and manipulate the mortal world through their numerous undead minions and mortal agents. They conspire to expand their influence through elaborated plots and place spies in every institution of a city, ruling from the shadows.
Optional: Kiss of Darkness
Some of the most talented bruxae learn the ability to enthrall a person with a kiss, much in the same way other vampires use their gaze to do so. A bruxa with the kiss of darkness option has a challenge rating of 13. When a humanoid or an undead kisses a bruxa, it must succeed on a DC 15 Wisdom saving throw or be magically charmed by the vampire until the vampire dies or until it is on a different plane of existence from the target. The charmed target is under the vampire's control and can't take reactions, and the vampire and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the vampire.
Lair and Lair Actions
A night mother's Lair
A night mother establishes its lair in the most luxurious place its influence can allow. They often choose a vibrant place of entertainment, like a coliseum, an arena or a large theater, where hundreds of people come and go at all time. Others live in large estates at the edge of town where they host decadent balls that mortals would kill to be invited to. They weave webs of illusions and build secret passages to move unseen through their lair, hiding their treasures in secret vaults guarded by vampires and traps.
Regional Effects
A night mother's lair might have any or all of the following effects in place:
- Darkness creeps avidly over the light inside the lair. The radius of all light source inside the lair is reduced by half, regardless of their origin, natural or magical. The capacity of living creatures to see through darkness, like darkvision, is also reduced by half. Creatures able to see through magical darkness are unaffected.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the night mother is destroyed, these effects fade over instantly.
Previous Versions
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