Medium Undead (Shapechanger), Lawful Evil
Armor Class 15 (natural armor)
Hit Points 88 (11d8 + 39)
Speed 30 ft., Fly 30 ft. hover
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws DEX +6, CHA +6
Skills Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Elvish, Sylvan, Telepathy 120 ft
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Spellcasting. The bruxa's innate spellcasting ability is Charisma (spell save DC 15). The bruxa can innately cast the following spells, requiring no material components :

At will: detect thoughts, misty step, hypnotic pattern

2/day each: greater invisibility, gaseous form

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Shapechanger. If the vampire isn't in sunlight, it can use it's action to polymorph into a Medium female humanoid or back in its true form. While in humanoid form,  it's statistics are the same. Any equipment it is wearing of carrying isn't transformed. It reverts to its true form if it dies.

Vampire Weaknesses. The vampire has the following flaws:

Blood Addiction. 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 looses control and enters Blood Frenzy. In the presence of the blood of a virgin the vampire fails automatically.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire uses it's Otherworldly Gaze and makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing 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 vampire 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 vampire targets one creature it can see within 60 feet of it. If the target can see the vampire, it must succeed on a DC 14 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 vampire releases a eerie scream, provided that it isn't in sunlight. This scream has no effect on construct and undead. All other creatures within 30 feet of it must make a DC 14 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save and half as much 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.

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • 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 vampire is destroyed, these effects end after 2d6 days.

Habitat: UnderdarkUrban

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