Shapechanger. The bruxa can use its action to polymorph into a Large bat, or back into its true form.
While in bat form, the bruxa can’t speak, its walking speed is 5 feet, and it has a flying speed of 45 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 20 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.
Spider Climb. The bruxa can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Banshee Wail. (3/Day). The bruxa can use its action to elicit a piercing wail in a 90 ft cone. Any creatures caught in the cone must succeed on a DC 18 Dexterity saving throw or be thrown to the end of the wail's effect, taking 1d6 bludgeoning damage for every 10 feet it is thrown and be knocked prone.
Witch Song. The bruxa can use its bonus action to begin to sing, weaving a silent, magical song, warping the minds of those the bruxa wishes.
Any creatures the bruxa wishes within 120 feet must succeed on a DC 17 Wisdom saving throw or fall asleep, their minds wracked with twisted visions and nightmares. At the end of the creatures next turn, it must succeed on a DC 19 Wisdom saving throw or awake charmed, and under the control of the bruxa. The charmed target regards the bruxa as a trusted friend to be heeded and protected and is a willing target for the bruxa's bite attack.
A charmed creature may repeat the Wisdom save at the start of each day, ending the effect on a success. Otherwise, the effect lasts until the bruxa is destroyed.
Bruxa Weaknesses. The bruxa has the following flaws:
Forbiddance. The bruxa can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The bruxa takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the bruxa’s heart while the bruxais incapacitated in its resting place, the bruxa is paralyzed until the stake is removed.
Multiattack. (Human Form Only). The bruxa makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Human Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the bruxa can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the bruxa, incapacitated, or restrained. Hit: 8 (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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the bruxa's control.
Talon and Claw (Bat Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 5) piercing or slashing damage. Instead of dealing damage, the bruxa can grapple the target (escape DC 20).
The bruxa can take 3 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 its turn.
Move. The bruxa moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The bruxa makes one unarmed strike.
Bite (Costs 2 Actions). The bruxa makes one bite attack.
Talon and Claw (Costs 2 Actions). The bruxa makes one bite attack.
Banshee Wail (Costs 3 Actions). The bruxa uses its banshee wail ability.
Lair and Lair Actions
A Bruxa’s Lair
A bruxa chooses a defensible location for its lair, such as a fortified manor, or walled abbey.
Regional Effects
The region surrounding a bruxa’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 bruxa's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the bruxa is destroyed, these effects end after 2d6 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/29/2022 8:00:08 PM
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5
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1
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1.0
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Coming Soon
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