Innate spellcasting. The Bruxa's innate spellcasting ability is Charisma (spell save DC 18). 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)
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.
Shapechanger. If the Bruxa isn't in sunlight, she can use her action to polymorph into a Medium female humanoid or back into her 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.
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.
Multiattack. (Vampire Form Only). 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 an eerie scream, provided that she isn't in sunlight. This scream has no effect on constructs 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.
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Posted May 13, 2022i'm not sure that Bruxa have a sensibility to the sun