Innate spellcasting. The Alp's innate spellcasting ability is Charisma (spell save DC 14). The Alp can innately cast the following spells, requiring no material components:
At will: dream, gaseous form (self only), hypnotic pattern, sleep (3rd-level version)
Shapechanger. If the Alp isn't in sunlight, she can use her 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.
Elusive. Attack rolls made against the Alp have disadvantage unless the Alp is incapacitated or restrained. No attack roll has advantage against the alp while she isn't incapacitated.
Vampire Weaknesses. The vampire has the following flaws:
- Blood addiction. If the temptation for blood is strong (an open wound, the smell of blood), the vampire has disadvantage on blood frenzy saving throws. 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.
Multiattack. The Alp makes three 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: 10 (2d4 + 6) slashing damage. Instead of dealing damage, the Alp can grapple the target (escape DC 14).
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 + 6) 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 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.
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