Regeneration. The vampire regains (1d10) 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 activate at the start of the bruxa's next turn.
Spider Climb. The bruxa can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The bruxa has the following flaws:
Harmed by Running Water. The bruxa takes 20 acid damage when it ends its turn in running water.
Sunlight Hypersensitivity. The bruxa takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Ability. The Bruxa can use a bonus action to become invisible until her next turn. Roll (1d6). On a 6 she regains this ability.
Multiattack. The bruxa 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.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the bruxa, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage, plus 6 (2d6) necrotic damage. The target's Maximum Hit Points are 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.
Description
A Bruxa is a type of vampire, always female. It is higher in ranking and power than a vampire spawn, but weaker than the vampire that created it.
She is unnaturally fast, and possesses a cunning mind. Prefers to engage foes at night, taking full advantage of her invisibility ability.
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