Medium Undead, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +7, WIS +3
Skills Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

Assassinate. During her first turn, Volenta has advantage on attack rolls against any creature that hasn't taken a turn.   Any hit Volenta scores against a surprised creature is a critical hit.

Evasion.  If Volenta is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Volenta instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Sneak Attack (1/Turn).  Volenta deals an extra 14  (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Volenta that isn't incapacitated and Volenta doesn't have disadvantage on the attack roll.

Blood Frenzy.  Volenta has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Spider Climb. Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses.  Volenta has the following flaws:                                                                                             

    Forbiddance. Volenta can't enter a residence without an invitation from one of the occupants.                         

    Harmed by Running Water.  Volenta takes 20 acid damage when she ends her turn in running water.    

    Stake to the Heart. Volenta is destroyed if a piercing weapon made of wood is driven into her heart while she is incapacitated in her resting place.                     

    Sunlight Hypersensitivity.  Volenta takes 20 radiant damage when she starts her tun in sunlight.  While in sunlight, she has disadvantage on attack rolls and ability checks.

 

Actions

Multiattack. Volenta makes two attacks, only one of which can be a bite attack.

Dagger of Venom. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+ 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (2d10) poison damage on a failed save, or half as much damage on a successful one and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Volenta, incapacitated, or restrainedHit: 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 Volenta 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.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13).

 

Shecky65

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