Medium Undead, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +7, WIS +6
Skills Athletics +8, Perception +6, Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 120 ft., Tremorsense 60ft., Passive Perception 16
Languages the languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Regeneration. Volenta regains 10 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 Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of the Volenta's next turn.

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

Heightened Reflexes: Whenever Volenta is the target of a melee or ranged attack she rolls a 1d8 and adds the result to her AC. 

Vampiric Weakness. 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 it ends its turn in running water.

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

Sunlight Hypersensitivity. Volenta takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack: Volenta can make two attacks or one Dagger Storm attack. 

Unarmed Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage. 

Necrotic Claws: Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit:  8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage.

Dagger Storm: Volenta makes 4 ranged weapon attacks using daggers. 

Throw Dagger: Ranged Weapon Attack: +8 to hit, reach 60ft., one creature. Hit: 7 (1d4 + 5) piercing damage.

Reactions

Counter Throw: When a melee or ranged attack is less than Volenta's base AC she can throw 2 daggers back at the attacker. 

Legendary Actions

Volenta 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. Volenta regains spent legendary actions at the start of her turn.

Move: Volenta can move up to her speed without provoking opportunity attacks.

Unarmed Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage. 

Crushing Kick (Costs 2 actions):  Volenta makes an unarmed strike adding 1d6 to the attack and forcing them to make a DC18 Strength check. If they fail they are pushed back 15ft. 

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’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 vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Monster Tags: undead

Habitat: UnderdarkUrban

Roenoke

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