Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 144 (17d8 + 112)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +7, WIS +4
Skills Perception +7, Stealth +10
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 14
Languages Common
Challenge 7 (2,900 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 Volenta's next turn.

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 if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into Volenta’s heart while she is incapacitated in its resting place, she is paralyzed until the stake is removed.

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

Meld into Shadows: Volenta is invisible while in dim light or darkness, even to creatures with darkvision.

Elusive: Opportunity attacks against Volenta have disadvantage. 

Trapper: As a bonus action, Volenta can drop a trap at her current location, which can be spotted with a DC 13 Wisdom (Perception) check. The trap is triggered when any creature enters the space. Volenta can have up to 3 traps active at any time. If she places a trap while she already has 3 traps active, the oldest trap breaks. A trap is active until it is destroyed, disarmed, or triggered. Volenta can place the following traps:

Caltrops: Any creature that triggers this trap must succeed on a DC 15 Dexterity saving throw or take 1 point of piercing damage and stop moving for their turn. 

Toxic Cloud: Any creature that triggers this trap is engulphed in a cloud of toxic fumes and must succeed on a DC 15 Constitution saving throw or be poisoned and take 14 (4d6) poison damage, or half as much on a success.

Sleeping Dust: Any creature that triggers this trap is engulphed in a cloud of dust and subjected to the sleep spell at 3rd level. 

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Volenta, incapacitated, or restrained. Hit: 5 (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: 7 (2d4+3) slashing damage. Instead if dealing damage, Volenta can grapple the target (escape DC13).

 

Legendary Actions

The vampire 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. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

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.

Tribalshot

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