Regeneration. The vampire 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 the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
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.
Brutal Critical. Volenta rolls one additional piercing or slashing damage die when determining the extra damage for critical hits with her claws or bite.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) 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 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.
Whirlwind of Claws (Recharge 5-6). Melee Weapon Attack: Each creature within 10 feet of Volenta must make a DC 16 Dexterity saving throw. On a failure a target takes 35 (10d6) slashing damage. If the saving throw is successful, the target takes half damage.
Mask of Eternal Night (1/day). The metal and bone mask Volenta wears was a gift from Strahd. When Volenta takes Radiant damage, she can use her reaction to gain immunity against that instance of the damage, and gains temporary hit points equal to half the damage she would have taken. However, she cannot choose to voluntarily fail any related saving throw to trigger this effect. Once this reaction is used, it can't be used again until the next dawn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/11/2021 9:39:22 PM
|
24
|
9
|
--
|
Coming Soon
|







Comments