Medium Undead, Chaotic Evil
Armor Class 18
Hit Points 178 (21d8 + 84)
Speed 30 ft., climb 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +10, CON +9, CHA +9
Skills Acrobatics +9, Athletics +15, Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Blood Frenzy. Volenta has advantage on attack rolls against a creature that doesn't have all its hitpoints.

Chosen of Strahd. If Strahd allows it, Volenta can move through walls, floors and ceilings when Strahd uses that lair action.

Legendary Resistance (3/Day). If Volenta fails a saving throw, she can choose to succeed instead.

Powerful Strikes. When Volenta makes an attack, she can choose to take a -5 penalty to the attack roll to gain a +10 bonus to the damage roll.

Regeneration. Volenta regains 20 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 Volenta's next turn.

Slayer. Volenta has advantage on attacks against surprised creatures, and any time she successfully attacks a surprise creature the attack is a critical hit.

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. The vampire 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 she is incapacitated in her resting place.

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

Unarmoured Defense. While she isn't wearing armour, Volenta adds her Constitution modifier to her armour class.

 

Actions

Multiattack. Volenta makes three attacks. She can substitute Shadow's Grasp for two attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 12 (2d6+5) bludgeoning damage. On a hit, Volenta can choose to deal 7 (2d6) bludgeoning damage and grapple the target instead.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Volenta, incapacitated, or restrained. Hit: 11 (1d12 + 5) piercing damage plus 10 (3d6) 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.

Shadow's Grasp.  One creature of Volenta's choice within 30 feet of her must succeed on a DC 17 Strength saving throw or take 10 (3d6) necrotic damage and be pulled within 5 feet of her.

Bonus Actions

Charge. Volenta takes the Dash action as a bonus action.

Violent Momentum. When Volenta reduces a creature to 0 hit points she can move up to her speed and make one melee attack.

Legendary Actions

Volenta can use three legendary actions per round. She regains spent legendary actions at the start of her turn and can use the following legendary actions:

Claws. Volenta makes one unarmed strike attack.

Move. Volenta moves up to her speed without provoking opportunity attacks.

Bite (Costs 2 Actions). Volenta makes one bite attack. If she is below half her hit points, the target does not need to be willing, incapacitated, grappled by her or restrained.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
12/10/2021 3:59:37 PM
28
5
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Coming Soon

Habitat: UnderdarkUrban

PedanticCornugon

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