Regeneration. Volenta regains 10 hit points at the start of her turn if she at least 1 hit point and isn’t in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn’t function at the start of her 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 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 its heart while she is incapacitated in her resting place.
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 engulfed 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 damage on a success.
Sleeping Dust. Any creature that triggers this trap is engulfed in a cloud of dust and subjected to a sleep spell at 3rd level.
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: (1d6 + 3) piercing damage plus (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: (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13).
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.
Shank (1 Action). Volenta makes one Claws attack at a target within 5 feet of her. If the target takes any damage from the attack, it’s movement speed is halved until the end of its next turn as she hits a particularly vulnerable spot.
Hamstring (1 Action). Volenta attempts to impede a target within 5 feet of her by throwing dirt into its face, kicking at a vital area, or employing some other dirty fighting move. The target must make a DC 15 Dexterity saving throw. On a failed save, the target can only take an action or a bonus action on its next turn, not both.
Move (1 Action). Volenta moves up to her movement speed.
Description
Revamped Volenta from LBH's Raising the Stakes for use in Curse of Strahd.
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