Brutal Critical. The vampire rolls one additional die when determining the damage dealt by a critical hit.
Danger Sense. As long as the vampire isn't blinded, deafened, or incapacitated, they have advantage on Dexterity saving throws against effects they can see.
Heart of Strahd. Voleta wields a magical necklace, appearing as a miniature red gemstone, cut into the shape of an anatomically accurate heart. Any damage that Volenta takes is transferred to the Heart of Strahd. If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Volenta takes any leftover damage. The Heart of Strahd has 20 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Volenta can, as a bonus action on her turn, break her link to the Heart of Strahd so that it no longer absorbs damage dealt to her. Volenta can reestablish her link to the Heart of Strahd as a bonus action on her turn
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.
Reckless. At the start of its turn, the vampire can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unarmored Defense. While the vampire is not wearing armor, their Armor Class equals 10 + their Dexterity modifier + their Constitution modifier.
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.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack. If the Heart of Strahd is destroyed, she can instead make four attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (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 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.
Vampiric Rage (Recharges after a Short or Long Rest). As a bonus action, the vampire can enter a rage that lasts for 1 minute. The rage ends early if the vampire is knocked unconscious or if its turn ends and it hasn’t attacked a hostile creature or taken damage since its last turn. While raging, the vampire gains the following benefits:
- The vampire has advantage on Strength checks and Strength saving throws.
- The vampire deals an extra 3 damage when he hits a target with a melee weapon attack.
- The vampire has resistance to bludgeoning, piercing, and slashing damage.
Description
Volenta Popofsky led a macabre and evil life. She was a prostitute in Barovia that would torture and kill any of her customers she could. She was run out of town when some of her activities were discovered. She ran to Castle Ravenloft and offered herself to Count Strahd to do with as he pleased. He was aware of her murderous behavior and impressed with the depths of her sadism. He made her his bride, and is at times impressed with her vampiric bloodlust which almost rivals his own.
Volenta is the most willful of the three brides, enjoying pushing the boundaries of Count Strahd and Ludmilla specifically. She has a childlike personality that quickly descends into a sadistic bloodlust. She likes to toy with her victims, and despite warnings from Ludmilla she believes Strahd will love her forever. She cannot believe the news from Rahadin that Ireena in Borovia has caught her husband’s attention.
Volenta is the most physically ferocious of the three. Her wedding gift from Strahd is a small amulet around her neck that is the same magic he composed his crystal heart from (it is the prototype he developed though she believes it to be an item of deep value to him). It can absorb 20 damage for her before shattering. If it shatters she goes into a bloodlust that gives her two attacks a round.
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.







Comments