Misty Escape. When she drops to 0 hit points outside its resting place, Volenta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While she has 0 hit points in mist form, she can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once she is in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, she regains 1 hit point.
Regeneration. Volenta regains 20 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 she 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. As a vampire, Volenta 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 if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
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.
Spellcasting. Volenta is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Volenta has the following wizard spells prepared:
Cantrips (at will): magic missile, ray of frost
1st level (4 slots): command, fog cloud, sleep
2nd level (3 slots): blur, mirror image, silence
3rd level (3 slots): hypnotic pattern, bestow curse, nondetection
4th level (3 slots): phantasmal killer, greater invisibility
5th level (2 slots): dominate person
6th level (2 slots): mental prison
7th level (1 slot): simulacrum, mirage arcane
Multiattack. Volenta makes two attacks, only one of which can be a bite attack.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
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: 7 (1d6 + 4) 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 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. Volenta targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (3/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Volenta may cast one of her cantrips as a bonus action, or she may dash, disengage, or attempt to hide.
Legendary Response (2/Day): If Volenta takes damage, she may use her reaction to cast mislead
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 its turn.
Move. Volenta moves up to her speed without provoking opportunity attacks.
Hamstring. Volenta attempts to impede a target within 5 feet of her by throwing dirt into its face, kicking in a vital area, or other dirty fighting move. The target must make a DC 15 Dex saving throw. On a failed save the target can only take an action or bonus action on its next turn - not both.
Claws. Volenta makes a claw attack at a target. If she hits their move speed is reduced by 10ft until the end of their next turn.