Keen Senses. The vampire has advantage on Wisdom (Perception) checks.
Blood Frenzy. The vampire has advantage on melee attack rolls against any creature that doesn't have all its hit points.
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 its 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. The vampire can enter any residence it’s sire also occupies, without an invitation.
• 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, the vampire has disadvantage on attack rolls and ability checks.
Special Equipment. Volenta owns Conspirator’s Respite, an enchanted mask of her own design. While she wears the mask, she gains a +1 Bonus to AC (included in statistics), she cannot speak, and her movements and actions make no sound. Volenta is also able to draw blood through a bite and drink through the mask without obstruction.
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Spear. Melee or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 8 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if wielded in two hands to make an attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).
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.
Darkstrider. Once on each of the vampire’s turns, it can take either the Dash or Hide action as a bonus action, as long as the vampire is not in sunlight or running water.
Dislocate. The vampire dislocates its joints, automatically escaping any nonmagical restraints, such as manacles or a creature that has it grappled.
Volenta can take 2 legendary actions, choosing from the options below. Only one action option can be used at a time and only at the end of another creature’s turn. Volenta regains her spent legendary actions at the start of her turn.
Claws. The vampire makes one attack with its claws.
Detect. The vampire makes a Wisdom (Perception) check.
Devour (Costs 2 Actions). The vampire makes one bite attack against a target it is grappling, or one that is incapacitated or restrained.
Description
Volenta Popofsky led a macabre and evil life even before becoming a vampire. Volenta was a prostitute in Vallaki that would habitually push the desires of her customers to perverse extremes. This depravity would eventually lead to the torture and murder of a number of these customers, provided Volenta could fabricate a means to explain her victims disappearance. After her activities were discovered, Volenta was promptly run out of town, she fled to Castle Ravenloft and offered herself to Count Strahd to do with as he pleased; pleading with him to save herself from her pursuers. Strahd however, was aware of her murderous behavior and was impressed with the depths of her sadism. He made her his bride, and is at times impressed further with her vampiric bloodlust and the delight she takes in causing pain to those have offended her, which almost rivals Strahd’s own tendencies.
Although Volenta is the youngest of the three brides, she is also the most willful; enjoying pushing the boundaries of Count Strahd and Ludmilla specifically. She has a childlike personality that quickly descends into a sadistic bloodlust as such, she fervently enjoys toying with her victims. Despite warnings from Ludmilla, she believes Strahd will love her forever and is struggling with the recent news from Rahadin that the daughter of the burgomaster in the village of Borovia has caught her husband’s attention.
Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. The vampire does not require air.
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 2d6days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/5/2022 4:52:08 PM
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1
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Illusionist Verisimilomancer
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7/9/2022 10:28:47 PM
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1
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7/18/2022 8:50:34 PM
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21
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7/19/2022 6:03:43 PM
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26
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8/26/2024 3:20:08 AM
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120
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7
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Coming Soon
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10/9/2024 12:09:57 AM
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110
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0
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Coming Soon
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