Regeneration. Volenta regains 10 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 Volenta 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.
Sunlight Hypersensitivity. While in sunlight, Volenta takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.
Action Name. Volenta uses hail of daggers twice, or hail of daggers once and either thunderstone or froststar.
Hail of Daggers. Ranged Weapon Attack: +7 to hit, range 15 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 7 (2d6) poison damage.
Thunderstone (2/day). Volenta hurls a crystalline shard at a creature, object, or surface within 30 feet. The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a DC 14 Constitution saving throw or be knocked prone and pushed 10 feet away from that point. A creature that fails the save is also deafened until the start of Volenta's next turn.
Froststar (3/day). Volenta throws a crystalline shard at a point she can see within 30 feet. The shard explodes on impact, covering the area with thick, icy frost. Each creature within 5 feet of the point of impact must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage and is restrained by ice until the start of Volenta's next turn. On a successful save, a creature takes half the damage and isn't restrained. A restrained creature can use its action to make a DC 14 Strength check to break free. A 5-foot-square section of ice has AC 10, 15 hit points, vulnerability to bludgeoning and fire damage, and immunity to cold, poison, and psychic damage.
Alchemist's Firebomb (1/day). Volenta hurls a flask of concentrated alchemist's fire at a point within 30 feet. The vial shatters on impact and detonates in a 10-foot radius. Any creature in that area must succeed on a DC 14 Dexterity saving throw or take 2d6 fire damage and be set ablaze. A creature set ablaze in this way takes 1d4 fire damage at the start of each of its turns, and can make an additional DC 14 Dexterity saving throw at the end of each of its turns to extinguish the flames.
Nimble Escape. Volenta takes the Disengage or Hide action.
Volenta can take up to three reactions per round, but only one per turn. If Volenta would lose her reactions and isn't incapacitated, she loses one reaction instead.
Final Conflagration. When Volenta is reduced to 0 hit points, she can use her alchemist's firebomb if available, centered on herself. (Any damage taken doesn’t carry over to her second form.)
Acrobatic Escape. When an attack misses Volenta, she can use her reaction to move up to half her speed without provoking opportunity attacks.
Caustic Splash (1/day). When Volenta takes damage from a creature within 5 feet of her, she can use her reaction to splash that creature with caustic chemicals. The creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 14 (4d6) acid damage and is blinded until the end of Volenta's next turn. On a successful save, the creature takes half damage and isn't blinded.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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