Medium Undead, Chaotic Evil
Armor Class 17 (leather armor)
Hit Points 105 (14d8 + 42)
Speed 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws STR +6, DEX +7
Skills Acrobatics +10, Perception +2, Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 12
Languages the languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Evasion. If Violenta is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Regeneration. Violenta 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 she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.

Sneak Attack (1/turn). Violenta deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Violenta that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Spider Climb. Violenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Violenta has the following flaws:

Forbiddance. Violenta can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. Violenta takes 20 acid damage when she ends her turn in running water.

Stake to the Heart. Violenta is destroyed if a piercing weapon made of wood is driven into her heart while she is incapacitated in her resting place.

Sunlight Hypersensitivity. Violenta takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Violenta makes two attacks, only one of which can be a bite attack.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft or range 20/60 feet., one creature. Hit:  6 (1d4 + 4) slashing damage. Violenta can apply three different types of poison to her blade:

Crawler Mucus. The creature must succeed on a DC 13 CON save or be paralyzed for one minute. The creature can repeat the save at the end of each of their turns, ending the effect on a success.

Distilled Paraquat. The creature must succeed on a DC 14 CON save or be unable to speak for one minute, as their tongue swells up. he creature can repeat the save at the end of each of their turns, ending the effect on a success.

Serpent Venom. The creature must succeed on a DC 15 CON save or take 10 (3d6) poison damage, or half as much damage on a successful save. 

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Violenta, 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 Violenta 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.

Bonus Actions

Acrobatic Maneuvering. Violenta can take the Disengage or Hide action as a bonus action on each of her turns. Alternatively, she can take the Jump action, with a maximum high jump of 10 feet and long jump of 20 feet.

Habitat: UnderdarkUrban

szethsonofneutro

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