| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +9 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 12 | +1 | +6 |
| CHA | 16 | +3 | +8 |
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Regeneration. The vampire regains 20 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.
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.
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.
Blood Huntress. Volenta has advantage on initiative rolls.
Blood Rage. Volenta has 20 temporary hit points on top of her normal hit points due to her the protection of an amulet given to her by: Strahd. When these hit points are lost, the amulet breaks, and Volenta enters into a Blood Rage. She can now make four attacks instead of two when using Multiattack.
Furthermore, if Volenta has a number of hit points less than her maximum, she is able to make two Reactions per round of combat instead of just one. If she has a number of hit points less than half her maximum, she is able to make three Reactions per round of combat instead of one.
Infectious Fury (4/Day). When Volenta hits creature with her claws or bite while in a blood rage, she can curse her target with a mind-wilting fear or a contagious blood thirst. The target must succeed a DC 16 Wisdom saving throw; on a failure, roll 1d4 and suffer the corresponding effect:
1-2: The target must use its reaction to make a melee attack against another creature Volenta S choice that you can see.
3-4: The target takes 2d12 psychic damage.
If the attack made against the target was a Bite, the target has Disadvantage on the saving throw. Volenta can use this ability four times a day, regaining all uses after a long rest.
Call of the Hunt (1/Encounter). When Volenta enters into her blood rage, she can command 1d4+3 vampire spawn to appear within 30 feet of her, and regains 5 temporary hit points for every spawn that appears.
Special Equipment. Mask Of The Damned, Ring of Charm, Ring of Disguise Self, Amulet of sorrow
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). 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. (Bat or Vampire Form Only). 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. The vampire 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 (1/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.
Sweeping Claws (Recharge 5-6). Melee Weapon Attack: Each creature within 10 feet of Volenta must make a DC 16 Dexterity saving throw. On a failure a target takes 35 (10d6) slashing damage. If the saving throw is successful, the target takes half damage.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage.
Jagged Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage and causes the Bleeding condition. At the Start of players trun if they have the Bleeding condition they take 1D6 damaged till Medicine check of 10 or magical healing.
Bhaal's Favor. Volenta can make two aditional attacks every other turn.
Vampire Bite. (Bat or Vampire Form Only). 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.
Unsettling Visage. Exude pure terror, instilling Fear in your foes.
Flash Feed. If Volenta is attacked while grappling a creature, she can use her reaction to make a Bite attack against the grappled creature or the attacker if they are in range.
Spidering Leap. If Volenta is attacked while grappling a creature, she can use her Reaction to leap to another target she can see within 30 feet. She makes a claw attack against that creature and grapples them if she hits. She has advantage on this attack roll if she has less than her maximum hit points, and this movement does not provoke an attack of opportunity.
The vampire 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. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Mask Of The Damned- While Volenta is wearing the Mask Of The Damned she has the option of turning into a Bhaal Slayer Beast and will take on that statblock with full health but if she is killed in that form then she will fully die.
Mask Of The Damned - If the players kill Volenta and keep her mask it is a cursed item that wants them to kill everyone with a remove curse spell cast at 5 lvl or a Wis save of 15 to stay in control. The mask will gives the player plus 5 HP per kill, +5 to Initiative, +5 to Attack roll.
Description
Volenta Popofsky had never known peace in her short, harrowing life. Her mother was a broken shell of a woman, driven mad by years of torment, while her father, the town butcher, was a cruel man whose "meat" was often whispered about in hushed, uneasy tones. His punishments were brutal, locking Volenta in her room for days without food. Starving and desperate, Volenta once killed and devoured the family dog to survive.
Her father’s cruelty taught her that inflicting pain was the only way to feel alive. Soon, she began to replicate his horrors, tormenting the weak and the helpless in secret. At night, Volenta heard voices whispering in her mind, urging her to kill, to embrace the darkness that had always surrounded her.
One night, unable to resist the whispers any longer, Volenta killed her mother. She chopped the woman into pieces and used the blood and bones to create a macabre shrine to the voice in her head. When her father returned home, she expected his wrath—but instead, he smiled with pride.
“You are my daughter, after all,” he told her. “The blood of Bhaal flows in our veins, and you have finally awakened to your purpose. There will be more blood spilled. This is just the beginning.”
For the first time, the voices in her head made sense—her god was speaking to her. That night, her father performed a twisted ritual, bathing her in her mother’s blood and baptizing her in the name of Bhaal, the god of murder. From that moment, Volenta was forever changed. Under her father’s guidance, she honed her skills, learning to kill with precision and cruelty.
But Volenta's ambition grew. When she had nothing left to learn from her father, she turned on him. She drained his blood and nailed his body to a tree deep in the woods, staging the scene so that the blame would fall on vampire spawn. With her father dead, Vocenta was free to unleash her darkness upon the village of Barovia.
Now in her late teens, Volenta had blossomed into a dangerously beautiful woman. She used her looks to lure unsuspecting men, posing as a prostitute to invite them to their doom. Her killings were slow, brutal, and ritualistic, each one an offering to Bhaal. The villagers lived in terror, attributing the gruesome murders to Strahd or his monstrous servants.
But when Strahd’s spies failed to return from the village, the Dreadlord took notice. Curious and intrigued, he visited Barovia himself to investigate. He found Volenta one night, deep in the act of slaughtering a man and bathing in his blood, her laughter echoing in the moonlit darkness as she toyed with her victim.
Strahd watched in silence, his cold, lifeless heart stirred by the beauty of her savagery. It was rare to see such unbridled devotion to darkness, such artistry in death.
“You waste the blood you so clearly adore,” he said, stepping from the shadows. “But that can be remedied.”
Before Volenta could react, Strahd struck. That night, she died yet again—but only to be reborn. Under the Dreadlord’s hand, Vocenta became a vampire, bound to him for eternity. Her thirst for blood was now insatiable, and her devotion to murder had found its perfect outlet. In Strahd, she had found a master worthy of her allegiance—and together, they would paint Barovia red.







Comments