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.
Blood Frenzy. Volenta has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiattack. Volenta makes two attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, 5 ft., one willing creature, or a creature that is grappled by Volenta, 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 Volenta regains hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0. Each time the target finishes a long rest without being bitten again, it can roll one of its hit dice and add its Constitution modifier. The target’s maximum hit points increase by an amount equal to the result. (This increase can’t raise the target’s hit points above its original maximum.)
Claws. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13).
Leap. Volenta moves up to her speed without provoking opportunity attacks. As she does, she can replace 10 feet of movement with a 10-foot high jump.
Dislocate. Volenta dislocates her joints, automatically escaping any nonmagical restraints, such as manacles or a creature that has her grappled.
Smokestick (1/day). When Volenta is reduced to 0 hit points, if she isn't grappled, restrained, or incapacitated, she can crack a charred, black wooden stick, releasing a cloud of thick, opaque smoke that creates a heavily obscured area in a 20-foot radius. She can then move up to her speed without triggering opportunity attacks. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Spit Blood. In response to taking damage from a melee attack, Volenta spits a wad of blood at the attacking creature’s eyes, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is blinded until the end of its next turn.
Aggress. In response to taking damage from an attack or spell, Volenta moves up to her speed toward a hostile creature she can see without provoking opportunity attacks.
Abscond. In response to escaping a grapple, Volenta uses her leap feature.
Description
The youngest of Strahd's vampiric brides, now blood drunk. Phase 2 of Volenta from DragnaCarta's Curse of Strahd Reloaded.
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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