Medium Undead (Vampire), Typically Chaotic Evil
AC 16 Natural Armor    Initiative +5 (15)
HP 144 (17d8 + 68)
Speed
Mod Save
STR 16 +3 +3
DEX 20 +5 +9
CON 18 +4 +8
Mod Save
INT 12 +1 +1
WIS 14 +2 +6
CHA 18 +4 +8
Resistances Slashing from Nonmagical Attacks, Bludgeoning, Necrotic, Piercing
Immunities Charmed, Poisoned
Gear None, her armor is integrated into the statblock. If her armor is looted they find her [Glamoured Studded Leather]
Senses Passive Perception 15
Languages Common, Dwarvish, Elvish Common, Elvish, Dwarvish
CR 9 (XP 5,000; PB +4)
Traits

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.

Sunfire Ward. The burning inn is magically frozen in place. Each time Volenta takes a critical hit while below half HP (72 or fewer), flames burst outward. All creatures in the inn must make a DC 15 Dexterity save or take 14 (4d6) fire damage, half on success. When Volenta dies, the ward collapses and the inn begins burning uncontrollably.

Predator’s Frenzy. When Volenta reduces a creature to 0 HP, she can immediately move up to half her speed and make one Claw attack as a bonus action.

Actions

Multiattack. Volenta makes two Claw attacks, or one Claw and one Bite.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6+4) slashing. If the target is a creature, it must succeed on a DC 16 Strength save or be grappled (escape DC 16).

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing, grappled, or incapacitated creature. Hit: 10 (1d10+5) piercing plus 7 (2d6) necrotic. The target’s HP maximum is reduced by the necrotic damage taken until it finishes a long rest.

Blood Surge (Recharge 5–6). Volenta dashes up to her speed in a blur, passing through enemies. Each creature she passes through must succeed on a DC 16 Constitution save or take 18 (4d8) necrotic damage.


Bonus Actions

Blood Frenzy (Recharge 5–6).
Roll a d6. On a 5-6, Volenta enters a frenzy until the end of her turn. She gains advantage on all melee attacks this turn, but attacks against her have advantage until the start of her next turn. Effect resolves after her attack action is completed. 

Vampiric Grace. Volenta moves up to half her speed. This movement does not provoke opportunity attacks.

Crimson Lick. If Volenta dealt necrotic damage with her Bite this turn, she regains an additional 5 hit points.

Sadist’s Delight. When Volenta damages a creature that is below half its maximum HP, she gains advantage on her next attack roll before the end of her turn.


Reactions

Blooded Retort. When a creature within 30 ft. hits Volenta with a melee attack, the attacker must succeed on a DC 15 Wisdom save or be frightened of her until the end of its next turn.

Scarlet Counter. When a creature misses Volenta with a melee attack, she makes one Claw attack against that creature if they are within melee range.

Legendary Actions

Volenta can take 2 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. Volenta regains spent legendary actions at the start of her turn.

  • Move. Volenta moves up to half her speed without provoking opportunity attacks.

  • Claw. Volenta makes one Claw attack.

  • Bloodied Frenzy (Costs 2). If Volenta is at half HP or lower, she makes one Bite attack.

Description

Volenta is a deadly lieutenant fight for a level 7 party. She is fast, cruel, and mobile, focusing on grappling and isolating prey. Her Sunfire Ward mechanic escalates the fight by spreading flames as she’s wounded, forcing players to balance offense with survival. She does not retreat unless commanded by Strahd.

Monster Tags: undead

Habitat: Urban

RhydenThorne

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