| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 18 | +4 | +7 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 14 | +2 | +5 |
| CHA | 14 | +2 | +2 |
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. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Bloodlust Frenzy. When Volenta is reduced to 0 hit points, her statistics are instantly replaced by the statistics of her Frenzied Spawn form. Her initiative count doesn't change. Excess damage doesn't carry over to her new form, but she retains any conditions she had in her previous form.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Multiattack. Volenta uses hail of daggers twice, or hail of daggers once and either thunderstone or froststar.
Hail of Daggers. Ranged Weapon Attack Roll: +7, reach 15 ft. Hit: 9 (2d4 + 4) Piercing damage plus 7 (2d6)
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, 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.
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