Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 50 ft. Bat form
STR
14 (+2)
DEX
13 (+1)
CON
17 (+3)
INT
15 (+2)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws DEX +6, WIS +6, CHA +9
Skills Deception +8, Perception +3, Persuasion +8, Stealth +6
Damage Resistances Cold, Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Common, Infernal, Undercommon the languages it knew in life
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Regeneration. The vampire 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 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 when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

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.

Legacy of Maladomini. Volenta knows the thaumaturgy cantrip. She can cast ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when she finishs a long rest. She can cast the crown of madness spell once with this trait and regain the ability to do so when she finishs a long rest.

Trickster's Escape. can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Mystic Arcanum. Volenta can cast a 6th level Circle of Death once without expending a spell slot. She must finish a long rest before she can do so again.

Dark One’s Own Luck. Once per short rest, when Volenta makes an ability check or a saving throw, she can use this feature to add a d10 to the roll. She can do so after seeing the roll but before the effects occur.

Agonizing Blast. When Volenta casts eldritch blast, add +4 to the damage it deals on a hit.

Dark One’s Blessing. When Volenta reduces a hostile creature to 0 HP, she gains 16 temp HP.

Devil’s SightVolenta can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.

Beguiling Influence. Volenta has advantage on Deception and Persuasion skills.

Fiendish Resilience. Volenta can choose one damage type to gain resistance to when she finishs a short or long rest. Damage from magical weapons or silver weapons ignores this resistance.

Alert. Volenta can't be surprised while she is conscious. Other creatures don’t gain advantage on attack rolls against her as a result of being unseen by her.

 

Spellcasting. Volenta is a 5nth-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Volenta has the following spells Pact spells prepared:

Cantrips (at will): Eldritch Blast, Green-Flame Blade, Mage Hand, Prestidigitation

5th level (3 Pact slots): Arms of Hadar, Charm Person, Compulsion, Counterspell, Darkness, Enervation, Find Familiar, Hex, Hold Person, Infernal Calling, Shadow of Moil, Summon Greater Demon, Vampiric Touch

Actions

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

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

Ghostly Gaze. Once per short rest, as an action, Volenta gains the ability to see through solid objects (with darkvision) to a range of 30 ft for 1 minute.
Reactions

Volenta can cast counterspell

Description

In life Volenta was a tiefling adventurer who found her way into the lands of Barolvia shortly before Strahd became a vampire.  She fell for strahd due to his charm and power.  After Strahd turned killing his brother, and inadvertently his true love, Sasha looked for ways to endear herself to him.  She knew he loved power and was casually courting Patrina Velikovna, so Volenta made a Pact with Xardis a devil of deception.  This boon combined with the untimely death of Patrina (for which Volenta played a part), helped capture Strahd's interest.

The first wife of Strahd, Volenta assumes a small amount of respect among the other brides as the de-facto leader.  Strahd has given her power and management over the wolves in Barolvia.

Volenta wears a faded gold wedding gown, a platinum mask shaped vaguely like a skull (750 gp), and ten platinum rings set with gemstones (worth 250 gp each).

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Habitat: UnderdarkUrban

Otakujonn

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