Armor Class
16
Vampire Umbral Lord
Small, Medium Undead · Lawful Evil
Hit Points
187 (22d8 + 88)
Speed
Walk 40 ft., Climb 40 ft., Fly 40 ft. ((hover))
CR
15
Traits
Legendary Resistance (3/Day, or 4/Day in Lair)
If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape
If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless it is in running water or sunlight. If it can't teleport, it is destroyed. Once inside its resting place, it has the condition for 1 hour, after which it regains 1 Hit Points.
Vampire Weakness
The vampire has these weaknesses:
list
list-hang-notitle
item
Forbiddance
The vampire can't enter a residence without an invitation from an occupant.
item
Running Water
The vampire takes 20 Acid damage if it ends its turn in running water.
item
Stake to the Heart
If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the condition in its resting place, the vampire has the condition until the weapon is removed.
item
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.
list
list-hang-notitle
item
Forbiddance
The vampire can't enter a residence without an invitation from an occupant.
item
Running Water
The vampire takes 20 Acid damage if it ends its turn in running water.
item
Stake to the Heart
If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the condition in its resting place, the vampire has the condition until the weapon is removed.
item
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.
Actions
Multiattack
The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike
Melee Attack +10, reach 5 ft. 9 () Slashing damage plus 13 () Necrotic damage.
Sickening Ray
Ranged Attack +10, range 120 ft. 16 () Necrotic damage, and the target has the condition until the start of the vampire's next turn.
Bonus Actions
Sanguine Drain
CON Save DC 18, one creature the vampire can see within 30 feet that isn't a Construct or an Undead.
Failure: 14 () Necrotic damage. The target's Hit Points maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.
Failure: 14 () Necrotic damage. The target's Hit Points maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.
Legendary Actions
Umbral Strike
The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.