Vampire Umbral Lord

(2024 Monster Manual)

Small undead, Lawful Evil

Armor Class16
Hit Points187 (22d8 + 88)
Speed40 ft., climb 40 ft., fly 40 ft. (hover)
STRDEXCONINTWISCHA
20 (+5) 18 (+4) 18 (+4) 19 (+4) 16 (+3) 21 (+5)
Saving ThrowsCha +10, Dex +9, Str +10, Wis +8
SkillsArcana +9, Perception +13, Stealth +9
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiescold; necrotic
Condition Immunitiescharmed; exhaustion
SensesBlindsight 120 ft., passive Perception 23
LanguagesCommon plus three other languages
Challenge15

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 Paralyzed condition for 1 hour, after which it regains 1 Hit Points.

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

    If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.

  • 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 Roll: +10, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage plus 13 (3d8) Necrotic damage.

Sickening Ray.

Ranged Attack Roll: +10, range 120 ft. Hit: 16 (2d10 + 5) Necrotic damage, and the target has the Poisoned condition until the start of the vampire's next turn.

Legendary Actions

Umbral Strike.

The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.

Hunger of Hadar (Recharge 5-6)

The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).

The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can't take this action again until the start of its next turn.