THE SHARED REFERENCE Adventurer

Monster

Vampire Umbral Lord

Official reference · XMM · 2024

Creature type
Undead
Size
Small/Medium
Armor class
16
Hit points
187 (22d8 + 88)
Speed
Walk 40 ft., Climb 40 ft., Fly 40 ft. (hover)
Challenge rating
15
Alignment
Lawful Evil
Strength
20
Dexterity
18
Constitution
18
Intelligence
19
Wisdom
16
Charisma
21
Passive Perception
23
Initiative
+14
Saving Throws
str: +10; dex: +9; wis: +8; cha: +10
Skills
arcana: +9; perception: +13; stealth: +9
Senses
Blindsight 120 ft.
Languages
Common plus three other languages
Immunities
cold, necrotic
Condition Immunities
charmed, exhaustion

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 Point.

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

Sickening Ray

Ranged Attack: +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.

Bonus actions

Sanguine Drain

Constitution Saving Throw: DC 18, one creature the vampire can see within 30 feet that isn't a Construct or an Undead. Failure: 14 (4d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.

Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its 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).

Recharge: 5: Hunger of Hadar (level 5 version)

Beguile

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.

Regional effects

The region containing a vampire's lair is warped by its presence, creating the following effects:

  • Children of the Night: The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
  • Looming Shadows: Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
  • Mists: The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.

If the vampire dies or moves its lair elsewhere, these effects end immediately.

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