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Vampire Umbral Lord

Small undead, Lawful Evil

Armor Class 16

Hit Points 187 (22d8 + 88)

Speed 40 ft., fly 40 ft., climb 40 ft.

STR 20 (+5)
DEX 18 (+4)
CON 18 (+4)
INT 19 (+4)
WIS 16 (+3)
CHA 21 (+5)

Saving Throws STR +10, DEX +9, WIS +8, CHA +10

Skills Arcana +9, Perception +13, Stealth +9

Damage Immunities cold, necrotic

Condition Immunities charmed, exhaustion

Senses Blindsight 120 ft., passive Perception 23

Languages Common plus three other languages

Challenge 15

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

Sickening Ray. r +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. con DC 18, one creature the vampire can see within 30 feet that isn't a Construct or an Undead. 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 Actions

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

Source

Monster Manual (2024), p. 318