Armor Class 16
Hit Points 187 (22d8 + 88)
Speed 40 ft., fly 40 ft., climb 40 ft.
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:
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.
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.
Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.
Monster Manual (2024), p. 318