5e24:Vampire Umbral Lord

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Monster Manual (5e24)
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Vampire Umbral Lord (Pointer) [1]
 Medium or Small Undead (Vampires), Typically Lawful Evil
AC: 16Initiative: +14 (24)
HP: 187
Speed: 40 ft., Climb 40 ft., Fly 40 ft. (hover)
Mod Save Mod Save
Str ' Int '
Dex ' Wis '
Con ' Cha '
Skills: Arcana, Perception, Stealth
Immunities: Cold, Necrotic; Charmed, Exhaustion
Senses: Blindsight 120 ft., Passive Perception 23
Languages: Common plus three other language
CR: 15 (XP 13,000 or 15,000 in lair; PB +5)

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). [2] If the vampire fails a saving throw, it can choose to succeed instead.

Shadow Escape. When it drops to 0 Hit Points, teleports into its resting place. It is Paralyzed there and regains a Hit Point.

Vampire Weakness. [2] 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. 2

Grave Strike. Melee Attack Roll: Slashing damage plus Necrotic damage.

Sickening Ray. Ranged Attack Roll: Necrotic damage and Poisoned.

Hunger of Hadar (Recharge 5-6). Casts Hunger of Hadar using Charisma as the spellcasting ability. 

Bonus Actions

Sanguine Drain. Constitution Saving Throw: One creature (other than Construct or Undead). Failure: Necrotic damage and Hit Point Maximum decreases. 

Legendary Actions

[2] Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.

Beguile. [2] 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.

Umbral Strike. Moves and makes Grave Strike or Sickening Ray attack.

 + 

Additional Properties

Familiar:
Habitat: Underdark, Urban
Mount: False
Movement Type: n/a
Plane: Unstated
Treasure: Any
Spells: Command, Hunger of Hadar


Lore

Unofficial Description: Powerful Vampire that has embraced the darkness.


Lore

[1] Vampire umbral lords embrace their ties to the darkness, devoting themselves to sinister powers in exchange for access to forbidden magic.

Lair

[3] Vampires and vampire umbral lords lair in hidden places - Current lavish residences or ruins from their past life.

The area around a vampire’s lair manifests the following effects:

Children of the Night. Beasts are Charmed during the night.

Looming Shadows. Shadows seem to move making it hard to rest. Must succeed on a Wisdom save to benefit from a Short Rest.

Mists. Mists cause the area to be Lightly Obscured.

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

Found in Adventures

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Sources and Notes

  1. Wizards RPG Team. Monster Manual (5e24) (5e 2024) (2025-02-18). Wizards of the Coast. ISBN 9780786969548. p. 316, 318. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1
  2. This trait is the same as the one found in the SRD 5.2 licensed: CC-BY. 2.0 2.1 2.2 2.3
  3. MM5e24 p.316 (paraphrased)

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Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].


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