Vampire Umbral Lord

Vampire Umbral Lord
CR 15Small Undead, Lawful Evil
Reveal Stat Block
Armor Class
16Hit Points
187 (22d8 + 88)Speed
40 ft., fly 40 ft. (hover), climb 40 ft.str
20
+5
dex
18
+4
con
18
+4
int
19
+4
wis
16
+3
cha
21
+5
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|XPHB 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|XPHB condition for 1 hour, after which it regains 1 Hit Points|XPHB|Hit Point.
Vampire Weakness.The vampire has these weaknesses: {'type':'item','name':'Forbiddance','entries':['The vampire can't enter a residence without an invitation from an occupant.']} {'type':'item','name':'Running Water','entries':['The vampire takes 20 Acid damage if it ends its turn in running water.']} {'type':'item','name':'Stake to the Heart','entries':['If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated|XPHB condition in its resting place, the vampire has the Paralyzed|XPHB condition until the weapon is removed.']} {'type':'item','name':'Sunlight','entries':['The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage|XPHB 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. ({@damage 1d8 + 5) Slashing damage plus 13 (3d8) Necrotic damage.
Sickening Ray.r 10, range 120 ft. ({@damage 2d10 + 5) Necrotic damage, and the target has the Poisoned|XPHB condition until the start of the vampire's next turn.
Legendary Actions.The creature can take 3 legendary actions...
Umbral Strike.The vampire moves up to half its Speed|XPHB, and it makes one Grave Strike or Sickening Ray attack.