Medium Undead, Typically Neutral Evil
Armor Class 14
Hit Points 84 (13d8 + 26)
Speed 0 ft., Fly 40 ft. (hover)
STR
1 (-5)
DEX
18 (+4)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7, CON +5, WIS +5
Skills Intimidation +6, Perception +5, Stealth +7
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages the languages it knew in life
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Incorporeal Movement. The vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Unusual Nature. The vampire doesn't require air, food, drink, or sleep.

Actions

Multiattack. The vampire can use its Umbral Grasp. It then makes two Shadow Touch attacks.

Shadow Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a Short or Long rest. A non-evil Humanoid slain by this attack rises 24 hours later as a shadow under the vampire’s control, unless the Humanoid is restored to life. The vampire can have no more than five shadows under its control at one time.

Umbral Grasp. The vampire sends a giant hand of shadow to grab one creature it can see that is in dim light or darkness within 30 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained by wisps of magical shadow for 1 minute. While restrained, the target takes 9 (2d8) necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The vampire can have no more than two creatures restrained by its Umbral Grasp at a time.

Bonus Actions

Shadow Stealth. While in shadows, dim light, or darkness, the vampire can take the Hide action.

Description

"An umbral vampire is a fiendish creature, once human but twisted into a dark reflection by an ancient curse. It resembles a deathly pale, gaunt human with stringy hair, dressed in scant rags. Misty strands of darkness leak from its empty eye sockets, yawning nasal cavity, and mouth."

Cursed Origin.

Legends speak of an ancient city whose origins are lost to the ages, where a cabal of wizards with the power to manipulate the flow of time made its citizens immortal. When the wizards fell and no longer held back the ravages of time, the citizens aged centuries in moments. Instead of dying, the wretches lingered on in their dark realm as the first umbral vampires. Since that time, new umbral vampires have arisen, typically from vampire spawn touched by shadow magic, or individuals utterly consumed by it.

Bound to Darkness.

Most umbral vampires originate in the City Fallen into Shadow, and under most circumstances, they’re encountered only in that forsaken place. Despite the terrors it holds, adventurers continue to seek out the city, chasing legends of potent artifacts and boundless treasure accumulated during its golden age. Occasionally, an umbral vampire slips into the mortal world, where it hides in a place seldom or never touched by sunlight and emerges at night to search for victims.

Previous Versions

Name Date Modified Views Adds Version Actions
9/3/2023 8:47:28 AM
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10/20/2023 11:41:51 AM
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12/25/2023 10:10:23 PM
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Monster Tags: undead

Habitat: UnderdarkUrban

DragOOn1888

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