b'Vampire, Umbral \n'b'  Family:   Vampires  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  14  Hit Points  84 (13d8 + 26)  Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX:  18 (+4)  CON:  15 (+2)  INT:  14 (+2)  WIS:  14 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Cha  +7  Skills   Perception  +5,  Stealth  +7  Damage Resistances  acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, necrotic, poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  15  Languages  Common, Umbral, Void Speech  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Incorporeal Movement . The umbral 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. \n'b'  Sunlight Sensitivity . While in sunlight, the umbral vampire has disadvantage on  attack  rolls, as well as on  Wisdom  (Perception) checks that rely on sight. \n'b'  Undead Nature . The umbral vampire doesn\xe2\x80\x99t require air. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The umbral vampire can use its Umbral Grasp. It then makes two  Shadow  Touch attacks. \n'b'  Shadow Touch .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 17 (3d8 + 4) necrotic damage, and the target\xe2\x80\x99s  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\xe2\x80\x99s control, unless the Humanoid is restored to life. The vampire can have no more than five shadows under its control at one time. \n'b'  Umbral Grasp . The umbral 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 umbral vampire can have no more than two creatures  restrained  by its Umbral Grasp at a time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Shadow Stealth . While in dim light or  darkness , the umbral vampire takes the  Hide  action. \n'b'\n'b' ABOUT \n'b' This deathly pale, gaunt  human  has stringy hair and wears scant rags. Misty strands of  darkness  leak from its empty eye sockets, yawning nasal cavity, and mouth. \n'b'  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. \n'b'  Bound to Darkness . All umbral  vampires  originate in the City Fallen into  Shadow , and under most circumstances, they\xe2\x80\x99re encountered only in that forsaken place. Despite the terrors it holds, adventurers continue to seek 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.'