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:
Hunger of Hadar (Recharge 5–6). The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).
Beguile. 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.
Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10, reach 5 ft. Hit:9 (1d8 + 5) Slashing damage plus 13 (3d8) Necrotic damage.
Sickening Ray. Ranged Attack Roll: +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. Constitution Saving Throw: DC 18, one creature the vampire can see within 30 feet that isn't a Construct or an Undead. Failure: 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.
Blood-Sucking Lords of the Night