Innate Spellcasting. Vampyr's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vampyr can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
2/day each: fear, fireball, fly, tongues
1/day each: cloudkill, plane shift
Magic Resistance. Vampyr has advantage on saving throws against spells and other magical effects.
Magic Weapons. Vampyr's weapon attacks are magical.
Regeneration. Vampyr regains 20 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. Vampyr makes three attacks: one with its bite and two with its shadow claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.
Shadow Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
Vampyr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vampyr regains spent legendary actions at the start of his turn.
Shadowstep. Vampyr moves up to his speed without provoking opportunity attacks.
Bite (Costs 2 Actions). Vampyr makes one bite attack.
Disappear (Costs 2 Actions). Vampyr can cast invisibility.
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