Vampire

Vampire

Vampire Game Tokens

Enhance your gameplay with our free Vampire game tokens at Mistcharter Maps! Download now to bring the dark allure of the vampire world to your tabletop adventures with detailed, vivid artwork. Whether you're exploring ancient castles or navigating moonlit forests, our tokens will add an extra layer of excitement and immersion to your gaming experience.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    13

  • Type

    Undead (Shapechanger)

  • Size

    Medium

  • Habitat

    Town And Village
    Explore our town / village maps for more inspiration.

  • AC

    16

  • HP

    The vampire has 144 (17d8 + 68) hit points.

  • "

    Vampire Introduction

    In the shadowed corners of the world, where the light of day dares not tread, there exists a creature of both elegance and terror—the Vampire. Cloaked in the guise of nobility, these undead beings exude an aura of timeless allure and sinister grace. Their skin, pale as moonlight, stretches taut over a frame that is both lithe and powerful, hinting at the predatory prowess that lies beneath their refined exterior. Eyes that burn with an unholy hunger peer from beneath dark brows, capable of ensnaring the will of the unwary with but a glance.


    Vampires are creatures of the night, emerging from their crypts and castles as the sun dips below the horizon. They are drawn to places steeped in history and mystery, often making their lairs in ancient ruins, forgotten catacombs, or opulent manors that have long since fallen into disrepair. These settings, shrouded in perpetual twilight, serve as both sanctuary and hunting ground, where the vampire can stalk its prey with an elegance that belies its deadly intent.


    Legends speak of vampires as cursed beings, once mortal, who have traded their souls for eternal life. They are bound by a thirst for the blood of the living, a craving that drives them to seduce and ensnare their victims with promises of eternal beauty and power. Yet, beneath this veneer of sophistication lies a feral beast, one that revels in the hunt and the thrill of the kill. It is said that a vampire's bite can both drain life and bestow a dark gift, transforming the victim into a thrall or even a new vampire, perpetuating the cycle of undeath.


    Beware, for the vampire is a master of deception and manipulation, capable of weaving intricate webs of intrigue and betrayal. It is a creature that thrives on the fear and superstition of the living, using these tools to isolate and ensnare those who would oppose it. To face a vampire is to confront the very essence of darkness, a challenge that requires both courage and cunning. For in the end, it is not just the vampire's fangs that one must fear, but the shadow it casts upon the soul.


    "

  • Vampire Skills & Traits

    Skills

    • Perception +10
    • Stealth +9

    Senses

    • Darkvision 120 ft.
    • Passive Perception 20

    Languages

    • The languages it knew in life

    Abilities

    • Shapechanger: If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
    • Mist Form: While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there.
    • Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water.
    • Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    • Vampire Weaknesses: The vampire has the following flaws: Forbiddance, Harmed by Running Water, Stake to the Heart, Sunlight Hypersensitivity.

    Actions

    • Multiattack: The vampire makes two attacks, only one of which can be a bite attack.
    • Unarmed Strike: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
    • Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.
    • Charm: The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire.
    • Children of the Night (1/Day): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead.

  • "

    Battle Tips for Vampires

    Vampires are formidable foes in any campaign, known for their cunning, strength, and supernatural abilities. As a Dungeon Master, utilizing vampires effectively can create memorable and challenging encounters for your players. Here are some tips on how to use vampires in battle:


    Using Vampires in Battle

    • Leverage Their Abilities: Vampires have a range of abilities such as shape-shifting, charm, and regeneration. Use these to create dynamic encounters. For instance, a vampire could start a battle in mist form, making it difficult for players to land attacks, before materializing to strike.
    • Exploit Their Environment: Vampires are creatures of the night and thrive in darkness. Set battles in dimly lit or shadowy environments where they can use their stealth and surprise attacks to their advantage.
    • Psychological Warfare: Vampires are intelligent and manipulative. Use their charm ability to turn party members against each other, creating internal conflict and chaos.

    Coordinating Multiple Vampires

    • Pack Tactics: Vampires can work together to overwhelm players. Use a combination of vampire spawn and a vampire lord to create a hierarchy where the spawn distract and weaken the party, while the lord delivers powerful attacks.
    • Divide and Conquer: Vampires can use their charm ability to split the party, isolating weaker members for easy pickings. This tactic can be particularly effective in labyrinthine environments.
    • Retreat and Regroup: If the battle turns against them, vampires can use their mist form to retreat and regroup, healing and planning their next move. This can prolong the encounter and test the players' endurance.

    Fleeing Strategies

    • Mist Form Escape: When a vampire is heavily damaged, it can transform into mist and escape through small openings, making it difficult for players to pursue.
    • Decoy Tactics: Use illusions or charmed minions to distract the party while the vampire makes its escape. This can buy the vampire time to recover and plan a counterattack.
    • Daylight Avoidance: Vampires are vulnerable to sunlight. If a battle extends into daylight hours, have the vampire retreat to a safe, dark location to avoid taking damage.

    By using these strategies, you can create thrilling and challenging encounters with vampires that will keep your players on their toes and enhance the storytelling of your campaign.


    "

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