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Vampires — Undead & Necromancy STL miniature by Clay Cyanide

Vampires

Undead & Necromancy
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community13,434 views · 235 likes

Vampires — The Encounter

Sorceress of spilled blood, risen and remembering · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Vampires

She was buried with rites enough for a saint, and rose anyway. The grimoires that name her call her Ambrosia, for the blood she takes is sweeter to her than wine ever was in life. Whatever force dragged her back did not restore the woman; it sharpened what remained into a hunger with a memory. She remembers her own funeral. She remembers being beautiful, and being loved, and she hates the cold thing she has become enough to make every living creature share in the loss. Her sorcery is not borrowed from any infernal patron but wrung from spilled blood itself, which she crystallizes into coiling lashes that drink as readily as her fangs. Hunters who corner her in the daylight find a frightened, flinching thing; those who meet her by candle-flame meet a queen of appetite who smiles as she empties them, and weeps, sometimes, when the work is done.

Run Vampires in Sixty Seconds

Vampires

Medium undead, lawful evil

CR 6 · 2,300 XP · GUIDELINE
AC 15 (natural armor, unliving grace) HP 105 (14d8+42) Speed 30 ft.
STR16+3
DEX18+4
CON16+3
INT14+2
WIS14+2
CHA18+4
SavesDex +7, Wis +5, Cha +7
SkillsDeception +7, Perception +5, Stealth +7
Resistnecrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Sensesdarkvision 120 ft., passive Perception 15
LanguagesCommon plus any two languages

Regeneration. The vampire regains 10 hit points at the start of her turn if she has at least 1 hit point and has taken no radiant damage since her last turn. If she takes radiant damage, this trait doesn't function until the start of her next turn.

Blood Coils. Signature. Arcs of crystallized blood orbit the vampire within 15 feet of her. When a hostile creature ends its turn within that radius, it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage, and the vampire regains hit points equal to half the damage dealt. The coils ignore cover.

Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a Bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 15).

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d8+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains that many hit points. The reduction lasts until the target finishes a long rest. The target dies if this reduction brings its hit point maximum to 0.

Bonus Actions & Reactions

Beguile (Reaction). When a creature the vampire can see within 30 feet hits her with an attack, she can lock eyes with that creature. The creature must succeed on a DC 14 Wisdom saving throw or be charmed by the vampire until the end of its next turn. While charmed this way, the creature can't take reactions and treats the vampire as a trusted friend.

Legendary Actions (3/Round)

Lash. The vampire makes one Claw attack, or commands the Blood Coils to strike a creature she can see within 15 feet (the target makes the DC 14 Constitution save against the coils as if it had ended its turn there).

Crimson Step (Costs 2 Actions). The vampire dissolves into a spray of blood, moves up to 30 feet without provoking opportunity attacks, and re-forms. If she ends within 5 feet of a creature, that creature takes 7 (2d6) necrotic damage and the vampire regains hit points equal to the damage dealt.

Poised in mid-air above a sigil-scored stone, this risen sorceress conducts ribbons of her own crystallized blood like a serpentine orchestra, her cape snapping in a wind that touches nothing else.

Vampires, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 63 (scaled ×0.6) Speed 30 ft.
STR16+3
DEX18+4
CON16+3
INT14+2
WIS14+2
CHA18+4

Blood Bond (signature). While within 15 feet of you, you and Vampires each have resistance to necrotic damage. When you drop to 0 hit points, Vampires can use her reaction to feed you 10 hit points of stolen vitality, reducing her own hit point maximum by the same amount until her next long rest.

Actions

Crimson Lash. Melee or Ranged Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 9 (2d6+2) necrotic damage, and Vampires regains hit points equal to half the damage dealt.

Reactions

Veil of Blood. When an ally within 15 feet is hit by an attack, Vampires spins a curtain of crystallized blood, granting that ally +2 AC against the triggering attack.

Pledged to a single living heart she has chosen not to drain, she haunts its owner like a jealous shadow, generous with her stolen blood and ruthless with anyone who threatens her chosen.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+24 (60) To-hit+4Save DC13

Open from the dark with Beguile-baiting: dart in, grapple with Claw, then Bite the held PC. If clustered, let Blood Coils chip the whole front line while you focus the lowest-HP caster. Pair her with grave-risen minions so she always has a grappled target to feed on.

Tier 2Levels 5-10 · NATIVE
AC15HP14d8+42 (105) To-hit+7Save DC14

Open by hovering out of melee and letting Blood Coils tick; on her turn grapple-Claw then Bite to drain max HP. Kill-priority is whoever carries radiant damage (it shuts off her Regeneration), so Crimson Step away from them and Beguile their best attacker. When bloodied, lean on legendary Lash + coils to keep healing off the party.

Tier 3Levels 11-15 · GUIDELINE
AC17HP22d8+88 (187) To-hit+9Save DC16

Run her as the lair's mistress, not alone: spawn thralls or pair her with a bigger undead horror so the party can't dogpile her. Open with coils plus a charmed front-liner, focus the radiant-damage dealer, and Crimson Step between targets to spread the max-HP drain. When bloodied, retreat through the lair, regenerate, and re-engage from a flank.

Put Vampires on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Vampires?

Her native build is CR 6 (2,300 XP), a Tier 2 centerpiece for levels 5-10. She scales cleanly to CR 2-ish at Tier 1 and to roughly CR 11 at Tier 3 using the numbers in the tier table; the traits and actions stay identical, only AC, HP, to-hit, and save DC move.

Can Vampires be a companion or ally?

Yes. As 'Ambrosia, Bound' she's a loyal undead protector (AC 14, 63 HP) who shares necrotic resistance through her Blood Bond, lashes foes at range while healing herself, and can sacrifice her own vitality to drag a downed ally back from 0 HP.

Is she solo-capable against a full party?

Yes, at her native tier. Between Blood Coils punishing clustered turns, Beguile turning an attacker against its friends, and two legendary options (Lash and Crimson Step), she generates enough action economy to threaten four PCs. Drop a radiant-damage source and she folds fast, so she rewards prepared parties.

Tell Us How It Ran

Played Vampires at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

The Legend

Death was supposed to be the end for Vampires. It wasn't. Whatever force pulled this entity back from the grave didn't restore it — it weaponized it. Clay Cyanide's sculpt leans into the horror of undeath: exposed bone where flesh has failed, empty eyes that still track movement, a posture that mimics life closely enough to trigger the uncanny valley. This is not a skeleton with a sword. This is something that used to be a person and remembers enough to hate what it's become.

In Your Campaign

CR Range: 5-15 (depending on undead type)

Encounter Design: Vampires creates encounters that blend combat with horror. Use dim lighting, environmental storytelling (scattered equipment of previous victims), and mechanics that emphasize the wrongness of undeath — resistance to pain, relentless pursuit, abilities that corrupt the living.

Campaign Hooks: A noble family's dark secret. A battlefield that won't stay quiet. A necromancer's masterwork that has developed independent will.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included

Frequently Asked Questions

What scale is the Vampires miniature available in?

Vampires is available in 32mm (tabletop standard) and 75mm (display/collector scale). Both scale files are included with presupported and unsupported STL options.

Is the Vampires STL file presupported?

Yes. Every Clay Cyanide miniature includes presupported STL files optimized for resin printing at 0.05mm layer height, plus unsupported files for custom support placement.

Can I use Vampires in my D&D or tabletop RPG campaign?

Absolutely. Vampires is designed for tabletop gaming at 32mm scale, fitting standard grid-based combat systems. The dynamic pose and detailed sculpt create memorable encounters and character moments.