In Civilization VI, the Vampire is a melee unit unique to the Sanguine Pact Secret Society. Its strength scales with the strongest unit your cities have produced, it gains permanent Combat Strength when units die nearby, and it can retreat from a killing blow with 1 HP. Pillaging enemy tiles also restores extra health.
How do you get a Vampire?
You need the optional Secret Societies game mode and must join the Sanguine Pact. The society’s unique unit is the Vampire. 2K says the Ethiopia Pack adds four Secret Societies and identifies it as a New Frontier Pass pack; Aspyr likewise lists the Ethiopia Pack among the pass’s contents. See 2K’s Ethiopia Pack announcement and Aspyr’s New Frontier Pass FAQ. Those pages establish the content relationship, not current availability or ownership requirements for every edition and platform.
What does the Vampire do in combat?
Scales to your strongest produced unit
The Vampire’s base Combat Strength matches the strongest unit your cities have produced, according to the Civilopedia entry. This means its starting strength depends on your own production history, rather than a single fixed value.
Grows stronger when units die nearby
Whenever a unit dies on an adjacent tile, the Vampire gains permanent Combat Strength. Barbarian deaths count toward this bonus, but their contribution is capped at +10 Combat Strength.
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Escapes a killing blow
If the Vampire is killed, it retreats with 1 HP to your capital or the nearest Vampire Castle. This is a rescue mechanic, not ordinary immortality: the stated effect is a retreat to one of those locations at 1 HP.
How does the Vampire heal?
Pillaging an enemy tile restores an additional 50 HP to the Vampire. It also has reduced passive healing, so relying on the usual passive recovery is less effective than it is for many combat units.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Is the Vampire simply stronger than a regular combat unit?
Not in every situation. Its base strength depends on the strongest unit your cities have produced, and its permanent bonus depends on units dying adjacent to it. Its retreat and pillage healing can help it survive, while reduced passive healing is a drawback. The mechanics make it a distinctive combat unit, not a guaranteed winner against every opponent.
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