GURPS 4th ed.

WITCHERS AND THEIR WORLD

MONSTRUM
A GURPS PROJECT BY CASPER GRONEMANN
1st Edition

Disclaimer: This project is not in any way affiliated with Steve Jackson Games, CDProjekt or any of their subsidiaries. It is strictly an unofficial, fan-made project. The 'GURPS' and 'The Witcher' trademarks are purely the intellectual properties of their rightful owners. This project is non-profit, free of charge, free to use and free to distribute. It is also free for change and adaptation. To receive the master document of this .pdf, send a requisition e-mail to grunker@gmail.com, and please remember to credit the author of this document should you use this work for your own projects. Thank you.

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“People," Geralt turned his head, "like to invent monsters and monstrosities. Then they seem less monstrous themselves. When they get blind-drunk, cheat, steal, beat their wives, starve an old woman, when they kill a trapped fox with an axe or riddle the last existing unicorn with arrows, they like to think that the Bane entering cottages at daybreak is more monstrous than they are. They feel better then. They find it easier to live.”

The Last Wish

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.........14 Alghoul..........................................................................................127 Monster Ingredients..............................49 Drowner......................................................................................................53 Earth Elemental............................................25 Barghest................................................37 Cemetaur.........35 Bullvore..................................................................................................................................................40 Cockatrice.........................104 Noonwraith.................................................................66 Fire Elemental......................................110 Succubus...............29 Black Annis........................................119 Werewolf.....................................125 Wyvern (Royal)..........................................................17 Alpor....................................................93 Kikimore Queen.......75 Garkhain.........................102 Nightwraith..63 Endrega Warrior............................................70 Frightener.......Contents Introduction..............................84 Harpy............................129 CHAPTER III................47 Drowned Dead..........55 Echinops...................................................42 Draug.................................................51 Dwarven Warrior......................................112 Troll............................................................33 Bruxa....................................................................................................................72 Gargoyle.............27 Basilisk....................................................................108 Striga..............................................................................................98 Kikimore Worker...................31 Bloedzuiger..................................................................................121 Wraith.......................131 Herbs.......................................24 Banshee...............................................................................5 CHAPTER I................................................................10 CHAPTER II.........................................................................................61 Endrega Queen...........57 Elven Scoia'tael Commando.132 4 ....19 Arachas.....................................................82 Graveir.....................................................117 Vodyanoi Warrior...........................................................................................................................................106 Rotfiend....95 Kikimore Warrior..6 Monster Entries.14 Aeschna......................79 Giant Centipede......80 Golem.....68 Fleder.............................................13 Monster List..................................................7 Common Rules.............123 Wyvern...........................................77 Ghoul...............................114 Vodyanoi Priest.......................44 Draugir..........21 Archespore.........................89 Human Sorceress..........................................................................................................92 Ifrit.............86 Hellhound............59 Endrega Guard........100 Nekker....................................................................................................................................................

which should only be divulged to players on successful skill rolls or by trial-and-error. While the herbal chapter in this book does not completely explain all the uses of all plants. is to include some examples from the flora of the witcher universe. druids and apothecaries on the Continent use plants for their work. is flesh out and give attributes for a wide variety and range of monsters common in the universe of the witchers. see Witchers and their World – Characters.com or on sjgames. specifically those related to mutagens and witcher alchemy. it still gives a short description that should be more than enough for the GM's creativity to do the rest. This tome is not supposed to give the GM all the monsters he will ever need. and only describe the plants in game terms for witcher alchemy. Also note that this particular tome should be for GM's eyes only! It contains information on monster and plant ingredients. GURPS: Witchers and their World – Monstrum aims to make a detailed list of many of the monsters in the universe of the witchers. I thank you for picking up this project and I hope you can get some good use out of it! – Casper Gronemann Contact at grunker@gmail.. With that. will only make sense with that supplement in hand..com forums (username: Grunker) 5 . witchers. To use this supplement and understand everything in it. Another much simpler goal of this supplement. It hardly describes all of them – there are many barely mentioned in the books that are not detailed here – and as monsters are often unique.Introduction For a foreword and credits in general for the GURPS: Witchers and their World project.oh. rather it is a fast reference document for when the GM needs swift attributes on something. Both alchemists. What this supplement does. and plants. any GM should look to further define his own monsters by personalizing that which can be found in this supplement. as some concepts. too. as well as mutagens and monster strengths and weaknesses. This supplement deals with that which one must always deal with in the universe of the witchers: monsters! . it is necessary to first read Witchers and their World – Characters.

CHAPTER I MONSTER BASICS 6 .

Not all monsters have a subtype. Size Modifier: How big is the monster? Main Attributes: ST. See 'Common Rules' below for details about the damage resistance all monsters on the Continent share. Monster Name Subtype: What sort of monster is this? See details on different monster subtypes below. it will be listed here. weaknesses. IQ. HT Secondary Attributes: Per. statistics and so on. DX. which will also be displayed here. Below is a description of each section within a given monster entry. beyond the normal DR all monsters have. This DR is not subject to the rules that apply to normal monster DR (as described under 'Common Rules'. 7 . Additional DR is layered above normal monster DR unless otherwise noted. what alchemical ingredients can be extracted from it.Monster Entries Each monster entry contains information on the monster's strengths. below). Additional DR: If the monster has any special form of damage resistance. everything you need to know about a specific monster. Template: If the monster has additional templates or meta-traits. Speed/Move: How fast is the monster? Active Defenses: How good is the monster at dodging. Will HP/FP/Energy: How many hit points and fatigue points does the monster have? A few monsters have energy only usable for casting spells. and does it have other defenses? Damage Resistance: All monsters have damage resistance. beyond the template that it shares with its subtype. and a detailed description of the monster from the journal of famous poet and witcher companion Dandelion! In other words. the name of them will be displayed here. There is also information on which mutagens a monster might contain. while their details will be described below.

g. It does not detail what alchemical ingredients are found in the substances. For that. as well as the monsters strengths and weaknesses. it will note so with “(magical)” after the power's name (e. should be divulged with the successful use of the Monster Lore skill. Powers: This names a monster's special powers. Templates If the monster has templates beyond the one it shares with its subtype. the monster's Extraction Modifier is listed. Attacks and Powers This entry goes into further detail with the monsters attacks and powers. which parts contain them. If a power is magical. describing the monster in more or less colorful terms. Drowner Brain Tissue). All alchemical substances are written in italics (e. with different levels of information given depending on the margin of success. and how they are extracted. located at the end of Chapter II – Monster List. In the Words of Dandelion This entry contains the words of Dandelion the Poet. Ingredients Extraction Modifier: Here. they will be detailed here.Attacks: This names and lists the damage of the monster's most basic attack. Skills: The skills of the monster. Advantages: The positive traits of the monster. Disadvantages: The negative traits of the monster. These will be described in more detail below. This modifier also applies to the roll required to extract mutagens. see the 'Monster Ingredients section. if any.g. Details from these entries. Note: Each time a player character extracts alchemical parts from a monster. Apply this modifier to the witcher's Monster Lore roll when he uses the skill to extract parts and substances containing alchemical ingredients from monsters. if needed. Howl (magical):). This entry describes what alchemical substances can be extracted from the monster. there is a 10% chance that that substance or part contains a random secondary ingredient (see the Witcher 8 .

With MR Prepared. For more information on preparing mutagens.Alchemy section in Chapter VI – Alchemy in Witchers and their World – Characters). the process needed to distil them. with the Mutagenic Resistance advantage. The only exception to this rule is monster parts or substances which already specify that they contain a secondary ingredient. The result of ingesting the mutagen. Prepared. This means that the character who ingested the mutagen gains that advantage or disadvantage (advantages and disadvantages gained by ingesting mutagens cost no points. to ingest them. without the Mutagenic Resistance advantage. without the Mutagenic Resistance advantage. Without MR Result The result of ingesting the mutagen unprepared. they simple increase or reduce a characters Character Point Value respectively). Mutagens This section details the mutagens contained in the monster. A mutagen entry is structured in the following manner: MUTAGEN: Mutagen's Name Mutagenic Modifier: -o to -5 (the penalty to a witcher's Witcher Alchemy roll to correctly discern how to prepare the mutagen for ingestion) Ingestion Type Not Prepared. prepared in the correct manner. Without MR Not Prepared. if any. Also note: Any given character can only benefit from each unique mutagen a single time. With MR Preparation ritual: The correct alchemical ingredients needed to correctly prepare the mutagen. in Witchers and their World – Characters. The result of ingesting the mutagen unprepared. prepared in the correct manner. and so on. see 'Preparing Mutagens' under the Witcher Alchemy section in Chapter VI – Alchemy. with the Mutagenic Resistance advantage. Note: The result-box often simply contains the name of an advantage or disadvantage and no other text. what effects they have. The result of ingesting the mutagen. 9 .

Weekly). They also often share a template. High Pain Threshold. Bestial. places where dead bodies lay. Low Empathy. a family of monsters that share common traits. vines or trees. The types are as follows: Insectoid: Insectoids are insect-like monster that most often dwell in forests and swamps. wyverns and cockatrices. Ornithosaur: These are four-limbed. non-intelligent reptilians. Ornithosaurs share the following template: Advantages: Flight (No Arms. Necrophages share the following template: Advantages: Doesn't Breathe. Unhealing (Total). Night Vision 5. They include basilisks. Plant: Plants are monsters that resemble undergrowth. Some. Doesn't Sleep. winged. Disturbing Voice.Common Rules All monsters are governed by a set of common rules that apply to each monster. Necrophage: Necrophages are monsters that generally haunt cemeteries and battlefields. Unaging. Fragile (Unnatural). They share the following template: 10 . have decided they have no qualms about being the ones to fill the area with corpses instead of just being carrion crows. Uncontrollable Appetite (Dead Flesh). Dependency (Dead Flesh. Features: Horizontal. however. They are as follows: Subtype Some monsters on the Continent belong to a subtype. Disadvantages: Bad Smell. Wings). Low Empathy. Immunity to Mind Control. Temperature Tolerance 10. Doesn't Eat Or Drink. Low Empathy. Immunity to Metabolic Hazards. Unliving). Insectoids share the following template: Disadvantages: Bestial. eating the remains. Unfazeable. Hidebound. Disadvantages: Bestial. No Vitals. Injury Tolerance (No Blood.

since it is unique to each individual. Double-Jointed.Advantages: Doesn't Sleep. Uncontrollable Appetite (Human. No details on this are given under the description of each type of specter. Doesn't Eat Or Drink. the specters are often tethered to a certain person or a place. No Blood. Unliving). a spectre's insubstantiality doesn't help it. and specters interact with silver. Hidebound. neither undead nor a transformed creature. Vulnerability (Fire. Disturbing Voice. Immunity to to Blind. There are two types of vampires. Doesn’t Sleep. High Pain Threshold. they are a type of otherworldly creature that arrived in the world after the Conjunction of Spheres. Unfazeable. Temperature Tolerance 10. High Pain Threshold. Fearlessness 5. 11 . Weakness (Sunlight. Can Carry Objects (Heavy)). as though they weren't insubstantial. Bestial. Low Empathy. Injury Tolerance (Homogenous). Immunity to Metabolic Hazards. Unaging. higher and lower. contrary to popular belief. Rather. Supernatural Durability (Vulnerable to Silver and Magic). Immunity to Mind Control. Disadvantages: Bad Smell. Doesn’t Eat or Drink. Immunity to Mind Control (but not from Plant Control spells and effects). 1 Always On. if struck by a silver weapon. 1 Silver affects specters. Vampiric Bite (1HP per second). and blood to them simply produces an ecstatic high. Disadvantages: Bestial. Specter: These are spectral creatures that generally haunt cemeteries and crypts. No Legs (Sessile). Lower vampires have devolved during their existence on the Continent. however. Dependency (Blood. Affected By Silver. Features: Affected by Plant Spells. Weekly). some unfinished business keeping them trapped in the mortal plane. Low Empathy. i. x2 damage). No Manipulators. Specters share the following template: Advantages: Dark Vision. Insubstantiality (Affect Substantial. Each vampire share a template depending on whether they are higher or lower vampires.e. like fine alcohol and drugs. Higher vampires have avoided this devolution. Sometimes. but GMs should feel free to be creative. Doesn't Breathe. and are now dependent on things like human blood to survive. Lower vampires share the following template: Advantages: Darkvision. Elven or Dwarven Blood). Immunity to Stun. Doesn’t Breathe. Fragile (Unnatural). Injury Tolerance (Diffuse. 1d/minute). High Pain Threshold. Unaging. Vampire: Vampires are.

Despite spells having good effect on monsters. Disadvantages: Uncontrollable Appetite (Human or Elven Blood) Note on Bestial All monsters that have the Bestial disadvantage also have the Cannot Speak disadvantage unless otherwise noted. note that the Monster List doesn't only have monsters – it also features a few humanoid NPCs. Damage Resistance and Injury Tolerance All monsters have damage resistance which is penetrated by silver. Finally. silver. Unaging. All spells and signs2 also have an Armor Divisor of (2) against monster DR. see Chapter V – Signs in Witchers and their World – Characters. 2 Signs are special powers akin to spells. spells and signs deal normal damage. Supernatural Durability (Vulnerable to Silver). to give a few examples of non-monster enemies the players might fight. Immunity to Mind Control. sorcerers and sorceresses rarely go monster-hunting – a fireball won't do you any good when the monster sinks its teeth into you afterward! For Injury Tolerance. For spells that already have Armor Divisor. High Pain Threshold. A non-magical sword made of solid silver usually has an Armor Divisor of (2) against the supernatural DR of monsters. so attacks and spells that penetrate DR also penetrate monster DR. weapons cannot have a wounding multiplier of more than 1 (e. This DR otherwise works as normal. Note that in this case. Temperature Tolerance 10.Higher vampires share the following template: Advantages: Darkvision. Doesn't Breathe.g. Doesn't Eat Or Drink. treat their Armor Divisor as (1) higher. like the Dwarven Warrior. 12 . Vampiric Bite (3HP per second). meaning that a creature with Injury Tolerance (diffuse) would take full injury from any penetrating damage it takes from silver. 4 penetrating impaling damage deals 4 hits of injury to a monster with Injury Tolerance (diffuse). spells or signs.

CHAPTER II MONSTER LIST 13 .

Immunity to Poison. Whenever an aeschna uses a tentacle as part of an attack. Wrestling-14 3 An aeschna needs to ready its tentacles before use. Aeschna Size Modifier: +8 Main Attributes: ST72. 14 . Double-Jointed. Will10 HP/FP: 72/12 Speed/Move: 6. Extra Attack 1. DX14. attacks other than thrusting) Damage Resistance: 12 (Tough Skin) Attacks: Tentacle 3d cr (unready3). Colorblindness. Teeth (Fangs). Weak Bite (½ST) Skills: Brawling-14.5/6 Active Defenses: Dodge 5 (unless underwater. HT12 Secondary Attributes: Per11. Weak Arms (¼ST). Invertebrate. Constriction Attack. Enhanced Move 1/2 (Water) 1. Fishing-11. then Dodge 12). Extra Arms 4 (Extra-Flexible. Tracking-10. Night Vision 3. Navigation/TL3 (Sea)-11. Injury Tolerance (No Neck). No Legs (Aquatic). Tentacle Barrage Advantages: Ambidexterity. Swimming-12. IQ4. Stealth-14. bite 4d-1 imp Powers: Caustic Spray. it cannot use a tentacle attack again until it readies them. Long (+3)). Vibration Sense Disadvantages: Bestial. Magic Resistance 10.Monster List The following is a complete list of monsters in Witchers and their World – Monstrum. Brawling Parry 10 (-3 vs.

so characters resistant to poison add their resistance bonus to the HT roll (or are immune. Doubtless it is a post-conjunction creature that appeared in our reality in the time when worlds intermingled. but witchers may be able to construct traps to immobilize its tentacles. Unfortunately it is a monster that makes other monsters seem like house pets. heavy tentacles . it will be possible to approach the monstrosity. Geralt once encountered an aeschna in Flotsam. tougher than that of any other creature . 428) from the mass of ooze and slime that covers them. 15 . large and small. One needs to find a way to pierce the carapace and get to the inner organs.with the possible exception of dragons . These tentacles should be cut off or immobilized during combat. It treats most traps as garbage strewn on the ground. and that would be the only way to knock it down. To defeat an aeschna. The creature defends itself with long. It might even fall over from laughter.an ordinary man would die from a single blow. The chronicles mention instances when an aeschna appeared on the river's surface in various places over the ages.is the final obstacle to overcome. beautiful and horrible: it is unique. or it would laugh if it had a sense of humor. If the creature had a circulatory system like humans do. for these appendages weigh as much as a trebuchet arm. The choking is actually caused by poison in the mucus. Good luck! The Aeschna laughs at poisons. Those hit must roll vs.In the Words of Dandelion “An aeschna stands apart among all creatures. An aeschna cannot use an Extra Attack and Caustic Spray in the same round.but beware its venom! The monster spits its vile poison as skillfully as a street urchin. This is a cone fifteen meters long and fifteen meters wide at the end which starts at the mouth of the aeschna. as applicable). it might be possible to bleed it to death. one should approach its trunk . If that trick works. for example using a special trap. Its armor. thus oils reducing blood coagulation cannot harm it. It deals 2d corrosive damage to everyone hit by the steam.” Attacks and Powers An aeschna's main attack is a swing of one or two of its giant tentacles. p. but it can also utilize the following special attacks: Caustic Spray: An aeschna can spend 1FP to spew a cone of venomous spittle from its fang-filled mouth. one first needs to pull it onto dry land or drain the river meander where the monster lies in wait. called the Kayran. but it's not going to happen. not alike any other being. Once the aeschna is unable to shield itself. from the Aeschna's poison gland. HT or start choking (see GURPS: Basic Set.

toxic damage) Preparation ritual: To correctly prepare an Aeschna Poison Gland for ingestion. Without MR Prepared. in five rounds. one measure of Caelum and one measure of Vitriol. the aeschna cannot target the same spot with more than one tentacle in this manner. in 1dx10 minutes. This requires an All-Out Attack action. Collaboration between the victim and a friend brings this down to three rounds. the witcher must mix a potion from it containing the mashed poison gland combined with one measure of Aether. after which the aeschna may make a single attack with each of four of its tentacles at no penalty. Ingredients Extraction Modifier: -5. and thus stops choking the victim. Seasonally) Resistance to Poison (+3) Resistance to Poison (+3). MUTAGEN: Aeschna Poison Gland Mutagenic Modifier: -4. Tentacles: Each of the six tentacles of an aeschna may hold Essence of Water (a 20% chance per tentacle). With MR Prepared. Ingestion Type Not Prepared. or by an unaffected friend. who comes to the aid of the victim. Tentacle Barrage: An aeschna can attack with four of its six tentacles in one single attack. Eyes: Aeschna Eyes are a special alchemical substance. Monthly) Dependency (Sea Water. corrosive damage) and Damage Resistance 1 (limited. extracted by cutting of the tip of the tentacle and sucking out the essence within. However. It becomes inert. With MR Result Dependency (Sea Water. it is forced to swing its tentacles in different places.The ooze and slime can be dealt with by the victim in ten rounds of concentrated removal of slime from the breathing apparatus. so they do not hit each other. Without MR Not Prepared. 16 . Mutagens An aeschna's poison gland holds a strong mutagen. Skin: One measure of Aeschna Tissue can be extracted from the skin of an aeschna via careful sampling of fulgur-rich places in the aeschna's skin. Damage Resistance 2 (limited.

" Attacks and Powers An alghoul mainly attacks with it claws. They are seen in crypts and on battlefields.5/6 Active Defenses: Dodge 9. the victim begins retching (as described on p. who know that the alghoul is a more aggressive and challenging opponent. frequently surrounded by ghouls. 429 of GURPS: Basic Set). attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+2 cut. Claw 2d-1 cut Powers: Disease Advantages: Claws (Sharp). A failed roll causes nausea. IQ4. the nausea stops. On a successful roll. Will8 HP/FP: 20/12 Speed/Move: 6. Brawling Parry 10 (-3 vs. A retching victim 17 . On a failed roll. the victim must roll against HT-1. but it can deliver a nasty bite that inflicts disease. The victim must then roll against HT-1 at the end of its next turn. Simple folk do not notice the differences between these two types of scavengers — unlike witchers. imparting a -1 to DX and IQ. Disease: If a victim sustains one or more hits of injury from an alghoul's bite attack. Teeth (Sharp) Disadvantages: Uncontrollable Appetite (human flesh from live prey) Skills: Brawling-15 In the Words of Dandelion "Alghouls are ghouls which had been devouring corpses for so many years that human flesh becomes irresistible and they begin to prey on the living.Alghoul Subtype: Necrophage Size Modifier: +1 Main Attributes: ST20. DX14. HT12 Secondary Attributes: Per9.

Ingredients Extraction Modifier: -2. All negative effects of an alghoul's bite are disease-related.can attempt to roll against HT at the end of each of its turns – a successful roll stops the retching and leaves the victim nauseated until he or she recovers the fatigue point lost at the end of the retching spell (via magic. or by being cured through magical or other means. and deals 2 hits of toxic injury to the victim in a sixteen hour cycle after the incubation time. 18 . Stomach: Cadaverine can be extracted from an alghoul's stomach. rest or any other means of recovering FP). The victim can shake this disease by succeeding on a roll against HT-1 after he takes this damage. This disease has an incubation time of 24 hours. A victim that begin retching as part of an alghoul's bite – whether they recover soon after or not – is also inflicted with a disease. and characters resistant or immune to disease are resistant or immune to these effects. Marrow: Alghoul Marrow is an alchemical substance. Eyes: White Vinegar can be extracted from an alghoul's eyes.

Sex-Appeal 13. seductive voices. Folk tales describe their charm and their beautiful.5/6 Active Defenses: Dodge 10. DX15. stealthily sneaking up on its targets. Combat Reflexes. Stealth-15. in reality. Fearlessness 5. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Claw 1d+2 cut. What is true beyond any doubt is that they move noiselessly and attack by surprise.Alpor Subtype: Vampire [Higher] Size Modifier: 0 Main Attributes: ST17. believing them to be lecherous and inclined to seduce handsome young men. They mistake alpors for succubi. Erotic Arts-11. Brawling Parry 11 (-3 vs. Resistance to Stun (+3) Skills: Brawling-15. They strike with claws or attempt to wrestle single targets down to use their vampiric bite on them. HT11 Secondary Attributes: Per12. rarely giving their victims as much as a chance to scream in terror. Intimidation-11. Wrestling-14 In the Words of Dandelion "No other monster inspires so many myths and fallacies as the alpor. only seldom known to employ charm and seduction. Will12 HP/FP: 17/11 Speed/Move: 6. but these monsters are.” Attacks and Powers An alpor prefers to attack from the shadows. bite 1d+1 cut Powers: Surprise Daze Advantages: Claws (Sharp). IQ12. as well as their loathing of virgins. 19 . People believe that this vampire is able to turn into a black dog or a venomous toad. They can also daze surprised targets.

Skin: An Abomination Lymph can be extracted from an alpor's skin. If the victim is slapped.Surprise Daze: If an alpor bites a surprised or partially surprised victim. he or she will also recover. struck or shaken. and if the alpor is not itself surprised or partially surprised. Tongue: Naezan Salts can be extracted from an alpor's tongue. it dazes its victim. A surprised or partially surprised victim bitten by an alpor is considered dazed when he or she recovers from surprise and must Do Nothing on its turn. Fangs: Alpor Fangs contain alchemical ingredients. 20 . Ingredients Extraction Modifier: -3. A victim can recover from this daze by succeeding at an IQ roll at the end of its turn to recover.

Immunity to Mind Control. attacks other than thrusting) Damage Resistance: 20. Limited: Only Works While Digesting Food). Will10 HP/FP: 33/13 Speed/Move: 6/6 Active Defenses: Dodge 9. DX11. HT13 Secondary Attributes: Per12. Regeneration (Fast. Immunity to Poison. is incredibly tough. but it is possible to hurt the beast's groin or its joints. burn and toxic damage) Attacks: Bite 4d-1 cut Powers: Powerful Charge Advantages: Fearlessness 7. Brawling Parry 10 (-3 vs. An arachas only has a DR of 5 on its underbelly. Including witchers.they patiently wait for their prey to kill it with one swift strike when it appears. The same is true for the arachas: A ruler who does not tolerate other hunters on its territory. which can be targeted as Torso. The arachas' 21 . IQ4. but at -4 if the Arachas is standing on the ground. Teeth (Sharp) Skills: Brawling-14 In the Words of Dandelion “Arachnids are lone hunters . Magic Resistance 5. as the witchers call this armor. The carapace. High Pain Threshold.Arachas Subtype: Insectoid Size Modifier: +3 Template: Quadruped Main Attributes: ST33. Arachasae are large and protected by a durable armor. Additional DR: 10 (limited. Resistance to Stun (+3).

not to mention attempts to knock the colossus down. The beast will heal them after the fight anyway. All said and done. When the arachas uses this attack. The opponent has a -2 penalty to any Active Defense he employs against this attack.charges make an excellent opportunity for that . Its primitive nervous system barely reacts to wounds. the arachas is a bug. The arachas has no fear of poison. If the arachas hits.one has to evade the charge at all costs by stepping out the beast's way. it takes an All-Out Attack maneuver and spends 1FP. but it can also employ a powerful charge attack. The beast can easily all shrug off other witcher tricks. The monster's susceptibility to this blade coating is probably its sole weakness. No Fine Manipulators. so one's blade should be coated with the Insectoid Oil before fighting it. 22 . and then make one's blow. roll a contest of strength between it and its foe. Eyes: Arachas Eyes contain alchemical ingredients. going from not moving to charging at full speed instantly. Horizontal. Treat this a Slam attack that deals an extra 2 damage to the opponent. Ingredients Extraction Modifier: -4. which can be scraped off. and not much fear of fire. Chitin: Arachas plating can be scraped for Amethyst Dust. all the while digesting it's prey. then moves up to twice its speed directly towards one opponent. and its incredible vitality allows it to take even great wounds. Powerful Charge: An arachas can channel adrenalin into its leg-muscles for a burst of strength that allows it to propel immediately forward. so common poisons and signs are of no use. he falls prone and is knocked back twice as far as he normally would be for the amount of damage he took. Template Quadruped: Extra Legs (Four Legs). Shell: The shell of an arachas contains Arachas Armor. If the foe loses.” Attacks and Powers An arachas can bite its foe with crunching strength. Fangs: Arachas fangs contain Diamond Dust.

Rough Skin (-1 Quirk). With MR Prepared. Rough Skin (-1 Quirk) -1 Striking ST -1 Striking ST. Without MR Result -1 Striking ST.Mutagens An arachas' shell has a small piece of flesh inside of it which serves as the adrenal amplifier that an arachas uses to employ its powerful charge attack. and can only be used once per round. 23 . and can only be used once per round. This is a free action. Prepared. This is a free action. the character can gain a +3 bonus to Striking ST for 5 seconds. Ingestion Type Not Prepared. the witcher must mix a potion from it containing the mashed adrenal gland combined with one measure of Hydragenum and one measure of Sol. This is a mutagen. by spending 1FP. The character can gain an adrenal burst of strength. With MR Preparation ritual: To correctly prepare an Arachas Adrenal Gland for ingestion. The character can gain an adrenal burst of strength. by spending 2FP. MUTAGEN: Arachas Adrenal Gland Mutagenic Modifier: -3. Without MR Not Prepared. the character can gain a +3 bonus to Striking ST for 5 seconds.

trying to take vengeance until justice is done. IQ2. and can also regrow. Regrowth: An archespore can use a Concentration maneuver and expend 2FP to regenerate 1HP per second for the next five seconds. It is highly vulnerable to fire – any witcher worth his stuff should use the Igni sign to good effect!" Attacks and Powers The archespore attacks by slamming its body into assailants. 24 .75/4 Active Defenses: Dodge 7 Damage Resistance: 6 (Tough Skin) Attacks: Bodyslam 2d+1 Powers: Regrowth Skills: Brawling-12 In the Words of Dandelion "Some crimes are so terrible that they fill people with terror and offend the gods. The criminal's ill will and the cruelty of his deed conceive a curse that brings the archespore to life. HT10 Secondary Attributes: Per9.Archespore Subtype: Plant Size Modifier: +2 Main Attributes: ST20. Stem: Archespore Juice can be extracted from an archespore's stem. DX9. The beast attacks innocent creatures hatefully. Ingredients Extraction Modifier: -1. Will2 HP/FP: 20/10 Speed/Move: 4. Blossom: Spores can be extracted from an archespore's “head” or blossom.

Will15 HP/FP: 16/12 Speed/Move: 5. thin women wearing gray vestments. also called a beann'shie. usually broadsword 1d-2 cr or broadsword 1d-1 cut) Powers: Howl Disadvantages: Bestial Skills: None or weapon (if weapon. and children are encouraged not to walk to far from the festivities lest they encounter a beann'shie. As Geralt tells it though.25/5 Active Defenses: Dodge 8. They have burning red eyes. Saovine night. Children especially should care for the banshee. HT8 Secondary Attributes: Per11. at the end of October and start of November. usually Broadsword-13) In the Words of Dandelion “A banshee. Their appearance varies. DX13. banshees are not specifically malicious spirits unless angry or immensely sad. marks the new year for elves and humans alike. wailing a warning of those who will die.” 25 . since these specters are attracted to youth. usually Broadsword Parry 9) Damage Resistance: 8 Attacks: None or weapon (if weapon. IQ6. though most often they're pale. (if weapon. though meeting one is considered to be an omen of the worst kind. is a female spirit who cries on Saovine night.Banshee Subtype: Specter Size Modifier: 0 Main Attributes: ST8.

If successful. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. the victim falls into a catatonic state. causing anyone within 30 yards to become frightened. If successful. If unsuccessful. p. Without medical care. the victim rolls on the Fright Table (GURPS: Basic Set. all skill rolls and attribute checks are at -2 for as many days as the catatonia lasted. the victim makes a Fright check as explained above. two things can happen: 1) The Will roll succeeds. the witcher knows about the essence and gathers it without further trouble. and so on. Based upon the success or failure of that roll. Deaf people are immune to this effect. Earplugs or other remedies can further reduce the range at which a banshee's howl is effective. see below). 2 on the second. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. the victim has shrugged off the Banshee's howl. On a failed roll. If unsuccessful. HT. though banshees who died on the field of battle may be armed. the victim remains catatonic for another 1d days. the victim loses 1HP the first day. If successful. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. Howl (magical): A banshee can expend 1FP to let out a frightening howl. He or she stares into space for 1d days. The victim makes a Fright check. stunned or fall into a deathlike state! When a banshee howls. A bystander that covers his or her ears with his or her hands must be within 20 yards to be affected. the victim is stunned. If the second Will roll fails. The victim makes another roll against Will. anyone who can hear her rolls against Will. Ingredients Extraction Modifier: -1 (special. specters leave behind Essence of Death which is invisible but can be detected by those who know how. 360). If the victim survives and awakens. usually with a sword. When she or he recovers. and so on. 2) The Will roll fails. the witcher misses it. Then roll vs.Attacks and Powers Most banshees have only the power of their scream. After death: After death. 26 .

at least comparatively. they posses the solid forms of hounds when they arrive from the underworld. Template: Quadruped Size Modifier: 0 Main Attributes: ST13.Barghest Subtype: Specter Special Note: Although barghests are specters. HT10 Secondary Attributes: Per16. Will6 HP/FP: 13/10 Speed/Move: 5. IQ3. Other legends say the ghosts appear as a sign of divine retribution and embody revenge. However. Thus. and they spread out over the countryside to haunt villages. According to some folk tales these monsters are the scouts of the Wild Hunt. so unlike other specters the are quite easy to hurt." 27 .5/5 Active Defenses: Dodge 8 Damage Resistance: 2 (Tough Skin) Attacks: Bite 1d-1 cut Disadvantages: Bestial Skills: Brawling-12 In the Words of Dandelion "People say that barghests are specters which materialize as ghastly dogs and persecute the living. Barghests are specters with solid forms. DX12. all tales agree on one point: barghests show the living no mercy. Barghest are usually found in the service of a hellhound. they are not insubstantial and do not possess Supernatural Durability like other specters.

the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If successful. the witcher knows about the essence and gathers it without further trouble. Template Quadruped: Extra Legs (Four Legs). Ingredients Extraction Modifier: 0 (in the case of After Death.Attacks and Powers The barghest bites its opponents with powerful jaws. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. After death: After death. 28 . No Fine Manipulators. special. Brains: A barghest's brains contain Ectoplasm. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. specters leave behind Essence of Death which is invisible but can be detected by those who know how. the witcher misses it. Fangs: A barghest's fangs are Beast Fangs. If unsuccessful. see below). Horizontal.

HT10 Secondary Attributes: Per13. Resistance to Stun (+3). attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+1 pi+ Powers: Venomous Bite Advantages: Immunity to Poison. Venomous Bite: The basilisks bite delivers its poison. The fact that witchers often encounter basilisks in dungeons and cellars contradicts the legend and suggests these creatures can reproduce under any conditions like many of their nasty monster brethren. Will5 HP/FP: 15/10 Speed/Move: 4. Victims of a basilisk's bite.75/4 Active Defenses: Dodge 7. Failure means the victim becomes poisoned. They claim that the beast is filled with such hatred towards all living things that even its breath is venomous and its glance turns the unwary to stone. must roll against HT-1. Flight-14 In the Words of Dandelion "Simple people call the basilisk the king of the Zerrikanian deserts and often mistake it for a cockatrice. Witchers reply that it is far better to smash the mirror on the creature's head. 29 ." Attacks and Powers A basilisk attacks with its powerful beak. Teeth (Beak) Skills: Brawling-14. DX9. IQ3. the only certain way to kill a basilisk is by holding a mirror in front of its eyes to divert its deadly gaze. which contains a strong venom. that take at least 1 hit of injury from it. Brawling Parry 10 (-3 vs. In fairy tales.Basilisk Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST15.

The poison functions for 48 hours after taking effect.The poison has a delay of one hour. 30 . it deals 1HP and FP toxic damage per hour. Ingredients Extraction Modifier: -2. Venom Glands: A basilisk's Venom Glands are an alchemical substance. Once it takes effect.

5/5 Active Defenses: Dodge 7.Black Annis Subtype: Necrophage Size Modifier: 0 Main Attributes: ST25. although they willingly eat carcasses. They are also called devourers since these creatures gorge themselves on human flesh. They like to deceive their victims and torture them. Brawling Parry 10 (-3 vs. but there is no truth to the tales of their midnight flights on broomsticks and their gingerbread houses. because they resemble old. Teeth (Beak) Disadvantages: Uncontrollable Appetite (the flesh of live creatures) Special Note: Black Annis do not have the Bestial disadvantage! (although they certainly seem that way. DX8. most of the time!) Skills: Brawling-14 In the Words of Dandelion "Black annis are often called night witches. ugly women and are famous for their witch-like viciousness. they usually seem like mindless beasts. Will12 HP/FP: 25/10 Speed/Move: 4. above all they crave flesh that is fresh and warm. claws 2d+2 cut Advantages: Claws (Sharp). Black annis hunt after dark in groups that peasants refer to as sabbaths. HT10 Secondary Attributes: Per12. IQ12." Attacks and Powers A black annis mauls its opponent to death with tooth and nail. Though black annis are intelligent. attacks other than thrusting) Damage Resistance: 6 Attacks: Bite 2d+1 cut. 31 .

32 . are an alchemical component. Hair: A black annis' hair can be burned to yield Shadow Dust. Fingers: Liquifying a black annis' fingers yields Cadaverine. Tongue: The tongue of a black annis contains Albar's Crystals.Ingredients Extraction Modifier: -3. called Devourer Teeth. Teeth: The teeth of a black annis.

" Attacks and Powers A bloedzuiger can both bite its foe or impale them with its sword-like arms. DX13. Vampiric Bite (2HP per second) Disadvantages: Bestial Skills: Brawling-12.Bloedzuiger Template: Vermiform Special Note: Bloedzuigers move on two. Will7 HP/FP: 14/13 Speed/Move: 6. IQ3. talon 1d imp Powers: Corrosive Splash. talon 1d cut. Injury Tolerance (No Head). Size Modifier: 0 Main Attributes: ST14. and. HT13 Secondary Attributes: Per9. snakelike limbs that resemble legs. Thus they use a modified version of the Vermiform meta-trait (see below). Latch Onto. a grotesque monster from the swamps. when destroyed. Wrestling-12 In the Words of Dandelion "The bloedzuiger. Brawling Parry 9 (-3 vs. 33 . and have two blade-like spikes at the end of their arms. Teeth (Sharp). attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d-1 cut. explodes in a cascade of acid.5/6 Active Defenses: Dodge 9. but it can also latch onto a victim. causes terror among peasants because it leeches the blood from its victims. Leeching Bite Advantages: Claws (Talons).

it latches onto its victim. but gets a -2 penalty to the contest of ST if the victim or an ally attempts to free it before the bloedzuiger's next turn. This attack deals 2d corrosive damage. and it can't concentrate on making other attacks.Corrosive Splash: When a bloedzuiger is reduced to negative HP. Doing so requires a contest of ST versus the victim. who must use two free hands and succeed at a contest of ST with the bloedzuigar to break free. Tongue: Albar's Crystals can be extracted from the tongue of a bloedzuiger. it heals itself for 1 hit of injury. Victims may attempt to dodge and drop into an adjacent hex (unless they are in the same hex as the bloedzuiger). Template Vermiform (modified): Double-Jointed. No Legs (Slithers via leg-like protrusions). The bloedzuiger rolls its Wrestling skill. it explodes in a cascade of acid covering the hex it died in as well as all hexes around it. It can attempt to drag its victim one hex per round (this may also be done as a Step). If successful. If the hold is broken in this manner. No Fine Manipulators. Skin: An Abomination Lymph can be extracted from an bloedzuiger's skin. Blood: A dose of Bloedzuiger Blood can be extracted from the veins of a bloedzuiger. 34 . Latch Onto: A bloedzuiger that hits with its bite attack and deals one or more hits of injury to its foe may attempt to latch onto that foe. While latched onto a victim. the bloedzuiger may use its Vampiric Bite each round as an All-Out Attack Maneuver. Allies can also attempt this contest to break a bloedzuiger's hold on their friend. it deals 1 hit of injury (cutting damage) to the victim. but are otherwise covered with the stuff. It can only move with the victim while latched on this manner. Ingredients Extraction Modifier: 0. If the bloedzuiger loses this contest it still maintains hold. Leeching Bite: If a bloedzuiger deals at least 1 hit of injury with its normal bite attack.

SaviorFaire (Bars and High Society)-15. that is a post-Conjunction creature. As you see. Shapeshifting (Alternate Form: Black Bat) Telecommunication (Telesend. And she considers holy symbols to be interesting examples of handicraft. you can stuff most stereotypical preconceptions about vampires up your arse when it comes to a bruxa. Detect Lies-13. HT10 Secondary Attributes: Per16. Brawling Parry 12 (-3 vs. IQ16. As a vampire. the bruxa drinks blood. The bruxa finds the smell of garlic to be socially inconvenient at most. claw 1d+1 cut Powers: Alternate Form. Wrestling-16. Erotic Arts-17. She endures the light of the sun well. Intimidation-15. DX17. Immunity to Poison. She appears as a beautiful woman.Bruxa Subtype: Vampire [Higher] Size Modifier: o Main Attributes: ST15. She often finds a victim to become her lover and a constant supply of sustenance at the same time. but she prefers the darkness of the night. Sex-Appeal-17.75/6 Active Defenses: Dodge 10. Brawling-17. Will16 HP/FP: 15/10 Speed/Move: 6. she is terrifying. Stealth-16 In the Words of Dandelion “The bruxa is a higher vampire. an intruder in our world. Carousing-14. Enthrallment (Persuade)15. So what works? The blade of the silver 35 . Flight-14. Fearlessness 2. Send Only) Disadvantages: Vulnerability (Fire. Enthrallment (Suggest)-15. x2 damage) Skills: Body-Language-15. but when she is hungry or attacking. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Bite 1d cut. Combat Reflexes. Scream Advantages: Claws (Sharp).

a bruxa can unleash a powerful scream. Scream (magical): A bruxa's scream is a cone of sonic waves that initiates in the hex of the bruxa. she can be wounded with fire and a stake. Skin: The skin of a bruxa contains Abomination Lymph. Blood: A dose of Bruxa Blood can be harvested from the veins of a bruxa. provided that the latter is as long as a wagon's drawbar. Stun wears of normally (stunned creatures roll a HT-check at the end of each turn. she gains the ability to fly with her large wings. Alternate Form (magical): A bruxa can shapeshift into the form of a large. but they are vulnerable to fire. a bruxa must expend 2FP. if not. Until sight returns. they continue to be stunned). a bruxa's bite deals imp damage. and has a range and width of 10 yards. Less powerful bruxae often hunt in packs. for example by using the Heliotrop sign. While in batform. pausing only to savor the blood of their dying foe. Bruxae deprive their enemies of sight in order to play cat and mouse with them. To scream in this fashion. Nails: The nails of a bruxa contains Naezan Salts. Hair: The hair of a bruxa can be burned to yield Essence of Death. so it deals no actual injury). 36 . they recover. they attack with their nails and rip the victim apart. unleashing sonic energy upon its foes. If threatened. opponents that become stunned by a bruxa in batform's scream are blinded for three subsequent rounds. The greatest threat to a witcher is the bruxa's voice. black bat. making it easier to corner prey. and her scream now also blinds opponents. as usual. If successful. The creature can screech with such force that the shockwave will knock even a huge man down. The bruxae are good at defending themselves against witchers' tricks.sword. The scream deals 5d crushing damage (but has the No Wounding limitation. Those caught in the blast who suffer any penetrating damage must succeed at a HT-check (at -1 per 2 penetrating damage) or be stunned. Blindness is as great a threat as this ghastly scream. and causes double knockback. If cornered. one should defend against their attacks in any way possible. Apart from silver. Ingredients Extraction Modifier: -3. savoring their blood. This takes only one second of concentration. making him easy prey for the vampiress.” Attacks and Powers A bruxa prefers to use its vampiric bite on hapless foes.

Bullvores are post-conjunction beasts. by spitting acid on rotfiends that. apart from which they heal almost as quickly as trolls do. 37 . horns 2d+2 cr Powers: Caustic Spittle. so they easily shrug off weaker blows.Bullvore Subtype: Necrophage Size Modifier: +1 Main Attributes: ST18. The visible mark of Chaos are the horns and vestigial hands the creature barely moves. thus it is at times accompanied by smaller. weaker beasts like nekkers and rotfiends. Teeth (Sharp) Skills: Brawling-14 In the Words of Dandelion “The bullvore can be compared to a heap of muscles constrained by a sack of hard. Bullvores are prone to giving peculiar displays wherein they kill their retinue in a fanciful manner. DX11. Striker (Horns). in turn. HT13 Secondary Attributes: Per9. growing all over its body. It's head is that of a buffalo's. elastic skin. Will11 HP/FP: 18/13 Speed/Move: 6/6 Active Defenses: Dodge 9. Much like an artist. One might even say it is like a poet in that it is an individualist. Their skin is tough. for example. explode. Goring Charge Advantages: Claws (Sharp). it likes to show off before its lessers. Regeneration (Fast). Brawling Parry 10 (-3 vs. yet its mouth is filled with sharp teeth adapted to rending flesh. This monster does not like the company of its own kind. claws 2d cut. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Bite 1d+2 cut. IQ4.

Caustic Spittle: A bullvore can spew forth acid from its mouth. the bullvore will be mostly defenseless The bullvore uses a terrifying weapon against swifter foes: it vomits filth that is both caustic and poisonous. Max 100. Eyes: Necrophage Eyes can be gathered from a bullvore.A bullvore can kill slower opponents with the sheer momentum of its terrible charge. roll a contest of strength between it and its foe. 38 . When the bullvore uses this attack. The attack has 1/2D 10. It deals 2d corrosive damage.” Attacks and Powers A bullvore can attack with both claws. The bullvore rolls against its DX to hit. then moves up to twice its speed directly towards one opponent. RoF 1. and Recoil 1. he falls prone and is knocked back twice as far as he normally would be for the amount of damage he took. since it will be busy holding off assailants. Treat this a Slam attack that deals an extra 1d damage to the opponent. If the bullvore hits. so its foe dissolves into a puddle. Caustic Spittle is rarely useful for a bullvore. so it should be fought using a blade coated with Necrophage Oil. it takes an All-Out Attack maneuver and spends 1FP. If the foe loses. This is a ranged attack. and then take them down with more traditional attacks afterward Ingredients Extraction Modifier: -3. Skin: The skin of a bullvore is Necrophage Skin. This coating aggravates the beast's wounds and gives the witcher a huge advantage. Acc 3. The bullvore is a necrophage. going from not moving to charging at full speed instantly. Blood: One dose of Necrophage Blood can be extracted from a bullvore. Brains: Bullvore Brains is an alchemical component. Bullvores like to use Goring Charge to surprise opponents. Teeth: A bullvore has a set of Necrophage Teeth. Bullvores usually use this power to make nearby rotfiends explode. as immediately after it rushes forth and misses. Goring Charge: A bullvore can channel adrenalin into its leg-muscles for a burst of strength that allows it to propel immediately forward. Shots N/A. bite and horns. but it can also spew corrosive spittle and smash forward with a powerful charge. One should wait for this attack and dodge it. causing a chain reaction. If alone.

and small. The character gains the Rapid Healing advantage. The character gains the Rapid Healing advantage. Without MR Result The character's appearance drops by two levels as skin roughens. With MR Preparation ritual: To correctly prepare a set of bullvore horns for ingestion. 39 . hornlike protrusions grow from the character's forehead. after which the mixture must be smoked. hair grows unnaturally. Not Prepared. Without MR Prepared. they must be pounded into dust and mixed with two measures of Fulgur and one measure of Vermillion. and tiny. The character's appearance drops by one level as skin roughens. hornlike protrusions grow from the character's forehead. and tiny. Ingestion Type Not Prepared. With MR Prepared. MUTAGEN: Bullvore Horns Mutagenic Modifier: -1.Mutagens A bullvore's horns can be pounded into dust and ingested as a mutagen. The character's appearance drops by one level as skin roughens. hair grows unnaturally. hair grows unnaturally. hornlike protrusions grow from the character's forehead.

which inflict disease. On a successful roll. HT15 Secondary Attributes: Per10. A failed roll causes retching (as described on p. All ghouls respect them and must bow to them. IQ4. A retching victim can attempt to roll against HT-2 at the end of each of its turns – a successful roll stops the retching and leaves the victim nauseated until he or she recovers the fatigue point lost at the end of the retching spell (via magic." Attacks and Powers A cemetaur mainly attacks with it claws or bite. Disease: If a victim sustains one or more hits of injury from a cemetaur's bite or claw attack. they take it over. DX15. Resistance to Stun (+3). bite 2d+2 cut Powers: Disease Advantages: Claws (Sharp). but when they appear in a necropolis. rest or similar means of recovering FP).Cemetaur Subtype: Necrophage Size Modifier: +1 Main Attributes: ST24.5/7 Active Defenses: Dodge 10. 40 . 429 of GURPS: Basic Set). Brawling Parry 11 (-3 vs. the victim must roll against HT-3. the victim avoids further complications. Cemetaurs are rare. Will12 HP/FP: 24/15 Speed/Move: 7. Wrestling-14 In the Words of Dandelion "Much has been written about ghouls and graveirs. Teeth (Sharp) Skills: Brawling-17. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Claw 3d-1 cut. since they are encountered by common people in times of war or in cemeteries.

This disease has an incubation time of 16 hours. Eyes: White Vinegar can be extracted from a cemetaur's eyes. Stomach: Abomination Lymph can be extracted from a cemetaur's stomach. The victim can shake this disease by succeeding on a roll against HT-3 after he takes this damage.A victim that begins retching as part of a cemetaur's claw 0r bite – whether they recover soon after or not – is also inflicted with a disease. and characters resistant or immune to disease are resistant or immune to these effects. All negative effects of an cemetaur's bite are disease-related. Ingredients Extraction Modifier: -3. and deals 4 toxic damage to the victim in a twelve hour cycle after the incubation time. or by being cured through magical or other means. 41 . Jaw: Cemetaur Jaw is an alchemical substance.

its poisonous stinger. Stinger 2d-1 pi Powers: Petrifying Gaze. Limited Arc (Can Only Strike Ahead). The victim rolls against HT-1. Cannot Parry. or its petrifying gaze. Teeth (Beak) Skills: Brawling-14. Weak). Flight-14 In the Words of Dandelion "Cockatrices are born of eggs laid by roosters consorting with other roosters. DX11. The toad is devoured by the little beast as soon as it hatches. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+2 pi+. Brawling Parry 10 (-3 vs. Only a bold adventurer with a mirror can deflect its deadly gaze and defeat the cockatrice.5/5 Active Defenses: Dodge 8. 42 . Resistance to Stun (+3)." Attacks and Powers A cockatrice attacks with its powerful beak. On a failed roll. Striker (Stinger. the victim is petrified and turned into stone. A cockatrice hates everything that lives so fiercely that its glance turns the living to stone. Petrifying Gaze (magical): As a free action usable once per round. IQ5. HT11 Secondary Attributes: Per13. Venomous Sting Advantages: Resistance to Poison (+8).Cockatrice Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST17. Will7 HP/FP: 17/11 Speed/Move: 5. The egg must be incubated for forty-four days by a toad. the cockatrice may spend 2FP and lock its gaze with a victim.

Without MR Prepared. it deals 2HP and FP damage per hour. Failure means the victim becomes poisoned. The poison has a delay of one hour. Ingestion Type Not Prepared. The poison functions for 72 hours after taking effect. Phobia: Mirrors Resistance to Poison (+3). With MR Prepared. Poison Gland: A cockatrice's poison gland contains Toxin. Eyes: Cockatrice Eyes are a valuable alchemical substance.Venomous Sting: The cockatrice's stinger delivers its poison. must roll against HT-2. With MR Result Phobia: Mirrors Resistance to Poison (+3). the brain must be boiled along with two measures of Aether. Ingredients Extraction Modifier: -3. Phobia: Mirrors Dislikes: Mirrors. 43 . MUTAGEN: Cockatrice Brain Mutagenic Modifier: 0. Two free character points (the character adds 2CP to his or her sheet that he or she can spend). Without MR Not Prepared. Feathers: 1d-3 (minimum 1) of a cockatrice's feathers are alchemical Cockatrice Feathers. which take at least 1 hit of injury from it. Mutagens A cockatrice's brain is a mutagen. Victims of a cockatrice's stinger. Once it takes effect. Preparation ritual: To correctly prepare a cockatrice brain for ingestion. Resistance to Poison (+3).

so it fits any dark story featuring a curse or vengeance from the beyond. the draug is often his opponent. DX11. Resistance to Stun (+8) Disadvantages: Bloodlust Skills: Brawling-17. Immunity to Poison.Draug Subtype: Specter Size Modifier: +5 Template: Body of Fire (Modified. IQ15. straight from ancient legends of heroes and epic deeds. see below) Main Attributes: ST40. Why are poets so keen to cast this monster as the archenemy? Well. Magic Resistance 10. There's no telling how what it actually looks like. Broadsword-17. or when he has to avenge his father's death. Bastard Sword 4d+2 cut Powers: Explosive Fireball. Brawling Parry 11 (-3 vs. Shield Block 10 (Large Wooden Shield) Shield Defense Bonus: +3 Damage Resistance: 12 Additional DR: 50 (limited. Broadsword Parry 11.25/8 Active Defenses: Dodge 11. HT22 Secondary Attributes: Per15. Intimidation-17. Shield-15 In the Words of Dandelion “The draug is a mythical creature. Flaming Weapon Advantages: Charisma 3. the draug is a wraith. Will22 HP/FP: 40/22 Speed/Move: 8. Flaming Armor. fire) Attacks: Bastard Sword 4d+2 cr. so its terrifying visage can be 44 . attacks other than thrusting). Immunity to Mind Control. When the hero enters the burning hells to rescue his beloved. Leadership-17. Immunity to Disease.

a prince of the damned. This fireball deals 1d burning damage for each 2FP the draug spends on it. the floor. the foe takes 3d burning damage. For each increment of 6FP the draug wishes to spend on it. It now deals 2 extra points of burn damage.” Attacks and Powers A draug swings a deadly. unreachable for anyone who is not part of that story. he enters the draug's world and becomes worthy of facing the monstrosity. is a silver sword. but the Flaming Armor also fades. it must be said. This effect lasts 1 minute. the draug never stoops to doing anything with its own hands. This effect lasts one minute. Only then can one face the draug itself. This has ½D 25. That's literary tradition for you. Forget its huge strength. The draug can be described in various ways. and can be maintained for 1FP. Max 50. Explosive Fireball (magical): The draug can create a fireball that hits a target as well as others nearby. so it makes an ideal villain. It can be thrown at a wall. The target and anyone closer to the target than one yard takes full damage. Thus one needs to exterminate all manner servants on the way to its underground palace. The one sure thing in fighting the draug.described in many ways without risking accusation of confabulation. Any melee attack that hits him triggers a 1d Flame Jet backlash along the weapon at the foe. Those further away divide damage by three times their distance in yards (round down). but can also employ several fiery powers. The draug is untouchable. fearlessness and bloodlust. The draug is so powerful that it mocks simple witchers' tricks. the draug retains its charisma in death. That is why the mythical hero has to get involved in various brawls and pass through many trials. By overcoming these obstacles. as has been said. One cannot just defeat a draug using conventional means. Having been a king or a commander in life. etc. As with every wraith. it is a powerful creature. Furthermore. wilderness keep or other foreboding abode. but is always a lethal foe. 45 . always wraiths or other restless spirits. forcing the creature to remain among the living. giant bastard sword. and can be maintained for 3FP. invulnerability to pain. and its deathly subordinates always blindly obey its orders. As an arch-wraith. (at +4 to hit). there is some tragic event connected to it. It has lackeys for that. Acc1. Should the draug grapple or be grappled. This automatically hits the hand holding the weapon if the weapon's Reach was 1 or less. it takes another second to cast. Flaming Armor (magical): The draug spends 6FP to ignites his armor in flames. Flaming Weapon (magical): The draug spends 4FP to set his weapon aflame.

fire). With MR Result DR3 (limited. Melee Attack Reach C). Mutagens Draug Essence can be used as a mutagen instead of as an alchemical ingredient. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. fire). Immunity to Metabolic Hazards. 1d/minute). Helmet: The remains of a draug's helmet contains Diamond Dust. fire). a witcher must freeze it along with two measures of Fulgur and two measures of Hydragenum. DR8 (limited. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. DR10 (limited. This requires an additional roll against the witcher's Monster Lore skill to know.Template Body of Fire (modified): Burning Attack 1d (Always On. If unsuccessful. special. but a draug also leaves behind Draug Essence. 46 . With MR Prepared. see below). Shield: The remains of a draug's shield contains Amethyst Dust. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. MUTAGEN: Draug Essence Mutagenic Modifier: -4. specters leave behind Essence of Death which is invisible but can be detected by those who know how. Aura. Without MR Prepared. Ingestion Type Not Prepared. fire). If successful. Injury Tolerance (Diffuse). DR5 (limited. After death: After death. Fearlessness 1. Fearlessness 3. Without MR Not Prepared. Doesn’t Breathe (Oxygen Combustion). Draug Essence: As After Death. Preparation ritual: To correctly prepare Draug Essence for consumption. Ingredients Extraction Modifier: -5 and. the witcher knows about the essence and gathers it without further trouble. in the case of After Death and Draug Essence. DR50 (limited. Weakness (Water. fire). the witcher misses it.

Like the draug. Two-Handed Sword Parry 10 Damage Resistance: 6 Additional DR: 6 (plate armor. they are borne of damned souls and trapped shells created from the remnants of arms and armor. HT10 Secondary Attributes: Per9. so one needs to weaken them methodically with strong sword blows. These wraiths are protected by heavy armor. layered on top of other DR) Attacks: Claws 1d cut. attacks other than thrusting). The monsters are slow in the battle. Will7 HP/FP: 13/10 Speed/Move: 5/5 Active Defenses: Dodge 8. In life. Greatsword 2d-1 cr. and then finish them off. The draugir feel little fear and pain. Their coming is always sudden.Draugir Subtype: Specter Size Modifier: 0 Main Attributes: ST13. 47 . so one needs to defend oneself against their blows with extreme care. grinding down their armor. DX10. and they cannot be forced to retreat. A witcher should first force them to expose themselves. draugirs were soldiers or knights. They are ideal soldiers. Brawling Parry 10 (-3 vs. Two-handed Sword-15 In the Words of Dandelion “The draugir are demons of war. IQ7. Greatsword 2d+2 cut Skills: Brawling-10. Shield-15. and they appear on battlefields or in cemeteries. and in death they retain their proficiency in combat. machines and corpses torn apart by scavengers.

but the typical draguir wields a twohanded sword. of course. These wraiths can be defeated using fire. the most effective. see below). specters leave behind Essence of Death which is invisible but can be detected by those who know how. the witcher knows about the essence and gathers it without further trouble. If unsuccessful.The draugirs are susceptible to the Specter Oil. After death: After death. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. but the silver sword is. 48 . A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. the witcher misses it.” Attacks and Powers The draugir can be armed with many weapons. Claws: Draugir Claws contain alchemical ingredients. Poisons and oils increasing bleeding are of no use. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. If successful. Ingredients Extraction Modifier: -1 (in the case of After Death. so one should coat a silver blade with it before battle. even shields. special.

Will6 HP/FP: 13/10 Speed/Move: 5. Their bite and claws are poisonous. or. IQ2. Simple people see no difference between the drowner and the drowned dead — encountering either of them is equally deadly." Attacks and Powers A drowned dead attacks with its claws and bite. Teeth (Sharp) Skills: Brawling-12. Brawling Parry 9 (-3 vs. 49 .Drowned Dead Subtype: Necrophage Size Modifier: 0 Main Attributes: ST13. claw 1d cut Powers: Poison Advantages: Claws (Sharp). Wrestling-12 In the Words of Dandelion "Particularly strong and dangerous drowners are known as the drowned dead. They lead packs of drowners or are encountered in packs themselves. attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d-1 cut. These vicious beasts attempt to constrict opponents and drag them into the river. HT10 Secondary Attributes: Per8. Constriction Attack. DX12. Poison: A creature that sustains at least 1 hit of injury from a drowned dead's claw or bite takes must succeed at a roll against HT or take 1 point of toxic damage.5/5 Active Defenses: Dodge 8. attempts to wrestle opponents and drag them under water. We might suppose. more commonly. though. that the most gloomy legends concern the drowned dead rather than drowners.

50 . Nose: A drowned dead's nose contains Cadaverine. Veins: A drowned dead's veins can be tapped for Ginatz's Acid.Ingredients Extraction Modifier: 0. Fins: A drowned dead's fins contain Essence of Water. Tongue: Drowned Dead Tongue contains alchemical ingredients.

sometimes the bodies of hanged criminals are thrown into the lake. so they hunt in groups. HT10 Secondary Attributes: Per7. Unfortunately. tearing the drowning victim to shreds with sharp claws. Drowned alive or thrown into deep water after death.Drowner Subtype: Necrophage Size Modifier: 0 Main Attributes: ST10. attacks other than thrusting) Damage Resistance: 2 (Tough Skin) Attacks: Bite 1d-3 cut. claw 1d-2 cut Advantages: Claws (Sharp). ganging up makes them happy". DX10. since the huge river with regular shipping and riverside villages provides them with ample sustenance. IQ2. Drowners are not the mightiest beasts in the world. Since bad things do not befall the wicked. Will5 HP/FP: 10/10 Speed/Move: 5/5 Active Defenses: Dodge 8. Drowners are quite often found at the banks of the Pontar. "When monsters are really crappy. Drowners are scoundrels who ended their wicked lives in the water. shall not drown. you must bear the cost of hiring a good witcher. and eat them like a wet biscuit. The weight of the villains' crimes causes them return as drowners. They 51 . Brawling Parry 8 (-3 vs. Drowners prefer to draw victims beneath the water's surface. they turn into vengeful creatures which stalk the inhabitants of coastal settlements. Wrestling-10 In the Words of Dandelion “They say that whatever hangs. Teeth (Sharp) Skills: Brawling-10. They are also known as the vodnik. to get rid of a drowner. in accordance with the above saying.

they are dumb like a left shoe. above all else. Nose: A drowner's nose contains Cadaverine. Geralt would be highly esteemed among them after his exploits in Vizima. Thus the drowners can be killed with fire. and one must spin swiftly before they flee from a witcher's blade. The list of the monsters' strong points is short. as most of the witchers' arsenal is extremely effective against them.are surprisingly fast on land. but are a threat only to fishermen and washerwomen. They can best a witcher only if he is drunk or in love. And good." Attacks and Powers A drowner usually attempts to wrestle down weaker opponents. knocked down and. sliced and diced until slime spills from their ears. Brains: A drowner's brains contain Drowner Brain Tissue. Fins: A drowner's fins contain Essence of Water. or attacks with furious claws and bites. 52 . Fast strikes should be used when fighting them. Yet drowners do not chat . One could say that if drowners chatted among themselves. Ingredients Extraction Modifier: 0. immobilized by traps. Veins: A drowner's veins can be tapped for Ginatz's Acid. Enough said.

25/6 Active Defenses: Dodge 9. something that cannot be. attacks other than thrusting). HT14 Secondary Attributes: Per9. Size Modifier: -1 Main Attributes: ST14. unkind and greedy. smiths and armorers. IQ9. which is lower than human. said about a large part of humanity. Their flair for trade and craft makes them excellent merchants. the coexistence with dwarves goes a lot better than with elves. I have to stress that my own opinion of the dwarfs is by no means similar to the latter part. Two-handed Axe/Mace-15 In the Words of Dandelion “Dwarves are one of the Elder Races. bankers. 53 . I only cite it here to present the views of other people . they are distinguished for their height. and even bloody pogroms.Dwarven Warrior NOTE: A dwarf is not a monster. Rapid Healing Skills: Brawling-14. Mahakam is the dwarves' mountainous homeland. TwoHanded Axe/Mace 10 Damage Resistance: 0 Additional DR: 5 (double mail hauberk and helm) Attacks: Great Axe 3d-1 cut or Maul 3d cr Advantages: High Pain Threshold. so it yields no alchemical ingredients. Many dwarves also live in human cities. for that race usually adapts to new neighbors easily. Of simple and direct manners. Brawling Parry 10 (-3 vs.even if they are dull-minded. they are sometimes seen as grumpy. unfortunately. famed for it's numerous mines where precious stones and ores are mined. with strongly built bodies and low voices. Despite vexations. hate-blinded buffoons. Stocky and bearded. Will11 HP/FP: 14/14 Speed/Move: 6. persecution. DX11.

” Attacks and Powers Dwarves can fight with most weaponry. although many of them also fought in Scoia'tael commando units against the Northern Kingdoms. They run businesses and are often wealthy. although they meet with disdain and distrust. Of all the elder races. 54 . a mountain-city rich in metal and mineral deposits. along with the elves. but have a natural fondness for axes and hammers. but now their sole enclave is Mahakam. the dwarves have assimilated best and many now live in human cities. dwarves made a name for themselves as mercenaries.Dwarves were once a dominant race. During the war with Nilfgaard.

attacks other than thrusting) Damage Resistance: 8 Additional DR: 2 (this DR is not subject to the weaknesses of normal monster DR. HT18 Secondary Attributes: Per10. crushing walls and smashing people to pulp can be counted among this creature's pranks. and less powerful. It is most often employed as a guard. Younger. Brawling Parry 9 (-3 vs. the genie capable of creating earthquakes and flattening mountains. Precise).25) Skills: Brawling-13 In the Words of Dandelion “The earth elemental is the younger brother of the legendary d'ao. Unfazeable Disadvantages: Reduced Speed (-2. But only if their master allows it. 55 . as it is tireless and always vigilant. let alone humans. but it always recognizes the presence of intruders. High Pain Threshold. It has no fear of monsters. Immunity to Poison. of course.Earth Elemental Size Modifier: +2 Template: Body of Earth Main Attributes: ST26. The earth elemental always serves its summoner faithfully. Magic Resistance 5. such as being susceptible to silver and spells) Attacks: Fist 3d cr Advantages: Acute Senses (Detect) 6. Will7 HP/FP: 26/18 Speed/Move: 4/4 Active Defenses: Dodge 7. IQ7. DX7. Felling trees. It does have senses as living beings do. Resistance to Stun (+8). Regeneration (Fast). but also more mischievous. Detect (All life and unlife.

Immunity to Metabolic Hazards. Pressure Support 3. The earth elemental. Invertebrate. Template Body of Earth: Doesn’t Breathe. DR 2. for this apparently sluggish creature can strike swiftly as well as strongly. According to the "fight fire with fire" rule – or rather the “fight strength with strength” – one should also use strong blows against the elemental. Head: Within an earth elementals head is an Elemental Stone. Attacks and Powers Earth elementals slam their opponents with their mighty fists. Inner Shell: An earth elementals inner shell can be scraped for Diamond Dust. The earth elemental's body is solid rock It is best to summon a team of dwarven miners to use pickaxes on it until it's done for. though it has no weaknesses. A blow from the earth elemental is akin to a battering ram hitting a city gate. can be beaten. Its ripostes are especially dangerous. Vacuum Support. he should use regular means. Ingredients Extraction Modifier: -2. including potions and Signs. Thus one has to defend oneself against its blows with all available means. However if the witcher has no such team at hand. and turns a normal human into a bloody stain. Injury Tolerance (Diffuse).This monster's most dangerous weapons are its mighty arms. Outer Shell: An earth elementals outer shell can be scraped for Amethyst Dust. since only such attacks can grind its stone body down. Sealed. 56 .

It can also spit poisonous thorns. HT10 Secondary Attributes: Per9. A thorn that deals at least 1 hit of injury also poisons its target. The target rolls against HT. It deals 2d large piercing damage. IQ2. and can also regrow. Max 100. Thorn Spitting Disadvantages: Skills: Brawling-13 In the Words of Dandelion "Echinopsae are monstrous plants born of curses which grow in places where terrible crimes have been committed if the crime in question was never atoned for. Acc 3." Attacks and Powers The echinops attacks by slamming its body into assailants. Will2 HP/FP: 22/10 Speed/Move: 5/5 Active Defenses: Dodge 8 Damage Resistance: 8 (Tough Skin) Attacks: Bodyslam 2d+2 cr Powers: Regrowth. The beasts try to take their vengeance on criminals. Regrowth: An echinops can use a Concentration maneuver and expend 1FP to regenerate 1HP per second for the next five seconds. RoF 1. Failure means the victim becomes 57 . The attack has 1/2D 30. poisonous thorns. Thorn Spitting: An echinops can spit large. DX10. Shots N/A.Echinops Subtype: Plant Size Modifier: +2 Main Attributes: ST22. but they do not spare the lives of innocents who haplessly enter their territory. and Recoil 1.

poisoned. The poison has a delay of one hour. Once it takes effect, it deals 1HP and FP toxic damage per hour. The poison functions for 48 hours after taking effect.

Ingredients
Extraction Modifier: -1. Blossom: Spores can be extracted from an echinops' “head” or blossom. Rootstock: Echinops Rootstock contains alchemical ingredients.

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Elven Scoia'tael Commando
NOTE: An elf is not a monster, so it yields no alchemical ingredients. Size Modifier: 0 Main Attributes: ST12, DX16, IQ12, HT10 Secondary Attributes: Per14, Will12 HP/FP: 12/10 Speed/Move: 6,5/6 Active Defenses: Dodge 11, Brawling Parry 12 (-3 vs. attacks other than thrusting), Broadsword Parry 12 Damage Resistance: 0 Additional DR: 2 (leather, doesn't cover head) Attacks: Elven Scimitar4 1d cut, Elven Scimitar 1d-1 cr, Short Bow 1d-1 imp Advantages: Acute Senses (Vision) 2, Ambidexterity, Combat Reflexes, Enhanced Dodge Skills: Bow-16, Brawling-16, Broadsword-17, Stealth-16, Tracking-12

In the Words of Dandelion
“After gnomes, elves are the eldest race on the continent. They created a magnificent civilization and the greatest human cities, like Vizima and Oxenfurt, were built upon elven ruins. Elves also have a special affinity for magic, although their magic is different from that of humans. Elves are long-lived, yet the reproductive period of their lives ends quite early and, moreover, they reproduce much more slowly than humans. This is why they were defeated, the reason why they lost their re-eminence in the world. Today only two enclaves of the race remain: the Blue Mountains, where elves suffer privation and are dying out; and Dol Blathanna, the Valley of the Flowers, which is ruled by the sorceress Enid an Gleanna. The Valley of the Flowers is a dependency of Nilfgaard.

4

See Chapter VII – Equipment in Witchers and their World – Characters for statistics on the Elven Scimitar.

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Elves are a beautiful and long-lived race. They have pointed ears, sharp features and possess no canine teeth. Elves are arrogant and proud, and over many centuries they have developed a high and sophisticated culture. Few remain today, however, and these are in constant conflict with human civilization. That is why so many younger elves, eager to fight for their rights, join Scoia'tael commando units. Scoia'tael is a name used by the rebels fighting for nonhuman freedom. In the common tongue it means "squirrels". As some would have it, it is because of squirrel tails that adorn the rebels' caps, or from the forest board they had to survive on. Scoia'tael formed units over a score strong, consisting mainly of elves, yet sometimes dwarves and halflings joined too. During the last war against Nilfgaard, the Scoia'tael fought on the side of the Empire, making diversions and great damage beyond our lines. Despite the provisions of the Peace of Cintra, many did not disarm and continued to fight, especially when it turned out that Nilfgaard sacrificed them in the name of peace and gave the units' leaders to the Nordlings to be executed.

Attacks and Powers
Scoia'tael commandos are extremely proficient with bow and broadsword.

60

one must set fire to its cocoons to lure out and kill the queen. Striker (Heavy Tail). Impregnated queens lay the eggs in cocoons which hang from trees in areas known as nests. Poison Advantages: Extra Legs (Six Legs). they move about on all fours and are extremely difficult to spot as they lie motionless. Brawling Parry 8 (-3 vs. No Fine Manipulators Skills: Brawling-11 In the Words of Dandelion “Endregas are forest creatures that resemble arachnids. These monsters. The lesser creatures zealously guard their queens. IQ2. Teeth (Beak) Disadvantages: Hidebound. caring little for what happens to other adult specimens. like arachnids. attacks other than thrusting) Damage Resistance: 6 Attacks: Bite 1d-1 pi+ Powers: Defensive Curl. as moisture and tall grass suit them. However. Horizontal. as colonies depend on them for survival. when their nest is threatened. The queens themselves remain hidden. Will2 HP/FP: 20/10 Speed/Move: 5. Longer than they are tall. to exterminate an endrega colony. HT10 Secondary Attributes: Per8. they emerge swiftly and fight ferociously. Like kikimores. and queens being a real rarity.Endrega Guard Subtype: Insectoid Size Modifier: +1 Main Attributes: ST14. guards being less common.25/5 Active Defenses: Dodge 8. DX11. Thus. 61 . They are especially fond of flood-plains. hatch from eggs. endregas are divided into castes. with warriors being most numerous. awaiting their prey.

Then the victim must roll again vs. where its armor is weakest. Trusting in the toughness of their armor. knocked down or immobilized by a trap. the endrega's peculiar metabolism makes it immune to poison. the creatures often willingly take blows. The poison sets in after 48 hours. only to respond with a sudden counter-attack that can be deadly if not evaded or blocked. at which point it deals 1HP and FP toxic damage. and when it does. If the victim fails. HT. Attacks and Powers An endrega guard bites its foe with its strong beak that contains a weak venom. Jaw: An Endrega Jaw can be used In witcher alchemy. it heals 1HP if it did not take damage while it was curled up. Mouth: Endrega Saliva is an alchemical component. the victim takes 1HP and FP toxic damage daily unless given medical attention. Poison Gland: Within an endrega guard's poison gland is a dose of Endrega Venom. Poison: A victim that sustains at least 1 hit of injury from an endrega guard's bite must succeed at a roll against HT. Ingredients Extraction Modifier: -1. However. Defensive Curl: An endrega guard can curl up around itself as an All-Out Defense maneuver. for the endrega guard to come out of this defensive curl. but gain an extra 6DR. use the strong style and target the beast's abdomen. The monster can easily be tripped up. It is a free action on its own turn. the victim becomes poisoned. he or she is paralyzed until the poison is removed or seven days pass.When fighting an endrega. 62 . They are also susceptible to all witcher Signs. though not on the turn in which it went into the curl. it can take no other physical actions. During this period. If the roll fails. While doing this. Endregas can bleed to death if hit with a blade coated with the appropriate oil. Teeth: Endrega Teeth can be used in witcher alchemy as well.

These monsters. they 63 . as colonies depend on them for survival. Will6 HP/FP: 19/11 Speed/Move: 5. with warriors being most numerous. Teeth (Beak) Disadvantages: Hidebound. The lesser creatures zealously guard their queens. and queens being a real rarity. attacks other than thrusting) Damage Resistance: 10 Attacks: Claws 2d+1 cut. The queens themselves remain hidden. Extra Legs (Six Legs). when their nest is threatened. awaiting their prey. Toxic Spit Advantages: Claws (Long Talons). Impregnated queens lay the eggs in cocoons which hang from trees in areas known as nests.75/5 Active Defenses: Dodge 8. Claws 2d+1 imp Powers: Poison. Longer than they are tall. as moisture and tall grass suit them. They are especially fond of flood-plains.Endrega Queen Subtype: Insectoid Size Modifier: +2 Main Attributes: ST19. they move about on all fours and are extremely difficult to spot as they lie motionless. endregas are divided into castes. Brawling Parry 10 (-3 vs. No Fine Manipulators Skills: Brawling-15 In the Words of Dandelion “Endregas are forest creatures that resemble arachnids. IQ4. hatch from eggs. guards being less common. DX12. Like kikimores. like arachnids. Horizontal. HT11 Secondary Attributes: Per10. caring little for what happens to other adult specimens. However. Striker (Heavy Tail).

the creatures often willingly take blows. the victim becomes poisoned. The monster can easily be tripped up.emerge swiftly and fight ferociously. Poison: A victim that sustains at least 1 hit of injury from an endrega queen's claws or toxic spit must succeed at a roll against HT-1. Teeth: Endrega Teeth can be used in witcher alchemy as well. where its armor is weakest. An endrega queen usually employs this attack against enemies that attempt to flee or dodge away from its claws. Toxic Spit: An endrega queen can spit acid which deals corrosive damage and poisons the victim. Then the victim must roll again. Acc 3. During this period. Mouth: Endrega Saliva is an alchemical component. When fighting an endrega. If the victim fails. at which point it deals 3HP and FP toxic damage. use the strong style and target the beast's abdomen. Endregas can bleed to death if hit with a blade coated with the appropriate oil. Max 50. Thus. Attacks and Powers An endrega queen strikes her opponents with massive talons. Poison Gland: Within an endrega queen's poison gland is a dose of Endrega Venom. The poison sets in after 48 hours. If the roll fails. he or she is paralyzed until the poison is removed or seven days pass. The attack has 1/2D 5. this time against HT-3. 64 . the endrega's peculiar metabolism makes it immune to poison. Ingredients Extraction Modifier: -4. Jaw: An Endrega Jaw can be used In witcher alchemy. They are also susceptible to all witcher Signs. Trusting in the toughness of their armor. and can also employ two venomous attacks. knocked down or immobilized by a trap. and Recoil 1. RoF 1. However. one must set fire to its cocoons to lure out and kill the queen. Pheromone Gland: Within an endrega queen's pheromone gland Queen Endrega's Pheromones can be found. It deals 2d corrosive damage and poisons the victim as described above. the victim takes 3HP and FP toxic damage daily unless given medical attention. only to respond with a sudden counter-attack that can be deadly if not evaded or blocked. to exterminate an endrega colony. Shots N/A. Egg Sack: Within an endrega queen's egg sack can usually be found an Endrega Embryo.

Lifebane. Without MR Not Prepared. Ingestion Type Not Prepared. Preparation ritual: To correctly prepare Queen Endrega's Pheromones for ingestion. Charisma 2. the witcher needs to make an incense containing the pheromones as well as three measures of Vermillion. Charisma 1. With MR Result Lifebane. With MR Prepared. 65 . MUTAGEN: Queen Endrega's Pheromones Mutagenic Modifier: -3. Without MR Prepared.Mutagen The queen endrega's pheromones can be ingested as a mutagen instead of being used as an alchemical ingredient.

as colonies depend on them for survival. Thus.Endrega Warrior Subtype: Insectoid Size Modifier: +1 Main Attributes: ST16. However. Striker (Heavy Tail). Impregnated queens lay the eggs in cocoons which hang from trees in areas known as nests. These monsters. hatch from eggs. attacks other than thrusting) Damage Resistance: 4 Attacks: Bite 1d pi+. guards being less common. Longer than they are tall. they move about on all fours and are extremely difficult to spot as they lie motionless. Brawling Parry 8 (-3 vs. They are especially fond of flood-plains.25/5 Active Defenses: Dodge 8. as moisture and tall grass suit them. Will2 HP/FP: 16/10 Speed/Move: 5. IQ2. endregas are divided into castes. The queens themselves remain hidden. HT10 Secondary Attributes: Per8. DX11. to exterminate an endrega colony. 66 . The lesser creatures zealously guard their queens. and queens being a real rarity. they emerge swiftly and fight ferociously. when their nest is threatened. awaiting their prey. caring little for what happens to other adult specimens. Heavy Tail 1d+2 cr Advantages: Extra Legs (Six Legs). No Fine Manipulators Skills: Brawling-11 In the Words of Dandelion “Endregas are forest creatures that resemble arachnids. one must set fire to its cocoons to lure out and kill the queen. Horizontal. like arachnids. Teeth (Beak) Disadvantages: Hidebound. with warriors being most numerous. Like kikimores.

only to respond with a sudden counter-attack that can be deadly if not evaded or blocked. use the strong style and target the beast's abdomen. Trusting in the toughness of their armor. Teeth: Endrega Teeth can be used in witcher alchemy as well. Endregas can bleed to death if hit with a blade coated with the appropriate oil. However. Attacks and Powers An endrega can bite its foe or smash them with its mace-like tail. knocked down or immobilized by a trap. 67 . The monster can easily be tripped up. They are also susceptible to all witcher Signs. the creatures often willingly take blows. where its armor is weakest.When fighting an endrega. the endrega's peculiar metabolism makes it immune to poison. Jaw: An Endrega Jaw can be used in witcher alchemy. Ingredients Extraction Modifier: 0. Mouth: Endrega Saliva is an alchemical component.

A fire elemental. Resistance to Stun (+8). DX12. perfectly obedient guardians and defenders. fire) Attacks: Fist 2d+2 cr Powers: Explosive Fireball. but they still can do a lot. Immunity to Poison.Fire Elemental Size Modifier: +1 Template: Body of Fire (Modified. it does not have emotions and does not think the way even trolls and other familiar creatures do. Contemporary sorcerers are but a pale shadow of the old masters. at his beck and call. IQ7. similarly to post-conjunction creatures. see below) Main Attributes: ST20. Regeneration (Fast). Unfazeable Skills: Brawling-15 In the Words of Dandelion “Sorcerers proficient in the Art can create gateways to dimensions ruled by the four elements and force the creatures dwelling there to serve them. HT12 Secondary Attributes: Per11. Herbert Stammelford. Smoldering Cinders Advantages: High Pain Threshold. one of the members of the first Conclave. Will7 HP/FP: 20/12 Speed/Move: 6/6 Active Defenses: Dodge 9. comes from another reality and our world is alien to it. According to philosophers. a genie of Earth. Magic Resistance 5. The most proficient among them can summon fire elementals. had a d'ao. Brawling Parry 10 (-3 vs. it obediently carries 68 . At the mage's command it moved a mountain that blocked the view from a window. Totally controlled by magic. attacks other than thrusting) Damage Resistance: 8 Additional DR: 50 (limited.

This has ½D 10. but they know that the Igni Sign is useless. Fire is not the elemental's sole weapon.the sorcerer's orders out. Immunity to Metabolic Hazards. Smoldering Cinders: A fire elementals body is incredibly hot. the floor. Attacks and Powers Fire elementals pound their foes to dust with their mighty fists which are burning hot. it takes another second to cast. It can be thrown at a wall. one must keep in mind the possibility of many surprises involving flames. The creature is also immune to poisons. it is best to politely ask the sorcerer to call his pet off. you might have a notion what's it like to fight this monster. For each increment of 6FP the draug wishes to spend on it. Max 50. In truth. so one can forget the Igni Sign when fighting this being. etc. Explosive Fireball (magical): The fire elemental can create a fireball that hits a target as well as others nearby. Inner Shell: A fire elemental's inner shell can be scraped for Diamond Dust. Aura. Still. Those further away divide damage by three times their distance in yards (round down). Acc1. DR50 (limited. thus one should not expose oneself too much. Template Body of Fire (modified): Burning Attack 1d (Always On. 69 . Outer Shell: A fire elemental's outer shell can be scraped for Amethyst Dust. (at +4 to hit). This fireball deals 1d burning damage for each 2FP the Fire Elemental spends on it. The target and anyone closer to the target than one yard takes full damage. the elemental will provide fire to light the pipe. it deals 1 extra point of burn damage for each 3 penetrating damage it dealt. Witchers rarely deal with them. Injury Tolerance (Diffuse). The elemental has no weaknesses save for drowning it. If you were ever hit by a flaming bough. Doesn’t Breathe (Oxygen Combustion). The elemental's riposte's are truly lethal. Head: Within a fire elemental's head is an Elemental Stone. Setting a fire elemental aflame is never a wise idea. but most of the means available in the witchers' arsenal can be used against it to good effect. 1d/minute). Ingredients Extraction Modifier: -2. Melee Attack Reach C). and if he is threatened. fire). If it's master is a passionate smoker. Whenever it strikes an opponent with a melee attack that penetrates DR. Weakness (Water. the elemental will incinerate his enemies.

Wrestling-14 In the Words of Dandelion "Common people believe that fleders are dead heathens who turned into vampires and rose from their graves. Dazing Dive: A fleder that dives at least four hexes. According to peasants. obviously. the opponent is dazed. Will10 HP/FP: 18/10 Speed/Move: 6/6 Active Defenses: Dodge 10. and will also recover if struck. Brawling Parry 11 (-3 vs. Fearlessness 2." Attacks and Powers Fleders tear apart their foes with claws and bite. they attack sleeping people and drink their blood. Combat Reflexes. 70 . DX14. They can also dive menacingly at their opponents and daze them.Fleder Subtype: Vampire [Lower] Size Modifier: o Main Attributes: ST18. as part of an Attack and Move maneuver. Flight-14. The opponent is entitled to a HT roll at the end of each of his or her turns to recover from the daze. and who deals at least 1 hit of injury to its opponent as part of the attack. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+1 cut. This is nonsense. forces this opponent to roll against HT. On a failed roll. Being vampires. slapped or damaged. downwards. IQ4. Flight (Wings) Skills: Brawling-15. a man bitten by a fleder becomes a fleder himself. HT10 Secondary Attributes: Per13. claw 1d+2 cut Powers: Dazing Dive Advantages: Claws (Sharp).

Ingredients Extraction Modifier: -1. Skin: The skin of a fleder contains Abomination Lymph. Wing Membrane: The wings of a fleder contain Wing Membrane. 71 .

Fearlessness 10. 1FP damage per second as well as stun (see below)) Skills: Brawling-12 In the Words of Dandelion “The frightener is a desert dwelling monster. Claws (Long Talons). his notes. this overgrown insect is sensitive to loud noises which deafens it and render it defenseless The first mage to create a frightener was the infamous renegade Dagobert Sulla.Frightener Subtype: Insectoid Size Modifier: +6 Main Attributes: ST40. Sulla is said to have cried: 'What have I done?' He destroyed the monster. Weakness (Loud Noise at High Frequencies. survived. damage from soundbased spells and effects). Fortunately. doesn't work against loud noised or sound-based spells or effects). Upon beholding the abomination he had created. DX7. Vulnerability (x2. It is nearly invincible. Will7 HP/FP: 40/16 Speed/Move: 4. Magic Resistance 10 (this does not apply to Sound spells). especially when controlled by a mage.5/4 Active Defenses: Dodge 7. Teeth (Fangs) Disadvantages: Horizontal. Immunity to the Aaxi sign. Wave of Fear Advantages: Extra Legs (Four Legs). Brawling Parry 9 (-3 vs. HT11 Secondary Attributes: Per9. Even witchers prefer to avoid fighting this beast if they can. IQ4. Immunity to Poison. however." 72 . attacks other than thrusting) Damage Resistance: 12 Attacks: Bite 4d imp. Immunity to Stun (limited. No Fine Manipulators. a diligent student of the Zerrikanian masters of alchemy and the supervisor of the Trial of the Grasses carried out at Kaer Morhen. Claw 5d+1 imp Powers: Controlled Sound Remedy. High Pain Threshold.

Sound-based spells and effects have their Armor Divisor doubled against a frightener. he takes an additional -1 penalty to this Fright Check (to a maximum of -5). It can roll against HT at the end of each turn to recover from this. Wave of Fear: A frightener can unleash a terrible wave of part high pitch frequency noise. A controlled frightener is less conscious about the world around it.Attacks and Powers A frightener impales its opponents with its fangs or huge talons. Weaknesses A frightener takes double damage from sound-based spells and effects. The prime reason to fear a frightener is the wave of dread it can unleash in a radius around itself. high pitch noise which does not deal damage causes a frightener to lose 1FP per second of exposure. The frightener spends 1FP and a Concentration maneuver to employ this ability. it loses an equivalent amount of FP. a controlled frightener only has a Perception of 7. Any loud. But remember that you can still be subject to the Wave of Fear is you meet condition #1 or #2! Subjects that meet one or more of the above conditions roll a Fright Check – at -3! For each of the conditions above that a subject meets. It is partially resistant to loud noises or sound-based spells and effects when controlled by a mage. 3) They are within 30 yards of the frightener and have an unblocked sense of hearing. Controlled Sound Remedy: A frightener is easily controlled by control magic as its Will is not very strong. 73 . and other means of blocking sound may reduce this even further. and its Magic Resistance does not work against these. If sound-based spells and effects deal injury to a frightener. part pheromone and part vision-based hallucinogen. A frightener exposed to either of the above must also succeed at a roll against HT or be stunned. and gets a +2 to HT rolls versus the weaknesses described below. Covering your ears with your hands reduces this to 20 yards. A frightener that fails any HT-roll against a loud noise or sound-based spell or effect is also deafened. 2) They are within 30 yards of the frightener and have a sense of smell or taste that is not blocked. Creatures are subject to this effect if they meet one or more of the following conditions: 1) They can see the frightener. Thus.

MUTAGEN: Frightener Eyes Mutagenic Modifier: -5. Dislikes (loud noises). Fearlessness 1. but three CP instead of two. With MR Prepared. With MR Result Vulnerability (x3. Prepared. Without MR Result Combat Paralysis. Mutagens Frighteners contain two mutagens – both of their for-claws are a mutagen called Frightener Claw. As above.Ingredients Extraction Modifier: -5. The frightener's eyes can also be used. Dislikes (loud noises). With MR Prepared. Preparation ritual: To correctly prepare a frightener's claw for ingestion. Without MR Not Prepared. Without MR Prepared. Ingestion Type Not Prepared. 74 . +1ST. Without MR Not Prepared. damage from sound-based spells and effects). Dislikes (loud noises). As such. Dislikes (loud noises). Fangs: Frightener fangs contain Diamond Dust. damage from sound-based spells and effects). MUTAGEN: Frightener Claw Mutagenic Modifier: 0. it must be made into a potion along with two measures of Quebrith and one measure of Rebis. Dislikes (loud noises). a frightener contains two of these mutagens. Vulnerability (x2. With MR Preparation ritual: To correctly prepare frightener's eyes for ingestion. as a single mutagen. Combat Paralysis. it must be made into a potion along with two measures of Aether and one measure of Rebis. Fearlessness 1. Ingestion Type Not Prepared. together. Chitin: Frightener plating can be scraped for Amethyst Dust. Two free character points (the character adds 2CP to his or her sheet that he or she can spend).

still enchanted and still dangerous. Warp (see Teleportation power) Disadvantages: Slave Mentality5. 5 “Guard” is the most normal command given to gargoyles. Immunity to Poison. Brawling Parry 10 (-3 vs. sorcerers could breathe life into inanimate matter and create stone servants this way. Will6 HP/FP: 20/13 Speed/Move: 6. and girls were more eager. Gargoyles .for I have them in mind . such as being susceptible to silver and spells). fire) Attacks: Fist 1d+2 cr Powers: Teleportation Advantages: Flight (Wings). IQ6. Magic Resistance 10. when youth was more polite. Unhealing Skills: Brawling-14 In the Words of Dandelion “In times long gone. 25 (limited. everything was cheaper. attacks other than thrusting) Damage Resistance: 6 Additional DR: 5 (this DR is not subject to the weaknesses of normal monster DR. Unfazeable. and whenever this command is given to them.can be found in ancient cities to this day. There are. they lose Slave Mentality for the purposes of carrying out this command 75 . but their magic has vanished and now they are nothing more than cornice decorations. HT13 Secondary Attributes: Per9.25/6 Active Defenses: Dodge 9. however. High Pain Threshold.Gargoyle Size Modifier: 0 Template: Body of Stone Main Attributes: ST16. exceptions such as the Loc Muinne gargoyles . DX12.

gargoyles take 4 hits of injury and do not teleport. Head: Within a gargoyle's head is an Elemental Stone. must spend 1FP to teleport. so it should not be surprising that poisons are useless. and rolls against IQ+12 to use the power. uses a free action (only on its own turn). I favor the school claiming they are a type of golem. Ingredients Extraction Modifier: -4. rolls against IQ+12. Teleportation: This ability functions as Warp. Heart: A gargoyle's catalyst is called a Gargoyle Heart and is an alchemical component. Like behind it's enemy. Wings: Gargoyle wings can be grounded into Gargoyle Dust. except the gargoyle can only teleport within 10 yards of itself. The gargoyle is a magical creature and often has surprising tricks up its sleeve. as are fire and oils causing bleeding. Attacks and Powers Gargoyles can pound people with their fists. For gargoyles are nothing more than fancy sculptures animated with magic and programmed to do simple tasks. hey have few weaknesses at all. DR 5. It's even worse when the gargoyle appears over his opponent . Skin: Gargoyle skin can be scraped for Diamond Dust. Thanks to their excellent reaction time. Vacuum Support. Fragile (Brittle). On a failed roll. On a critical failure when using Warp. so they are most often guarding a territory. Injury Tolerance (Homogenous. witchers tend to be able to dodge these teleportation attacks. even if their creator turned to dust long ago. Horns: A gargoyle's horns contain Amethyst Dust. needs no preparation.Theoreticians of magic still argue about classifying gargoyles. 76 . the gargoyle can teleport and appear anywhere within a couple of yards. They can complete only the most rudimentary works. Teleportation for example. but they can also teleport. and gargoyle does not teleport. Template Body of Stone: Doesn't Breathe.then it just falls down and crushes it's victim beneath the weight of it's stone body. No Blood). Sealed. However ordinary people tend to die crushed. It simply spends 1FP. but still spends the FP. Pressure Support 3. Fighting the gargoyle means fighting solid rock. and teleports. Immunity to Metabolic Hazards.

Garkhain
Subtype: Vampire [Lower] Size Modifier: o Main Attributes: ST15, DX12, IQ4, HT10 Secondary Attributes: Per13, Will10 HP/FP: 15/10 Speed/Move: 5,5/5 Active Defenses: Dodge 9, Brawling Parry 10 (-3 vs. attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d cut, claw 1d+1 cut Powers: Draining Bite Advantages: Claws (Sharp), Combat Reflexes, Fearlessness 2, Flight (Wings, Small, Controlled Gliding) Skills: Brawling-13, Flight-14, Wrestling-14

In the Words of Dandelion
"Garkhains, the filthiest of vampires, are uglier even than fleders. Since fleders are widely despised for their looks, it is easy to imagine how abominable garkhains must be. As vampires, the creatures drink blood but they are also drawn to fresh meat, or even corpses. Garkhains are often mistaken for gargoyles because they lurk on rooftops, waiting to dive at their victims."

Attacks and Powers
Garkhain attempt to wrestle opponents to drain them, or glide down to surprise opponents. They can also attack with powerful claws. Draining Bite: A garkhain's Vampiric Bite deals both HP and FP damage as it drains away the stamina of the opponent, and this special vampiric bite also heals the Garkhain of both HP and FP.

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Ingredients
Extraction Modifier: 0. Mouth: From a garkhain's mouth, Garkhain Saliva can be extracted. Skin: The skin of a garkhain contains Abomination Lymph. Wing Membrane: The wings of a garkhain contain Wing Membrane.

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Ghoul
Subtype: Necrophage Size Modifier: 0 Main Attributes: ST13, DX10, IQ4, HT10 Secondary Attributes: Per8, Will7 HP/FP: 13/10 Speed/Move: 5/5 Active Defenses: Dodge 8, Brawling Parry 8 (-3 vs. attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d-1 cut, Claw 1d cut Advantages: Claws (Sharp), Teeth (Sharp) Skills: Brawling-10

In the Words of Dandelion
"Ghouls are said to have been humans who were once forced into cannibalism and, after many years spent in dark crypts, underwent a horrifying transformation. Only human flesh can satisfy their eternal hunger, so they kill people and store the remains in the recesses of their lairs."

Attacks and Powers
A ghoul attacks with tooth and nail.

Ingredients
Extraction Modifier: 0. Blood: Ghoul Blood is an alchemical component. Eyes: White Vinegar can be extracted from a ghoul's eyes. Stomach: Abomination Lymph can be extracted from a ghoul's stomach.

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as they fear all things that are not human. Horizontal Skills: Brawling-13. Vibration Sense (Air). The creatures are believed to be invincible. attacks other than thrusting) Damage Resistance: 4 Attacks: Pincer Slash 2d imp Powers: Poison Advantages: Teeth (Fangs). IQ2. Will12 HP/FP: 21/12 Speed/Move: 6/6 Active Defenses: Dodge 9. as they simply divide into two separate living beasts when cut in half. Wrestling-13 In the Words of Dandelion "Giant centipedes are said to have been raised in the Brokilon Forest and released into the world by vengeful dryads. HT12 Secondary Attributes: Per12. Poison: A creature that sustains at least 1 hit of injury from a giant centipede's pincers must succeed at a roll against HT or take 2 points of toxic damage. Brawling Parry 9 (-3 vs. Tunneling 4. No Legs (Slithers). which are also poisonous. 80 . All this nonsense about giant centipedes only shows how intensely common people fear these venomous beasts." Attacks and Powers Giant centipedes impale their victims with their pincers. DX11. Peripheral Vision (Broad Arc of Vision) Disadvantages: No Fine Manipulators.Giant Centipede Subtype: Insectoid Size Modifier: +1 Main Attributes: ST19.

Pincers: A giant centipede's pincers contain Tracheae. Toxin: Within the corpse of a giant centipede. Venom Glands: The Venom Glands of a giant centipede are an alchemical component. 81 . Toxin can be harvested.Ingredients Extraction Modifier: -2.

This DR is not subject to the weaknesses of normal monster DR. Unhealing. such as being susceptible to silver and spells.75).) Attacks: Fist 5d cr Advantages: Acute Senses (Detect) 6. doesn't work against non-magical electricity or lightning. and ordered his new servant to fetch water. Golem contracts are just such a job for witchers. Warp (see Teleportation power) Disadvantages: Reduced Speed (-1. HT10 Secondary Attributes: Per6. IQ6. Precise). without pause. animated it by casting Alzur's Thunder. Once an absent-minded mage created a golem. Vulnerability (x10. nonmagical electricity or lightning) Skills: Brawling-14 In the Words of Dandelion “Frustrating jobs happen in every profession.Golem Size Modifier: +2 Template: Body of Stone Main Attributes: ST35. what is brought to life by a lightning bolt can very well be destroyed by one. Luckily. Brawling Parry 10 (-3 vs. DX9. Will6 HP/FP: 50/10 Speed/Move: 3/3 Active Defenses: Dodge 6. as they involve slashing through solid rock animated by magic. before burying himself in his scholarly books. Detect (All life and unlife. Slave Mentality. attacks other than thrusting) Damage Resistance: 0 Additional DR: 30 (limited. This is something we all truly wish the golem. Immunity to Poison. Unfazeable. and ultimately flooded not only the mage's 82 . Flight (Wings). The golem kept carrying water day and night. from the very bottom of our hearts. Magic Resistance 10. High Pain Threshold.

but the whole city. No Blood). Ingredients Extraction Modifier: -4. Sealed. Pressure Support 3. non-magical electricity and lightning) Phobia (Thunder) +1ST. Vulnerability (x2. 83 . Head: Within a golem's head is an Elemental Stone. It is then snorted. Without MR Prepared. Mutagens A golem's heart is solid. Template Body of Stone: Doesn't Breathe. Phobia (Thunder) +1ST. and it can be prepared as a mutagen. Immunity to Metabolic Hazards.house. Vacuum Support. improper use of tools and a lack of elementary training may cause a tragedy. With MR Prepared. Ingestion Type Not Prepared. As you can see. With MR Result Phobia (Thunder). my young students of the Art. Injury Tolerance (Homogenous. Without MR Not Prepared.” Attacks and Powers Golem's employ a special attack as old as time itself: it pounds things with its fists until they go away. MUTAGEN: Golem's Obsidian Heart Mutagenic Modifier: -4. Fragile (Brittle). DR1 Preparation ritual: A Golem's Obsidian Heart needs to be pounded into dust and mixed with two measures of Caelum. magical obsidian.

graveirs became a real plague. DX10. any child could give an accurate description of a graveir. Brawling Parry 9 (-3 vs. Until then the monsters were familiar only to specialists and professional beast killers. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Claw 2d+2 cr. bite 2d+1 cut Powers: Gaze of the Grave Advantages: Claws (Blunt). HT10 Secondary Attributes: Per9. Will9 HP/FP: 22/10 Speed/Move: 5/5 Active Defenses: Dodge 8." Attacks and Powers A graveir crushes people with blunt claws or slices them with sharp teeth. It can stare down opponents. IQ4. the opponent rolls on the Fright Table as usual. Gaze of the Grave: A graveir can use a Concentration maneuver and spend 1FP to make its eyes flash red. thus everyone mistook them for ghouls. 84 . Teeth (Sharp) Skills: Brawling-13. On failed roll. Wrestling-15 In the Words of Dandelion "After the war with Nilfgaard. who must then roll a Fright Check.Graveir Subtype: Necrophage Size Modifier: +1 Main Attributes: ST22. It can lock its gaze with one opponent. and people who have passed near battlefields or necropolises offer first-hand accounts of the horrible murders committed by these ruthless necrophages. Today.

Skull: A graveir's skull is called a Graveir Bone.Ingredients Extraction Modifier: -2. 85 . Stomach: Cadaverine can be extracted from an graveir's stomach. Eyes: White Vinegar can be extracted from a graveir's eyes.

and the beasts enclose them in crystals. beasts of ugly temper and penchant for thieving. However they always establish themselves near a human settlement. HT10 Secondary Attributes: Per12. so much so that they breed harpies in order that they may filch their booty at daybreak. Mages desire the dreams stolen by these creatures. The harpies' victims lose such dreams . There are many harpy species. Flight-14 In the Words of Dandelion “Some are repulsed by rotfiends. and all are kleptomaniacs. This is done for thus simple reason that they wouldn't be able to steal much from animals. to satisfy a sorcerer. Brawling Parry 10 (-3 vs. Will10 HP/FP: 13/10 Speed/Move: 6/6 Active Defenses: Dodge 9. creating items that strongly radiate magic. Flight (Wings) Disadvantages: Kleptomania Skills: Brawling-14. They especially like dreams laden with strong emotions. 86 . Yet it is rare for a stolen dream or nightmare to be powerful enough. mountainous areas. or to come from a powerful enough creature.which is actually a blessing in the case of nightmares . Fortunately. DX14. other cannot stand tales of bullvores. the worst of all. though some steal dreams instead of baubles. attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Claw 1d cut Powers: Nightmare Advantages: Claws (Sharp).Harpy Size Modifier: o Main Attributes: ST13. such as nightmares that recur time and again. full of rocky ledges they can build their nests on. harpies prefer wild. IQ7. but I find harpies.

Failure can mean one of three things: 1) Roll is failed by 1-3. Stunned with a bomb. but in a pinch. the harpy can let go of earlier stolen nightmares and inflict them on their opponents. but they can also upset the dreams of their victims. Treat this if the subject had the Flashback (Crippling) disadvantage and just failed a Self-Control roll. or roll was a critical failure. The victim suffers a flash of nightmarish pictures within is head. before their prey can notice them. 3) Roll is failed by 6 or more.” Attacks and Powers Harpies slash their opponent's with their talons. their Will-2. use the most severe. For each contest the harpy loses this way. harpies attack swiftly. there is a chance the harpy will itself be affected by the power! Roll a contest of Will between any target that rolled a critical success of his or her Will roll and the harpy. The harpies' greatest strength is their ability to fly. hit with the Igni or Aard sign. The beasts have an excellent sense of direction and balance. figure out how severe an effect the harpy suffers from by consulting the above list. 87 . In the case of more failed rolls in this manner. Pinning them to the ground and denying them flight is often the only solution. On a failed roll. To use this ability. Treat this if the subject had the Flashback (Mild) disadvantage and just failed a Self-Control roll. and even when flailing about near the ground they can easily regain the sky. The victim suffers a flash of nightmarish pictures within is head. but they can be grounded with the use of a trap. and generates a cone 10 feet long and 10 feet wide at the end that starts in the harpy's hex. Nightmare: A harpy's ability to steal dreams takes a long time. a harpy screams which sends out a sound-wave containing the nightmare. they flee for a safe spot. Treat this if the subject had the Flashback (Severe) disadvantage and just failed a Self-Control roll.As winged creatures. This costs 1FP and a Concentration maneuver to use. Creatures caught in the cone that are not deaf must roll vs. the beasts prove easy to kill. A typical harpy starts any given fight with 1d-3 nightmares (minimum 0). 2) Roll is failed by 3-5. Success means the creature avoided further trouble. it must itself roll against Will-1. The victim suffers a flash of nightmarish pictures within is head. After landing a blow. If any target of the harpy's nightmare power rolls a critical success. from a great distance.

Eyes: Harpy Eyes are an alchemical component. Mouth: In a harpy's mouth is a dose of Harpy Saliva. 88 .Ingredients Extraction Modifier: -2. Feathers: A couple of Harpy Feathers can be picked and used in alchemy.

Peasants believe that the hellhound embodies the vengeance of the gods. fire) Attacks: Bite 1d+1 cut Powers: Body of Flames. IQ6. HT10 Secondary Attributes: Per16. Summon Barghests Disadvantages: Bestial Skills: Brawling-14 In the Words of Dandelion "The hellhound is a creature of the underworld. Will6 HP/FP: 15/15 Speed/Move: 5.5/5 Active Defenses: Dodge 8 Damage Resistance: 4 (Tough Skin) Additional DR: 25 (limited. Template: Quadruped Size Modifier: 0 Main Attributes: ST15. they posses the solid forms of hounds when they arrive from the underworld." 89 .Hellhound Subtype: Specter Special Note: Although hellhounds are specters. Searing Bite. a specter that assumes the form of a terrifying hound and tirelessly stalks its victims once it finds their trail. hellhounds simply sniff out the unrighteous and are drawn to corruption like so many monsters are. who sends hellhounds to punish humans for their wickedness. More likely. DX12. Ring of Fire. Thus they are not insubstantial and do not possess Supernatural Durability like other specters. however.

90 . After death: After death. This can be maintained for 1FP. Flames then rise it that hex and instantly spread in a ring around the hellhound (thus filling all hexes exactly three yards away from the hellhound with flames). The hellhound designates a single hex that must be exactly three yards away from the hex the hellhound is positioned in. the witcher knows about the essence and gathers it without further trouble. Summon Barghests: A hellhound can expend a Concentrate maneuver and 2FP to instantly summon two barghests in two different. If unsuccessful. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. special. Body of Flames: A hellhound can expend a Concentrate maneuver and 3FP to gain the Body of Fire meta-trait for 1 minute. The ring disappears upon the death of a hellhound. the witcher misses it. Searing Bite: A creature that takes at least 1 hit of injury from a hellhound's bite also takes 1d-4 (minimum 1) points of burn damage as the bite of a hellhound burns with intense heat. turn itself into a flaming creature. Template Quadruped: Extra Legs (Four Legs). If successful. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. or create a ring of fire to surround it. adjacent hexes next to the hellhound for it to use this ability. specters leave behind Essence of Death which is invisible but can be detected by those who know how. see below). There must be two free.Attacks and Powers Hellhounds have powerful jaws and can also summon barghests. Ring of Fire: A hellhound can expend a Concentrate maneuver and 1FP to create a ring of flames to prevent the escape of its foes. No Fine Manipulators. Ingredients Extraction Modifier: -2 (in the case of After Death. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. Horizontal. The effect lasts for 10 minutes and a hellhound can't summon more than one ring of fire at a time. Moving through these flames deals 1d burn damage to a creature. unoccupied hexes adjacent to the hellhound.

fire). Ingestion Type Not Prepared.” which is essentially elemental residue from the underworld. fire) DR2 (limited. With MR Prepared. If the character has Magery. it deals 1 extra damage. fire). This can be maintained for 3FP. Without MR Not Prepared. If the character knows or ever learns the Igni sign. Without MR Result DR1 (limited. fire) DR1 (limited. DR2 (limited. he or she can expend a Concentrate maneuver and 10FP (or energy) to gain the Body of Fire meta-trait for 1 minute. MUTAGEN: Trace of the Beyond Mutagenic Modifier: 0. Prepared. he or she can expend a Concentrate maneuver and 10FP (or energy) to gain the Body of Fire meta-trait for 1 minute. With MR Preparation ritual: To correctly prepare Trace of the Beyond for ingestion. one needs to mix it with one measure of Fulgur and one measure of Hydragenum and make it into a potion. 91 . This can be maintained for 3FP.Mutagens Hellhound's contain a special mutagen called “Trace of the Beyond. If the character has Magery.

spells a sorceress might have. Clumsiness-15. For ease of use. Mind-Sending-15. DX11. Bladeturning-12. although its activities are not entirely understood by the public. Hardiness-14. Windstorm-12 92 . Lightning-13. IQ15. The founders' aim was to bring the war between Nilfgaard and the Northern Kingdoms to a close while maintaining the mages' influence on the fate of the world. Explosive Fireball-13. The Lodge has significant political influence.” Attacks and Powers A sorceress has a range of spells at her disposal. Fireproof-14. the following is a list of typical combat-related. Turn Blade-13. Pain-15. Armor-15. Spells (magical): The human sorceress knows the following spells: Alarm-15. Fireball-15. Will15 HP/FP/Energy: 8/9/15 Speed/Move: 5/5 Active Defenses: Dodge 8 Powers: Spells Advantages: Magery 2 Skills: Thaumatology-15 In the Words of Dandelion “The Lodge of Sorceresses was founded after the mutiny on Thanedd Island as a substitute for the Council of Sorcerers. Charm-12. Perfume-15. Partial Petrification-12.Human Sorceress NOTE: A human is not a monster. so it yields no alchemical ingredients. Mind-Reading-14. as well as a very few non-combat. HT9 Secondary Attributes: Per13. It is effectively an association of the most powerful female mages from both the northern and the southern realms. Size Modifier: 0 Main Attributes: ST8.

" Attacks and Powers Ifrit have no attacks as such.75/5 Active Defenses: Dodge 8 Damage Resistance: 4 Additional DR: 50 (limited. or.Ifrit Size Modifier: -1 Template: Body of Fire (Modified.e. 6 Silver affects ifrits. will judge their summoner and. Ifrits can only be captured by a mage who intimately understands the nature of flames and has devoted himself completely to learning their secret. 93 .6 Always On) Skills: Brawling-14 In the Words of Dandelion "An ifrit is a minor genie of fire. will loyally serve him in all matters. if they find him worthy. fire) Attacks: None Powers: Fiery Form Advantages: Flight. Insubstantiality (Affect Substantial. DX14. HT9 Secondary Attributes: Per7. as some say. but they can attack by slamming into people with their fiery bodies. as though they weren't insubstantial. but it serves mages who research the element of fire if they can force the creature to be obedient. and ifrits interact with silver. It does not fulfill wishes. see below) Main Attributes: ST8. IQ7. build palaces or make anyone rich. i. Affected By Silver. The following power works even though ifrit are insubstantial. if struck by a silver weapon. an ifrit's insubstantiality doesn't help it. an elemental. The creatures. Will7 HP/FP: 8/9 Speed/Move: 5. with their connection to the element of fire.

Injury Tolerance (Diffuse). 94 .Fiery Form: Treat this ability as a melee attack that depends on brawling. fire). DR50 (limited. it deals 1d burn damage. Weakness (Water. Immunity to Metabolic Hazards. Ingredients Extraction Modifier: 0. Template Body of Fire (modified): Burning Attack 1 damage (Always On. If the ifrit hits. an ifrit leaves behind plainly obvious Ectoplasm and Pyrite. After Death: After death. Melee Attack Reach C). 1d/minute). Doesn’t Breathe (Oxygen Combustion). Aura.

only one method is effective — run like the wind. Magic Resistance 5. When tackling the queen of a kikimore swarm. IQ4. Life in a kikimore colony is centered around a great. 95 . Spawn. Talons 4d+1 imp Powers: Pheromone Call. This female is the kikimore queen. Some scientists claim that kikimores behave like ants. and its venom is probably the strongest on the entire Continent. Immunity to Poison. Cannot Parry. HT13 Secondary Attributes: Per12. Teeth (Fangs) Skills: Brawling-15 In the Words of Dandelion “Witchers know hundreds of ways of fighting monsters. DX15. Immunity to Mind Control. Will10 HP/FP: 33/13 Speed/Move: 7/7 Active Defenses: Dodge 10. Fearlessness 7. Venomous Sting Advantages: Claws (Long Talons). which is a kind of victory. attacks other than thrusting) Damage Resistance: 10 (Tough Skin) Attacks: Bite 3d+2 imp. Stinger 4d+1 imp. It stands almost ten yards high. and it is one of the most awe-inspiring and frightening creatures on the Continent. They are divided into industrious workers and protective warriors. only straight ahead). Limited Arch.Kikimore Queen Subtype: Insectoid Size Modifier: +4 Template: Quadruped Main Attributes: ST33. High Pain Threshold. Brawling Parry 10 (-3 vs. Immunity to Stun. This tactic makes it hard to kill the beast. but it does ensure survival. and almost as wide. Striker (Stinger. unceasingly procreating female.

A kikimore queen only has ripe eggs inside it for the spawning of one warrior and three workers in this manner. Not even birdsong can be heard. littered with the remains of unfortunate creatures which unwisely lingered in the area. Failure means the victim becomes poisoned.The landscape around the queen's nest looks like a desert. it deals 10HP and FP damage per minute. Toxin: Within the corpse of a Kikimore Queen. No Fine Manipulators. It can also use 3FP and three consecutive Concentration maneuvers to spawn a kikimore warrior. and anything living that comes in the vicinity of this creature is sure to be dead very soon. The pheromones “move” five yards per round (to the maximum capability of onehundred yards). stinging and clawing their opponents to death. Template Quadruped: Extra Legs (Four Legs). 96 . must roll against HT-6. which take at least 1 hit of injury from it. Venomous Sting: The queen's stinger delivers its poison. Spawn: A kikimore queen can spend 1FP and a Concentration maneuver to spawn a kikimore worker in a hex adjacent to it. Claws: Kikimore Claw is an alchemical ingredient. A kikimore queen can call any workers and warriors within one-hundred yards to it with a Concentration maneuver. Horizontal. Pheromone Call: A kikimore queen's pheromones attracts its workers and warriors. Kikimore workers and warriors within the reach of kikimore queen pheromones gain 2 extra points of ST. Once it takes effect. Ingredients Extraction Modifier: -5." Attacks and Powers Kikimore Queens fight ferociously: biting. The poison functions for 72 hours after taking effect. Fangs: A kikimore worker's fangs contain Tracheae. Venom Glands: The Venom Glands of a Kikimore Queen are an alchemical component. Toxin can be harvested. The poison has a delay of one minute. Victims of a queen's stinger. These pheromones also empower workers and warriors within their reach.

Vermillion and Vitriol. This counts as consuming a potion of low toxicity. 97 . Quebrith. With MR Prepared. This counts as consuming a potion of low toxicity. Drowner Brain Tissue) to heal 1d-3 (minimum 1) hits of injury. called Kikimore Queen's Nerve.Mutagens A special nerve ending within a Kikimore Queen. for example. for example. Drowner Brain Tissue) to heal 1d-4 (minimum 1) hits of injury. -1HT -1ST The character can ingest alchemical substances found in monsters (such as. Without MR Not Prepared. is a mutagen. the witcher must mix a potion containing the nerve as well as one measure of the following ingredients: Hydragenum. With MR Preparation ritual: To correctly prepare a Kikimore Queen's Nerve for ingestion. The character can ingest alchemical substances found in monsters (such as. Without MR Result -1ST. Prepared. MUTAGEN: Kikimore Queen's Nerve Mutagenic Modifier: -5. Ingestion Type Not Prepared.

Brawling Parry 11 (-3 vs.” I must say. Resistance to Stun (+3). DX15.5/6 Active Defenses: Dodge 10. Fearlessness 4. Not quite a cockroach nor a spider. Talons 2d+2 imp Powers: Poison Advantages: Claws (Long Talons). I once found this note on a visit to Oxenfurd University: “This creature is the most disgusting thing I have seen! For this reason. And anticipating the question "what should be done with it then?". 88 be removed from the university assembly hall. Magic Resistance 3. I think this professor had the right idea!” 98 .Kikimore Warrior Subtype: Insectoid Size Modifier: +2 Template: Quadruped Main Attributes: ST22. I answer: throw it to the compost heap. Combat Reflexes. powerful and hardy. Teeth (Fangs) Skills: Brawling-15 In the Words of Dandelion "A more abominable beast is indeed hard to find. Immunity to the Aaxi sign. HT11 Secondary Attributes: Per10. Immunity to Poison. Will7 HP/FP: 22/11 Speed/Move: 6. attacks other than thrusting) Damage Resistance: 6 Attacks: Bite 2d-1 imp. IQ2. it makes ladies faint and gentlemen feel disgusted. The beasts defend their queens ferociously. I insist that exhibit no. It is large. High Pain Threshold. and any witcher must prepare himself before fighting this beast. The kikimore warrior reeks of the swamp.

Venom Glands: The Venom Glands of a kikimore warrior are an alchemical component. Horizontal. Fangs: A kikimore warrior's fangs contain Tracheae. No Fine Manipulators. Toxin: Within the corpse of a kikimore warrior. that take at least 1 hit of injury from it. 99 . Once it takes effect. Toxin can be harvested. Victims of a kikimore warrior's bite.Attacks and Powers Kikimore warriors defend their queens with talons and fangs. The poison functions for 48 hours after taking effect. and their fangs are poisonous. The poison has a delay of one hour. must roll against HT-1. Template Quadruped: Extra Legs (Four Legs). Failure means the victim becomes poisoned. Poison: The kikimore warrior's bite delivers its poison. it deals 1HP and FP toxic damage per hour. Ingredients Extraction Modifier: -2.

Talons 1d+2 imp Powers: Poison Advantages: Claws (Long Talons). DX15. and even the smallest of them. Will2 HP/FP: 15/11 Speed/Move: 6. resourcefulness and caution?”” Attacks and Powers Kikimore workers are weaker than their kin. Some scholars even ask the question: “Is there anything more beautiful than a kikimore — a symbol of hard work. Immunity to Poison.” So say the uneducated.5/6 Active Defenses: Dodge 9. They are repulsive in their resemblance to spiders. Fearlessness 2. that take at least 1 hit of injury from it. Poison: The kikimore worker's bite delivers its poison. and even then they only attack when threatened. attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d+1 cut.Kikimore Worker Subtype: Insectoid Size Modifier: 0 Template: Quadruped Main Attributes: ST15. are dangerous. Magic Resistance 1. must roll against HT+1. but still pack a good punch. Victims of a kikimore worker's bite. Teeth (Sharp) Skills: Brawling-15 In the Words of Dandelion "Kikimores are an insult to the gods. HT11 Secondary Attributes: Per7. Failure means the victim becomes 100 . Brawling Parry 10 (-3 vs. The truth is far different! Kikimore workers rarely appear near human settlements. IQ2. the workers. High Pain Threshold. the filthiest creatures on Earth. superstitious and stupid.

The poison has a delay of 24 hours.poisoned. Template Quadruped: Extra Legs (Four Legs). it deals 1HP and FP toxic damage per 24 hour cycle. Toxin: Within the corpse of a kikimore worker. Ingredients Extraction Modifier: 0. No Fine Manipulators. Horizontal. Claws: Kikimore Claw is an alchemical ingredient. The poison functions for 72 hours after taking effect. Once it takes effect. Toxin can be harvested. Fangs: A kikimore worker's fangs contain Tracheae. 101 .

it does so with many of its kin.” 102 . As with other agile creatures. attacks other than thrusting) Damage Resistance: 2 (Tough Skin) Attacks: Bite 1d-3 cut. These are larger and mark their faces with red clay. the tactic is surprisingly effective.25/5 Active Defenses: Dodge 8. claw 1d-2 cut Advantages: Claws (Sharp). When nekkers venture out as a war or hunting party. for the monsters will catch up to their prey and swiftly kill it with multiple hits of their claws. Teeth (Sharp). they are led by chieftains. They burrow from beneath the ground and swarm upon their prey. Tunneling 1 Skills: Brawling-11. These primitive creatures are the bane of the wilderness – the inhabitants of forest villages fear them. turning a wild band into an organized unit. and animals give their nests a wide berth. gathering in something akin to tribes. thus they should be eliminated first. Wrestling-11 In the Words of Dandelion “Imagine a drowner that burrows tunnels. Brawling Parry 8 (-3 vs.Nekker Subtype: Necrophage Size Modifier: -2 Main Attributes: ST10. HT10 Secondary Attributes: Per7. Chieftains give orders. Nekkers are social creatures. climbs trees. for they can only repel the attacks of stronger assailants en masse. DX11. Will6 HP/FP: 10/10 Speed/Move: 5. The nekkers' basic tactic is to strike en masse. running from nekkers is not the best idea. IQ6. is more vicious than usual. and when ambushing its prey. Witchers can use their full range of skills and techniques when fighting nekkers. One must be ready to repel many foes at once. Though primitive. Now you have a good idea of what a nekker is.

Teeth: Nekker Teeth are an alchemical component. Modify these the following way: ST+1. SM+1 (i. a total SM of -1) 103 . Claws: Nekker Claws are an alchemical component. Heart: Nekker Heart is an alchemical component.e. Eyes: Nekker Eyes are an alchemical component. Ingredients Extraction Modifier: 0.Attacks and Powers Nekkers slash and bite their foes. Nekker Warriors The strongest nekkers paint themselves with red clay and lead packs of nekkers. IQ+1.

5/4 Active Defenses: Dodge 7 Damage Resistance: 6 Attacks: None Powers: Dance Macabre. IQ8. If caught peeping. Woe to those who are spotted by a nightwraith. Dark as the night itself and filled with grief. she or he may attempt another roll against Will-2. the mortal is blinded by moonlight. Will13 HP/FP: 12/12 Speed/Move: 4. Nightwraiths are born of moonlight. Moonlight Skills: None In the Words of Dandelion “When the sun sets. While this persists. HT8 Secondary Attributes: Per8. which should not be seen by any mortal. They rise above the ground and whirl in a mad dance. they roam the fields lit by silver light. the victim takes 1HP and FP damage each 10 minutes. If the roll fails. DX10.Nightwraith Subtype: Specter Size Modifier: 0 Main Attributes: ST6. the victim breaks free and can flee. wind and the earth cooling after the heat of the day. a dancing Nightwraith must roll against Will-2. If the roll succeeds. the victim will join hands with the Nightwraith and join their dance. Each time the victim takes damage. This cycle continues until 104 . penetrating all damage reduction. at times becoming a nightwraith himself. or hears the voice of. the fields become the domain of midnight demons who draw their power from moonlight." Attacks and Powers Nightwraith do not attack – they don't need to. then taken into the circle and forced to dance until he expires. Dance Macabre (magical): Anyone who lays eyes on.

the victim succeeds at the Will roll. If unsuccessful. the victim is no longer blinded. After death: After death. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. This cycle continues until the victim succeeds at the Will roll or dawn breaks. specters leave behind Essence of Death which is invisible but can be detected by those who know how. Each ten minutes. dies. If the roll succeeds. you are immune to that particular nightwraith's Dance Macabre for the rest of the night. Ingredients Extraction Modifier: -2 (special. the witcher misses it. or somehow survives the dance until dawn breaks and the nightwraith disappears. 105 . A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. she or he may attempt another roll against HT-2. see below). Once a Will roll against a nightwraith's Dance Macabre ability succeeds. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. If successful. the witcher knows about the essence and gathers it without further trouble. Moonlight (magical): Anyone who lays eyes on a Nightwraith must roll against HT-2 or be blinded.

but the specters dislike being watched. the victim will join hands with the Noonwraith and join their dance. Heat Skills: None In the Words of Dandelion “"The sun rocks the earth. In the hot air above the fields. Since they are ghosts. creating air vortexes. Swaying grains on a windless day announce their arrival. Noonwraiths stop their dance when the sun goes down. come away with the noonwraith.Noonwraith Subtype: Specter Size Modifier: 0 Main Attributes: ST6. no one who joins them leaves the circle alive. Those who peep are forced to dance with them. HT8 Secondary Attributes: Per8. they gather to dance madly.5/4 Active Defenses: Dodge 7 Damage Resistance: 6 Attacks: None Powers: Dance Macabre. grain falls from the stalk. DX10. Come away with me. Dance Macabre (magical): Anyone who lays eyes on a dancing Noonwraith must roll against Will-2. If the roll fails. While 106 ." Such is the song of the noonwraith. They dance in circles in the light of day and draw farmers in to join them. wanderer. IQ8. Noonwraiths are born at high noon out of heat. once the abducted mortal is long dead from fear and exhaustion. Fear." Attacks and Powers Noonwraiths do not attack – they don't need to. sadness and the sweat of ploughmen. “These monsters appear in fields when the sun is at its highest. Will13 HP/FP: 12/12 Speed/Move: 4.

If successful. Fear (magical): Anyone who makes their Will roll against the Dance Macabre of a noonwraith must roll a Fright Check. If the roll succeeds. or somehow survives the dance until night falls and the noonwraith disappears. Once a Will roll against a noonwraith's Dance Macabre ability succeeds. This cycle continues until the victim succeeds at the Will roll. the witcher knows about the essence and gathers it without further trouble. If unsuccessful. you are immune to that particular noonwraith's Dance Macabre for the rest of the day. Each time the victim takes damage. the witcher misses it. penetrating all damage reduction. After death: After death. Ingredients Extraction Modifier: -2 (special. being within C range of that noonwraiths deals 1d-4 (minimum 1) burn damage to you each round. dies. specters leave behind Essence of Death which is invisible but can be detected by those who know how. 107 . Anyone who succeeds at a Fright Check against a noonwraith is immune to that noonwraith's Fear power for the rest of that day. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. the victim takes 1HP and FP damage each ten minutes. she or he may attempt another roll against Will-2.this persists. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. the victim breaks free and can flee. see below). Heat (magical): Unless you are engaged in the noonwraith's Dance Macabre.

attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d-1 cut. so exterminating them is difficult. as hearing their name should be enough to tell anyone what creatures might bear this unpleasant title. Trapping rotfiends makes little or no sense. the beasts will leave in search of new feeding grounds. See a rotfiend and you can be sure there are many more in the area. Without sustenance.Rotfiend Subtype: Necrophage Size Modifier: 0 Main Attributes: ST13. rotfiends feed on carrion and human corpses. claw 1d cr Powers: Gas Cloud Advantages: Claws (Blunt). Corpses must be incinerated rather than buried. burning all corpses in the area. though this does not mean they do not attack the living. that is. Brawling Parry 9 (-3 vs. Even seeing them is not necessary. 108 . or around villages touched by famine. near cities afflicted by plague. Teeth (Sharp). Given that they are necrophages. HT10 Secondary Attributes: Per8. for rotfiends are avid and skillful diggers. Instead. everyone can see. Will6 HP/FP: 13/10 Speed/Move: 5. They appear of a sudden. and disappear even more quickly if threatened. IQ2. they are best dealt with by cutting off their food supply. Tunneling 1 Skills: Brawling-12 In the Words of Dandelion “What rotfiends are.5/5 Active Defenses: Dodge 8. The creatures multiplied after the last Northern War and today plague wilderness villages and forest settlements. DX12. They appear on battlefields.

creating something of a chain reaction. Necrophage Oil is lethal to them. it explodes instantly in a two yard radius. a dying monster should be drawn away from its kin. Gas Cloud: When a rotfiend is reduced to negative HP. A single spark will ignite this gas. a rotfiend flies into a fury. for the monster's corpse releases explosive fumes a mere spark could ignite. Ingredients Extraction Modifier: -1. The resulting explosion can hurt the witcher. attacking madly. causing an explosion that deals 1d burn damage to all in the area. 109 . it dies and leaves a cloud of gas in a two yard radius that spreads from the hex the rotfiend died in. Rotfiends take triple damage from this explosion. or from a bullvores corrosive spittle. Veins: A rotfiend's veins can be tapped for Ginatz's Acid.” Attacks and Powers A rotfiend usually attacks with its claws. Backed against a wall.Killing a rotfiend is not difficult. and should a rotfiend be reduced to negative HP from another rotfiend's explosive gas. Thus. yet one must remember to survive the moment of the beast's death. Nose: A rotfiend's nose contains Cadaverine. but it might also kill nearby rotfiends.

"someone must prevent the striga from returning to her coffin by the third crowing of the rooster. king of Temeria. were laid to rest in a single tomb. Teeth (Sharp) Disadvantages: Bestial Skills: Brawling-18 In the Words of Dandelion “There is not much known about the curse that turns females into striga. IQ3. High Pain Threshold. Will18 HP/FP: 27/17 Speed/Move: 10/10 Active Defenses: Dodge 14. DX16. Combat Reflexes. She was cursed prior to her birth. then born a striga. turning into an ordinary little girl.75). are outlined in Ostrit's journal: Lifting the Curse In order to lift the curse on a striga. HT17 Secondary Attributes: Per16. The only welldocumented example of a striga's lifetime was that of Adda the White. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Bite 2d+2 cut. who did not survive the birth. Brawling Parry 13 (-3 vs. Some details of the curse which transforms people into strigas.Striga Template: Quadruped Size Modifier: +1 Main Attributes: ST27. Extra Attack 1. daughter of Foltest.” Life After the Curse 110 . For seven years she grew inside the sarcophagus. only to emerge a creature of predatory instinct with the size and skill to carry it out. Claw 3d-1 cut Advantages: Claws (Sharp). Rapid Healing. Extra Speed (1. Then she would be cured. She and her mother.

Ingestion Type Not Prepared. 111 . Without MR Not Prepared. one measure of Hydragenum. Horizontal. witchers have not been able to utilize a striga's remains for alchemy. Without MR Prepared.” Attacks and Powers The striga attacks with tooth and nail. a witcher needs to mix a potion with one measure of Aether.After a person has been cured from the striga-curse. For inexplicable reasons. Mutagens A striga's heart is a mutagen. With MR Prepared. and one measure of Vermillion. keeping part of the vicious and somewhat dull-witted nature of her previous striga-form. No Fine Manipulators. Template Quadruped: Extra Legs (Four Legs). With MR Result +1FP +1HT +1HT. +1ST Preparation ritual: To correctly prepare a Striga Heart for consumption. To prevent this. There is also the chance of a relapse. there is the chance that the person will not fully recover mentally. "cured" strigas wear amulets and participate in rituals designed to ward off the curse. MUTAGEN: Striga Heart Mutagenic Modifier: -5. Ingredients None. turning back into a striga. +1HP +1HT.

Intimidation-13. Mind Control Advantages: Claws (Hooves).” 112 . which can be as dangerous as vampires. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Kick 1d+1 cr Powers: Death's Caress. Mind Control (Conditioning. Suggestion). This beautiful creature. Magical. The seductress was accused of brutally murdering many young men. Fearlessness 2.5/6 Active Defenses: Dodge 9.Succubus Size Modifier: o Main Attributes: ST13. Sex-Appeal 26 In the Words of Dandelion “In folklore. Wrestling-16. Immunity to Mind Control. IQ16. HT10 Secondary Attributes: Per16. They draw energy from the men to sustain themselves. For you must know that the unpleasant scent of sulfur is not the sole inconvenience one must endure when encountering succubi. Detect Lies-13. Only On Opposite Sex. Telecommunication (Telesend. often until the point of exhaustion or death of the victim. The torched village near Vergen proved to be the home of a real succubus. Brawling Parry 11 (-3 vs. Brawling-16. possessing hooves instead of feet. drew handsome young men to it in order to seduce them and feed on their life forces. Send Only) Skills: Body-Language-18. and the accusation seemed to be solid. Sense-based (victim must be able to see and hear the succubus). Enthrallment (Persuade)-18. Enthrallment (Suggest)-18. DX16. Will16 HP/FP: 13/10 Speed/Move: 6. Erotic Arts-26. a succubus (plural succubi) is a demon who takes the form of a highly attractive woman to seduce men.

a victim loses 1HP and 1FP. Death's Caress (magical): Spending time with a succubus is exhausting as the succubus drains the life-forces of its victims. p. For each hour spend making love or conversing with a succubus. p. they work through suggestion. Nails: The nails of a succubus contain Naezan Salts. see Mind Control (GURPS: Basic Set. Mind Control (magical): Succubi can manipulate their victims. 68) and Suggestion (GURPS: Powers. but initially. For details on this power. they can condition their victims to become almost mind-numb slaves. the succubus regains a corresponding amount of HP and/or FP. but prefers to seduce and exhaust its victims. 113 . Over prolonged periods of time. 61). Hair: The hair of a succubus can be burned to yield Essence of Death. A victim also loses 1FP when successfully manipulated by succubus' Mind Control power.Attacks and Powers A succubus can kick with its hooves when cornered. Ingredients Extraction Modifier: -3. Each time a subject loses HP or FP in this way.

So much for legends. Two-Handed Axe/Mace-13. truth is much more prosaic. IQ6. trolls are creatures born of earth and their body is made of rock. but beneath there are muscles and a heart that pumps blood. Their skin is indeed hard like stone. They can speak our tongue. and they prefer day to night. Skills: Brawling-15. Trolls are primitive. but only sw+2 and no thrust 114 .Troll Size Modifier: +2 Main Attributes: ST30. Throwing-14. HT15 Secondary Attributes: Per14. so they subsist only at night. And since they bleed. but they are counted among sapient creatures. this is a dependency. Trolls are living creatures like me and you. attacks other than thrusting). For some trolls. which kills them by turning them into inanimate stone. Tree-branch7 6d cr Powers: Empower Regeneration Advantages: High Pain Threshold. they can be killed. Carpentry-11. Brawling Parry 10 (-3 vs. toxic damage) Quirks: Likes (Alcohol). Wrestling-15 In the Words of Dandelion “According to legend. Two-Handed Axe/Mace Parry 9 Damage Resistance: 8 (Tough Skin) Attacks: Fist 3d cr. Masonry-12. Regeneration (Fast) Disadvantages: Reduced Speed (-2). though not very colorfully. They hate sunlight. DX13. for they are so clumsy that they stumble on stones in the dark. They mate in pairs for life and. Vulnerability (x2. spilling vodka. Will10 HP/FP: 30/15 Speed/Move: 5/5 Active Defenses: Dodge 8. And the reality? Well. as always. despite what the spiteful 7 As maul. true.

If a troll spots his opponent from a distance.. when something is twisted. It's cheaper to pay his toll!" So as one can see. They will also throw any rocks that might be in the area.. Their ability to regenerate is legendary.would have. So I go to the alderman: "How much will you give me for that troll?" He's amazed. Empower Regeneration: A troll can spend 3fP and a free action on its own turn to enhance its regeneration to Regeneration (Very Fast) for 1d rounds. and their thick skin provides them ample protection from arrows. and slaughtered with strong blows. They are sluggish. Geralt once told me this anecdote of a troll: “One day. And under that bridge sits a troll and demands every passerby pays him. Tongue: Troll Tongue is an alchemical ingredient. they have feelings (even if they express them unceremoniously). then a rock-heavy fist. well. has a chance of survival. They combine these passions by erecting bridges and drinking away the money gained from collecting tolls. Those who refuse have a leg injured. "What are you talking about?" he asks. dealing with trolls can be far superior to. so exchanging fire with them always end in the trolls' victory. since these monsters are very susceptible to venoms – these swiftly reach all recesses of the trollish body. However their fast metabolism has a darker side. Trolls are surprisingly accurate when throwing missiles. The beast must be reached as fast as possible. sometimes both. he will try to crush him by throwing huge rocks. solid work. and what do I see? A bridge. I ride up to the town. however. Thus originated the sayings: "straight like a troll bridge". 115 . so a swordsman that evades first a thrown rock. first rate. when construction workers make a break for "lunch". Trolls are huge beings. One should not take risks. All trolls share fondness of building and alcohol. and if possible reach an understanding with the monster. "Who will repair the bridge if the troll's not there? He repairs it regularly with the sweat of his brow.” Attacks and Powers A troll slams opponents with its firsts or hammers them with the tree-branch they use for walking sticks. Ingredients Extraction Modifier: -2. dealing with trolls. so knocking them down or unbalancing them in combat is highly unlikely. and "trolling it a day".

116 . Without MR Prepared.25). Ingestion Type Not Prepared.5) Reduced Speed (-0. MUTAGEN: Troll Heart Mutagenic Modifier: -4. and one measure of Sol. a witcher needs to mix a potion with one measure of Caelum.Mutagens A troll's heart is a mutagen.25) Reduced Speed (-0. Regeneration (Slow) Regeneration (Slow) Preparation ritual: To correctly prepare a Troll Heart for consumption. With MR Prepared. one measure of Hydragenum. Without MR Not Prepared. With MR Result Reduced Speed (-0.

DX13. Magery 1 Disadvantages: Doesn't Breathe (Gills. and their priests deal with divine matters. IQ12. Spells Advantages: Claws (Sharp). They worship their own gods. Will12 HP/FP/Energy: 11/13/10 Speed/Move: 6. Oil: Spending 1FP and a Concentrate maneuver. DX and skills based on both on her next turn.5/6 Active Defenses: Dodge 9. Brawling Parry 9 (-3 vs.Vodyanoi Priest Size Modifier: 0 Main Attributes: ST11. Oxygen Storage (x200)) Skills: Brawling-13. Swimming-12 In the Words of Dandelion "The vodyanoi are an ancient. Deities of the deep lend their powers to vodyanoi priests. sentient race. produce a pain-inducing oil. and what is known inspires fear. Land dwellers know little of these underwater creatures and the cults which flourish among them. 117 . the vodyanoi can secrete a special oil to cover their claws. enabling them to cast curses and spells. Cutting damage dealt by the vodyanoi that results in injury causes twice the amount of Shock (so 1 point of injury dealt by the subject causes a -2 to the victim's IQ. to a maximum of -8). attacks other than thrusting) Damage Resistance: 2 (Tough Skin) Attacks: Claw 1d-1 cut Powers: Oil. Navigation/TL3 (Sea)-11. or cast spells." Attacks and Powers The vodyanoi priest can strike with its deadly claws. HT13 Secondary Attributes: Per12.

Bladder: Vodyanoi Bladder is an alchemical component. Stop Bleeding12. 118 . Whirlpool-9 Ingredients Extraction Modifier: -1. Minor Healing-12. Scales: Vodyanoi Scales is an alchemical component. Seek Coastline-13. Seek Water-14.Spells (magical): The vodyanoi priest knows the following spells: Dehydrate-12. Stones of Ys: Vodyanoi priests usually carry around Stones of Ys. Purify Water-13.

Will8 HP/FP: 14/13 Speed/Move: 6. HT13 Secondary Attributes: Per8. Oil: Spending 1FP and a Concentrate maneuver. IQ8. Oxygen Storage (x200)) Skills: Brawling-13. They do not hesitate to sacrifice their lives in service to the powers of the Deep." Attacks and Powers The vodyanoi warrior can claw its victims to death. though when necessary they leave their domain to seek justice for some perceived harm. Swimming-12 In the Words of Dandelion "The sight of vodyanoi warriors striding ashore is a sign that a transgression has been committed against the fishpeople — either the border to an underwater kingdom has been crossed or a taboo under one of the many vodyanoi religions has been violated. Brawling Parry 9 (-3 vs.5/6 Active Defenses: Dodge 9. The warriors' primary duty is to guard the underwater kingdom. and can also secrete an oil that causes searing pain. DX13. Cutting damage dealt by the vodyanoi that results in injury causes twice the amount 119 . the vodyanoi can secrete a special oil to cover their claws. Both tasks are performed with precision and emotionlessly. attacks other than thrusting) Damage Resistance: 2 (Tough Skin) Attacks: Claw 1d cut Powers: Oil Advantages: Claws (Sharp) Disadvantages: Doesn't Breathe (Gills. Navigation/TL3 (Sea)-11.Vodyanoi Warrior Size Modifier: 0 Main Attributes: ST14.

Scales: Vodyanoi Scales is an alchemical component. Bladder: Vodyanoi Bladder is an alchemical component. to a maximum of -8). DX and skills based on both on her next turn. Ingredients Extraction Modifier: -1.of Shock (so 1 point of injury dealt by the subject causes a -2 to the victim's IQ. Tendons: The Tendons of a vodyanoi contain alchemical ingredients. 120 .

Will15 (SelfControl 9) HP/FP: 25/13 Speed/Move: 7/7 Active Defenses: Dodge 11. It is unknown precisely what makes werewolves – some claim it is the crimes of the man. Bloodlust Skills: Brawling-17 In the Words of Dandelion “Lycanthropes are men turned monsters. IQ10. not the death of the werewolf). Brawling Parry 12 (-3 vs. though these beasts are intelligent and speak the common tongue. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Bite 3d-1 cut. and others again hold other beliefs. Rapid Healing. High Pain Threshold.Werewolf Size Modifier: +1 Main Attributes: ST25. One thing is certain. They are a rare case of the bridge between the natural and unnatural. Note that a werewolf is a transformed human. 121 . Claw 3d cut Advantages: Claws (Sharp). Combat Reflexes.” Attacks and Powers The werewolf attacks with tooth and nail. DX15. HT13 Secondary Attributes: Per15. which seems to suggest that lycanthrope comes from elsewhere. an encounter with a werewolf is a fight to the death (and usually. talking them down while in a fury (which they are almost often in) requires diplomatic skills that rival the most worthy sorceress. and the stats given here are solely to the wolf form. Geralt has met both brutal men turned werewolves as well as civilized men. Mostly. some say the crimes of a village. Teeth (Sharp) Disadvantages: Berserk.

Bad Temper. Mutagenic Modifier: -2.Ingredients None. 122 . witchers have not been able to utilize a werewolf's remains for alchemy. a witcher needs to mix a potion containing the fur as well as one measure of Aether. For inexplicable reasons. With MR Result Berserk. Ingestion Type Not Prepared. Mutagens Werewolf Fur is a mutagen. Preparation ritual: To correctly prepare Werewolf Fur for ingestion. Without MR Prepared. MUTAGEN: Werewolf Fur. With MR Prepared. one measure of Quebrith and one measure of Vermillion. Without MR Not Prepared. High Pain Threshold. Claws (Sharp). Bad Temper. one measure of Hydragenum.

Wraith
Subtype: Specter Size Modifier: 0 Main Attributes: ST14, DX17, IQ6, HT8 Secondary Attributes: Per14, Will15 HP/FP: 16/12 Speed/Move: 7/7 Active Defenses: Dodge 11, Brawling Parry 12 (-3 vs. attacks other than thrusting), (if weapon, usually Broadsword Parry 12) Damage Resistance: 8 Attacks: Claws 1d cut or weapon (if weapon, usually broadsword 1d+1 cr or broadsword 1d+2 cut) Powers: Chilling Blade, Chilltouch Advantages: Claws (Sharp), Combat Reflexes, Extra Speed (0,75), Invisibility (Can Carry Objects (Heavy), Substantial Only, Switchable), Unfazeable (except towards effects that specifically target specters) Disadvantages: Bestial Skills: Brawling-17 or weapon (if weapon, usually Broadsword-17)

In the Words of Dandelion
“The wraiths are not, as some claim, a projection of an inner fear. They are visible, tangible and dangerous on top of that. The priests teach that people who die suddenly, leaving this vale of tears with important tasks left unfinished, become such ghosts. So wraiths have their own aims. Sometimes they are unaware of them, but more often they aim to achieve them, not caring for the living. The wraiths are always connected to the sites of their demise. They may protect their former homes, or they may seek vengeance. One may even find small groups of the wandering damned
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in crypts and catacombs or on battlefields. It is not true that they only appear at night. I can confirm, however, that one cannot communication with them, and that they have no fear of man or monster. Wraiths hover just above the ground, so they move very swiftly. One should strike at them strongly and make ample use of signs. As immaterial beings, they can appear and disappear at will. If the witcher swings his sword too slowly, giving the ghosts time to react, he might find himself striking nothing but air and then sense a quick riposte on his back.”

Attacks and Powers
The touch of a wraith is freezing cold. Chilling Blade (magical): Weapons wielded by a wraith deal 1d (minimum 1) extra damage if they penetrate DR. Chilltouch (magical): The mere touch of a wraith deals 1d damage. If the wraith's claw deals penetrating damage, they also deal this extra 1d (minimum 1) damage.

Ingredients
Extraction Modifier: -3 (special, see below). After death: After death, specters leave behind Essence of Death which is invisible but can be detected by those who know how. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If successful, the witcher knows about the essence and gathers it without further trouble. If unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill.

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Wyvern
Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST15, DX9, IQ3, HT10 Secondary Attributes: Per13, Will5 HP/FP: 15/10 Speed/Move: 4,75/4 Active Defenses: Dodge 7, Brawling Parry 10 (-3 vs. attacks other than thrusting) Damage Resistance: 10 (Tough Skin) Attacks: Bite 2d-1 cut Powers: Venomous Bite Advantages: Immunity to Poison, Teeth (Sharp) Skills: Brawling-14, Flight-14

In the Words of Dandelion
"Wyverns are unlucky to be frequently mistaken for dragons. Seeing a reptile approaching a flock of sheep, peasants panic. They expect it to breathe fire, massacre everyone and abduct the local virgins. While it is true that wyverns hunt sheep, they neither breathe fire nor lay waste to whole villages. And they are completely indifferent to virgins. Instead, wyverns are deadly beasts from the Ornithosaur family."

Attacks and Powers
A wyvern attacks with brutal jaws. Venomous Bite: The wyvern's bite delivers its poison. Victims of a wyvern's bite, that take at least 1 hit of injury from it, must roll against HT-1. Failure means the victim becomes poisoned. The poison has a delay of one hour. Once it takes effect, it deals 1HP and FP toxic damage per hour. The poison functions for 48 hours after taking effect.

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Toxin can be harvested. Wing Membrane: The wings of a wyvern contain Wing Membrane. Toxin: Within the corpse of a wyvern. 126 .Ingredients Extraction Modifier: -2. Venom Glands: The Venom Glands of a wyvern are an alchemical component.

Some have described this as natures way of telling the story of the aggressive and hypersensitive female. Once it takes effect. IQ3. 127 . attacks other than thrusting) Damage Resistance: 12 (Tough Skin) Attacks: Bite 2d+1 cut Powers: Venomous Bite Advantages: Immunity to Poison. they are more adept at flying and fighting. and usually female. Brawling Parry 10 (-3 vs.Wyvern (Royal) Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST19. Failure means the victim becomes poisoned. Teeth (Sharp) Disadvantages: Berserk Skills: Brawling-15. must roll against HT-3." Attacks and Powers A wyvern attacks with brutal jaws. The poison functions for 48 hours after taking effect. Resistance to Stun (+3). but Geralt usually replies to this that female royal wyverns remind him more of male humans than female ones.75/4 Active Defenses: Dodge 7. Venomous Bite: The wyvern's bite delivers its poison. Flight-15 In the Words of Dandelion "Royal Wyverns are a highly aggressive type of wyvern. HT10 Secondary Attributes: Per13. Packs of wyverns are usually led by one or two royal wyverns. DX9. it deals 3HP and FP toxic damage per hour. Will5 HP/FP: 19/10 Speed/Move: 4. The poison has a delay of one hour. Stronger and fiercer than their counterparts. Victims of a wyvern's bite. that take at least 1 hit of injury from it.

Venom Glands: The Venom Glands of a wyvern are an alchemical component. Toxin can be harvested. 128 . Toxin: Within the corpse of a wyvern. Wing Membrane: The wings of a wyvern contain Wing Membrane.Ingredients Extraction Modifier: -2.

if any.g.Monster Ingredients This section of Witchers and their World – Monstrum details which ingredients are contained in which monster-parts The following is a complete list of monster parts and which ingredients they contain: Monster Part Abomination Lymph Aeschna Eyes Aeschna Tissue Albar's Crystals Alghoul Marrow Alpor Fangs Amethyst Dust Arachas Armor Archespore Juice Beast Fangs Bloedzuiger Blood Bruxa Blood Bullvore Brains Cadaverine Cemetaur Jaw Cockatrice Eyes Cockatrice Feathers Devourer Teeth Diamond Dust Draugir Claws Draug Essence Drowned Dead Tongue Drowner Brain Tissue Echinops Rootstock Ectoplasm Elemental Stone Endrega Embryo Endrega Jaw Endrega Saliva Endrega Teeth Endrega Venom Essence of Death Essence of Water Gargoyle Dust Gargoyle Heart Garkhain Saliva 8 Ingredient8 Quebrith Fulgur Fulgur Hydragenum Quebrith (nigredo) Aether (rubedo) Caelum Quebrith Vitriol Vitriol Vermillion Vitriol Fulgur (annis) Rebis Rebis (nigredo) Hydragenum (annis) Aether Vermillion (annis) Sol Rebis Fulgur Aether (albedo) Aether (albedo) Vitriol (albedo) Hydragenum (albedo) Aether Fulgur Vermillion Vermillion Quebrith Caelum Fulgur Hydragenum Vermillion Quebrith Quebrith (nigredo) Secondary ingredients. 129 . will be denoted in parentheses. e. Aether (albedo).

Ginatz's Acid Ghoul Blood Graveir Bones Harpy Eyes Harpy Feathers Harpy Saliva Kikimore Claw Naezan Salts Necrophage Blood Necrophage Eyes Necrophage Skin Necrophage Teeth Nekker Claws Nekker Eyes Nekker Heart Nekker Teeth Pyrite Queen Endrega's Pheromones Shadow Dust Spores Stones of Ys Tendons Toxin Tracheae Troll Tongue Venom Glands Vodyanoi Bladder Vodyanoi Scales Wing Membrane White Vinegar Vitriol (rubedo) Vitriol (nigredo) Quebrith Aether Vermillion Caelum Quebrith (rubedo) Aether Rebis Rebis Vermillion Rebis Hydragenum Vitriol Rebis Vitriol Vermillion (rubedo) Fulgur Quebrith Aether Rebis (nigredo) Hydragenum Vermillion Vermillion Aether Vermillion Quebrith (albedo) Hydragenum Rebis Vitriol 130 .

CHAPTER III FLORA 131 .

when he cannot gather them himself. Since 1 Oren is $0. druids or others with herbal knowledge. Note: Just as with monster parts. a witcher can often purchase these herbs from village witches. 132 . herbalism. Note that these herbs cannot usually be found in major cities unless one is lucky enough to find an herbal shop.Herbs This section of Witchers and their World – Monstrum describes all the different flowers. druidic rituals and more (those additional uses are not described in detail here). Plant entries are structured in the following manner: Plant Name Description. This price is given in Orens. Contains: The ingredient contained in the plant (secondary ingredient. and that it is very random which few herbs might be for sale at a village witch or a forest druid. Habitat: Where the plant is usually found.5. but also in medicine (here they are used most commonly by witches). Price: The plants price in Orens. This means that unlike monster parts. These plants are not only used in witcher alchemy. simply divide all prices by 2 to find their price in dollars. all herbs detailed here have a price attached to them. Therefore. if it doesn't already. there is a 10% chance that an herb contains a secondary ingredient. if applicable). plants and other herbs that contain alchemical ingredients with application in witcher alchemy.

caves Price: 21 Celandine Celandine is a very common plant with both medical and alchemical properties. rock surfaces. is a cypressmedicine. like bush harvested for its root. unless soaked in alcohol first.The following is a list and description of all witcher alchemy-related herbs in Witchers and their World – Monstrum: Allspice Root Balisse Allspice Root comes from a magical plant grown Balisse fruit is an edible berry characterized by by druids. after which it can be used for medicines. Contains: Rebis Habitat: Fields. Contains: Aether (nigredo) Habitat: Druidic circles Contains: Quebrith (rubedo) Price: 24 Habitat: Forest areas with direct sunlight Price: 12 Beggartick Blossom Berbercane Beggartick Blossom is the blossom of beggartick Berbercane is used. The fruit is poisonous where druids care for the plants. forests Price: 12 Cortinarius Crow's Eye Cortinarius is a mushroom used in alchemy and Crow's Eye. It is poisonous and a hallucinogen. Contains: Caelum Habitat: Wastelands. It is very rare and can only be found subtle magic resonance. production of fisstech. Contains: Aether (albedo) Habitat: Forests Contains: Hydragenum (rubedo) Price: 21 Habitat: Swamps and bogs Price: 15 Bryonia Bryonia is a dry plant used in alchemy. caves Price: 16 Contains: Vitriol (nigredo) Habitat: Forests Price: 14 133 . Contains: Hydragenum Habitat: Forests. also called Raven's Eye. used both in witcher alchemy and in the insane. to treat the plants. most often.

ruins Price: 16 Han Han is a very poisonous plant that attracts sunlight. and in Dol Blathanna. Contains: Rebis (annis) Habitat: Caves. Contains: Vermillion (rubedo – when Contains: Quebrith (annis) Feainnewedd is used in a potion. mines Price: 24 Contains: Vermillion (rubedo) Habitat: Fields Price: 14 Feainnewedd Fool's Parsley Leaves Feainnewedd grows only where elder blood has Fool's Parsley is a plant with fleshy leaves. crypts. riverbanks Price: 20 Hellebore petals Hellebore Petals grow on the borders of civilization. Contains: Sol Habitat: Moist places. Contains: Aether (nigredo) Habitat: Forests Price: 16 Green Mold Green Mold is a type of mold with alchemical application. in medicine and alchemy. but only very few of them spawn on the plant. cemeteries dominant rubedo no matter which other Price: 16 secondary ingredients are used in the potion) Habitat: Where elder blood is spilled.Dwarven Immortelle Ergot Seeds Dwarven Immortelle is a subterranean variety of Ergot Seeds are seeds of a fairly common plant. used been spilled. that potion has Habitat: Swamps. Contains: Fulgur Habitat: Outskirts of cities Price: 10 134 . purple foxglove. and in Dol Blathanna Price: 70 Ginatia Petals Ginatia Petals are petals from the flowers of a common bush. but dies from it if it gets too much. Contains: Fulgur Habitat: Underground caves.

plants and gardens elsewhere. is a druidic in Kaer Morhen. gray mushrooms.Honeysuckle Honeysuckle grows on barren plains and is widely used in field medicine. The buts are used in alchemy. hop umbels are small. Contains: Vitriol (rubedo) Habitat: Fields Price: 10 Wolf's Aloe Leaves Wolfsbane Wolf's Aloe is a plan that only grows in the wild Wolfsbane. Contains: Vermillion (albedo) Contains: Hydragenum (albedo) Habitat: Druidic circles Habitat: Kaer Morhen valley. hard and useful in alchemy. Contains: Vitriol (albedo) Habitat: Caves and crypts Price: 10 Verbena Verbena is common. but is often found in potted plant. also called Monk's Hood. Contains: Sol Habitat: Forests Price: 16 White Myrtle Petals White Myrtle is a common field-plant that has unique petals. Contains: Hydragenum (nigredo) Contains: Quebrith (nigredo) Habitat: Druidic circles Habitat: Forests Price: 20 Price: 16 Scleroderm Scleroderm is a poisonous fungi. flowering plant. Contains: Quebrith (annis) Habitat: Barren plains Price: 20 Hop Umbels Umbels from the hops plant. gardens and homes Price: 16 Price: 18 135 . magical. Contains: Vitriol (rubedo) Habitat: Plains Price: 20 Mandrake Root Mistletoe The famous mandrake root is poisonous but also Mistletoe is a holy plant of the druids. Contains: Aether Habitat: Caves and forests Price: 14 Sewant Mushroom Sewants are large.

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