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

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

CHAPTER I MONSTER BASICS 6 .

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

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

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

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

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

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

CHAPTER II MONSTER LIST 13 .

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

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

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

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

The victim can shake this disease by succeeding on a roll against HT-1 after he takes this damage. Marrow: Alghoul Marrow is an alchemical substance. and characters resistant or immune to disease are resistant or immune to these effects.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. This disease has an incubation time of 24 hours. rest or any other means of recovering FP). Stomach: Cadaverine can be extracted from an alghoul's stomach. Ingredients Extraction Modifier: -2. 18 . 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 deals 2 hits of toxic injury to the victim in a sixteen hour cycle after the incubation time. or by being cured through magical or other means. Eyes: White Vinegar can be extracted from an alghoul's eyes. All negative effects of an alghoul's bite are disease-related.

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

struck or shaken. he or she will also recover.Surprise Daze: If an alpor bites a surprised or partially surprised victim. it dazes its victim. Tongue: Naezan Salts can be extracted from an alpor's tongue. 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. and if the alpor is not itself surprised or partially surprised. Fangs: Alpor Fangs contain alchemical ingredients. If the victim is slapped. A victim can recover from this daze by succeeding at an IQ roll at the end of its turn to recover. 20 . Ingredients Extraction Modifier: -3. Skin: An Abomination Lymph can be extracted from an alpor's skin.

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

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

With MR Prepared. Rough Skin (-1 Quirk) -1 Striking ST -1 Striking ST. The character can gain an adrenal burst of strength. This is a free action. 23 . Without MR Not Prepared. Without MR Result -1 Striking ST. the character can gain a +3 bonus to Striking ST for 5 seconds. by spending 2FP.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. This is a mutagen. MUTAGEN: Arachas Adrenal Gland Mutagenic Modifier: -3. 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. the character can gain a +3 bonus to Striking ST for 5 seconds. and can only be used once per round. This is a free action. Prepared. With MR Preparation ritual: To correctly prepare an Arachas Adrenal Gland for ingestion. Rough Skin (-1 Quirk). The character can gain an adrenal burst of strength. and can only be used once per round. by spending 1FP.

24 . The criminal's ill will and the cruelty of his deed conceive a curse that brings the archespore to life. trying to take vengeance until justice is done. Ingredients Extraction Modifier: -1. The beast attacks innocent creatures hatefully. 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. DX9. and can also regrow. Will2 HP/FP: 20/10 Speed/Move: 4.75/4 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. HT10 Secondary Attributes: Per9.Archespore Subtype: Plant Size Modifier: +2 Main Attributes: ST20. Regrowth: An archespore can use a Concentration maneuver and expend 2FP to regenerate 1HP per second for the next five seconds. IQ2. Stem: Archespore Juice can be extracted from an archespore's stem. Blossom: Spores can be extracted from an archespore's “head” or blossom.

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

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

" 27 . Other legends say the ghosts appear as a sign of divine retribution and embody revenge. they posses the solid forms of hounds when they arrive from the underworld. Will6 HP/FP: 13/10 Speed/Move: 5. However. they are not insubstantial and do not possess Supernatural Durability like other specters. Thus. IQ3. DX12.Barghest Subtype: Specter Special Note: Although barghests are specters. all tales agree on one point: barghests show the living no mercy.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. Barghest are usually found in the service of a hellhound. so unlike other specters the are quite easy to hurt. at least comparatively. According to some folk tales these monsters are the scouts of the Wild Hunt. Template: Quadruped Size Modifier: 0 Main Attributes: ST13. HT10 Secondary Attributes: Per16. Barghests are specters with solid forms. and they spread out over the countryside to haunt villages.

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

IQ3. must roll against HT-1. 29 . In fairy tales. Will5 HP/FP: 15/10 Speed/Move: 4. Resistance to Stun (+3). Failure means the victim becomes poisoned." Attacks and Powers A basilisk attacks with its powerful beak. Witchers reply that it is far better to smash the mirror on the creature's head. Venomous Bite: The basilisks bite delivers its poison. 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. Teeth (Beak) Skills: Brawling-14. Victims of a basilisk's bite. the only certain way to kill a basilisk is by holding a mirror in front of its eyes to divert its deadly gaze. HT10 Secondary Attributes: Per13. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+1 pi+ Powers: Venomous Bite Advantages: Immunity to Poison. which contains a strong venom.75/4 Active Defenses: Dodge 7. 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. that take at least 1 hit of injury from it. DX9.Basilisk Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST15. 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. Brawling Parry 10 (-3 vs.

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

5/5 Active Defenses: Dodge 7. although they willingly eat carcasses. Will12 HP/FP: 25/10 Speed/Move: 4. most of the time!) Skills: Brawling-14 In the Words of Dandelion "Black annis are often called night witches.Black Annis Subtype: Necrophage Size Modifier: 0 Main Attributes: ST25. 31 . but there is no truth to the tales of their midnight flights on broomsticks and their gingerbread houses." Attacks and Powers A black annis mauls its opponent to death with tooth and nail. because they resemble old. ugly women and are famous for their witch-like viciousness. attacks other than thrusting) Damage Resistance: 6 Attacks: Bite 2d+1 cut. They are also called devourers since these creatures gorge themselves on human flesh. claws 2d+2 cut Advantages: Claws (Sharp). 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. Brawling Parry 10 (-3 vs. they usually seem like mindless beasts. HT10 Secondary Attributes: Per12. IQ12. Black annis hunt after dark in groups that peasants refer to as sabbaths. They like to deceive their victims and torture them. DX8. above all they crave flesh that is fresh and warm. Though black annis are intelligent.

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

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

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

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

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

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

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

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

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

All negative effects of an cemetaur's bite are disease-related. 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.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. 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. Jaw: Cemetaur Jaw is an alchemical substance. 41 . Eyes: White Vinegar can be extracted from a cemetaur's eyes. and characters resistant or immune to disease are resistant or immune to these effects. This disease has an incubation time of 16 hours. Ingredients Extraction Modifier: -3.

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

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

so it fits any dark story featuring a curse or vengeance from the beyond. There's no telling how what it actually looks like. the draug is a wraith. IQ15. Will22 HP/FP: 40/22 Speed/Move: 8. Shield-15 In the Words of Dandelion “The draug is a mythical creature. Resistance to Stun (+8) Disadvantages: Bloodlust Skills: Brawling-17. Immunity to Disease. Brawling Parry 11 (-3 vs. Why are poets so keen to cast this monster as the archenemy? Well. Flaming Weapon Advantages: Charisma 3. Shield Block 10 (Large Wooden Shield) Shield Defense Bonus: +3 Damage Resistance: 12 Additional DR: 50 (limited. fire) Attacks: Bastard Sword 4d+2 cr. Intimidation-17. DX11. straight from ancient legends of heroes and epic deeds. Bastard Sword 4d+2 cut Powers: Explosive Fireball. Broadsword-17. HT22 Secondary Attributes: Per15.25/8 Active Defenses: Dodge 11. Immunity to Poison. attacks other than thrusting). Immunity to Mind Control. Magic Resistance 10. Flaming Armor. or when he has to avenge his father's death. so its terrifying visage can be 44 . Leadership-17. When the hero enters the burning hells to rescue his beloved. the draug is often his opponent. Broadsword Parry 11.Draug Subtype: Specter Size Modifier: +5 Template: Body of Fire (Modified. see below) Main Attributes: ST40.

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

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

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

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

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

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. Tongue: Drowned Dead Tongue contains alchemical ingredients. Fins: A drowned dead's fins contain Essence of Water. 50 .

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

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

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

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

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

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

and Recoil 1. Max 100. A thorn that deals at least 1 hit of injury also poisons its target. It deals 2d large piercing damage. Regrowth: An echinops can use a Concentration maneuver and expend 1FP to regenerate 1HP per second for the next five seconds. DX10. but they do not spare the lives of innocents who haplessly enter their territory. IQ2. 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. Shots N/A. The target rolls against HT. Thorn Spitting: An echinops can spit large. Failure means the victim becomes 57 . It can also spit poisonous thorns. 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. The beasts try to take their vengeance on criminals.Echinops Subtype: Plant Size Modifier: +2 Main Attributes: ST22. RoF 1. HT10 Secondary Attributes: Per9. and can also regrow. poisonous thorns. Acc 3." Attacks and Powers The echinops attacks by slamming its body into assailants. The attack has 1/2D 30.

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.

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

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

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

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

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

Like kikimores. to exterminate an endrega colony. These monsters. HT10 Secondary Attributes: Per8. and queens being a real rarity. The queens themselves remain hidden. Thus. However. hatch from eggs. they move about on all fours and are extremely difficult to spot as they lie motionless. Impregnated queens lay the eggs in cocoons which hang from trees in areas known as nests. with warriors being most numerous. caring little for what happens to other adult specimens. No Fine Manipulators Skills: Brawling-11 In the Words of Dandelion “Endregas are forest creatures that resemble arachnids. Heavy Tail 1d+2 cr Advantages: Extra Legs (Six Legs). Will2 HP/FP: 16/10 Speed/Move: 5.25/5 Active Defenses: Dodge 8. awaiting their prey. when their nest is threatened. as moisture and tall grass suit them. Horizontal. Longer than they are tall. Striker (Heavy Tail). guards being less common. one must set fire to its cocoons to lure out and kill the queen. attacks other than thrusting) Damage Resistance: 4 Attacks: Bite 1d pi+. DX11. endregas are divided into castes.Endrega Warrior Subtype: Insectoid Size Modifier: +1 Main Attributes: ST16. like arachnids. They are especially fond of flood-plains. IQ2. The lesser creatures zealously guard their queens. they emerge swiftly and fight ferociously. 66 . as colonies depend on them for survival. Teeth (Beak) Disadvantages: Hidebound. Brawling Parry 8 (-3 vs.

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

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

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

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

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

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

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

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

for I have them in mind . HT13 Secondary Attributes: Per9. IQ6. such as being susceptible to silver and spells). Unfazeable. exceptions such as the Loc Muinne gargoyles .Gargoyle Size Modifier: 0 Template: Body of Stone Main Attributes: ST16. Magic Resistance 10. and whenever this command is given to them. everything was cheaper. DX12. 5 “Guard” is the most normal command given to gargoyles. Warp (see Teleportation power) Disadvantages: Slave Mentality5. High Pain Threshold.can be found in ancient cities to this day. Will6 HP/FP: 20/13 Speed/Move: 6.25/6 Active Defenses: Dodge 9. when youth was more polite. Immunity to Poison. attacks other than thrusting) Damage Resistance: 6 Additional DR: 5 (this DR is not subject to the weaknesses of normal monster DR. and girls were more eager. but their magic has vanished and now they are nothing more than cornice decorations. they lose Slave Mentality for the purposes of carrying out this command 75 .still enchanted and still dangerous. Gargoyles . 25 (limited. fire) Attacks: Fist 1d+2 cr Powers: Teleportation Advantages: Flight (Wings). Brawling Parry 10 (-3 vs. There are. however. Unhealing Skills: Brawling-14 In the Words of Dandelion “In times long gone. sorcerers could breathe life into inanimate matter and create stone servants this way.

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

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.

77

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.

78

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.

79

IQ2. All this nonsense about giant centipedes only shows how intensely common people fear these venomous beasts. Vibration Sense (Air). attacks other than thrusting) Damage Resistance: 4 Attacks: Pincer Slash 2d imp Powers: Poison Advantages: Teeth (Fangs)." Attacks and Powers Giant centipedes impale their victims with their pincers. Peripheral Vision (Broad Arc of Vision) Disadvantages: No Fine Manipulators. The creatures are believed to be invincible. 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. Tunneling 4.Giant Centipede Subtype: Insectoid Size Modifier: +1 Main Attributes: ST19. No Legs (Slithers). 80 . Brawling Parry 9 (-3 vs. 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. Horizontal Skills: Brawling-13. as they fear all things that are not human. 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. HT12 Secondary Attributes: Per12. DX11. which are also poisonous.

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

This DR is not subject to the weaknesses of normal monster DR. animated it by casting Alzur's Thunder. Unfazeable. without pause.) Attacks: Fist 5d cr Advantages: Acute Senses (Detect) 6.75). DX9. and ultimately flooded not only the mage's 82 . and ordered his new servant to fetch water. what is brought to life by a lightning bolt can very well be destroyed by one. from the very bottom of our hearts. High Pain Threshold.Golem Size Modifier: +2 Template: Body of Stone Main Attributes: ST35. Warp (see Teleportation power) Disadvantages: Reduced Speed (-1. This is something we all truly wish the golem. attacks other than thrusting) Damage Resistance: 0 Additional DR: 30 (limited. Slave Mentality. Flight (Wings). Brawling Parry 10 (-3 vs. HT10 Secondary Attributes: Per6. nonmagical electricity or lightning) Skills: Brawling-14 In the Words of Dandelion “Frustrating jobs happen in every profession. Precise). Magic Resistance 10. such as being susceptible to silver and spells. Will6 HP/FP: 50/10 Speed/Move: 3/3 Active Defenses: Dodge 6. doesn't work against non-magical electricity or lightning. Luckily. Detect (All life and unlife. Once an absent-minded mage created a golem. Vulnerability (x10. Golem contracts are just such a job for witchers. before burying himself in his scholarly books. The golem kept carrying water day and night. as they involve slashing through solid rock animated by magic. IQ6. Unhealing. Immunity to Poison.

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

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

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

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

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

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

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

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

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

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. Windstorm-12 92 . the following is a list of typical combat-related. although its activities are not entirely understood by the public. so it yields no alchemical ingredients. Partial Petrification-12. Fireproof-14. Explosive Fireball-13. Size Modifier: 0 Main Attributes: ST8. The Lodge has significant political influence. Mind-Reading-14. Perfume-15.Human Sorceress NOTE: A human is not a monster. HT9 Secondary Attributes: Per13. IQ15. Turn Blade-13. It is effectively an association of the most powerful female mages from both the northern and the southern realms. For ease of use. Fireball-15. DX11. Mind-Sending-15. Hardiness-14. spells a sorceress might have. Charm-12. Armor-15. Clumsiness-15. Lightning-13. as well as a very few non-combat. Bladeturning-12. Spells (magical): The human sorceress knows the following spells: Alarm-15. Pain-15.” Attacks and Powers A sorceress has a range of spells at her disposal. 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.

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

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

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

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

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

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

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

and even the smallest of them. the filthiest creatures on Earth. IQ2.Kikimore Worker Subtype: Insectoid Size Modifier: 0 Template: Quadruped Main Attributes: ST15. Fearlessness 2.5/6 Active Defenses: Dodge 9. must roll against HT+1. and even then they only attack when threatened. Failure means the victim becomes 100 . The truth is far different! Kikimore workers rarely appear near human settlements. They are repulsive in their resemblance to spiders. superstitious and stupid. that take at least 1 hit of injury from it. 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.” So say the uneducated. are dangerous. High Pain Threshold. Will2 HP/FP: 15/11 Speed/Move: 6. DX15. but still pack a good punch. Immunity to Poison. Magic Resistance 1. Some scholars even ask the question: “Is there anything more beautiful than a kikimore — a symbol of hard work. attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d+1 cut. Poison: The kikimore worker's bite delivers its poison. Talons 1d+2 imp Powers: Poison Advantages: Claws (Long Talons). the workers. resourcefulness and caution?”” Attacks and Powers Kikimore workers are weaker than their kin. Brawling Parry 10 (-3 vs.

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

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

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

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

105 . or somehow survives the dance until dawn breaks and the nightwraith disappears. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. Once a Will roll against a nightwraith's Dance Macabre ability succeeds. Ingredients Extraction Modifier: -2 (special. the witcher misses it. dies. see below). the victim is no longer blinded. 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 succeeds at the Will roll. If the roll succeeds. the witcher knows about the essence and gathers it without further trouble. If unsuccessful. After death: After death. Moonlight (magical): Anyone who lays eyes on a Nightwraith must roll against HT-2 or be blinded. Each ten minutes. If successful. she or he may attempt another roll against HT-2. 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. you are immune to that particular nightwraith's Dance Macabre for the rest of the night. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier.

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

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

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

Necrophage Oil is lethal to them. 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. yet one must remember to survive the moment of the beast's death. it explodes instantly in a two yard radius.” Attacks and Powers A rotfiend usually attacks with its claws. Gas Cloud: When a rotfiend is reduced to negative HP. creating something of a chain reaction. Thus. 109 . The resulting explosion can hurt the witcher. A single spark will ignite this gas. or from a bullvores corrosive spittle. for the monster's corpse releases explosive fumes a mere spark could ignite. Veins: A rotfiend's veins can be tapped for Ginatz's Acid. Nose: A rotfiend's nose contains Cadaverine. attacking madly. Ingredients Extraction Modifier: -1. causing an explosion that deals 1d burn damage to all in the area. a dying monster should be drawn away from its kin. it dies and leaves a cloud of gas in a two yard radius that spreads from the hex the rotfiend died in. but it might also kill nearby rotfiends. Rotfiends take triple damage from this explosion. a rotfiend flies into a fury.

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

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

Only On Opposite Sex. which can be as dangerous as vampires. Brawling Parry 11 (-3 vs.Succubus Size Modifier: o Main Attributes: ST13. possessing hooves instead of feet.” 112 . drew handsome young men to it in order to seduce them and feed on their life forces. The torched village near Vergen proved to be the home of a real succubus. Enthrallment (Persuade)-18. Immunity to Mind Control. For you must know that the unpleasant scent of sulfur is not the sole inconvenience one must endure when encountering succubi. DX16. They draw energy from the men to sustain themselves. Mind Control Advantages: Claws (Hooves). IQ16. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Kick 1d+1 cr Powers: Death's Caress. Send Only) Skills: Body-Language-18. HT10 Secondary Attributes: Per16. This beautiful creature. Wrestling-16. Intimidation-13. and the accusation seemed to be solid. Suggestion). Telecommunication (Telesend. Erotic Arts-26.5/6 Active Defenses: Dodge 9. Enthrallment (Suggest)-18. Sense-based (victim must be able to see and hear the succubus). Will16 HP/FP: 13/10 Speed/Move: 6. Detect Lies-13. Brawling-16. Magical. Fearlessness 2. The seductress was accused of brutally murdering many young men. a succubus (plural succubi) is a demon who takes the form of a highly attractive woman to seduce men. Mind Control (Conditioning. Sex-Appeal 26 In the Words of Dandelion “In folklore. often until the point of exhaustion or death of the victim.

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

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

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

116 . Without MR Prepared. Without MR Not Prepared. one measure of Hydragenum. Regeneration (Slow) Regeneration (Slow) Preparation ritual: To correctly prepare a Troll Heart for consumption. Ingestion Type Not Prepared.25).25) Reduced Speed (-0.5) Reduced Speed (-0. With MR Prepared.Mutagens A troll's heart is a mutagen. MUTAGEN: Troll Heart Mutagenic Modifier: -4. a witcher needs to mix a potion with one measure of Caelum. and one measure of Sol. With MR Result Reduced Speed (-0.

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

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

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

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

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

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

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

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

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

if any. e. will be denoted in parentheses. 129 . Aether (albedo).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.g.

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 .

Since 1 Oren is $0.5. and that it is very random which few herbs might be for sale at a village witch or a forest druid. plants and other herbs that contain alchemical ingredients with application in witcher alchemy. Therefore. when he cannot gather them himself. druids or others with herbal knowledge. simply divide all prices by 2 to find their price in dollars. if applicable). herbalism. 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. This means that unlike monster parts. if it doesn't already. Contains: The ingredient contained in the plant (secondary ingredient. Price: The plants price in Orens. 132 . Note that these herbs cannot usually be found in major cities unless one is lucky enough to find an herbal shop. Note: Just as with monster parts. a witcher can often purchase these herbs from village witches. These plants are not only used in witcher alchemy. Habitat: Where the plant is usually found. but also in medicine (here they are used most commonly by witches).Herbs This section of Witchers and their World – Monstrum describes all the different flowers. there is a 10% chance that an herb contains a secondary ingredient. all herbs detailed here have a price attached to them.

is a cypressmedicine. 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. caves Price: 16 Contains: Vitriol (nigredo) Habitat: Forests Price: 14 133 . forests Price: 12 Cortinarius Crow's Eye Cortinarius is a mushroom used in alchemy and Crow's Eye. also called Raven's Eye. unless soaked in alcohol first. It is very rare and can only be found subtle magic resonance. Contains: Rebis Habitat: Fields. caves Price: 21 Celandine Celandine is a very common plant with both medical and alchemical properties. production of fisstech. The fruit is poisonous where druids care for the plants. most often. to treat the plants. after which it can be used for medicines. like bush harvested for its root.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. It is poisonous and a hallucinogen. used both in witcher alchemy and in the insane. rock surfaces. Contains: Hydragenum Habitat: Forests. 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. Contains: Caelum Habitat: Wastelands.

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

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

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