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.

2

“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

3

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

druids and apothecaries on the Continent use plants for their work.Introduction For a foreword and credits in general for the GURPS: Witchers and their World project.com or on sjgames. GURPS: Witchers and their World – Monstrum aims to make a detailed list of many of the monsters in the universe of the witchers. which should only be divulged to players on successful skill rolls or by trial-and-error. Also note that this particular tome should be for GM's eyes only! It contains information on monster and plant ingredients. is to include some examples from the flora of the witcher universe. see Witchers and their World – Characters. This supplement deals with that which one must always deal with in the universe of the witchers: monsters! . 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. it still gives a short description that should be more than enough for the GM's creativity to do the rest.com forums (username: Grunker) 5 .oh. Another much simpler goal of this supplement. and plants. and only describe the plants in game terms for witcher alchemy. it is necessary to first read Witchers and their World – Characters.. 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. is flesh out and give attributes for a wide variety and range of monsters common in the universe of the witchers. What this supplement does. 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. any GM should look to further define his own monsters by personalizing that which can be found in this supplement. too. specifically those related to mutagens and witcher alchemy. as well as mutagens and monster strengths and weaknesses. witchers. will only make sense with that supplement in hand. as some concepts. To use this supplement and understand everything in it. Both alchemists. With that..

CHAPTER I MONSTER BASICS 6 .

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

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

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

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

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

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

CHAPTER II MONSTER LIST 13 .

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

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

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

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

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

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

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

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

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

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

It is highly vulnerable to fire – any witcher worth his stuff should use the Igni sign to good effect!" Attacks and Powers The archespore attacks by slamming its body into assailants. Will2 HP/FP: 20/10 Speed/Move: 4. 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. HT10 Secondary Attributes: Per9. Blossom: Spores can be extracted from an archespore's “head” or blossom. Regrowth: An archespore can use a Concentration maneuver and expend 2FP to regenerate 1HP per second for the next five seconds. Stem: Archespore Juice can be extracted from an archespore's stem. DX9.75/4 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. 24 . Ingredients Extraction Modifier: -1. and can also regrow. IQ2.Archespore Subtype: Plant Size Modifier: +2 Main Attributes: ST20. The beast attacks innocent creatures hatefully.

though meeting one is considered to be an omen of the worst kind. thin women wearing gray vestments. usually broadsword 1d-2 cr or broadsword 1d-1 cut) Powers: Howl Disadvantages: Bestial Skills: None or weapon (if weapon. is a female spirit who cries on Saovine night. (if weapon. also called a beann'shie. HT8 Secondary Attributes: Per11. wailing a warning of those who will die. Saovine night. Their appearance varies. They have burning red eyes. IQ6. since these specters are attracted to youth. at the end of October and start of November.” 25 .Banshee Subtype: Specter Size Modifier: 0 Main Attributes: ST8. Will15 HP/FP: 16/12 Speed/Move: 5.25/5 Active Defenses: Dodge 8. DX13. though most often they're pale. usually Broadsword Parry 9) Damage Resistance: 8 Attacks: None or weapon (if weapon. usually Broadsword-13) In the Words of Dandelion “A banshee. marks the new year for elves and humans alike. Children especially should care for the banshee. and children are encouraged not to walk to far from the festivities lest they encounter a beann'shie. As Geralt tells it though. banshees are not specifically malicious spirits unless angry or immensely sad.

When she or he recovers. 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. If the second Will roll fails. Earplugs or other remedies can further reduce the range at which a banshee's howl is effective. 2) The Will roll fails. causing anyone within 30 yards to become frightened. usually with a sword. the victim rolls on the Fright Table (GURPS: Basic Set. see below). Then roll vs. and so on. the victim makes a Fright check as explained above. the witcher misses it. the victim loses 1HP the first day. Deaf people are immune to this effect. If unsuccessful. and so on. anyone who can hear her rolls against Will. 26 . Based upon the success or failure of that roll. If successful. If the victim survives and awakens. A bystander that covers his or her ears with his or her hands must be within 20 yards to be affected. p. If successful. The victim makes another roll against Will. HT.Attacks and Powers Most banshees have only the power of their scream. the victim falls into a catatonic state. the witcher knows about the essence and gathers it without further trouble. Without medical care. 360). stunned or fall into a deathlike state! When a banshee howls. 2 on the second. all skill rolls and attribute checks are at -2 for as many days as the catatonia lasted. The victim makes a Fright check. the victim is stunned. the victim has shrugged off the Banshee's howl. 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. Ingredients Extraction Modifier: -1 (special. On a failed roll. If successful. If unsuccessful. After death: After death. though banshees who died on the field of battle may be armed. He or she stares into space for 1d days. the victim remains catatonic for another 1d days. Howl (magical): A banshee can expend 1FP to let out a frightening howl. two things can happen: 1) The Will roll succeeds.

HT10 Secondary Attributes: Per16. Barghest are usually found in the service of a hellhound. Barghests are specters with solid forms. Other legends say the ghosts appear as a sign of divine retribution and embody revenge. DX12. they are not insubstantial and do not possess Supernatural Durability like other specters. they posses the solid forms of hounds when they arrive from the underworld. Template: Quadruped Size Modifier: 0 Main Attributes: ST13. According to some folk tales these monsters are the scouts of the Wild Hunt. Thus. so unlike other specters the are quite easy to hurt. 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. at least comparatively.Barghest Subtype: Specter Special Note: Although barghests are specters." 27 . IQ3. Will6 HP/FP: 13/10 Speed/Move: 5. However. and they spread out over the countryside to haunt villages.

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

must roll against HT-1. 29 . that take at least 1 hit of injury from it. Victims of a basilisk's bite. Failure means the victim becomes poisoned. DX9. which contains a strong venom. Teeth (Beak) Skills: Brawling-14.75/4 Active Defenses: Dodge 7. Brawling Parry 10 (-3 vs. HT10 Secondary Attributes: Per13. In fairy tales. Will5 HP/FP: 15/10 Speed/Move: 4. Witchers reply that it is far better to smash the mirror on the creature's head." Attacks and Powers A basilisk attacks with its powerful beak. Resistance to Stun (+3). 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. 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. Venomous Bite: The basilisks bite delivers its poison. the only certain way to kill a basilisk is by holding a mirror in front of its eyes to divert its deadly gaze.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. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+1 pi+ Powers: Venomous Bite Advantages: Immunity to Poison. IQ3.

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

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

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

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

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

Fearlessness 2. Send Only) Disadvantages: Vulnerability (Fire. And she considers holy symbols to be interesting examples of handicraft. claw 1d+1 cut Powers: Alternate Form. Shapeshifting (Alternate Form: Black Bat) Telecommunication (Telesend. She endures the light of the sun well. Intimidation-15. an intruder in our world. Sex-Appeal-17. Detect Lies-13. IQ16. Erotic Arts-17. Immunity to Poison. Brawling-17. Wrestling-16. Scream Advantages: Claws (Sharp). As you see. Combat Reflexes. x2 damage) Skills: Body-Language-15. Flight-14. Stealth-16 In the Words of Dandelion “The bruxa is a higher vampire. you can stuff most stereotypical preconceptions about vampires up your arse when it comes to a bruxa. Enthrallment (Persuade)15.Bruxa Subtype: Vampire [Higher] Size Modifier: o Main Attributes: ST15. She appears as a beautiful woman. As a vampire. that is a post-Conjunction creature.75/6 Active Defenses: Dodge 10. SaviorFaire (Bars and High Society)-15. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Bite 1d cut. Enthrallment (Suggest)-15. but when she is hungry or attacking. The bruxa finds the smell of garlic to be socially inconvenient at most. HT10 Secondary Attributes: Per16. she is terrifying. the bruxa drinks blood. She often finds a victim to become her lover and a constant supply of sustenance at the same time. Brawling Parry 12 (-3 vs. DX17. Carousing-14. but she prefers the darkness of the night. So what works? The blade of the silver 35 . Will16 HP/FP: 15/10 Speed/Move: 6.

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

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

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

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

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

The victim can shake this disease by succeeding on a roll against HT-3 after he takes this damage. 41 . and characters resistant or immune to disease are resistant or immune to these effects. This disease has an incubation time of 16 hours. Stomach: Abomination Lymph can be extracted from a cemetaur's stomach. Jaw: Cemetaur Jaw is an alchemical substance.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. or by being cured through magical or other means. and deals 4 toxic damage to the victim in a twelve hour cycle after the incubation time. All negative effects of an cemetaur's bite are disease-related. Ingredients Extraction Modifier: -3. Eyes: White Vinegar can be extracted from a cemetaur's eyes.

Venomous Sting Advantages: Resistance to Poison (+8). On a failed roll. HT11 Secondary Attributes: Per13. The egg must be incubated for forty-four days by a toad. Limited Arc (Can Only Strike Ahead).Cockatrice Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST17. Petrifying Gaze (magical): As a free action usable once per round. The victim rolls against HT-1. its poisonous stinger. A cockatrice hates everything that lives so fiercely that its glance turns the living to stone. Cannot Parry. Only a bold adventurer with a mirror can deflect its deadly gaze and defeat the cockatrice. Striker (Stinger. The toad is devoured by the little beast as soon as it hatches. 42 . attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+2 pi+. the cockatrice may spend 2FP and lock its gaze with a victim. Resistance to Stun (+3). Weak). the victim is petrified and turned into stone. Stinger 2d-1 pi Powers: Petrifying Gaze. Flight-14 In the Words of Dandelion "Cockatrices are born of eggs laid by roosters consorting with other roosters. DX11. or its petrifying gaze. Will7 HP/FP: 17/11 Speed/Move: 5." Attacks and Powers A cockatrice attacks with its powerful beak. Brawling Parry 10 (-3 vs. IQ5. Teeth (Beak) Skills: Brawling-14.5/5 Active Defenses: Dodge 8.

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

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

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

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

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

” Attacks and Powers The draugir can be armed with many weapons. special. specters leave behind Essence of Death which is invisible but can be detected by those who know how. These wraiths can be defeated using fire. of course. the witcher knows about the essence and gathers it without further trouble. After death: After death. Poisons and oils increasing bleeding are of no use. even shields. so one should coat a silver blade with it before battle. 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 most effective. but the typical draguir wields a twohanded sword. the witcher misses it. see below).The draugirs are susceptible to the Specter Oil. 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. but the silver sword is. If unsuccessful. Claws: Draugir Claws contain alchemical ingredients. Ingredients Extraction Modifier: -1 (in the case of After Death. 48 . If successful.

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

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

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

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

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

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

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

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

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

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.

58

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.

59

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

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

60

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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. as they simply divide into two separate living beasts when cut in half. as they fear all things that are not human. HT12 Secondary Attributes: Per12. Brawling Parry 9 (-3 vs. attacks other than thrusting) Damage Resistance: 4 Attacks: Pincer Slash 2d imp Powers: Poison Advantages: Teeth (Fangs). Peripheral Vision (Broad Arc of Vision) Disadvantages: No Fine Manipulators. Will12 HP/FP: 21/12 Speed/Move: 6/6 Active Defenses: Dodge 9. DX11. Tunneling 4. 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." Attacks and Powers Giant centipedes impale their victims with their pincers. 80 . 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. which are also poisonous.Giant Centipede Subtype: Insectoid Size Modifier: +1 Main Attributes: ST19. The creatures are believed to be invincible. No Legs (Slithers). Vibration Sense (Air). Horizontal Skills: Brawling-13.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dance Macabre (magical): Anyone who lays eyes on. then taken into the circle and forced to dance until he expires. Dark as the night itself and filled with grief.Nightwraith Subtype: Specter Size Modifier: 0 Main Attributes: ST6. the victim will join hands with the Nightwraith and join their dance. she or he may attempt another roll against Will-2. which should not be seen by any mortal. If the roll fails. Each time the victim takes damage. This cycle continues until 104 . they roam the fields lit by silver light. Moonlight Skills: None In the Words of Dandelion “When the sun sets. DX10. penetrating all damage reduction. Nightwraiths are born of moonlight. wind and the earth cooling after the heat of the day. the mortal is blinded by moonlight. or hears the voice of. They rise above the ground and whirl in a mad dance. a dancing Nightwraith must roll against Will-2.5/4 Active Defenses: Dodge 7 Damage Resistance: 6 Attacks: None Powers: Dance Macabre. HT8 Secondary Attributes: Per8. the victim breaks free and can flee. at times becoming a nightwraith himself. Will13 HP/FP: 12/12 Speed/Move: 4. While this persists. IQ8. the fields become the domain of midnight demons who draw their power from moonlight. If caught peeping. the victim takes 1HP and FP damage each 10 minutes. If the roll succeeds." Attacks and Powers Nightwraith do not attack – they don't need to. Woe to those who are spotted by a nightwraith.

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

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

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

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

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

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

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

and the accusation seemed to be solid. Brawling-16. possessing hooves instead of feet. Only On Opposite Sex. often until the point of exhaustion or death of the victim. Send Only) Skills: Body-Language-18. Mind Control (Conditioning. Sex-Appeal 26 In the Words of Dandelion “In folklore.” 112 . a succubus (plural succubi) is a demon who takes the form of a highly attractive woman to seduce men. Erotic Arts-26. Suggestion). attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Kick 1d+1 cr Powers: Death's Caress.5/6 Active Defenses: Dodge 9. IQ16. HT10 Secondary Attributes: Per16. Intimidation-13. Brawling Parry 11 (-3 vs. which can be as dangerous as vampires. drew handsome young men to it in order to seduce them and feed on their life forces. Enthrallment (Persuade)-18. Mind Control Advantages: Claws (Hooves). DX16. Telecommunication (Telesend. They draw energy from the men to sustain themselves. The torched village near Vergen proved to be the home of a real succubus. Detect Lies-13.Succubus Size Modifier: o Main Attributes: ST13. The seductress was accused of brutally murdering many young men. Wrestling-16. Fearlessness 2. This beautiful creature. Enthrallment (Suggest)-18. Magical. For you must know that the unpleasant scent of sulfur is not the sole inconvenience one must endure when encountering succubi. Immunity to Mind Control. Sense-based (victim must be able to see and hear the succubus). Will16 HP/FP: 13/10 Speed/Move: 6.

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

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

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

With MR Prepared.5) Reduced Speed (-0. MUTAGEN: Troll Heart Mutagenic Modifier: -4. Regeneration (Slow) Regeneration (Slow) Preparation ritual: To correctly prepare a Troll Heart for consumption. 116 . a witcher needs to mix a potion with one measure of Caelum. one measure of Hydragenum.25). Without MR Prepared.Mutagens A troll's heart is a mutagen. With MR Result Reduced Speed (-0.25) Reduced Speed (-0. Without MR Not Prepared. Ingestion Type Not Prepared. and one measure of Sol.

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

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

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

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

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

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

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
123

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.

124

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.

125

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

Brawling Parry 10 (-3 vs. and usually female. 127 . Flight-15 In the Words of Dandelion "Royal Wyverns are a highly aggressive type of wyvern. they are more adept at flying and fighting. but Geralt usually replies to this that female royal wyverns remind him more of male humans than female ones. attacks other than thrusting) Damage Resistance: 12 (Tough Skin) Attacks: Bite 2d+1 cut Powers: Venomous Bite Advantages: Immunity to Poison. Will5 HP/FP: 19/10 Speed/Move: 4. must roll against HT-3." Attacks and Powers A wyvern attacks with brutal jaws. Packs of wyverns are usually led by one or two royal wyverns. HT10 Secondary Attributes: Per13. The poison has a delay of one hour. Stronger and fiercer than their counterparts. it deals 3HP and FP toxic damage per hour. Resistance to Stun (+3). The poison functions for 48 hours after taking effect. Failure means the victim becomes poisoned. Once it takes effect. Venomous Bite: The wyvern's bite delivers its poison. Teeth (Sharp) Disadvantages: Berserk Skills: Brawling-15.75/4 Active Defenses: Dodge 7. that take at least 1 hit of injury from it.Wyvern (Royal) Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST19. Some have described this as natures way of telling the story of the aggressive and hypersensitive female. DX9. Victims of a wyvern's bite. IQ3.

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

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

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 .

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

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

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

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

136 .

Sign up to vote on this title
UsefulNot useful