GURPS 4th ed.

WITCHERS AND THEIR WORLD

MONSTRUM
A GURPS PROJECT BY CASPER GRONEMANN
1st Edition

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

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

The Last Wish

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

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

CHAPTER I MONSTER BASICS 6 .

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

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

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

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

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

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

CHAPTER II MONSTER LIST 13 .

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

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

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

the victim begins retching (as described on p. On a successful roll. IQ4. The victim must then roll against HT-1 at the end of its next turn. 429 of GURPS: Basic Set). A failed roll causes nausea. DX14. the nausea stops. 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. Will8 HP/FP: 20/12 Speed/Move: 6. Disease: If a victim sustains one or more hits of injury from an alghoul's bite attack.Alghoul Subtype: Necrophage Size Modifier: +1 Main Attributes: ST20. imparting a -1 to DX and IQ. who know that the alghoul is a more aggressive and challenging opponent. frequently surrounded by ghouls. Claw 2d-1 cut Powers: Disease Advantages: Claws (Sharp)." Attacks and Powers An alghoul mainly attacks with it claws. Simple folk do not notice the differences between these two types of scavengers — unlike witchers. Brawling Parry 10 (-3 vs. On a failed roll. A retching victim 17 . but it can deliver a nasty bite that inflicts disease. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+2 cut. HT12 Secondary Attributes: Per9. the victim must roll against HT-1.5/6 Active Defenses: Dodge 9.

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

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

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

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

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

With MR Preparation ritual: To correctly prepare an Arachas Adrenal Gland for ingestion. Rough Skin (-1 Quirk). 23 . by spending 1FP. The character can gain an adrenal burst of strength. This is a free action. the character can gain a +3 bonus to Striking ST for 5 seconds. The character can gain an adrenal burst of strength. With MR Prepared. Prepared. the character can gain a +3 bonus to Striking ST for 5 seconds. and can only be used once per round. Without MR Result -1 Striking ST. Rough Skin (-1 Quirk) -1 Striking ST -1 Striking ST. by spending 2FP. This is a mutagen. Ingestion Type Not Prepared. This is a free action. the witcher must mix a potion from it containing the mashed adrenal gland combined with one measure of Hydragenum and one measure of Sol. Without MR Not Prepared.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. MUTAGEN: Arachas Adrenal Gland Mutagenic Modifier: -3. and can only be used once per round.

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

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

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

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

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 successful. 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. Fangs: A barghest's fangs are Beast Fangs. special. specters leave behind Essence of Death which is invisible but can be detected by those who know how. Horizontal. see below). Ingredients Extraction Modifier: 0 (in the case of After Death. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. Template Quadruped: Extra Legs (Four Legs). If unsuccessful. Brains: A barghest's brains contain Ectoplasm. After death: After death.Attacks and Powers The barghest bites its opponents with powerful jaws. the witcher misses it. 28 . No Fine Manipulators.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

the dwarves have assimilated best and many now live in human cities.Dwarves were once a dominant race. but now their sole enclave is Mahakam. 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. a mountain-city rich in metal and mineral deposits. 54 . During the war with Nilfgaard. Of all the elder races.” Attacks and Powers Dwarves can fight with most weaponry. but have a natural fondness for axes and hammers. although they meet with disdain and distrust. dwarves made a name for themselves as mercenaries.

It does have senses as living beings do. Precise). 55 . Felling trees. Immunity to Poison. Resistance to Stun (+8). DX7.Earth Elemental Size Modifier: +2 Template: Body of Earth Main Attributes: ST26. the genie capable of creating earthquakes and flattening mountains. as it is tireless and always vigilant. and less powerful. Regeneration (Fast). HT18 Secondary Attributes: Per10. Magic Resistance 5.25) Skills: Brawling-13 In the Words of Dandelion “The earth elemental is the younger brother of the legendary d'ao. It has no fear of monsters. Detect (All life and unlife. such as being susceptible to silver and spells) Attacks: Fist 3d cr Advantages: Acute Senses (Detect) 6. but it always recognizes the presence of intruders. of course. High Pain Threshold. IQ7. Will7 HP/FP: 26/18 Speed/Move: 4/4 Active Defenses: Dodge 7. but also more mischievous. The earth elemental always serves its summoner faithfully. Unfazeable Disadvantages: Reduced Speed (-2. But only if their master allows it. let alone humans. Brawling Parry 9 (-3 vs. It is most often employed as a guard. crushing walls and smashing people to pulp can be counted among this creature's pranks. attacks other than thrusting) Damage Resistance: 8 Additional DR: 2 (this DR is not subject to the weaknesses of normal monster DR. Younger.

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

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

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

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

4

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

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

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

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they move about on all fours and are extremely difficult to spot as they lie motionless. Will2 HP/FP: 20/10 Speed/Move: 5. Impregnated queens lay the eggs in cocoons which hang from trees in areas known as nests. 61 . Teeth (Beak) Disadvantages: Hidebound. They are especially fond of flood-plains. when their nest is threatened. Poison Advantages: Extra Legs (Six Legs). IQ2. DX11. hatch from eggs. awaiting their prey. The lesser creatures zealously guard their queens. as moisture and tall grass suit them. Brawling Parry 8 (-3 vs. These monsters. endregas are divided into castes. like arachnids. However. The queens themselves remain hidden. Striker (Heavy Tail). Longer than they are tall. Like kikimores. caring little for what happens to other adult specimens. Horizontal. they emerge swiftly and fight ferociously. as colonies depend on them for survival. to exterminate an endrega colony. HT10 Secondary Attributes: Per8. guards being less common. with warriors being most numerous.25/5 Active Defenses: Dodge 8. Thus. attacks other than thrusting) Damage Resistance: 6 Attacks: Bite 1d-1 pi+ Powers: Defensive Curl. one must set fire to its cocoons to lure out and kill the queen. and queens being a real rarity.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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

Attacks and Powers
A ghoul attacks with tooth and nail.

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

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" Attacks and Powers Giant centipedes impale their victims with their pincers. The creatures are believed to be invincible. which are also poisonous. as they fear all things that are not human. Peripheral Vision (Broad Arc of Vision) Disadvantages: No Fine Manipulators. All this nonsense about giant centipedes only shows how intensely common people fear these venomous beasts. Brawling Parry 9 (-3 vs.Giant Centipede Subtype: Insectoid Size Modifier: +1 Main Attributes: ST19. 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. DX11. attacks other than thrusting) Damage Resistance: 4 Attacks: Pincer Slash 2d imp Powers: Poison Advantages: Teeth (Fangs). 80 . 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. Vibration Sense (Air). HT12 Secondary Attributes: Per12. IQ2. No Legs (Slithers). Horizontal Skills: Brawling-13. Tunneling 4. as they simply divide into two separate living beasts when cut in half. Will12 HP/FP: 21/12 Speed/Move: 6/6 Active Defenses: Dodge 9.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 .

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

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

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

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

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