GURPS 4th ed.

WITCHERS AND THEIR WORLD

MONSTRUM
A GURPS PROJECT BY CASPER GRONEMANN
1st Edition

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

2

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

The Last Wish

3

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

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

CHAPTER I MONSTER BASICS 6 .

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

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

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

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

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

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

CHAPTER II MONSTER LIST 13 .

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

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

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

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

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

DX15. Wrestling-14 In the Words of Dandelion "No other monster inspires so many myths and fallacies as the alpor. They can also daze surprised targets. They mistake alpors for succubi. Sex-Appeal 13. What is true beyond any doubt is that they move noiselessly and attack by surprise. HT11 Secondary Attributes: Per12. Folk tales describe their charm and their beautiful. Stealth-15. People believe that this vampire is able to turn into a black dog or a venomous toad. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Claw 1d+2 cut. They strike with claws or attempt to wrestle single targets down to use their vampiric bite on them. seductive voices. 19 . Fearlessness 5. believing them to be lecherous and inclined to seduce handsome young men. Brawling Parry 11 (-3 vs. as well as their loathing of virgins. rarely giving their victims as much as a chance to scream in terror. but these monsters are. Erotic Arts-11. stealthily sneaking up on its targets.Alpor Subtype: Vampire [Higher] Size Modifier: 0 Main Attributes: ST17.” Attacks and Powers An alpor prefers to attack from the shadows. Intimidation-11. Resistance to Stun (+3) Skills: Brawling-15.5/6 Active Defenses: Dodge 10. bite 1d+1 cut Powers: Surprise Daze Advantages: Claws (Sharp). Combat Reflexes. Will12 HP/FP: 17/11 Speed/Move: 6. in reality. IQ12. only seldom known to employ charm and seduction.

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

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

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

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

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

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

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

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

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

which contains a strong venom." Attacks and Powers A basilisk attacks with its powerful beak. Failure means the victim becomes poisoned. They claim that the beast is filled with such hatred towards all living things that even its breath is venomous and its glance turns the unwary to stone. In fairy tales. IQ3. 29 . Witchers reply that it is far better to smash the mirror on the creature's head. must roll against HT-1. Victims of a basilisk's bite. Will5 HP/FP: 15/10 Speed/Move: 4.75/4 Active Defenses: Dodge 7. HT10 Secondary Attributes: Per13. 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. DX9. Venomous Bite: The basilisks bite delivers its poison. Brawling Parry 10 (-3 vs. 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. Teeth (Beak) Skills: Brawling-14. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+1 pi+ Powers: Venomous Bite Advantages: Immunity to Poison. that take at least 1 hit of injury from it. Resistance to Stun (+3). the only certain way to kill a basilisk is by holding a mirror in front of its eyes to divert its deadly gaze.Basilisk Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST15.

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

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

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

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

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

And she considers holy symbols to be interesting examples of handicraft. that is a post-Conjunction creature. The bruxa finds the smell of garlic to be socially inconvenient at most. Carousing-14. the bruxa drinks blood. but when she is hungry or attacking. but she prefers the darkness of the night. Fearlessness 2. Detect Lies-13. As you see. Will16 HP/FP: 15/10 Speed/Move: 6. HT10 Secondary Attributes: Per16. SaviorFaire (Bars and High Society)-15. Brawling-17. IQ16. She often finds a victim to become her lover and a constant supply of sustenance at the same time. an intruder in our world. Scream Advantages: Claws (Sharp). DX17. Send Only) Disadvantages: Vulnerability (Fire. Enthrallment (Persuade)15. So what works? The blade of the silver 35 . Stealth-16 In the Words of Dandelion “The bruxa is a higher vampire. Flight-14.75/6 Active Defenses: Dodge 10.Bruxa Subtype: Vampire [Higher] Size Modifier: o Main Attributes: ST15. She appears as a beautiful woman. Brawling Parry 12 (-3 vs. Intimidation-15. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Bite 1d cut. you can stuff most stereotypical preconceptions about vampires up your arse when it comes to a bruxa. she is terrifying. x2 damage) Skills: Body-Language-15. Combat Reflexes. claw 1d+1 cut Powers: Alternate Form. Immunity to Poison. Sex-Appeal-17. Wrestling-16. As a vampire. Enthrallment (Suggest)-15. Erotic Arts-17. Shapeshifting (Alternate Form: Black Bat) Telecommunication (Telesend. She endures the light of the sun well.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

58

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

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

4

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

59

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

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

60

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

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

Impregnated queens lay the eggs in cocoons which hang from trees in areas known as nests. However. awaiting their prey. Extra Legs (Six Legs). They are especially fond of flood-plains. caring little for what happens to other adult specimens.Endrega Queen Subtype: Insectoid Size Modifier: +2 Main Attributes: ST19. and queens being a real rarity. IQ4. HT11 Secondary Attributes: Per10. No Fine Manipulators Skills: Brawling-15 In the Words of Dandelion “Endregas are forest creatures that resemble arachnids. guards being less common. Will6 HP/FP: 19/11 Speed/Move: 5.75/5 Active Defenses: Dodge 8. Claws 2d+1 imp Powers: Poison. Striker (Heavy Tail). when their nest is threatened. like arachnids. attacks other than thrusting) Damage Resistance: 10 Attacks: Claws 2d+1 cut. Teeth (Beak) Disadvantages: Hidebound. with warriors being most numerous. The lesser creatures zealously guard their queens. The queens themselves remain hidden. Horizontal. they 63 . DX12. Longer than they are tall. Like kikimores. as moisture and tall grass suit them. hatch from eggs. These monsters. Brawling Parry 10 (-3 vs. endregas are divided into castes. Toxic Spit Advantages: Claws (Long Talons). as colonies depend on them for survival. they move about on all fours and are extremely difficult to spot as they lie motionless.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

77

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

78

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

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

Attacks and Powers
A ghoul attacks with tooth and nail.

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

79

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Teeth (Sharp) Skills: Brawling-15 In the Words of Dandelion "Kikimores are an insult to the gods. Failure means the victim becomes 100 . the filthiest creatures on Earth. DX15. are dangerous. Magic Resistance 1. Will2 HP/FP: 15/11 Speed/Move: 6.5/6 Active Defenses: Dodge 9.Kikimore Worker Subtype: Insectoid Size Modifier: 0 Template: Quadruped Main Attributes: ST15. Immunity to Poison. that take at least 1 hit of injury from it. Victims of a kikimore worker's bite. must roll against HT+1.” So say the uneducated. The truth is far different! Kikimore workers rarely appear near human settlements. resourcefulness and caution?”” Attacks and Powers Kikimore workers are weaker than their kin. and even then they only attack when threatened. IQ2. the workers. Brawling Parry 10 (-3 vs. Talons 1d+2 imp Powers: Poison Advantages: Claws (Long Talons). but still pack a good punch. HT11 Secondary Attributes: Per7. superstitious and stupid. Poison: The kikimore worker's bite delivers its poison. They are repulsive in their resemblance to spiders. High Pain Threshold. Fearlessness 2. Some scholars even ask the question: “Is there anything more beautiful than a kikimore — a symbol of hard work. and even the smallest of them. attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d+1 cut.

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

they are led by chieftains. the tactic is surprisingly effective. claw 1d-2 cut Advantages: Claws (Sharp). The nekkers' basic tactic is to strike en masse. Witchers can use their full range of skills and techniques when fighting nekkers. DX11. HT10 Secondary Attributes: Per7. One must be ready to repel many foes at once. gathering in something akin to tribes. for they can only repel the attacks of stronger assailants en masse. They burrow from beneath the ground and swarm upon their prey. Will6 HP/FP: 10/10 Speed/Move: 5.25/5 Active Defenses: Dodge 8. These are larger and mark their faces with red clay. IQ6. Tunneling 1 Skills: Brawling-11. climbs trees. When nekkers venture out as a war or hunting party.Nekker Subtype: Necrophage Size Modifier: -2 Main Attributes: ST10. and when ambushing its prey. thus they should be eliminated first. Chieftains give orders. turning a wild band into an organized unit. Nekkers are social creatures. and animals give their nests a wide berth. As with other agile creatures.” 102 . for the monsters will catch up to their prey and swiftly kill it with multiple hits of their claws. Though primitive. Teeth (Sharp). Brawling Parry 8 (-3 vs. it does so with many of its kin. attacks other than thrusting) Damage Resistance: 2 (Tough Skin) Attacks: Bite 1d-3 cut. Now you have a good idea of what a nekker is. These primitive creatures are the bane of the wilderness – the inhabitants of forest villages fear them. running from nekkers is not the best idea. is more vicious than usual. Wrestling-11 In the Words of Dandelion “Imagine a drowner that burrows tunnels.

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

they roam the fields lit by silver light. wind and the earth cooling after the heat of the day. If the roll fails. Dark as the night itself and filled with grief. the victim breaks free and can flee. the fields become the domain of midnight demons who draw their power from moonlight. HT8 Secondary Attributes: Per8. then taken into the circle and forced to dance until he expires. If caught peeping. which should not be seen by any mortal. If the roll succeeds. Nightwraiths are born of moonlight. at times becoming a nightwraith himself. the mortal is blinded by moonlight. Dance Macabre (magical): Anyone who lays eyes on. Will13 HP/FP: 12/12 Speed/Move: 4.5/4 Active Defenses: Dodge 7 Damage Resistance: 6 Attacks: None Powers: Dance Macabre. This cycle continues until 104 . Moonlight Skills: None In the Words of Dandelion “When the sun sets. Each time the victim takes damage. the victim takes 1HP and FP damage each 10 minutes. a dancing Nightwraith must roll against Will-2. They rise above the ground and whirl in a mad dance. the victim will join hands with the Nightwraith and join their dance. or hears the voice of. Woe to those who are spotted by a nightwraith. penetrating all damage reduction. DX10. she or he may attempt another roll against Will-2. IQ8. While this persists.Nightwraith Subtype: Specter Size Modifier: 0 Main Attributes: ST6." Attacks and Powers Nightwraith do not attack – they don't need to.

Ingredients Extraction Modifier: -2 (special. Each ten minutes. 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. the witcher misses it. 105 . This cycle continues until the victim succeeds at the Will roll or dawn breaks. After death: After death. Once a Will roll against a nightwraith's Dance Macabre ability succeeds. If successful. specters leave behind Essence of Death which is invisible but can be detected by those who know how. If unsuccessful. If the roll succeeds. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If the witcher has not already encountered specters and thus puts two and two together and looks for this essence actively. see below). Moonlight (magical): Anyone who lays eyes on a Nightwraith must roll against HT-2 or be blinded. dies.the victim succeeds at the Will roll. the victim is no longer blinded. you are immune to that particular nightwraith's Dance Macabre for the rest of the night. she or he may attempt another roll against HT-2. or somehow survives the dance until dawn breaks and the nightwraith disappears.

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

Fear (magical): Anyone who makes their Will roll against the Dance Macabre of a noonwraith must roll a Fright Check. penetrating all damage reduction. she or he may attempt another roll against Will-2. 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. dies. or somehow survives the dance until night falls and the noonwraith disappears. the victim breaks free and can flee. specters leave behind Essence of Death which is invisible but can be detected by those who know how. If the roll succeeds. Anyone who succeeds at a Fright Check against a noonwraith is immune to that noonwraith's Fear power for the rest of that day. see below). Ingredients Extraction Modifier: -2 (special. Once a Will roll against a noonwraith's Dance Macabre ability succeeds. 107 . you are immune to that particular noonwraith's Dance Macabre for the rest of the day. If successful. Each time the victim takes damage. After death: After death. This cycle continues until the victim succeeds at the Will roll. 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. Heat (magical): Unless you are engaged in the noonwraith's Dance Macabre. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. If unsuccessful. the victim takes 1HP and FP damage each ten minutes. being within C range of that noonwraiths deals 1d-4 (minimum 1) burn damage to you each round.this persists.

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

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

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

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

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

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

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

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

one measure of Hydragenum. and one measure of Sol.Mutagens A troll's heart is a mutagen. With MR Result Reduced Speed (-0. a witcher needs to mix a potion with one measure of Caelum. 116 .25). Without MR Not Prepared. Regeneration (Slow) Regeneration (Slow) Preparation ritual: To correctly prepare a Troll Heart for consumption. MUTAGEN: Troll Heart Mutagenic Modifier: -4.25) Reduced Speed (-0. With MR Prepared. Without MR Prepared.5) Reduced Speed (-0. Ingestion Type Not Prepared.

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

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

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

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

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

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

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

In the Words of Dandelion
“The wraiths are not, as some claim, a projection of an inner fear. They are visible, tangible and dangerous on top of that. The priests teach that people who die suddenly, leaving this vale of tears with important tasks left unfinished, become such ghosts. So wraiths have their own aims. Sometimes they are unaware of them, but more often they aim to achieve them, not caring for the living. The wraiths are always connected to the sites of their demise. They may protect their former homes, or they may seek vengeance. One may even find small groups of the wandering damned
123

in crypts and catacombs or on battlefields. It is not true that they only appear at night. I can confirm, however, that one cannot communication with them, and that they have no fear of man or monster. Wraiths hover just above the ground, so they move very swiftly. One should strike at them strongly and make ample use of signs. As immaterial beings, they can appear and disappear at will. If the witcher swings his sword too slowly, giving the ghosts time to react, he might find himself striking nothing but air and then sense a quick riposte on his back.”

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

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

124

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

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

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

125

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

must roll against HT-3.75/4 Active Defenses: Dodge 7. Victims of a wyvern's bite. IQ3. it deals 3HP and FP toxic damage per hour. DX9. attacks other than thrusting) Damage Resistance: 12 (Tough Skin) Attacks: Bite 2d+1 cut Powers: Venomous Bite Advantages: Immunity to Poison. Some have described this as natures way of telling the story of the aggressive and hypersensitive female. Brawling Parry 10 (-3 vs. Teeth (Sharp) Disadvantages: Berserk Skills: Brawling-15. The poison has a delay of one hour. Stronger and fiercer than their counterparts. Once it takes effect. but Geralt usually replies to this that female royal wyverns remind him more of male humans than female ones. Flight-15 In the Words of Dandelion "Royal Wyverns are a highly aggressive type of wyvern. HT10 Secondary Attributes: Per13.Wyvern (Royal) Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST19. The poison functions for 48 hours after taking effect. they are more adept at flying and fighting. Will5 HP/FP: 19/10 Speed/Move: 4." Attacks and Powers A wyvern attacks with brutal jaws. that take at least 1 hit of injury from it. 127 . Packs of wyverns are usually led by one or two royal wyverns. and usually female. Resistance to Stun (+3). Venomous Bite: The wyvern's bite delivers its poison. Failure means the victim becomes poisoned.

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

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

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

CHAPTER III FLORA 131 .

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

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

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

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

136 .

Sign up to vote on this title
UsefulNot useful