GURPS 4th ed.

WITCHERS AND THEIR WORLD

MONSTRUM
A GURPS PROJECT BY CASPER GRONEMANN
1st Edition

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

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

The Last Wish

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

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

CHAPTER I MONSTER BASICS 6 .

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

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

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

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

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

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

CHAPTER II MONSTER LIST 13 .

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

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

Without MR Prepared. in 1dx10 minutes. and thus stops choking the victim. or by an unaffected friend. the aeschna cannot target the same spot with more than one tentacle in this manner. With MR Prepared.The ooze and slime can be dealt with by the victim in ten rounds of concentrated removal of slime from the breathing apparatus. This requires an All-Out Attack action. Collaboration between the victim and a friend brings this down to three rounds. Eyes: Aeschna Eyes are a special alchemical substance. Ingestion Type Not Prepared. Damage Resistance 2 (limited. it is forced to swing its tentacles in different places. toxic damage) Preparation ritual: To correctly prepare an Aeschna Poison Gland for ingestion. extracted by cutting of the tip of the tentacle and sucking out the essence within. Mutagens An aeschna's poison gland holds a strong mutagen. the witcher must mix a potion from it containing the mashed poison gland combined with one measure of Aether. in five rounds. Monthly) Dependency (Sea Water. 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. corrosive damage) and Damage Resistance 1 (limited. 16 . Tentacles: Each of the six tentacles of an aeschna may hold Essence of Water (a 20% chance per tentacle). Ingredients Extraction Modifier: -5. Without MR Not Prepared. Seasonally) Resistance to Poison (+3) Resistance to Poison (+3). With MR Result Dependency (Sea Water. MUTAGEN: Aeschna Poison Gland Mutagenic Modifier: -4. However. It becomes inert. 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. one measure of Caelum and one measure of Vitriol. who comes to the aid of the victim. so they do not hit each other.

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

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. Stomach: Cadaverine can be extracted from an alghoul's stomach. or by being cured through magical or other means. The victim can shake this disease by succeeding on a roll against HT-1 after he takes this damage. Ingredients Extraction Modifier: -2. 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. rest or any other means of recovering FP). Marrow: Alghoul Marrow is an alchemical substance.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. 18 . All negative effects of an alghoul's bite are disease-related. 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.

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

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

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

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

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

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

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

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

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

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

Failure means the victim becomes poisoned. Teeth (Beak) Skills: Brawling-14. Brawling Parry 10 (-3 vs. must roll against HT-1.75/4 Active Defenses: Dodge 7. 29 . 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. Resistance to Stun (+3). 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. which contains a strong venom. Witchers reply that it is far better to smash the mirror on the creature's head. In fairy tales. Victims of a basilisk's bite." Attacks and Powers A basilisk attacks with its powerful beak. IQ3. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+1 pi+ Powers: Venomous Bite Advantages: Immunity to Poison. DX9. that take at least 1 hit of injury from it. 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. The fact that witchers often encounter basilisks in dungeons and cellars contradicts the legend and suggests these creatures can reproduce under any conditions like many of their nasty monster brethren. Will5 HP/FP: 15/10 Speed/Move: 4. Venomous Bite: The basilisks bite delivers its poison.

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

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

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

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

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

Brawling-17. Immunity to Poison. an intruder in our world. Fearlessness 2. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Bite 1d cut. that is a post-Conjunction creature. The bruxa finds the smell of garlic to be socially inconvenient at most. Sex-Appeal-17. She endures the light of the sun well. Enthrallment (Persuade)15. x2 damage) Skills: Body-Language-15. Stealth-16 In the Words of Dandelion “The bruxa is a higher vampire. Flight-14. As a vampire. As you see. Send Only) Disadvantages: Vulnerability (Fire. Scream Advantages: Claws (Sharp). She often finds a victim to become her lover and a constant supply of sustenance at the same time. Brawling Parry 12 (-3 vs. Combat Reflexes. you can stuff most stereotypical preconceptions about vampires up your arse when it comes to a bruxa.Bruxa Subtype: Vampire [Higher] Size Modifier: o Main Attributes: ST15. Enthrallment (Suggest)-15. Will16 HP/FP: 15/10 Speed/Move: 6. HT10 Secondary Attributes: Per16. claw 1d+1 cut Powers: Alternate Form. Erotic Arts-17. SaviorFaire (Bars and High Society)-15. Shapeshifting (Alternate Form: Black Bat) Telecommunication (Telesend. she is terrifying. Detect Lies-13. She appears as a beautiful woman. the bruxa drinks blood. So what works? The blade of the silver 35 . but she prefers the darkness of the night. Intimidation-15. but when she is hungry or attacking. IQ16. And she considers holy symbols to be interesting examples of handicraft. Wrestling-16.75/6 Active Defenses: Dodge 10. Carousing-14. DX17.

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

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

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

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

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

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

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

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

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

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

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

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

Claws: Draugir Claws contain alchemical ingredients. 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. After death: After death. special. Poisons and oils increasing bleeding are of no use. the most effective. Ingredients Extraction Modifier: -1 (in the case of After Death.The draugirs are susceptible to the Specter Oil. 48 . These wraiths can be defeated using fire. but the typical draguir wields a twohanded sword. of course. so one should coat a silver blade with it before battle. specters leave behind Essence of Death which is invisible but can be detected by those who know how.” Attacks and Powers The draugir can be armed with many weapons. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. If successful. see below). 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. If unsuccessful. even shields. but the silver sword is.

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

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

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

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

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

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

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

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

Echinops Subtype: Plant Size Modifier: +2 Main Attributes: ST22. 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. RoF 1. IQ2. Thorn Spitting: An echinops can spit large. Failure means the victim becomes 57 . Regrowth: An echinops can use a Concentration maneuver and expend 1FP to regenerate 1HP per second for the next five seconds. It can also spit poisonous thorns. DX10. The target rolls against HT. It deals 2d large piercing damage. Shots N/A." Attacks and Powers The echinops attacks by slamming its body into assailants. The beasts try to take their vengeance on criminals. Max 100. poisonous thorns. A thorn that deals at least 1 hit of injury also poisons its target. HT10 Secondary Attributes: Per9. and Recoil 1. but they do not spare the lives of innocents who haplessly enter their territory. The attack has 1/2D 30. and can also regrow. Acc 3. Will2 HP/FP: 22/10 Speed/Move: 5/5 Active Defenses: Dodge 8 Damage Resistance: 8 (Tough Skin) Attacks: Bodyslam 2d+2 cr Powers: Regrowth.

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

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

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

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

4

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

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

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

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

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

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

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

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

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

However. the creatures often willingly take blows. knocked down or immobilized by a trap. The monster can easily be tripped up. use the strong style and target the beast's abdomen. Trusting in the toughness of their armor. Jaw: An Endrega Jaw can be used in witcher alchemy. Attacks and Powers An endrega can bite its foe or smash them with its mace-like tail. Mouth: Endrega Saliva is an alchemical component. where its armor is weakest. Endregas can bleed to death if hit with a blade coated with the appropriate oil.When fighting an endrega. Ingredients Extraction Modifier: 0. the endrega's peculiar metabolism makes it immune to poison. 67 . They are also susceptible to all witcher Signs. 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.

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

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

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

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

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

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

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

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

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

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

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

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

77

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

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

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

Attacks and Powers
A ghoul attacks with tooth and nail.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Once a Will roll against a nightwraith's Dance Macabre ability succeeds. 105 . After death: After death. the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. see below). Moonlight (magical): Anyone who lays eyes on a Nightwraith must roll against HT-2 or be blinded. the victim is no longer blinded.the victim succeeds at the Will roll. Each ten minutes. This cycle continues until the victim succeeds at the Will roll or dawn breaks. the witcher knows about the essence and gathers it without further trouble. If unsuccessful. you are immune to that particular nightwraith's Dance Macabre for the rest of the night. dies. she or he may attempt another roll against HT-2. Ingredients Extraction Modifier: -2 (special. 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. If successful. or somehow survives the dance until dawn breaks and the nightwraith disappears. If the roll succeeds. the witcher misses it. specters leave behind Essence of Death which is invisible but can be detected by those who know how.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CHAPTER III FLORA 131 .

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

The fruit is poisonous where druids care for the plants. It is very rare and can only be found subtle magic resonance. to treat the plants. unless soaked in alcohol first. after which it can be used for medicines. forests Price: 12 Cortinarius Crow's Eye Cortinarius is a mushroom used in alchemy and Crow's Eye. caves Price: 16 Contains: Vitriol (nigredo) Habitat: Forests Price: 14 133 . Contains: Hydragenum Habitat: Forests. It is poisonous and a hallucinogen. like bush harvested for its root. rock surfaces. Contains: Caelum Habitat: Wastelands. Contains: Rebis Habitat: Fields. Contains: Aether (nigredo) Habitat: Druidic circles Contains: Quebrith (rubedo) Price: 24 Habitat: Forest areas with direct sunlight Price: 12 Beggartick Blossom Berbercane Beggartick Blossom is the blossom of beggartick Berbercane is used. also called Raven's Eye. production of fisstech. caves Price: 21 Celandine Celandine is a very common plant with both medical and alchemical properties. is a cypressmedicine. most often.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. used both in witcher alchemy and in the insane. 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.

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

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

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