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

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

CHAPTER I MONSTER BASICS 6 .

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

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

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

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

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

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

CHAPTER II MONSTER LIST 13 .

IQ4. Extra Arms 4 (Extra-Flexible. Night Vision 3. Invertebrate. Magic Resistance 10.5/6 Active Defenses: Dodge 5 (unless underwater. Enhanced Move 1/2 (Water) 1. Extra Attack 1. Immunity to Poison. Wrestling-14 3 An aeschna needs to ready its tentacles before use. Tentacle Barrage Advantages: Ambidexterity. Teeth (Fangs). attacks other than thrusting) Damage Resistance: 12 (Tough Skin) Attacks: Tentacle 3d cr (unready3). Constriction Attack. it cannot use a tentacle attack again until it readies them. Weak Bite (½ST) Skills: Brawling-14. Swimming-12. Fishing-11. Vibration Sense Disadvantages: Bestial. bite 4d-1 imp Powers: Caustic Spray. Injury Tolerance (No Neck). Will10 HP/FP: 72/12 Speed/Move: 6. Long (+3)). Brawling Parry 10 (-3 vs.Monster List The following is a complete list of monsters in Witchers and their World – Monstrum. HT12 Secondary Attributes: Per11. Double-Jointed. 14 . No Legs (Aquatic). then Dodge 12). Stealth-14. Aeschna Size Modifier: +8 Main Attributes: ST72. Weak Arms (¼ST). Whenever an aeschna uses a tentacle as part of an attack. Colorblindness. DX14. Tracking-10. Navigation/TL3 (Sea)-11.

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

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

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

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

stealthily sneaking up on its targets. Wrestling-14 In the Words of Dandelion "No other monster inspires so many myths and fallacies as the alpor. as well as their loathing of virgins. Combat Reflexes. in reality. HT11 Secondary Attributes: Per12. Will12 HP/FP: 17/11 Speed/Move: 6.” Attacks and Powers An alpor prefers to attack from the shadows.Alpor Subtype: Vampire [Higher] Size Modifier: 0 Main Attributes: ST17. People believe that this vampire is able to turn into a black dog or a venomous toad. Resistance to Stun (+3) Skills: Brawling-15. bite 1d+1 cut Powers: Surprise Daze Advantages: Claws (Sharp). seductive voices. Stealth-15. Intimidation-11. They strike with claws or attempt to wrestle single targets down to use their vampiric bite on them. rarely giving their victims as much as a chance to scream in terror. Sex-Appeal 13.5/6 Active Defenses: Dodge 10. but these monsters are. 19 . They mistake alpors for succubi. DX15. only seldom known to employ charm and seduction. believing them to be lecherous and inclined to seduce handsome young men. Folk tales describe their charm and their beautiful. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Claw 1d+2 cut. Erotic Arts-11. Fearlessness 5. IQ12. Brawling Parry 11 (-3 vs. What is true beyond any doubt is that they move noiselessly and attack by surprise. They can also daze surprised targets.

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

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

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

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

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

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

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

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

No Fine Manipulators. Template Quadruped: Extra Legs (Four Legs). see below). Brains: A barghest's brains contain Ectoplasm. If successful. Ingredients Extraction Modifier: 0 (in the case of After Death. specters leave behind Essence of Death which is invisible but can be detected by those who know how. Fangs: A barghest's fangs are Beast Fangs. 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. Horizontal. special. 28 . the witcher knows about the essence and gathers it without further trouble. After death: After death.Attacks and Powers The barghest bites its opponents with powerful jaws. If unsuccessful. 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.

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

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

they usually seem like mindless beasts. Will12 HP/FP: 25/10 Speed/Move: 4. claws 2d+2 cut Advantages: Claws (Sharp). ugly women and are famous for their witch-like viciousness. Black annis hunt after dark in groups that peasants refer to as sabbaths. because they resemble old. attacks other than thrusting) Damage Resistance: 6 Attacks: Bite 2d+1 cut. 31 . HT10 Secondary Attributes: Per12. DX8. Teeth (Beak) Disadvantages: Uncontrollable Appetite (the flesh of live creatures) Special Note: Black Annis do not have the Bestial disadvantage! (although they certainly seem that way.Black Annis Subtype: Necrophage Size Modifier: 0 Main Attributes: ST25. They are also called devourers since these creatures gorge themselves on human flesh. IQ12." Attacks and Powers A black annis mauls its opponent to death with tooth and nail. although they willingly eat carcasses. above all they crave flesh that is fresh and warm. but there is no truth to the tales of their midnight flights on broomsticks and their gingerbread houses.5/5 Active Defenses: Dodge 7. They like to deceive their victims and torture them. Brawling Parry 10 (-3 vs. Though black annis are intelligent. most of the time!) Skills: Brawling-14 In the Words of Dandelion "Black annis are often called night witches.

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

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

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

Shapeshifting (Alternate Form: Black Bat) Telecommunication (Telesend. the bruxa drinks blood. IQ16. she is terrifying. And she considers holy symbols to be interesting examples of handicraft. As a vampire. Combat Reflexes. Brawling Parry 12 (-3 vs. x2 damage) Skills: Body-Language-15. Sex-Appeal-17. DX17. So what works? The blade of the silver 35 . Scream Advantages: Claws (Sharp). Detect Lies-13. Erotic Arts-17. that is a post-Conjunction creature. Wrestling-16. She often finds a victim to become her lover and a constant supply of sustenance at the same time. but when she is hungry or attacking. Enthrallment (Persuade)15.Bruxa Subtype: Vampire [Higher] Size Modifier: o Main Attributes: ST15. HT10 Secondary Attributes: Per16. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Bite 1d cut. but she prefers the darkness of the night. The bruxa finds the smell of garlic to be socially inconvenient at most. Intimidation-15. an intruder in our world. She endures the light of the sun well. Send Only) Disadvantages: Vulnerability (Fire. Will16 HP/FP: 15/10 Speed/Move: 6. claw 1d+1 cut Powers: Alternate Form. She appears as a beautiful woman. Flight-14. Enthrallment (Suggest)-15.75/6 Active Defenses: Dodge 10. Stealth-16 In the Words of Dandelion “The bruxa is a higher vampire. As you see. Brawling-17. Fearlessness 2. SaviorFaire (Bars and High Society)-15. Immunity to Poison. Carousing-14. you can stuff most stereotypical preconceptions about vampires up your arse when it comes to a bruxa.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

Searing Bite." 89 . 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. More likely. DX12. Ring of Fire. a specter that assumes the form of a terrifying hound and tirelessly stalks its victims once it finds their trail. HT10 Secondary Attributes: Per16. fire) Attacks: Bite 1d+1 cut Powers: Body of Flames. IQ6. Will6 HP/FP: 15/15 Speed/Move: 5. however.5/5 Active Defenses: Dodge 8 Damage Resistance: 4 (Tough Skin) Additional DR: 25 (limited. Template: Quadruped Size Modifier: 0 Main Attributes: ST15.Hellhound Subtype: Specter Special Note: Although hellhounds are specters. hellhounds simply sniff out the unrighteous and are drawn to corruption like so many monsters are. Peasants believe that the hellhound embodies the vengeance of the gods. Summon Barghests Disadvantages: Bestial Skills: Brawling-14 In the Words of Dandelion "The hellhound is a creature of the underworld.

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

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

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

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

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

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

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

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

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

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

Victims of a kikimore worker's bite. that take at least 1 hit of injury from it. Brawling Parry 10 (-3 vs.Kikimore Worker Subtype: Insectoid Size Modifier: 0 Template: Quadruped Main Attributes: ST15. and even the smallest of them. The truth is far different! Kikimore workers rarely appear near human settlements. Talons 1d+2 imp Powers: Poison Advantages: Claws (Long Talons). superstitious and stupid. HT11 Secondary Attributes: Per7. resourcefulness and caution?”” Attacks and Powers Kikimore workers are weaker than their kin. Fearlessness 2. attacks other than thrusting) Damage Resistance: 4 (Tough Skin) Attacks: Bite 1d+1 cut. Magic Resistance 1.5/6 Active Defenses: Dodge 9. the filthiest creatures on Earth. and even then they only attack when threatened. must roll against HT+1. DX15.” So say the uneducated. IQ2. are dangerous. Immunity to Poison. They are repulsive in their resemblance to spiders. but still pack a good punch. Poison: The kikimore worker's bite delivers its poison. Teeth (Sharp) Skills: Brawling-15 In the Words of Dandelion "Kikimores are an insult to the gods. Failure means the victim becomes 100 . the workers. Some scholars even ask the question: “Is there anything more beautiful than a kikimore — a symbol of hard work. Will2 HP/FP: 15/11 Speed/Move: 6. High Pain Threshold.

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

As with other agile creatures. Teeth (Sharp). running from nekkers is not the best idea.” 102 . attacks other than thrusting) Damage Resistance: 2 (Tough Skin) Attacks: Bite 1d-3 cut. climbs trees. gathering in something akin to tribes. One must be ready to repel many foes at once.Nekker Subtype: Necrophage Size Modifier: -2 Main Attributes: ST10. for they can only repel the attacks of stronger assailants en masse. They burrow from beneath the ground and swarm upon their prey. the tactic is surprisingly effective. Wrestling-11 In the Words of Dandelion “Imagine a drowner that burrows tunnels. and animals give their nests a wide berth. for the monsters will catch up to their prey and swiftly kill it with multiple hits of their claws. Chieftains give orders. Nekkers are social creatures. claw 1d-2 cut Advantages: Claws (Sharp). When nekkers venture out as a war or hunting party. it does so with many of its kin. IQ6. Witchers can use their full range of skills and techniques when fighting nekkers. Brawling Parry 8 (-3 vs. HT10 Secondary Attributes: Per7. The nekkers' basic tactic is to strike en masse. they are led by chieftains. These are larger and mark their faces with red clay. is more vicious than usual. thus they should be eliminated first. Now you have a good idea of what a nekker is. Though primitive. Will6 HP/FP: 10/10 Speed/Move: 5. These primitive creatures are the bane of the wilderness – the inhabitants of forest villages fear them. turning a wild band into an organized unit. Tunneling 1 Skills: Brawling-11.25/5 Active Defenses: Dodge 8. DX11. and when ambushing its prey.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Minor Healing-12. 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. Seek Coastline-13. Scales: Vodyanoi Scales is an alchemical component. Purify Water-13. Whirlpool-9 Ingredients Extraction Modifier: -1. 118 . Bladder: Vodyanoi Bladder is an alchemical component.

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

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

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

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

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

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

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

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

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 .

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

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

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

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

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