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

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

CHAPTER I MONSTER BASICS 6 .

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

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

if any. 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. Mutagens This section details the mutagens contained in the monster. Also note: Any given character can only benefit from each unique mutagen a single time. 9 . what effects they have. The result of ingesting the mutagen. The result of ingesting the mutagen. and so on. the process needed to distil them. in Witchers and their World – Characters. see 'Preparing Mutagens' under the Witcher Alchemy section in Chapter VI – Alchemy. without the Mutagenic Resistance advantage. to ingest them. The only exception to this rule is monster parts or substances which already specify that they contain a secondary ingredient. Without MR Not Prepared. The result of ingesting the mutagen unprepared. For more information on preparing mutagens. With MR Prepared.Alchemy section in Chapter VI – Alchemy in Witchers and their World – Characters). Prepared. prepared in the correct manner. A mutagen entry is structured in the following manner: MUTAGEN: Mutagen's Name Mutagenic Modifier: -o to -5 (the penalty to a witcher's Witcher Alchemy roll to correctly discern how to prepare the mutagen for ingestion) Ingestion Type Not Prepared. with the Mutagenic Resistance advantage. without the Mutagenic Resistance advantage. Without MR Result The result of ingesting the mutagen unprepared. they simple increase or reduce a characters Character Point Value respectively). With MR Preparation ritual: The correct alchemical ingredients needed to correctly prepare the mutagen. Note: The result-box often simply contains the name of an advantage or disadvantage and no other text. with the Mutagenic Resistance advantage.

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

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

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

CHAPTER II MONSTER LIST 13 .

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

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

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

Disease: If a victim sustains one or more hits of injury from an alghoul's bite attack." Attacks and Powers An alghoul mainly attacks with it claws. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+2 cut. Claw 2d-1 cut Powers: Disease Advantages: Claws (Sharp).Alghoul Subtype: Necrophage Size Modifier: +1 Main Attributes: ST20. imparting a -1 to DX and IQ.5/6 Active Defenses: Dodge 9. On a failed roll. the victim must roll against HT-1. Teeth (Sharp) Disadvantages: Uncontrollable Appetite (human flesh from live prey) Skills: Brawling-15 In the Words of Dandelion "Alghouls are ghouls which had been devouring corpses for so many years that human flesh becomes irresistible and they begin to prey on the living. The victim must then roll against HT-1 at the end of its next turn. who know that the alghoul is a more aggressive and challenging opponent. IQ4. DX14. They are seen in crypts and on battlefields. Simple folk do not notice the differences between these two types of scavengers — unlike witchers. Will8 HP/FP: 20/12 Speed/Move: 6. 429 of GURPS: Basic Set). Brawling Parry 10 (-3 vs. A retching victim 17 . the nausea stops. HT12 Secondary Attributes: Per9. A failed roll causes nausea. frequently surrounded by ghouls. but it can deliver a nasty bite that inflicts disease. On a successful roll. the victim begins retching (as described on p.

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

only seldom known to employ charm and seduction. Stealth-15. Resistance to Stun (+3) Skills: Brawling-15. Intimidation-11.5/6 Active Defenses: Dodge 10. 19 . bite 1d+1 cut Powers: Surprise Daze Advantages: Claws (Sharp). HT11 Secondary Attributes: Per12. as well as their loathing of virgins. Erotic Arts-11. believing them to be lecherous and inclined to seduce handsome young men. Will12 HP/FP: 17/11 Speed/Move: 6. DX15. What is true beyond any doubt is that they move noiselessly and attack by surprise. attacks other than thrusting) Damage Resistance: 8 (Tough Skin) Attacks: Claw 1d+2 cut. They can also daze surprised targets.” Attacks and Powers An alpor prefers to attack from the shadows. Folk tales describe their charm and their beautiful. They mistake alpors for succubi. Wrestling-14 In the Words of Dandelion "No other monster inspires so many myths and fallacies as the alpor. Sex-Appeal 13. stealthily sneaking up on its targets. People believe that this vampire is able to turn into a black dog or a venomous toad. in reality. Fearlessness 5. Combat Reflexes.Alpor Subtype: Vampire [Higher] Size Modifier: 0 Main Attributes: ST17. seductive voices. Brawling Parry 11 (-3 vs. IQ12. They strike with claws or attempt to wrestle single targets down to use their vampiric bite on them. but these monsters are. rarely giving their victims as much as a chance to scream in terror.

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

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

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

The character can gain an adrenal burst of strength. 23 . With MR Prepared. Without MR Result -1 Striking ST. by spending 2FP. Ingestion Type Not Prepared. by spending 1FP. This is a free action. Prepared. MUTAGEN: Arachas Adrenal Gland Mutagenic Modifier: -3. and can only be used once per round. This is a mutagen. Rough Skin (-1 Quirk).Mutagens An arachas' shell has a small piece of flesh inside of it which serves as the adrenal amplifier that an arachas uses to employ its powerful charge attack. Rough Skin (-1 Quirk) -1 Striking ST -1 Striking ST. Without MR Not Prepared. This is a free action. the character can gain a +3 bonus to Striking ST for 5 seconds. The character can gain an adrenal burst of strength. With MR Preparation ritual: To correctly prepare an Arachas Adrenal Gland for ingestion. and can only be used once per round. the character can gain a +3 bonus to Striking ST for 5 seconds. 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 criminal's ill will and the cruelty of his deed conceive a curse that brings the archespore to life. DX9. HT10 Secondary Attributes: Per9. Will2 HP/FP: 20/10 Speed/Move: 4. It is highly vulnerable to fire – any witcher worth his stuff should use the Igni sign to good effect!" Attacks and Powers The archespore attacks by slamming its body into assailants. Blossom: Spores can be extracted from an archespore's “head” or blossom. IQ2. The beast attacks innocent creatures hatefully. trying to take vengeance until justice is done. 24 .Archespore Subtype: Plant Size Modifier: +2 Main Attributes: ST20. Stem: Archespore Juice can be extracted from an archespore's stem.75/4 Active Defenses: Dodge 7 Damage Resistance: 6 (Tough Skin) Attacks: Bodyslam 2d+1 Powers: Regrowth Skills: Brawling-12 In the Words of Dandelion "Some crimes are so terrible that they fill people with terror and offend the gods. Regrowth: An archespore can use a Concentration maneuver and expend 2FP to regenerate 1HP per second for the next five seconds. and can also regrow. Ingredients Extraction Modifier: -1.

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

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

they posses the solid forms of hounds when they arrive from the underworld. Barghest are usually found in the service of a hellhound. at least comparatively." 27 . Template: Quadruped Size Modifier: 0 Main Attributes: ST13. Barghests are specters with solid forms. IQ3. Will6 HP/FP: 13/10 Speed/Move: 5. HT10 Secondary Attributes: Per16. Thus.Barghest Subtype: Specter Special Note: Although barghests are specters. all tales agree on one point: barghests show the living no mercy. and they spread out over the countryside to haunt villages.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. 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. According to some folk tales these monsters are the scouts of the Wild Hunt. so unlike other specters the are quite easy to hurt. However. DX12.

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

that take at least 1 hit of injury from it. DX9. Resistance to Stun (+3). They claim that the beast is filled with such hatred towards all living things that even its breath is venomous and its glance turns the unwary to stone. attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Bite 1d+1 pi+ Powers: Venomous Bite Advantages: Immunity to Poison. Brawling Parry 10 (-3 vs.Basilisk Subtype: Ornithosaur Size Modifier: +1 Main Attributes: ST15. which contains a strong venom." Attacks and Powers A basilisk attacks with its powerful beak. Witchers reply that it is far better to smash the mirror on the creature's head. Victims of a basilisk's bite. HT10 Secondary Attributes: Per13. Will5 HP/FP: 15/10 Speed/Move: 4. 29 . Teeth (Beak) Skills: Brawling-14. Venomous Bite: The basilisks bite delivers its poison. Failure means the victim becomes poisoned. 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. In fairy tales.75/4 Active Defenses: Dodge 7. IQ3. the only certain way to kill a basilisk is by holding a mirror in front of its eyes to divert its deadly gaze. must roll against HT-1. 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.

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

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

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

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

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

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

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

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

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

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

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

41 . All negative effects of an cemetaur's bite are disease-related. The victim can shake this disease by succeeding on a roll against HT-3 after he takes this damage. Stomach: Abomination Lymph can be extracted from a cemetaur's stomach. Jaw: Cemetaur Jaw is an alchemical substance. or by being cured through magical or other means. This disease has an incubation time of 16 hours. and deals 4 toxic damage to the victim in a twelve hour cycle after the incubation time. Ingredients Extraction Modifier: -3. and characters resistant or immune to disease are resistant or immune to these effects.A victim that begins retching as part of a cemetaur's claw 0r bite – whether they recover soon after or not – is also inflicted with a disease. Eyes: White Vinegar can be extracted from a cemetaur's eyes.

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

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

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

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

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

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

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

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

Tongue: Drowned Dead Tongue contains alchemical ingredients. 50 . 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.Ingredients Extraction Modifier: 0.

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

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

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

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

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

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

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

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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awaiting their prey. Poison Advantages: Extra Legs (Six Legs). with warriors being most numerous. 61 . when their nest is threatened. The lesser creatures zealously guard their queens. they move about on all fours and are extremely difficult to spot as they lie motionless. and queens being a real rarity. like arachnids. However. endregas are divided into castes. as moisture and tall grass suit them. guards being less common. Horizontal. Brawling Parry 8 (-3 vs. Striker (Heavy Tail). they emerge swiftly and fight ferociously. IQ2. These monsters. to exterminate an endrega colony. caring little for what happens to other adult specimens. Like kikimores.Endrega Guard Subtype: Insectoid Size Modifier: +1 Main Attributes: ST14. Longer than they are tall. Thus. No Fine Manipulators Skills: Brawling-11 In the Words of Dandelion “Endregas are forest creatures that resemble arachnids. They are especially fond of flood-plains. The queens themselves remain hidden. Impregnated queens lay the eggs in cocoons which hang from trees in areas known as nests. HT10 Secondary Attributes: Per8. one must set fire to its cocoons to lure out and kill the queen. attacks other than thrusting) Damage Resistance: 6 Attacks: Bite 1d-1 pi+ Powers: Defensive Curl. Teeth (Beak) Disadvantages: Hidebound. hatch from eggs. DX11. Will2 HP/FP: 20/10 Speed/Move: 5.25/5 Active Defenses: Dodge 8. as colonies depend on them for survival.

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

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

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

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

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

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

one of the members of the first Conclave. Regeneration (Fast). IQ7. comes from another reality and our world is alien to it. Will7 HP/FP: 20/12 Speed/Move: 6/6 Active Defenses: Dodge 9. a genie of Earth. had a d'ao. HT12 Secondary Attributes: Per11. at his beck and call. but they still can do a lot. Immunity to Poison. DX12. At the mage's command it moved a mountain that blocked the view from a window. Contemporary sorcerers are but a pale shadow of the old masters. Herbert Stammelford. it does not have emotions and does not think the way even trolls and other familiar creatures do. similarly to post-conjunction creatures. attacks other than thrusting) Damage Resistance: 8 Additional DR: 50 (limited. Magic Resistance 5. Totally controlled by magic. Brawling Parry 10 (-3 vs. fire) Attacks: Fist 2d+2 cr Powers: Explosive Fireball. The most proficient among them can summon fire elementals. Resistance to Stun (+8).Fire Elemental Size Modifier: +1 Template: Body of Fire (Modified. it obediently carries 68 . Smoldering Cinders Advantages: High Pain Threshold. perfectly obedient guardians and defenders. A fire elemental. Unfazeable Skills: Brawling-15 In the Words of Dandelion “Sorcerers proficient in the Art can create gateways to dimensions ruled by the four elements and force the creatures dwelling there to serve them. see below) Main Attributes: ST20. According to philosophers.

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

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

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

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

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

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

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

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

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

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

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

77

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

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

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

Attacks and Powers
A ghoul attacks with tooth and nail.

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

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

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

what is brought to life by a lightning bolt can very well be destroyed by one. nonmagical electricity or lightning) Skills: Brawling-14 In the Words of Dandelion “Frustrating jobs happen in every profession. such as being susceptible to silver and spells. and ordered his new servant to fetch water. High Pain Threshold. as they involve slashing through solid rock animated by magic. This DR is not subject to the weaknesses of normal monster DR. Detect (All life and unlife.Golem Size Modifier: +2 Template: Body of Stone Main Attributes: ST35. before burying himself in his scholarly books. Warp (see Teleportation power) Disadvantages: Reduced Speed (-1. and ultimately flooded not only the mage's 82 . IQ6. animated it by casting Alzur's Thunder. without pause. Flight (Wings). DX9. Precise). Brawling Parry 10 (-3 vs. Unhealing. Immunity to Poison. doesn't work against non-magical electricity or lightning. Golem contracts are just such a job for witchers. HT10 Secondary Attributes: Per6. Slave Mentality. from the very bottom of our hearts. Luckily. Magic Resistance 10. Unfazeable. The golem kept carrying water day and night.) Attacks: Fist 5d cr Advantages: Acute Senses (Detect) 6. Vulnerability (x10. Will6 HP/FP: 50/10 Speed/Move: 3/3 Active Defenses: Dodge 6.75). This is something we all truly wish the golem. Once an absent-minded mage created a golem. attacks other than thrusting) Damage Resistance: 0 Additional DR: 30 (limited.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Once a Will roll against a nightwraith's Dance Macabre ability succeeds. If unsuccessful. 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. specters leave behind Essence of Death which is invisible but can be detected by those who know how. 105 . the GM roll a passive Monster Lore roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. see below). Ingredients Extraction Modifier: -2 (special. Moonlight (magical): Anyone who lays eyes on a Nightwraith must roll against HT-2 or be blinded. A passive roll of this kind can be attempted again if the witcher has since used at least a single character point to raise his or her Monster Lore skill. After death: After death. If successful. Each ten minutes. or somehow survives the dance until dawn breaks and the nightwraith disappears. If the roll succeeds. the witcher misses it. dies. the victim is no longer blinded. you are immune to that particular nightwraith's Dance Macabre for the rest of the night. This cycle continues until the victim succeeds at the Will roll or dawn breaks. she or he may attempt another roll against HT-2.the victim succeeds at the Will roll.

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

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

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

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

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

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

Brawling Parry 11 (-3 vs. Sense-based (victim must be able to see and hear the succubus). attacks other than thrusting) Damage Resistance: 6 (Tough Skin) Attacks: Kick 1d+1 cr Powers: Death's Caress. drew handsome young men to it in order to seduce them and feed on their life forces. The seductress was accused of brutally murdering many young men. DX16. Mind Control (Conditioning. Send Only) Skills: Body-Language-18. often until the point of exhaustion or death of the victim. For you must know that the unpleasant scent of sulfur is not the sole inconvenience one must endure when encountering succubi. This beautiful creature.Succubus Size Modifier: o Main Attributes: ST13. Intimidation-13. Enthrallment (Suggest)-18. Enthrallment (Persuade)-18. possessing hooves instead of feet. and the accusation seemed to be solid. Only On Opposite Sex. Brawling-16.5/6 Active Defenses: Dodge 9. Magical. Immunity to Mind Control. Fearlessness 2. Detect Lies-13. which can be as dangerous as vampires. Mind Control Advantages: Claws (Hooves). HT10 Secondary Attributes: Per16. IQ16. Suggestion). They draw energy from the men to sustain themselves. a succubus (plural succubi) is a demon who takes the form of a highly attractive woman to seduce men. Sex-Appeal 26 In the Words of Dandelion “In folklore. The torched village near Vergen proved to be the home of a real succubus. Telecommunication (Telesend. Wrestling-16.” 112 . Will16 HP/FP: 13/10 Speed/Move: 6. Erotic Arts-26.

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

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

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

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

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

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

Swimming-12 In the Words of Dandelion "The sight of vodyanoi warriors striding ashore is a sign that a transgression has been committed against the fishpeople — either the border to an underwater kingdom has been crossed or a taboo under one of the many vodyanoi religions has been violated. They do not hesitate to sacrifice their lives in service to the powers of the Deep. Navigation/TL3 (Sea)-11. DX13. Both tasks are performed with precision and emotionlessly. the vodyanoi can secrete a special oil to cover their claws. HT13 Secondary Attributes: Per8. IQ8.Vodyanoi Warrior Size Modifier: 0 Main Attributes: ST14. though when necessary they leave their domain to seek justice for some perceived harm. 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. Cutting damage dealt by the vodyanoi that results in injury causes twice the amount 119 . The warriors' primary duty is to guard the underwater kingdom. Oxygen Storage (x200)) Skills: Brawling-13. Oil: Spending 1FP and a Concentrate maneuver. Will8 HP/FP: 14/13 Speed/Move: 6. Brawling Parry 9 (-3 vs." Attacks and Powers The vodyanoi warrior can claw its victims to death. and can also secrete an oil that causes searing pain.

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

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

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

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. Wing Membrane: The wings of a wyvern contain Wing Membrane. Toxin: Within the corpse of a wyvern.Ingredients Extraction Modifier: -2. 126 . Toxin can be harvested.

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

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

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

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

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

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

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

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