THE WITCHER - EXTENDED BESTIARY by WitcherLabbro
THE WITCHER - EXTENDED BESTIARY by WitcherLabbro
Extended Bestiary
Table of Contents
Bestiary 2 Preface
Hello guys, it's WitcherLabbro with my
Alghoul 2
most ambitious project to date.
Arachnomorph 4 Unfortunately it took a bit longer than I
Banshee 6 expected so it clashes with the release of
the amazing A Witcher's Journal, but in
Djinn 8 my opinion there can never be too many
Ekhidna 10 monsters and enemies in our much-loved
Ekimmara 12 TRPG and I think that these additions
might even be useful a few months or
Forktail 14 even years from now.
Glustyworp 16 So here I present to you the Extended
Ice Troll 18 Bestiary which I started to make just for
myself and the groups I DM for as I
Kikimore 20 thought that some of the monsters
Koshchey 22 lacking from the original rulebook are
Mula 24 too essential just to keep them out. Of
course we already got some amazing
Nekurat 26 ideas for monsters from the content
Nightwraith 28 creators of reddit and even a full on
Penitent 30 bestiary but even with them I felt some
were missing.
Scurver 32 So, why "Extended" Bestiary? Simple
Wight 34 answer - I want to dedicate this
homebrew bestiary to the incredibly
Alchemy 36 talented u/thehuntedsnark and their
Monster Parts 36 great homebrew bestiary. I never
Mutagens & Decoctions 37 wanted to recreate any monster of theirs
and instead just aimed to add to the mix
Wild Hunt Armory 38 and include a bit of my on style. Thus,
Wild Hunt Armory 38 this homebrew is heavily influenced by
the way thehuntedsnark created their
Diagrams 39
monsters. Furthermore I took caution to
The Wild Hunt 40 not include any monster that is about to
Wild Hunt Hound 40 be published with A Witcher's Journal,
cutting the actual monsters that are added
Wild Hunt Navigator 42 with this homebrew to 'only' 17. I had a
Wild Hunt Warrior 44 blast designing them and I hope that they
add to a few of your sessions!
So long, fellow witchers, and be safe.
- WitcherLabbro
Threat
Medium
Simple
Bounty
50
Armor
5
1
7
6
1
1
5
0
6
18
3
30 Around 1.30 meters at the
shoulder
70
Around 90kg
6
Battlefields and cemeteries
30
About as intelligent as a dog
0
In packs with 3 to 6 ghouls
Alghoul
Necrophage Oil
Ya see a lot of ghouls in the North these days. Heh, I remember when you could go your
whole life without spottin’ one. But with all the corpses rottin’ in the fields and all the
blood spillin’ in rivers and valleys, ghouls are croppin’ up all over. Most people assume
they’re corpses, mutated and re-animated by magic into beasts. Rotten fiends that feed
on the dead and attack just about anyone who comes near. Travel in packs and attack
like wolves, circlin’ their prey, all attackin’ and keepin’ the target off kilter. Pounce
–Rodolf Kazmer An alghoul doesn’t need to
take a running start when
leaping.
Fury
When alghouls are brought
Alghouls differ from normal ghouls in size, strength, coloring and, most importantly, below 15 HP they enter a
intelligence. Whereas ghouls are primitive creatures unfit to plan even the simplest fury in which they move
ambush, alghouls and their kindred are capable of forethought, and are thus much more every round, attack every
dangerous. round, and regenerate 3
points of damage per turn.
Ghouls seem to possess wits enough to at least know a brighter mind when they see it,
and so let alghouls lead their packs. A pack so led will terrorize all in its path, attacking
Night Vision
not only lone travelers but also caravans and even farmsteads. When encountering such a Alghouls operate in areas of
pack the alghoul should be eliminated as a first priority, leaving the other beasts for once dim light with no penalties.
their leader is gone. One be particularly careful when
fighting alghouls around dusk and at night, for they are able Feral
to see in the dark. For the purposes of
During combat alghouls try risky maneuvers aimed at Awareness and Wilderness
knocking their opponents to the ground so the others can Survival, instinct gives them
Melee +7 an INT of 6.
finish the job by tearing them to shreds or screech so
Brawling +7
horribly that any potential pray is unable to move. Sonic Screech
The biggest difference between a ghoul and an alghoul is Dodge/Escape +6 An alghoul can take its turn
the alghoul's spikes that leave any attacker brave enough to Athletics +8 to let out a screech which
forces anyone within 10m to
encounter in close combat in a difficult spot. Awareness +7 make a Stun save at -1.
Like a normal ghoul, an injured alghoul can fall into a
Stealth +3 Spikes
frenzy and attack with blind fury. An experienced witcher A melee hit on an alghoul
knows to get out of its way on such occasions and strike Wilderness Survival +6 leaves the attacker staggered.
from behind, while for an inexperienced witcher, such a Resist Magic +4 If the alghoul gets stunned, it
turn of events often marks the end of his Path. retracts its spikes until it isn't
Endurance +6 stunned anymore.
Courage +8
2
Bite 3d6+2 Bleed (25%)
Threat
Easy
Difficult
Bounty
25
Armor
5
1
6
8
6
8
1
1
4
0
5
24
4
25 Between 1.50 and 2 meters
60
Around 50kg
5
Forests, swamps & caves
25
About as intelligent as a dog
0
Groups of 5 to 15
Arachnomorph
Insectoid Oil
Ya know, folk say that if you go too deep into the forest, you might encounter even
worse predators than wolves and bears. Somewhere near the so called 'monstrous
spiders' wait for their prey. They are incredibly fast and can easily catch up with most
folk, so if you feel like you're being watched or you even see absurd amounts of
spiderwebs around you, ya'd better run. Heh, or just don't go into the forest in the first
place. Pounce
–Rodolf Kazmer An arachnomorph doesn’t
need to take a running start
when leaping.
Threat
Medium
Complex
Bounty
250
Armor
0
4
8
5
7
8
1
1
9
0
8
24
4
40 Usual human heights
70
Weightless
8
Deserts, near rural areas
60
Consumed by emotion
0
Solitary
Banshee
Commoner Superstition (Education DC:16) Specter Oil
I often hear of people that claimed to have seen a banshee ending up dead shortly after.
I guess that is one reason why these ghostly women that are stuck between life and death
are considered a bad omen. It is said that if ya hear the wailing of a banshee you'll join
the ranks of the dead that night. Heh, can only guess that seein' one would be even
worse.
–Rodolf Kazmer Bodiless
Though a banshee cannot
become incorporeal and
invincible like other
specters, it has no physical
Witcher Knowledge (Witcher Training DC:14) body and is therefore
immune to bleeding and
Banshees or beann'shies are specters most often appearing in the form of pale, tear- poison.
streaked women with shriveled faces and wrinkled, corpse-like bodies. Old gossips claim
Sonic Screech
beann'shies are the spirits of women stuck between life and death due to traumatic A banshee can take its turn to
experiences. Their wails and howls are considered ill omens of imminent, inevitable let out a screech which
death, though they will not attack the living themselves unless provoked. forces anyone within 10m to
Once done so a beann'shie poses a dangerous threat. They are not incorporeal like most make a Stun save at -1.
of the other specters but their wails can easily turn into devastating screams that leave its
Dust Devil
opponents stunned and their ability to swirl dust with magic thus blinding their targets A banshee can use magic to
should never be underestimated. swirl dust and dirt up into a
What every Witcher who tries to hunt these solitary target’s face. This attack uses
monsters has to keep in mind is its ability to seek out the Spell Casting, and on a hit it
blinds the target for 1d6
help from the deceased by summoning dead warriors. rounds. The target must be
Unlike most specters the beann'shie doesn't vanish after Spell Casting +7 within 5m.
doing so. So trying to take out the beann'shie before it can
Melee +8 Summon Skeletons
summon too many enemies must be the top priority. A banshee can take a turn to
Brawling +7 summon 1d10 skeletons
Dodge/Escape +8 using iron long swords
aiding it in its fight. Use the
Athletics +4 stats of bandits for the
Awareness +8 skeletons, but without armor.
Stealth +9
Wilderness Survival +6
Resist Magic +7
Endurance +7
Threat
Hard
Difficult
Bounty
2000
Armor
0
5
5
6
5
3
5
1
11
0
8
9
1
- Changing
50
Weightless
8
Far from civilization/near its master
100
Intelligent enough to bargain
30
Solitary
Djinn
Commoner Superstition (Education DC:16) Elementa Oil
Djinn are the wet dream of peasants wanting to be rich. Everybody knows that if you Dimeritium Bomb
defeat a djinn in battle, it has to grant you three wishes. Heh, the people able to defeat Deal Driven
one however can be counted on my fingers. Djinn are said to consist solely of pure If anyone arranges a deal with a
djinn and they keep their end of
magic. And if ya ever had the pleasure of meetin' a magic user than you probably know the bargain or get the djinn to truly
you don't want to anger these fellers. Especially since djinn are ten times as powerful. believe they won't betray it, the
djinn is bound to fulfill what it has
–Rodolf Kazmer promised. A djinn will never agree
to imprison itself or do something
that draws attention to itself.
Vessel
A djinn won't die when it falls to 0
Witcher Knowledge (Witcher Training DC:20) HP. Instead it will get too exhausted to
fight and stops attacking. In this state
it's possible for a magically attuned
Djinn, D'jinni or Djinniah is the name given to an elemental genie of Air. A djinn is a person to ban the djinn in a vessel.
This is only possible for magic users
powerful air spirit, a condensation of the power of that element endowed with with a Spell Casting rank of 8 or
consciousness and character - the latter usually nasty. According to legend, djinn can higher and an Education rank of 10. A
vesseled djinn needs to fulfill 3, and
grant even the most far-fetched wishes, though they do so very begrudgingly. only 3, wishes to the person breaking
the seal of the vessel. Once the third
Unusually powerful mages can capture and tame these beings. The mage can then draw wish is fulfilled, the djinn will be free
on its energy, using it to cast spells without having to call on Power from traditional to go. These wishes have to be able to
be done with the magical capabilities
sources. Only a sparse handful have managed this feat, however, for djinn fight to avoid of the djinn. A djinn that already has a
master cannot be captured.
such a fate with stubborn determination. To imprison a djinn and bend it to one's will, one
must first weaken it - and that is no easy feat.
Fighting a djinn is extraordinarily difficult. They can fling
off spells in an instant that the most accomplished human
mages could never cast with years of preparation. What's
Magic
more, by manipulating the element of air they can summon Spell Casting +11 The magical abilities of a djinn exceed
even the most powerful mages. A djinn
powerful storms, hurricanes, and gales. Luckily, as magic is able to use every single spell,
beings, they are vulnerable to silver - yet steel will do them Dodge/Escape +7 invocation, sign and hex using Spell
Casting. When fighting, it will only
no harm. Awareness +10 cast any air magic and Dispel.
Furthermore, whenever the djinn is
Stealth +9
Last Resort agitated the spell Lightning Storm will
be cast as a free action without cost.
Wilderness Survival +6
When a djinn falls below 10 HP it will
Mischievous
take a round to prepare a huge teleport Resist Magic +12 Though a vesseled djinn will never
while maintaining any storms or other attack its master, it can and will try
active attacks. At the start of its next turn Deceit +6 to fulfill the wishes in a perverted
the djinn will disappear and leave no trace way, so a sailing mage should never
of its new whereabouts. If the djinn falls Persuasion +6 just ask to "take us away" or he
to 0 HP, it is incapable of performing this might find himself and his ship on
spell in an instant. But after 30 minutes of Human Perception +8 top of the highest mountain of
rest the djinn will instantly teleport away, Skellige a second later.
provided it hasn't been trapped in a vessel. Resist Coercion +7
Teleport
As a defensive action using Spell
Casting a djinn can teleport up to
10m. This can't be blocked by
dimeritium.
Invulnerabilities
A djinn will only take damage
See "Magic"
under Abilities - - - None from silver and magic. It is
immune to diseases and any effects
and never runs out of stamina.
Threat
Medium
Simple
Bounty
50
Armor
5
5
8
8
7
8
5
3
9
0
8
24
4
40 Around 3 meters long
70
Around 150kg
8
Seas and coastlines
25
Human-level
0 Groups of 3 to 6,
often mixed with sirens
Ekhidna
Commoner Superstition (Education DC:14) Hybrid Oil
Sirens’re a sad story. Used to be beautiful women with tails like fish and a special
Limited Movement
interest in sailors, heh. That times’s long past though. These days a siren’d sooner flay On land an ekhidna has a
ya than kiss ya – best keep that in mind. Nobody knows why, but it’s probably to do REF, DEX & SPD of 3.
with sailors kidnappin’ sirens to wife. Today they lure in folk with their songs, then turn
into horrible monsters and tear the flesh from your bones. Sailors say if ya pass by
sirens on the sea ya should tie yourself to the mast to stop yourself from leapin’ over the
edge to ‘em.
–Rodolf Kazmer
Illusion
An ekhidna is capable of
instantly raising an illusion to
Witcher Knowledge (Witcher Training DC:15) make it look like a beautiful
Ekhidnae are in most ways the same monster as sirens. In fact they are so similar that woman with features of its
choosing. This illusion can be
normal folk probably can't tell them apart. The biggest difference between ekhidnae and dispelled with a DC:15 Spell
sirens is the fact that ekhidnas are bigge, bulkier and stronger breeds. Besides that most Casting roll.
of the knowledge of sirens can be applied to ekhidnae, too. Ekhidnae have no magic to
compel men to leap into the water either. They can, just like sirens, only conceal their Sonic Screech
An ekhidna can take its turn
horrifying fishy features under those of beautiful young women apparently enough for to let out a screech which
horny sailors who’ve been at sea for the past year. No, an forces anyone within 10m to
ekhidna lures a ship close with an attractive guise and then make a Stun save at -1.
bursts into the air on scaly wings to swoop down on its prey. Amphibious
An ekhidna will swoop down from on high, swinging with Ekhidnas can live
its claws before ascending again or try to knock you into the Melee +8 underwater indefinitely and
cannot be drowned. They
water. The biggest problem in this case would be the much Brawling +7 also do not take penalties for
heavier tail the ekhidna has. A strike with this muscular Dodge/Escape +6 acting underwater.
limb will leave you thrown off balance and an easy prey for
Athletics +9 Flight
the other sirens and ekhidnae. An ekhidna can take flight as
Unfortunately, ekhidnae in the air or in the water are very Awareness +7 a movement. The ekhidna can
fast and very maneuverable, making them hard to catch or Stealth +8 only be knocked out of the
air by stunning it or doing
attack. Luckily you can knock ekhidnae out of the air with a Wilderness Survival +7 more than 5 points of damage
good ranged weapon hit. In this time the ekhidna is Resist Magic +6 with an attack. If the ekhidna
incredibly vulnerable and can easily be finished off. is knocked out of the air it
Ekhidnae are intelligent and capable of reason and Resist Corecion +7 must make a DC:16 Athletics
check or take falling damage
diplomacy, sometimes talking may do the job. That being Seduction +5 based on how far it fell.
said, they aren’t usually interested in it and may use the Endurance +7
opportunity to lure you into a trap. Courage +5
Threat
Medium
Complex
Bounty
500
Armor
0
1
10
8
7
8
1
1
7
0
7
24
4
35 Around 2 meters
70
Around 100kg
7
Ruins, caves & near cities
60
About as intelligent as a dog
0
Solitary
Ekimmara
Commoner Superstition (Education DC:17) Vampire Oil
Heard plenty of tales of vampires while travelin' 'round the Continent. Legends say a Black Blood Potion
vampire can turn into a bat or a wolf or the like, can fly without wings, heal any wound, Celestial Weakness
and claw right through steel. Heh, Ekimmaras actually just are bats, giant ones but bats In sunlight, an ekimmara’s
nonetheless. I wouldn't think they're harmless though. I assure you, many folk who regeneration is lowered to 3.
underestimated them wouldn't see the next morning. The best weapons against a Fire Vulnerability
vampire are garlic, a holy symbol of your god and a stake to drive through the beast's Ekimmaras take double
heart to kill it. Turns out I sell all those items at reasonable prices, by the way. damage from fire attacks or
being on fire.
–Rodolf Kazmer
Blood Transference
Ekimmaras are affected by
Witcher Knowledge (Witcher Training DC:16) any substances in the blood
they drink.
Ekimmaras are a subspecies of the vampires, more specifically lesser vampires. They are
post-Conjunction monsters who have no particular feelings about garlic, holy water or
religious symbols.
Like katakans and nekurats, Ekimmaras bear a strong resemblance to overgrown bats.
But they don't suck blood from the necks of their prey - instead they tear them to shreds
using long, sharp claws and then slurp the splattered blood off the ground. Regeneration
Ekimmaras are unusually cruel and exceptionally swift. They are able to quickly land An ekimmara regenerates 5
blow after blow capable of smashing even the best Mahakaman-made armor into tiny points of damage per round.
shards. They should be fought with a silver sword,
remembering that they can regenerate back health over Invisibility
An ekimmara can become
time. One should thus never attempt to tire them out or, invisible, granting it +8 to stealth
gods forbid, wait for it to bleed to death, as not many people and +5 to attack. It becomes
visible when it attacks. Even if
can survive a lot of these animal-like attacks. Instead, cut Melee +8 you make your awareness check
them down as quickly as possible and, if possible, burn the to spot the ekimmara, you take a
Brawling +7 -2 to attack and defense against it.
body to ash and scatter it to the four winds. Yrden can make it visible.
Another thing to keep in mind is the ekimmaras ability to Dodge/Escape +8
turn invisible. This little trick paired with its night vision Athletics +8 Night Vision
Ekimmaras operate in areas
can lead to many Witchers untimely deaths. The Yrden sign Awareness +8 of dim light with no
or a Moondust bomb can disable the creature from penalties.
Stealth +10
becoming invisible and help you focus on your target. Pounce
Wilderness Survival +8
An ekimmara doesn't need to
Resist Magic +6 take a running start when
Endurance +7 leaping.
Courage +10
Threat
Hard
Simple
Bounty
950
Armor
8
1
9
9
9
8
1
1
7
0
8
24
4
40 Around 2 meters
90
Around 800kg
8
Mountains & Valleys
80
About as intelligent as a dog
0
Solitary or pairs
Forktail
Draconid Oil
As far as I know know, forktails are a subspecies of dragons. Sometimes they steal
sheep of honest workin' folk but beyond that forktails kinda ignore us most of the time.
Pretty sure they're just waiting for easy prey like lone riders in the dark. Heh, ya don't
have to be as bright as me to conclude that forktails have massive spikes on their tail
that they'll use to cut you in half. Once heard a feller calling them cleavertails and I
think there is nothing more to add. Feral
–Rodolf Kazmer For the purposes of
Awareness and Wilderness
Survival, instinct gives them
an INT of 7.
Witcher Knowledge (Witcher Training DC:12) Flight
The forktail is a creature related to dragons, but smaller and not intelligent. Forktails owe A forktail can take flight as a
movement. The forktail can
their quaint name to the long sharp growths at the tip of their tails. A blow from this only be knocked out of the
weapon can slice an oaken shield in two - along with the arm that was carrying it. Thus, air by stunning it or doing
though its name conjures images of cutlery, fighting a forktail is nothing like a dinner more than 10 points of
party and ends in death rather than dessert. damage with an attack. If the
forktail is knocked out of the
Like all draconids their massive size does not stop them from quickly flying up and then air it must make a DC:16
counter-attacking from the air. They are able to use their weight and height to their Athletics check or take
advantage as they attack from the air knocking their prey over with their wings. A well falling damage based on
placed arrow, bolt or even spell could damage the forktail how far it fell.
enough to bring it down to the ground, thus enabling a more Resistances
melee focused approach. Forktails only take half
damage from piercing,
Even on the ground a forktail remains agile. They turn to slashing and poison.
other tactics centered around their massive size and spike- Melee +8
covered tails and may use their talons to throw you off
Brawling +8
balance, only to have you slowly croak by its poison which
is inserted by the smallest wound from the spikes on the tail. Dodge/Escape +7
Athletics +6
Awareness +8
Stealth +4
Wilderness Survival +9
Resist Magic +7
Endurance +7
Courage +8
Threat
Medium
Difficult
Bounty
600
Armor
5
1
13
12
8
10
1
1
6
0
7
30
6
35 Up to 4 meters
80
Up to 1000kg
7
Swamps & rivers
70
About as intelligent as a fish
0
Solitary
Glustyworp
Commoner Superstition (Education DC:16) Insectoid Oil
The glustyworp is a strange creature. In some communities in Angren, those near its Limited Movement
habitat, the glustyworp are said to be the servants of the local... well let's just say queen. If anything, a glustyworp is a
fish-like creature. It is able to
Heh, so when a glustyworp jumps out of the water and swallows ya whole, I guess ya walk on land for a short time
should feel honored. People've been telling lots about how to kill a glustyworp. Some but water is its true habitat.
say even warships full of weapons from top to the bottom aren't enough to kill it. Others On land a glustyworp has a
say ya should just lure it onto the land and watch it hoppin' around like a dying trout. I REF, DEX & SPD of 2.
guess both of these stories have a grain of truth in them.
–Rodolf Kazmer
Threat
Medium
Difficult
Bounty
850
Armor
20
3
10
6
14
4
1
3
6
0
10
12
2
50 Around 4 meters
140
Around 150kg
10
Mountains
100
As intelligent as dumb humans
0
Solitary or groups of 2 to 3
Ice Troll
Commoner Superstition (Education DC:14) Ogroid Oil
Most of the things folk know about trolls is about cave trolls, but how different can they Soft Spot
be? Heh, everybody knows trolls're great builders and they work for vodka. Trolls can An ice trolls stomach has
only 5 points of armor and
build all sorts of masonry and whatnot. Ain't too bright though. Folk say ya can trick a does not have its damage
troll into buildin' a bridge, goin' away, or just about anything else by promisin' em a resistances.
whole keg of vodka, then givin' 'em a keg of water and tellin' 'em it’s a new recipe. I Fire Vulnerability
wouldn't try it though. Whoresons have got one hell of a punch and I like my head on Ice trolls take double
my shoulders. damage from fire attacks or
–Rodolf Kazmer being on fire.
Threat
Medium
Complex
Bounty
50
Armor
10
1
7
8
9
8
1
1
7
0
8
24
4
40 Around 1 to 3 meters
90
Around 180kg to 300kg
8
Swamps & caves
40
About as intelligent as a dog
0
Colonies of 3 to 20
Kikimore
Commoner Superstition (Education DC:15) Insectoid Oil
Some scientists claim that kikimores behave like ants. They are divided into industrious Fire Vulnerability
workers and protective warriors and seem to have some kind of queen, too. The Kikimores take double
damage from fire attacks or
landscape around the colony looks like a desert, littered with the remains of unfortunate being on fire .
creatures which lingered in the area. Heh, Not even birdsong can be heard. Kikimores
are basically giant ants lookin' like spiders, and even the smallest of them, the workers,
are dangerous. Folk say that if you find a kikimore nest near your village, you're to take
10 strong men, a few good pitchworks and burn the nest with fire.
–Rodolf Kazmer
Pounce
Witcher Knowledge (Witcher Training DC:13) A kikimore doesn’t need to
take a running start when
Kikimores form colonies, making them similar to communal insects such as ants. A leaping.
kikimore colony is ruled by a queen and organized into something of a social hierarchy. Feral
Kikimore workers take care of hunting food and bringing it back to the nest, while For the purposes of
kikimore warriors defend the nest against attackers. Awareness and Wilderness
Survival, instinct gives them
A worker on its own hardly poses a threat. It is rare, however, to come across an isolated an INT of 7.
individual, for kikimore workers usual move in groups of a few to a dozen or so
Poison Immunity
members. The only defense against a swarm of kikimores available to a normal person is Kikimores take no damage
to flee. And not even that is guaranteed to work. from poison.
Kikimore workers listen to orders given by kikimore Blindness
warriors. On command, a swarm of workers might begin Due to their blindness, kikimores
burrowing tunnels near potential prey to allow for a surprise are immune to blinded and take
no penalty from light or darkness.
mass attack. Eliminate the warrior guiding a swarm, Melee +7 Even without eyesight they detect
however, and the workers won't know what to do. intruders pretty quickly as they
Brawling +7 have a keen sense of smell and
Kikimore workers are nimbler and quicker than warrriors. can sense any vibrations.
Dodge/Escape +7
Kikimore warriors defend their nests from attackers. They
are covered with thick, hard armor which easily deflects Athletics +6
blows from even the sharpest sword. Awareness +8
Kikimore queens are very rare nowadays. They are very Stealth +6
slow but durable against nearly every weapon. Fact is, if a Workers
Wilderness Survival +8
queen catches up with you, you're done for. Kikimore workers are smaller and
Resist Magic +6 faster than other kikimores. They
All kikimore in general produce a kind of venom which is have a SPD of 10 and a +2 to
highly unique in that it reacts with the targets body to raise Physique +10 Athletics and Dodge/Escape.
Warriors
the level of toxicity. Lastly, kikimore are immune to poison. Endurance +8 Kikimore warriors are bigger and
Fire, however, eliminates kikimore quite swiflty. Courage +6 stronger than workers. They have
20 armor and are able to command
the workers around them. These
commands can never be more
complex than "Bring that". "Attack
this" or "Dig a tunnel there".
Queens
Kikimore queens are a rare sight.
Claws 3d6 +15% Toxicity 2 Chitin scale (1d6/2) They are the biggest and most
dangerous type of kikimore. They
+30% Toxicity, not Venom extract (1d6/2) are immune to every effect, even
Bite 5d6 available for workers 1 fire, have slashing, piercing and
Monster pincers (1d6/2) bludgeoning resistance, 20 armor
and their attacks knocks their target
prone. They are also very slow,
thus only having a SPD of 3.
Threat
Hard
Difficult
Bounty
2000
Armor
50
?
15
10
8
7
1
1
8
0
8
21
4
40 Around 2 meters
80
Around 300kg
8 Created by only the
most powerful mages
120
Unknown
0
Solitary
Koshchey
Commoner Superstition (Education DC:14) Beast Oil
Well, what would be the best way to describe a koshchey? It's simple, really. I'd call it Silver Vulnerability
In contrast to other beasts,
death. Unfortunately that probably is the best thing I can say about 'em. Never seen one, koshchey are vulnerable to
don't know anyone who ever saw one. And that scares me, I'm not even jokin'. I know silver damage.
nothing about a koshchey other than the fact that ya life is over the moment it sees ya. Exoskeleton
–Rodolf Kazmer The exoskeleton of a koshchey is
thick and durable but underneath it
is very vulnerable. Once all of the
koshcheys armor has been
destroyed, it takes tripple damage
from all attacks.
Threat
Hard
Difficult
Bounty
1500
Armor
0
6
15
11
10
8
3
3
6
0
8
24
4
40 Around 2 meters
100
Around 120kg
8
Ruins & caves
80
Human-level
0
Solitary
Mula
Commoner Superstition (Education DC:18) Vampire Oil
Heard plenty of tales of vampires while travelin' 'round the Continent. Legends say a Black Blood Potion
vampire can turn into a bat or a wolf or the like, can fly without wings, heal any wound, Blood Transference
and claw right through steel. Heh, mulas are big brutes even for vampires. I assure ya Mulas are affected by any
that ya'll be lyin' on the ground after this beast jumps ya. Mulas sometimes occur in substances in the blood they
drink.
swamps and on mountains, foggy areas to be frank. The best weapons against a vampire
are garlic, a holy symbol of your god and a stake to drive through the beast's heart to kill Breaking The Fangs
If you successfully parry a
it. Turns out I sell all those items at reasonable prices, by the way. mulas bite attack you smash
–Rodolf Kazmer out its fangs. The mula takes
5 points of damage and
cannot use its fangs nor
Witcher Knowledge (Witcher Training DC:17) drink blood anymore.
A mula, moola or muleh is an intelligent vampire that takes male form. It's not afraid of a
daylight, but feeds in the night. A mula is a strong opponent. Due to its muscular build
and high weight it has no problems of knocking its prey on the ground to feed on it.
Mulas also can get invisible for a while, to fool the opponent or to catch its breath, as
mulas have a natural regeneration in this mistform.
In combat a mula tries to get behind the victim to suck the blood out. This leads the mula Pounce
A mula doesn't need to take a
to fall into a blood rage in which it gets even more running start when leaping. An
dangerous, attacks at any chance and gets faster, thus attack after leaping also knocks
negating its biggest weakness. Any witcher out to kill a the target prone, even if the
attack was blocked or parried.
mula must make sure to keep it from drinking fresh blood
Melee +9 Mist
by any means possible if he doesn't want to get lacerated. A mula can turn himself into
The black blood potion does a good job at keeping the mula Brawling +8 mist and materialize again at
another place. As long as a mula
out of blood rage, same as any other substances you have in Dodge/Escape +9 is in mistform he gains a +10 to
your blood at that moment. Alternatively you may try to stealth, regenerates +5 HP per
Athletics +9 round and cannot be wounded by
knock out the mulas fangs. This is a more dangerous any means other than magic or
approach but a permanent one in contrast to poisoning your Awareness +10 fire. Yrden can materialize a
own blood. Stealth +10 Mula again.
Blood Rage
Wilderness Survival +8 After drinking the blood of his
Resist Magic +9 enemy by doing an attack with
his fangs, a mula will fall in a
Resist Coercion +9 deep blood rage. In this state his
eyes start glowing and he won't
Intimidate +12 turn himself into mist. His
attacks gain +2 WA and his
Endurance +10 claws attacks ROF changes to 2.
Courage +10 Blood Rage ends after 5 turns or
if the mula suffers a critical
wound.
Night Vision
Mulas operate in areas of
dim light with no penalties.
Invisible to Magical
8d6 N/A 1 Random glyph
Scanning
Bleed (100%), Vampire fangs (1d6/2) Mulas cannot be detected by
Fangs 6d6 activates Blood Rage witcher medallions. Mages must
Vampire saliva (1d6) succeed at a Magic Training roll
against the mulas Resist Magic
roll to sense them.
Threat
Hard
Difficult
Bounty
1750
Armor
0
7
14
15
8
14
8
4
10
0
9
42
8
45 Around 2 meters
80
Around 100kg
9
Ruins, crypts & near cities
90
Above human-level
0
Solitary
Nekurat
Commoner Superstition (Education DC:18) Vampire Oil
Heard plenty of tales of vampires while travelin' 'round the Continent. Legends say a Black Blood Potion
vampire can turn into a bat or a wolf or the like. Can fly without wings, heal any wound, Blood Transference
and claw right through steel. Heh, I hear nekurats like to seduce pretty women with their Nekurats are affected by any
shapeshiftin' abilities and then drink their blood. Sounds like a whole mess of trouble I'd substances in the blood they
drink.
like to avoid gettin' caught up in, but if you’ve gotta, keep a head of cut garlic on hand,
as well as a holy symbol of your chosen god and a stake to drive through the beast's Celestial Weakness
In sunlight, a nekurat's
heart to kill it for good. Turns out I sell all those items at reasonable prices, by the way. regeneration is lowered to 3.
–Rodolf Kazmer
Threat
Medium
Difficult
Bounty
750
Armor
0
5
9
6
6
5
1
1
10
0
6
18
3
30 Usual human height
60
Weightless
6 Fields & meadows,
near rural communities
60
Consumed by grief
0
Solitary
Nightwraith
Commoner Superstition (Education DC:16) Specter Oil
Nightwraiths are born of moonlight, wind and the earth coolin' after the heat of the day. Moondust & Yrden
If caught in the area of either
Their mad dancin' should not be seen by any mortal as they kill any intruder during this a moondust bomb or Yrden
ritual. If caught peepin', the mortal is blinded by moonlight, then taken into the circle circle, a nightwraith is no
and forced to dance until he expires. It's even said that at times they're becomin' a longer incoporeal.
nightwraith themselves. Ya know, ya mother probably told ya to shut the door at nights - Celestial Weakness
nightwraiths are her reason for this, as they sneak into huts at times and murder peasants Celestial Weakness In
in their sleep. Heh, good thing that a nightwraith never appears during the day. daylight, nightwraiths take a
–Rodolf Kazmer -2 to all actions.
Shifting
A nightwraith turns corporeal
Witcher Knowledge (Witcher Training DC:14) when attacking. Successfully
parrying the attack of a
Compared to other creatures of the night nightwraiths might not seem all that dangerous. nightwraith leaves it corporeal
until the start of its next turn.
After all, one might ask, how much harm could a pale, withered woman in a tattered
dress do? The answer: quite a bit. Instead of finding this out the hard way, avoid crossing
fields and meadows at night at all costs..
In a fight nightwraiths remain immaterial for most of the time, meaning physical blows
pass right through them. They only take on more tangible form for the brief moments in
which they strike. When weakened enough, they will create several projections of Fueled By Grief
themselves which cannot attack directly but act as transmitters of sorts through which the Nightwraiths are technically
nightwraith can sap her victim's vital energy, strenghening as intelligent as they were in
herself in the process. life, but they are blinded by
overwhelming grief. They
Nightwraiths can turn immaterial and are at such times very cannot be reasoned with or
difficult to wound. In order to force one to take on intimidated.
corporeal form, trap it with the Yrden Sign or hit it with the Spell Casting +7 Incorporeal
blast of a Moon Dust bomb. A rather hard way to force A nightwraith is always
them to become corporeal would be to strike them the Melee +8 incorporeal, rendering it
Brawling +7 immune to physical attacks,
moment they're attacking themselves. A quick and solid bleeding, and poison
parry throws the nightwraith of balance and keeps her Dodge/Escape +8
Night Song
corporeal for some time at least. Athletics +4 Once per day, if a nightwraith
Do not believe the old wife tales and think yourself falls below 40 HP, it splits into 3
Awareness +10 copies of itself. As long as these
completely safe from nightwraiths during the day. They doppelgangers exist, all living
appear under the light of the sun as well - but are much Stealth +10 beings in 30m radius take 3
Wilderness Survival +5 damage per turn. Once all copies
weaker then than after dusk. are defeated, the nightwraith
Resist Magic +7 reappears. The copies themselves
will not attack but will defend
Endurance +6 and otherwise share the same
traits as a normal nightwraith.
Striking a copy will kill it.
Dust Devil
A nightwraith can use magic
to swirl dust and dirt up into
Claws 4d6+4 N/A 2 Wraith essence (1d6) a target's face. This attack
uses Spell Casting, and on a
Specter dust (1d6) hit it blinds the target for 1d6
Infused dust (1d6) rounds. The target must be
within 5m.
Threat
Hard
Simple
Bounty
1000
Armor
0
5
9
7
8
6
1
1
9
0
8
18
3
40 Usual human height
80
Weightless
8 Haunts people who have
done terrible deeds
80
Consumed by wrath
0 Solitary, but often surrounded
by masses of wraiths
Penitent
Commoner Superstition (Education DC:17) Specter Oil
As far as I know penitents are normal wraiths but stronger, some kind of wraith leaders. Moondust & Yrden
If caught in the area of either
They seem to be killin' ya way faster if ya go head-to-head with 'em. Folk say, if you a moondust bomb or Yrden
kill a feller in cold blood, he'll be comin' back as a penitent. And especially in these circle, a penitent is no longer
tryin' times, when there's a war goin' on and a commando of scoia'tael behind every incoporeal.
second tree, suddenly there is a lot of cold blood. Heh, so ya better start treatin' ya Penance Done
neighbours right. A penitent draws its strengh from
the bad deeds one person has done
–Rodolf Kazmer to others and the hatred and wrath
that these souls feel. Once the bad
deed has been recompensed by the
wrongdoer the penitent will do
Witcher Knowledge (Witcher Training DC:16) only half damage. Those penances
always are unique and often hard
A penitent is a rare and special type of wraith. It only appears to haunt people who have to fulfill, at times even killing the
wrongdoer in the process.
done terrible, unforgiving things. Wherever this wraith haunts immediately becomes
enveloped in thick fog and darkness - and those that wander into it usually never return.
For in this fog not only the penitent dwells, but dozens of wraiths, often even more.
In order to defeat a penitent, one must remain in constant motion to avoid being struck by
this agile creature, which can disappear and reappear in the blink of an eye to attack from
behind, swinging its deadly sword or thrashing you with its lantern. Most importantly of Fueled By Wrath
all, however, one must discover what keeps they monster bound to its haunting grounds - Penitents are technically as
and break that bond as soon as possible. intelligent as they were in
Penitents feed on the souls that have been wronged, the pain life, but they are blinded by
overwhelming wrath. They
that has been inflicted and the harm that has been done. cannot be reasoned with or
Once the person guilty of these things has done penance Spell Casting +7 intimidated.
however, the penant becomes significantly weaker - weak Melee +8 Incorporeal
enough that a witcher could theoretically defeat it, provided A penitent is always
he prepared to fight masses of wraiths that even get Swordsmanship +9 incorporeal, rendering it
Brawling +8 immune to physical attacks,
commanded by the penitent. Specter oil to damage the bleeding, and poison
penitent as well as a few moondust bombs to materialize it Dodge/Escape +8
Head of Rage
are your best friends when fighting one of these rare Athletics +4 A penitent is often
monsters. accompanied by countless
Awareness +10 wraiths. These wraiths serve
Stealth +8 the penitent and heed its
command. Those commands
Wilderness Survival +4 are only basic human tactics
Resist Magic +7 and therefore never more
complex than "Kill these ones
Endurance +6 first", "Flank", "Save this one
for last" or "Retreat".
Summon Wraiths
A penitent can split into 4
standard wraiths and vanish
in the process. Only upon
Sword 5d6 N/A 3 Wraith essence (1d6) defeat of these wraiths the
penitent will return.
Wraith lantern 6d6 Fire (50%) 1 Specter dust (1d6) Teleportation
Infused dust (1d6) A penitent can use its move
action to teleport 10m
immediately. It will usually
attack directly after this.
Threat
Easy
Difficult
Bounty
50
Armor
5
1
6
7
7
9
1
1
5
0
6
27
5
30 Usual human height
70
About 90kg
6
Battlefields & cemeteries
40
About as intelligent as a dog
0 Packs of 3 to 6, often together
with rotfiends
Scurver
Commoner Superstition (Education DC:14) Necrophage Oil
Folk say, if ya don't bury the dead correctly, they come back to take revenge. These foul Flammable Gases
abominations, called rotters or shamblers, carry the stanchin' curse of death and will A scurver's internal gases are
extremely volatile. If set on
burst into a cloud of flies if pierced. Even a rider on horseback isn't safe from these fire. There’s a 25% chance
monstrosities as they're swift as death itself. As I heard even those monstrosities have each round that the scurver
some different forms they take, sometimes they have needles all over 'em. Heh, can will explode.
imagine that ya don't want to stand too near when these ones explode.
–Rodolf Kazmer
Threat
Medium
Simple
Bounty
100
Armor
0
5
8
8
6
7
4
5
7
0
6
21
4
30 Around 1.60 meters
60
About 60kg
6
Deserts & cemeteries
60
Possibly human-level
0
Solitary
Wight
Commoner Superstition (Education DC:18) Necrophage Oil
Wights are people who were unfortunate enough to die of thirst. The body of 'em is
dried out till the last drop of water, their dried flesh flakin' from their bones. Heh, one
could say it looks like a mummy without the bandages. If it attacks ya, a wight sinks its
teeth into ya and feeds on the life essence. And if ya have real bad luck that day, ya
might transform into a wight yourself. In this case however, the wight will control ya
and ya can't even choose to isolate yourself. Night Vision
–Rodolf Kazmer Scurvers operate in areas of
dim light with no penalties.
Familiarity
A wight commonly lives at
Witcher Knowledge (Witcher Training DC:14) one single place until it dies.
Though wights are ghastly and threatening in appearance, one should not approach them This leads to some
knowledge of the
with sword drawn or attack them unprovoked. Left alone, they present no serious danger environment. Whenever in
to anyone and are far more interested in mixing noxious brews in cauldrons than in its own territory a wight
fighting. This species mainly lives around ancient burial sites, though they have also been gains a +5 to Awareness and
spotted near more recently-founded cemeteries and wherever mass graves can be found. Wilderness Survival and
whenever it is in its own lair
Wights spend the winter months in a state of lethargy very it gets a +10 to Awareness
similar to human sleep. They live strictly solitary lives - in and Wilderness Survival.
fact, it is practically unheard of for these creatures to appear Ghostly Companions
in groups. Yet when they fear their territory is threatened, A wight is able to spew out
and it is enough for one to step foot in a wight's territory for Melee+7 an ectoplasmic solution that
it to feel threatened, wights transform into dangerous foes Brawling +7 turns into a barghest.
Barghests summoned this
and even abandon their solitary ways to summon other Dodge/Escape +8 way will heed every
monsters to their aid. Athletics +8 command of the wight and
It is a certainty that if a wight finds itself in danger, it will won't vanish unless they're
Awareness +8 killed or the wight dies. For
immediately spew out an ectoplasmic solution which near
Stealth +6 this reason a wight's territory
instantaneously transforms into barghests. These beasts sometimes is marked by
obey the wight and attack anyone it deems a foe. If one of Wilderness Survival +12 small groups of barghests
them is killed, the wight tries to replace it at once. Alchemy +3 guarding it.
Wights are resistant to poison, but vulnerable to silver, and Crafting +3 Acid Spit
a bit of necrophage oil helps you to make short work of a Wights are able to spit at a
wight. Resist Magic +9 target up to 15m away. This
Resist Coercion +9 spit is considered a projectile
that does 3d6 damage and
Endurance +8 poisons the target. The
damage can be soaked by
Courage +8 armor but armor will never
lose SP from this attack,
even if the target takes
damage.
Poison Immunity
Wight ear (2) A wight takes no damage
Claws 4d6 N/A 2 from poison.
Bite 5d6 Poison (100%) 1 Wight tongue (1)
Venom extract (1d6)
Strange possessions (1d6)
Koshchey Heart
A Koshchey's heart is
full of alchemical
substances. It contains
not only one but five
doses of Fulgur.
Decoctions
Diagrams
Intimidating Appearance
People hear horrifying stories
every day and a number one
topic is the Wild Hunt and its
skeletal armor.
Whenever wearing the full
navigator armor you gain +3
to Intimidation. If you wear
the full Wild Hunt armor you
even gain +5 to Intimidation.
Threat
Medium
Simple
Bounty
50
Armor
10
1
6
8
5
7
1
1
4
0
4
21
4
20 Around 0.80 meters
50
About 80kg
4
Part of the Wild Hunt
20
About as intelligent as a dog
0
Groups of 3+
Threat
Medium
Difficult
Bounty
150
Armor
H:18; T:18;
L:18
7
8
6
5
6
5
5
9
0
7
18
3
35 Usual Aen Elle height
(around 2 meters)
50
Usual Aen Elle weight
7
Part of the Wild Hunt
35
Human-level
20 Solitary, accompanied
by warriors and hounds
WH Navigator
Commoner Superstition (Education DC:16) Hanged Man's Venom
Dimeritium
The Wild Hunt is a cavalcade of wraiths on undead horses gallopin' in the sky every full
While touching dimeritium, a
moon and servin' as an omen of war. Wherever this group goes, death and famine navigator has a Vigor of 0
follows and little children get abducted, noone knows for what reason. Some even say and is subjected to the
that they herald a second conjunction of the spheres. The Wild Hunt even got mage Dimeritium Effects table on
specters ridin' with it. Just think about it, ya'll not only have to fight a wraith, but a pg.167.
wraith that casts spells and freezes ya so someone digs out ya frozen corpse in a few
hundred years.
–Rodolf Kazmer
Threat
Medium
Complex
Bounty
100
Armor
H:30; T:30;
L:30
6
8
6
8
6
4
3
6
0
7
18
3
35 Usual Aen Elle height
(around 2 meters)
80
Usual Aen Elle weight
7
Part of the Wild Hunt
35
Human-level
0 Groups of 3+, often
accompanied by hounds
WH Warrior
Commoner Superstition (Education DC:16) Hanged Man's Venom
The Wild Hunt is a cavalcade of wraiths on undead horses gallopin' in the sky every full
moon and servin' as an omen of war. Wherever this group goes, death and famine
follows and little children get abducted, noone knows for what reason. Some even say
that they herald a second conjunction of the spheres. The warriors make up most of the
skeletal horsemen of the Hunt. They are the most resilient specters ya can think of and,
to make it even worse, ya never encounter 'em alone. If ya hear the galloppin' behind Freeze Immunity
ya, ya have to try to burn the horses to slow the wraiths down. And then run. And don't Navigators take no damage
look back. from cold and cannot be
–Rodolf Kazmer frozen.
Resistance
Wild Hunt warriors only
Witcher Knowledge (Witcher Training DC:15) take half damage from
The Wild Hunt in fact is a cavalcade, albeit they are no specters or wraiths but a group of slashing.
Aen Elle elves from Tir ná Lia, the homeworld of the Aen Elle, who also call themselves Riders
the Dearg Ruadhri in their native speech, meaning Red Riders. Their true purpose was to Some Wild Hunt warriors
find and capture slaves from other worlds, such as that of the Aen Seidhe, our world, to posses a loyal warhorse.
Those so called Wild Hunt
serve the Alder Folk. riders have an extra +5 for
The Wild Hunt warriors are the backbone of the Wild Hunt. controll checks with their
They are the ones abducting slaves from our world in their mounts.
spectral forms most of the times using magic of Aen Elle Shields
sorcerers. Swordsmanship +9 Some Wild Hunt warriors
The warrior's thick and durable armor rarely let's blows pass Melee +9 bear Wild Hunt shields.
Though shield bearers are
through and is especially resilient against bladed weapons Brawling +7 rare, the soldiers will make
like swords and axes. If you can't destroy the armor or find Dodge/Escape +8 good use of the shields
weak spots in it, your fight won't last long. In addition to trying to tank incoming
that some warriors will carry shields into battle and use Athletics +7 attacks and especially
Awareness +6 projectiles from their
them to protect fellow soldiers. Taking out these warriors comrades.
must be the priority to enable attacks from a safe distance. Stealth +4
Possibly the best known trait of the Wild Hunt are the Wilderness Survival +5
horses. Some warriors, so called riders, ride into battle on
Physique +7
fast and well protected warhorses, giving them the speed
they normally lack. Resist Magic +6
To defeat Wild Hunt warriors a combatant must never Resist Coercion +7
forget to apply some hanged man's venom on their blade Endurance +6
and try to take out one soldier after another. Some bombs Courage +7
will keep in handy, too.