THE WITCHER - EXTENDED BESTIARY by WitcherLabbro [PDF]

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Extended Bestiary Table of Contents Bestiary Alghoul Arachnomorph Banshee Djinn Ekhidna Ekimmara Forktail Glustyworp Ice Troll Kikimore Koshchey Mula Nekurat Nightwraith Penitent Scurver Wight Alchemy Monster Parts Mutagens & Decoctions Wild Hunt Armory Wild Hunt Armory Diagrams The Wild Hunt Wild Hunt Hound Wild Hunt Navigator Wild Hunt Warrior

2 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 36 37 38 38 39 40 40 42 44

Preface Hello guys, it's WitcherLabbro with my most ambitious project to date. Unfortunately it took a bit longer than I expected so it clashes with the release of the amazing A Witcher's Journal, but in my opinion there can never be too many monsters and enemies in our much-loved TRPG and I think that these additions might even be useful a few months or even years from now. So here I present to you the Extended Bestiary which I started to make just for myself and the groups I DM for as I thought that some of the monsters lacking from the original rulebook are too essential just to keep them out. Of course we already got some amazing ideas for monsters from the content creators of reddit and even a full on bestiary but even with them I felt some were missing. So, why "Extended" Bestiary? Simple answer - I want to dedicate this homebrew bestiary to the incredibly talented u/thehuntedsnark and their great homebrew bestiary. I never wanted to recreate any monster of theirs and instead just aimed to add to the mix and include a bit of my on style. Thus, this homebrew is heavily influenced by the way thehuntedsnark created their monsters. Furthermore I took caution to not include any monster that is about to be published with A Witcher's Journal, cutting the actual monsters that are added with this homebrew to 'only' 17. I had a blast designing them and I hope that they add to a few of your sessions! So long, fellow witchers, and be safe. - WitcherLabbro

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

2

Threat Medium Simple

Bounty

50 Armor 5 1 7

6 1 1 5 0 6 18 3 30 70 6 30 0

Around 1.30 meters at the shoulder Around 90kg Battlefields and cemeteries About as intelligent as a dog

In packs with 3 to 6 ghouls

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

3

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. –Rodolf Kazmer

Pounce An alghoul doesn’t need to take a running start when leaping.

Fury

Alghouls differ from normal ghouls in size, strength, coloring and, most importantly, intelligence. Whereas ghouls are primitive creatures unfit to plan even the simplest ambush, alghouls and their kindred are capable of forethought, and are thus much more dangerous. 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 not only lone travelers but also caravans and even farmsteads. When encountering such a pack the alghoul should be eliminated as a first priority, leaving the other beasts for once their leader is gone. One be particularly careful when fighting alghouls around dusk and at night, for they are able to see in the dark. During combat alghouls try risky maneuvers aimed at knocking their opponents to the ground so the others can Melee +7 finish the job by tearing them to shreds or screech so Brawling +7 horribly that any potential pray is unable to move. Dodge/Escape +6 The biggest difference between a ghoul and an alghoul is the alghoul's spikes that leave any attacker brave enough to Athletics +8 encounter in close combat in a difficult spot. Awareness +7 Like a normal ghoul, an injured alghoul can fall into a Stealth +3 frenzy and attack with blind fury. An experienced witcher knows to get out of its way on such occasions and strike Wilderness Survival +6 Resist Magic +4 from behind, while for an inexperienced witcher, such a turn of events often marks the end of his Path. Endurance +6 Courage +8

2 Bite

3d6+2

Bleed (25%)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

When alghouls are brought below 15 HP they enter a fury in which they move every round, attack every round, and regenerate 3 points of damage per turn.

Night Vision Alghouls operate in areas of dim light with no penalties.

Feral For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 6.

Sonic Screech An alghoul can take its turn to let out a screech which forces anyone within 10m to make a Stun save at -1.

Spikes A melee hit on an alghoul leaves the attacker staggered. If the alghoul gets stunned, it retracts its spikes until it isn't stunned anymore.

4

Threat Easy Difficult

Bounty

25 Armor 5 1 6 8 6 8 1 1 4 0 5 24 4 25 60 5 25 0

Between 1.50 and 2 meters Around 50kg Forests, swamps & caves About as intelligent as a dog

Groups of 5 to 15

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

5

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. –Rodolf Kazmer

Witcher Knowledge (Witcher Training DC:12) Arachnomorphs seem to derive from Ofier but recently a lot of them appeared in the Northern Kingdoms aswell. True, the tillers of the earth and fellers of trees need not fear them in their daily labors, for arachnomorphs, as distant, post-Conjunction cousins of common spiders, strongly prefer deep, dark caves and unfrequented sodden swamps. Anyone who does come across them, however, had best hope his conscience is clear and his worldly affairs are in order, for his life shall soon end, as not many men in the world can outrun them and only a few witchers can hope to slay them. Even worse are the more aggressive and dangerous kind known as arachnomorph colossi, which are capable of devouring an entire ox in seconds. A single arachnomorph may not present a big problem in itself but these insectoids rarely roam the world alone. They are not only incredibly fast but also seem to have some kind of tactical understanding as they will rarely straight up Melee +6 attack and most likely wait for their target to make a move Brawling +6 and get tired to then have every single arachnomorph attack Dodge/Escape +5 as a group and make short work of its prey. Another thing one has to keep in mind is the arachnomorphs Athletics +7 ability to spin webs and even shoot them from a distant. If Awareness +5 one gets caught in the web the arachnomorphs won't Stealth +8 hesitate to use the opportunity to strike swiftly. Wilderness Survival +7 Resist Magic +6 Endurance +4 Courage +3

2d6+1 Bite

2d6-2

1 Webbing (abilities)

Arachnomorph chitin (1d6/2) Arachnomorph saliva (1d6/2)

Silk (1d6)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Pounce An arachnomorph doesn’t need to take a running start when leaping.

Feral For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 6.

Night Vision Arachnomorphs operate in areas of dim light with no penalties.

Webbing If an enemy gets more than 8m away from an arachnomorph, it will shoot webbing at a range of 15m with Athletics. If it hits, the target is grappled until they can make a DC:16 Physique check or do 10 points of damage to the webbing. The bite of an arachnomorph also grapples its target.

6

Threat Medium Complex

Bounty

250 Armor 0 4 8 5 7 8 1 1 9 0 8 24 4 40 70 8 60 0

Usual human heights Weightless Deserts, near rural areas Consumed by emotion

Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

7

Banshee Commoner Superstition (Education DC:16) 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

Witcher Knowledge (Witcher Training DC:14) Banshees or beann'shies are specters most often appearing in the form of pale, tearstreaked women with shriveled faces and wrinkled, corpse-like bodies. Old gossips claim beann'shies are the spirits of women stuck between life and death due to traumatic experiences. Their wails and howls are considered ill omens of imminent, inevitable death, though they will not attack the living themselves unless provoked. Once done so a beann'shie poses a dangerous threat. They are not incorporeal like most of the other specters but their wails can easily turn into devastating screams that leave its opponents stunned and their ability to swirl dust with magic thus blinding their targets should never be underestimated. What every Witcher who tries to hunt these solitary monsters has to keep in mind is its ability to seek out the help from the deceased by summoning dead warriors. Unlike most specters the beann'shie doesn't vanish after Spell Casting +7 doing so. So trying to take out the beann'shie before it can Melee +8 summon too many enemies must be the top priority. Brawling +7 Dodge/Escape +8 Athletics +4 Awareness +8 Stealth +9 Wilderness Survival +6 Resist Magic +7 Endurance +7

4d6

Bleed (25%)

2

Wraith essence (1d6) Specter dust (1d6) Infused dust (1d6) Lunar shards (1d6/2)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Specter Oil

Bodiless Though a banshee cannot become incorporeal and invincible like other specters, it has no physical body and is therefore immune to bleeding and poison.

Sonic Screech A banshee can take its turn to let out a screech which forces anyone within 10m to make a Stun save at -1.

Dust Devil A banshee can use magic to swirl dust and dirt up into a target’s face. This attack uses Spell Casting, and on a hit it blinds the target for 1d6 rounds. The target must be within 5m.

Summon Skeletons A banshee can take a turn to summon 1d10 skeletons using iron long swords aiding it in its fight. Use the stats of bandits for the skeletons, but without armor.

8

Threat Hard Difficult

Bounty

2000 Armor 0 5 5 6 5 3 5 1 11 0 8 9 1 50 8 100 30

Changing Weightless Far from civilization/near its master

Intelligent enough to bargain

Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

9

Djinn Commoner Superstition (Education DC:16) Djinn are the wet dream of peasants wanting to be rich. Everybody knows that if you defeat a djinn in battle, it has to grant you three wishes. Heh, the people able to defeat one however can be counted on my fingers. Djinn are said to consist solely of pure magic. And if ya ever had the pleasure of meetin' a magic user than you probably know you don't want to anger these fellers. Especially since djinn are ten times as powerful. –Rodolf Kazmer

Elementa Oil Dimeritium Bomb Deal Driven If anyone arranges a deal with a djinn and they keep their end of the bargain or get the djinn to truly believe they won't betray it, the djinn is bound to fulfill what it has promised. A djinn will never agree to imprison itself or do something that draws attention to itself.

Vessel

Witcher Knowledge (Witcher Training DC:20) Djinn, D'jinni or Djinniah is the name given to an elemental genie of Air. A djinn is a powerful air spirit, a condensation of the power of that element endowed with consciousness and character - the latter usually nasty. According to legend, djinn can grant even the most far-fetched wishes, though they do so very begrudgingly. Unusually powerful mages can capture and tame these beings. The mage can then draw on its energy, using it to cast spells without having to call on Power from traditional sources. Only a sparse handful have managed this feat, however, for djinn fight to avoid 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 more, by manipulating the element of air they can summon Spell Casting +11 powerful storms, hurricanes, and gales. Luckily, as magic Dodge/Escape +7 beings, they are vulnerable to silver - yet steel will do them Awareness +10 no harm. Stealth +9 Last Resort Wilderness Survival +6 When a djinn falls below 10 HP it will Resist Magic +12 take a round to prepare a huge teleport while maintaining any storms or other Deceit +6 active attacks. At the start of its next turn the djinn will disappear and leave no trace Persuasion +6 of its new whereabouts. If the djinn falls to 0 HP, it is incapable of performing this Human Perception +8 spell in an instant. But after 30 minutes of rest the djinn will instantly teleport away, Resist Coercion +7 provided it hasn't been trapped in a vessel.

A djinn won't die when it falls to 0 HP. Instead it will get too exhausted to fight and stops attacking. In this state it's possible for a magically attuned person to ban the djinn in a vessel. This is only possible for magic users with a Spell Casting rank of 8 or higher and an Education rank of 10. A vesseled djinn needs to fulfill 3, and only 3, wishes to the person breaking the seal of the vessel. Once the third wish is fulfilled, the djinn will be free to go. These wishes have to be able to be done with the magical capabilities of the djinn. A djinn that already has a master cannot be captured.

Magic The magical abilities of a djinn exceed even the most powerful mages. A djinn is able to use every single spell, invocation, sign and hex using Spell Casting. When fighting, it will only cast any air magic and Dispel. Furthermore, whenever the djinn is agitated the spell Lightning Storm will be cast as a free action without cost.

Mischievous Though a vesseled djinn will never attack its master, it can and will try to fulfill the wishes in a perverted way, so a sailing mage should never just ask to "take us away" or he might find himself and his ship on top of the highest mountain of Skellige a second later.

Teleport As a defensive action using Spell Casting a djinn can teleport up to 10m. This can't be blocked by dimeritium.

Invulnerabilities See "Magic" under Abilities

-

-

-

None

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

A djinn will only take damage from silver and magic. It is immune to diseases and any effects and never runs out of stamina.

10

Threat Medium Simple

Bounty

50 Armor 5 5 8 8 7 8 5 3 9 0 8 24 4 40 70 8 25 0

Around 3 meters long Around 150kg Seas and coastlines Human-level Groups of 3 to 6, often mixed with sirens

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

11

Ekhidna Commoner Superstition (Education DC:14) Sirens’re a sad story. Used to be beautiful women with tails like fish and a special interest in sailors, heh. That times’s long past though. These days a siren’d sooner flay ya than kiss ya – best keep that in mind. Nobody knows why, but it’s probably to do 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

Witcher Knowledge (Witcher Training DC:15) Ekhidnae are in most ways the same monster as sirens. In fact they are so similar that normal folk probably can't tell them apart. The biggest difference between ekhidnae and sirens is the fact that ekhidnas are bigge, bulkier and stronger breeds. Besides that most 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 horrifying fishy features under those of beautiful young women apparently enough for horny sailors who’ve been at sea for the past year. No, an ekhidna lures a ship close with an attractive guise and then bursts into the air on scaly wings to swoop down on its prey. An ekhidna will swoop down from on high, swinging with Melee +8 its claws before ascending again or try to knock you into the water. The biggest problem in this case would be the much Brawling +7 heavier tail the ekhidna has. A strike with this muscular Dodge/Escape +6 limb will leave you thrown off balance and an easy prey for Athletics +9 the other sirens and ekhidnae. Awareness +7 Unfortunately, ekhidnae in the air or in the water are very Stealth +8 fast and very maneuverable, making them hard to catch or attack. Luckily you can knock ekhidnae out of the air with a Wilderness Survival +7 good ranged weapon hit. In this time the ekhidna is Resist Magic +6 incredibly vulnerable and can easily be finished off. Resist Corecion +7 Ekhidnae are intelligent and capable of reason and Seduction +5 diplomacy, sometimes talking may do the job. That being said, they aren’t usually interested in it and may use the Endurance +7 opportunity to lure you into a trap. Courage +5

3d6+1

+1 WA

Bite

2d6-2

Bleed (75%)

Tail

3d6+2

Stagger

1

Siren vocal chords Essence of water (1d6) Mundane Items (1d6/3)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Hybrid Oil Limited Movement On land an ekhidna has a REF, DEX & SPD of 3.

Illusion An ekhidna is capable of instantly raising an illusion to make it look like a beautiful woman with features of its choosing. This illusion can be dispelled with a DC:15 Spell Casting roll.

Sonic Screech An ekhidna can take its turn to let out a screech which forces anyone within 10m to make a Stun save at -1.

Amphibious Ekhidnas can live underwater indefinitely and cannot be drowned. They also do not take penalties for acting underwater.

Flight An ekhidna can take flight as a movement. The ekhidna can only be knocked out of the air by stunning it or doing more than 5 points of damage with an attack. If the ekhidna is knocked out of the air it must make a DC:16 Athletics check or take falling damage based on how far it fell.

12

Threat Medium Complex

Bounty

500 Armor 0 1 10 8 7 8 1 1 7 0 7 24 4 35 70 7 60 0

Around 2 meters Around 100kg Ruins, caves & near cities About as intelligent as a dog Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

13

Ekimmara Commoner Superstition (Education DC:17) Heard plenty of tales of vampires while travelin' 'round the Continent. Legends say a vampire can turn into a bat or a wolf or the like, can fly without wings, heal any wound, and claw right through steel. Heh, Ekimmaras actually just are bats, giant ones but bats nonetheless. I wouldn't think they're harmless though. I assure you, many folk who underestimated them wouldn't see the next morning. 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 it. Turns out I sell all those items at reasonable prices, by the way. –Rodolf Kazmer

Vampire Oil Black Blood Potion Celestial Weakness In sunlight, an ekimmara’s regeneration is lowered to 3.

Fire Vulnerability Ekimmaras take double damage from fire attacks or being on fire.

Blood Transference

Witcher Knowledge (Witcher Training DC:16) 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. Ekimmaras are unusually cruel and exceptionally swift. They are able to quickly land blow after blow capable of smashing even the best Mahakaman-made armor into tiny shards. They should be fought with a silver sword, remembering that they can regenerate back health over time. One should thus never attempt to tire them out or, gods forbid, wait for it to bleed to death, as not many people can survive a lot of these animal-like attacks. Instead, cut Melee +8 them down as quickly as possible and, if possible, burn the Brawling +7 body to ash and scatter it to the four winds. Dodge/Escape +8 Another thing to keep in mind is the ekimmaras ability to turn invisible. This little trick paired with its night vision Athletics +8 can lead to many Witchers untimely deaths. The Yrden sign Awareness +8 or a Moondust bomb can disable the creature from Stealth +10 becoming invisible and help you focus on your target. Wilderness Survival +8 Resist Magic +6 Endurance +7 Courage +10

Bite

3d6

Ablating

6d6+2

Bleed (100%)

2

Vampire fangs (1d6/2) Vampire saliva (1d6) Ekimmara hide (1d6)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Ekimmaras are affected by any substances in the blood they drink.

Regeneration An ekimmara regenerates 5 points of damage per round.

Invisibility An ekimmara can become invisible, granting it +8 to stealth and +5 to attack. It becomes visible when it attacks. Even if you make your awareness check to spot the ekimmara, you take a -2 to attack and defense against it. Yrden can make it visible.

Night Vision Ekimmaras operate in areas of dim light with no penalties.

Pounce An ekimmara doesn't need to take a running start when leaping.

14

Threat Hard Simple

Bounty

950 Armor 8 1 9 9 9 8 1 1 7 0 8 24 4 40 90 8 80 0

Around 2 meters Around 800kg Mountains & Valleys About as intelligent as a dog

Solitary or pairs

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

15

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. –Rodolf Kazmer

Witcher Knowledge (Witcher Training DC:12) The forktail is a creature related to dragons, but smaller and not intelligent. Forktails owe their quaint name to the long sharp growths at the tip of their tails. A blow from this weapon can slice an oaken shield in two - along with the arm that was carrying it. Thus, though its name conjures images of cutlery, fighting a forktail is nothing like a dinner party and ends in death rather than dessert. Like all draconids their massive size does not stop them from quickly flying up and then counter-attacking from the air. They are able to use their weight and height to their advantage as they attack from the air knocking their prey over with their wings. A well placed arrow, bolt or even spell could damage the forktail enough to bring it down to the ground, thus enabling a more melee focused approach. Even on the ground a forktail remains agile. They turn to other tactics centered around their massive size and spikeMelee +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 Dodge/Escape +7 is inserted by the smallest wound from the spikes on the tail. Athletics +6 Awareness +8 Stealth +4 Wilderness Survival +9 Resist Magic +7 Endurance +7 Courage +8

Bite Foot talons Forked tail

6d6

2

6d6+3 Stagger, Knock Prone 8d6

Ablating, Poison (50%)

Draconid scales (1d10) Venom extract (1d10) Forktail egg (1d6/2) Forktail Eyes (2)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Feral For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

Flight A forktail can take flight as a movement. The forktail can only be knocked out of the air by stunning it or doing more than 10 points of damage with an attack. If the forktail is knocked out of the air it must make a DC:16 Athletics check or take falling damage based on how far it fell.

Resistances Forktails only take half damage from piercing, slashing and poison.

16

Threat Medium Difficult

Bounty

600 Armor 5 1 13 12 8 10 1 1 6 0 7 30 6 35 80 7 70 0

Up to 4 meters Up to 1000kg Swamps & rivers About as intelligent as a fish

Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

17

Glustyworp Commoner Superstition (Education DC:16) The glustyworp is a strange creature. In some communities in Angren, those near its habitat, the glustyworp are said to be the servants of the local... well let's just say queen. Heh, so when a glustyworp jumps out of the water and swallows ya whole, I guess ya should feel honored. People've been telling lots about how to kill a glustyworp. Some say even warships full of weapons from top to the bottom aren't enough to kill it. Others say ya should just lure it onto the land and watch it hoppin' around like a dying trout. I guess both of these stories have a grain of truth in them. –Rodolf Kazmer

Insectoid Oil Limited Movement If anything, a glustyworp is a fish-like creature. It is able to walk on land for a short time but water is its true habitat. On land a glustyworp has a REF, DEX & SPD of 2.

Witcher Knowledge (Witcher Training DC:14) The Everetia maxiliosa pitti Glustyworp, mostly just called glustyworp or aeschna, is a bumpy and rough-skinned monster resembling a stump overgrown with algae and with ten paws and jaws like cut-saws. The 'liquid manure' which forms much of the Pontar Delta suits it, especially with all the ships with livestock and people onboard. Believed to not exist by scholars, as the Pontar Delta's pollution got worse, it became a feeding ground for glustyworp, and with the constant food source via people and livestock on the boats along the river, they could grow incredibly big to the point pulling a cow off one of the ships was no issue. In the 1260s the Oxenfurt professor Linus Pitt was sailing on his boat along the Pontar as the first ever noted glustyworp attacked them. In thanks to the witcher who defended his boat, Pitt originally wanted to name it "Geraltia maxiliosa pitti" but as the witcher requested for a Melee +8 different name, the Everetia maxiliosa pitti Glustyworp was Brawling +8 discovered. Dodge/Escape +6 The reason why the glustyworp wasn't discovered earlier is the fact that a grown glustyworp can easily destroy ships Athletics +10 and kill everyone on board. In water these monsters are Awareness +7 incredibly fast and dangerous and the first witcher to slay a Stealth +9 glustyworp in its habitat is yet to be discovered. Thus, the first priority when encountering a glustyworp is to get Wilderness Survival +7 Resist Magic +6 yourself on solid ground and at best a few meters away from water. The glustyworp might follow, but on land it is Endurance +8 highly restricted. A few bolts or some good pikes are Courage +8 enough to deal with it then.

Bite

8d6

N/A

1

Pincers

2d6

N/A

6

Essence of water (1d6) Chitin scale (1d6) Monster pincers (1d6)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Feral For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

Hunting Leap In water a glustyworp is incredibly fast. If a glustyworp at full charge jumps out of the water it can reach a height of up to 6m, which allows it to easily attack and deal with ships. If it attacks someone while leaping, the target takes additional ramming damage.

18

Threat Medium Difficult

Bounty

850 Armor 20 3 10 6 14 4 1 3 6 0 10 12 2 50 140 10 100 0

Around 4 meters Around 150kg Mountains As intelligent as dumb humans

Solitary or groups of 2 to 3

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

19

Ice Troll Commoner Superstition (Education DC:14) Most of the things folk know about trolls is about cave trolls, but how different can they be? Heh, everybody knows trolls're great builders and they work for vodka. Trolls can build all sorts of masonry and whatnot. Ain't too bright though. Folk say ya can trick a troll into buildin' a bridge, goin' away, or just about anything else by promisin' em a whole keg of vodka, then givin' 'em a keg of water and tellin' 'em it’s a new recipe. I wouldn't try it though. Whoresons have got one hell of a punch and I like my head on my shoulders. –Rodolf Kazmer

Ogroid Oil Soft Spot An ice trolls stomach has only 5 points of armor and does not have its damage resistances.

Fire Vulnerability Ice trolls take double damage from fire attacks or being on fire.

Witcher Knowledge (Witcher Training DC:14) Climbing to the top of snow-covered peaks is never a safe endeavor. One can slip and fall into a ravine, be buried in an avalanche – or stumble across ice trolls. Unlike the rock trolls found at lower altitudes, these permafrost-dwelling monsters treat every man they encounter as a possible ingredient for a tasty meal. Luckily ice trolls live atop high mountain ridges so inaccessible they rarely encounter humans, and some suppose this is why they have not mastered the basics of Common Speech. Others claim their harsh mountain home has stripped them of an ability they once possessed, for in a land of never-ending cold there is no room for mercy or understanding. Ice trolls are crueler than their rocky kin. Though they use similar tactics in battle - tossing stones and swinging with their mighty fists - they are heartier and stronger than rock trolls and thus more dangerous. Like rock trolls, their backs Brawling +8 are covered in thick protective armor, meaning one should Dodge/Escape +5 never strike them from the rear but instead has to face them Athletics +4 upfront to hit their stomachs which are way less protected. Furthermore, never think of attacking them during a Awareness +7 blizzard. At such times they draw power from the Stealth +2 surrounding cold and fight with increased strength. This Wilderness Survival +8 ability is not restricted to blizzards of non-magical nature, Resist Magic +8 so mages have to carefully consider their spells - they surely Physique +8 don't aim to accidentally strenghen the ice troll. Endurance +8 Courage +10

Punch

6d6

N/A

2

Troll skin (1d6) Troll liver (1) Mundane items (1d6/2)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Crushing Force Due to the incredible force with which they punch, a troll cannot be parried and does double ablation damage to weapons, shields, or armor.

Thrown Boulders When more than 6m from their target, ice trolls prefer to throw boulders or other bits of rubble that do 5d6 damage. These boulders have a range of 16m.

Iceborn Ice trolls draw strengh from the cold. Whenever there is a blizzard around the ice troll, magical or non-magical, the ice troll gets a bonus of +2 to all actions.

Resistances Ice trolls only take half damage from piercing, bludgeoning, and slashing.

20

Threat Medium Complex

Bounty

50 Armor 10 1 7 8 9 8 1 1 7 0 8 24 4 40 90 8 40 0

Around 1 to 3 meters Around 180kg to 300kg Swamps & caves About as intelligent as a dog

Colonies of 3 to 20

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

21

Kikimore Commoner Superstition (Education DC:15) Some scientists claim that kikimores behave like ants. They are divided into industrious workers and protective warriors and seem to have some kind of queen, too. The landscape around the colony looks like a desert, littered with the remains of unfortunate 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

Insectoid Oil Fire Vulnerability Kikimores take double damage from fire attacks or being on fire .

Pounce

Witcher Knowledge (Witcher Training DC:13) Kikimores form colonies, making them similar to communal insects such as ants. A kikimore colony is ruled by a queen and organized into something of a social hierarchy. Kikimore workers take care of hunting food and bringing it back to the nest, while kikimore warriors defend the nest against attackers. A worker on its own hardly poses a threat. It is rare, however, to come across an isolated individual, for kikimore workers usual move in groups of a few to a dozen or so members. The only defense against a swarm of kikimores available to a normal person is to flee. And not even that is guaranteed to work. Kikimore workers listen to orders given by kikimore warriors. On command, a swarm of workers might begin burrowing tunnels near potential prey to allow for a surprise mass attack. Eliminate the warrior guiding a swarm, Melee +7 however, and the workers won't know what to do. Brawling +7 Kikimore workers are nimbler and quicker than warrriors. Dodge/Escape +7 Kikimore warriors defend their nests from attackers. They Athletics +6 are covered with thick, hard armor which easily deflects 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 Wilderness Survival +8 queen catches up with you, you're done for. Resist Magic +6 All kikimore in general produce a kind of venom which is Physique +10 highly unique in that it reacts with the targets body to raise the level of toxicity. Lastly, kikimore are immune to poison. Endurance +8 Fire, however, eliminates kikimore quite swiflty. Courage +6

A kikimore doesn’t need to take a running start when leaping.

Feral For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

Poison Immunity Kikimores take no damage from poison.

Blindness Due to their blindness, kikimores are immune to blinded and take no penalty from light or darkness. Even without eyesight they detect intruders pretty quickly as they have a keen sense of smell and can sense any vibrations.

Workers Kikimore workers are smaller and faster than other kikimores. They have a SPD of 10 and a +2 to Athletics and Dodge/Escape.

Warriors Kikimore warriors are bigger and 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

Claws

3d6

+15% Toxicity

2

Chitin scale (1d6/2)

Bite

5d6

+30% Toxicity, not available for workers

1

Venom extract (1d6/2) Monster pincers (1d6/2)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Kikimore queens are a rare sight. They are the biggest and most dangerous type of kikimore. They are immune to every effect, even fire, have slashing, piercing and bludgeoning resistance, 20 armor and their attacks knocks their target prone. They are also very slow, thus only having a SPD of 3.

22

Threat Hard Difficult

Bounty

2000 Armor 50 ? 15 10 8 7 1 1 8 0 8 21 4 40 80 8 120 0

Around 2 meters Around 300kg Created by only the most powerful mages

Unknown

Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

23

Koshchey Commoner Superstition (Education DC:14) Well, what would be the best way to describe a koshchey? It's simple, really. I'd call it death. Unfortunately that probably is the best thing I can say about 'em. Never seen one, don't know anyone who ever saw one. And that scares me, I'm not even jokin'. I know nothing about a koshchey other than the fact that ya life is over the moment it sees ya. –Rodolf Kazmer

Beast Oil Silver Vulnerability In contrast to other beasts, koshchey are vulnerable to silver damage.

Exoskeleton 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.

Witcher Knowledge (Witcher Training DC:16) There's not a lot of koshchey documented in history. The first documented one was killed about 100 years ago by a druid of the circle of Mayena. It's not entirely clear how a koshchey can be created but it involves powerful magic and knowledge of the work of Alzur. A koshchey resembles a mix of crab and spider and therefore technically is a beast. It doesn't seem to be resistant against a certain material or weapon and even is vulnerable to silver. But even without resistances, killing a koshchey is a nearly impossible act as its chitin-like exoskeleton is extremely thick and any hit with a weapon hardly even leaves a scratch. Thus any witcher hunting a koshchey needs a plan to get rid of the armor, as the flesh underneath ironically is really soft. Due to the koshcheys multiple claws it can climb with relative ease and is surprisingly fast if it has to be. And it Melee +8 has to be fast when it sees its prey fleeing. Running from a Brawling +7 koshchey is signing your death sentence and accepting it. Dodge/Escape +8 Athletics +8 Awareness see abilities Stealth +5 Wilderness Survival see abilities

Resist Magic +10 Endurance +10 Courage +15

Claws

5d6

Blinded (25%)

2

Chitin scale (3d6)

Bite

8d6

Armor Piercing

1

Koshchey heart (1)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Beast Of Destruction Once the koshchey is agitated, it won't stop hunting its prey. Though a koshchey walks on 8 of its 10 claws when fighting, it will use all of the 10 once it senses its prey fleeing, thus having a SPD of 11.

Climber A koshchey can move its normal speed whilst climbing and can easily scale any surface.

Amphibious A koshchey can live underwater indefinitely and cannot be drowned. It also does not take penalties for acting underwater. However it cannot swim but will only walk on the ground of the water.

Wild The skillbases of Awareness and Wilderness Survival of a koshchey are 16.

24

Threat Hard Difficult

Bounty

1500 Armor 0 6 15 11 10 8 3 3 6 0 8 24 4 40 100 8 80 0

Around 2 meters Around 120kg Ruins & caves Human-level Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

25

Mula Commoner Superstition (Education DC:18) Heard plenty of tales of vampires while travelin' 'round the Continent. Legends say a vampire can turn into a bat or a wolf or the like, can fly without wings, heal any wound, and claw right through steel. Heh, mulas are big brutes even for vampires. I assure ya that ya'll be lyin' on the ground after this beast jumps ya. Mulas sometimes occur in 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 it. Turns out I sell all those items at reasonable prices, by the way. –Rodolf Kazmer

Witcher Knowledge (Witcher Training DC:17) 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 to fall into a blood rage in which it gets even more dangerous, attacks at any chance and gets faster, thus negating its biggest weakness. Any witcher out to kill a mula must make sure to keep it from drinking fresh blood Melee +9 by any means possible if he doesn't want to get lacerated. The black blood potion does a good job at keeping the mula Brawling +8 out of blood rage, same as any other substances you have in Dodge/Escape +9 your blood at that moment. Alternatively you may try to Athletics +9 knock out the mulas fangs. This is a more dangerous Awareness +10 approach but a permanent one in contrast to poisoning your Stealth +10 own blood. Wilderness Survival +8 Resist Magic +9 Resist Coercion +9 Intimidate +12 Endurance +10 Courage +10

Vampire Oil Black Blood Potion Blood Transference Mulas are affected by any substances in the blood they drink.

Breaking The Fangs If you successfully parry a mulas bite attack you smash out its fangs. The mula takes 5 points of damage and cannot use its fangs nor drink blood anymore.

Pounce A mula doesn't need to take a running start when leaping. An attack after leaping also knocks the target prone, even if the attack was blocked or parried.

Mist A mula can turn himself into mist and materialize again at another place. As long as a mula is in mistform he gains a +10 to stealth, regenerates +5 HP per round and cannot be wounded by any means other than magic or fire. Yrden can materialize a Mula again.

Blood Rage After drinking the blood of his enemy by doing an attack with his fangs, a mula will fall in a deep blood rage. In this state his eyes start glowing and he won't turn himself into mist. His attacks gain +2 WA and his claws attacks ROF changes to 2. 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.

Fangs

8d6

N/A

6d6

Bleed (100%), activates Blood Rage

1

Random glyph Vampire fangs (1d6/2) Vampire saliva (1d6)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Invisible to Magical Scanning Mulas cannot be detected by witcher medallions. Mages must succeed at a Magic Training roll against the mulas Resist Magic roll to sense them.

26

Threat Hard Difficult

Bounty

1750 Armor 0 7 14 15 8 14 8 4 10 0 9 42 8 45 80 9 90 0

Around 2 meters Around 100kg Ruins, crypts & near cities Above human-level Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

27

Nekurat Commoner Superstition (Education DC:18) Heard plenty of tales of vampires while travelin' 'round the Continent. Legends say a vampire can turn into a bat or a wolf or the like. Can fly without wings, heal any wound, and claw right through steel. Heh, I hear nekurats like to seduce pretty women with their shapeshiftin' abilities and then drink their blood. Sounds like a whole mess of trouble I'd 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 heart to kill it for good. Turns out I sell all those items at reasonable prices, by the way. –Rodolf Kazmer

Vampire Oil Black Blood Potion Blood Transference Nekurats are affected by any substances in the blood they drink.

Celestial Weakness In sunlight, a nekurat's regeneration is lowered to 3.

Witcher Knowledge (Witcher Training DC:18) Nosferat or nekurat is a race of intelligent vampires that are nocturnal, resembling a giant bat, and are considered more dangerous than katakans. They can, however, take a more humanoid form and live among other races in their civilizations. Unlike alps, bruxae, mulas and Higher Vampires, they are susceptible to sun. Like other intelligent vampire species, nosferats enjoy drinking blood in smaller or larger doses but don't mutilate their victims by shredding them apart like fleders or ekimmas, leaving only bite marks. They are most likely the Melee +8 reason common folk believe in tales of handsome vampires Brawling +8 seducing young women. What those tales often forget is the Dodge/Escape +12 fact that nekurats rarely keep witnesses alive to tell the tale. It is noteworthy, however, that nekurats are nearly as Athletics +12 intelligent as Higher Vampires, exceeding every other Awareness +12 vampire. This means that even though a nekurat is a Stealth +13 monster, it can think, talk and most importantly weigh its odds. Sometimes a fight doesn't have to happen, if a good Wilderness Survival +8 Resist Magic +8 offer or some sweet words can convince it. Resist Coercion +10 Intimidate +7 Charisman +8 Persuasion +8 Endurance +6 Courage +8

Fangs

8d6

Bleed (25%)

10d6

Bleed (75%)

2

Random rune or glyph Vampire fangs (1d6/2) Vampire saliva (1d6) Possibly a relic

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Shapeshifting A nekurat has the ability to take the form of any humanoid race on the continent. Due to their high intelligence and good social abilities they often live undetected among human, elven or even dwarven folk.

Regeneration A nekurat regenerates 5 points of damage per round.

Immunites Nekurats are immune to bleed and poison.

Night Vision Nekurats operate in areas of dim light with no penalties.

Invisible to Magical Scanning Nekurats cannot be detected by witcher medallions. Mages must succeed at a Magic Training roll against the nekurats Resist Magic roll to sense them.

28

Threat Medium Difficult

Bounty

750 Armor 0 5 9 6 6 5 1 1 10 0 6 18 3 30 60 6 60 0

Usual human height Weightless Fields & meadows, near rural communities

Consumed by grief Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

29

Nightwraith Commoner Superstition (Education DC:16) Nightwraiths are born of moonlight, wind and the earth coolin' after the heat of the day. Their mad dancin' should not be seen by any mortal as they kill any intruder during this ritual. If caught peepin', the mortal is blinded by moonlight, then taken into the circle and forced to dance until he expires. It's even said that at times they're becomin' a nightwraith themselves. Ya know, ya mother probably told ya to shut the door at nights nightwraiths are her reason for this, as they sneak into huts at times and murder peasants in their sleep. Heh, good thing that a nightwraith never appears during the day. –Rodolf Kazmer

Specter Oil Moondust & Yrden If caught in the area of either a moondust bomb or Yrden circle, a nightwraith is no longer incoporeal.

Celestial Weakness Celestial Weakness In daylight, nightwraiths take a -2 to all actions.

Shifting

Witcher Knowledge (Witcher Training DC:14) Compared to other creatures of the night nightwraiths might not seem all that dangerous. 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 themselves which cannot attack directly but act as transmitters of sorts through which the nightwraith can sap her victim's vital energy, strenghening herself in the process. Nightwraiths can turn immaterial and are at such times very difficult to wound. In order to force one to take on corporeal form, trap it with the Yrden Sign or hit it with the Spell Casting +7 blast of a Moon Dust bomb. A rather hard way to force Melee +8 them to become corporeal would be to strike them the Brawling +7 moment they're attacking themselves. A quick and solid parry throws the nightwraith of balance and keeps her Dodge/Escape +8 corporeal for some time at least. Athletics +4 Do not believe the old wife tales and think yourself Awareness +10 completely safe from nightwraiths during the day. They Stealth +10 appear under the light of the sun as well - but are much Wilderness Survival +5 weaker then than after dusk. Resist Magic +7 Endurance +6

A nightwraith turns corporeal when attacking. Successfully parrying the attack of a nightwraith leaves it corporeal until the start of its next turn.

Fueled By Grief Nightwraiths are technically as intelligent as they were in life, but they are blinded by overwhelming grief. They cannot be reasoned with or intimidated.

Incorporeal A nightwraith is always incorporeal, rendering it immune to physical attacks, bleeding, and poison

Night Song Once per day, if a nightwraith falls below 40 HP, it splits into 3 copies of itself. As long as these doppelgangers exist, all living beings in 30m radius take 3 damage per turn. Once all copies are defeated, the nightwraith reappears. The copies themselves will not attack but will defend and otherwise share the same traits as a normal nightwraith. Striking a copy will kill it.

Dust Devil Claws

4d6+4

N/A

2

Wraith essence (1d6) Specter dust (1d6) Infused dust (1d6)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

A nightwraith can use magic to swirl dust and dirt up into a target's face. This attack uses Spell Casting, and on a hit it blinds the target for 1d6 rounds. The target must be within 5m.

30

Threat Hard Simple

Bounty

1000 Armor 0 5 9 7 8 6 1 1 9 0 8 18 3 40 80 8 80 0

Usual human height Weightless Haunts people who have done terrible deeds

Consumed by wrath Solitary, but often surrounded by masses of wraiths

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

31

Penitent Commoner Superstition (Education DC:17) As far as I know penitents are normal wraiths but stronger, some kind of wraith leaders. They seem to be killin' ya way faster if ya go head-to-head with 'em. Folk say, if you kill a feller in cold blood, he'll be comin' back as a penitent. And especially in these tryin' times, when there's a war goin' on and a commando of scoia'tael behind every second tree, suddenly there is a lot of cold blood. Heh, so ya better start treatin' ya neighbours right. –Rodolf Kazmer

Witcher Knowledge (Witcher Training DC:16) A penitent is a rare and special type of wraith. It only appears to haunt people who have 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 all, however, one must discover what keeps they monster bound to its haunting grounds and break that bond as soon as possible. Penitents feed on the souls that have been wronged, the pain that has been inflicted and the harm that has been done. Once the person guilty of these things has done penance Spell Casting +7 however, the penant becomes significantly weaker - weak Melee +8 enough that a witcher could theoretically defeat it, provided Swordsmanship +9 he prepared to fight masses of wraiths that even get Brawling +8 commanded by the penitent. Specter oil to damage the penitent as well as a few moondust bombs to materialize it Dodge/Escape +8 are your best friends when fighting one of these rare Athletics +4 monsters. Awareness +10 Stealth +8 Wilderness Survival +4 Resist Magic +7 Endurance +6

Specter Oil Moondust & Yrden If caught in the area of either a moondust bomb or Yrden circle, a penitent is no longer incoporeal.

Penance Done A penitent draws its strengh from the bad deeds one person has done 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 only half damage. Those penances always are unique and often hard to fulfill, at times even killing the wrongdoer in the process.

Fueled By Wrath Penitents are technically as intelligent as they were in life, but they are blinded by overwhelming wrath. They cannot be reasoned with or intimidated.

Incorporeal A penitent is always incorporeal, rendering it immune to physical attacks, bleeding, and poison

Head of Rage A penitent is often accompanied by countless wraiths. These wraiths serve the penitent and heed its command. Those commands are only basic human tactics and therefore never more complex than "Kill these ones first", "Flank", "Save this one for last" or "Retreat".

Summon Wraiths

Sword

5d6

N/A

3

Wraith lantern

6d6

Fire (50%)

1

Wraith essence (1d6) Specter dust (1d6) Infused dust (1d6)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

A penitent can split into 4 standard wraiths and vanish in the process. Only upon defeat of these wraiths the penitent will return.

Teleportation A penitent can use its move action to teleport 10m immediately. It will usually attack directly after this.

32

Threat Easy Difficult

Bounty

50 Armor 5 1 6 7 7 9 1 1 5 0 6 27 5 30 70 6 40 0

Usual human height About 90kg Battlefields & cemeteries About as intelligent as a dog Packs of 3 to 6, often together with rotfiends

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

33

Scurver Commoner Superstition (Education DC:14) Folk say, if ya don't bury the dead correctly, they come back to take revenge. These foul abominations, called rotters or shamblers, carry the stanchin' curse of death and will burst into a cloud of flies if pierced. Even a rider on horseback isn't safe from these monstrosities as they're swift as death itself. As I heard even those monstrosities have some different forms they take, sometimes they have needles all over 'em. Heh, can imagine that ya don't want to stand too near when these ones explode. –Rodolf Kazmer

Necrophage Oil Flammable Gases A scurver's internal gases are extremely volatile. If set on fire. There’s a 25% chance each round that the scurver will explode.

Witcher Knowledge (Witcher Training DC:14) Scurvers are rotfiends' larger cousins. The bodies of these hideous, vaguely humanoid creatures are covered with rotten scraps of flesh, under which lurk even more rotten muscles stretched around a strong, flexible skeleton. Scurvers, which feed on old, rotting corpses, prefer to make their hunting grounds in abandoned torture sites, forgotten graveyards and old battlefields. They are very aggressive and, though they feed on corpses, if they come across a living person they are likely to attack. Thus when wandering near any of the above-mentioned places, one must be especially cautious. Scurvers usually feed underground, but sometimes, when they catch the scent of a human, they crawl to the surface in a matter of seconds and attack their potential prey. While fighting them one cannot afford to forget about their special boney spines, razor-sharp protuberances sticking out from their skeletons. When a scurver is near death, the Melee +7 gasses and enzymes gathered within its body cause it to Brawling +7 explode, flinging these spines out at great speed, turning Dodge/Escape +5 them into one last deadly weapon in their arsenal. Once you see them moving seemingly without pattern, not even Athletics +7 attacking, you have to take the time remaining to run and Awareness +6 possibly hide behind a rock or a tree, as the needles fly even Stealth +5 further than the radius of the explosion of a normal rotfiend Wilderness Survival +6 would be. Resist Magic +5 Endurance +5 Courage +8

Claws

3d6

Bleed (25%)

1

Bite

4d6

-1 WA, Bleed (50%)

1

Rotfiend marrow (1d6/2) Rotfiend claws (2) Venom extract (1d6/2)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Feral For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

Pounce A scurver doesn’t need to take a running start when leaping.

Night Vision Scurvers operate in areas of dim light with no penalties.

Explode When brought to 10 HP or less, a scurver will spend a round thrashing uncontrollably, taking no action. On the following turn it will violently explode, dealing 2d6 damage in a 5m radius (as a bomb) and causing bleeding. A reposition defence against its initiative can potentially move a target out of this area. If a hit damages it to or below 0 HP, it will instantly explode.

34

Threat Medium Simple

Bounty

100 Armor 0 5 8 8 6 7 4 5 7 0 6 21 4 30 60 6 60 0

Around 1.60 meters About 60kg Deserts & cemeteries Possibly human-level Solitary

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

35

Wight Commoner Superstition (Education DC:18) 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. –Rodolf Kazmer

Necrophage Oil

Night Vision Scurvers operate in areas of dim light with no penalties.

Familiarity

Witcher Knowledge (Witcher Training DC:14) Though wights are ghastly and threatening in appearance, one should not approach them with sword drawn or attack them unprovoked. Left alone, they present no serious danger to anyone and are far more interested in mixing noxious brews in cauldrons than in fighting. This species mainly lives around ancient burial sites, though they have also been spotted near more recently-founded cemeteries and wherever mass graves can be found. Wights spend the winter months in a state of lethargy very similar to human sleep. They live strictly solitary lives - in fact, it is practically unheard of for these creatures to appear in groups. Yet when they fear their territory is threatened, Melee+7 and it is enough for one to step foot in a wight's territory for Brawling +7 it to feel threatened, wights transform into dangerous foes and even abandon their solitary ways to summon other Dodge/Escape +8 monsters to their aid. Athletics +8 It is a certainty that if a wight finds itself in danger, it will Awareness +8 immediately spew out an ectoplasmic solution which near Stealth +6 instantaneously transforms into barghests. These beasts obey the wight and attack anyone it deems a foe. If one of Wilderness Survival +12 them is killed, the wight tries to replace it at once. Alchemy +3 Wights are resistant to poison, but vulnerable to silver, and Crafting +3 a bit of necrophage oil helps you to make short work of a Resist Magic +9 wight. Resist Coercion +9 Endurance +8 Courage +8

A wight commonly lives at one single place until it dies. This leads to some knowledge of the environment. Whenever in its own territory a wight gains a +5 to Awareness and Wilderness Survival and whenever it is in its own lair it gets a +10 to Awareness and Wilderness Survival.

Ghostly Companions A wight is able to spew out an ectoplasmic solution that turns into a barghest. Barghests summoned this way will heed every command of the wight and won't vanish unless they're killed or the wight dies. For this reason a wight's territory sometimes is marked by small groups of barghests guarding it.

Acid Spit Wights are able to spit at a target up to 15m away. This spit is considered a projectile that does 3d6 damage and poisons the target. The damage can be soaked by armor but armor will never lose SP from this attack, even if the target takes damage.

Poison Immunity Claws

4d6

N/A

2

Wight ear (2)

Bite

5d6

Poison (100%)

1

Wight tongue (1) Venom extract (1d6) Strange possessions (1d6)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

A wight takes no damage from poison.

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Monster Parts

Koshchey Heart A Koshchey's heart is full of alchemical substances. It contains not only one but five doses of Fulgur.

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Mutagens & Decoctions Ice trolls & nightwraiths

Mula Nekurat

Bloodlined eyes

Every time you deal lethal DMG, gain 1 HP

22 22

Ekimmara

+1 Endurance

20

Long, boney fingers

Koshchey

+3 natural undestructable armor

22

Hardened, chitinlike skin

Ekhidna Forktail

+1 Vigor threshold +1 Spell Casting

15

Forked tongue

20

Small talons at the feet

+1 REF

Leathery skin

Ice trolls and rock trolls aswell as noonwraiths and nightwraiths are so similar that the mutagens and the decoctions for ice trolls and for nightwraiths are identical to the ones for rock trolls and noonwraiths.t

Decoctions

Diagrams

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Wild Hunt Armory

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.

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

39

Wild Hunt Diagrams

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

40

Threat Medium Simple

Bounty

50 Armor 10 1 6 8 5 7 1 1 4 0 4 21 4 20 50 4 20 0

Around 0.80 meters About 80kg Part of the Wild Hunt About as intelligent as a dog Groups of 3+

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41

Wild Hunt Hound Commoner Superstition (Education DC:16) 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. Bayin' at the heels of the Wild Hunt are its hounds, fierce beasts which follow it like dust clouds trailin' after a comet. Some legends speak of 'em losin' their way at times and fallin' from the night sky to earth, cold and death followin' in their wake. –Rodolf Kazmer

Elementa Oil Fire Vulnerability Wild Hunt hounds take double damage from fire attacks or being on fire .

Witcher Knowledge (Witcher Training DC:15) The Wild Hunt in fact is a cavalcade, albeit they are no specters or wraiths but a group of Aen Elle elves from Tir ná Lia, the homeworld of the Aen Elle, who also call themselves the Dearg Ruadhri in their native speech, meaning Red Riders. Their true purpose was to find and capture slaves from other worlds, such as that of the Aen Seidhe, our world, to serve the Alder Folk. Born, or so some experts believe, of magic ice crystal, the hounds of the Wild Hunt race alongside their masters. They are constructs, created to serve the Red Riders. Like ravenous, feral dogs they are capable only of mindlessly attacking whatever crosses their path. The hounds' chief weapons are their claws and teeth. Their battle tactics rely on knocking their opponents to the ground before tearing them to shreds. These beasts also use their powers over the cold to freeze the ground around them and create sharp spikes of ice. Melee +6 The hounds' icy nature also means they can draw strength Brawling +6 from extreme cold. Thus one should be particularly on Dodge/Escape +8 guard when fighting them during blizzards or in glacial regions. However, setting them on fire or damaging them Athletics +7 with heated weapons inflicts them a great deal of pain and Awareness +6 stops their healing process. Elven legends likewise claim Stealth +4 they gain strength when a red moon - a known herald of the Wilderness Survival +6 Hunt's arrival - hangs in the sky. Resist Magic +5 Endurance +6 Courage +7

Claws

2d6+3

N/A

2

Beast bones (1d6)

Bite

3d6+1

Freeze (100%)

1

Rotting flesh (1d6) Sulfur (1d6/2)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Feral For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.

Scent Tracking A hound can track a creature without visual or audible clues with no penalty.

Freeze Immunity Hounds take no damage from cold and cannot be frozen.

Cold Nature While in cold areas or even in a blizzard a Wild Hunt hound will regenerate 3 HP per turn. By setting it on fire or heating the surroundings this can be disrupted.

Ice Spikes Once in a while, by taking a full turn, a Wild Hunt hound will summon ice spikes in a circle around itself, piercing everyone within 1n of the hound, dealing 3d6 damage and freeze.

42

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 50 7 35 20

Usual Aen Elle height (around 2 meters) Usual Aen Elle weight Part of the Wild Hunt Human-level Solitary, accompanied by warriors and hounds

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43

WH Navigator Commoner Superstition (Education DC:16) 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 Wild Hunt even got mage specters ridin' with it. Just think about it, ya'll not only have to fight a wraith, but a wraith that casts spells and freezes ya so someone digs out ya frozen corpse in a few hundred years. –Rodolf Kazmer

Hanged Man's Venom Dimeritium While touching dimeritium, a navigator has a Vigor of 0 and is subjected to the Dimeritium Effects table on pg.167.

Witcher Knowledge (Witcher Training DC:16) The Wild Hunt in fact is a cavalcade, albeit they are no specters or wraiths but a group of Aen Elle elves from Tir ná Lia, the homeworld of the Aen Elle, who also call themselves the Dearg Ruadhri in their native speech, meaning Red Riders. Their true purpose was to find and capture slaves from other worlds, such as that of the Aen Seidhe, our world, to serve the Alder Folk. The Wild Hunt navigators are powerful Aen Elle mages who have the ability to manipulate time and space and to open portals between different worlds. Their abilities to travel to different worlds however, is severely limited as the Staff/Spear +7 navigators are only able to open portals for a relatively Brawling +5 small group of riders and thus they are able to secure only a limited number of slaves. Spell Casting +8 Their ability to open portals also allows navigators to open Dodge/Escape +8 small portals during combat to transfer Wild Hunt hounds Athletics +5 and aid them in fight. These portals should be closed using Awareness +7 the Yrden sign or a dimeritium bomb to prevent getting Stealth +4 outnumbered easily. Besides their ability to open portals, navigators are gifted in Wilderness Survival +5 some of the most powerful ice spells and can kill entire Physique +5 groups of enemies if needed. When fighting a navigator you Resist Magic +8 should make sure to keep dimeritium close to cut of the Resist Coercion +8 navigators magic. Endurance +6 Courage +6

Freeze Immunity Navigators take no damage from cold and cannot be frozen.

Teleport Instead of moving, a navigator may teleport within a range of 15m without STA cost. They can also teleport as a defensive action using Spell Casting.

Spells A navigator is capable of using the spells: Dispel Summon Staff Carys' Hail Ice Slick Waves of the Naglfar Tryferi Gaeaf

Portal As it is their main value in the Wild Hunt, navigators are able to create portals with relative ease. By taking 3 full turns a navigator can create a portal that works exactly the same as the spell Standing Portal but doesn't count any stamina.

Summon Hounds

Navigator Staff

3d6

+1 WA, Long Reach, Freeze (50%), Focus (2), Greater Focus

2

Navigator Staff Navigator Armor Mundane items (1d6/2) Possibly a Wild Hunt diagram

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

As an action a navigator can create a small portal. After 3 turns a Wild Hunt hound will appear and the portal closes. The portal can be closed beforehand by using the Yrden sign or a dimeritium bomb.

44

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 80 7 35 0

Usual Aen Elle height (around 2 meters) Usual Aen Elle weight Part of the Wild Hunt Human-level Groups of 3+, often accompanied by hounds

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45

WH Warrior Commoner Superstition (Education DC:16) 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 ya, ya have to try to burn the horses to slow the wraiths down. And then run. And don't look back. –Rodolf Kazmer

Hanged Man's Venom

Freeze Immunity Navigators take no damage from cold and cannot be frozen.

Resistance

Witcher Knowledge (Witcher Training DC:15) The Wild Hunt in fact is a cavalcade, albeit they are no specters or wraiths but a group of Aen Elle elves from Tir ná Lia, the homeworld of the Aen Elle, who also call themselves the Dearg Ruadhri in their native speech, meaning Red Riders. Their true purpose was to find and capture slaves from other worlds, such as that of the Aen Seidhe, our world, to serve the Alder Folk. The Wild Hunt warriors are the backbone of the Wild Hunt. They are the ones abducting slaves from our world in their spectral forms most of the times using magic of Aen Elle Swordsmanship +9 sorcerers. Melee +9 The warrior's thick and durable armor rarely let's blows pass through and is especially resilient against bladed weapons Brawling +7 like swords and axes. If you can't destroy the armor or find Dodge/Escape +8 weak spots in it, your fight won't last long. In addition to Athletics +7 that some warriors will carry shields into battle and use Awareness +6 them to protect fellow soldiers. Taking out these warriors 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 Resist Magic +6 they normally lack. Resist Coercion +7 To defeat Wild Hunt warriors a combatant must never 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.

Wild Hunt Sword

5d6

+2 WA, Freeze (50%)

1

OR

Wild Hunt Axe

5d6+2

+1 WA, Freeze (50%), Bleed (25%)

1

OR

Wild Hunt Mace

6d6

+1 WA, Freeze (50%), Stun (-2)

1

Their weapon Their shield, if used Wild Hunt Warrior Armor Mundane items (1d6/2)

This is a homebrew of u/WitcherLabbro. Usage is at own discretion. The Witcher TRPG, it's rights and trademarks belong to CD Projekt Red and R. Talsorian.

Wild Hunt warriors only take half damage from slashing.

Riders Some Wild Hunt warriors posses a loyal warhorse. Those so called Wild Hunt riders have an extra +5 for controll checks with their mounts.

Shields Some Wild Hunt warriors bear Wild Hunt shields. Though shield bearers are rare, the soldiers will make good use of the shields trying to tank incoming attacks and especially projectiles from their comrades.