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GURPS 4 th ed. WITCHERS AND THEIR WORLD MONSTRUM A GURPS PROJECT BY CASPER GRONEMANN 1 st Edition

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Page 1: GURPS Witchers and Their World - Monstrum

GURPS 4th ed.

WITCHERS AND THEIR

WORLD

MONSTRUMA GURPS PROJECT BY CASPER GRONEMANN

1st Edition

Page 2: GURPS Witchers and Their World - Monstrum

Disclaimer: This project is not in any way affiliated with Steve Jackson Games, CDProjekt or any of their subsidiaries.

It is strictly an unofficial, fan-made project. The 'GURPS' and 'The Witcher' trademarks are purely the intellectual

properties of their rightful owners. This project is non-profit, free of charge, free to use and free to distribute. It is also

free for change and adaptation. To receive the master document of this .pdf, send a requisition e-mail to

[email protected], and please remember to credit the author of this document should you use this work for your own

projects. Thank you.

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“People," Geralt turned his head, "like to invent monsters and monstrosities. Then they seem less monstrous

themselves. When they get blind-drunk, cheat, steal, beat their wives, starve an old woman, when they kill a trapped fox

with an axe or riddle the last existing unicorn with arrows, they like to think that the Bane entering cottages at

daybreak is more monstrous than they are. They feel better then. They find it easier to live.”

– The Last Wish

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ContentsIntroduction...................................................5CHAPTER I......................................................6

Monster Entries.........................................7Common Rules.........................................10

CHAPTER II....................................................13Monster List.............................................14

Aeschna...............................................14Alghoul................................................17Alpor...................................................19Arachas................................................21Archespore.........................................24Banshee..............................................25Barghest..............................................27Basilisk...............................................29Black Annis..........................................31Bloedzuiger.........................................33Bruxa...................................................35Bullvore...............................................37Cemetaur............................................40Cockatrice...........................................42Draug..................................................44Draugir................................................47Drowned Dead...................................49Drowner..............................................51Dwarven Warrior................................53Earth Elemental..................................55Echinops..............................................57Elven Scoia'tael Commando...............59Endrega Guard....................................61Endrega Queen...................................63Endrega Warrior................................66Fire Elemental....................................68

Fleder.................................................70Frightener...........................................72Gargoyle..............................................75Garkhain.............................................77Ghoul..................................................79Giant Centipede.................................80Golem.................................................82Graveir...............................................84Harpy..................................................86Hellhound..........................................89Human Sorceress................................92Ifrit.....................................................93Kikimore Queen.................................95Kikimore Warrior..............................98Kikimore Worker..............................100Nekker...............................................102Nightwraith.......................................104Noonwraith.......................................106Rotfiend............................................108Striga..................................................110Succubus.............................................112Troll...................................................114Vodyanoi Priest..................................117Vodyanoi Warrior..............................119Werewolf............................................121Wraith................................................123Wyvern..............................................125Wyvern (Royal)..................................127

Monster Ingredients..............................129CHAPTER III..................................................131

Herbs......................................................132

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IntroductionFor a foreword and credits in general for the GURPS: Witchers and their World project, see

Witchers and their World – Characters. This supplement deals with that which one must always

deal with in the universe of the witchers: monsters! ...oh, and plants, too.

To use this supplement and understand everything in it, it is necessary to first read Witchers and

their World – Characters, as some concepts, specifically those related to mutagens and witcher

alchemy, will only make sense with that supplement in hand. Also note that this particular tome

should be for GM's eyes only! It contains information on monster and plant ingredients, as well

as mutagens and monster strengths and weaknesses, which should only be divulged to players on

successful skill rolls or by trial-and-error.

GURPS: Witchers and their World – Monstrum aims to make a detailed list of many of the

monsters in the universe of the witchers. It hardly describes all of them – there are many barely

mentioned in the books that are not detailed here – and as monsters are often unique, any GM

should look to further define his own monsters by personalizing that which can be found in this

supplement. What this supplement does, is flesh out and give attributes for a wide variety and

range of monsters common in the universe of the witchers. This tome is not supposed to give the

GM all the monsters he will ever need, rather it is a fast reference document for when the GM

needs swift attributes on something.

Another much simpler goal of this supplement, is to include some examples from the flora of the

witcher universe. Both alchemists, witchers, druids and apothecaries on the Continent use plants

for their work. While the herbal chapter in this book does not completely explain all the uses of

all plants, and only describe the plants in game terms for witcher alchemy, it still gives a short

description that should be more than enough for the GM's creativity to do the rest.

With that, I thank you for picking up this project and I hope you can get some good use out of it!

– Casper Gronemann

Contact at [email protected] or on sjgames.com forums (username: Grunker)

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CHAPTER I

MONSTER BASICS

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Monster EntriesEach monster entry contains information on the monster's strengths, weaknesses, statistics and

so on. There is also information on which mutagens a monster might contain, what alchemical

ingredients can be extracted from it, and a detailed description of the monster from the journal

of famous poet and witcher companion Dandelion! In other words, everything you need to know

about a specific monster. Below is a description of each section within a given monster entry.

Monster NameSubtype: What sort of monster is this? See details on different monster subtypes below.

Not all monsters have a subtype.

Template: If the monster has additional templates or meta-traits, beyond the template

that it shares with its subtype, the name of them will be displayed here, while their details

will be described below.

Size Modifier: How big is the monster?

Main Attributes: ST, DX, IQ, HT

Secondary Attributes: Per, Will

HP/FP/Energy: How many hit points and fatigue points does the monster have? A few

monsters have energy only usable for casting spells, which will also be displayed here.

Speed/Move: How fast is the monster?

Active Defenses: How good is the monster at dodging, and does it have other defenses?

Damage Resistance: All monsters have damage resistance. See 'Common Rules' below for

details about the damage resistance all monsters on the Continent share.

Additional DR: If the monster has any special form of damage resistance, beyond the

normal DR all monsters have, it will be listed here. This DR is not subject to the rules that

apply to normal monster DR (as described under 'Common Rules', below). Additional DR is

layered above normal monster DR unless otherwise noted.

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Attacks: This names and lists the damage of the monster's most basic attack.

Powers: This names a monster's special powers, if any. These will be described in more

detail below.

Advantages: The positive traits of the monster.

Disadvantages: The negative traits of the monster.

Skills: The skills of the monster.

In the Words of Dandelion

This entry contains the words of Dandelion the Poet, describing the monster in more or less

colorful terms. Details from these entries, as well as the monsters strengths and weaknesses,

should be divulged with the successful use of the Monster Lore skill, with different levels of

information given depending on the margin of success.

Attacks and Powers

This entry goes into further detail with the monsters attacks and powers, if needed. If a power is

magical, it will note so with “(magical)” after the power's name (e.g. Howl (magical):).

Templates

If the monster has templates beyond the one it shares with its subtype, they will be detailed here.

Ingredients

Extraction Modifier: Here, the monster's Extraction Modifier is listed. Apply this modifier to the

witcher's Monster Lore roll when he uses the skill to extract parts and substances containing

alchemical ingredients from monsters. This modifier also applies to the roll required to extract

mutagens.

This entry describes what alchemical substances can be extracted from the monster, which parts

contain them, and how they are extracted. All alchemical substances are written in italics (e.g.

Drowner Brain Tissue). It does not detail what alchemical ingredients are found in the

substances. For that, see the 'Monster Ingredients section, located at the end of Chapter II –

Monster List.

Note: Each time a player character extracts alchemical parts from a monster, there is a 10%

chance that that substance or part contains a random secondary ingredient (see the Witcher

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Alchemy section in Chapter VI – Alchemy in Witchers and their World – Characters). The only

exception to this rule is monster parts or substances which already specify that they contain a

secondary ingredient.

Mutagens

This section details the mutagens contained in the monster, if any, the process needed to distil

them, to ingest them, what effects they have, and so on. A mutagen entry is structured in the

following manner:

MUTAGEN: Mutagen's Name

Mutagenic Modifier: -o to -5 (the penalty to a witcher's Witcher Alchemy roll to

correctly discern how to prepare the mutagen for ingestion)

Ingestion Type ResultNot Prepared, Without MR The result of ingesting the mutagen unprepared,

without the Mutagenic Resistance advantage.Not Prepared, With MR The result of ingesting the mutagen unprepared,

with the Mutagenic Resistance advantage.Prepared, Without MR The result of ingesting the mutagen, prepared in

the correct manner, without the Mutagenic

Resistance advantage.Prepared, With MR The result of ingesting the mutagen, prepared in

the correct manner, with the Mutagenic

Resistance advantage.

Preparation ritual: The correct alchemical ingredients needed to correctly prepare the mutagen.

For more information on preparing mutagens, see 'Preparing Mutagens' under the Witcher

Alchemy section in Chapter VI – Alchemy, in Witchers and their World – Characters.

Note: The result-box often simply contains the name of an advantage or disadvantage and no

other text. This means that the character who ingested the mutagen gains that advantage or

disadvantage (advantages and disadvantages gained by ingesting mutagens cost no points, they

simple increase or reduce a characters Character Point Value respectively).

Also note: Any given character can only benefit from each unique mutagen a single time.

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Common RulesAll monsters are governed by a set of common rules that apply to each monster. They are as

follows:

Subtype

Some monsters on the Continent belong to a subtype; a family of monsters that share common

traits. They also often share a template. The types are as follows:

Insectoid: Insectoids are insect-like monster that most often dwell in forests and swamps.

Insectoids share the following template:

Disadvantages: Bestial, Low Empathy.

Necrophage: Necrophages are monsters that generally haunt cemeteries and battlefields, places

where dead bodies lay, eating the remains. Some, however, have decided they have no qualms

about being the ones to fill the area with corpses instead of just being carrion crows.

Necrophages share the following template:

Advantages: Doesn't Breathe, Doesn't Eat Or Drink, Doesn't Sleep, High Pain Threshold, Immunity

to Metabolic Hazards, Immunity to Mind Control, Injury Tolerance (No Blood, No Vitals, Unliving),

Night Vision 5, Temperature Tolerance 10, Unaging, Unfazeable.

Disadvantages: Bad Smell, Bestial, Dependency (Dead Flesh, Weekly), Disturbing Voice, Fragile

(Unnatural), Hidebound, Low Empathy, Unhealing (Total), Uncontrollable Appetite (Dead Flesh).

Ornithosaur: These are four-limbed, winged, non-intelligent reptilians. They include basilisks,

wyverns and cockatrices. Ornithosaurs share the following template:

Advantages: Flight (No Arms, Wings).

Disadvantages: Bestial, Low Empathy.

Features: Horizontal.

Plant: Plants are monsters that resemble undergrowth, vines or trees. They share the following

template:

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Advantages: Doesn't Sleep, Double-Jointed, High Pain Threshold, Immunity to to Blind, Immunity

to Mind Control (but not from Plant Control spells and effects), Immunity to Stun, Injury

Tolerance (Homogenous), Unfazeable.

Disadvantages: Bestial, Low Empathy, No Legs (Sessile), No Manipulators, Vulnerability (Fire, x2

damage).

Features: Affected by Plant Spells.

Specter: These are spectral creatures that generally haunt cemeteries and crypts. Sometimes,

however, the specters are often tethered to a certain person or a place; some unfinished business

keeping them trapped in the mortal plane. No details on this are given under the description of

each type of specter, since it is unique to each individual, but GMs should feel free to be creative.

Specters share the following template:

Advantages: Dark Vision, Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep, Fearlessness 5,

Fragile (Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance

(Diffuse, No Blood, Unliving), Insubstantiality (Affect Substantial, Affected By Silver,1 Always On,

Can Carry Objects (Heavy)), Supernatural Durability (Vulnerable to Silver and Magic), Unaging.

Vampire: Vampires are, contrary to popular belief, neither undead nor a transformed creature.

Rather, they are a type of otherworldly creature that arrived in the world after the Conjunction

of Spheres. There are two types of vampires, higher and lower. Lower vampires have devolved

during their existence on the Continent, and are now dependent on things like human blood to

survive. Higher vampires have avoided this devolution, and blood to them simply produces an

ecstatic high, like fine alcohol and drugs. Each vampire share a template depending on whether

they are higher or lower vampires.

Lower vampires share the following template:

Advantages: Darkvision, Doesn't Breathe, Doesn't Eat Or Drink, High Pain Threshold, Immunity to

Mind Control, Temperature Tolerance 10, Unaging, Vampiric Bite (1HP per second).

Disadvantages: Bad Smell, Bestial, Dependency (Blood, Weekly), Disturbing Voice, Hidebound,

Low Empathy, Uncontrollable Appetite (Human, Elven or Dwarven Blood), Weakness (Sunlight;

1d/minute).

1 Silver affects specters, and specters interact with silver, as though they weren't insubstantial. i.e. if struck by a silver weapon, a spectre's insubstantiality doesn't help it.

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Higher vampires share the following template:

Advantages: Darkvision, Doesn't Breathe, Doesn't Eat Or Drink, High Pain Threshold, Immunity to

Mind Control, Supernatural Durability (Vulnerable to Silver), Temperature Tolerance 10, Unaging,

Vampiric Bite (3HP per second).

Disadvantages: Uncontrollable Appetite (Human or Elven Blood)

Note on Bestial

All monsters that have the Bestial disadvantage also have the Cannot Speak disadvantage unless

otherwise noted.

Damage Resistance and Injury Tolerance

All monsters have damage resistance which is penetrated by silver. A non-magical sword made of

solid silver usually has an Armor Divisor of (2) against the supernatural DR of monsters. All spells

and signs2 also have an Armor Divisor of (2) against monster DR. For spells that already have

Armor Divisor, treat their Armor Divisor as (1) higher.

This DR otherwise works as normal, so attacks and spells that penetrate DR also penetrate

monster DR. Despite spells having good effect on monsters, sorcerers and sorceresses rarely go

monster-hunting – a fireball won't do you any good when the monster sinks its teeth into you

afterward!

For Injury Tolerance, silver, spells and signs deal normal damage, meaning that a creature with

Injury Tolerance (diffuse) would take full injury from any penetrating damage it takes from silver,

spells or signs. Note that in this case, weapons cannot have a wounding multiplier of more than 1

(e.g. 4 penetrating impaling damage deals 4 hits of injury to a monster with Injury Tolerance

(diffuse).

Finally, note that the Monster List doesn't only have monsters – it also features a few humanoid

NPCs, like the Dwarven Warrior, to give a few examples of non-monster enemies the players

might fight.

2 Signs are special powers akin to spells, see Chapter V – Signs in Witchers and their World – Characters.

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CHAPTER II

MONSTER LIST

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Monster ListThe following is a complete list of monsters in Witchers and their World – Monstrum.

AeschnaSize Modifier: +8

Main Attributes: ST72, DX14, IQ4, HT12

Secondary Attributes: Per11, Will10

HP/FP: 72/12

Speed/Move: 6.5/6

Active Defenses: Dodge 5 (unless underwater, then

Dodge 12), Brawling Parry 10 (-3 vs. attacks other

than thrusting)

Damage Resistance: 12 (Tough Skin)

Attacks: Tentacle 3d cr (unready3), bite 4d-1 imp

Powers: Caustic Spray, Tentacle Barrage

Advantages: Ambidexterity, Constriction Attack,

Double-Jointed, Enhanced Move 1/2 (Water) 1, Extra

Arms 4 (Extra-Flexible; Long (+3)), Extra Attack 1,

Immunity to Poison, Injury Tolerance (No Neck),

Magic Resistance 10, Night Vision 3, Teeth (Fangs),

Vibration Sense

Disadvantages: Bestial, Colorblindness, Invertebrate, No Legs (Aquatic), Weak Arms (¼ST),

Weak Bite (½ST)

Skills: Brawling-14, Fishing-11, Navigation/TL3 (Sea)-11, Stealth-14, Swimming-12, Tracking-10,

Wrestling-14

3 An aeschna needs to ready its tentacles before use. Whenever an aeschna uses a tentacle as part of an attack, it cannot use a tentacle attack again until it readies them.

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In the Words of Dandelion

“An aeschna stands apart among all creatures, large and small, beautiful and horrible: it is

unique, not alike any other being. Doubtless it is a post-conjunction creature that appeared in

our reality in the time when worlds intermingled. The chronicles mention instances when an

aeschna appeared on the river's surface in various places over the ages.

To defeat an aeschna, one first needs to pull it onto dry land or drain the river meander where

the monster lies in wait. If that trick works, it will be possible to approach the monstrosity. The

creature defends itself with long, heavy tentacles - an ordinary man would die from a single

blow, for these appendages weigh as much as a trebuchet arm. These tentacles should be cut off

or immobilized during combat, for example using a special trap. Once the aeschna is unable to

shield itself, one should approach its trunk - but beware its venom! The monster spits its vile

poison as skillfully as a street urchin. Its armor, tougher than that of any other creature - with

the possible exception of dragons - is the final obstacle to overcome. One needs to find a way to

pierce the carapace and get to the inner organs. Good luck!

The Aeschna laughs at poisons, or it would laugh if it had a sense of humor. It might even fall

over from laughter, and that would be the only way to knock it down, but it's not going to

happen. If the creature had a circulatory system like humans do, it might be possible to bleed it

to death. Unfortunately it is a monster that makes other monsters seem like house pets, thus oils

reducing blood coagulation cannot harm it. It treats most traps as garbage strewn on the ground,

but witchers may be able to construct traps to immobilize its tentacles.

Geralt once encountered an aeschna in Flotsam, called the Kayran.”

Attacks and Powers

An aeschna's main attack is a swing of one or two of its giant tentacles, but it can also utilize the

following special attacks:

Caustic Spray: An aeschna can spend 1FP to spew a cone of venomous spittle from its fang-filled

mouth. This is a cone fifteen meters long and fifteen meters wide at the end which starts at the

mouth of the aeschna. It deals 2d corrosive damage to everyone hit by the steam. Those hit must

roll vs. HT or start choking (see GURPS: Basic Set, p. 428) from the mass of ooze and slime that

covers them. The choking is actually caused by poison in the mucus, from the Aeschna's poison

gland, so characters resistant to poison add their resistance bonus to the HT roll (or are immune,

as applicable). An aeschna cannot use an Extra Attack and Caustic Spray in the same round.

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The ooze and slime can be dealt with by the victim in ten rounds of concentrated removal of

slime from the breathing apparatus, or by an unaffected friend, who comes to the aid of the

victim, in five rounds. Collaboration between the victim and a friend brings this down to three

rounds. It becomes inert, and thus stops choking the victim, in 1dx10 minutes.

Tentacle Barrage: An aeschna can attack with four of its six tentacles in one single attack. This

requires an All-Out Attack action, after which the aeschna may make a single attack with each of

four of its tentacles at no penalty. However, the aeschna cannot target the same spot with more

than one tentacle in this manner, it is forced to swing its tentacles in different places, so they do

not hit each other.

Ingredients

Extraction Modifier: -5.

Eyes: Aeschna Eyes are a special alchemical substance.

Skin: One measure of Aeschna Tissue can be extracted from the skin of an aeschna via careful

sampling of fulgur-rich places in the aeschna's skin.

Tentacles: Each of the six tentacles of an aeschna may hold Essence of Water (a 20% chance per

tentacle), extracted by cutting of the tip of the tentacle and sucking out the essence within.

Mutagens

An aeschna's poison gland holds a strong mutagen.

MUTAGEN: Aeschna Poison Gland

Mutagenic Modifier: -4.

Ingestion Type ResultNot Prepared, Without MR Dependency (Sea Water, Monthly)Not Prepared, With MR Dependency (Sea Water, Seasonally)Prepared, Without MR Resistance to Poison (+3)Prepared, With MR Resistance to Poison (+3), Damage Resistance 2

(limited; corrosive damage) and Damage

Resistance 1 (limited; toxic damage)

Preparation ritual: To correctly prepare an Aeschna Poison Gland for ingestion, the witcher

must mix a potion from it containing the mashed poison gland combined with one measure of

Aether, one measure of Caelum and one measure of Vitriol.

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AlghoulSubtype: Necrophage

Size Modifier: +1

Main Attributes: ST20, DX14, IQ4, HT12

Secondary Attributes: Per9, Will8

HP/FP: 20/12

Speed/Move: 6,5/6

Active Defenses: Dodge 9, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 6 (Tough Skin)

Attacks: Bite 1d+2 cut, Claw 2d-1 cut

Powers: Disease

Advantages: Claws (Sharp), Teeth (Sharp)

Disadvantages: Uncontrollable Appetite (human flesh from live prey)

Skills: Brawling-15

In the Words of Dandelion

"Alghouls are ghouls which had been devouring corpses for so many years that human flesh

becomes irresistible and they begin to prey on the living. They are seen in crypts and on

battlefields, frequently surrounded by ghouls. Simple folk do not notice the differences between

these two types of scavengers — unlike witchers, who know that the alghoul is a more aggressive

and challenging opponent."

Attacks and Powers

An alghoul mainly attacks with it claws, but it can deliver a nasty bite that inflicts disease.

Disease: If a victim sustains one or more hits of injury from an alghoul's bite attack, the victim

must roll against HT-1. A failed roll causes nausea, imparting a -1 to DX and IQ. The victim must

then roll against HT-1 at the end of its next turn. On a failed roll, the victim begins retching (as

described on p. 429 of GURPS: Basic Set). On a successful roll, the nausea stops. A retching victim

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can attempt to roll against HT at the end of each of its turns – a successful roll stops the retching

and leaves the victim nauseated until he or she recovers the fatigue point lost at the end of the

retching spell (via magic, rest or any other means of recovering FP).

A victim that begin retching as part of an alghoul's bite – whether they recover soon after or not

– is also inflicted with a disease. This disease has an incubation time of 24 hours, and deals 2 hits

of toxic injury to the victim in a sixteen hour cycle after the incubation time. The victim can

shake this disease by succeeding on a roll against HT-1 after he takes this damage, or by being

cured through magical or other means.

All negative effects of an alghoul's bite are disease-related, and characters resistant or immune to

disease are resistant or immune to these effects.

Ingredients

Extraction Modifier: -2.

Eyes: White Vinegar can be extracted from an alghoul's eyes.

Marrow: Alghoul Marrow is an alchemical substance.

Stomach: Cadaverine can be extracted from an alghoul's stomach.

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AlporSubtype: Vampire [Higher]

Size Modifier: 0

Main Attributes: ST17, DX15, IQ12, HT11

Secondary Attributes: Per12, Will12

HP/FP: 17/11

Speed/Move: 6,5/6

Active Defenses: Dodge 10, Brawling Parry 11

(-3 vs. attacks other than thrusting)

Damage Resistance: 8 (Tough Skin)

Attacks: Claw 1d+2 cut, bite 1d+1 cut

Powers: Surprise Daze

Advantages: Claws (Sharp), Combat Reflexes, Fearlessness 5, Resistance to Stun (+3)

Skills: Brawling-15, Erotic Arts-11, Intimidation-11, Sex-Appeal 13, Stealth-15, Wrestling-14

In the Words of Dandelion

"No other monster inspires so many myths and fallacies as the alpor. People believe that this

vampire is able to turn into a black dog or a venomous toad. They mistake alpors for succubi,

believing them to be lecherous and inclined to seduce handsome young men. Folk tales describe

their charm and their beautiful, seductive voices, as well as their loathing of virgins, but these

monsters are, in reality, only seldom known to employ charm and seduction. What is true beyond

any doubt is that they move noiselessly and attack by surprise, rarely giving their victims as much

as a chance to scream in terror.”

Attacks and Powers

An alpor prefers to attack from the shadows, stealthily sneaking up on its targets. They strike

with claws or attempt to wrestle single targets down to use their vampiric bite on them. They can

also daze surprised targets.

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Surprise Daze: If an alpor bites a surprised or partially surprised victim, and if the alpor is not

itself surprised or partially surprised, it dazes its victim. A surprised or partially surprised victim

bitten by an alpor is considered dazed when he or she recovers from surprise and must Do

Nothing on its turn. A victim can recover from this daze by succeeding at an IQ roll at the end of

its turn to recover. If the victim is slapped, struck or shaken, he or she will also recover.

Ingredients

Extraction Modifier: -3.

Fangs: Alpor Fangs contain alchemical ingredients.

Skin: An Abomination Lymph can be extracted from an alpor's skin.

Tongue: Naezan Salts can be extracted from an alpor's tongue.

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ArachasSubtype: Insectoid

Size Modifier: +3

Template: Quadruped

Main Attributes: ST33, DX11, IQ4, HT13

Secondary Attributes: Per12, Will10

HP/FP: 33/13

Speed/Move: 6/6

Active Defenses: Dodge 9, Brawling

Parry 10 (-3 vs. attacks other than

thrusting)

Damage Resistance: 20. An arachas

only has a DR of 5 on its underbelly,

which can be targeted as Torso, but at

-4 if the Arachas is standing on the ground.

Additional DR: 10 (limited; burn and toxic damage)

Attacks: Bite 4d-1 cut

Powers: Powerful Charge

Advantages: Fearlessness 7, High Pain Threshold, Immunity to Mind Control, Immunity to

Poison, Magic Resistance 5, Regeneration (Fast, Limited: Only Works While Digesting Food),

Resistance to Stun (+3), Teeth (Sharp)

Skills: Brawling-14

In the Words of Dandelion

“Arachnids are lone hunters - they patiently wait for their prey to kill it with one swift strike

when it appears. The same is true for the arachas: A ruler who does not tolerate other hunters on

its territory. Including witchers.

Arachasae are large and protected by a durable armor. The carapace, as the witchers call this

armor, is incredibly tough, but it is possible to hurt the beast's groin or its joints. The arachas'

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charges make an excellent opportunity for that - one has to evade the charge at all costs by

stepping out the beast's way, and then make one's blow.

The arachas has no fear of poison, and not much fear of fire. Its primitive nervous system barely

reacts to wounds, and its incredible vitality allows it to take even great wounds. The beast will

heal them after the fight anyway, all the while digesting it's prey.

All said and done, the arachas is a bug, so one's blade should be coated with the Insectoid Oil

before fighting it. The monster's susceptibility to this blade coating is probably its sole weakness.

The beast can easily all shrug off other witcher tricks, so common poisons and signs are of no

use, not to mention attempts to knock the colossus down.”

Attacks and Powers

An arachas can bite its foe with crunching strength, but it can also employ a powerful charge

attack.

Powerful Charge: An arachas can channel adrenalin into its leg-muscles for a burst of strength

that allows it to propel immediately forward, going from not moving to charging at full speed

instantly. When the arachas uses this attack, it takes an All-Out Attack maneuver and spends 1FP,

then moves up to twice its speed directly towards one opponent. Treat this a Slam attack that

deals an extra 2 damage to the opponent. The opponent has a -2 penalty to any Active Defense he

employs against this attack. If the arachas hits, roll a contest of strength between it and its foe. If

the foe loses, he falls prone and is knocked back twice as far as he normally would be for the

amount of damage he took.

Template

Quadruped: Extra Legs (Four Legs), Horizontal, No Fine Manipulators.

Ingredients

Extraction Modifier: -4.

Chitin: Arachas plating can be scraped for Amethyst Dust.

Eyes: Arachas Eyes contain alchemical ingredients.

Fangs: Arachas fangs contain Diamond Dust.

Shell: The shell of an arachas contains Arachas Armor, which can be scraped off.

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Mutagens

An arachas' shell has a small piece of flesh inside of it which serves as the adrenal amplifier that

an arachas uses to employ its powerful charge attack. This is a mutagen.

MUTAGEN: Arachas Adrenal Gland

Mutagenic Modifier: -3.

Ingestion Type ResultNot Prepared, Without MR -1 Striking ST, Rough Skin (-1 Quirk)Not Prepared, With MR -1 Striking STPrepared, Without MR -1 Striking ST. The character can gain an adrenal

burst of strength; by spending 2FP, the character

can gain a +3 bonus to Striking ST for 5 seconds.

This is a free action, and can only be used once

per round.Prepared, With MR Rough Skin (-1 Quirk). The character can gain an

adrenal burst of strength; by spending 1FP, the

character can gain a +3 bonus to Striking ST for 5

seconds. This is a free action, and can only be

used once per round.

Preparation ritual: To correctly prepare an Arachas Adrenal Gland for ingestion, the witcher

must mix a potion from it containing the mashed adrenal gland combined with one measure of

Hydragenum and one measure of Sol.

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ArchesporeSubtype: Plant

Size Modifier: +2

Main Attributes: ST20, DX9, IQ2, HT10

Secondary Attributes: Per9, Will2

HP/FP: 20/10

Speed/Move: 4,75/4

Active Defenses: Dodge 7

Damage Resistance: 6 (Tough Skin)

Attacks: Bodyslam 2d+1

Powers: Regrowth

Skills: Brawling-12

In the Words of Dandelion

"Some crimes are so terrible that they fill people with terror and offend the gods. The criminal's

ill will and the cruelty of his deed conceive a curse that brings the archespore to life. The beast

attacks innocent creatures hatefully, trying to take vengeance until justice is done. It is highly

vulnerable to fire – any witcher worth his stuff should use the Igni sign to good effect!"

Attacks and Powers

The archespore attacks by slamming its body into assailants, and can also regrow.

Regrowth: An archespore can use a Concentration maneuver and expend 2FP to regenerate 1HP

per second for the next five seconds.

Ingredients

Extraction Modifier: -1.

Blossom: Spores can be extracted from an archespore's “head” or blossom.

Stem: Archespore Juice can be extracted from an archespore's stem.

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BansheeSubtype: Specter

Size Modifier: 0

Main Attributes: ST8, DX13, IQ6, HT8

Secondary Attributes: Per11, Will15

HP/FP: 16/12

Speed/Move: 5,25/5

Active Defenses: Dodge 8, (if weapon,

usually Broadsword Parry 9)

Damage Resistance: 8

Attacks: None or weapon (if weapon,

usually broadsword 1d-2 cr or broadsword

1d-1 cut)

Powers: Howl

Disadvantages: Bestial

Skills: None or weapon (if weapon,

usually Broadsword-13)

In the Words of Dandelion

“A banshee, also called a beann'shie, is a female spirit who cries on Saovine night, wailing a

warning of those who will die. Saovine night, at the end of October and start of November, marks

the new year for elves and humans alike, and children are encouraged not to walk to far from

the festivities lest they encounter a beann'shie.

As Geralt tells it though, banshees are not specifically malicious spirits unless angry or immensely

sad, though meeting one is considered to be an omen of the worst kind.

Children especially should care for the banshee, since these specters are attracted to youth.

Their appearance varies, though most often they're pale, thin women wearing gray vestments.

They have burning red eyes.”

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Attacks and Powers

Most banshees have only the power of their scream, though banshees who died on the field of

battle may be armed, usually with a sword.

Howl (magical): A banshee can expend 1FP to let out a frightening howl, causing anyone within

30 yards to become frightened, stunned or fall into a deathlike state! When a banshee howls,

anyone who can hear her rolls against Will. Based upon the success or failure of that roll, two

things can happen:

1) The Will roll succeeds. The victim makes a Fright check. If successful, the victim has

shrugged off the Banshee's howl. If unsuccessful, the victim rolls on the Fright Table

(GURPS: Basic Set, p. 360).

2) The Will roll fails. The victim makes another roll against Will. If successful, the victim is

stunned. When she or he recovers, the victim makes a Fright check as explained above. If

the second Will roll fails, the victim falls into a catatonic state. He or she stares into

space for 1d days. Then roll vs. HT. On a failed roll, the victim remains catatonic for

another 1d days, and so on. Without medical care, the victim loses 1HP the first day, 2 on

the second, and so on. If the victim survives and awakens, all skill rolls and attribute

checks are at -2 for as many days as the catatonia lasted.

A bystander that covers his or her ears with his or her hands must be within 20 yards to be

affected. Earplugs or other remedies can further reduce the range at which a banshee's howl is

effective. Deaf people are immune to this effect.

Ingredients

Extraction Modifier: -1 (special, see below).

After death: After death, specters leave behind Essence of Death which is invisible but can be

detected by those who know how. If the witcher has not already encountered specters and thus

puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore

roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If

successful, the witcher knows about the essence and gathers it without further trouble. If

unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the

witcher has since used at least a single character point to raise his or her Monster Lore skill.

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BarghestSubtype: Specter

Special Note: Although barghests are

specters, they posses the solid forms of

hounds when they arrive from the

underworld. Thus, they are not insubstantial

and do not possess Supernatural Durability

like other specters.

Template: Quadruped

Size Modifier: 0

Main Attributes: ST13, DX12, IQ3, HT10

Secondary Attributes: Per16, Will6

HP/FP: 13/10

Speed/Move: 5,5/5

Active Defenses: Dodge 8

Damage Resistance: 2 (Tough Skin)

Attacks: Bite 1d-1 cut

Disadvantages: Bestial

Skills: Brawling-12

In the Words of Dandelion

"People say that barghests are specters which materialize as ghastly dogs and persecute the

living. According to some folk tales these monsters are the scouts of the Wild Hunt. Other legends

say the ghosts appear as a sign of divine retribution and embody revenge. However, all tales

agree on one point: barghests show the living no mercy.

Barghests are specters with solid forms, so unlike other specters the are quite easy to hurt, at

least comparatively. Barghest are usually found in the service of a hellhound, and they spread out

over the countryside to haunt villages."

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Attacks and Powers

The barghest bites its opponents with powerful jaws.

Template

Quadruped: Extra Legs (Four Legs), Horizontal, No Fine Manipulators.

Ingredients

Extraction Modifier: 0 (in the case of After Death, special, see below).

After death: After death, specters leave behind Essence of Death which is invisible but can be

detected by those who know how. If the witcher has not already encountered specters and thus

puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore

roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If

successful, the witcher knows about the essence and gathers it without further trouble. If

unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the

witcher has since used at least a single character point to raise his or her Monster Lore skill.

Brains: A barghest's brains contain Ectoplasm.

Fangs: A barghest's fangs are Beast Fangs.

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BasiliskSubtype: Ornithosaur

Size Modifier: +1

Main Attributes: ST15, DX9, IQ3, HT10

Secondary Attributes: Per13, Will5

HP/FP: 15/10

Speed/Move: 4,75/4

Active Defenses: Dodge 7, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 6 (Tough Skin)

Attacks: Bite 1d+1 pi+

Powers: Venomous Bite

Advantages: Immunity to Poison, Resistance to Stun (+3), Teeth (Beak)

Skills: Brawling-14, Flight-14

In the Words of Dandelion

"Simple people call the basilisk the king of the Zerrikanian deserts and often mistake it for a

cockatrice. They claim that the beast is filled with such hatred towards all living things that even

its breath is venomous and its glance turns the unwary to stone. The fact that witchers often

encounter basilisks in dungeons and cellars contradicts the legend and suggests these creatures

can reproduce under any conditions like many of their nasty monster brethren. In fairy tales, the

only certain way to kill a basilisk is by holding a mirror in front of its eyes to divert its deadly

gaze. Witchers reply that it is far better to smash the mirror on the creature's head."

Attacks and Powers

A basilisk attacks with its powerful beak, which contains a strong venom.

Venomous Bite: The basilisks bite delivers its poison. Victims of a basilisk's bite, that take at

least 1 hit of injury from it, must roll against HT-1. Failure means the victim becomes poisoned.

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The poison has a delay of one hour. Once it takes effect, it deals 1HP and FP toxic damage per

hour. The poison functions for 48 hours after taking effect.

Ingredients

Extraction Modifier: -2.

Venom Glands: A basilisk's Venom Glands are an alchemical substance.

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Black AnnisSubtype: Necrophage

Size Modifier: 0

Main Attributes: ST25, DX8, IQ12, HT10

Secondary Attributes: Per12, Will12

HP/FP: 25/10

Speed/Move: 4,5/5

Active Defenses: Dodge 7, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 6

Attacks: Bite 2d+1 cut, claws 2d+2 cut

Advantages: Claws (Sharp), Teeth (Beak)

Disadvantages: Uncontrollable Appetite (the flesh of live creatures)

Special Note: Black Annis do not have the Bestial disadvantage! (although they certainly

seem that way, most of the time!)

Skills: Brawling-14

In the Words of Dandelion

"Black annis are often called night witches, because they resemble old, ugly women and are

famous for their witch-like viciousness. They are also called devourers since these creatures

gorge themselves on human flesh; although they willingly eat carcasses, above all they crave flesh

that is fresh and warm. Black annis hunt after dark in groups that peasants refer to as sabbaths.

They like to deceive their victims and torture them, but there is no truth to the tales of their

midnight flights on broomsticks and their gingerbread houses.

Though black annis are intelligent, they usually seem like mindless beasts."

Attacks and Powers

A black annis mauls its opponent to death with tooth and nail.

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Ingredients

Extraction Modifier: -3.

Fingers: Liquifying a black annis' fingers yields Cadaverine.

Hair: A black annis' hair can be burned to yield Shadow Dust.

Teeth: The teeth of a black annis, called Devourer Teeth, are an alchemical component.

Tongue: The tongue of a black annis contains Albar's Crystals.

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BloedzuigerTemplate: Vermiform

Special Note: Bloedzuigers move on two,

snakelike limbs that resemble legs, and have

two blade-like spikes at the end of their arms.

Thus they use a modified version of the

Vermiform meta-trait (see below).

Size Modifier: 0

Main Attributes: ST14, DX13, IQ3, HT13

Secondary Attributes: Per9, Will7

HP/FP: 14/13

Speed/Move: 6.5/6

Active Defenses: Dodge 9, Brawling Parry 9 (-3 vs. attacks other than thrusting)

Damage Resistance: 4 (Tough Skin)

Attacks: Bite 1d-1 cut, talon 1d cut, talon 1d imp

Powers: Corrosive Splash, Latch Onto, Leeching Bite

Advantages: Claws (Talons), Injury Tolerance (No Head), Teeth (Sharp), Vampiric Bite (2HP

per second)

Disadvantages: Bestial

Skills: Brawling-12, Wrestling-12

In the Words of Dandelion

"The bloedzuiger, a grotesque monster from the swamps, causes terror among peasants because it

leeches the blood from its victims, and, when destroyed, explodes in a cascade of acid."

Attacks and Powers

A bloedzuiger can both bite its foe or impale them with its sword-like arms, but it can also latch

onto a victim.

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Corrosive Splash: When a bloedzuiger is reduced to negative HP, it explodes in a cascade of acid

covering the hex it died in as well as all hexes around it. Victims may attempt to dodge and drop

into an adjacent hex (unless they are in the same hex as the bloedzuiger), but are otherwise

covered with the stuff. This attack deals 2d corrosive damage.

Latch Onto: A bloedzuiger that hits with its bite attack and deals one or more hits of injury to its

foe may attempt to latch onto that foe. The bloedzuiger rolls its Wrestling skill. If successful, it

latches onto its victim, who must use two free hands and succeed at a contest of ST with the

bloedzuigar to break free. Allies can also attempt this contest to break a bloedzuiger's hold on

their friend. If the hold is broken in this manner, it deals 1 hit of injury (cutting damage) to the

victim. While latched onto a victim, the bloedzuiger may use its Vampiric Bite each round as an

All-Out Attack Maneuver. It can only move with the victim while latched on this manner, and it

can't concentrate on making other attacks. It can attempt to drag its victim one hex per round

(this may also be done as a Step). Doing so requires a contest of ST versus the victim. If the

bloedzuiger loses this contest it still maintains hold, but gets a -2 penalty to the contest of ST if

the victim or an ally attempts to free it before the bloedzuiger's next turn.

Leeching Bite: If a bloedzuiger deals at least 1 hit of injury with its normal bite attack, it heals

itself for 1 hit of injury.

Template

Vermiform (modified): Double-Jointed, No Legs (Slithers via leg-like protrusions), No Fine

Manipulators.

Ingredients

Extraction Modifier: 0.

Blood: A dose of Bloedzuiger Blood can be extracted from the veins of a bloedzuiger.

Skin: An Abomination Lymph can be extracted from an bloedzuiger's skin.

Tongue: Albar's Crystals can be extracted from the tongue of a bloedzuiger.

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BruxaSubtype: Vampire [Higher]

Size Modifier: o

Main Attributes: ST15, DX17, IQ16, HT10

Secondary Attributes: Per16, Will16

HP/FP: 15/10

Speed/Move: 6,75/6

Active Defenses: Dodge 10, Brawling Parry

12 (-3 vs. attacks other than thrusting)

Damage Resistance: 8 (Tough Skin)

Attacks: Bite 1d cut, claw 1d+1 cut

Powers: Alternate Form, Scream

Advantages: Claws (Sharp), Combat Reflexes, Fearlessness 2, Immunity to Poison,

Shapeshifting (Alternate Form: Black Bat) Telecommunication (Telesend, Send Only)

Disadvantages: Vulnerability (Fire, x2 damage)

Skills: Body-Language-15, Brawling-17, Carousing-14, Detect Lies-13, Enthrallment (Persuade)-

15, Enthrallment (Suggest)-15, Erotic Arts-17, Flight-14, Intimidation-15, Wrestling-16, Savior-

Faire (Bars and High Society)-15, Sex-Appeal-17, Stealth-16

In the Words of Dandelion

“The bruxa is a higher vampire, that is a post-Conjunction creature, an intruder in our world. She

appears as a beautiful woman, but when she is hungry or attacking, she is terrifying. As a

vampire, the bruxa drinks blood. She often finds a victim to become her lover and a constant

supply of sustenance at the same time.

The bruxa finds the smell of garlic to be socially inconvenient at most. And she considers holy

symbols to be interesting examples of handicraft. She endures the light of the sun well, but she

prefers the darkness of the night. As you see, you can stuff most stereotypical preconceptions

about vampires up your arse when it comes to a bruxa. So what works? The blade of the silver

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sword, as usual. Apart from silver, she can be wounded with fire and a stake, provided that the

latter is as long as a wagon's drawbar.

Less powerful bruxae often hunt in packs, making it easier to corner prey. If threatened, they

attack with their nails and rip the victim apart, pausing only to savor the blood of their dying foe.

The greatest threat to a witcher is the bruxa's voice. The creature can screech with such force

that the shockwave will knock even a huge man down, making him easy prey for the vampiress.

Blindness is as great a threat as this ghastly scream. Bruxae deprive their enemies of sight in

order to play cat and mouse with them. Until sight returns, one should defend against their

attacks in any way possible, for example by using the Heliotrop sign.

The bruxae are good at defending themselves against witchers' tricks, but they are vulnerable to

fire.”

Attacks and Powers

A bruxa prefers to use its vampiric bite on hapless foes, savoring their blood. If cornered, a bruxa

can unleash a powerful scream, unleashing sonic energy upon its foes.

Alternate Form (magical): A bruxa can shapeshift into the form of a large, black bat. This takes

only one second of concentration. While in batform, a bruxa's bite deals imp damage, she gains

the ability to fly with her large wings, and her scream now also blinds opponents; opponents that

become stunned by a bruxa in batform's scream are blinded for three subsequent rounds.

Scream (magical): A bruxa's scream is a cone of sonic waves that initiates in the hex of the

bruxa, and has a range and width of 10 yards. To scream in this fashion, a bruxa must expend 2FP.

The scream deals 5d crushing damage (but has the No Wounding limitation, so it deals no actual

injury), and causes double knockback. Those caught in the blast who suffer any penetrating

damage must succeed at a HT-check (at -1 per 2 penetrating damage) or be stunned. Stun wears of

normally (stunned creatures roll a HT-check at the end of each turn. If successful, they recover,

if not, they continue to be stunned).

Ingredients

Extraction Modifier: -3.

Blood: A dose of Bruxa Blood can be harvested from the veins of a bruxa.

Hair: The hair of a bruxa can be burned to yield Essence of Death.

Nails: The nails of a bruxa contains Naezan Salts.

Skin: The skin of a bruxa contains Abomination Lymph.

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BullvoreSubtype: Necrophage

Size Modifier: +1

Main Attributes: ST18, DX11, IQ4, HT13

Secondary Attributes: Per9, Will11

HP/FP: 18/13

Speed/Move: 6/6

Active Defenses: Dodge 9, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 8 (Tough Skin)

Attacks: Bite 1d+2 cut, claws 2d cut, horns

2d+2 cr

Powers: Caustic Spittle, Goring Charge

Advantages: Claws (Sharp), Regeneration (Fast), Striker (Horns), Teeth (Sharp)

Skills: Brawling-14

In the Words of Dandelion

“The bullvore can be compared to a heap of muscles constrained by a sack of hard, elastic skin.

It's head is that of a buffalo's, yet its mouth is filled with sharp teeth adapted to rending flesh.

Bullvores are post-conjunction beasts. The visible mark of Chaos are the horns and vestigial

hands the creature barely moves, growing all over its body.

This monster does not like the company of its own kind. One might even say it is like a poet in

that it is an individualist. Much like an artist, it likes to show off before its lessers, thus it is at

times accompanied by smaller, weaker beasts like nekkers and rotfiends. Bullvores are prone to

giving peculiar displays wherein they kill their retinue in a fanciful manner, for example, by

spitting acid on rotfiends that, in turn, explode.

Their skin is tough, so they easily shrug off weaker blows, apart from which they heal almost as

quickly as trolls do.

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A bullvore can kill slower opponents with the sheer momentum of its terrible charge. One should

wait for this attack and dodge it, as immediately after it rushes forth and misses, the bullvore will

be mostly defenseless The bullvore uses a terrifying weapon against swifter foes: it vomits filth

that is both caustic and poisonous, so its foe dissolves into a puddle.

The bullvore is a necrophage, so it should be fought using a blade coated with Necrophage Oil.

This coating aggravates the beast's wounds and gives the witcher a huge advantage.”

Attacks and Powers

A bullvore can attack with both claws, bite and horns, but it can also spew corrosive spittle and

smash forward with a powerful charge.

Caustic Spittle: A bullvore can spew forth acid from its mouth. This is a ranged attack. The

bullvore rolls against its DX to hit. The attack has 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and

Recoil 1. It deals 2d corrosive damage. Bullvores usually use this power to make nearby rotfiends

explode, causing a chain reaction. If alone, Caustic Spittle is rarely useful for a bullvore, since it

will be busy holding off assailants.

Goring Charge: A bullvore can channel adrenalin into its leg-muscles for a burst of strength that

allows it to propel immediately forward, going from not moving to charging at full speed

instantly. When the bullvore uses this attack, it takes an All-Out Attack maneuver and spends 1FP,

then moves up to twice its speed directly towards one opponent. Treat this a Slam attack that

deals an extra 1d damage to the opponent. If the bullvore hits, roll a contest of strength between

it and its foe. If the foe loses, he falls prone and is knocked back twice as far as he normally

would be for the amount of damage he took.

Bullvores like to use Goring Charge to surprise opponents, and then take them down with more

traditional attacks afterward

Ingredients

Extraction Modifier: -3.

Blood: One dose of Necrophage Blood can be extracted from a bullvore.

Brains: Bullvore Brains is an alchemical component.

Eyes: Necrophage Eyes can be gathered from a bullvore.

Skin: The skin of a bullvore is Necrophage Skin.

Teeth: A bullvore has a set of Necrophage Teeth.

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Mutagens

A bullvore's horns can be pounded into dust and ingested as a mutagen.

MUTAGEN: Bullvore Horns

Mutagenic Modifier: -1.

Ingestion Type ResultNot Prepared, Without MR The character's appearance drops by two levels

as skin roughens, hair grows unnaturally, and

small, hornlike protrusions grow from the

character's forehead.Not Prepared, With MR The character's appearance drops by one level

as skin roughens, hair grows unnaturally, and

tiny, hornlike protrusions grow from the

character's forehead.Prepared, Without MR The character gains the Rapid Healing

advantage. The character's appearance drops by

one level as skin roughens, hair grows

unnaturally, and tiny, hornlike protrusions grow

from the character's forehead.Prepared, With MR The character gains the Rapid Healing

advantage.

Preparation ritual: To correctly prepare a set of bullvore horns for ingestion, they must be

pounded into dust and mixed with two measures of Fulgur and one measure of Vermillion, after

which the mixture must be smoked.

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CemetaurSubtype: Necrophage

Size Modifier: +1

Main Attributes: ST24, DX15, IQ4, HT15

Secondary Attributes: Per10, Will12

HP/FP: 24/15

Speed/Move: 7,5/7

Active Defenses: Dodge 10, Brawling Parry

11 (-3 vs. attacks other than thrusting)

Damage Resistance: 8 (Tough Skin)

Attacks: Claw 3d-1 cut, bite 2d+2 cut

Powers: Disease

Advantages: Claws (Sharp), Resistance to Stun (+3), Teeth (Sharp)

Skills: Brawling-17, Wrestling-14

In the Words of Dandelion

"Much has been written about ghouls and graveirs, since they are encountered by common

people in times of war or in cemeteries. Cemetaurs are rare, but when they appear in a

necropolis, they take it over. All ghouls respect them and must bow to them."

Attacks and Powers

A cemetaur mainly attacks with it claws or bite, which inflict disease.

Disease: If a victim sustains one or more hits of injury from a cemetaur's bite or claw attack, the

victim must roll against HT-3. A failed roll causes retching (as described on p. 429 of GURPS: Basic

Set). On a successful roll, the victim avoids further complications. A retching victim can attempt

to roll against HT-2 at the end of each of its turns – a successful roll stops the retching and leaves

the victim nauseated until he or she recovers the fatigue point lost at the end of the retching

spell (via magic, rest or similar means of recovering FP).

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A victim that begins retching as part of a cemetaur's claw 0r bite – whether they recover soon

after or not – is also inflicted with a disease. This disease has an incubation time of 16 hours, and

deals 4 toxic damage to the victim in a twelve hour cycle after the incubation time. The victim can

shake this disease by succeeding on a roll against HT-3 after he takes this damage, or by being

cured through magical or other means.

All negative effects of an cemetaur's bite are disease-related, and characters resistant or immune

to disease are resistant or immune to these effects.

Ingredients

Extraction Modifier: -3.

Eyes: White Vinegar can be extracted from a cemetaur's eyes.

Jaw: Cemetaur Jaw is an alchemical substance.

Stomach: Abomination Lymph can be extracted from a cemetaur's stomach.

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CockatriceSubtype: Ornithosaur

Size Modifier: +1

Main Attributes: ST17, DX11, IQ5, HT11

Secondary Attributes: Per13, Will7

HP/FP: 17/11

Speed/Move: 5,5/5

Active Defenses: Dodge 8, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 6 (Tough Skin)

Attacks: Bite 1d+2 pi+, Stinger 2d-1 pi

Powers: Petrifying Gaze, Venomous Sting

Advantages: Resistance to Poison (+8), Resistance to Stun (+3), Striker (Stinger, Cannot

Parry, Limited Arc (Can Only Strike Ahead), Weak), Teeth (Beak)

Skills: Brawling-14, Flight-14

In the Words of Dandelion

"Cockatrices are born of eggs laid by roosters consorting with other roosters. The egg must be

incubated for forty-four days by a toad. The toad is devoured by the little beast as soon as it

hatches. A cockatrice hates everything that lives so fiercely that its glance turns the living to

stone. Only a bold adventurer with a mirror can deflect its deadly gaze and defeat the

cockatrice."

Attacks and Powers

A cockatrice attacks with its powerful beak, its poisonous stinger, or its petrifying gaze.

Petrifying Gaze (magical): As a free action usable once per round, the cockatrice may spend 2FP

and lock its gaze with a victim. The victim rolls against HT-1. On a failed roll, the victim is

petrified and turned into stone.

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Venomous Sting: The cockatrice's stinger delivers its poison. Victims of a cockatrice's stinger,

which take at least 1 hit of injury from it, must roll against HT-2. Failure means the victim

becomes poisoned. The poison has a delay of one hour. Once it takes effect, it deals 2HP and FP

damage per hour. The poison functions for 72 hours after taking effect.

Ingredients

Extraction Modifier: -3.

Eyes: Cockatrice Eyes are a valuable alchemical substance.

Feathers: 1d-3 (minimum 1) of a cockatrice's feathers are alchemical Cockatrice Feathers.

Poison Gland: A cockatrice's poison gland contains Toxin.

Mutagens

A cockatrice's brain is a mutagen.

MUTAGEN: Cockatrice Brain

Mutagenic Modifier: 0.

Ingestion Type ResultNot Prepared, Without MR Phobia: MirrorsNot Prepared, With MR Resistance to Poison (+3), Phobia: MirrorsPrepared, Without MR Resistance to Poison (+3), Phobia: MirrorsPrepared, With MR Dislikes: Mirrors. Resistance to Poison (+3). Two

free character points (the character adds 2CP to

his or her sheet that he or she can spend).

Preparation ritual: To correctly prepare a cockatrice brain for ingestion, the brain must be

boiled along with two measures of Aether.

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DraugSubtype: Specter

Size Modifier: +5

Template: Body of Fire (Modified, see below)

Main Attributes: ST40, DX11, IQ15, HT22

Secondary Attributes: Per15, Will22

HP/FP: 40/22

Speed/Move: 8,25/8

Active Defenses: Dodge 11, Brawling Parry 11 (-3 vs.

attacks other than thrusting), Broadsword Parry 11,

Shield Block 10 (Large Wooden Shield)

Shield Defense Bonus: +3

Damage Resistance: 12

Additional DR: 50 (limited; fire)

Attacks: Bastard Sword 4d+2 cr, Bastard Sword 4d+2

cut

Powers: Explosive Fireball, Flaming Armor, Flaming

Weapon

Advantages: Charisma 3, Immunity to Disease, Immunity to Mind Control, Immunity to

Poison, Magic Resistance 10, Resistance to Stun (+8)

Disadvantages: Bloodlust

Skills: Brawling-17, Broadsword-17, Intimidation-17, Leadership-17, Shield-15

In the Words of Dandelion

“The draug is a mythical creature, straight from ancient legends of heroes and epic deeds. When

the hero enters the burning hells to rescue his beloved, or when he has to avenge his father's

death, the draug is often his opponent. Why are poets so keen to cast this monster as the arch-

enemy? Well, the draug is a wraith, so it fits any dark story featuring a curse or vengeance from

the beyond. There's no telling how what it actually looks like, so its terrifying visage can be

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described in many ways without risking accusation of confabulation. Furthermore, it is a

powerful creature, a prince of the damned, so it makes an ideal villain.

As an arch-wraith, the draug never stoops to doing anything with its own hands. It has lackeys for

that, always wraiths or other restless spirits. Having been a king or a commander in life, the

draug retains its charisma in death, and its deathly subordinates always blindly obey its orders.

Thus one needs to exterminate all manner servants on the way to its underground palace,

wilderness keep or other foreboding abode. Only then can one face the draug itself. That's

literary tradition for you.

The draug can be described in various ways, as has been said, but is always a lethal foe. Forget its

huge strength, invulnerability to pain, fearlessness and bloodlust. One cannot just defeat a draug

using conventional means. As with every wraith, there is some tragic event connected to it,

forcing the creature to remain among the living. The draug is untouchable, unreachable for

anyone who is not part of that story. That is why the mythical hero has to get involved in various

brawls and pass through many trials. By overcoming these obstacles, he enters the draug's world

and becomes worthy of facing the monstrosity.

The draug is so powerful that it mocks simple witchers' tricks. The one sure thing in fighting the

draug, it must be said, is a silver sword.”

Attacks and Powers

A draug swings a deadly, giant bastard sword, but can also employ several fiery powers.

Explosive Fireball (magical): The draug can create a fireball that hits a target as well as others

nearby. This has ½D 25, Max 50, Acc1. It can be thrown at a wall, the floor, etc. (at +4 to hit). The

target and anyone closer to the target than one yard takes full damage. Those further away divide

damage by three times their distance in yards (round down). This fireball deals 1d burning damage

for each 2FP the draug spends on it. For each increment of 6FP the draug wishes to spend on it, it

takes another second to cast.

Flaming Armor (magical): The draug spends 6FP to ignites his armor in flames. Any melee attack

that hits him triggers a 1d Flame Jet backlash along the weapon at the foe. This automatically hits

the hand holding the weapon if the weapon's Reach was 1 or less. Should the draug grapple or be

grappled, the foe takes 3d burning damage, but the Flaming Armor also fades. This effect lasts one

minute, and can be maintained for 3FP.

Flaming Weapon (magical): The draug spends 4FP to set his weapon aflame. It now deals 2 extra

points of burn damage. This effect lasts 1 minute, and can be maintained for 1FP.

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Template

Body of Fire (modified): Burning Attack 1d (Always On, Aura, Melee Attack Reach C), Doesn’t

Breathe (Oxygen Combustion), DR50 (limited; fire), Immunity to Metabolic Hazards, Injury

Tolerance (Diffuse), Weakness (Water; 1d/minute).

Ingredients

Extraction Modifier: -5 and, in the case of After Death and Draug Essence, special, see below).

After death: After death, specters leave behind Essence of Death which is invisible but can be

detected by those who know how. If the witcher has not already encountered specters and thus

puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore

roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If

successful, the witcher knows about the essence and gathers it without further trouble. If

unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the

witcher has since used at least a single character point to raise his or her Monster Lore skill.

Draug Essence: As After Death, but a draug also leaves behind Draug Essence. This requires an

additional roll against the witcher's Monster Lore skill to know.

Helmet: The remains of a draug's helmet contains Diamond Dust.

Shield: The remains of a draug's shield contains Amethyst Dust.

Mutagens

Draug Essence can be used as a mutagen instead of as an alchemical ingredient.

MUTAGEN: Draug Essence

Mutagenic Modifier: -4.

Ingestion Type ResultNot Prepared, Without MR DR3 (limited; fire).Not Prepared, With MR DR5 (limited; fire).Prepared, Without MR DR8 (limited; fire). Fearlessness 1.Prepared, With MR DR10 (limited; fire). Fearlessness 3.

Preparation ritual: To correctly prepare Draug Essence for consumption, a witcher must freeze it

along with two measures of Fulgur and two measures of Hydragenum.

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DraugirSubtype: Specter

Size Modifier: 0

Main Attributes: ST13, DX10, IQ7, HT10

Secondary Attributes: Per9, Will7

HP/FP: 13/10

Speed/Move: 5/5

Active Defenses: Dodge 8, Brawling Parry 10 (-3 vs.

attacks other than thrusting), Two-Handed Sword

Parry 10

Damage Resistance: 6

Additional DR: 6 (plate armor, layered on top of

other DR)

Attacks: Claws 1d cut, Greatsword 2d-1 cr, Greatsword

2d+2 cut

Skills: Brawling-10, Shield-15, Two-handed Sword-15

In the Words of Dandelion

“The draugir are demons of war, and they appear on battlefields or in cemeteries. Like the draug,

they are borne of damned souls and trapped shells created from the remnants of arms and

armor, machines and corpses torn apart by scavengers.

The draugir feel little fear and pain, and they cannot be forced to retreat. They are ideal soldiers.

Their coming is always sudden.

These wraiths are protected by heavy armor. A witcher should first force them to expose

themselves, grinding down their armor. The monsters are slow in the battle, so one needs to

weaken them methodically with strong sword blows, and then finish them off. In life, draugirs

were soldiers or knights, and in death they retain their proficiency in combat, so one needs to

defend oneself against their blows with extreme care.

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The draugirs are susceptible to the Specter Oil, so one should coat a silver blade with it before

battle. Poisons and oils increasing bleeding are of no use. These wraiths can be defeated using

fire, but the silver sword is, of course, the most effective.”

Attacks and Powers

The draugir can be armed with many weapons, even shields, but the typical draguir wields a two-

handed sword.

Ingredients

Extraction Modifier: -1 (in the case of After Death, special, see below).

After death: After death, specters leave behind Essence of Death which is invisible but can be

detected by those who know how. If the witcher has not already encountered specters and thus

puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore

roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If

successful, the witcher knows about the essence and gathers it without further trouble. If

unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the

witcher has since used at least a single character point to raise his or her Monster Lore skill.

Claws: Draugir Claws contain alchemical ingredients.

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Drowned DeadSubtype: Necrophage

Size Modifier: 0

Main Attributes: ST13, DX12, IQ2, HT10

Secondary Attributes: Per8, Will6

HP/FP: 13/10

Speed/Move: 5,5/5

Active Defenses: Dodge 8, Brawling Parry 9

(-3 vs. attacks other than thrusting)

Damage Resistance: 4 (Tough Skin)

Attacks: Bite 1d-1 cut, claw 1d cut

Powers: Poison

Advantages: Claws (Sharp), Constriction Attack, Teeth (Sharp)

Skills: Brawling-12, Wrestling-12

In the Words of Dandelion

"Particularly strong and dangerous drowners are known as the drowned dead. They lead packs of

drowners or are encountered in packs themselves.

Simple people see no difference between the drowner and the drowned dead — encountering

either of them is equally deadly. We might suppose, though, that the most gloomy legends

concern the drowned dead rather than drowners.

These vicious beasts attempt to constrict opponents and drag them into the river."

Attacks and Powers

A drowned dead attacks with its claws and bite, or, more commonly, attempts to wrestle

opponents and drag them under water. Their bite and claws are poisonous.

Poison: A creature that sustains at least 1 hit of injury from a drowned dead's claw or bite takes

must succeed at a roll against HT or take 1 point of toxic damage.

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Ingredients

Extraction Modifier: 0.

Fins: A drowned dead's fins contain Essence of Water.

Nose: A drowned dead's nose contains Cadaverine.

Tongue: Drowned Dead Tongue contains alchemical ingredients.

Veins: A drowned dead's veins can be tapped for Ginatz's Acid.

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DrownerSubtype: Necrophage

Size Modifier: 0

Main Attributes: ST10, DX10, IQ2, HT10

Secondary Attributes: Per7, Will5

HP/FP: 10/10

Speed/Move: 5/5

Active Defenses: Dodge 8, Brawling Parry 8

(-3 vs. attacks other than thrusting)

Damage Resistance: 2 (Tough Skin)

Attacks: Bite 1d-3 cut, claw 1d-2 cut

Advantages: Claws (Sharp), Teeth (Sharp)

Skills: Brawling-10, Wrestling-10

In the Words of Dandelion

“They say that whatever hangs, shall not drown. Unfortunately, sometimes the bodies of hanged

criminals are thrown into the lake. The weight of the villains' crimes causes them return as

drowners. Since bad things do not befall the wicked, to get rid of a drowner, you must bear the

cost of hiring a good witcher. Drowners are scoundrels who ended their wicked lives in the

water. Drowned alive or thrown into deep water after death, they turn into vengeful creatures

which stalk the inhabitants of coastal settlements.

They are also known as the vodnik.

Drowners prefer to draw victims beneath the water's surface, tearing the drowning victim to

shreds with sharp claws, and eat them like a wet biscuit. Drowners are quite often found at the

banks of the Pontar, since the huge river with regular shipping and riverside villages provides

them with ample sustenance.

"When monsters are really crappy, ganging up makes them happy". Drowners are not the

mightiest beasts in the world, so they hunt in groups, in accordance with the above saying. They

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are surprisingly fast on land, but are a threat only to fishermen and washerwomen. They can best

a witcher only if he is drunk or in love.

One could say that if drowners chatted among themselves, Geralt would be highly esteemed

among them after his exploits in Vizima. Yet drowners do not chat - they are dumb like a left

shoe. And good. Fast strikes should be used when fighting them, and one must spin swiftly before

they flee from a witcher's blade. Enough said.

The list of the monsters' strong points is short, as most of the witchers' arsenal is extremely

effective against them. Thus the drowners can be killed with fire, immobilized by traps, knocked

down and, above all else, sliced and diced until slime spills from their ears."

Attacks and Powers

A drowner usually attempts to wrestle down weaker opponents, or attacks with furious claws and

bites.

Ingredients

Extraction Modifier: 0.

Brains: A drowner's brains contain Drowner Brain Tissue.

Fins: A drowner's fins contain Essence of Water.

Nose: A drowner's nose contains Cadaverine.

Veins: A drowner's veins can be tapped for Ginatz's Acid.

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Dwarven WarriorNOTE: A dwarf is not a monster, so it yields

no alchemical ingredients.

Size Modifier: -1

Main Attributes: ST14, DX11, IQ9, HT14

Secondary Attributes: Per9, Will11

HP/FP: 14/14

Speed/Move: 6,25/6

Active Defenses: Dodge 9, Brawling Parry 10

(-3 vs. attacks other than thrusting), Two-

Handed Axe/Mace 10

Damage Resistance: 0

Additional DR: 5 (double mail hauberk and helm)

Attacks: Great Axe 3d-1 cut or Maul 3d cr

Advantages: High Pain Threshold, Rapid Healing

Skills: Brawling-14, Two-handed Axe/Mace-15

In the Words of Dandelion

“Dwarves are one of the Elder Races. Stocky and bearded, with strongly built bodies and low

voices, they are distinguished for their height, which is lower than human. Of simple and direct

manners, they are sometimes seen as grumpy, unkind and greedy. I have to stress that my own

opinion of the dwarfs is by no means similar to the latter part. I only cite it here to present the

views of other people - even if they are dull-minded, hate-blinded buffoons. Mahakam is the

dwarves' mountainous homeland, famed for it's numerous mines where precious stones and ores

are mined. Many dwarves also live in human cities, for that race usually adapts to new neighbors

easily, something that cannot be, unfortunately, said about a large part of humanity. Despite

vexations, persecution, and even bloody pogroms, the coexistence with dwarves goes a lot better

than with elves. Their flair for trade and craft makes them excellent merchants, bankers, smiths

and armorers.

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Dwarves were once a dominant race, along with the elves, but now their sole enclave is

Mahakam, a mountain-city rich in metal and mineral deposits. Of all the elder races, the dwarves

have assimilated best and many now live in human cities. They run businesses and are often

wealthy, although they meet with disdain and distrust. During the war with Nilfgaard, dwarves

made a name for themselves as mercenaries, although many of them also fought in Scoia'tael

commando units against the Northern Kingdoms.”

Attacks and Powers

Dwarves can fight with most weaponry, but have a natural fondness for axes and hammers.

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Earth ElementalSize Modifier: +2

Template: Body of Earth

Main Attributes: ST26, DX7, IQ7, HT18

Secondary Attributes: Per10, Will7

HP/FP: 26/18

Speed/Move: 4/4

Active Defenses: Dodge 7, Brawling Parry 9 (-3 vs.

attacks other than thrusting)

Damage Resistance: 8

Additional DR: 2 (this DR is not subject to the

weaknesses of normal monster DR, such as being

susceptible to silver and spells)

Attacks: Fist 3d cr

Advantages: Acute Senses (Detect) 6, Detect (All life and unlife, Precise), High Pain

Threshold, Immunity to Poison, Magic Resistance 5, Regeneration (Fast), Resistance to Stun

(+8), Unfazeable

Disadvantages: Reduced Speed (-2,25)

Skills: Brawling-13

In the Words of Dandelion

“The earth elemental is the younger brother of the legendary d'ao, the genie capable of creating

earthquakes and flattening mountains. Younger, and less powerful, but also more mischievous.

Felling trees, crushing walls and smashing people to pulp can be counted among this creature's

pranks. But only if their master allows it, of course.

The earth elemental always serves its summoner faithfully. It is most often employed as a guard,

as it is tireless and always vigilant. It does have senses as living beings do, but it always

recognizes the presence of intruders. It has no fear of monsters, let alone humans.

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This monster's most dangerous weapons are its mighty arms. A blow from the earth elemental is

akin to a battering ram hitting a city gate, and turns a normal human into a bloody stain. Its

ripostes are especially dangerous, for this apparently sluggish creature can strike swiftly as well

as strongly. Thus one has to defend oneself against its blows with all available means, including

potions and Signs. According to the "fight fire with fire" rule – or rather the “fight strength with

strength” – one should also use strong blows against the elemental, since only such attacks can

grind its stone body down.

The earth elemental's body is solid rock It is best to summon a team of dwarven miners to use

pickaxes on it until it's done for. However if the witcher has no such team at hand, he should use

regular means. The earth elemental, though it has no weaknesses, can be beaten.

Attacks and Powers

Earth elementals slam their opponents with their mighty fists.

Template

Body of Earth: Doesn’t Breathe, DR 2, Immunity to Metabolic Hazards, Injury Tolerance (Diffuse),

Pressure Support 3, Sealed, Vacuum Support, Invertebrate.

Ingredients

Extraction Modifier: -2.

Head: Within an earth elementals head is an Elemental Stone.

Inner Shell: An earth elementals inner shell can be scraped for Diamond Dust.

Outer Shell: An earth elementals outer shell can be scraped for Amethyst Dust.

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EchinopsSubtype: Plant

Size Modifier: +2

Main Attributes: ST22, DX10, IQ2, HT10

Secondary Attributes: Per9, Will2

HP/FP: 22/10

Speed/Move: 5/5

Active Defenses: Dodge 8

Damage Resistance: 8 (Tough Skin)

Attacks: Bodyslam 2d+2 cr

Powers: Regrowth, Thorn Spitting

Disadvantages:

Skills: Brawling-13

In the Words of Dandelion

"Echinopsae are monstrous plants born of curses which grow in places where terrible crimes

have been committed if the crime in question was never atoned for. The beasts try to take their

vengeance on criminals, but they do not spare the lives of innocents who haplessly enter their

territory."

Attacks and Powers

The echinops attacks by slamming its body into assailants, and can also regrow. It can also spit

poisonous thorns.

Regrowth: An echinops can use a Concentration maneuver and expend 1FP to regenerate 1HP per

second for the next five seconds.

Thorn Spitting: An echinops can spit large, poisonous thorns. The attack has 1/2D 30, Max 100,

Acc 3, RoF 1, Shots N/A, and Recoil 1. It deals 2d large piercing damage. A thorn that deals at least 1

hit of injury also poisons its target. The target rolls against HT. Failure means the victim becomes

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poisoned. The poison has a delay of one hour. Once it takes effect, it deals 1HP and FP toxic

damage per hour. The poison functions for 48 hours after taking effect.

Ingredients

Extraction Modifier: -1.

Blossom: Spores can be extracted from an echinops' “head” or blossom.

Rootstock: Echinops Rootstock contains alchemical ingredients.

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Elven Scoia'tael CommandoNOTE: An elf is not a monster, so it yields no

alchemical ingredients.

Size Modifier: 0

Main Attributes: ST12, DX16, IQ12, HT10

Secondary Attributes: Per14, Will12

HP/FP: 12/10

Speed/Move: 6,5/6

Active Defenses: Dodge 11, Brawling Parry 12

(-3 vs. attacks other than thrusting),

Broadsword Parry 12

Damage Resistance: 0

Additional DR: 2 (leather, doesn't cover head)

Attacks: Elven Scimitar4 1d cut, Elven Scimitar 1d-1 cr, Short Bow 1d-1 imp

Advantages: Acute Senses (Vision) 2, Ambidexterity, Combat Reflexes, Enhanced Dodge

Skills: Bow-16, Brawling-16, Broadsword-17, Stealth-16, Tracking-12

In the Words of Dandelion

“After gnomes, elves are the eldest race on the continent. They created a magnificent civilization

and the greatest human cities, like Vizima and Oxenfurt, were built upon elven ruins. Elves also

have a special affinity for magic, although their magic is different from that of humans.

Elves are long-lived, yet the reproductive period of their lives ends quite early and, moreover,

they reproduce much more slowly than humans. This is why they were defeated, the reason why

they lost their re-eminence in the world. Today only two enclaves of the race remain: the Blue

Mountains, where elves suffer privation and are dying out; and Dol Blathanna, the Valley of the

Flowers, which is ruled by the sorceress Enid an Gleanna. The Valley of the Flowers is a

dependency of Nilfgaard.

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

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Elves are a beautiful and long-lived race. They have pointed ears, sharp features and possess no

canine teeth. Elves are arrogant and proud, and over many centuries they have developed a high

and sophisticated culture. Few remain today, however, and these are in constant conflict with

human civilization. That is why so many younger elves, eager to fight for their rights, join

Scoia'tael commando units.

Scoia'tael is a name used by the rebels fighting for nonhuman freedom. In the common tongue it

means "squirrels". As some would have it, it is because of squirrel tails that adorn the rebels'

caps, or from the forest board they had to survive on. Scoia'tael formed units over a score strong,

consisting mainly of elves, yet sometimes dwarves and halflings joined too. During the last war

against Nilfgaard, the Scoia'tael fought on the side of the Empire, making diversions and great

damage beyond our lines. Despite the provisions of the Peace of Cintra, many did not disarm and

continued to fight, especially when it turned out that Nilfgaard sacrificed them in the name of

peace and gave the units' leaders to the Nordlings to be executed.

Attacks and Powers

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

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Endrega GuardSubtype: Insectoid

Size Modifier: +1

Main Attributes: ST14, DX11, IQ2, HT10

Secondary Attributes: Per8, Will2

HP/FP: 20/10

Speed/Move: 5,25/5

Active Defenses: Dodge 8, Brawling Parry 8

(-3 vs. attacks other than thrusting)

Damage Resistance: 6

Attacks: Bite 1d-1 pi+

Powers: Defensive Curl, Poison

Advantages: Extra Legs (Six Legs), Horizontal, Striker (Heavy Tail), Teeth (Beak)

Disadvantages: Hidebound, No Fine Manipulators

Skills: Brawling-11

In the Words of Dandelion

“Endregas are forest creatures that resemble arachnids. They are especially fond of flood-plains,

as moisture and tall grass suit them. Longer than they are tall, they move about on all fours and

are extremely difficult to spot as they lie motionless, awaiting their prey. Like kikimores,

endregas are divided into castes, with warriors being most numerous, guards being less common,

and queens being a real rarity.

These monsters, like arachnids, hatch from eggs. Impregnated queens lay the eggs in cocoons

which hang from trees in areas known as nests. The lesser creatures zealously guard their

queens, as colonies depend on them for survival. The queens themselves remain hidden, caring

little for what happens to other adult specimens. However, when their nest is threatened, they

emerge swiftly and fight ferociously. Thus, to exterminate an endrega colony, one must set fire to

its cocoons to lure out and kill the queen.

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When fighting an endrega, use the strong style and target the beast's abdomen, where its armor is

weakest. Trusting in the toughness of their armor, the creatures often willingly take blows, only

to respond with a sudden counter-attack that can be deadly if not evaded or blocked.

Endregas can bleed to death if hit with a blade coated with the appropriate oil. They are also

susceptible to all witcher Signs. The monster can easily be tripped up, knocked down or

immobilized by a trap. However, the endrega's peculiar metabolism makes it immune to poison.

Attacks and Powers

An endrega guard bites its foe with its strong beak that contains a weak venom.

Defensive Curl: An endrega guard can curl up around itself as an All-Out Defense maneuver.

While doing this, it can take no other physical actions, but gain an extra 6DR. It is a free action

on its own turn, though not on the turn in which it went into the curl, for the endrega guard to

come out of this defensive curl, and when it does, it heals 1HP if it did not take damage while it

was curled up.

Poison: A victim that sustains at least 1 hit of injury from an endrega guard's bite must succeed at

a roll against HT. If the roll fails, the victim becomes poisoned. The poison sets in after 48 hours,

at which point it deals 1HP and FP toxic damage. Then the victim must roll again vs. HT. If the

victim fails, he or she is paralyzed until the poison is removed or seven days pass. During this

period, the victim takes 1HP and FP toxic damage daily unless given medical attention.

Ingredients

Extraction Modifier: -1.

Jaw: An Endrega Jaw can be used In witcher alchemy.

Mouth: Endrega Saliva is an alchemical component.

Poison Gland: Within an endrega guard's poison gland is a dose of Endrega Venom.

Teeth: Endrega Teeth can be used in witcher alchemy as well.

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Endrega QueenSubtype: Insectoid

Size Modifier: +2

Main Attributes: ST19, DX12, IQ4, HT11

Secondary Attributes: Per10, Will6

HP/FP: 19/11

Speed/Move: 5,75/5

Active Defenses: Dodge 8, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 10

Attacks: Claws 2d+1 cut, Claws 2d+1 imp

Powers: Poison, Toxic Spit

Advantages: Claws (Long Talons), Extra Legs

(Six Legs), Horizontal, Striker (Heavy Tail),

Teeth (Beak)

Disadvantages: Hidebound, No Fine Manipulators

Skills: Brawling-15

In the Words of Dandelion

“Endregas are forest creatures that resemble arachnids. They are especially fond of flood-plains,

as moisture and tall grass suit them. Longer than they are tall, they move about on all fours and

are extremely difficult to spot as they lie motionless, awaiting their prey. Like kikimores,

endregas are divided into castes, with warriors being most numerous, guards being less common,

and queens being a real rarity.

These monsters, like arachnids, hatch from eggs. Impregnated queens lay the eggs in cocoons

which hang from trees in areas known as nests. The lesser creatures zealously guard their

queens, as colonies depend on them for survival. The queens themselves remain hidden, caring

little for what happens to other adult specimens. However, when their nest is threatened, they

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emerge swiftly and fight ferociously. Thus, to exterminate an endrega colony, one must set fire to

its cocoons to lure out and kill the queen.

When fighting an endrega, use the strong style and target the beast's abdomen, where its armor is

weakest. Trusting in the toughness of their armor, the creatures often willingly take blows, only

to respond with a sudden counter-attack that can be deadly if not evaded or blocked.

Endregas can bleed to death if hit with a blade coated with the appropriate oil. They are also

susceptible to all witcher Signs. The monster can easily be tripped up, knocked down or

immobilized by a trap. However, the endrega's peculiar metabolism makes it immune to poison.

Attacks and Powers

An endrega queen strikes her opponents with massive talons, and can also employ two venomous

attacks.

Poison: A victim that sustains at least 1 hit of injury from an endrega queen's claws or toxic spit

must succeed at a roll against HT-1. If the roll fails, the victim becomes poisoned. The poison sets

in after 48 hours, at which point it deals 3HP and FP toxic damage. Then the victim must roll

again, this time against HT-3.

If the victim fails, he or she is paralyzed until the poison is removed or seven days pass. During

this period, the victim takes 3HP and FP toxic damage daily unless given medical attention.

Toxic Spit: An endrega queen can spit acid which deals corrosive damage and poisons the victim.

The attack has 1/2D 5, Max 50, Acc 3, RoF 1, Shots N/A, and Recoil 1. It deals 2d corrosive damage

and poisons the victim as described above. An endrega queen usually employs this attack against

enemies that attempt to flee or dodge away from its claws.

Ingredients

Extraction Modifier: -4.

Egg Sack: Within an endrega queen's egg sack can usually be found an Endrega Embryo.

Jaw: An Endrega Jaw can be used In witcher alchemy.

Mouth: Endrega Saliva is an alchemical component.

Pheromone Gland: Within an endrega queen's pheromone gland Queen Endrega's Pheromones

can be found.

Poison Gland: Within an endrega queen's poison gland is a dose of Endrega Venom.

Teeth: Endrega Teeth can be used in witcher alchemy as well.

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Mutagen

The queen endrega's pheromones can be ingested as a mutagen instead of being used as an

alchemical ingredient.

MUTAGEN: Queen Endrega's Pheromones

Mutagenic Modifier: -3.

Ingestion Type ResultNot Prepared, Without MR Lifebane.Not Prepared, With MR Lifebane.Prepared, Without MR Charisma 1.Prepared, With MR Charisma 2.

Preparation ritual: To correctly prepare Queen Endrega's Pheromones for ingestion, the witcher

needs to make an incense containing the pheromones as well as three measures of Vermillion.

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Endrega WarriorSubtype: Insectoid

Size Modifier: +1

Main Attributes: ST16, DX11, IQ2, HT10

Secondary Attributes: Per8, Will2

HP/FP: 16/10

Speed/Move: 5,25/5

Active Defenses: Dodge 8, Brawling Parry 8

(-3 vs. attacks other than thrusting)

Damage Resistance: 4

Attacks: Bite 1d pi+, Heavy Tail 1d+2 cr

Advantages: Extra Legs (Six Legs), Horizontal,

Striker (Heavy Tail), Teeth (Beak)

Disadvantages: Hidebound, No Fine Manipulators

Skills: Brawling-11

In the Words of Dandelion

“Endregas are forest creatures that resemble arachnids. They are especially fond of flood-plains,

as moisture and tall grass suit them. Longer than they are tall, they move about on all fours and

are extremely difficult to spot as they lie motionless, awaiting their prey. Like kikimores,

endregas are divided into castes, with warriors being most numerous, guards being less common,

and queens being a real rarity.

These monsters, like arachnids, hatch from eggs. Impregnated queens lay the eggs in cocoons

which hang from trees in areas known as nests. The lesser creatures zealously guard their

queens, as colonies depend on them for survival. The queens themselves remain hidden, caring

little for what happens to other adult specimens. However, when their nest is threatened, they

emerge swiftly and fight ferociously. Thus, to exterminate an endrega colony, one must set fire to

its cocoons to lure out and kill the queen.

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When fighting an endrega, use the strong style and target the beast's abdomen, where its armor is

weakest. Trusting in the toughness of their armor, the creatures often willingly take blows, only

to respond with a sudden counter-attack that can be deadly if not evaded or blocked.

Endregas can bleed to death if hit with a blade coated with the appropriate oil. They are also

susceptible to all witcher Signs. The monster can easily be tripped up, knocked down or

immobilized by a trap. However, the endrega's peculiar metabolism makes it immune to poison.

Attacks and Powers

An endrega can bite its foe or smash them with its mace-like tail.

Ingredients

Extraction Modifier: 0.

Jaw: An Endrega Jaw can be used in witcher alchemy.

Mouth: Endrega Saliva is an alchemical component.

Teeth: Endrega Teeth can be used in witcher alchemy as well.

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Fire ElementalSize Modifier: +1

Template: Body of Fire (Modified, see below)

Main Attributes: ST20, DX12, IQ7, HT12

Secondary Attributes: Per11, Will7

HP/FP: 20/12

Speed/Move: 6/6

Active Defenses: Dodge 9, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 8

Additional DR: 50 (limited; fire)

Attacks: Fist 2d+2 cr

Powers: Explosive Fireball, Smoldering

Cinders

Advantages: High Pain Threshold, Immunity to Poison, Magic Resistance 5, Regeneration

(Fast), Resistance to Stun (+8), Unfazeable

Skills: Brawling-15

In the Words of Dandelion

“Sorcerers proficient in the Art can create gateways to dimensions ruled by the four elements

and force the creatures dwelling there to serve them. Herbert Stammelford, one of the members

of the first Conclave, had a d'ao, a genie of Earth, at his beck and call. At the mage's command it

moved a mountain that blocked the view from a window. Contemporary sorcerers are but a pale

shadow of the old masters, but they still can do a lot. The most proficient among them can

summon fire elementals, perfectly obedient guardians and defenders.

A fire elemental, similarly to post-conjunction creatures, comes from another reality and our

world is alien to it. According to philosophers, it does not have emotions and does not think the

way even trolls and other familiar creatures do. Totally controlled by magic, it obediently carries

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the sorcerer's orders out. If it's master is a passionate smoker, the elemental will provide fire to

light the pipe, and if he is threatened, the elemental will incinerate his enemies.

Fire is not the elemental's sole weapon. If you were ever hit by a flaming bough, you might have

a notion what's it like to fight this monster. Witchers rarely deal with them, but they know that

the Igni Sign is useless. The elemental's riposte's are truly lethal, thus one should not expose

oneself too much. Still, one must keep in mind the possibility of many surprises involving flames.

In truth, it is best to politely ask the sorcerer to call his pet off. Setting a fire elemental aflame is

never a wise idea, so one can forget the Igni Sign when fighting this being. The creature is also

immune to poisons. The elemental has no weaknesses save for drowning it, but most of the

means available in the witchers' arsenal can be used against it to good effect.

Attacks and Powers

Fire elementals pound their foes to dust with their mighty fists which are burning hot.

Explosive Fireball (magical): The fire elemental can create a fireball that hits a target as well as

others nearby. This has ½D 10, Max 50, Acc1. It can be thrown at a wall, the floor, etc. (at +4 to

hit). The target and anyone closer to the target than one yard takes full damage. Those further

away divide damage by three times their distance in yards (round down). This fireball deals 1d

burning damage for each 2FP the Fire Elemental spends on it. For each increment of 6FP the

draug wishes to spend on it, it takes another second to cast.

Smoldering Cinders: A fire elementals body is incredibly hot. Whenever it strikes an opponent

with a melee attack that penetrates DR, it deals 1 extra point of burn damage for each 3

penetrating damage it dealt.

Template

Body of Fire (modified): Burning Attack 1d (Always On, Aura, Melee Attack Reach C), Doesn’t

Breathe (Oxygen Combustion), DR50 (limited; fire), Immunity to Metabolic Hazards, Injury

Tolerance (Diffuse), Weakness (Water; 1d/minute).

Ingredients

Extraction Modifier: -2.

Head: Within a fire elemental's head is an Elemental Stone.

Inner Shell: A fire elemental's inner shell can be scraped for Diamond Dust.

Outer Shell: A fire elemental's outer shell can be scraped for Amethyst Dust.

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FlederSubtype: Vampire [Lower]

Size Modifier: o

Main Attributes: ST18, DX14, IQ4, HT10

Secondary Attributes: Per13, Will10

HP/FP: 18/10

Speed/Move: 6/6

Active Defenses: Dodge 10, Brawling Parry 11 (-3

vs. attacks other than thrusting)

Damage Resistance: 6 (Tough Skin)

Attacks: Bite 1d+1 cut, claw 1d+2 cut

Powers: Dazing Dive

Advantages: Claws (Sharp), Combat Reflexes, Fearlessness 2, Flight (Wings)

Skills: Brawling-15, Flight-14, Wrestling-14

In the Words of Dandelion

"Common people believe that fleders are dead heathens who turned into vampires and rose from

their graves. Being vampires, they attack sleeping people and drink their blood. According to

peasants, a man bitten by a fleder becomes a fleder himself. This is nonsense, obviously."

Attacks and Powers

Fleders tear apart their foes with claws and bite. They can also dive menacingly at their

opponents and daze them.

Dazing Dive: A fleder that dives at least four hexes, downwards, as part of an Attack and Move

maneuver, and who deals at least 1 hit of injury to its opponent as part of the attack, forces this

opponent to roll against HT. On a failed roll, the opponent is dazed. The opponent is entitled to a

HT roll at the end of each of his or her turns to recover from the daze, and will also recover if

struck, slapped or damaged.

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Ingredients

Extraction Modifier: -1.

Skin: The skin of a fleder contains Abomination Lymph.

Wing Membrane: The wings of a fleder contain Wing Membrane.

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FrightenerSubtype: Insectoid

Size Modifier: +6

Main Attributes: ST40, DX7, IQ4, HT11

Secondary Attributes: Per9, Will7

HP/FP: 40/16

Speed/Move: 4,5/4

Active Defenses: Dodge 7, Brawling Parry 9 (-3

vs. attacks other than thrusting)

Damage Resistance: 12

Attacks: Bite 4d imp, Claw 5d+1 imp

Powers: Controlled Sound Remedy, Wave of Fear

Advantages: Extra Legs (Four Legs), Fearlessness 10, Claws (Long Talons), High Pain

Threshold, Immunity to the Aaxi sign, Immunity to Poison, Immunity to Stun (limited;

doesn't work against loud noised or sound-based spells or effects), Magic Resistance 10

(this does not apply to Sound spells), Teeth (Fangs)

Disadvantages: Horizontal, No Fine Manipulators, Vulnerability (x2, damage from sound-

based spells and effects), Weakness (Loud Noise at High Frequencies, 1FP damage per

second as well as stun (see below))

Skills: Brawling-12

In the Words of Dandelion

“The frightener is a desert dwelling monster. It is nearly invincible, especially when controlled by

a mage. Even witchers prefer to avoid fighting this beast if they can. Fortunately, this overgrown

insect is sensitive to loud noises which deafens it and render it defenseless The first mage to

create a frightener was the infamous renegade Dagobert Sulla, a diligent student of the

Zerrikanian masters of alchemy and the supervisor of the Trial of the Grasses carried out at Kaer

Morhen. Upon beholding the abomination he had created, Sulla is said to have cried: 'What have I

done?' He destroyed the monster; his notes, however, survived."

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Attacks and Powers

A frightener impales its opponents with its fangs or huge talons. It is partially resistant to loud

noises or sound-based spells and effects when controlled by a mage. The prime reason to fear a

frightener is the wave of dread it can unleash in a radius around itself.

Controlled Sound Remedy: A frightener is easily controlled by control magic as its Will is not

very strong. A controlled frightener is less conscious about the world around it. Thus, a

controlled frightener only has a Perception of 7, and gets a +2 to HT rolls versus the weaknesses

described below.

Wave of Fear: A frightener can unleash a terrible wave of part high pitch frequency noise, part

pheromone and part vision-based hallucinogen. The frightener spends 1FP and a Concentration

maneuver to employ this ability. Creatures are subject to this effect if they meet one or more of

the following conditions:

1) They can see the frightener.

2) They are within 30 yards of the frightener and have a sense of smell or taste that is not

blocked.

3) They are within 30 yards of the frightener and have an unblocked sense of hearing.

Covering your ears with your hands reduces this to 20 yards, and other means of blocking

sound may reduce this even further. But remember that you can still be subject to the

Wave of Fear is you meet condition #1 or #2!

Subjects that meet one or more of the above conditions roll a Fright Check – at -3! For each of

the conditions above that a subject meets, he takes an additional -1 penalty to this Fright Check

(to a maximum of -5).

Weaknesses

A frightener takes double damage from sound-based spells and effects, and its Magic Resistance

does not work against these. Sound-based spells and effects have their Armor Divisor doubled

against a frightener. If sound-based spells and effects deal injury to a frightener, it loses an

equivalent amount of FP.

Any loud, high pitch noise which does not deal damage causes a frightener to lose 1FP per second

of exposure.

A frightener exposed to either of the above must also succeed at a roll against HT or be stunned.

A frightener that fails any HT-roll against a loud noise or sound-based spell or effect is also

deafened. It can roll against HT at the end of each turn to recover from this.

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Ingredients

Extraction Modifier: -5.

Chitin: Frightener plating can be scraped for Amethyst Dust.

Fangs: Frightener fangs contain Diamond Dust.

Mutagens

Frighteners contain two mutagens – both of their for-claws are a mutagen called Frightener Claw.

As such, a frightener contains two of these mutagens. The frightener's eyes can also be used,

together, as a single mutagen.

MUTAGEN: Frightener Claw

Mutagenic Modifier: 0.

Ingestion Type ResultNot Prepared, Without MR Vulnerability (x3, damage from sound-based

spells and effects), Dislikes (loud noises).Not Prepared, With MR Vulnerability (x2, damage from sound-based

spells and effects), Dislikes (loud noises).Prepared, Without MR Dislikes (loud noises). Fearlessness 1.Prepared, With MR Dislikes (loud noises). Fearlessness 1. +1ST.

Preparation ritual: To correctly prepare a frightener's claw for ingestion, it must be made into a

potion along with two measures of Aether and one measure of Rebis.

MUTAGEN: Frightener Eyes

Mutagenic Modifier: -5.

Ingestion Type ResultNot Prepared, Without MR Combat Paralysis. Dislikes (loud noises).Not Prepared, With MR Combat Paralysis.Prepared, Without MR Two free character points (the character adds

2CP to his or her sheet that he or she can

spend).Prepared, With MR As above, but three CP instead of two.

Preparation ritual: To correctly prepare frightener's eyes for ingestion, it must be made into a

potion along with two measures of Quebrith and one measure of Rebis.

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GargoyleSize Modifier: 0

Template: Body of Stone

Main Attributes: ST16, DX12, IQ6, HT13

Secondary Attributes: Per9, Will6

HP/FP: 20/13

Speed/Move: 6,25/6

Active Defenses: Dodge 9, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 6

Additional DR: 5 (this DR is not subject to the

weaknesses of normal monster DR, such as

being susceptible to silver and spells), 25 (limited; fire)

Attacks: Fist 1d+2 cr

Powers: Teleportation

Advantages: Flight (Wings), High Pain Threshold, Immunity to Poison, Magic Resistance 10,

Unfazeable, Warp (see Teleportation power)

Disadvantages: Slave Mentality5, Unhealing

Skills: Brawling-14

In the Words of Dandelion

“In times long gone, when youth was more polite, everything was cheaper, and girls were more

eager, sorcerers could breathe life into inanimate matter and create stone servants this way.

Gargoyles - for I have them in mind - can be found in ancient cities to this day, but their magic

has vanished and now they are nothing more than cornice decorations. There are, however,

exceptions such as the Loc Muinne gargoyles - still enchanted and still dangerous.

5 “Guard” is the most normal command given to gargoyles, and whenever this command is given to them, they lose Slave Mentality for the purposes of carrying out this command

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Theoreticians of magic still argue about classifying gargoyles. I favor the school claiming they are

a type of golem. For gargoyles are nothing more than fancy sculptures animated with magic and

programmed to do simple tasks. They can complete only the most rudimentary works, so they are

most often guarding a territory, even if their creator turned to dust long ago.

The gargoyle is a magical creature and often has surprising tricks up its sleeve. Teleportation for

example; the gargoyle can teleport and appear anywhere within a couple of yards. Like behind

it's enemy. It's even worse when the gargoyle appears over his opponent - then it just falls down

and crushes it's victim beneath the weight of it's stone body. Thanks to their excellent reaction

time, witchers tend to be able to dodge these teleportation attacks. However ordinary people

tend to die crushed.

Fighting the gargoyle means fighting solid rock, so it should not be surprising that poisons are

useless, as are fire and oils causing bleeding. hey have few weaknesses at all.

Attacks and Powers

Gargoyles can pound people with their fists, but they can also teleport.

Teleportation: This ability functions as Warp, except the gargoyle can only teleport within 10

yards of itself, needs no preparation, must spend 1FP to teleport, and rolls against IQ+12 to use the

power. It simply spends 1FP, uses a free action (only on its own turn), rolls against IQ+12, and

teleports. On a failed roll, and gargoyle does not teleport, but still spends the FP. On a critical

failure when using Warp, gargoyles take 4 hits of injury and do not teleport.

Template

Body of Stone: Doesn't Breathe, DR 5, Immunity to Metabolic Hazards, Injury Tolerance

(Homogenous, No Blood), Pressure Support 3, Sealed, Vacuum Support, Fragile (Brittle).

Ingredients

Extraction Modifier: -4.

Head: Within a gargoyle's head is an Elemental Stone.

Heart: A gargoyle's catalyst is called a Gargoyle Heart and is an alchemical component.

Horns: A gargoyle's horns contain Amethyst Dust.

Skin: Gargoyle skin can be scraped for Diamond Dust.

Wings: Gargoyle wings can be grounded into Gargoyle Dust.

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GarkhainSubtype: Vampire [Lower]

Size Modifier: o

Main Attributes: ST15, DX12, IQ4, HT10

Secondary Attributes: Per13, Will10

HP/FP: 15/10

Speed/Move: 5,5/5

Active Defenses: Dodge 9, Brawling Parry 10 (-3

vs. attacks other than thrusting)

Damage Resistance: 4 (Tough Skin)

Attacks: Bite 1d cut, claw 1d+1 cut

Powers: Draining Bite

Advantages: Claws (Sharp), Combat Reflexes, Fearlessness 2, Flight (Wings, Small,

Controlled Gliding)

Skills: Brawling-13, Flight-14, Wrestling-14

In the Words of Dandelion

"Garkhains, the filthiest of vampires, are uglier even than fleders. Since fleders are widely

despised for their looks, it is easy to imagine how abominable garkhains must be. As vampires,

the creatures drink blood but they are also drawn to fresh meat, or even corpses. Garkhains are

often mistaken for gargoyles because they lurk on rooftops, waiting to dive at their victims."

Attacks and Powers

Garkhain attempt to wrestle opponents to drain them, or glide down to surprise opponents. They

can also attack with powerful claws.

Draining Bite: A garkhain's Vampiric Bite deals both HP and FP damage as it drains away the

stamina of the opponent, and this special vampiric bite also heals the Garkhain of both HP and

FP.

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Ingredients

Extraction Modifier: 0.

Mouth: From a garkhain's mouth, Garkhain Saliva can be extracted.

Skin: The skin of a garkhain contains Abomination Lymph.

Wing Membrane: The wings of a garkhain contain Wing Membrane.

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GhoulSubtype: Necrophage

Size Modifier: 0

Main Attributes: ST13, DX10, IQ4, HT10

Secondary Attributes: Per8, Will7

HP/FP: 13/10

Speed/Move: 5/5

Active Defenses: Dodge 8, Brawling Parry 8

(-3 vs. attacks other than thrusting)

Damage Resistance: 4 (Tough Skin)

Attacks: Bite 1d-1 cut, Claw 1d cut

Advantages: Claws (Sharp), Teeth (Sharp)

Skills: Brawling-10

In the Words of Dandelion

"Ghouls are said to have been humans who were once forced into cannibalism and, after many

years spent in dark crypts, underwent a horrifying transformation. Only human flesh can satisfy

their eternal hunger, so they kill people and store the remains in the recesses of their lairs."

Attacks and Powers

A ghoul attacks with tooth and nail.

Ingredients

Extraction Modifier: 0.

Blood: Ghoul Blood is an alchemical component.

Eyes: White Vinegar can be extracted from a ghoul's eyes.

Stomach: Abomination Lymph can be extracted from a ghoul's stomach.

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Giant CentipedeSubtype: Insectoid

Size Modifier: +1

Main Attributes: ST19, DX11, IQ2, HT12

Secondary Attributes: Per12, Will12

HP/FP: 21/12

Speed/Move: 6/6

Active Defenses: Dodge 9, Brawling Parry 9

(-3 vs. attacks other than thrusting)

Damage Resistance: 4

Attacks: Pincer Slash 2d imp

Powers: Poison

Advantages: Teeth (Fangs), Tunneling 4, Vibration Sense (Air), Peripheral Vision (Broad Arc

of Vision)

Disadvantages: No Fine Manipulators, No Legs (Slithers), Horizontal

Skills: Brawling-13, Wrestling-13

In the Words of Dandelion

"Giant centipedes are said to have been raised in the Brokilon Forest and released into the world

by vengeful dryads. The creatures are believed to be invincible, as they simply divide into two

separate living beasts when cut in half. All this nonsense about giant centipedes only shows how

intensely common people fear these venomous beasts, as they fear all things that are not

human."

Attacks and Powers

Giant centipedes impale their victims with their pincers, which are also poisonous.

Poison: A creature that sustains at least 1 hit of injury from a giant centipede's pincers must

succeed at a roll against HT or take 2 points of toxic damage.

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Ingredients

Extraction Modifier: -2.

Pincers: A giant centipede's pincers contain Tracheae.

Toxin: Within the corpse of a giant centipede, Toxin can be harvested.

Venom Glands: The Venom Glands of a giant centipede are an alchemical component.

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GolemSize Modifier: +2

Template: Body of Stone

Main Attributes: ST35, DX9, IQ6, HT10

Secondary Attributes: Per6, Will6

HP/FP: 50/10

Speed/Move: 3/3

Active Defenses: Dodge 6, Brawling Parry 10 (-3

vs. attacks other than thrusting)

Damage Resistance: 0

Additional DR: 30 (limited; doesn't work against

non-magical electricity or lightning. This DR is not subject to the weaknesses of normal

monster DR, such as being susceptible to silver and spells.)

Attacks: Fist 5d cr

Advantages: Acute Senses (Detect) 6, Detect (All life and unlife, Precise), Flight (Wings),

High Pain Threshold, Immunity to Poison, Magic Resistance 10, Unfazeable, Warp (see

Teleportation power)

Disadvantages: Reduced Speed (-1,75), Slave Mentality, Unhealing, Vulnerability (x10, non-

magical electricity or lightning)

Skills: Brawling-14

In the Words of Dandelion

“Frustrating jobs happen in every profession. Golem contracts are just such a job for witchers, as

they involve slashing through solid rock animated by magic. Luckily, what is brought to life by a

lightning bolt can very well be destroyed by one. This is something we all truly wish the golem,

from the very bottom of our hearts.

Once an absent-minded mage created a golem, animated it by casting Alzur's Thunder, and

ordered his new servant to fetch water, before burying himself in his scholarly books. The golem

kept carrying water day and night, without pause, and ultimately flooded not only the mage's

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house, but the whole city. As you can see, my young students of the Art, improper use of tools

and a lack of elementary training may cause a tragedy.”

Attacks and Powers

Golem's employ a special attack as old as time itself: it pounds things with its fists until they go

away.

Template

Body of Stone: Doesn't Breathe, Immunity to Metabolic Hazards, Injury Tolerance (Homogenous,

No Blood), Pressure Support 3, Sealed, Vacuum Support, Fragile (Brittle).

Ingredients

Extraction Modifier: -4.

Head: Within a golem's head is an Elemental Stone.

Mutagens

A golem's heart is solid, magical obsidian, and it can be prepared as a mutagen.

MUTAGEN: Golem's Obsidian Heart

Mutagenic Modifier: -4.

Ingestion Type ResultNot Prepared, Without MR Phobia (Thunder), Vulnerability (x2, non-magical

electricity and lightning)Not Prepared, With MR Phobia (Thunder)Prepared, Without MR +1ST, Phobia (Thunder)Prepared, With MR +1ST, DR1

Preparation ritual: A Golem's Obsidian Heart needs to be pounded into dust and mixed with two

measures of Caelum. It is then snorted.

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GraveirSubtype: Necrophage

Size Modifier: +1

Main Attributes: ST22, DX10, IQ4, HT10

Secondary Attributes: Per9, Will9

HP/FP: 22/10

Speed/Move: 5/5

Active Defenses: Dodge 8, Brawling Parry 9 (-3 vs.

attacks other than thrusting)

Damage Resistance: 6 (Tough Skin)

Attacks: Claw 2d+2 cr, bite 2d+1 cut

Powers: Gaze of the Grave

Advantages: Claws (Blunt), Teeth (Sharp)

Skills: Brawling-13, Wrestling-15

In the Words of Dandelion

"After the war with Nilfgaard, graveirs became a real plague. Until then the monsters were

familiar only to specialists and professional beast killers, thus everyone mistook them for ghouls.

Today, any child could give an accurate description of a graveir, and people who have passed

near battlefields or necropolises offer first-hand accounts of the horrible murders committed by

these ruthless necrophages."

Attacks and Powers

A graveir crushes people with blunt claws or slices them with sharp teeth. It can stare down

opponents.

Gaze of the Grave: A graveir can use a Concentration maneuver and spend 1FP to make its eyes

flash red. It can lock its gaze with one opponent, who must then roll a Fright Check. On failed

roll, the opponent rolls on the Fright Table as usual.

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Ingredients

Extraction Modifier: -2.

Eyes: White Vinegar can be extracted from a graveir's eyes.

Skull: A graveir's skull is called a Graveir Bone.

Stomach: Cadaverine can be extracted from an graveir's stomach.

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HarpySize Modifier: o

Main Attributes: ST13, DX14, IQ7, HT10

Secondary Attributes: Per12, Will10

HP/FP: 13/10

Speed/Move: 6/6

Active Defenses: Dodge 9, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 4 (Tough Skin)

Attacks: Claw 1d cut

Powers: Nightmare

Advantages: Claws (Sharp), Flight (Wings)

Disadvantages: Kleptomania

Skills: Brawling-14, Flight-14

In the Words of Dandelion

“Some are repulsed by rotfiends, other cannot stand tales of bullvores, but I find harpies, beasts

of ugly temper and penchant for thieving, the worst of all. Fortunately, harpies prefer wild,

mountainous areas, full of rocky ledges they can build their nests on. However they always

establish themselves near a human settlement. This is done for thus simple reason that they

wouldn't be able to steal much from animals.

There are many harpy species, and all are kleptomaniacs, though some steal dreams instead of

baubles. They especially like dreams laden with strong emotions, such as nightmares that recur

time and again. The harpies' victims lose such dreams - which is actually a blessing in the case of

nightmares - and the beasts enclose them in crystals, creating items that strongly radiate magic.

Mages desire the dreams stolen by these creatures, so much so that they breed harpies in order

that they may filch their booty at daybreak. Yet it is rare for a stolen dream or nightmare to be

powerful enough, or to come from a powerful enough creature, to satisfy a sorcerer.

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As winged creatures, harpies attack swiftly, from a great distance, before their prey can notice

them. After landing a blow, they flee for a safe spot. Pinning them to the ground and denying

them flight is often the only solution. Stunned with a bomb, hit with the Igni or Aard sign, the

beasts prove easy to kill.

The harpies' greatest strength is their ability to fly, but they can be grounded with the use of a

trap. The beasts have an excellent sense of direction and balance, and even when flailing about

near the ground they can easily regain the sky.”

Attacks and Powers

Harpies slash their opponent's with their talons, but they can also upset the dreams of their

victims.

Nightmare: A harpy's ability to steal dreams takes a long time, but in a pinch, the harpy can let

go of earlier stolen nightmares and inflict them on their opponents. A typical harpy starts any

given fight with 1d-3 nightmares (minimum 0).

To use this ability, a harpy screams which sends out a sound-wave containing the nightmare. This

costs 1FP and a Concentration maneuver to use, and generates a cone 10 feet long and 10 feet

wide at the end that starts in the harpy's hex. Creatures caught in the cone that are not deaf must

roll vs. their Will-2. Success means the creature avoided further trouble. Failure can mean one of

three things:

1) Roll is failed by 1-3. The victim suffers a flash of nightmarish pictures within is head. Treat

this if the subject had the Flashback (Mild) disadvantage and just failed a Self-Control roll.

2) Roll is failed by 3-5. The victim suffers a flash of nightmarish pictures within is head. Treat

this if the subject had the Flashback (Severe) disadvantage and just failed a Self-Control

roll.

3) Roll is failed by 6 or more, or roll was a critical failure. The victim suffers a flash of

nightmarish pictures within is head. Treat this if the subject had the Flashback (Crippling)

disadvantage and just failed a Self-Control roll.

If any target of the harpy's nightmare power rolls a critical success, there is a chance the harpy

will itself be affected by the power! Roll a contest of Will between any target that rolled a critical

success of his or her Will roll and the harpy. For each contest the harpy loses this way, it must

itself roll against Will-1. On a failed roll, figure out how severe an effect the harpy suffers from by

consulting the above list. In the case of more failed rolls in this manner, use the most severe.

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Ingredients

Extraction Modifier: -2.

Eyes: Harpy Eyes are an alchemical component.

Feathers: A couple of Harpy Feathers can be picked and used in alchemy.

Mouth: In a harpy's mouth is a dose of Harpy Saliva.

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HellhoundSubtype: Specter

Special Note: Although hellhounds are

specters, they posses the solid forms of hounds

when they arrive from the underworld. Thus

they are not insubstantial and do not possess

Supernatural Durability like other specters.

Template: Quadruped

Size Modifier: 0

Main Attributes: ST15, DX12, IQ6, HT10

Secondary Attributes: Per16, Will6

HP/FP: 15/15

Speed/Move: 5,5/5

Active Defenses: Dodge 8

Damage Resistance: 4 (Tough Skin)

Additional DR: 25 (limited; fire)

Attacks: Bite 1d+1 cut

Powers: Body of Flames, Ring of Fire, Searing Bite, Summon Barghests

Disadvantages: Bestial

Skills: Brawling-14

In the Words of Dandelion

"The hellhound is a creature of the underworld, a specter that assumes the form of a terrifying

hound and tirelessly stalks its victims once it finds their trail. Peasants believe that the hellhound

embodies the vengeance of the gods, who sends hellhounds to punish humans for their

wickedness.

More likely, however, hellhounds simply sniff out the unrighteous and are drawn to corruption

like so many monsters are."

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Attacks and Powers

Hellhounds have powerful jaws and can also summon barghests, turn itself into a flaming

creature, or create a ring of fire to surround it.

Body of Flames: A hellhound can expend a Concentrate maneuver and 3FP to gain the Body of

Fire meta-trait for 1 minute. This can be maintained for 1FP.

Ring of Fire: A hellhound can expend a Concentrate maneuver and 1FP to create a ring of flames

to prevent the escape of its foes. The hellhound designates a single hex that must be exactly three

yards away from the hex the hellhound is positioned in. Flames then rise it that hex and instantly

spread in a ring around the hellhound (thus filling all hexes exactly three yards away from the

hellhound with flames).

Moving through these flames deals 1d burn damage to a creature. The effect lasts for 10 minutes

and a hellhound can't summon more than one ring of fire at a time. The ring disappears upon the

death of a hellhound.

Searing Bite: A creature that takes at least 1 hit of injury from a hellhound's bite also takes 1d-4

(minimum 1) points of burn damage as the bite of a hellhound burns with intense heat.

Summon Barghests: A hellhound can expend a Concentrate maneuver and 2FP to instantly

summon two barghests in two different, unoccupied hexes adjacent to the hellhound. There must

be two free, adjacent hexes next to the hellhound for it to use this ability.

Template

Quadruped: Extra Legs (Four Legs), Horizontal, No Fine Manipulators.

Ingredients

Extraction Modifier: -2 (in the case of After Death, special, see below).

After death: After death, specters leave behind Essence of Death which is invisible but can be

detected by those who know how. If the witcher has not already encountered specters and thus

puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore

roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If

successful, the witcher knows about the essence and gathers it without further trouble. If

unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the

witcher has since used at least a single character point to raise his or her Monster Lore skill.

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Mutagens

Hellhound's contain a special mutagen called “Trace of the Beyond,” which is essentially

elemental residue from the underworld.

MUTAGEN: Trace of the Beyond

Mutagenic Modifier: 0.

Ingestion Type ResultNot Prepared, Without MR DR1 (limited; fire)Not Prepared, With MR DR2 (limited; fire)Prepared, Without MR DR1 (limited; fire). If the character has Magery,

he or she can expend a Concentrate maneuver

and 10FP (or energy) to gain the Body of Fire

meta-trait for 1 minute. This can be maintained

for 3FP.Prepared, With MR DR2 (limited; fire). If the character knows or

ever learns the Igni sign, it deals 1 extra damage.

If the character has Magery, he or she can

expend a Concentrate maneuver and 10FP (or

energy) to gain the Body of Fire meta-trait for 1

minute. This can be maintained for 3FP.

Preparation ritual: To correctly prepare Trace of the Beyond for ingestion, one needs to mix it

with one measure of Fulgur and one measure of Hydragenum and make it into a potion.

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Human SorceressNOTE: A human is not a monster, so it yields no

alchemical ingredients.

Size Modifier: 0

Main Attributes: ST8, DX11, IQ15, HT9

Secondary Attributes: Per13, Will15

HP/FP/Energy: 8/9/15

Speed/Move: 5/5

Active Defenses: Dodge 8

Powers: Spells

Advantages: Magery 2

Skills: Thaumatology-15

In the Words of Dandelion

“The Lodge of Sorceresses was founded after the mutiny on Thanedd Island as a substitute for the

Council of Sorcerers. The founders' aim was to bring the war between Nilfgaard and the Northern

Kingdoms to a close while maintaining the mages' influence on the fate of the world. It is

effectively an association of the most powerful female mages from both the northern and the

southern realms. The Lodge has significant political influence, although its activities are not

entirely understood by the public.”

Attacks and Powers

A sorceress has a range of spells at her disposal. For ease of use, the following is a list of typical

combat-related, as well as a very few non-combat, spells a sorceress might have.

Spells (magical): The human sorceress knows the following spells:

Alarm-15, Armor-15, Bladeturning-12, Charm-12, Clumsiness-15, Explosive Fireball-13, Fireball-15,

Fireproof-14, Hardiness-14, Lightning-13, Mind-Reading-14, Mind-Sending-15, Pain-15, Partial

Petrification-12, Perfume-15, Turn Blade-13, Windstorm-12

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IfritSize Modifier: -1

Template: Body of Fire (Modified, see below)

Main Attributes: ST8, DX14, IQ7, HT9

Secondary Attributes: Per7, Will7

HP/FP: 8/9

Speed/Move: 5,75/5

Active Defenses: Dodge 8

Damage Resistance: 4

Additional DR: 50 (limited; fire)

Attacks: None

Powers: Fiery Form

Advantages: Flight, Insubstantiality (Affect Substantial, Affected By Silver,6 Always On)

Skills: Brawling-14

In the Words of Dandelion

"An ifrit is a minor genie of fire, or, as some say, an elemental. It does not fulfill wishes, build

palaces or make anyone rich, but it serves mages who research the element of fire if they can

force the creature to be obedient.

Ifrits can only be captured by a mage who intimately understands the nature of flames and has

devoted himself completely to learning their secret. The creatures, with their connection to the

element of fire, will judge their summoner and, if they find him worthy, will loyally serve him in

all matters."

Attacks and Powers

Ifrit have no attacks as such, but they can attack by slamming into people with their fiery bodies.

The following power works even though ifrit are insubstantial.

6 Silver affects ifrits, and ifrits interact with silver, as though they weren't insubstantial. i.e. if struck by a silver weapon, an ifrit's insubstantiality doesn't help it.

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Fiery Form: Treat this ability as a melee attack that depends on brawling. If the ifrit hits, it deals

1d burn damage.

Template

Body of Fire (modified): Burning Attack 1 damage (Always On, Aura, Melee Attack Reach C),

Doesn’t Breathe (Oxygen Combustion), DR50 (limited; fire), Immunity to Metabolic Hazards, Injury

Tolerance (Diffuse), Weakness (Water; 1d/minute).

Ingredients

Extraction Modifier: 0.

After Death: After death, an ifrit leaves behind plainly obvious Ectoplasm and Pyrite.

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Kikimore QueenSubtype: Insectoid

Size Modifier: +4

Template: Quadruped

Main Attributes: ST33, DX15, IQ4, HT13

Secondary Attributes: Per12, Will10

HP/FP: 33/13

Speed/Move: 7/7

Active Defenses: Dodge 10, Brawling Parry 10 (-3

vs. attacks other than thrusting)

Damage Resistance: 10 (Tough Skin)

Attacks: Bite 3d+2 imp, Stinger 4d+1 imp, Talons 4d+1 imp

Powers: Pheromone Call, Spawn, Venomous Sting

Advantages: Claws (Long Talons), Fearlessness 7, High Pain Threshold, Immunity to Mind

Control, Immunity to Poison, Immunity to Stun, Magic Resistance 5, Striker (Stinger, Cannot

Parry, Limited Arch; only straight ahead), Teeth (Fangs)

Skills: Brawling-15

In the Words of Dandelion

“Witchers know hundreds of ways of fighting monsters. When tackling the queen of a kikimore

swarm, only one method is effective — run like the wind. This tactic makes it hard to kill the

beast, but it does ensure survival, which is a kind of victory.

Some scientists claim that kikimores behave like ants. They are divided into industrious workers

and protective warriors. Life in a kikimore colony is centered around a great, unceasingly

procreating female. This female is the kikimore queen, and it is one of the most awe-inspiring

and frightening creatures on the Continent. It stands almost ten yards high, and almost as wide,

and its venom is probably the strongest on the entire Continent.

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The landscape around the queen's nest looks like a desert, littered with the remains of

unfortunate creatures which unwisely lingered in the area. Not even birdsong can be heard, and

anything living that comes in the vicinity of this creature is sure to be dead very soon."

Attacks and Powers

Kikimore Queens fight ferociously: biting, stinging and clawing their opponents to death.

Pheromone Call: A kikimore queen's pheromones attracts its workers and warriors. A kikimore

queen can call any workers and warriors within one-hundred yards to it with a Concentration

maneuver. The pheromones “move” five yards per round (to the maximum capability of one-

hundred yards).

These pheromones also empower workers and warriors within their reach. Kikimore workers and

warriors within the reach of kikimore queen pheromones gain 2 extra points of ST.

Spawn: A kikimore queen can spend 1FP and a Concentration maneuver to spawn a kikimore

worker in a hex adjacent to it. It can also use 3FP and three consecutive Concentration

maneuvers to spawn a kikimore warrior.

A kikimore queen only has ripe eggs inside it for the spawning of one warrior and three workers

in this manner.

Venomous Sting: The queen's stinger delivers its poison. Victims of a queen's stinger, which take

at least 1 hit of injury from it, must roll against HT-6. Failure means the victim becomes poisoned.

The poison has a delay of one minute. Once it takes effect, it deals 10HP and FP damage per

minute. The poison functions for 72 hours after taking effect.

Template

Quadruped: Extra Legs (Four Legs), Horizontal, No Fine Manipulators.

Ingredients

Extraction Modifier: -5.

Claws: Kikimore Claw is an alchemical ingredient.

Fangs: A kikimore worker's fangs contain Tracheae.

Toxin: Within the corpse of a Kikimore Queen, Toxin can be harvested.

Venom Glands: The Venom Glands of a Kikimore Queen are an alchemical component.

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Mutagens

A special nerve ending within a Kikimore Queen, called Kikimore Queen's Nerve, is a mutagen.

MUTAGEN: Kikimore Queen's Nerve

Mutagenic Modifier: -5.

Ingestion Type ResultNot Prepared, Without MR -1ST, -1HTNot Prepared, With MR -1STPrepared, Without MR The character can ingest alchemical substances

found in monsters (such as, for example,

Drowner Brain Tissue) to heal 1d-4 (minimum 1)

hits of injury. This counts as consuming a potion

of low toxicity.Prepared, With MR The character can ingest alchemical substances

found in monsters (such as, for example,

Drowner Brain Tissue) to heal 1d-3 (minimum 1)

hits of injury. This counts as consuming a potion

of low toxicity.

Preparation ritual: To correctly prepare a Kikimore Queen's Nerve for ingestion, the witcher

must mix a potion containing the nerve as well as one measure of the following ingredients:

Hydragenum, Quebrith, Vermillion and Vitriol.

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Kikimore WarriorSubtype: Insectoid

Size Modifier: +2

Template: Quadruped

Main Attributes: ST22, DX15, IQ2, HT11

Secondary Attributes: Per10, Will7

HP/FP: 22/11

Speed/Move: 6,5/6

Active Defenses: Dodge 10, Brawling Parry 11

(-3 vs. attacks other than thrusting)

Damage Resistance: 6

Attacks: Bite 2d-1 imp, Talons 2d+2 imp

Powers: Poison

Advantages: Claws (Long Talons), Combat Reflexes, Fearlessness 4, High Pain Threshold,

Immunity to the Aaxi sign, Immunity to Poison, Resistance to Stun (+3), Magic Resistance 3,

Teeth (Fangs)

Skills: Brawling-15

In the Words of Dandelion

"A more abominable beast is indeed hard to find. Not quite a cockroach nor a spider, it makes

ladies faint and gentlemen feel disgusted. The kikimore warrior reeks of the swamp. It is large,

powerful and hardy, and any witcher must prepare himself before fighting this beast. The beasts

defend their queens ferociously.

I once found this note on a visit to Oxenfurd University:

“This creature is the most disgusting thing I have seen! For this reason, I insist that exhibit no. 88

be removed from the university assembly hall. And anticipating the question "what should be

done with it then?", I answer: throw it to the compost heap.”

I must say, I think this professor had the right idea!”

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Attacks and Powers

Kikimore warriors defend their queens with talons and fangs, and their fangs are poisonous.

Poison: The kikimore warrior's bite delivers its poison. Victims of a kikimore warrior's bite, that

take at least 1 hit of injury from it, must roll against HT-1. Failure means the victim becomes

poisoned. The poison has a delay of one hour. Once it takes effect, it deals 1HP and FP toxic

damage per hour. The poison functions for 48 hours after taking effect.

Template

Quadruped: Extra Legs (Four Legs), Horizontal, No Fine Manipulators.

Ingredients

Extraction Modifier: -2.

Fangs: A kikimore warrior's fangs contain Tracheae.

Toxin: Within the corpse of a kikimore warrior, Toxin can be harvested.

Venom Glands: The Venom Glands of a kikimore warrior are an alchemical component.

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Kikimore WorkerSubtype: Insectoid

Size Modifier: 0

Template: Quadruped

Main Attributes: ST15, DX15, IQ2, HT11

Secondary Attributes: Per7, Will2

HP/FP: 15/11

Speed/Move: 6,5/6

Active Defenses: Dodge 9, Brawling Parry 10 (-3

vs. attacks other than thrusting)

Damage Resistance: 4 (Tough Skin)

Attacks: Bite 1d+1 cut, Talons 1d+2 imp

Powers: Poison

Advantages: Claws (Long Talons), Fearlessness 2, High Pain Threshold, Immunity to Poison,

Magic Resistance 1, Teeth (Sharp)

Skills: Brawling-15

In the Words of Dandelion

"Kikimores are an insult to the gods, the filthiest creatures on Earth. They are repulsive in their

resemblance to spiders, and even the smallest of them, the workers, are dangerous.” So say the

uneducated, superstitious and stupid. The truth is far different!

Kikimore workers rarely appear near human settlements, and even then they only attack when

threatened. Some scholars even ask the question: “Is there anything more beautiful than a

kikimore — a symbol of hard work, resourcefulness and caution?””

Attacks and Powers

Kikimore workers are weaker than their kin, but still pack a good punch.

Poison: The kikimore worker's bite delivers its poison. Victims of a kikimore worker's bite, that

take at least 1 hit of injury from it, must roll against HT+1. Failure means the victim becomes

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poisoned. The poison has a delay of 24 hours. Once it takes effect, it deals 1HP and FP toxic

damage per 24 hour cycle. The poison functions for 72 hours after taking effect.

Template

Quadruped: Extra Legs (Four Legs), Horizontal, No Fine Manipulators.

Ingredients

Extraction Modifier: 0.

Claws: Kikimore Claw is an alchemical ingredient.

Fangs: A kikimore worker's fangs contain Tracheae.

Toxin: Within the corpse of a kikimore worker, Toxin can be harvested.

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NekkerSubtype: Necrophage

Size Modifier: -2

Main Attributes: ST10, DX11, IQ6, HT10

Secondary Attributes: Per7, Will6

HP/FP: 10/10

Speed/Move: 5,25/5

Active Defenses: Dodge 8, Brawling Parry 8 (-3 vs.

attacks other than thrusting)

Damage Resistance: 2 (Tough Skin)

Attacks: Bite 1d-3 cut, claw 1d-2 cut

Advantages: Claws (Sharp), Teeth (Sharp), Tunneling 1

Skills: Brawling-11, Wrestling-11

In the Words of Dandelion

“Imagine a drowner that burrows tunnels, climbs trees, is more vicious than usual, and when

ambushing its prey, it does so with many of its kin. Now you have a good idea of what a nekker

is. These primitive creatures are the bane of the wilderness – the inhabitants of forest villages

fear them, and animals give their nests a wide berth. Nekkers are social creatures, gathering in

something akin to tribes, for they can only repel the attacks of stronger assailants en masse.

When nekkers venture out as a war or hunting party, they are led by chieftains. These are larger

and mark their faces with red clay. Chieftains give orders, turning a wild band into an organized

unit, thus they should be eliminated first.

The nekkers' basic tactic is to strike en masse. They burrow from beneath the ground and swarm

upon their prey. Though primitive, the tactic is surprisingly effective. One must be ready to repel

many foes at once. As with other agile creatures, running from nekkers is not the best idea, for

the monsters will catch up to their prey and swiftly kill it with multiple hits of their claws.

Witchers can use their full range of skills and techniques when fighting nekkers.”

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Attacks and Powers

Nekkers slash and bite their foes.

Ingredients

Extraction Modifier: 0.

Claws: Nekker Claws are an alchemical component.

Eyes: Nekker Eyes are an alchemical component.

Heart: Nekker Heart is an alchemical component.

Teeth: Nekker Teeth are an alchemical component.

Nekker Warriors

The strongest nekkers paint themselves with red clay and lead packs of nekkers. Modify these the

following way:

ST+1, IQ+1, SM+1 (i.e. a total SM of -1)

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NightwraithSubtype: Specter

Size Modifier: 0

Main Attributes: ST6, DX10, IQ8, HT8

Secondary Attributes: Per8, Will13

HP/FP: 12/12

Speed/Move: 4,5/4

Active Defenses: Dodge 7

Damage Resistance: 6

Attacks: None

Powers: Dance Macabre, Moonlight

Skills: None

In the Words of Dandelion

“When the sun sets, the fields become the domain of midnight demons who draw their power

from moonlight. Dark as the night itself and filled with grief, they roam the fields lit by silver

light. Woe to those who are spotted by a nightwraith.

Nightwraiths are born of moonlight, wind and the earth cooling after the heat of the day. They

rise above the ground and whirl in a mad dance, which should not be seen by any mortal. If

caught peeping, the mortal is blinded by moonlight, then taken into the circle and forced to

dance until he expires, at times becoming a nightwraith himself."

Attacks and Powers

Nightwraith do not attack – they don't need to.

Dance Macabre (magical): Anyone who lays eyes on, or hears the voice of, a dancing Nightwraith

must roll against Will-2. If the roll fails, the victim will join hands with the Nightwraith and join

their dance. While this persists, the victim takes 1HP and FP damage each 10 minutes, penetrating

all damage reduction. Each time the victim takes damage, she or he may attempt another roll

against Will-2. If the roll succeeds, the victim breaks free and can flee. This cycle continues until

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the victim succeeds at the Will roll, dies, or somehow survives the dance until dawn breaks and

the nightwraith disappears.

Once a Will roll against a nightwraith's Dance Macabre ability succeeds, you are immune to that

particular nightwraith's Dance Macabre for the rest of the night.

Moonlight (magical): Anyone who lays eyes on a Nightwraith must roll against HT-2 or be

blinded. Each ten minutes, she or he may attempt another roll against HT-2. If the roll succeeds,

the victim is no longer blinded. This cycle continues until the victim succeeds at the Will roll or

dawn breaks.

Ingredients

Extraction Modifier: -2 (special, see below).

After death: After death, specters leave behind Essence of Death which is invisible but can be

detected by those who know how. If the witcher has not already encountered specters and thus

puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore

roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If

successful, the witcher knows about the essence and gathers it without further trouble. If

unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the

witcher has since used at least a single character point to raise his or her Monster Lore skill.

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NoonwraithSubtype: Specter

Size Modifier: 0

Main Attributes: ST6, DX10, IQ8, HT8

Secondary Attributes: Per8, Will13

HP/FP: 12/12

Speed/Move: 4,5/4

Active Defenses: Dodge 7

Damage Resistance: 6

Attacks: None

Powers: Dance Macabre, Fear, Heat

Skills: None

In the Words of Dandelion

“"The sun rocks the earth, grain falls from the stalk. Come away with me, wanderer, come away

with the noonwraith." Such is the song of the noonwraith.

“These monsters appear in fields when the sun is at its highest. Swaying grains on a windless day

announce their arrival. They dance in circles in the light of day and draw farmers in to join them.

Since they are ghosts, no one who joins them leaves the circle alive.

Noonwraiths are born at high noon out of heat, sadness and the sweat of ploughmen. In the hot

air above the fields, they gather to dance madly, creating air vortexes, but the specters dislike

being watched. Those who peep are forced to dance with them.

Noonwraiths stop their dance when the sun goes down, once the abducted mortal is long dead

from fear and exhaustion."

Attacks and Powers

Noonwraiths do not attack – they don't need to.

Dance Macabre (magical): Anyone who lays eyes on a dancing Noonwraith must roll against

Will-2. If the roll fails, the victim will join hands with the Noonwraith and join their dance. While

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this persists, the victim takes 1HP and FP damage each ten minutes, penetrating all damage

reduction. Each time the victim takes damage, she or he may attempt another roll against Will-2.

If the roll succeeds, the victim breaks free and can flee. This cycle continues until the victim

succeeds at the Will roll, dies, or somehow survives the dance until night falls and the

noonwraith disappears.

Once a Will roll against a noonwraith's Dance Macabre ability succeeds, you are immune to that

particular noonwraith's Dance Macabre for the rest of the day.

Fear (magical): Anyone who makes their Will roll against the Dance Macabre of a noonwraith

must roll a Fright Check.

Anyone who succeeds at a Fright Check against a noonwraith is immune to that noonwraith's Fear

power for the rest of that day.

Heat (magical): Unless you are engaged in the noonwraith's Dance Macabre, being within C range

of that noonwraiths deals 1d-4 (minimum 1) burn damage to you each round.

Ingredients

Extraction Modifier: -2 (special, see below).

After death: After death, specters leave behind Essence of Death which is invisible but can be

detected by those who know how. If the witcher has not already encountered specters and thus

puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore

roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If

successful, the witcher knows about the essence and gathers it without further trouble. If

unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the

witcher has since used at least a single character point to raise his or her Monster Lore skill.

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RotfiendSubtype: Necrophage

Size Modifier: 0

Main Attributes: ST13, DX12, IQ2, HT10

Secondary Attributes: Per8, Will6

HP/FP: 13/10

Speed/Move: 5,5/5

Active Defenses: Dodge 8, Brawling Parry 9 (-3 vs.

attacks other than thrusting)

Damage Resistance: 4 (Tough Skin)

Attacks: Bite 1d-1 cut, claw 1d cr

Powers: Gas Cloud

Advantages: Claws (Blunt), Teeth (Sharp), Tunneling 1

Skills: Brawling-12

In the Words of Dandelion

“What rotfiends are, everyone can see. Even seeing them is not necessary, as hearing their name

should be enough to tell anyone what creatures might bear this unpleasant title. The creatures

multiplied after the last Northern War and today plague wilderness villages and forest

settlements.

Given that they are necrophages, rotfiends feed on carrion and human corpses, though this does

not mean they do not attack the living. They appear on battlefields, near cities afflicted by

plague, or around villages touched by famine. See a rotfiend and you can be sure there are many

more in the area. They appear of a sudden, and disappear even more quickly if threatened, so

exterminating them is difficult. Trapping rotfiends makes little or no sense. Instead, they are best

dealt with by cutting off their food supply, that is, burning all corpses in the area. Corpses must

be incinerated rather than buried, for rotfiends are avid and skillful diggers. Without sustenance,

the beasts will leave in search of new feeding grounds.

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Killing a rotfiend is not difficult, yet one must remember to survive the moment of the beast's

death, for the monster's corpse releases explosive fumes a mere spark could ignite. The resulting

explosion can hurt the witcher, but it might also kill nearby rotfiends, creating something of a

chain reaction. Thus, a dying monster should be drawn away from its kin. Backed against a wall,

a rotfiend flies into a fury, attacking madly. Necrophage Oil is lethal to them.”

Attacks and Powers

A rotfiend usually attacks with its claws.

Gas Cloud: When a rotfiend is reduced to negative HP, it dies and leaves a cloud of gas in a two

yard radius that spreads from the hex the rotfiend died in. A single spark will ignite this gas,

causing an explosion that deals 1d burn damage to all in the area. Rotfiends take triple damage

from this explosion, and should a rotfiend be reduced to negative HP from another rotfiend's

explosive gas, or from a bullvores corrosive spittle, it explodes instantly in a two yard radius.

Ingredients

Extraction Modifier: -1.

Nose: A rotfiend's nose contains Cadaverine.

Veins: A rotfiend's veins can be tapped for Ginatz's Acid.

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StrigaTemplate: Quadruped

Size Modifier: +1

Main Attributes: ST27, DX16, IQ3, HT17

Secondary Attributes: Per16, Will18

HP/FP: 27/17

Speed/Move: 10/10

Active Defenses: Dodge 14, Brawling Parry 13

(-3 vs. attacks other than thrusting)

Damage Resistance: 8 (Tough Skin)

Attacks: Bite 2d+2 cut, Claw 3d-1 cut

Advantages: Claws (Sharp), Combat Reflexes, Extra Attack 1, Extra Speed (1,75), High Pain

Threshold, Rapid Healing, Teeth (Sharp)

Disadvantages: Bestial

Skills: Brawling-18

In the Words of Dandelion

“There is not much known about the curse that turns females into striga. The only well-

documented example of a striga's lifetime was that of Adda the White, daughter of Foltest, king of

Temeria. She was cursed prior to her birth, then born a striga. She and her mother, who did not

survive the birth, were laid to rest in a single tomb. For seven years she grew inside the

sarcophagus, only to emerge a creature of predatory instinct with the size and skill to carry it

out.

Some details of the curse which transforms people into strigas, are outlined in Ostrit's journal:

Lifting the Curse

In order to lift the curse on a striga, "someone must prevent the striga from returning to her

coffin by the third crowing of the rooster. Then she would be cured, turning into an ordinary

little girl.”

Life After the Curse

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After a person has been cured from the striga-curse, there is the chance that the person will not

fully recover mentally, keeping part of the vicious and somewhat dull-witted nature of her

previous striga-form.

There is also the chance of a relapse, turning back into a striga. To prevent this, "cured" strigas

wear amulets and participate in rituals designed to ward off the curse.”

Attacks and Powers

The striga attacks with tooth and nail.

Template

Quadruped: Extra Legs (Four Legs), Horizontal, No Fine Manipulators.

Ingredients

None. For inexplicable reasons, witchers have not been able to utilize a striga's remains for

alchemy.

Mutagens

A striga's heart is a mutagen.

MUTAGEN: Striga Heart

Mutagenic Modifier: -5.

Ingestion Type ResultNot Prepared, Without MR +1FPNot Prepared, With MR +1HTPrepared, Without MR +1HT, +1HPPrepared, With MR +1HT, +1ST

Preparation ritual: To correctly prepare a Striga Heart for consumption, a witcher needs to mix

a potion with one measure of Aether, one measure of Hydragenum, and one measure of

Vermillion.

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SuccubusSize Modifier: o

Main Attributes: ST13, DX16, IQ16, HT10

Secondary Attributes: Per16, Will16

HP/FP: 13/10

Speed/Move: 6,5/6

Active Defenses: Dodge 9, Brawling Parry 11 (-3 vs.

attacks other than thrusting)

Damage Resistance: 6 (Tough Skin)

Attacks: Kick 1d+1 cr

Powers: Death's Caress, Mind Control

Advantages: Claws (Hooves), Fearlessness 2,

Immunity to Mind Control, Mind Control (Conditioning, Magical, Only On Opposite Sex,

Sense-based (victim must be able to see and hear the succubus), Suggestion),

Telecommunication (Telesend, Send Only)

Skills: Body-Language-18, Brawling-16, Detect Lies-13, Enthrallment (Persuade)-18,

Enthrallment (Suggest)-18, Erotic Arts-26, Intimidation-13, Wrestling-16, Sex-Appeal 26

In the Words of Dandelion

“In folklore, a succubus (plural succubi) is a demon who takes the form of a highly attractive

woman to seduce men. They draw energy from the men to sustain themselves, often until the

point of exhaustion or death of the victim.

The torched village near Vergen proved to be the home of a real succubus. This beautiful

creature, possessing hooves instead of feet, drew handsome young men to it in order to seduce

them and feed on their life forces. The seductress was accused of brutally murdering many young

men, and the accusation seemed to be solid. For you must know that the unpleasant scent of

sulfur is not the sole inconvenience one must endure when encountering succubi, which can be

as dangerous as vampires.”

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Attacks and Powers

A succubus can kick with its hooves when cornered, but prefers to seduce and exhaust its victims.

Death's Caress (magical): Spending time with a succubus is exhausting as the succubus drains the

life-forces of its victims. For each hour spend making love or conversing with a succubus, a victim

loses 1HP and 1FP. A victim also loses 1FP when successfully manipulated by succubus' Mind

Control power.

Each time a subject loses HP or FP in this way, the succubus regains a corresponding amount of

HP and/or FP.

Mind Control (magical): Succubi can manipulate their victims. Over prolonged periods of time,

they can condition their victims to become almost mind-numb slaves, but initially, they work

through suggestion. For details on this power, see Mind Control (GURPS: Basic Set, p. 68) and

Suggestion (GURPS: Powers, p. 61).

Ingredients

Extraction Modifier: -3.

Hair: The hair of a succubus can be burned to yield Essence of Death.

Nails: The nails of a succubus contain Naezan Salts.

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TrollSize Modifier: +2

Main Attributes: ST30, DX13, IQ6, HT15

Secondary Attributes: Per14, Will10

HP/FP: 30/15

Speed/Move: 5/5

Active Defenses: Dodge 8, Brawling Parry 10 (-3

vs. attacks other than thrusting), Two-Handed

Axe/Mace Parry 9

Damage Resistance: 8 (Tough Skin)

Attacks: Fist 3d cr, Tree-branch7 6d cr

Powers: Empower Regeneration

Advantages: High Pain Threshold, Regeneration

(Fast)

Disadvantages: Reduced Speed (-2), Vulnerability (x2, toxic damage)

Quirks: Likes (Alcohol). For some trolls, this is a dependency.

Skills: Brawling-15, Carpentry-11, Masonry-12, Throwing-14, Two-Handed Axe/Mace-13,

Wrestling-15

In the Words of Dandelion

“According to legend, trolls are creatures born of earth and their body is made of rock. They hate

sunlight, which kills them by turning them into inanimate stone, so they subsist only at night. So

much for legends. And the reality? Well, as always, truth is much more prosaic. Trolls are living

creatures like me and you, and they prefer day to night, for they are so clumsy that they stumble

on stones in the dark, spilling vodka. Their skin is indeed hard like stone, but beneath there are

muscles and a heart that pumps blood. And since they bleed, they can be killed.

Trolls are primitive, true, but they are counted among sapient creatures. They can speak our

tongue, though not very colorfully. They mate in pairs for life and, despite what the spiteful

7 As maul, but only sw+2 and no thrust

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would have, they have feelings (even if they express them unceremoniously). All trolls share

fondness of building and alcohol. They combine these passions by erecting bridges and drinking

away the money gained from collecting tolls. Thus originated the sayings: "straight like a troll

bridge", when something is twisted, and "trolling it a day", when construction workers make a

break for "lunch".

If a troll spots his opponent from a distance, he will try to crush him by throwing huge rocks.

Trolls are surprisingly accurate when throwing missiles, and their thick skin provides them ample

protection from arrows, so exchanging fire with them always end in the trolls' victory. The beast

must be reached as fast as possible, and slaughtered with strong blows. They are sluggish, so a

swordsman that evades first a thrown rock, then a rock-heavy fist, has a chance of survival. One

should not take risks, however, and if possible reach an understanding with the monster.

Trolls are huge beings, so knocking them down or unbalancing them in combat is highly unlikely.

Their ability to regenerate is legendary. However their fast metabolism has a darker side, since

these monsters are very susceptible to venoms – these swiftly reach all recesses of the trollish

body.

Geralt once told me this anecdote of a troll:

“One day, I ride up to the town, and what do I see? A bridge. And under that bridge sits a troll

and demands every passerby pays him. Those who refuse have a leg injured, sometimes both. So I

go to the alderman: "How much will you give me for that troll?" He's amazed. "What are you

talking about?" he asks, "Who will repair the bridge if the troll's not there? He repairs it regularly

with the sweat of his brow, solid work, first rate. It's cheaper to pay his toll!"

So as one can see, dealing with trolls can be far superior to... well, dealing with trolls.”

Attacks and Powers

A troll slams opponents with its firsts or hammers them with the tree-branch they use for walking

sticks. They will also throw any rocks that might be in the area.

Empower Regeneration: A troll can spend 3fP and a free action on its own turn to enhance its

regeneration to Regeneration (Very Fast) for 1d rounds.

Ingredients

Extraction Modifier: -2.

Tongue: Troll Tongue is an alchemical ingredient.

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Mutagens

A troll's heart is a mutagen.

MUTAGEN: Troll Heart

Mutagenic Modifier: -4.

Ingestion Type ResultNot Prepared, Without MR Reduced Speed (-0,5)Not Prepared, With MR Reduced Speed (-0,25)Prepared, Without MR Reduced Speed (-0,25), Regeneration (Slow)Prepared, With MR Regeneration (Slow)

Preparation ritual: To correctly prepare a Troll Heart for consumption, a witcher needs to mix a

potion with one measure of Caelum, one measure of Hydragenum, and one measure of Sol.

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Vodyanoi PriestSize Modifier: 0

Main Attributes: ST11, DX13, IQ12, HT13

Secondary Attributes: Per12, Will12

HP/FP/Energy: 11/13/10

Speed/Move: 6,5/6

Active Defenses: Dodge 9, Brawling Parry 9 (-3 vs.

attacks other than thrusting)

Damage Resistance: 2 (Tough Skin)

Attacks: Claw 1d-1 cut

Powers: Oil, Spells

Advantages: Claws (Sharp), Magery 1

Disadvantages: Doesn't Breathe (Gills, Oxygen Storage (x200))

Skills: Brawling-13, Navigation/TL3 (Sea)-11, Swimming-12

In the Words of Dandelion

"The vodyanoi are an ancient, sentient race. They worship their own gods, and their priests deal

with divine matters.

Land dwellers know little of these underwater creatures and the cults which flourish among

them, and what is known inspires fear.

Deities of the deep lend their powers to vodyanoi priests, enabling them to cast curses and

spells."

Attacks and Powers

The vodyanoi priest can strike with its deadly claws, produce a pain-inducing oil, or cast spells.

Oil: Spending 1FP and a Concentrate maneuver, the vodyanoi can secrete a special oil to cover

their claws. Cutting damage dealt by the vodyanoi that results in injury causes twice the amount

of Shock (so 1 point of injury dealt by the subject causes a -2 to the victim's IQ, DX and skills

based on both on her next turn, to a maximum of -8).

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Spells (magical): The vodyanoi priest knows the following spells:

Dehydrate-12, Minor Healing-12, Purify Water-13, Seek Coastline-13, Seek Water-14, Stop Bleeding-

12, Whirlpool-9

Ingredients

Extraction Modifier: -1.

Bladder: Vodyanoi Bladder is an alchemical component.

Scales: Vodyanoi Scales is an alchemical component.

Stones of Ys: Vodyanoi priests usually carry around Stones of Ys.

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Vodyanoi WarriorSize Modifier: 0

Main Attributes: ST14, DX13, IQ8, HT13

Secondary Attributes: Per8, Will8

HP/FP: 14/13

Speed/Move: 6,5/6

Active Defenses: Dodge 9, Brawling Parry 9 (-3 vs.

attacks other than thrusting)

Damage Resistance: 2 (Tough Skin)

Attacks: Claw 1d cut

Powers: Oil

Advantages: Claws (Sharp)

Disadvantages: Doesn't Breathe (Gills, Oxygen Storage (x200))

Skills: Brawling-13, Navigation/TL3 (Sea)-11, Swimming-12

In the Words of Dandelion

"The sight of vodyanoi warriors striding ashore is a sign that a transgression has been committed

against the fishpeople — either the border to an underwater kingdom has been crossed or a

taboo under one of the many vodyanoi religions has been violated. The warriors' primary duty is

to guard the underwater kingdom, though when necessary they leave their domain to seek justice

for some perceived harm. Both tasks are performed with precision and emotionlessly. They do

not hesitate to sacrifice their lives in service to the powers of the Deep."

Attacks and Powers

The vodyanoi warrior can claw its victims to death, and can also secrete an oil that causes

searing pain.

Oil: Spending 1FP and a Concentrate maneuver, the vodyanoi can secrete a special oil to cover

their claws. Cutting damage dealt by the vodyanoi that results in injury causes twice the amount

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of Shock (so 1 point of injury dealt by the subject causes a -2 to the victim's IQ, DX and skills

based on both on her next turn, to a maximum of -8).

Ingredients

Extraction Modifier: -1.

Bladder: Vodyanoi Bladder is an alchemical component.

Scales: Vodyanoi Scales is an alchemical component.

Tendons: The Tendons of a vodyanoi contain alchemical ingredients.

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WerewolfSize Modifier: +1

Main Attributes: ST25, DX15, IQ10, HT13

Secondary Attributes: Per15, Will15 (Self-

Control 9)

HP/FP: 25/13

Speed/Move: 7/7

Active Defenses: Dodge 11, Brawling Parry 12

(-3 vs. attacks other than thrusting)

Damage Resistance: 8 (Tough Skin)

Attacks: Bite 3d-1 cut, Claw 3d cut

Advantages: Claws (Sharp), Combat Reflexes, High Pain Threshold, Rapid Healing, Teeth

(Sharp)

Disadvantages: Berserk, Bloodlust

Skills: Brawling-17

In the Words of Dandelion

“Lycanthropes are men turned monsters. They are a rare case of the bridge between the natural

and unnatural. It is unknown precisely what makes werewolves – some claim it is the crimes of

the man, some say the crimes of a village, and others again hold other beliefs. Geralt has met

both brutal men turned werewolves as well as civilized men, which seems to suggest that

lycanthrope comes from elsewhere. One thing is certain; though these beasts are intelligent and

speak the common tongue, talking them down while in a fury (which they are almost often in)

requires diplomatic skills that rival the most worthy sorceress. Mostly, an encounter with a

werewolf is a fight to the death (and usually, not the death of the werewolf).”

Attacks and Powers

The werewolf attacks with tooth and nail. Note that a werewolf is a transformed human, and the

stats given here are solely to the wolf form.

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Ingredients

None. For inexplicable reasons, witchers have not been able to utilize a werewolf's remains for

alchemy.

Mutagens

Werewolf Fur is a mutagen.

MUTAGEN: Werewolf Fur.

Mutagenic Modifier: -2.

Ingestion Type ResultNot Prepared, Without MR Berserk.Not Prepared, With MR Bad Temper.Prepared, Without MR Bad Temper. Claws (Sharp).Prepared, With MR High Pain Threshold.

Preparation ritual: To correctly prepare Werewolf Fur for ingestion, a witcher needs to mix a

potion containing the fur as well as one measure of Aether, one measure of Hydragenum, one

measure of Quebrith and one measure of Vermillion.

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WraithSubtype: Specter

Size Modifier: 0

Main Attributes: ST14, DX17, IQ6, HT8

Secondary Attributes: Per14, Will15

HP/FP: 16/12

Speed/Move: 7/7

Active Defenses: Dodge 11, Brawling Parry 12 (-3

vs. attacks other than thrusting), (if weapon,

usually Broadsword Parry 12)

Damage Resistance: 8

Attacks: Claws 1d cut or weapon (if weapon,

usually broadsword 1d+1 cr or broadsword 1d+2 cut)

Powers: Chilling Blade, Chilltouch

Advantages: Claws (Sharp), Combat Reflexes, Extra

Speed (0,75), Invisibility (Can Carry Objects

(Heavy), Substantial Only, Switchable), Unfazeable (except towards effects that specifically

target specters)

Disadvantages: Bestial

Skills: Brawling-17 or weapon (if weapon, usually Broadsword-17)

In the Words of Dandelion

“The wraiths are not, as some claim, a projection of an inner fear. They are visible, tangible and

dangerous on top of that. The priests teach that people who die suddenly, leaving this vale of

tears with important tasks left unfinished, become such ghosts. So wraiths have their own aims.

Sometimes they are unaware of them, but more often they aim to achieve them, not caring for

the living.

The wraiths are always connected to the sites of their demise. They may protect their former

homes, or they may seek vengeance. One may even find small groups of the wandering damned

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in crypts and catacombs or on battlefields. It is not true that they only appear at night. I can

confirm, however, that one cannot communication with them, and that they have no fear of man

or monster.

Wraiths hover just above the ground, so they move very swiftly. One should strike at them

strongly and make ample use of signs. As immaterial beings, they can appear and disappear at

will. If the witcher swings his sword too slowly, giving the ghosts time to react, he might find

himself striking nothing but air and then sense a quick riposte on his back.”

Attacks and Powers

The touch of a wraith is freezing cold.

Chilling Blade (magical): Weapons wielded by a wraith deal 1d (minimum 1) extra damage if they

penetrate DR.

Chilltouch (magical): The mere touch of a wraith deals 1d damage. If the wraith's claw deals

penetrating damage, they also deal this extra 1d (minimum 1) damage.

Ingredients

Extraction Modifier: -3 (special, see below).

After death: After death, specters leave behind Essence of Death which is invisible but can be

detected by those who know how. If the witcher has not already encountered specters and thus

puts two and two together and looks for this essence actively, the GM roll a passive Monster Lore

roll against the witcher's Monster Lore skill modified by the specter's extraction modifier. If

successful, the witcher knows about the essence and gathers it without further trouble. If

unsuccessful, the witcher misses it. A passive roll of this kind can be attempted again if the

witcher has since used at least a single character point to raise his or her Monster Lore skill.

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WyvernSubtype: Ornithosaur

Size Modifier: +1

Main Attributes: ST15, DX9, IQ3, HT10

Secondary Attributes: Per13, Will5

HP/FP: 15/10

Speed/Move: 4,75/4

Active Defenses: Dodge 7, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 10 (Tough Skin)

Attacks: Bite 2d-1 cut

Powers: Venomous Bite

Advantages: Immunity to Poison, Teeth (Sharp)

Skills: Brawling-14, Flight-14

In the Words of Dandelion

"Wyverns are unlucky to be frequently mistaken for dragons. Seeing a reptile approaching a flock

of sheep, peasants panic. They expect it to breathe fire, massacre everyone and abduct the local

virgins. While it is true that wyverns hunt sheep, they neither breathe fire nor lay waste to whole

villages. And they are completely indifferent to virgins.

Instead, wyverns are deadly beasts from the Ornithosaur family."

Attacks and Powers

A wyvern attacks with brutal jaws.

Venomous Bite: The wyvern's bite delivers its poison. Victims of a wyvern's bite, that take at

least 1 hit of injury from it, must roll against HT-1. Failure means the victim becomes poisoned.

The poison has a delay of one hour. Once it takes effect, it deals 1HP and FP toxic damage per

hour. The poison functions for 48 hours after taking effect.

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Ingredients

Extraction Modifier: -2.

Toxin: Within the corpse of a wyvern, Toxin can be harvested.

Venom Glands: The Venom Glands of a wyvern are an alchemical component.

Wing Membrane: The wings of a wyvern contain Wing Membrane.

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Wyvern (Royal)Subtype: Ornithosaur

Size Modifier: +1

Main Attributes: ST19, DX9, IQ3, HT10

Secondary Attributes: Per13, Will5

HP/FP: 19/10

Speed/Move: 4,75/4

Active Defenses: Dodge 7, Brawling Parry 10

(-3 vs. attacks other than thrusting)

Damage Resistance: 12 (Tough Skin)

Attacks: Bite 2d+1 cut

Powers: Venomous Bite

Advantages: Immunity to Poison, Resistance to Stun (+3), Teeth (Sharp)

Disadvantages: Berserk

Skills: Brawling-15, Flight-15

In the Words of Dandelion

"Royal Wyverns are a highly aggressive type of wyvern. Stronger and fiercer than their

counterparts, they are more adept at flying and fighting. Packs of wyverns are usually led by one

or two royal wyverns, and usually female. Some have described this as natures way of telling the

story of the aggressive and hypersensitive female, but Geralt usually replies to this that female

royal wyverns remind him more of male humans than female ones."

Attacks and Powers

A wyvern attacks with brutal jaws.

Venomous Bite: The wyvern's bite delivers its poison. Victims of a wyvern's bite, that take at

least 1 hit of injury from it, must roll against HT-3. Failure means the victim becomes poisoned.

The poison has a delay of one hour. Once it takes effect, it deals 3HP and FP toxic damage per

hour. The poison functions for 48 hours after taking effect.

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Ingredients

Extraction Modifier: -2.

Toxin: Within the corpse of a wyvern, Toxin can be harvested.

Venom Glands: The Venom Glands of a wyvern are an alchemical component.

Wing Membrane: The wings of a wyvern contain Wing Membrane.

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Monster IngredientsThis section of Witchers and their World – Monstrum details which ingredients are contained in

which monster-parts The following is a complete list of monster parts and which ingredients they

contain:

Monster Part Ingredient8

Abomination Lymph QuebrithAeschna Eyes Fulgur

Aeschna Tissue FulgurAlbar's Crystals HydragenumAlghoul Marrow Quebrith (nigredo)

Alpor Fangs Aether (rubedo)Amethyst Dust CaelumArachas Armor Quebrith

Archespore Juice VitriolBeast Fangs Vitriol

Bloedzuiger Blood VermillionBruxa Blood Vitriol

Bullvore Brains Fulgur (annis)Cadaverine Rebis

Cemetaur Jaw Rebis (nigredo)Cockatrice Eyes Hydragenum (annis)

Cockatrice Feathers AetherDevourer Teeth Vermillion (annis)Diamond Dust SolDraugir Claws RebisDraug Essence Fulgur

Drowned Dead Tongue Aether (albedo)Drowner Brain Tissue Aether (albedo)Echinops Rootstock Vitriol (albedo)

Ectoplasm Hydragenum (albedo)Elemental Stone AetherEndrega Embryo Fulgur

Endrega Jaw VermillionEndrega Saliva VermillionEndrega Teeth QuebrithEndrega Venom Caelum

Essence of Death FulgurEssence of Water Hydragenum

Gargoyle Dust VermillionGargoyle Heart QuebrithGarkhain Saliva Quebrith (nigredo)

8 Secondary ingredients, if any, will be denoted in parentheses, e.g. Aether (albedo).

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Ginatz's Acid Vitriol (rubedo)Ghoul Blood Vitriol (nigredo)

Graveir Bones QuebrithHarpy Eyes Aether

Harpy Feathers VermillionHarpy Saliva Caelum

Kikimore Claw Quebrith (rubedo)Naezan Salts Aether

Necrophage Blood RebisNecrophage Eyes RebisNecrophage Skin Vermillion

Necrophage Teeth RebisNekker Claws HydragenumNekker Eyes VitriolNekker Heart RebisNekker Teeth Vitriol

Pyrite Vermillion (rubedo)Queen Endrega's Pheromones Fulgur

Shadow Dust QuebrithSpores Aether

Stones of Ys Rebis (nigredo)Tendons Hydragenum

Toxin VermillionTracheae Vermillion

Troll Tongue AetherVenom Glands Vermillion

Vodyanoi Bladder Quebrith (albedo)Vodyanoi Scales HydragenumWing Membrane RebisWhite Vinegar Vitriol

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CHAPTER III

FLORA

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HerbsThis section of Witchers and their World – Monstrum describes all the different flowers, plants

and other herbs that contain alchemical ingredients with application in witcher alchemy. These

plants are not only used in witcher alchemy, but also in medicine (here they are used most

commonly by witches), herbalism, druidic rituals and more (those additional uses are not

described in detail here). This means that unlike monster parts, a witcher can often purchase

these herbs from village witches, druids or others with herbal knowledge, when he cannot gather

them himself. Therefore, all herbs detailed here have a price attached to them. This price is given

in Orens. Since 1 Oren is $0.5, simply divide all prices by 2 to find their price in dollars. Note that

these herbs cannot usually be found in major cities unless one is lucky enough to find an herbal

shop, and that it is very random which few herbs might be for sale at a village witch or a forest

druid.

Note: Just as with monster parts, there is a 10% chance that an herb contains a secondary

ingredient, if it doesn't already.

Plant entries are structured in the following manner:

Plant NameDescription.

Contains: The ingredient contained in the plant (secondary ingredient, if applicable).Habitat: Where the plant is usually found.Price: The plants price in Orens.

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The following is a list and description of all witcher alchemy-related herbs in Witchers and their

World – Monstrum:

Allspice RootAllspice Root comes from a magical plant grown by druids. It is very rare and can only be found where druids care for the plants.

Contains: Aether (nigredo)Habitat: Druidic circlesPrice: 24

BalisseBalisse fruit is an edible berry characterized by subtle magic resonance. The fruit is poisonous unless soaked in alcohol first, after which it can be used for medicines.

Contains: Quebrith (rubedo)Habitat: Forest areas with direct sunlightPrice: 12

Beggartick BlossomBeggartick Blossom is the blossom of beggartick plants, used both in witcher alchemy and in the production of fisstech. It is poisonous and a hallucinogen.

Contains: Hydragenum (rubedo)Habitat: Swamps and bogsPrice: 15

BerbercaneBerbercane is used, most often, to treat the insane.

Contains: Aether (albedo)Habitat: ForestsPrice: 21

BryoniaBryonia is a dry plant used in alchemy.

Contains: CaelumHabitat: Wastelands, rock surfaces, cavesPrice: 21

CelandineCelandine is a very common plant with both medical and alchemical properties.

Contains: RebisHabitat: Fields, forestsPrice: 12

CortinariusCortinarius is a mushroom used in alchemy and medicine.

Contains: HydragenumHabitat: Forests, cavesPrice: 16

Crow's EyeCrow's Eye, also called Raven's Eye, is a cypress-like bush harvested for its root.

Contains: Vitriol (nigredo)Habitat: ForestsPrice: 14

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Dwarven ImmortelleDwarven Immortelle is a subterranean variety of purple foxglove.

Contains: FulgurHabitat: Underground caves, minesPrice: 24

Ergot SeedsErgot Seeds are seeds of a fairly common plant, but only very few of them spawn on the plant.

Contains: Vermillion (rubedo)Habitat: FieldsPrice: 14

FeainneweddFeainnewedd grows only where elder blood has been spilled, and in Dol Blathanna.

Contains: Vermillion (rubedo – when Feainnewedd is used in a potion, that potion has dominant rubedo no matter which other secondary ingredients are used in the potion)Habitat: Where elder blood is spilled, and in Dol BlathannaPrice: 70

Fool's Parsley Leaves Fool's Parsley is a plant with fleshy leaves, used in medicine and alchemy.

Contains: Quebrith (annis)Habitat: Swamps, cemeteriesPrice: 16

Ginatia Petals Ginatia Petals are petals from the flowers of a common bush.

Contains: Aether (nigredo)Habitat: ForestsPrice: 16

Green Mold Green Mold is a type of mold with alchemical application.

Contains: Rebis (annis)Habitat: Caves, crypts, ruinsPrice: 16

HanHan is a very poisonous plant that attracts sunlight, but dies from it if it gets too much.

Contains: SolHabitat: Moist places, riverbanksPrice: 20

Hellebore petalsHellebore Petals grow on the borders of civilization.

Contains: FulgurHabitat: Outskirts of citiesPrice: 10

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HoneysuckleHoneysuckle grows on barren plains and is widely used in field medicine.

Contains: Quebrith (annis)Habitat: Barren plainsPrice: 20

Hop UmbelsUmbels from the hops plant, hop umbels are small, hard and useful in alchemy.

Contains: Vitriol (rubedo)Habitat: PlainsPrice: 20

Mandrake RootThe famous mandrake root is poisonous but also magical.

Contains: Quebrith (nigredo)Habitat: ForestsPrice: 16

MistletoeMistletoe is a holy plant of the druids.

Contains: Hydragenum (nigredo)Habitat: Druidic circlesPrice: 20

SclerodermScleroderm is a poisonous fungi.

Contains: AetherHabitat: Caves and forestsPrice: 14

Sewant MushroomSewants are large, gray mushrooms.

Contains: Vitriol (albedo)Habitat: Caves and cryptsPrice: 10

VerbenaVerbena is common, flowering plant. The buts are used in alchemy.

Contains: SolHabitat: ForestsPrice: 16

White Myrtle PetalsWhite Myrtle is a common field-plant that has unique petals.

Contains: Vitriol (rubedo)Habitat: FieldsPrice: 10

Wolf's Aloe LeavesWolf's Aloe is a plan that only grows in the wild in Kaer Morhen, but is often found in potted plants and gardens elsewhere.

Contains: Hydragenum (albedo)Habitat: Kaer Morhen valley, gardens and homesPrice: 18

WolfsbaneWolfsbane, also called Monk's Hood, is a druidic plant.

Contains: Vermillion (albedo)Habitat: Druidic circlesPrice: 16

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