50% found this document useful (2 votes)
1K views135 pages

Witcher (A Guide To Monsters) - v0.6

Uploaded by

yadumb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
50% found this document useful (2 votes)
1K views135 pages

Witcher (A Guide To Monsters) - v0.6

Uploaded by

yadumb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 135

/

Credits Project Management: IIXBatmanXII


Witcher for 5th Edition Lead Designer: IIXBatmanXII Production Services: IIXBatmanXII
Witcher: A Guide to Monster's Lead Designer: Brand and Marketing: IIXBatmanXII
IIXBatmanXII
Designers: IIXBatmanXII Based on the original D&D game created by
Editior: IIXBatmanXII E. Gary Gygax and Dave Arneso with Brian Blume, Rob
Producer: IIXBatmanXII Kuntz, James Ward, and Don Kaye
Drawing from further development by
Cover Art Credit: CD Projekt Red J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron
Interior Art Credits: CD Projekt Red, Elisa Serio Allstop, Harold Johnson, David " Zeb" Cook, Ed Greenwood,
(Beann'shie), Brian Sola (Hym), Helena Nikulina Keith Baker, Tracy Hickman, Margare Weis, Douglas Niles
(Noonwraith), Feig Felipe Pérez (Noonwraith), Alfven Ato Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams.
(Penitent), Matt Hubel (Wraith) Richard Baker, Peter Adkison, Bill Slavicsek, Andy Collins
and Rob Heinsoo
Additonal Contributors: Wizard's of the Coast for 5th Playtesting provided by
Edition sourcebooks, the Witcher Wikia page, and Literally no one. :( You can let me know if you do though!
u/Regem's Book of Beautiful Horrors for inspiration, lore, Additional feedback provied by
and phrasing. r/UnearthedArcana

ON THE COVER
Marta Dettlaff illustates the "Frightener," an insectoid, as it
prepares to ambush a group of soldiers.
Other Projects Coming Soon:
Witcher: A Guide to Magic and Mages, introducing new
subclasses, spells, and magic items for 5th Edition.
Witcher: A Guide to Alchemy, introducing the "Witcher"
class and expanded rules for crafting blade oils, bombs,
decoctions, and potions for 5th Edition.
Witcher: Men of the North, introducing stat blocks for
the humanoid foes of the Continent, as well as new
classes and subclasses, and expanded rules for crafting,
repairing, and enchanting arms and armor for 5th Edition.

/
Table Of Contents
Cursed Ones 8 Relicts 75
Archespores................................................................................8 Belt..............................................................................................75
Botchling....................................................................................11 Caretaker...................................................................................76
Toad Prince...............................................................................13 Chort...........................................................................................78
Therianthropes.........................................................................15 Doppler.......................................................................................79
Fiend...........................................................................................80
Draconids 17 Godling.......................................................................................82
Basilisk.......................................................................................22 Korred.........................................................................................83
Cockatrice..................................................................................23 Leshen........................................................................................84
Forktail.......................................................................................24 Nereid.........................................................................................86
Nidgogg......................................................................................25 Shaelmaar..................................................................................87
Slyzards......................................................................................26 Spriggan.....................................................................................89
Wyverns......................................................................................28 Sylvan..........................................................................................90
Elementa 29 Specters 78
Elementals................................................................................30 Barghest.....................................................................................91
Gargoyle....................................................................................34 Beann'shie..................................................................................93
Genies........................................................................................35 Ethereal......................................................................................94
Golem.........................................................................................37 Hym ............................................................................................95
Nightwraith................................................................................98
Hybrids 32 Noonwraith..............................................................................100
Griffins.......................................................................................38 Painted Wraith........................................................................102
Harpies......................................................................................41 Penitent....................................................................................104
Sirens.........................................................................................43 Plague Maiden........................................................................105
Succubus...................................................................................45 Rat Wizard...............................................................................107
Umbra.......................................................................................108
Insectoids 46 Apparition.................................................................................110
Arachasae..................................................................................46 Lesser Wraith..........................................................................110
Arachnomorph..........................................................................49 Vampires 112
Endrega......................................................................................49
Giant Centipedes......................................................................53 Alpor..........................................................................................112
Ilyocoris......................................................................................54 Bruxa.........................................................................................114
Kelpia..........................................................................................55 Ekimmara.................................................................................115
Kikimoras...................................................................................55 Fleders......................................................................................116
Garkain.....................................................................................118
Necrophages 58 Higher Vampires.....................................................................120
Corpse Eaters............................................................................58 Katakan.....................................................................................110
Drowners...................................................................................62 Plumard.....................................................................................111
Foglets........................................................................................65
Grave Hag..................................................................................67
Hanged Man..............................................................................68
Water Hag..................................................................................69
Wights.........................................................................................70
Ogroids 71
Nekkers......................................................................................71
Osniak........................................................................................72
Trolls...........................................................................................73

/
Cursed Ones

C
reated through vile curses, the entities that
follow cannot be laid to rest like specters.
These creatures are instead born, or
created, cursed, though there are ways to lift
some of these curses. Often a witch or coven
crone may be involved in the cursed being's
existence.

Archespore
"Looks like a flower to me. A hideous, disgusting flower."
– Blasco Tennerbe, last words
Appearance. Archespores look like gigantic, aesthetically
unpleasing flowers with some of the traits of exceptionally cruel
and bloodthirsty sundews. They are, however, far more dangerous
that even the most colossal sundew. Their peculiar appearance makes
them practically impossible to discern amidsts other plants. By the time
one draws close enough to realize what they are, it is often too late to flee.
These plants frequently appear in groups of 4 (1d6 + 1), all of like color.
Origins. According to popular belief, archespores are cursed plants grown in
soil fertilized by the blood of the dying. They are most often found in places which in
the past saw pogroms, bloody rituals or cruel murders Four types of archespore have been
catalogued to date, differing from one another in terms of coloring: brown (the least
dangerous), green, and purple (the most dangerous). The final variant, said to have been cultivated
by mages from Ban Ard, is the yellow archespore, whose strength is similar to that of its green-colored-cousins.
Tactics. Regardless of color, all archespores fight using similar methods: attacking with powerful, jaw-like
leaves. If their victim is out of reach, they can also spray caustic acid which if it makes any contact whatsoever with
the skin, can provoke a reaction similar to that caused by severe poisoning. Like other plants, all archespores are extremely
vulnerable to fire, which is one of the most effective methods of fighting them.

Brown Archespore Challenge 1/2 (100 XP)


Medium plant, neutral evil
Leave Pod. When the archespore burrows up to its
Armor Class 12 maximum distance, it can choose to leave a pod in the
Hit Points 22 (4d8 + 4) spot it previously occupied. On the start of the
Speed 0 ft., burrow 30 ft. archespore's next turn, the pod explodes if there is at
least one adjacent creature. Creatures within 5 ft. must
make a DC 11 Dexterity saving throw, taking 9 (2d8)
STR DEX CON INT WIS CHA poison damage on a failure, or half as much on a
10 (+0) 14 (+2) 12 (+1) 4 (–3) 8 (–1) 3 (–4) success.

Skills Stealth +4 Actions


Damage Vulnerabilities Fire Lunge. Melee Weapon Attack: +4 to hit, reach 10 ft.,
Damage Resistances Bludgeoning, Piercing, and one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Slashing From Nonmagical Attacks
Damage Immunities Poison Spit Venom. Ranged Weapon Attack: +4 to hit, range
Condition Immunities Blinded, Charmed, Deafened, 20/60 ft., one target. Hit: 9 (2d8) poison damage, and
Frightened, Paralyzed, Poisoned, Prone, Stunned the target must succeed on a DC 11 Constitution
Senses Blindsight 60 Ft., passive Perception 9 saving throw or be poisoned until the end of its next
Languages — turn.

4 /
Green Archespore Yellow Archespore
Medium plant, neutral evil Medium plant, neutral evil

Armor Class 14 Armor Class 14


Hit Points 39 (6d8 + 12) Hit Points 45 (6d8 + 18)
Speed 0 ft., burrow 30 ft. Speed 0ft., burrow 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 4 (–3) 8 (–1) 3 (–4) 12 (+1) 16 (+3) 16 (+3) 4 (–3) 8 (–1) 3 (–4)

Skills Stealth +5 Skills Stealth +5


Damage Vulnerabilities Fire Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Condition Immunities Blinded, Charmed, Deafened,
Frightened, Paralyzed, Poisoned, Prone, Stunned Frightened, Paralyzed, Poisoned, Prone, Stunned
Senses Blindsight 60 Ft., passive Perception 9 Senses Blindsight 60 Ft., passive Perception 9
Languages — Languages —
Challenge 2 (450 XP) Challenge 2 (450 XP)

Leave Pod. When the archespore burrows up to its Leave Pod. When the archespore burrows up to its
maximum distance, it can choose to leave a pod in maximum distance, it can choose to leave a pod in
the spot it previously occupied. On the start of the the spot it previously occupied. On the start of the
archespore's next turn, the pod explodes if there is archespore's next turn, the pod explodes if there is
at least one adjacent creature. Creatures within 5 ft. at least one adjacent creature. Creatures within 5 ft.
must make a DC 12 Dexterity saving throw, taking must make a DC 13 Dexterity saving throw, taking
14 (3d8) poison damage on a failure, or half as 14 (3d8) poison damage on a failure, or half as
much on a success. much on a success.

Actions Actions
Lunge. Melee Weapon Attack: +5 to hit, reach 10 Lunge. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: 12 (2d8 + 3) bludgeoning ft., one target. Hit: 12 (2d8 + 3) bludgeoning
damage. damage.
Spit Venom. Ranged Weapon Attack: +5 to hit, Spit Venom. Ranged Weapon Attack: +5 to hit,
range 20/60 ft., one target. Hit: 14 (3d8) poison range 20/60 ft., one target. Hit: 14 (3d8) poison
damage, and the target must succeed on a DC 12 damage, and the target must succeed on a DC 13
Constitution saving throw or be poisoned until the Constitution saving throw or be poisoned until the
end of its next turn. end of its next turn.

/ 5
Purple Archespore Challenge 4 (1100 XP)
Medium plant, neutral evil
Leave Pod. When the archespore burrows up to its
Armor Class 15 maximum distance, it can choose to leave a pod in the
Hit Points 60 (8d8 + 24) spot it previously occupied. On the start of the
Speed 0 ft., burrow 30 ft. archespore's next turn, the pod explodes if there is at
least one adjacent creature. Creatures within 5 ft. must
make a DC 14 Dexterity saving throw, taking 18 (4d8)
STR DEX CON INT WIS CHA poison damage on a failure, or half as much on a
14 (+2) 18 (+4) 16 (+3) 4 (–3) 8 (–1) 3 (–4) success.

Skills Stealth +7 Actions


Damage Vulnerabilities Fire Lunge. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Damage Resistances Bludgeoning, Piercing, and one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Slashing From Nonmagical Attacks
Damage Immunities Poison Spit Venom. Ranged Weapon Attack: +7 to hit, range
Condition Immunities Blinded, Charmed, Deafened, 20/60 ft., one target. Hit: 18 (4d8) poison damage,
Frightened, Paralyzed, Poisoned, Prone, Stunned and the target must succeed on a DC 14 Dexterity
Senses Blindsight 60 Ft., passive Perception 9 saving throw or be poisoned until the end of its next
Languages — turn.

6 /
Lubberkin A botchling's curse can be lifted by transforming
it into a lubberkin - a guardian spirit of the hearth that
Botchling watches over the family it never knew in the house it never
"Saying a botchling's ugly is like saying shit's not particularly could call home. If the botchling is killed, its blood can be
tasty: can't say it's a lie, but it doesn't exactly convey the whole used as part of a material component to cast Speak with
truth, either." Dead, which reveals information about the whereabouts of
– Lambert, witcher of the Wolf School the botchling's family.
Appearance. Botchlings are perhaps the most repulsive
creatures a witcher will ever have the displeasure of meeting.
Born of dead, unwanted babies discarded without a proper Botchling
burial, their appearance is that of a partially-decayed fetus, Small undead, neutral evil
their unformed flesh twisted with hate, fear and malice.
These hideous creatures feed on the blood of pregnant Armor Class 13
women, driven by a mad hunger that most often leads to their Hit Points 36 (8d6 + 8)
victim's death. Speed 15 ft.
Gathering Strength. A botchling will emerge from its lair
at night to lurk by the bedside of an expectant mother,
draining her strength and that of her unborn progeny as she STR DEX CON INT WIS CHA
sleeps. A woman thus beleaguered first suffers from 6 (–2) 15 (+2) 12 (+1) 6 (–2) 12 (+1) 6 (–2)
troubling dreams, then fever, delirium and a general
weakening of the flesh. After a few such nights she is Skills Stealth +5
enfeebled and unable to defend herself - it is then the Damage Resistances Cold, Nectrotic; Bludgeoning,
botchling attacks directly, sinking its long, sharp fangs into Piercing, and Slashing From Nonmagical Attacks
her body and drinking her blood until mother and fetus Condition Immunities Exhaustion, Prone
perish together. Senses Darkvision 60 Ft., passive Perception 11
Transformation. A botchling stands around a foot and a Languages —
half in height, but, when threatened and if gorged with blood, Challenge 4 (200 XP)
it can change form. At such times it grows into a deformed
man, hunched over and striding, ape-like, on its forearms. Life Drain. As a bonus action, the botchling can
Stronger and fiercer after this alteration, it hurls itself into target one creature it can see within 5 feet of it that
direct, physical combat, gnashing at its opponent or attacking is unconscious. The target must succeed on a DC
him with sharp claws. 13 Constitution saving throw against this magic,
taking 9 (2d8) necrotic damage on a failure and
gaining 1 level of exhaustion. The botchling regains
a number of hit points equal to the amount of
necrotic damage dealt. Transformation. As an action,
when it feels its life is threatened, the botchling can
become a transformed botchling, which is at full
health.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Unholy Cry (2/Day). The botchling lets out a horrific
wail, summoning a lesser wraith, which is hostile to
creatures the botchling deems hostile.

/ 7
Transformed Botchling Languages —
Challenge 5 (1800 XP)
Medium undead, neutral evil

Armor Class 15 Aggressive. As a bonus action, the botchling can move


Hit Points 75 (10d8 + 30) up to its speed toward a hostile creature that it can see.
Speed 30 ft. Spikes. Unless charmed, the botchling has many spikes
protruding from its back. Any creature making a melee
attack against the botchling while its spikes are out
STR DEX CON INT WIS CHA takes 7 (2d6) piercing damage.
14 (+2) 17 (+3) 16 (+3) 6 (–2) 12 (+1) 6 (–2)
Actions
Skills Stealth +6 Multiattack. The botchling makes two claw attacks.
Damage Resistances Cold, Nectrotic; Bludgeoning, Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Piercing, and Slashing From Nonmagical Attacks target. Hit: 10 (2d6 + 3) slashing damage and 7 (2d6)
Condition Immunities Exhaustion, Prone necrotic damage, which the botchling regains as hit
Senses Darkvision 60 Ft., passive Perception 11 points.

Creating a Lubberkin
If one wishes to turn the botchling into a lubberkin,
it must do so before the botchling transforms,
either because it has drained enough life force, or
because it feels threatened. One or both parents of
the unborn child must perform the elven naming
ritual, Aymm Rhoin, and beg for its spirit's
forgiveness. If the botchling forgivers its elders, the
curse is lifted, and the botchling dies.
The botchling's corpse must then be buried
beneath the threshold of the family's home, where
it will appear as a lubberkin 24 hours later. The
lubberkin will defend the home if it is attacked, and
removing a lubberkin requires a person to dig up
the botchling's corpse. If the lubberkin is defeated,
but its corpse is not dug up, it reappears 1 (1d4 -
1) day later.
Lubberkin. The lubberkin has the same statistics
and CR as the botchling, but gains each of the
following.
Damage Resistances Acid, Cold, Lightning,
Thunder; Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Frightened,
Grappled, Paralyzed, Petrified, Poisoned,
Restrained, Unconscious
Blood Ties. The lubberkin can lead a family
member or an individual friendly to the family to
the location of other family members, or clues
which would logically lead someone to the
wereabouts of the family members searched for.

8 /
Toad Prince A Toad Prince's Lair
"The girl walked up to the edge of the pond. There, squatting Toad princes tend to favor city sewers and swamps, though
amidst the fragrant lilies and broad lily-pads, she saw a most anywhere dark and damp will do.
unusual sight: a small green frog with a golden crown Lair Actions
perched on its warty head. Charmed by this curious little The toad prince leaps vertically. Each creature within 20
creature, the girl picked it up and gave it a kiss. Immediately ft. must make a DC 17 Strength saving throw, falling
the little frog transformed into a handsome prince. Overcome prone and being stunned for 1 round on a failure.
with gratitude, he asked the girl to be his wife." Four 5 ft. flammable poison clouds appear within 60 ft.,
– folk tale, author unknown
Twisted Fairy Tale. Timeless tales always carry within which last until the next lair action. A creature entering or
them a grain of truth. The legend of the frog prince is no starting its turn in a poison cloud must make a DC 17
exception, or at least that's what the folk of Oxenfurt wished Constitution saving throw, taking 2d6 poison damage on a
to believe when they found out a monstrous toad lurked in failure, or half as much on a success.
their city sewers. The women who hunted it in search of Regional Effects
romance and a better life, however, found their tales had a The toad prince's presence is magically pervasive. The
most unhappy ending. The creature they encountered was no tainted area within a half-mile radius is affected in one or
small, sweet frog but a bloodthirsty beast, who not only did more of the following ways.
not let them in for a kiss, but instead greedily devoured them
and anything else that strayed into its slime-covered lair. A creature entering the area is automatically exposed to
Sewer Plague.
A creature drinking water from in or around the lair must
Of Blood and Frog make a DC 13 Constitution saving throw or take 2d6
Little is known about the curse which turned this poison damage and become poisoned for 24 hours.
creature into what it is today, however, one can
anticipate it is the result of a casting of baleful
polymorph. Sadly, the only known cure for the
curse appears to be death, whereupon the creature
becomes humanoid once more. Due to the
creature's deadly toxin and explosive intestines,
this usually means the death of the adventurers
who embarked to slay it as well.

/ 9
Toad Prince If the toad prince takes 20 damage or more on a single
turn from a creature inside it, the toad prince must
Large monstrosity, unaligned
succeed on a DC 20 Constitution saving throw at the
Armor Class 18 end of that turn or regurgitate all swallowed creatures,
Hit Points 171 (18d10 + 72) each of which falls prone in a space within 5 feet of the
Speed 20 ft. toad prince. If the toad prince dies, a swallowed
creature is no longer restrained by it and can escape
from the corpse using 5 feet of movement, exiting
STR DEX CON INT WIS CHA prone.
22 (+6) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 6 (–2) Spit. Ranged Weapon Attack: +8 to hit, range 20/40 ft.,
one target. Hit: 14 (4d6) poison damage, and the
Saving Throws Con +8 target must succeed on a DC 16 Constitution saving
Damage Resistances Bludgeoning, Piercing, and throw or be poisoned until the end of its next turn.
Slashing From Nonmagical Attacks Tongue. The toad prince targets one Medium or smaller
Damage Immunities Poison creature that it can see within 20 feet of it. The target
Condition Immunities Poisoned, Prone must make a DC 16 Strength saving throw or the
Senses Darkvision 60 Ft., passive Perception 11 target is pulled into an unoccupied space within 5 feet
Languages — of the toad prince, and the toad prince can make a bite
Challenge 14 (11500 XP) attack against it as a bonus action.
Amphibious. The toad prince can breathe air and water. Death Burst. The toad prince's intestines explode when
it drops to 0 hit points. Each creature within 20 feet of
Standing Leap. The toad prince's long jump is up to 20 it must succeed on a DC 16 Constitution saving throw
feet and its high jump is up to 10 feet, with or without or take 12d6 poison damage and becomes poisoned
a running start. until it finishes a long rest.

Actions Legendary Actions


Multiattack. The toad prince makes three spit attacks. It The toad prince can take 3 legendary actions, choosing
also makes a tongue or bite attack. from the options below. Only one legendary action
option can be used at a time and only at the end of
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one another creature's turn. The toad prince regains spent
target. Hit: 19 (4d6 + 5) piercing damage, and the legendary actions at the start of its turn.
target is the target is swallowed if it is a Medium or
smaller creature. The swallowed target is blinded and Leap. The toad prince moves via its standing leap
restrained, it has total cover against attacks and other ability without invoking any opportunity attacks.
effects outside the toad prince, and it takes 20 (8d4) Tongue (Costs 2 Actions). The toad prince makes a
acid damage at the start of each of the toad prince's tongue attack.
turns. The toad prince can have only one target
swallowed at a time.

10 /
Therianthrope
A therianthrope is a hybrid, or now fully turned, animal-
human hybrid, typically created through a casting of baleful
polymorph or some ritual. These tend to get progressively
worse, though not always. Some can be cured by
adventurers, while for others no known cure exists, or is
widely known.

Vendigo
Vendigos are cursed humanoids who have consumed the
flesh of other humanoids. They fear fire and are known to
prowl the edge of torchlight, closing in for the kill.
Werebears
Werebears can be born with the disease, cursed, or become
berserkers through a ritual. Those who inherit the disease
cannot be made human by the remove curse spell, but are
also able to transfrom from werebear to human at will.
Werebear
The most famous werebear is Nivellen, who lived in a
magical mansion with his bruxa girlfriend, Vereena. They
lived within the woods, where Vereena attampted to adle the
werebear's mind so she could rule the whole wood with him
at her side. One of the women who formerly lived with
Nivellin decided to ride on his back, naked, abd blow a large Combat. Berserkers do not have much control over their
trumpet horn to ward off intruders. tansformation. When overcome by battle, fury, and bloodlust,
the men affected by the curse's disease become berserkers
Berserker against their will and remain as such until the battle is over. If
"Now finish your soup, or a berserker'll come and swallow ye these men-turned-bears truly do exist, one can suppose that,
whole." like werewolves and lycanthropes, they are particularly
– Skellige mother scolding a child. vulnerable to oils that harm cursed creatured. But if we are to
Appearance. A group of Svalblod worshipers called give credence to ancient songs about these creatures' deeds,
Vildkaarls invented another, "controllable" way of becoming a about the mass murders and massacres they have committed,
werebear. After a complicated ritual involving psilocybe we can only hope that no adventurer will have to test this
mushrooms and allowing wild bears to bite the cultists, the hypothesis.
fierce warriors used to transform and spill blood in the name
of their god. The skalds' ballads indicate a berserker Werebirds
transformed in the heat of battle cannot be distinguised from
a true-born bear. Only minute anatomical details - such as the Sometimes a curse made by spell transforms one into a bird
shape of their tongues and teeth - reveal their secret. over a long period of time. At first, it takes effect only during
Descriptions of their fighting prowess paint them as nights of the full moon, and very little at that, becoming
invulnerable to pain and able to heal any wound received progressively worse until the creature is indistinguishable
almost at once. from another of its species.
Legends. Skellige legends speak of men known as
berserkers who transform into bears when overwhelmed by Cormorant
battle rage. In doing so, they lose all self-awareness and are Not much is known about the curse that makes a man a
driven by a bloodlust which they must satiate in order to cormorant. Peasant's cures, such as being placed on a bed of
return to human form. Few believe these blood-curdling tales, needles, however, are innefective. Those who are cured often
however, not even in Skellige, where the inhabitants usually retain a fondness for fish, especially raw fish.
treat even the least probable legends with the utmost gravity.
This indicates either that berserkers are in fact mere Oriole
figments of mead-sodden imaginations, or else that they have A beautiful green and black feathered bird, those who long for
learned to hide their abilities from the rest of the islanders. its beauty in humans can be cursed to live as one.

/ 11
Werewolf
"Wolves aren't as bad as they're made out to be.
Werewolves, though – they're every bit as bad and worse."
– Elsa Vilge, archer
Appearance and Orgin. Werewolves are creatures with
both men and wolves inside them. When in hybrid form,
they take the worst traits of each: the wolf's drive to kill and
hunger for raw flesh and the man's cruel and calculating
intelligence. A werewolf's condition comes about through
a curse, and the transformations happen outside his
conscious control. When he reverts to human form, he has
no memory of his deeds – otherwise he would surely go mad
and take his own life.
Tactics. Werewolves are active at night, particularly
when the moon is full. Though they hunt alone, when
threatened they will summon wolves to aid them.
Werewolves rarely feel the need to flee, for few
adversaries put up much of a fight against them. They
strike as swiftly as lightning with claws sharp as razors
and regenerate any damage received in mere moments.
When fighting werewolves an adventurer should wield a
blade covered in oil harmful to the cursed and have a
large supply of Devil's Puffballs handy.
Cure. A werewolf's curse can at times be lifted, yet there is
no universal, surefire method for doing this. An adventurer
seeking to undertake such a task must there equip himself
with a great deal of patience – and sturdy armor.
Voref
A voref is a slightly stronger breed of werewolf which was
born to at least one werewolf parent, thereby able to change
shape at will.
Ulhedinn
"Ulfhedinn? What's that, some kind of fish?"
Vivienne de Tabris – Professor Artibus Joannes Rack, geographer,
Vivienne de abris was one cursed to be an oriole. disappeared during a surveying expedition in Skellige
With the egg of an oriole, her curse was able to be Enviroment. Ulfhedinn are a breed of werewolf found mainly
either lifted or transfered to another. When in Skellige. The harsh and barren conditions of the isles
transfered, feathers grow in odd places, such as might explain why they primarily hunt men and are stronger
armpits, on the new cursed one's body. If lifted, the than their continental brethren. Older and particularly
person who was cursed retains the same average
lifespan of the bird.
dangerous ulfhedinn are called olrefs. Only a few daring
warriors in Skellige history have managed to defeat an
ulfhedinn, and each of them is commemorated in ballads as a
hero to this day.
Werewolves Tactics. Like werewolves, ulfhedinn and orefs are active at
night, particularly when the moon is at its fullest. Fast, strong,
There are two most common ways to aquire lycanthropy: the and amazingly resilient, these creatures kill with disturbing
first one through a curse and the second is to simply have a ease. Take note that when near death the ulfhedinn becomes
werewolf parent. Being bitten by another werewolf, while particularly dangerous and will attack with doubled fury,
popular in folk tales, gives only a very small chance of while calling on wolves to come to its rescue.
becoming one in reality. Those who are born as werewolves
are vorefs, able to fully control their shapeshifting abilities, Olref
while those cursed or bitten change into their werewolf form An olref is a stronger ulfhedinn and appears on the Skellige
only during the full moon. Those who became werewolves Isles and in similar enivroments.
during their lives, however, are the only ones who can be
cured. The wolfsbane is said to mitigate the illness'
symptoms.

12 /
Vendigo Werebear
Large undead, chaotic evil Large humanoid, any alignment

Armor Class 12 Armor Class 13


Hit Points 75 (10d10 + 20) Hit Points 136 (16d10 + 48)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)

Skills Stealth +4 Skills Perception +7


Damage Vulnerabilities fire Damage Resistances Bludgeoning, Piercing, and
Damage Resistances bludgeoning, piercing, and Slashing From Nonmagical Attacks
slashing damage from nonmagical attacks, cold Senses passive Perception 17
Condition Immunities prone Languages Common
Senses darkvision 60 ft., passive Perception 10 Challenge 5 (1800 XP)
Languages —
Challenge 4 (1100 XP) Keen Smell. The werebear has advantage on
Wisdom (perception) checks that rely on smell.
Charge. If the vendigo moves at least 15 feet
straight toward a target and then hits it with its Regeneration. The werebear regains 10 hit points at
tusks on the same turn, the target takes an extra 10 the start of its turn if it has at least 1 hit point.
(3d6) slashing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or Actions
be knocked prone. Multiattack. The werebear makes two claw attacks.
Fear of Fire. The vendigo is frightened by any fire it Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
can see within 20 feet of it. one target. Hit: 15 (2d10 + 4) piercing damage.
Keen Hearing and Smell. The vendigo has advantage Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
on Wisdom (Perception) checks that rely on one target. Hit: 13 (2d8 + 4) slashing damage.
hearing or smell.
Regeneration. The vendigo regains 25 hit points at
the start of its turn if it has at least 1 hit point.
Standing Leap. The vendigo's long jump is up to 40
feet and its high jump is up to 20 feet, with or
without a running start.

Actions
Multiattack. The vendigo makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (3d6 + 2) piercing damage.
Consume Heart (Recharges 6). Melee Weapon
Attack: +5 to hit, reach 5 ft., one prone target. Hit:
24 (4d10 + 2) piercing damage, plus 24 (7d6)
necrotic damage. The target's hit point maximum is
reduced by the amount of necrotic damage taken
and the vendigo regains an equal amount of hit
points. A creature dies if its hit point maximum is
reduced to 0.

/ 13
Berserker Cormorant
Large beast, any alignment Tiny beast, unaligned

Armor Class 13 Armor Class 11


Hit Points 136 (16d10 + 48) Hit Points 7 (2d4 + 2)
Speed 40 ft., climb 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 2 (–4) 10 (+0) 5 (–3)

Skills Perception +7 Senses passive Perception 10


Damage Resistances Bludgeoning, Piercing, and Languages Common
Slashing From Nonmagical Attacks Challenge 1/8 (25 XP)
Senses passive Perception 17
Languages Common
Challenge 5 (1800 XP)
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Blood Frenzy. The berserker has advantage on melee one target. Hit: 4 (1d4 + 2) piercing damage.
attack rolls against any creature that doesn't have
all its hit points.
Keen Smell. The werebear has advantage on
Wisdom (perception) checks that rely on smell.
Regeneration. The werebear regains 10 hit points at
the start of its turn if it has at least 1 hit point.

Actions
Multiattack. The werebear makes two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.

14 /
Oriole Werewolf
Medium humanoid, unaligned Medium humanoid, chaotic evil

Armor Class 12 Armor Class 13


Hit Points 9 (2d8 + 0) Hit Points 58 (9d8 + 18)
Speed 20 ft., fly 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +3 Skills Perception +6


Senses passive Perception 13 Damage Resistances Bludgeoning, Piercing, and
Languages Common Slashing From Nonmagical Attacks
Challenge 1/8 (25 XP) Senses Darkvision 60 Ft., passive Perception 16
Languages Common
Dive Attack. If the oriole is flying and dives at least Challenge 5 (1800 XP)
30 feet straight toward a target and then hits it
with a melee weapon attack, the attack deals an Shapechanger. At night, the werewolf involuntarily
extra 3 (1d6) damage to the target. turns into a wolf-humanoid hybrid. When daylight
shines upon it, it turns back into its true form,
which is humanoid. Its statistics, other than its AC,
Actions are the same in each form. Any equipment it is
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., wearing or carrying isn't transformed. It reverts to
one target. Hit: 4 (1d4 + 2) slashing damage. its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage
on Wisdom (Perception) checks that rely on
hearing or smell.
Pounce. If the werewolf moves at least 20 feet
straight toward a creature and then hits it with a
claw attack on the same turn, that target must
succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the werewolf
can make one bite attack against it as a bonus
action.
Regeneration. The werewolf regains 10 hit points at
the start of its turn if it has at least 1 hit point.

Actions
Multiattack. The werewolf makes two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage. A
creature hit by this attack must make a DC 5
Constitution saving throw or receive the werewolf’s
curse.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Summon Wolves (1/Day). The werewolf summons 3
(1d4 + 1) wolves to aid it. These wolves arrive in 2
(1d4 - 1) rounds and aid the werewolf.

/ 15
Voref Ulfhedinn
Medium humanoid, chaotic evil Medium humanoid, chaotic evil

Armor Class 13 Armor Class 14


Hit Points 78 (12d8 + 24) Hit Points 84 (13d8 + 26)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 17 (+3) 15 (+2) 15 (+2) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +6 Skills Perception +6


Damage Resistances Bludgeoning, Piercing, and Damage Resistances Cold; Bludgeoning, Piercing,
Slashing From Nonmagical Attacks and Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 16 Senses Darkvision 60 Ft., passive Perception 16
Languages Common Languages Common
Challenge 6 (2300 XP) Challenge 7 (2900 XP)

Keen Hearing and Smell. The werewolf has advantage Shapechanger. At night, the werewolf involuntarily
on Wisdom (Perception) checks that rely on turns into a wolf-humanoid hybrid. When daylight
hearing or smell. shines upon it, it turns back into its true form,
which is humanoid. Its statistics, other than its AC,
Pack Tactics. The voref has advantage on an attack are the same in each form. Any equipment it is
roll against a creature if at least one of the voref's wearing or carrying isn't transformed. It reverts to
allies is within 5 feet of the creature and the ally its true form if it dies.
isn't incapacitated .
Keen Hearing and Smell. The werewolf has advantage
Pounce. If the werewolf moves at least 20 feet on Wisdom (Perception) checks that rely on
straight toward a creature and then hits it with a hearing or smell.
claw attack on the same turn, that target must
succeed on a DC 14 Strength saving throw or be Pounce. If the werewolf moves at least 20 feet
knocked prone. If the target is prone, the werewolf straight toward a creature and then hits it with a
can make one bite attack against it as a bonus claw attack on the same turn, that target must
action. succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the werewolf
Regeneration. The werewolf regains 15 hit points at can make one bite attack against it as a bonus
the start of its turn if it has at least 1 hit point. action.
Actions Regeneration. The werewolf regains 15 hit points at
the start of its turn if it has at least 1 hit point.
Multiattack. The werewolf makes two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., Actions
one target. Hit: 8 (2d4 + 3) piercing damage. A Multiattack. The werewolf makes two claw attacks.
creature hit by this attack must make a DC 5
Constitution saving throw or receive the werewolf’s Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
curse. one target. Hit: 10 (2d6 + 3) piercing damage. A
creature hit by this attack must make a DC 5
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., Constitution saving throw or receive the werewolf’s
one target. Hit: 10 (2d6 + 3) slashing damage. curse.
Summon Wolves (1/Day). The werewolf summons 5 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
(1d6 + 2) wolves to aid it. These wolves arrive in 2 one target. Hit: 12 (2d8 + 3) slashing damage.
(1d4 - 1) rounds and aid the werewolf.
Summon Wolves (2/Day). The werewolf summons 3
(1d4 + 1) wolves to aid it. These wolves arrive in 2
(1d4 - 1) rounds and aid the werewolf.

16 /
Uma
Olref The ugliest man in the world, Uma was created by a curse.
Large humanoid, chaotic evil He lived within his own, unknowable world, and his motor
Armor Class 15
functions were limited by his deformities. In theory, creatures
Hit Points 112 (15d10 + 30) identical or similar to Uma could be created through spells as
Speed 50 ft. he was. Uma's curse could only be lifted by performing the
Trial of the Grasses on him, and having a mage present to
perform a drawn out reconstruction of his original body.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +7, Stealth +7


Uma
Small humanoid, unaligned
Damage Resistances Cold; Bludgeoning, Piercing,
and Slashing From Nonmagical Attacks Armor Class 11
Senses Darkvision 60 Ft., passive Perception 17 Hit Points 7 (2d6 + 0)
Languages Common Speed 30 ft.
Challenge 9 (5000 XP)

Keen Hearing and Smell. The werewolf has advantage STR DEX CON INT WIS CHA
on Wisdom (Perception) checks that rely on 8 (–1) 12 (+1) 10 (+0) 3 (–4) 8 (–1) 6 (–2)
hearing or smell.
Pounce. If the werewolf moves at least 20 feet Skills Stealth +3
straight toward a creature and then hits it with a Senses Darkvision 60 Ft., passive Perception 9
claw attack on the same turn, that target must Languages —
succeed on a DC 15 Strength saving throw or be Challenge 1/8 (25 XP)
knocked prone. If the target is prone, the werewolf
can make one bite attack against it as a bonus
action.
Regeneration. The werewolf regains 20 hit points at
the start of its turn if it has at least 1 hit point.

Actions
Multiattack. The werewolf makes two claw attacks
and a bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage. A
creature hit by this attack must make a DC 5
Constitution saving throw or receive the werewolf’s
curse.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) slashing damage.
Summon Wolves (2/Day). The werewolf summons 3
(1d4 + 1) dire wolves to aid it. These dire wolves
arrive in 2 (1d4 - 1) rounds and aid the werewolf.

Legendary Actions
The olref can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The olref regains spent
legendary actions at the start of its turn.
Bite. The olref makes a bite attack.
Claw. The olref makes a claw attack.
Move. The olref moves up to 20 ft. without
provoking an opportunity attack.

/ 17
Draconids

D
raconids are a quite numerous order, with even
proper dragons having at least a half dozen
species in each of the two major divisions. Both Basilisk
they and the lesser draconids have inhabited the Medium dragon, unaligned
Continent since time immemorial, forming an
important branch of the ecosystem. As human Armor Class 16 (natural armor)
settlements grew in size and more and more Hit Points 37 (5d8 + 15)
domesticated farm animals were present, clashes between Speed 20 ft., fly 40 ft.
humans and draconids became increasingly common. These
predators quickly learned that herds of cattle and swine are a STR DEX CON INT WIS CHA
readily accessible source of food, which, in turn, led to
attempts to exterminate them by any means avaible. 10 (+0) 16 (+3) 16 (+3) 8 (–1) 17 (+3) 9 (–1)

Damage Resistances Bludgeoning, Piercing, and


Basilisk Slashing From Nonmagical Attacks
Damage Immunities Poison
"In memory of the noble knight Roderick, slain during a Condition Immunities Poisoned
valiant struggle against a basilisk. Let's hope the beast Senses Darkvision 60 Ft., passive Perception 13
choked on his bones." Languages —
– Gravestone inscription, Vizima cemetery. Challenge 3 (700 XP)
Misconceptions. Contrary to popular belief, basilisks
cannot turn anything to stone with their gaze. That is small Actions
comfort, however, given that their acid, venom, claws and
teeth provide them many other ways to kill. Multiattack. The basilisk makes two talon attacks,
Habitat. Basilisks love dark, damp places such as cellars, two spit attacks, or one of each.
caves and city sewers. They hunt by day, waiting patiently in Spit. Ranged Weapon Attack: +5 to hit, range
hiding for their prey to come, then jump out in a flash to 20/40 ft., one target. Hit: 10 (2d6 + 3) acid
unleash a deadly attack. damage.
Hunters and Hangbags. Basilisk leather is a highly-valued
material used to make fashionable shoes and women's Talon. Melee Weapon Attack: +5 to hit, reach 5 ft.,
handbags. For this reason many men, their courage girded by one target. Hit: 10 (2d6 + 3) slashing damage.
goldlust, take to hunting them. Most of these hunts end in Sweeping Wing (Recharge 5-6). The basilisk sweeps
disaster, but some do manage to bag their prey, which has led its wing in a 10-foot cone. Each creature in that
to a drastic decline in this creature's numbers in recent years. area must make a DC 13 Dexterity saving throw,
Some mages and druids are of the opinion that basilisks taking 17 (4d6 + 3) bludgeoning damage on a
should be included in programs meant to safeguard dying failed save, or half as much damage on a successful
species. Everyone else thinks those mages and druids have one.
gone completely mad.

Silver Basilisk Challenge 4 (1100 XP)


Medium dragon, unaligned
Actions
Armor Class 17 (natural armor)
Hit Points 45 (6d8 + 18) Multiattack. The basilisk makes two talon attacks, two
Speed 20 ft., fly 40 ft. spit attacks, or one of each.
Spit. Ranged Weapon Attack: +6 to hit, range 20/40 ft.,
STR DEX CON INT WIS CHA one target. Hit: 11 (2d6 + 3) acid damage.
Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one
10 (+0) 18 (+4) 16 (+3) 8 (–1) 17 (+3) 9 (–1)
target. Hit: 11 (2d6 + 4) slashing damage.
Damage Resistances Bludgeoning, Piercing, and Sweeping Wing (Recharge 5-6). The basilisk sweeps its
Slashing From Nonmagical Attacks wing in a 10-foot cone. Each creature in that area must
Damage Immunities Poison make a DC 14 Dexterity saving throw, taking 18 (4d6 +
Condition Immunities Poisoned 4) bludgeoning damage on a failed save, or half as
Senses Darkvision 60 Ft., passive Perception 13 much damage on a successful one.
Languages —

18 /
Cockatrice
"Had meself eight heifers, five of 'em milchers. Then this
cockatrice sprung up nearby, and now all's I got left's dried
patties in an empty field."
– Jethro, peasant from Pindal
Misconceptions. Foolish superstitions claim cockatrices,
like basilisks, can kill with their gaze alone. That is utter
nonsense, however, a cockatrice's gaze being no more
dangerous than that of an angry goose. One should instead
watch out for it's sharp beak and long tail, which it can whip
to murderous effect.
Habitat. Cockatrices thrive in dark caves, abandoned
ruins, cobwebbed dungeons and old basements. Though
small compared to griffins and manticores, they are more
than capable of killing anyone who stumbles across them in a
dark corridor.
Tactics. Cockatrices do not shun direct fights, in which
they strike furiously with wing and tail in an attempt to
exhaust their foes. Blows from their beaks are especially
dangerous, as they aim with deadly precision at exposed flesh
and vital organs and leave bleeding, life-threatening wounds.

Cockatrice
Large dragon, unaligned

Armor Class 14
Hit Points 85 (10d10 + 30)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA Dragons of the Continent


12 (+1) 18 (+4) 16 (+3) 8 (–1) 18 (+4) 9 (–1) The dragons of the Continent are not hunted by
witchers, and, while hated in the Northern
Kingdoms and pursued by groups like the Cinfrid
Damage Resistances Bludgeoning, Piercing, and Reavers, are worshipped in the far off realm of
Slashing From Nonmagical Attacks Zerrikania. They five species are red, green, white,
Senses Darkvision 60 Ft., passive Perception 14 black, and gold. Gold dragons, like
Languages — villentretenmerth, are said not to exist and to
Challenge 4 (1100 XP) possess the power to take humanoid form. The
dragons presented in the Monster Manual will likely
Actions suffice for these dragons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Sweeping Wing (Recharge 5-6). The cockatrice
sweeps its wing in a 10-foot cone. Each creature in
that area must make a DC 14 Dexterity saving
throw, taking 14 (3d6 + 4) bludgeoning damage on
a failed save, or half as much damage on a
successful one.

/ 19
Forktail Forktail
"Forktails... Bah! Fuckers' tails're more like cleavers." Medium dragon, unaligned
– Yavinn Buck, veteran of the Mahakaman Volunteer
Regiment Armor Class 15
Forktails owe their quaint name to the long sharp growths Hit Points 114 (12d8 + 60)
at the tip of their tails. A blow from this weapon can slice an Speed 30 ft., fly 50 ft.
oaken shield in two – along with the arm that was carrying it.
Thus, though its name conjures images of cutlery, fighting a
forktail is nothing like a dinner party and ends in death rather STR DEX CON INT WIS CHA
than dessert. 14 (+2) 20 (+5) 20 (+5) 8 (–1) 12 (+1) 8 (–1)

Damage Resistances Bludgeoning, Piercing, and


Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 11
Languages —
Challenge 9 (5000 XP)

Charge. If the forktail moves at least 15 feet straight


toward a target and then hits it with its horn on the
same turn, the target takes an extra 10 (3d6)
piercing damage. If the target is a creature, it must
succeed on a DC 17 Strength saving throw or be
knocked prone.

Actions
Multiattack. The forktail makes two attacks. One
with its beak and one with its talons.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage, plus
10 (3d6) poison damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.

Legendary Actions
The forktail can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The forktail regains spent
legendary actions at the start of its turn.
Move. The forktail moves up to its full
movement.
Beak. The forktail makes a beak attack.
Talons. The forktail makes an attack with its
talons.

20 /
Nidhogg
Nidhoggs are small dragons which sometimes appear on
Skellige.

Nidhogg
Large dragon, neutral evil

Armor Class 18 (natural armor)


Hit Points 115 (11d10 + 55)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

Saving Throws Dex +4, Con +9, Wis +4, Cha +8


Skills Perception +8, Stealth +4
Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical attacks
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 18
Languages —
Challenge 10 (5900 XP)

Regeneration. The nidhogg regains 10 hit points at


the start of its turn if it has at least 1 hit point.

Actions
Multiattack. The nidhogg makes four attacks: one
with its bite, two with its claws, and one with its
tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
A creature hit by the attack must make a DC 18
Strength saving throw or be knocked prone.

/ 21
Slyzard
"Some peasants once offered me a king's ransom to slay a
slyzard. A damned hefty purse, chock full o' gold... But I
turned 'em down. Coin's no good if you're dead. And a slyzard,
that's no fuckin' forktail."
– Zator, one of the Crinfrid Reavers
Slyzards are often mistaken for wyverns or forktails. Yet
make no mistake: slyzards are nasty, terribly dangerous
beasts, and confusing them for wyverns will end very badly
for the confuser. While a wyvern can tear apart and devour an
untrained man in seconds, only a slyzard can first bake him
to a crisp with a waft of fiery breath.
Slyzards are keenly aggressive and attack from both
ground and air. Their goal during a fight is to get close
enough to their foe to injure it with a breath of fire or knock it
down with a sonic blast. Like wyverns, slyzards also attack
with venom-spiked tails.
Slyzards like to disengage mid-fight to fly into the air and
plummet down at high speed while spewing out balls of fire.
Right before these igneous missiles emerge, you can observe
a fiery ball forming in the monster's maw. While airborne, a
slyzard can also attack with its claws and teeth.

Slyzard Fire Breath (Recharge 3-4). The slyzard exhales fire in a


30-foot cone. Each creature in that area must make a
Large dragon, unaligned
DC 17 Dexterity saving throw, taking 56 (16d6) fire
Armor Class 15 damage on a failed save, or half as much damage on a
Hit Points 126 (12d10 + 60) successful one.
Speed 30 ft., fly 50 ft. Screech (Recharge 5-6). A wave of thunderous force
sweeps out from the slyzard. Each creature in a 15-foot
cube originating from its mouth must make a
STR DEX CON INT WIS CHA Constitution saving throw. On a failed save, a creature
16 (+3) 20 (+5) 20 (+5) 8 (–1) 12 (+1) 8 (–1) takes 36 (8d8) thunder damage and is pushed 10 feet
away from it. On a successful save, the creature takes
Damage Resistances Bludgeoning, Piercing, and half as much damage and isn’t pushed. In addition,
Slashing From Nonmagical Attacks unsecured objects that are completely within the area
Damage Immunities Fire of effect are automatically pushed 10 feet away from it
Senses Blindsight 60 Ft., passive Perception 11 by the screech’s effect, and the screech emits a
Languages — piercing sound audible out to 300 feet.
Challenge 11 (7200 XP)
Legendary Actions
Actions The slyzard can take 3 legendary actions, choosing
from the options below. Only one legendary action
Multiattack. The slyzard makes two attacks. One with its option can be used at a time and only at the end of
beak and one with its talons. another creature's turn. The forktail regains spent
legendary actions at the start of its turn.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage. Move. The slyzard moves up to its full movement.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one Beak. The slyzard makes a beak attack.
target. Hit: 12 (2d6 + 5) slashing damage, plus 10 Talons. The slyzard makes an attack with its talons.
(3d6) poison damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.

22 /
Slyzard Matriarch
If you ever find yourself facing a monster that breathes fire,
strikes with a tail tipped with venomous spines, bites with
sharp teeth and swipes with even sharper claws and tends to
knock its prey to the ground with a sonic blast, then you are
fighting a slyzard. With an asernal like that, it comes as no
surprise folk often mistake these draconids for dragons. Yet
the experts (meaning witchers) know slyzards constitute an
entirely seperate species, much smaller than dragons and far
less dangerous. With one exception: slyzard females in
mating season, or, even worse, just after laying their eggs.
When fighing such individuals, my suggestion is to get as far
as possible from the danger as quickly as possible, preferably
by running, at full tilt, without looking back.

Slyzard Matriarch Screech. A wave of thunderous force sweeps out from


the slyzard. Each creature in a 15-foot cube originating
Large dragon, unaligned
from its mouth must make a Constitution saving throw.
Armor Class 15 On a failed save, a creature takes 18 (4d8) thunder
Hit Points 147 (14d10 + 70) damage and is pushed 10 feet away from it. On a
Speed 30 ft., fly 50 ft. successful save, the creature takes half as much
damage and isn’t pushed. In addition, unsecured
objects that are completely within the area of effect are
STR DEX CON INT WIS CHA automatically pushed 10 feet away from it by the
screech’s effect, and the screech emits a piercing
16 (+3) 20 (+5) 20 (+5) 8 (–1) 12 (+1) 8 (–1) sound audible out to 300 feet.

Damage Resistances Bludgeoning, Piercing, and Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Slashing From Nonmagical Attacks target. Hit: 18 (3d8 + 5) slashing damage, plus 13
Damage Immunities Fire (3d8) poison damage.
Senses Blindsight 60 Ft., passive Perception 11 Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Languages — target. Hit: 18 (3d8 + 5) slashing damage.
Challenge 13 (10000 XP)
Legendary Actions
Actions The slyzard can take 3 legendary actions, choosing
Multiattack. The slyzard makes two attacks. One with its from the options below. Only one legendary action
beak and one with its talons. option can be used at a time and only at the end of
another creature's turn. The forktail regains spent
Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one legendary actions at the start of its turn.
target. Hit: 18 (3d8 + 5) piercing damage.
Move. The slyzard moves up to its full movement.
Fire Breath. The slyzard exhales fire in a 30-foot cone. Beak. The slyzard makes a beak attack.
Each creature in that area must make a DC 17 Talons. The slyzard makes an attack with its talons.
Dexterity saving throw, taking 28 (8d6) fire damage on
a failed save, or half as much damage on a successful
one.

/ 23
Wyvern
"Most dangerous of all are the royal wyverns. Or, as they're
called in some circles, the royal pains in the arse."
– Albina Tottelkampf, lecturer in natural sciences at
Aretuza
Wyverns are often mistaken for dragons, and, though they
are much smaller than their more famous kin and do not
breathe fire, they are likewise extremely dangerous monsters.
Especially feared are the so-called royal wyverns who, like
their namesake monarchs, are exceptionally ornery and
extremely deadly.

Wyvern
Medium dragon, unaligned

Armor Class 16 (natural armor)


Hit Points 76 (8d8 + 40)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 20 (+5) 8 (–1) 14 (+2) 9 (–1)

Damage Resistances Bludgeoning, Piercing, and


Slashing From Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 12
Languages —
Challenge 5 (1800 XP)

Actions
Multiattack. The wyvern makes two attacks. One
with its beak and one with its tail.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d6 + 5) piercing damage.
Spit. Ranged Weapon Attack: +5 to hit, range
20/40 ft., one target. Hit: 8 (1d6 + 5) acid damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage, plus
7 (2d6) poison damage.

24 /
Royal Wyvern Dive Attack. If the royal wyvern is flying and dives at
least 30 feet. straight toward a target and then hits it
Medium dragon, unaligned
with a melee weapon attack, the attack deals an extra 9
Armor Class 18 (natural armor) (2d8) damage to the target.
Hit Points 66 (7d8 + 35)
Speed 20 ft., fly 40 ft. Actions
Multiattack. The wyvern makes three attacks. One with
its beak and two with its talons.
STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 20 (+5) 8 (–1) 14 (+2) 9 (–1) Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.
Damage Resistances Bludgeoning, Piercing, and Spit. Ranged Weapon Attack: +7 to hit, range 20/40 ft.,
Slashing From Nonmagical Attacks one target. Hit: 18 (3d8 + 5) acid damage.
Damage Immunities Poison Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities Poisoned target. Hit: 14 (2d8 + 5) slashing damage.
Senses Darkvision 60 Ft., passive Perception 12
Languages — Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Challenge 6 (2300 XP) target. Hit: 14 (2d8 + 5) slashing damage, plus 9 (2d8)
poison damage.
Charge. If the royal wyvern moves at least 15 feet
straight toward a target and then hits it with its beak on
the same turn, the target takes an extra 9 (2d8)
piercing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be
knocked prone.

/ 25
Elementa

E
lementa are creatures born of elemental
magic. Most such creatures are summoned
by a mage or priest. They follow orders and
have little will of their own. However when
brought into this world without shackles,
elementa are forces of chaos that can
wreak havoc and destroy settlements.

Elementals
Elementals are creatures with bodies made of the elements -
held together and brought to life by magic.
Earth Elemental
"How to survive an encounter with an earth element? Simple.
Run. Fast as you can."
– Nino Murk, bounty hunter
Creation. Earth elementals are made of mud, clay, sand
and rock dust clumped together with water and brought alive
with magic. While seemingly slow and ponderous, there
creatures are nevertheless dangerous and should be avoided
at all costs.
Tactics. Earth elementals can withstand a tremendous
amount of punishment. Due to their enormous mass they are
virtually impossible to knock off balance. They do not bleed
nor feel any pain from poison or even fire. They kill men with
astonishing ease – whether by smashing them with their fists
or hurling enormous stones at them.
Fire Elemental Ice Elemental
"The first fire elemental was created by Ransant Alvaro. "I thought to myself - what's a hunk of ice doing in the middle
Sadly, flames engulfed his entire laboratory, burning it - along of some lab? And then that hunk of ice got up and broke my
with every other building on his block - to ash." – Tarvix legs."
Sandoval, "Origins of Magic Arcana" – Yannick Lovt, burglar
Nature. Fire is the most destructive of the elements, thus Nature. An ice elemental is a mass of frozen water
the aggressive lethality of the creature that embodies its animated by magic. Deprived of consciousness or
essence should come as no surprise. Fire elementals are independent will, this elemental is boundlessly obedient to
forged in complicated magic rituals for one purpose: the orders of the mage who created it. Those orders usually
destruction. And they pursue this with murderous contain but one syllable: kill.
determination. Tactics. Ice elementals have no qualms about carrying out
Tactics. This elemental attacks using fireballs and streams this order nor any particular difficulty in doing so. Gifted with
of flame which reduce anything in their path to ashes in the incredible strength, they are completely invulnerable to
blink of an eye. Like golems and other elementals, poison poison and fire, deprived of sensitive organs, hard as
does not touch it nor does it bleed. Fire-based spells not only permafrost and all in all incredibly difficult opponents.
do no harm but in fact strengthen it - thus one should by no
means think of striking it with Igni. Though vulnerable to
silver blades, getting within sword's reach of one is
dangerous due to the furnace-like heart they emanate. When
fighting a fire elemental one should thus strike from a
distance, using frost-spewing and dimeritium bombs, for they
will do it the most damage.

26 /
Greater Earth Elemental Multiattack. The earth elemental makes two slam
Large elemental, unaligned attacks.

Armor Class 19 (natural armor) Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points 161 (14d10 + 84) target. Hit: 15 (2d8 + 6) bludgeoning damage.
Speed 20 ft. Churn the Earth. The earth elemental slams its fist into
the ground, causing the ground to be distrupted in a
30-foot line that is 5 ft. wide. Each creature in that line
STR DEX CON INT WIS CHA
must make a DC 17 Dexterity saving throw, taking 14
22 (+6) 10 (+0) 22 (+6) 8 (–1) 10 (+0) 8 (–1) (4d6) bludgeoning damage on a failed save, or half as
much damage on a successful one.
Damage Resistances Bludgeoning, Piercing, and Enter the Ring (Recharge 5-6). The earth elemental leaps
Slashing From Nonmagical Attacks into the air, slamming both its fists into the ground.
Damage Immunities Posion Each creature within 10 ft. of the dragon must succeed
Condition Immunities Exhaustion, Paralyzed, Petrified, on a DC 17 Constituion saving throw, taking 16 (3d6 +
Poisoned, Unconscious 6) thunder damage and being knocked prone on a
Senses Blindsight 60 Ft., passive Perception 10 failed save, or half as much damage on a successful
Languages — one.
Challenge 13 (10000 XP)
This attack also creates an impenetrable ring of 10 feet
tall stone pillars in a 20-foot-radius centered on the
Reflective Stance. The earth elemental can use its action earth elemental. These pillars last for 2 rounds and deal
to enter a reflective stance until the start of its next no damage.
turn. Any time the greater earth elemental is targeted
by a magic missile spell, a line spell, or a spell that
requires a ranged attack roll, roll a d6. On a 1 to 5, the
Legendary Actions
greater earth elemental is unaffected. On a 6, the The greater earth elemental can take 3 legendary
greater earth elemental is unaffected, and the effect is actions, choosing from the options below. Only one
reflected back at the caster as though it originated legendary action option can be used at a time and only
from the greater earth elemental, turning the caster at the end of another creature's turn. The greater earth
into the target. elemental regains spent legendary actions at the start
of its turn.
Additionally, any bludgeoning, piercing, or slashing
damage dealt by a melee attack is halved, then applied Slam. The earth elemental makes a slam attack.
to both the earth elemental and the attacker. Churn the Earth. The earth elemental makes a churn
the earth attack.
Actions

/ 27
Greater Fire Elemental Water Susceptibility. For every 5 feet the greater fire
elemental moves in water, or for every gallon of water
Large elemental, unaligned
splashed on it, it takes 1 cold damage.
Armor Class 18 (natural armor)
Hit Points 161 (14d10 + 84) Actions
Speed 20 ft. Multiattack. The fire elemental makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 15 (2d8 + 6) fire damage.
22 (+6) 10 (+0) 22 (+6) 8 (–1) 10 (+0) 8 (–1) Enter the Ring (Recharge 5-6). The earth elemental leaps
into the air, slamming both its fists into the ground.
Damage Resistances Bludgeoning, Piercing, and Each creature within 10 ft. of the dragon must succeed
Slashing From Nonmagical Attacks on a DC 17 Constituion saving throw, taking 16 (3d6 +
Damage Immunities Fire, Poison 6) fire damage and being knocked prone on a failed
Condition Immunities Exhaustion, Paralyzed, Petrified, save, or half as much damage on a successful one.
Poisoned, Unconscious This attack also creates an impenetrable ring of 10 feet
Senses Blindsight 60 Ft., passive Perception 10 tall falming pillars in a 20-foot-radius centered on the
Languages — earth elemental. These pillars last for 2 rounds and deal
Challenge 14 (11500 XP) 4d8 fire damage whenever a creature enters them.

Innate Spellcasting. The greater fire elemental's innate Legendary Actions


spellcasting ability is Constitution (spell save DC 17,
+9 to hit with spell attacks). It can innately cast the The greater fire elemental can take 3 legendary actions,
following spells, requiring only somatic components: choosing from the options below. Only one legendary
action option can be used at a time and only at the end
At will: burning hands (3rd level), fireball of another creature's turn. The greater fire elemental
regains spent legendary actions at the start of its turn.
Fiery Essence. If the greater fire elemental is targeted by
an attack dealing fire damage, it regains the number of Slam. The fire elemental makes a slam attack.
hit points it would have taken as damage. At full health, Summon Fire. The fire elemental casts a spell.
the fire elemental regains these as temporary hit
points, which last for 1 minute.

28 /
Ice Elemental Actions
Large elemental, unaligned Multiattack. The ice elemental makes two slam attacks.
Armor Class 20 (natural armor) Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points 161 (14d10 + 84) target. Hit: 15 (2d8 + 6) bludgeoning damage.
Speed 20 ft.
Churn the ice. The ice elemental slams its fist into the
ground. Each creature in a 20-foot line must make a
STR DEX CON INT WIS CHA DC 17 Dexterity saving throw. Taking 15 (2d8 + 6)
piercing damage on a failure, or half as much damage
22 (+6) 10 (+0) 22 (+6) 8 (–1) 10 (+0) 8 (–1) on a success.

Damage Resistances Bludgeoning, Piercing, and Enter the Ring (Recharge 5-6). The earth elemental leaps
Slashing From Nonmagical Attacks into the air, slamming both its fists into the ground.
Damage Immunities Fire, Poison Each creature within 10 ft. of the dragon must succeed
Condition Immunities Exhaustion, Paralyzed, Petrified, on a DC 17 Constituion saving throw, taking 16 (3d6 +
Poisoned, Unconscious 6) cold damage and being knocked prone on a failed
Senses Blindsight 60 Ft., passive Perception 10 save, or half as much damage on a successful one.
Languages — This attack also creates an impenetrable ring of 10 feet
Challenge 13 (10000 XP) tall ice pillars in a 20-foot-radius centered on the ice
elemental. These pillars last for 2 rounds and deal no
Reflective Stance. The ice elemental can use its action damage.
to enter a reflective stance until the start of its next
turn. Any time the greater earth elemental is targeted Legendary Actions
by a magic missile spell, a line spell, or a spell that The ice elemental can take 3 legendary actions,
requires a ranged attack roll, roll a d6. On a 1 to 5, the choosing from the options below. Only one legendary
ice elemental is unaffected. On a 6, the ice elemental is action option can be used at a time and only at the end
unaffected, and the effect is reflected back at the of another creature's turn. The ice regains spent
caster as though it originated from the ice elemental, legendary actions at the start of its turn.
turning the caster into the target.
Slam. The ice elemental makes a slam attack.
Additionally, any bludgeoning, piercing, or slashing Churn the Ice. The ice elemental makes a churn the
damage dealt by a melee attack is halved, then applied ice attack.
to both the ice elemental and the attacker.

/ 29
Gargoyle Greater Gargoyle
"It just me, or is that gargoyle ogling us?" Large elemental, unaligned
– Lara Estevann, burglar from Loc Muinne
Nature. Gargoyles are stone statues brought to life by Armor Class 18 (natural armor)
magic in order to guard mages' laboratories and lairs from Hit Points 138 (12d10 + 72)
intruders. Their appearance alone has scared off more than Speed 25 ft.
one prospective burglar. Those who do not take fright at the
sight of these horned and winged monstrosities usually die
shortly thereafter, torn to shreds by stony claws. STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 22 (+6) 12 (+1) 10 (+0) 8 (–1)
Deathburst
Damage Resistances Bludgeoning, Piercing, and
The gargoyles of Loc Muinne, featured in the Slashing From Nonmagical Attacks
Witcher: Assassins of Kings, exploded upon death, Damage Immunities Fire, Poison
and thus have the following feature. Deathburst. Condition Immunities Charmed, Frightened,
When the Greater Gargoyle is reduced to 0 hit Exhaustion, Paralyzed, Petrified, Poisoned,
points, each creature within 10 feet of it must Unconscious
make a DC 17 Constitution saving throw, taking 45 Senses Blindsight 60 Ft., passive Perception 10
(10d8) poison damage on a failed save, or half as Languages —
much damage on a successful one. Challenge 13 (10000 XP)

False Appearance. While the greater gargoyle


remains motionless, it is indistinguishable from an
inanimate statue.

Actions
Multiattack. The gargoyle makes two claw attacks,
each one of which can be replaced by a rock attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 22 (3d10 + 6)
bludgeoning damage.
Poison Breath (Recharge 5-6). The gargoyle exhales
poisonous gas in a 30-foot cone. Each creature in
that area must make a DC 17 Constitution saving
throw, taking 42 (12d6) poison damage on a failed
save, or half as much damage on a successful one.

Legendary Actions
The greater earth elemental can take 3 legendary
actions, choosing from the options below. Only
one legendary action option can be used at a time
and only at the end of another creature's turn. The
greater earth elemental regains spent legendary
actions at the start of its turn.
Claw. The gargoyle makes a claw attack.
Rock Throw. The gargoyle makes a rock attack.

30 /
Genies
Genies possess godlike magical power when it comes to the
element of its home plane. Mages often summon these
creatures to acquire their ability to cast wish. A freshly
summoned genie always has 3 wishes it can grant, with no
limitations whatsoever. Besides their ability to grant wishes,
genies are also sought because they can bolster a
spellcaster's ability as well. The genies here are far more
powerful than those represented in the Monster Manual and
are based upon their depiction in both the book and Witcher
3 quest The Last Wish.

Wish
In the world of the Witcher, mages do not possess
the ability to cast the spell no matter what level of
skill they are. DMs may thus wish, no pun intended,
to considerthe interplay between the wish spell
and genies, if they intend to add them. Below are
presented two possiblities.
The wish spell is removed from the game apart
from genies.
Genies are sought after by spellcasters who
cannot cast wish because it does not appear on
their spell list, or because they lost the ability to
cast it through its use.

Djinn
"The pitcher emitted a puff of glowing red smoke. The smoke
pulsated, then gathered up into an irregular sphere floating in
front of the poet's head..."
–The First Longing, a Tale Fantastic in All Ways.
Nature. A djinn is a powerful air spirit, a condensation of
the power of that element endowed with consciousness and
character - the latter usually nasty. According to legend, djinn
can grant even the most far-fetched wishes, though they do so
very begrudgingly.
Binding. Unusually powerful mages can capture and tame
these beings. The mage can then draw on its energy, using it
to cast spells without having to call on Power from traditional
sources. Only a sparse handful have managed this feat,
however, for djinn fight to avoid such a fate with stubborn
determination. To imprison a djinn and bend it to one's will,
one must first weaken it - and that is no easy feat.
Tactics. Fighting a djinn is extraordinarily difficult. They
can fling off spells in an instant that the most accomplished
human mages could never cast with years of preparation.
What's more, by manipulating the element of air they can
summon powerful storms, hurricanes, and gales.

/ 31
Djinn Bound. If the djinn is bound, the following applies. The
djinn is magically bound to an amulet. As long as the
Large elemental, unaligned
djinn and its amulet are on the same plane of
Armor Class 18 (natural armor) existence, the amulet's wearer can telepathically call
Hit Points 230 (20d10 + 120) the djinn to travel to it, and the djinn knows the
Speed 0 ft., fly 30 ft. (hover) distance and direction to the amulet. If the djinn is
within 60 feet of the amulet's wearer, half of any
damage the wearer takes (rounded up) is transferred to
STR DEX CON INT WIS CHA the djinn.
22 (+6) 16 (+3) 22 (+6) 16 (+3) 20 (+5) 20 (+5) The djinn is likely hostile to the bearer of the amulet
and its allies. If the owner of the djinn's amulet utters
Saving Throws Dex +8, Wis +10, Cha +10 the words "I wish..." followed by a wish of any sort, the
Damage Immunities Lightning, Thunder; ; Bludgeoning, djinn must use one of its remaining wishes to fulfill the
Piercing, and Slashing From Nonmagical Attacks wish, but does its best to pervert the desire of the wish
Senses Truesight 120 Ft., passive Perception 15 to harm the amulet's bearer in some way, but cannot
Languages Auran cause its master to die. A wish spell cast in this way is
Challenge 25 (75000 XP) greater than the one cast by mere mortals, and can only
be undone by another casting of wish by a djinn.
Elemental Demise (Djinni). If the djinn dies, its body The bearer of the djinn can also call upon its magic to
disintegrates into a cold breeze. cast any of the djinn's spells using one of its spell slots.
This spell is cast at ninth level, regardless of the spell-
Innate Spellcasting. The djinn's innate spellcasting slot used.
ability is Charisma (spell save DC 18, +10 to hit with
spell attacks). It can innately cast the following spells, Once all of the djinn's wishes have been used, or its hit
requiring no components: points reduced to 0, its amulet becomes useless, it
returns to the Plane of Air, and cannot enter the
At will: armor of agathys (9th level), call lightning (9th Material Plane again for 1d10 years.
level), chain lightning (9th level), alzur's thunder (9th
level), cone of cold (9th level), waves of the naglfar Actions
(9th level), thunderwave (9th level), freezing sphere
(9th level), ice knife (9th level), ice storm (9th level), Attack Throat. Melee Spell Attack: +10 to hit, reach 5
investiture (9th level), snilloc's snowball swarm (9th ft., one target. Hit: 66 (11d10 + 6) necrotic damage.
level), storm sphere (9th level), thunder step (9th The target must make a DC 18 Constitution saving
level), gaseous form, greater invisibility throw or lose its ability to speak. Its throat swells and it
cannot regain hit points through nonmagical healing.
Legendary Resistance (5/Day). If the djinn fails a saving At the end of each hour after, a creature can repeat the
throw, it can choose to succeed instead. saving throw. On a success, this effect ends on the
Reflect Storm. Any time the djinn is targeted by a line creature. On a failure, the creature rolls its hit dice and
spell or a spell that requires a ranged attack roll which takes necrotic damage equal to the amount rolled. This
deals thunder or lightning damage, roll a d6. On a 1 to does not spend those hit dice. A creature reduced to 0
5, the djinn is unaffected. On a 6, the djinn is hit points by this attack dies.
unaffected, and the effect is reflected back at the
caster as though it originated from the djinn, turning Legendary Actions
the caster into the target.
The djinn can take 3 legendary actions, choosing from
Wish. The djinn has 1d4 -1 wish spells remaining. It the options below. Only one legendary action option
cannot cast this spell in combat, and will only do so if can be used at a time and only at the end of another
bound to servitude or trapped in some way. creature's turn. The djinn regains spent legendary
actions at the start of its turn.
Spellcasting. The djinn casts a spell.
Attack Throat. The djinn makes an attack throat
attack.

32 /
Golem Generic Golem
"If you want us to break through this wall, we're gonna need Large construct, unaligned
twenty sappers, seven mules and a hundredweight of
saltpeter. Or one golem." Armor Class 17 (natural armor)
– Vilmir Brass, foreman at Mount Carbon Hit Points 126 (12d10 + 60)
Nature. Golems are mindless matter brought to life by a Speed 30 ft.
spell. They obey their creator's orders without question. Their
boundless strength, ability to withstand pain, endless
patience and the fact that they neet not one jot of food or STR DEX CON INT WIS CHA
drink makes them the best servants or guards anyone could 22 (+6) 12 (+1) 20 (+5) 3 (–4) 12 (+1) 1 (–5)
ask for. Once provoked, they will not tire of battle until they
have either crushed their opponent or themselves crumbled Damage Immunities Fire, Poison, Psychic;
to dust. Bludgeoning, Piercing, and Slashing from
Tactics. Defeating a golem is extraordinarily difficult: for Nonmagical Attacks That Aren't Adamantine
obvious reasons it does not bleed, it feels no fear or mercy Condition Immunities Charmed, Frightened,
and it is invulnerable to fire and poison. What's more, a Exhaustion, Paralyzed, Petrified, Poisoned
golem's body is as hard as the rock it is sometimes heft out of, Senses Darkvision 120 Ft., passive Perception 11
so even a silver blade will barely wound it. The monster's only Languages Understands and Speaks The Languages
weakness is acid – a blade covered in acrid oil can thus Of Its Creator
increase one's chances for victory. Golems use no weapons, Challenge 13 (10000 XP)
for they have no need – their fists, weighing over a hundred
pounds each, can crush solid granite with one hit. A blow Immutable Form. The generic golem is immune to
from a golem should thus be avoided at all costs – there is no any spell or effect that would alter its form.
shield that can stop it, nor sword that can parry it. That is no Magic Resistance. The generic golem has advantage
easy task, for these creatures are able to move with on saving throws against spells and other magical
surprising speed. effects.
Magic Weapons. The generic golem's weapon
attacks are magical.
Charge. If the generic golem moves at least 20 feet
straight toward a target and then hits it with its
slam on the same turn, the target takes an extra 10
(3d6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 17 Strength
saving throw or be knocked prone.

Actions
Multiattack. The generic golem makes two slam
attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Legendary Actions
The generic golem can take 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. The
generic golem regains spent legendary actions at
the start of its turn.
Slam. The golem makes a slam attack.
Charge (Costs 2 Actions). The golem moves up to
its movement speed and then makes a slam
attack.

/ 33
Hybrids

H
ybrids are monsters which appear to be one Royal Griffin
part one creature, and another part another
creature. The creature might have a The Royal Griffin is a sub-species of the common griffin. One,
humanoid torso and fish's tail, or goat hooves, and likely the only difference from regular griffins, is their
or even deer feet. Alternatively, it may have size, with longer wings and a larger body. Royal Griffins, if on
the body of a lion, wings, and a poisonous a full stomach, is known to return a bow to a bowing
scorpion stinger. humanoid and leave it alone.

Griffin Archgriffin
The griffin looks like a combination of a ferocious cat and a Archgriffin is a subspecies of griffin. They're almost exactly
giant bird. It usually inhabits primeval highlands and builds the same, however the archgriffin can spit acid in order to
its nests on unreachable mountain summits. The griffin preys catch you off guard.
on large mammals and, being a highly territorial creature,
fiercely defends its hunting grounds. When the first colonists
appeared and trade routes expanded, griffins were known to
attack settlers and merchants in defense of their territory.
Griffins are tough opponents and their strength should not be
underestimated. Obstinate and aggressive, they make deadly
use of their ability to fly during combat, swooping down on
their enemies, knocking them to the ground and ripping them
to shreds with their claws and beak.
The griffin is a hybrid, a cross between an enormous cat
and a bird of prey. According to some researchers it is one of
the creatures that arrived during the Conjunction, whereas
others claim it is a native species that appeared in this world
long before that event.
Griffin
"Aye, half-eagle, half tomcat, just like on the lord's crest. 'Cept
this 'un was carryin' me dead cow 'stead of a scepter."
– Griffin attack witness, name unknown
Habitat. Griffins were once only found high in the
mountains, where they would hunt marmots and wild goats.
When humans encroached on their lands, however, griffins
soon discovered a new source of much more plentiful and
easier-caught prey: cows, sheep and shepherds. Though still
wary of main roads and towns (where folk with the means to
hire a witcher are like to dwell), these half-eagle, half-wildcat
creatures have gone from rarities to oft-encountered pests
known throughout the Northern Realms. Especially hated are
the subspecies known as royal griffins and archgriffins.
Heraldric Spirit. Griffins mate for life and when their
partner is attacked they will defend it to the death. For this
reason they are often considered the embodiment of courage,
loyalty and fighting spirit. This last attribute no one would
deny them – when provoked, they will not cease their attack
until they have torn their opponent to shreds.
Tactics. Griffins find their victims using their extraordinary
perceptive sense of smell. After drawing near to their chosen
target they attack by swooping down from great height. Their
muscular mass combined with their swift speed means this
blow alone is often enough to end the fight. If, however, the
victim survives this aerial assault, the griffin will immediately
engage it in direct combat, making use of its sharp, curved
beak and powerful talons.

34 /
Griffin Royal Griffin
Large monstrosity, unaligned Large monstrosity, unaligned

Armor Class 13 Armor Class 14


Hit Points 59 (7d10 + 21) Hit Points 85 (9d10 + 36)
Speed 30 ft., fly 80 ft. Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 4 (–3) 14 (+2) 8 (–1) 20 (+5) 16 (+3) 18 (+4) 5 (–3) 15 (+2) 8 (–1)

Skills Perception +4 Skills Perception +5


Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 14 Senses Darkvision 90 Ft., passive Perception 15
Languages — Languages —
Challenge 3 (700 XP) Challenge 6 (2300 XP)

Dive Attack. If the griffin is flying and dives at least Dive Attack. If the griffin is flying and dives at least
30 feet straight toward a target and then hits it 30 feet straight toward a target and then hits it
with a claws attack, the attack deals an extra 3 with a claws attack, the attack deals an extra 3
(1d6) slashing damage to the target. (1d6) slashing damage to the target.

Keen Smell. The griffin has advantage on Wisdom Keen Smell. The griffin has advantage on Wisdom
(perception) checks that rely on smell. (perception) checks that rely on smell.
Pounce. If the griffin moves at least 20 feet straight Pounce. If the griffin moves at least 20 feet straight
toward a creature and then hits it with a claws toward a creature and then hits it with a claws
attack on the same turn, that target must succeed attack on the same turn, that target must succeed
on a DC 14 Strength saving throw or be knocked on a DC 15 Strength saving throw or be knocked
prone. If the target is prone, the griffin can make prone. If the target is prone, the griffin can make
one beak attack against it as a bonus action. one beak attack against it as a bonus action.

Actions Actions
Multiattack. The griffin makes two attacks: one with Multiattack. The griffin makes three attacks: one
its beak and one with its claws. with its beak and two with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., Beak. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage. one target. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage. one target. Hit: 12 (2d6 + 5) slashing damage.
Stunning Screech (Recharges 5-6). The griffin Stunning Screech (Recharge 3-4). The griffin
screeches in a 15 foot cone in front of itself. Each screeches in a 15 foot cone in front of itself. Each
creature within the cone must make a DC 13 creature within the cone must make a DC 14
Constitution saving throw or be stunned for 1 Constitution saving throw or be stunned for 1
round. round.
Sweeping Wing (Recharge 5-6). The griffin sweeps
its wing out in a 15-foot cone in front of it. Each
creature in the area must make a DC 15 Dexterity
saving throw, taking 12 (2d6 + 5) bludgeoning
damage on a failed save, or half as much damage on
a successful one.

/ 35
Archgriffin Actions
Large monstrosity, unaligned
Multiattack. The griffin makes two attacks: one with its
Armor Class 15 beak and one with its claws.
Hit Points 115 (11d10 + 55) Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 30 ft., fly 90 ft. target. Hit: 10 (1d8 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 13 (2d6 + 6) slashing damage.
22 (+6) 18 (+4) 20 (+5) 5 (–3) 15 (+2) 8 (–1) Spit. Ranged Weapon Attack: +10 to hit, range 20/60
ft., one target. Hit: 12 (2d6 + 5) acid damage.
Skills Perception +6 Stunning Screech (Recharge 3-4). The griffin screeches
Damage Resistances Bludgeoning, Piercing, and in a 15-foot cone in front of itself. Each creature within
Slashing From Nonmagical Attacks the cone must make a DC 15 Constitution saving
Damage Immunities Acid throw or be stunned for 1 round.
Senses Darkvision 120 Ft., passive Perception 16
Languages — Sweeping Wing (Recharge 5-6). The griffin sweeps its
Challenge 10 (5900 XP) wing out in a 20 foot cone in front of it. Each creature
in the area must make a DC 16 Dexterity saving throw,
Dive Attack. If the griffin is flying and dives at least 30 taking 13 (2d6 + 6) bludgeoning damage on a failed
feet straight toward a target and then hits it with a save, or half as much damage on a successful one.
claws attack, the attack deals an extra 5 (2d4) slashing
damage to the target. Legendary Actions
The archgriffin can take 3 legendary actions, choosing
Keen Smell. The griffin has advantage on Wisdom from the options below. Only one legendary action
(perception) checks that rely on smell. option can be used at a time and only at the end of
Pounce. If the griffin moves at least 15 feet straight another creature's turn. The archgriffin regains spent
toward a creature and then hits it with a claws attack legendary actions at the start of its turn.
on the same turn, that target must succeed on a DC 16
Strength saving throw or be knocked prone. If the Beak. The archgriffin makes one beak attack.
target is prone, the griffin can make one beak attack Spit. The archgriffin makes one spit attack.
against it as a bonus action. Pounce (Costs 2 Actions). The archgriffin moves up
to its movement speed, then makes a claw attack.

36 /
Harpy
Harpies are humanoid monsters which are part woman, part
bird. Unlike those found in the monster manual, they screech,
not sing, and are far from charming.
Lesser Harpy
"Most monsters don't actually keep any treasure in their lairs.
Harpies, though - they like shiny things."
– Letho, Viper School witcher
Repulsive. It is hard to say what is most repulsive about
harpies and their cousins, the shishigas: their hideous
appearance, the overwhelming stench of rot and bird
excrement that clings to them or their bloodcurdling screech.
Suffice it to say that even rats, who dwell happily among the
rankest fecal matter and rotten waste, give their nests wide
berth.
Habitat. Harpy nests are most often found atop high cliffs
or rocky ravines. Sure signs of having strayed near one are
crumbling human and animals remains, guano-streaked
rocks and feathers littering the ground. Harpies and shishigas
hunt in flocks consisting of a handful to up to twenty
individuals. Though rather cowardly and cautious, harpies
fiercely defend their nests and will not hesitate to attack
when outnumbering their foes.
Tactics. During combat they use their ability to fly to dive
swiftly, striking their victims one by one before soaring back
up out of reach. They can kill with their wings or their sharp
beak and talons. Once on the ground they move slowly and
clumsily, and thus no longer present much of a threat.
Erynia
"A merchant once told me I reminded him of an erynia.
Naturally, I immediately teleported him to one of their nests,
so he could see for himself how ill-fitting a comparison it
was."
*– Lytta Neyd, the sorceress also known as Coral
Skelligen. Hard as it is to imagine, the erynias found in
Skellige are even more repulsive - and dangerous - than
harpies, their close relatives. Though well-rotten carrion is
their food of choice, they will not turn up their noses at fresh
meat, man flesh included.
Tactics. When they spy a potential victim, erynias, like
harpies or shishigas, will try to make full use of the strength
of their numbers and their ability to control the skies. They
will circle above their prey then attack from several directions
at once, striking with razor-sharp talons and tearing their
targets to shreds.mWhile attacking they aim for the neck,
eyes and other vital organs, often causing their prey to bleed
to death as a result. In this way a small flock of erynias is able
to make quick work of larger and better-armed victims, who
often are not able to defend themselves effectively from
several opponents attacking at once.

/ 37
Mountain Crystals
One can view the dream stored within a mountain
Erynia
crystal by placing it in a circular stone disc, which Medium monstrosity, unaligned
allows it to be viewed when sunlightor moonlight
shines through it. A dream might revolve around a Armor Class 12
recent event, be a fantasy of the dreamer's desires, Hit Points 39 (6d8 + 12)
or a nightmare centered on the dreamer's fears Speed 20 ft., fly 50 ft.
come to life. A creature who views another's
dreams has advantage on Charisma checks against STR DEX CON INT WIS CHA
the creature, having gained an insight into its
psyche. 14 (+2) 12 (+1) 14 (+2) 6 (–2) 10 (+0) 8 (–1)
Mountain crystals resonate with divination magic
and, the higher the magical power of the dreamer, Damage Resistances Bludgeoning, Piercing, and
the more powerful the resonance. Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 10
Languages —
Challenge 1/2 (100 XP)
Celaeno Harpy
These harpies are one of the only species known to have Pack Tactics. The erynia has advantage on an attack
developed intelligence, and are known for stealing dreams. roll against a creature if at least one of the erynia's
They are also known for dwelling in the mountains in allies is within 5 feet of the creature and the ally
locations like Vergen. isn't incapacitated .
Dive Attack. If the erynia is flying and dives at least
Celaeno Harpy Queen 30 feet straight toward a target and then hits it
Harpy queens are known for leading nests of harpies. with a talons attack, the attack deals an extra 3
(1d6) slashing damage to the target.

Actions
Lesser Harpy Mutiattack. The erynia makes two attacks: one with
Medium monstrosity, unaligned its talons and one with its beak.

Armor Class 11 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,


Hit Points 22 (4d8 + 4) one target. Hit: 4 (1d4 + 2) piercing damage.
Speed 20 ft., fly 40 ft. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 6 (–2) 10 (+0) 8 (–1)

Damage Resistances Bludgeoning, Piercing, and


Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP)

Dive Attack. If the lesser harpy is flying and dives at


least 30 feet. straight toward a target and then hits
it with a talons attack, the attack deals an extra 3
(1d6) slashing damage to the target.

Actions
Mutiattack. The harpy makes two attacks: one with
its talons and one with its beak.
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) slashing damage.

38 /
Celaeno Harpy Celaeno Harpy Queen
Medium monstrosity, unaligned Medium monstrosity, unaligned

Armor Class 11 Armor Class 15 (natural armor)


Hit Points 22 (4d8 + 4) Hit Points 39 (6d8 + 12)
Speed 20 ft., fly 40 ft. Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 18 (+4) 10 (+0) 8 (–1) 14 (+2) 14 (+2) 14 (+2) 20 (+5) 10 (+0) 8 (–1)

Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages — Languages —
Challenge 1/8 (25 XP) Challenge 3 (700 XP)

Dive Attack. If the lesser harpy is flying and dives at Dive Attack. If the lesser harpy is flying and dives at
least 30 feet. straight toward a target and then hits least 30 feet. straight toward a target and then hits
it with a talons attack, the attack deals an extra 3 it with a talons attack, the attack deals an extra 3
(1d6) slashing damage to the target. (1d6) slashing damage to the target.

Actions Actions
Mutiattack. The harpy makes two attacks: one with Mutiattack. The harpy makes three attacks: two with
its talons and one with its beak. its talons and one with its beak.
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage. one target. Hit: 4 (1d4 + 2) piercing damage.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) slashing damage. one target. Hit: 7 (2d4 + 2) slashing damage.
Dream Thief. If the celaeno harpy is currently in the Dream Thief. If the celaeno harpy is currently in the
possession of a mountain crystal, it can steal the possession of a mountain crystal, it can steal the
dream of one unconscious creature within 60 feet dream of one unconscious creature within 5 feet of
of it, storing it within the crystal. Each crystal can it. The target must make a DC 15 Wisdom saving
have only one dream within. throw or have its dream stolen and stored within
the crystal, which can be played back if placed
within a circular stone disc which allows it to be
viewed when sunlight shines through it. A stolen
dream cannot be recalled, and any creature who has
viewed a creature's dream has advantage on
Charisma checks made against that creature. A
dream might revolve around a recent event, be a
fantasy of the dreamer's desires, or a nightmare
centered on the dreamer's fears come to life.

/ 39
Manticore
"One of the world's oldest and deadliest creatures, I used to
feel excitement at times like this, but now the beast is just in
my way. Its meat and hot blood will help me survive this icy
hell."
- Geralt of Rivia, on encountering a manticore in the
mountains
A manticore, otherwise known as a mardyacore, is a giant
beast with the body of a lion, bat wings, and scorpion tail. As
a young witcher, Geralt fought a manticore. He also killed one
during the Second Nilfgaard War near the town of Dorian.
They are said to somehow use the poison of the Bohun
Upas tree and have an appetite that allows them to eat as
many as twenty people per moon. Scholars at the Oxenfurt
Academy believe that manticores have three rows of teeth,
though this remains unproven. Manticore's claws also never
stop growing, so scratching various surfaces helps to keep
them short.

Greater Manticore Actions


Large monstrosity, unaligned Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
Armor Class 13
Hit Points 75 (10d10 + 20) Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 50 ft., fly 60 ft. target. Hit: 10 (2d6 + 3) slashing damage.
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 10 (2d6 + 3) piercing damage, and the
target must make a DC 13 Constitution saving throw,
17 (+3) 15 (+2) 15 (+2) 3 (–4) 12 (+1) 8 (–1) taking 22 (4d10) poison damage on a failed save, or
half as much damage on a successful one.
Skills Perception +4, Stealth +5
Damage Immunities poison, fire Legendary Actions
Condition Immunities charmed, frightened, prone,
The greater manticore can take 3 legendary actions,
exhaustion, poisoned
choosing from the options below. Only one legendary
Senses darkvision 60 ft., passive Perception 14
action option can be used at a time and only at the end
Languages —
of another creature's turn. The greater manticore
Challenge 5 (1800 XP)
regains spent legendary actions at the start of its turn.
Keen Smell. The greater manticore has advantage on Detect. The manticore makes a Wisdom (Perception)
Wisdom (perception) checks that rely on smell. check.
Tail Attack. The manticore makes a tail attack.
Pack Tactics. The greater manticore has advantage on Wing Attack (Costs 2 Actions). The manticore beats
an attack roll against a creature if at least one of the its wings. Each creature within 10 ft. of the
greater manticore's allies is within 5 feet of the manticore must succeed on a DC 14 Dexterity
creature and the ally isn't incapacitated. saving throw or take 10 (2d6 + 3) bludgeoning
Pounce. If the greater manticore moves at least 20 feet damage and be knocked prone. The manticore can
straight toward a creature and then hits it with a claw then fly up to half its flying speed.
attack on the same turn, that target must succeed on a
DC 14 Strength saving throw or be knocked prone. If
the target is prone, the greater manticore can make
one bite attack against it as a bonus action.

40 /
Imperial Manticore Actions
Huge monstrosity, unaligned Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 17 (3d8 + 4) piercing damage.
Armor Class 15 (natural armor)
Hit Points 114 (12d12 + 36) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 60 ft., fly 70 ft. target. Hit: 14 (3d6 + 4) slashing damage.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 14 (3d6 + 4) piercing damage, and the
target must make a DC 14 Constitution saving throw,
19 (+4) 15 (+2) 17 (+3) 3 (–4) 14 (+2) 10 (+0) taking 33 (6d10) poison damage on a failed save, or
half as much damage on a successful one.
Skills Perception +5, Stealth +5
Damage Immunities poison, fire Legendary Actions
Condition Immunities charmed, frightened, prone,
exhaustion, poisoned The imperial manticore can take 3 legendary actions,
Senses darkvision 60 ft., passive Perception 15 choosing from the options below. Only one legendary
Languages — action option can be used at a time and only at the end
Challenge 9 (5000 XP) of another creature's turn. The imperial manticore
regains spent legendary actions at the start of its turn.
Keen Smell. The imperial manticore has advantage on Detect. The manticore makes a Wisdom (Perception)
Wisdom (perception) checks that rely on smell. check.
Tail Attack. The manticore makes a tail attack.
Pack Tactics. The imperial manticore has advantage on Wing Attack (Costs 2 Actions). The manticore beats
an attack roll against a creature if at least one of the its wings. Each creature within 10 ft. of the
greater manticore's allies is within 5 feet of the manticore must succeed on a DC 15 Dexterity
creature and the ally isn't incapacitated. saving throw or take 14 (3d6 + 4) bludgeoning
Pounce. If the imperial manticore moves at least 20 damage and be knocked prone. The manticore can
feet straight toward a creature and then hits it with a then fly up to half its flying speed.
claw attack on the same turn, that target must succeed
on a DC 15 Strength saving throw or be knocked
prone. If the target is prone, the imperial manticore can
make one bite attack against it as a bonus action.

/ 41
Mythological History. One legend claims sirens and lamias
Siren were once friendly towards men – and supposedly were even
A siren is a monster which lives in the sea and stalks coastal known (albeit on rare occasions) to accept some sailors'
cliffs as well as the waters, luring men with its ample clumsy attempts at courtship. In our day, however, they are
"charms." decidedly aggressive, perhaps soured by the numerous
kidnappings of carried out by frustrated sea salts. Whatever
Nixa the truth, one thing is certain: these days the monsters
display no signs of good will, and so when spotting them one
"Out at sea, if you hear a beautiful woman singing, turn the should immediately reach for one's silver sword.
ship around at once. You understand? Even if it means sailing Tactics. Sirens and lamias (the sirens' more dangerous
straight back into a storm." cousins) usually hunt in flocks, making use of their numbers
– Arike of Hindarsfjall, advice given to his son before his as well as their ability to move effortlessly through water and
first solo voyage air.
Seductive Lure. Like skilled hunters setting out wooden
ducks to lure in drakes, sirens and lamias lure men near - Ekhidna
using their own bodies as decoys. They can transform to Ekhidnae are a larger, stronger, breed of sirens.
resemble beautiful human maidens, though with tails
covered in silver scales instead of legs. Once a naive sailor
gets within arm's reach of these beautiful creatures, their fair
faces suddenly turn to fang-filled, fish-like maws, and lovely
tails promising unknown delights become sharp, death
dealing talons.

42 /
Nixa Ekhidna
Large monstrosity, unaligned Large monstrosity, unaligned

Armor Class 11 Armor Class 12


Hit Points 26 (4d10 + 4) Hit Points 45 (6d10 + 12)
Speed 10 ft., fly 40 ft., swim 40 ft. Speed 10 ft., fly 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 6 (–2) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 6 (–2) 10 (+0) 12 (+1)

Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 10 Senses Darkvision 60 Ft., passive Perception 10
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 1 (200 XP)

Dive Attack. If the nixa is flying and dives at least 30 Dive Attack. If the ekhidna is flying and dives at least
feet straight toward a target, or if the nixa is 30 feet straight toward a target, or if the ekhidna is
swimming and moves at least 30 feet straight swimming and moves at least 30 feet straight
toward a target, and then hits it with a claw attack, toward a target, and then hits it with a claw attack,
the attack deals an extra 3 (1d6) slashing damage the attack deals an extra 3 (1d6) slashing damage
to the target. to the target.

Limited Amphibiousness. The nixa can breathe air Limited Amphibiousness. The ekhidna can breathe
and water, but it needs to be submerged at least air and water, but it needs to be submerged at least
once every 4 hours to avoid suffocating. once every 4 hours to avoid suffocating.
Shapechanger. While partially or completely in Pack Tactics. The ekhidna has advantage on an
water, the nixa can use its action to polymorph into attack roll against a creature if at least one of the
a mermaid form that resembles a beautiful topless ekhidna's allies is within 5 feet of the creature and
woman whose legs are replaced with a silver scaled the ally isn't incapacitated .
tail, or back into its true form. Its statistics are the Shapechanger. While partially or completely in
same in each form. Any equipment it is wearing or water, the ekhidna can use its action to polymorph
carrying isn't transformed. It reverts to its mermaid into a mermaid form that resembles a beautiful
form if it dies. topless woman whose legs are replaced with a
silver scaled tail, or back into its true form. Its
Actions statistics are the same in each form. Any equipment
Mutiattack. The nixa makes two claw attacks. it is wearing or carrying isn't transformed. It reverts
to its mermaid form if it dies.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage. Actions
Reactions Mutiattack. The ekhidna makes two claw attacks.
Screech. As a reaction, whenever the nixa takes Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
damage, it can screech at its attacker if its attacker one target. Hit: 5 (1d6 + 2) slashing damage.
is within melee range. The attacker must make a DC
11 Constitution saving throw or be stunned for 1 Reactions
round. Screech. As a reaction, whenever the ekhidna takes
damage, it can screech at its attacker if its attacker
is within melee range. The attacker must make a DC
12 Constitution saving throw or be stunned for 1
round.

/ 43
Succubus False Succubus
"Again?! Good grief, woman, I'm spent..." Medium fiend, unaligned
– Lester of Smallton to a succubus, a few days before
taking a vow of celibacy Armor Class 15 (natural armor)
False Danger. Unlike other monsters, succubi and menads Hit Points 33 (6d8 + 6)
feel no desire to kill, do not crave human blood and usually do Speed 30 ft.
not, in fact, mean any harm at all. They are motivated by one
thing and one thing only: an insatiable lust. They try in vain to
slake this by engaging in sexual acts with any other STR DEX CON INT WIS CHA
humanoid species they encounter. While it must be admitted 17 (+3) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 20 (+5)
that their "victims" rarely put up much resistance, this does
not mean succubi and menads do not present any danger: Skills Deception +7, Insight +3, Perception +3,
their never-ending advances, though pleasurable at first, have Persuasion +7, Stealth +4
pushed more than one man to madness or even death. Damage Resistances Bludgeoning, Piercing, and
Habitat. Succubi and menads usually can be found near Slashing From Nonmagical Attacks
human settlement, including small villages and populous Damage Immunities Fire
cities. They prowl at night, though when stricken by serious Senses Darkvision 60 Ft., passive Perception 13
need they will leave their lairs during the day as well. They Languages Common, Infernal
shower their affections on men as well as women, the young Challenge 2 (450 XP)
as well as the old, the ugly as well as the beautiful. Some of
them are particularly fond of pastors and other holy men, Innate Spellcasting. The false succubus's innate
whose seduction they treat as a sort of game. spellcasting ability is Charisma (spell save DC 15,
Tactics. Though succubi are peaceful by nature, when +7 to hit with spell attacks). It can innately cast the
forced to fight they will defend themselves fiercely. One following spells, requiring no material components:
should thus not be fooled by their fair appearance – under the At will: produce flame, scorching ray, flame blade,
velvety skin of their arms lie muscles of iron, and a blow continual flame 1/day: dream
delivered with their rear, goat-like legs or the thick horns on
their head can easily crush bone. Brute. A melee weapon deals one extra die of its
damage when the false succubus hits with it.
Charge. If the false succubus moves at least 20 feet
straight toward a target and then hits it with its
horns on the same turn, the target takes an extra 7
(2d6) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or
be knocked prone.
Draining Kiss. The Fiend kisses a willing creature.
The target must make a DC 15 Constitution saving
throw against this magic, taking a level of
exhaustion on a failed save.

Actions
Horns. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
damage.

44 /
Insectoids

I
nsectoids are monsters, typically post-conjunction,
though occasionally created by mages, which
frequently resemble naturally occuring insects -
praying mantises, scorpions, arachnids, and ants - in
both behavior, organization, and appearance.

Arachas
Arachas are large insectoids which resemble spiders when
attacking, but hermless, colorful orchids when stationary.
Arachas
"N'aracche aen woed endicen (Let sleeping arachasae lie)."
– Elven proverb
Poisonous. Powerful pincers, a maw filled with razor-
sharp teeth and venom glands packed with deadly toxins –
these creatures constitute the arachas' deadly arsenal. Since
people and farm animals make up an important part of these
creatures' diet, contracts on arachasae in turn constitute an
important source of witcher coin.
Migration. Once native to the far south, this invasive
species migrated north over the course of decades, adjusting
as it went to new climates and temperatures. It found damp
woodlands and swamps most hospitable and made them its
home, making use of the much and moss found there as
blankets during its winter hiberation. The arachas hides its
unprotected, sack-like abdomen under a covering of hollow
tree-trunks worn on its back. Venomnous Arachas
Tactics. At first glance, a stationary arachas often looks "Barley nicked me, I'll be fine."
like a part of the forest undergrowth, a fact it uses to deadly – Last words of an unknown hunter
advantage when hunting. It usually begins a battle by spitting Venomous. Though all arachasae are highly venomous,
venom, then tries to grab its prey with prehensile feelers in this breed produces an especially strong toxin. A few drops
order to drag it within reach of its crushing pincers. are enough to kill a grown man – unless that man is a
Armored Arachas witcher, whose mutations will neutralize small amounts of
this venom. Large quantities, however, will kill anything they
"That's the kinda john we call an 'armored arachas.' Hard and touch, with mutations only prolonging an inevitable and
prickly on the otuside, but get 'im undressed and everything's painful death in such instances.
soft and squishy." Tactics. Venomous arachasae produce colossal amounts of
– Foxy Lisa, Maribor prostitute this toxin and deploy it during combat in many ways. Before
Armored. An arachas' only weakness is its soft, sensitive striking a venomous arachas will cover its pincers and teeth
abdomen. Some arachasae hide this under hollow tree with a thick coating of the deadly liquid. It will then squirt the
stumps, while other, "armored" varieties exist which have venom at its opponent to weaken it, and once locked in direct
grown a thick carapace that covers all the more delicate parts combat, will continue spraying the noxious ooze all around
of their bodies. itself, meaning every breath brings its victim closer to death.
Tactics. An armored arachas is a true behemoth. It uses its Like other members of this species, venomous arachasae use
enormous mass to knock over and trample its victims then prehensile feelers to grab and immobilize their prey.
devours their crushed remains. Like all arachasae, it is highly
venomous.
Preparation. It is also worthwhile to stock up on healing
potions and crossbow bolts before setting out, for this
arachas' thick plating can withstand a great deal of damage,
making battles with it a long and exhausting affair.

/ 45
Arachas Web Sense. While in contact with a web, the arachas
knows the exact location of any other creature in
Large monstrosity, unaligned
contact with the same web.
Armor Class 16 (natural armor) Web Walker. The arachas ignores movement
Hit Points 42 (5d10 + 15) restrictions caused by webbing.
Speed 40 ft., climb 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The arachas makes two attacks: two bite
attacks, a bite and spit attack, or a bite and web attack.
14 (+2) 16 (+3) 17 (+3) 4 (–3) 12 (+1) 4 (–3)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Skills Perception +3, Stealth +5 target. Hit: 6 (1d6 + 3) piercing damage plus 6 (2d6)
Damage Resistances Bludgeoning, Piercing, and poison damage. The target must make a DC 14
Slashing From Nonmagical Attacks Constitution saving throw, taking the poison damage
Damage Immunities Poison on a failed save, or half as much damage on a
Condition Immunities Poisoned, Prone successful one. If the poison damage reduces the
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive target to 0 hit points, the target is stable but poisoned
Perception 13 for 1 hour, even after regaining hit points, and is
Languages — paralyzed while poisoned in this way.
Challenge 3 (700 XP) Spit. Ranged Weapon Attack: +5 to hit, range 20/40 ft.,
one target. Hit: 10 (2d6 + 3) poison damage. A
False Appearance. While the arachas remains creature hit by this attack must make a DC 12
motionless, it is indistinguishable from a colorful Constitution saving throw or be poisoned for 1 round.
orchid.
Web. Ranged Weapon Attack: +5 to hit, range 20/40
Spider Climb. The arachas can climb difficult surfaces, ft., one target. Hit: 4 (1d1 + 3) bludgeoning damage. A
including upside down on ceilings, without needing to creature hit be this attack must make a DC 14
make an ability check. Constitution saving throw or be paralyzed until the
start of its next turn.

Armored Arachas Web Sense. While in contact with a web, the arachas
knows the exact location of any other creature in
Large monstrosity, unaligned
contact with the same web.
Armor Class 18 (natural armor) Web Walker. The arachas ignores movement
Hit Points 51 (6d10 + 18) restrictions caused by webbing.
Speed 40 ft., climb 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The arachas makes two attacks: two bite
attacks, a bite and spit attack, or a bite and web attack.
14 (+2) 16 (+3) 17 (+3) 4 (–3) 12 (+1) 4 (–3)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Skills Perception +3, Stealth +5 target. Hit: 6 (1d6 + 3) piercing damage plus 6 (2d6)
Damage Resistances Bludgeoning, Piercing, and poison damage. The target must make a DC 14
Slashing From Nonmagical Attacks Constitution saving throw, taking the poison damage
Damage Immunities Poison on a failed save, or half as much damage on a
Condition Immunities Poisoned, Prone successful one. If the poison damage reduces the
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive target to 0 hit points, the target is stable but poisoned
Perception 13 for 1 hour, even after regaining hit points, and is
Languages — paralyzed while poisoned in this way.
Challenge 4 (1100 XP) Spit. Ranged Weapon Attack: +5 to hit, range 20/40 ft.,
one target. Hit: 10 (2d6 + 3) poison damage. A
False Appearance. While the arachas remains creature hit by this attack must make a DC 12
motionless, it is indistinguishable from a colorful Constitution saving throw or be poisoned for 1 round.
orchid.
Web. Ranged Weapon Attack: +5 to hit, range 20/40
Spider Climb. The arachas can climb difficult surfaces, ft., one target. Hit: 4 (1d1 + 3) bludgeoning damage. A
including upside down on ceilings, without needing to creature hit be this attack must make a DC 14
make an ability check. Constitution saving throw or become paralyzed until
the start of its next turn.

46 /
Venomous Arachas Web Walker. The arachas ignores movement
restrictions caused by webbing.
Large monstrosity, unaligned
Pervasive Poison. A creature which starts its turn within
Armor Class 13 5 feet of the venomous arachas must make a DC 14
Hit Points 30 (4d10 + 8) Constitution saving throw, taking 7 (2d6) poison
Speed 40 ft., climb 40 ft. damage and becoming poisoned for 1 round on a
failure. On a success, it takes half as much poison
damage and isn't poisoned.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 4 (–3) 12 (+1) 4 (–3) Actions
Multiattack. The arachas makes two attacks: two bite
Skills Perception +3, Stealth +5 attacks, a bite and spit attack, or a bite and web attack.
Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunities Poison target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6)
Condition Immunities Poisoned poison damage. The target must make a DC 14
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Constitution saving throw, taking the poison damage
Perception 13 on a failed save, or half as much damage on a
Languages — successful one. If the poison damage reduces the
Challenge 4 (1100 XP) target to 0 hit points, the target is stable but poisoned
for 1 hour, even after regaining hit points, and is
False Appearance. While the arachas remains paralyzed while poisoned in this way.
motionless, it is indistinguishable from a colorful Spit. Ranged Weapon Attack: +5 to hit, range 20/40 ft.,
orchid. one target. Hit: 17 (4d6 + 3) poison damage. A
creature hit by this attack must make a DC 14
Spider Climb. The arachas can climb difficult surfaces, Constitution saving throw or be poisoned for 1 round.
including upside down on ceilings, without needing to
make an ability check. Web. Ranged Weapon Attack: +5 to hit, range 20/40
ft., one target. Hit: 4 (1d1 + 3) bludgeoning damage. A
Web Sense. While in contact with a web, the arachas creature hit be this attack must make a DC 14
knows the exact location of any other creature in Constitution saving throw or become paralyzed until
contact with the same web. the start of its next turn.

/ 47
Endrega somewhat resemble spiders or scorpions, albeit
Arachnomorph warped ones.
"The spider shall never lie down with the fly."
– Ofieri proverb Endrega Drone
A similar saying could gain ground in our land concerning "Lazy, good-for-nothing men are sometimes called drones.
arachnomorphs and everything unable to flee them – That's an insult to endrega drones, who at least get off their
meaning most every creature in the world. True, the tillers of arses to fight."
the earth and fellers of trees need not fear them in their daily – Evelynn Harker, herbalist
labors, for arachnomorphs, as distant, post-Conjunction Aggressive. Endrega males – called 'drones' – are
cousins of common spiders, strongly prefer deep, dark caves gluttonous creatures whose only aim in life is to eat, fight and
and unfrequented sodden swamps. Anyone who does come reproduce. Yet when venturing outside their nests, these
across them, however, had best hope his conscience is clear aggressive hunters attack any and every creature they come
and his worldly affairs are in order, for his life shall soon end, across.
as not even the fastest man in the world can outrun them and Society. Endrega drones live but brief lives, the
only a few witchers can hope to slay them. Even worse are culmination of which comes in the autumn when they
the more aggressive and dangerous kind known as fertilize the queen. They pass the time leading to that
arachnomorph colossi, which are capable of devouring an moment protecting the colony's territory. Weaker drones die
entire ox in seconds. in these battles, while the largest and strongest survive.
These select individuals' genes are passed down to the next
generation of endregas, while they themselves are killed after
Arachnomorph fertilization takes place and their bodies used to feed the hive
Large monstrosity, unaligned
during the long winter months.
Quills. Drones are easy to identify thanks to their
Armor Class 13 distinctive, cone-shaped abdomens. Unlike other endregas
Hit Points 30 (4d10 + 8) they can attack from a distance, sending out volleys of
Speed 40 ft., climb 40 ft. poisoned quills.
Endrega Worker
STR DEX CON INT WIS CHA
"I thought the workers were harmless. I thought wrong."
14 (+2) 16 (+3) 15 (+2) 4 (–3) 12 (+1) 4 (–3) – Janne the Gimp, trapper
Role. Workers are the most numerous, and thus the most
Skills Perception +3, Stealth +5 frequently encountered, caste of endrega. Within the colony
Damage Resistances Bludgeoning, Piercing, and their duty lies in building nests and cocoons, acquiring food
Slashing From Nonmagical Attacks and caring for eggs and larvae. When threatened they will
Senses Blindsight 10 Ft., Darkvision 60 ft., passive summon warriors to aid them, yet if forced to defend
Perception 13
Languages —
themselves they will – and do so surprisingly well.
Challenge 2 (450 XP)
Tactics. Endrega workers are most often found traveling in
groups of half-dozen or more members. They move slowly,
Spider Climb. The arachnomorph can climb difficult
yet when attacking, they are capable of covering the distance
surfaces, including upside down on ceilings, to their victim in the blink of an eye. Like all of their kind,
without needing to make an ability check. endrega workers are highly venomous. Their bite is toxic, as
are any wounds dealt by the bony growths on the ends of
Web Sense. While in contact with a web, the their limbs. They can also spew acid to great effect from a
arachnomorph knows the exact location of any distance of several paces. Their usual tactic is to surround
other creature in contact with the same web. their enemy and attack him from several sides at once.
Web Walker. The arachnomorph ignores movement
restrictions caused by webbing.

Actions
Multiattack. The arachnomorph makes two attacks:
two bite attacks or a bite and web attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.
Web. Ranged Weapon Attack: +5 to hit, range
20/40 ft., one target. Hit: 4 (1d1 + 3) bludgeoning
damage. A creature hit be this attack must make a
DC 14 Constitution saving throw or become
paralyzed until the start of its next turn.

Endrega
/
Endrega Warrior Endrega Queen
"Scared of these endregas, are you? Just wait till you see the Endrega queens are large, female endrega which are leaders
warriors." among their species and spend their time laying endrega
– Klaus Altman, forester eggs meant to hatch into young or patrolling the area for
Role. Endless waves of endrega workers are enough to threats to the eggs.
overcome most attackers, but when confronting more
dangerous foes, endrega colonies unleash their larger,
stronger members – the so-called warriors. This caste lives Endrega Drone
only to fight, and gets ample opportunity to do so while
defending the colony's borders or conquering new territory. Medium monstrosity, unaligned
Tails. An endrega warrior's main weapon is its long tail, Armor Class 14 (natural armor)
which is tipped with a club-like growth and spiked with Hit Points 32 (5d8 + 10)
venomous quils. Powerful abdominal muscles allow it to Speed 30 ft.
swing this tail with enough force to kill most lesser
opponents in one blow.
Pounce. Endrega warriors also use their mass and STR DEX CON INT WIS CHA
strength as a weapon by charging their opponents in an 15 (+2) 13 (+1) 15 (+2) 2 (–4) 9 (–1) 3 (–4)
attempt to knock them over.
Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks
Senses Blindsight 60 Ft., passive Perception 9
Languages —
Challenge 1 (200 XP)

Hive Tactics. The endrega drone has advantage on


an attack roll against a creature if at least one other
endrega is within 5 feet of the creature and the ally
isn't incapacitated .

Actions
Pincers. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Quills (Recharge 5-6). The endrega drone shoots out
poisonous quills in a 15-foot cone in front of it.
Each creature in the cone must make a DC 12
Constitution saving throw, taking 2 (1d4) piercing
damage and 9 (2d4 + 2) poison damage on a
failure, or half as much poison damage on a
success.

/ 49
Endrega Worker Endrega Warrior
Medium monstrosity, unaligned Large monstrosity, unaligned

Armor Class 14 (natural armor) Armor Class 15 (natural armor)


Hit Points 39 (6d8 + 12) Hit Points 59 (7d10 + 21)
Speed 30 ft. Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 2 (–4) 9 (–1) 3 (–4) 17 (+3) 15 (+2) 17 (+3) 2 (–4) 10 (+0) 3 (–4)

Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Senses Blindsight 60 Ft., passive Perception 9 Senses Blindsight 60 Ft., passive Perception 10
Languages — Languages —
Challenge 2 (450 XP) Challenge 4 (1100 XP)

Hive Tactics. The endrega drone has advantage on Hive Tactics. The endrega warrior has advantage on
an attack roll against a creature if at least one other an attack roll against a creature if at least one other
endrega is within 5 feet of the creature and the ally endrega is within 5 feet of the creature and the ally
isn't incapacitated . isn't incapacitated .
Pounce. If the endrega warrior moves at least 20
Actions feet straight toward a creature and then hits it with
Pincers. Melee Weapon Attack: +5 to hit, reach 5 a pincer attack on the same turn, that target must
ft., one target. Hit: 6 (1d6 + 3) piercing damage succeed on a DC 13 Strength saving throw or be
plus 7 (2d6) poison damage. knocked prone. If the target is prone, the endrega
warrior can make one pincer attack against it as a
bonus action.

Actions
Multiattack. The endrega warrior makes three
attacks: one its tail and two with the pincers.
Pincers. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 13 (3d6 + 3) bludgeoning damage
plus 3 (1d6) poison damage.

Reactions
Parry. The endrega warrior can juxtapose its tail in
between itself and one attack, adding 3 AC to one
attack which would otherwise hit it.

50 /
Endrega Queen Queen's Scent. Endregas defending a queen gain
advantage on all attack rolls.
Large monstrosity, unaligned

Armor Class 15 (natural armor) Actions


Hit Points 114 (12d10 + 48) Multiattack. The endrega queen makes two attacks: two
Speed 30 ft., burrow 30 ft. pincers attacks or two spit attacks.
Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 11 (2d6 + 4) piercing damage plus 10
18 (+4) 15 (+2) 18 (+4) 2 (–4) 10 (+0) 3 (–4) (3d6) poison damage.
Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
Damage Resistances Bludgeoning, Piercing, and one target. Hit: 14 (3d6 + 4) acid damage.
Slashing From Nonmagical Attacks
Senses Blindsight 60 Ft., passive Perception 10 Legendary Actions
Languages — The endrega queen can take 3 legendary actions,
Challenge 10 (5900 XP) choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Hive Tactics. The endrega queen has advantage on an of another creature's turn. The endrega queen regains
attack roll against a creature if at least one other spent legendary actions at the start of its turn.
endrega is within 5 feet of the creature and the ally
isn't incapacitated . Move. The endrega queen moves up to its
movement speed.
Pounce. If the endrega queen moves at least 20 feet Spit. The endrega queen makes a spit attack.
straight toward a creature and then hits it with a pincer Pincers. The endrega queen makes a pincers attack.
attack on the same turn, that target must succeed on a
DC 15 Strength saving throw or be knocked prone. If
the target is prone, the endrega queen can make one
pincer attack against it as a bonus action.

/ 51
Giant Centipede
Giant Centipedes are large, overgrown insects which burrow Greater Giant
underground and pop up from the ground to attack. Centipede
Large monstrosity, unaligned
Giant Centipede
"Among the fascinating flora and fauna of the duchy of Armor Class 17 (natural armor)
Toussaint, one also encounters creatures of the decidedly Hit Points 25 (3d10 + 9)
unpleasant sort, such as giant centipedes. Not only do these Speed 30 ft., burrow 40 ft.
beasts look hideous to the eye, they can do colossal damage
to the flesh as well. I decidedly advise against them." STR DEX CON INT WIS CHA
– "A Visit to Toussaint," one of the many guides authored by
Peterin Safles 10 (+0) 19 (+4) 17 (+3) 3 (–4) 10 (+0) 3 (–4)
Symbiotic Relationship. Giant centipedes are enormous,
insect-like monsters which can be found in many places in Damage Resistances Bludgeoning, Piercing, and
the world, but are particularly common in the lands (or more Slashing From Nonmagical Attacks
precisely, under the lands) of Toussaint. There they often Senses Blindsight 60 Ft., passive Perception 10
dwell in close comity with shaelmaars, for a sort of Languages —
monstrous symbiosis has developed between them: giant Challenge 3 (700 XP)
centipedes feed on the small creatures which eat Shaelmaar
dung. Magic Resistance. The greater giant centipede has
Tactics. Hard chitinous armor covers nearly the entire advantage on saving throws against spells and other
body of a giant centipede. Sticking out from under this magical effects.
carapace are rows of hooked limbs. Giant centipedes are able
to burrow into the ground with shocking speed, only to then Actions
appear back on the surface in another place. Once they select Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
a target, they will circle it determinedly, trying to get close one target. Hit: 5 (2d4) piercing damage plus 10
enough to deliver a blow. They attack primarily with their (3d6) poison damage.
powerful mandibles, but they also possess glands allowing
them to spew acid. Sweep (Recharge 6). Each creature within 10 feet of
the giant centipede must make a DC 14 Dexterity
saving throw, taking 7 (2d6) bludgeoning damage
Pale Widow on a failed save, or half as much damage on a
"Never have I seen such a creature! It was like a giant successful one.
centipede, but white, utterly white!"
– Account of Doctor Vittorius de la Vega after the first Reactions
encounter with the Pale Widow Parry. The giant centipede adds 2 to its AC against
This rare variety of giant centipede dwells in underground one melee attack that would hit it. To do so, the
lairs and owes its name to its unusual, pale white coloring. giant centipede must see the attacker and be
Like the more common giant centipede, its body is covered in wielding a melee weapon.
hard chitinous armor, with numerous hooked limbs sticking
out from underneath. Some scholars raise these creatures in
laboratory conditions for the properties of their albumen,
which makes an excellent base for the brewing of mutagenic
potions.

52 /
Pale Widow Ilyocoris
Large monstrosity, unaligned Large monstrosity, unaligned

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 25 (3d10 + 9) Hit Points 75 (10d10 + 20)
Speed 30 ft., burrow 40 ft. Speed 35 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 17 (+3) 3 (–4) 10 (+0) 3 (–4) 19 (+4) 15 (+2) 15 (+2) 4 (–3) 12 (+1) 4 (–3)

Damage Resistances Bludgeoning, Piercing, and Damage Immunities fire, poison


Slashing From Nonmagical Attacks Condition Immunities poisoned, prone
Senses Blindsight 60 Ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11
Languages — Languages —
Challenge 3 (700 XP) Challenge 8 (3900 XP)

Magic Resistance. The greater giant centipede has Aggressive. As a bonus action, the ilyocoris can
advantage on saving throws against spells and other move up to its speed toward a hostile creature that
magical effects. it can see.
Amphibious. The ilyocoris can breathe air and water.
Actions
Blood Frenzy. The ilyocoris has advantage on melee
Multiattack. The pale widow makes two attacks, attack rolls against any creature that doesn't have
choosing from the options below. all its hit points.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 5 (2d4) piercing damage plus 10 Actions
(3d6) acid damage. Multiattack. The ilyocoris makes four claw attacks.
Spit. Ranged Weapon Attack: +6 to hit, range Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
20/40 ft., one target. Hit: 11 (2d6 + 4) acid one target. Hit: 9 (1d8 + 4) bludgeoning damage,
damage. plus 4 (1d8) poison damage, and the target is
Sweep (Recharge 6). Each creature within 10 feet of grappled (escape DC 15). The ilyocoris has two
the giant centipede must make a DC 14 Dexterity claws, each of which can grapple only one target.
saving throw, taking 7 (2d6) bludgeoning damage Swarm of Hyphydriae (1/Month). The ilyocoris lays
on a failed save, or half as much damage on a its young. 2 (1d4) hyphydriae emerge from it into a
successful one. space within 5 feet of it.
Reactions
Parry. The giant centipede adds 2 to its AC against
one melee attack that would hit it. To do so, the
giant centipede must see the attacker and be
wielding a melee weapon.

Ilyocoris
The ilyocoris or lopustre (Elder Speech: cinerea) is a
ravenous aquatic creature which inhabits the swamps of
Angren. Its skin is brownish in color and its body is long and
flat.
While Edmund Bumbler learned a bit about the different
variations of the hyphydridae family, he incorrectly thought an
ilyocoris (which he called ichthyovorax bumbleri) only ate fish
and small amphibians, and didn't realize they would also eat
people if given the chance. Furthermore, Bumbler didn't
realize it already had a name, likely thinking a cinerea was a
mythical creature.

/ 53
Hyphydriae Kelpia
Small monstrosity, unaligned Small monstrosity, unaligned

Armor Class 15 (natural armor) Armor Class 12


Hit Points 31 (7d6 + 7) Hit Points 9 (2d6 + 2)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (–4) 10 (+0) 4 (–3) 12 (+1) 15 (+2) 13 (+1) 2 (–4) 11 (+0) 6 (–2)

Damage Immunities fire, poison Senses passive Perception 10


Condition Immunities poisoned, prone Languages —
Senses darkvision 60 ft., passive Perception 10 Challenge 1/8 (25 XP)
Languages —
Challenge 2 (450 XP) False Appearance. While the kelpia remains
motionless, it is indistinguishable from a normal
Aggressive. As a bonus action, the hyphydriae can shrub.
move up to its speed toward a hostile creature that
it can see. Actions
Amphibious. The hyphydriae can breathe air and Suicide. Each creature within 5 feet of the kelpia
water. must make a DC 12 Dexterity saving throw, taking
3 (1d1 + 2) piercing damage, plus 3 (1d6) poison
Actions damage on a failure, or half as much damage on a
success. The kelpia dies at the start of its next turn.
Multiattack. The hyphydriae makes three claw
attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., style='position:absolute;top:0px;left:0px;width:820px' />
one target. Hit: 7 (2d4 + 2) piercing damage, and
the target is grappled (escape DC 12). The
hyphydriae has two claws, each of which can
grapple only one target.

Kelpia
A creature similar to a small endrega, which lives in the
forests and pretends to be a plant, hiding in grass. It's small
but very fast, resembling a flea with green spikes on its back.
It prefers to attack in large groups.

/
Kayran
Unique. The kayran 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.
It took up residence in the Pontar's waters, where it lives to
this day. The chronicles mention instances when the kayran
appeared on the river's surface in various places over the
ages. There is no certainty whether it is the same creature
slowly moving up and down the river, or perhaps his progeny
seen here and there.
Sightings. Over a hundred years ago the kayran made its
lair near the trading post of Flotsam. The folk of the nearby
village call it the Old Man. People have grown used to the
monster's presence. Until recently, they even considered
harmless. Lately, however, the kayran awoke and now
emerges from the water. It has become aggressive: it shatters
ships, shreds nets, snatches people from the river banks and
pulls them beneath the water. Even the military cannot
handle this plague, for the kayran hides in the water, where it
is impossible to fight.
Combat. To defeat the kayran, 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 - and ordinary man would die from a single blow, for
these appendages weigh as much as a trebuchet arm and are
covered in poisonous mucus. These tentacles should be cut
off or immobilized during combat, for example using a
special trap. Once the kayran 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!
Slaying the Kayran. The kayran 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.

/
Kayran Tentacle. Melee Weapon Attack: +17 to hit, reach 40
ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage,
Gargantuan monstrosity, unaligned
and the target is Grappled (escape DC 25). Until this
Armor Class 24 (natural armor) grapple ends, the target is Restrained. The kayran satrts
Hit Points 615 (30d20 + 300) with six tentacles, each of which can grapple one
Speed 40 ft. target.
Fling. One Large or smaller object held or creature
Grappled by the kayran is Thrown up to 120 feet in a
STR DEX CON INT WIS CHA random direction and knocked prone. If a Thrown
30 (+10) 12 (+1) 30 (+10) 3 (–4) 10 (+0) 6 (–2) target strikes a solid surface, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was Thrown. If
Saving Throws Dex +8, Int +3, Wis +7, Cha +5 the target is Thrown at another creature, that creature
Damage Immunities fire, poison; bludgeoning, piercing, must succeed on a DC 25 Dexterity saving throw or
and slashing from nonmagical attacks take the same damage and be knocked prone.
Condition Immunities charmed, frightened, paralyzed, Frightful Presence.. Each creature of the kayran's choice
poisoned, prone within 120 feet of it and aware of it must succeed on a
Senses blindsight 120 ft., passive Perception 10 DC 17 Wisdom saving throw or become frightened for
Languages — 1 minute. A creature can repeat the saving throw at the
Challenge 30 (155000 XP) end of each of its turns, with disadvantage if the kayran
is within line of sight, ending the effect on itself on a
Amphibious. The kayran can breathe air and water. success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
Legendary Resistance (3/Day). If the kayran fails a saving kayran's Frightful Presence for the next 24 hours.
throw, it can choose to succeed instead.
Poison Breath (Recharge 5-6). The kayran exhales gas in
Magic Resistance. The kayran has advantage on saving a 60-foot cone. Each creature in that line must make a
throws against spells and other magical effects. DC 25 Constitution saving throw, taking 54 (12d8)
Multiple Tenticles. The kayran has six tentacles. poison damage on a failed save, or half as much
Whenever the kayran takes 70 or more damage in a damage on a successful one.
single turn, one of its tentacles dies.
Legendary Actions
Reactive Tentacles. For each tentacle the kayran has
beyond one, it gets an extra reaction that can be used The kayran can take 3 legendary actions, choosing from
only for opportunity attacks. the options below. Only one legendary action option
can be used at a time and only at the end of another
Siege Monster. The kayran deals double damage to creature's turn. The kayran regains spent legendary
objects and structures. actions at the start of its turn.

Actions Attack. The kayran makes one tentacle or fling attack,


provided it has at least one tentacle.
Multiattack. The kayran makes as many tentacle attacks Move. The kayran moves up to half its speed.
as it has tentacles, each of which it can replace with Chomp (Costs 2 Actions). The kayran makes one bite
one use of Fling. attack.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one
target. Hit: 36 (4d12 + 10) piercing damage. If the
target is a Large or smaller creature grappled by the
kayran, that creature is swallowed, and the grapple
ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other
effects outside the kayran, and it takes 56 (16d6) acid
damage at the start of each of the kayran's turns. If the
kayran takes 60 damage or more on a single turn from
a creature inside it, the kayran must succeed on a DC
25 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in
a space within 10 feet of the kayran. If the kayran dies,
a swallowed creature is no longer restrained by it and
can escape from the corpse using 15 feet of
movement, exiting prone

56 /
Kikimore Kikimore Queen
Kikimores are smaller insectoids who work in a hive not Some scientists claim that kikimores behave like ants. They
dissimilar from an art colony. are divided into industrious workers and protective warriors.
Life in a kikimore colony is centered around a great,
unceasingly procreating female. The landscape around the
Kikimore Worker queen's nest looks like a desert, littered
"The old fool came home all black and blue, claiming with the remains of unfortunate creatures
kikimores had attacked him in the woods. Who does he take which unwisely lingered in the area. Not
me for?! His mates worked him over because he'd cheated at even birdsong can be heard.
gwent. If it'd been kikimores, he'd be dead. And I'd have
peace at last."
– Lavinia, wife of a Beauclair innkeeper
Hive Insect. Kikimores form colonies, making them Kikimore Worker
Medium monstrosity, unaligned
similar to communal insects such as ants. A kikimore colony
is ruled by a queen and organized into something of a social Armor Class 13
hierarchy. Kikimore workers take care of hunting food and Hit Points 5 (1d8 + 1)
bringing it back to the nest, while kikimore warriors defend Speed 30 ft., burrow 30 ft.
the nest against attackers.
Kimimore Together, Strong. A worker on its own can be
easily killed by even a weak person or a child. It is rare STR DEX CON INT WIS CHA
indeed, however, to come across an isolated individual, for
kikimore workers usual move in groups of a few to a dozen or 12 (+1) 14 (+2) 13 (+1) 2 (–4) 12 (+1) 6 (–2)
so members. The only defense against a swarm of kikimores
available to a normal person is to flee. And not even that is Damage Resistances Bludgeoning, Piercing, and
guaranteed to work.
Subservient. Kikimore workers listen to orders given by Slashing From Nonmagical Attacks
Damage Immunities Poison
kikimore warriors. On command, a swarm of workers might Condition Immunities Charmed, Poisoned
begin burrowing tunnels near potential prey to allow for a Senses Blindsight 60 Ft., passive Perception 11
surprise mass attack. Eliminate the warrior guiding a swarm, Languages —
however, and the workers will disperse and cease digging. Challenge 1/8 (25 XP)

Kikimore Warrior Hive Tactics. The kikimore has advantage on an


"Then the kikimore princess summoned all her loyal sisters attack roll against a creature if a kikimore warrior or
and off they went! Together they charged the enemy trying to queen is within 60 feet of it .
harm their queen."
– "The Kikimore Princess and the Mountain Giants" Actions
Cornelius Briggs (dwarven children's fable, fragment) Pincers. Melee Weapon Attack: +3 to hit, reach 5
Communication. It is unknown how exactly it is kikimores ft., one target. Hit: 3 (1d4 + 1) piercing damage.
communicate with each other. Autopsies are hampered by
the high toxicity of their subjects. Scholars have established
that kikimores do not seem to possess any detectable
auricles. One amateur researcher, Count di Salvaress, put
forth a theory in his treatise "A Microscope Among Monsters"
suggesting kikimores have a highly developed sense of smell
and use airborne particles undetectable to humans to
transmit information. This theory has yet to be proved or
disproved.
Tactics. Kikimore warriors defend their nests from
attackers. They attack somewhat slower than kikimore
workers. They are able to spew streams of caustic venom a
great distance and leap to attack. Kikimore warriors are
protected by swarms of workers which obey their orders until
they are themselves eradicated.

/ 57
Kikimore Warrior Hive Tactics. The kikimore has advantage on an attack
roll against a creature if a kikimore queen is within 60
Large monstrosity, unaligned
feet of it .
Armor Class 14 (natural armor) Pounce. If the kikimore warrior moves at least 20 feet
Hit Points 32 (5d10 + 5) straight toward a creature and then hits it with a
Speed 30 ft., burrow 30 ft. pincers attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or be
STR DEX CON INT WIS CHA knocked prone. If the target is prone, the kikimore
warrior can make one pincers attack against it as a
14 (+2) 12 (+1) 13 (+1) 2 (–4) 12 (+1) 6 (–2) bonus action.

Damage Resistances Bludgeoning, Piercing, and Actions


Slashing From Nonmagical Attacks Pincers. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Damage Immunities Poison one target. Hit: 9 (2d6 + 2) piercing damage.
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 Ft., passive Perception 11 Acid Spray (Recharge 6). The kikimore spits acid in a line
Languages — that is 30 feet long and 5 feet wide, provided that it
Challenge 1 (200 XP) has no creature grappled. Each creature in that line
must make a DC 11 Dexterity saving throw, taking 10
(3d6) acid damage on a failed save, or half as much
damage on a successful one.

Kikimore Queen Actions


Large monstrosity, unaligned Pincers. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.
Armor Class 15 (natural armor)
Hit Points 60 (8d10 + 16) Acid Spray (Recharge 5-6). The kikimore exhales acid in
Speed 30 ft., burrow 30 ft. a 30-foot line that is 5 ft. wide, provided that it has no
creature grappled. Each creature in that line must make
a DC 12 Dexterity saving throw, taking 10 (3d6) acid
STR DEX CON INT WIS CHA damage on a failed save, or half as much damage on a
16 (+3) 14 (+2) 14 (+2) 2 (–4) 12 (+1) 6 (–2) successful one.

Damage Resistances Bludgeoning, Piercing, and Legendary Actions


Slashing From Nonmagical Attacks The kikimore queen can take 3 legendary actions,
Damage Immunities Poison choosing from the options below. Only one legendary
Condition Immunities Charmed, Poisoned action option can be used at a time and only at the end
Senses Blindsight 60 Ft., passive Perception 11 of another creature's turn. The kikimore queen regains
Languages — spent legendary actions at the start of its turn.
Challenge 5 (1800 XP)
Move. The kikimore queen moves up to its
Hive Tactics. The kikimore queen has advantage on an maximum movement.
attack roll against a creature if a kikimore is within 60 Pincers. The kikimore queen makes a pincers attack.
feet of it .
Pounce. If the kikimore queen moves at least 20 feet
straight toward a creature and then hits it with a
pincers attack on the same turn, that target must
succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the kikimore
queen can make one pincers attack against it as a
bonus action.

58 /
Necrophages

N
ecrophage is a hypernym used to refer to
monsters that generally haunt cemeteries
and battlefields, places where dead bodies Bullvore
lay, eating the remains. Some, however, Medium undead, unaligned
have decided they have no qualms about
being the ones to fill the area with corpses Armor Class 15 (natural armor)
instead of just being carrion crows. Hit Points 95 (10d8 + 50)
Speed 30 ft.

Undead or Aberrations STR DEX CON INT WIS CHA


While necrophages are generally hideous and all
consume corpses, there exists debate among 20 (+5) 14 (+2) 20 (+5) 7 (–2) 9 (–1) 7 (–2)
scholars to whether or not they are truly undead.
Some are suseptible to turning effects, except in Skills Perception +3
the presence of their higher kin, lending some Damage Resistances bludgeoning, piercing, and
creedance to those who argue they are undead, and slashing damage from nonmagical weapons
peasant tales hold many of these creatures are Damage Immunities poison
dead who died in various ways. If you wish, you can Condition Immunities poisoned
replace the "undead" type with a "necrophage' type Senses passive Perception 13
to further differentiate. Languages Common
Challenge 10 (5900 XP)

Regeneration. The bullvore regains 10 hit points at


Bullvore the start of its turn. The bullvore dies when it
reaches 0 hit points.
Apearance. 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 it's mouth is filled with sharp teeth
adapted to rending flesh. Bullvores are post-conjuction Corpse Eaters
beasts. The visible mark of Chaos are the horns and vestigial
hands the creature barely moves, growing all over its body. These necrophages are specifically known to dig up graves
Anti-Social. This monster does not like the company of its and eat the flesh of those recently buried, or left for dead
own kind. One might even say it is like a poet in that it is an somewhere, like a battefield, perhaps. One scholar once
individualist. Much like an artist, it likes to show off before its postulated they are natural scavengers who help the living by
lessers, thus it is at times accompanied by smaller, weaker consuming the dead and preventing disease. His theory
beasts like nekkers and rotfiends. Bullvores are prone to collapsed by when he learned they attack the living as well.
giving peculiar displays wherein they kill their retinue in a
fanciful manner, for example, by spitting acid on rotfiends Ghoul
that, in turn, explode. "Ghouls creep and crawl at night
Eating everything in sight
In a snap they'd eat you, too
Chop you up for a ghoulish stew!"
– Children's rhyme
Appearance. Ghouls and graveirs are hard to describe. In
part, they resemble humans - yet on the whole, they are the
utter negation of all that is human. Though they have arms
and legs like men, they walk on all fours like dogs or badgers.
Though they have eerily familiar faces, one searches them in
vain for any sign of sentiment, reason or even a spark of
consciousness. They are driven by one thing and one thing
only: an insatiable craving for human flesh.
Pack Hunters. Ghouls and their more dangerous cousins,
graveirs, usually feed in small groups, at times led by an
alghoul. Since they delight most in the taste of fresh
carcasses, they appear wherever newly-dug graves are to be
found: cemeteries, crypts, catacombs and battlefields.
Whenever the opportunity arises they hunt the living as well,
especially when they have strength in numbers.

/ 59
Enraged Frnezy. In a one-on-one fight with a trained witcher, Nocturnal. Rotfiends and devourers feed in the twilight
a ghoul poses little threat, but one must remember that hours and at night, when they become much more dangerous
wounded individuals can erupt in a mad frenzy. At such times than during the day.
they attack fiercely, paying no heed to their own safety and
brushing off all wounds. One must likewise bear in mind that Scurver
ghouls and graveirs are particular dangerous around dusk "Thought it was just a pile of rotten meat - till it started to
and at night. move!"
– Thibaut from Beauclair
Alghoul Hunting Behavior. Scurvers are rotfiends' larger cousins.
"An alghoul's basically a badarse ghoul." The bodies of these hideous, vaguely humanoid creatures are
- Yarpen Zigrin, dwarven warrior covered with rotten scraps of flesh, under which lurk even
Appearance. Alghouls differ from normal ghouls in size, more rotten muscles stretched around a strong, flexible
strength, coloring and, most importantly, intelligence. skeleton. Scurvers, which feed on old, rotting corpses, prefer
Whereas ghouls and graveirs are primitive creatures unfit to to make their hunting grounds in abandoned torture sites,
plan even the simplest ambush, alghouls and their kindred forgotten graveyards and old battlefields. They are very
(such as cemetaurs) are capable of forethought, and are thus aggressive and, though they feed on corpses, if they come
much more dangerous. across a living person they are likely to attack. Thus when
Enhanced Intelligence. Ghouls seem to possess wits wandering near any of the above-mentioned places, one must
enough to at least know a brighter mind when they see it, and be especially cautious.
so let alghouls and cemetaurs lead their packs. A pack so led Burrowers. Scurvers usually feed underground, but
will terrorize all in its path, attacking not only lone travelers sometimes, when they catch the scent of a human, they crawl
but also caravans and even farmsteads. When encountering to the surface in a matter of seconds and attack their
such a pack the alghoul should be eliminated as a first potential prey.
priority, leaving the other beasts for once their leader is gone. Porcupine Death. While fighting them one cannot afford
One be particularly careful when fighting alghouls around to forget about their special boney spines, razor-sharp
dusk and at night, when they fight with doubled strength. protuberances sticking out from their skeletons. When a
Tactics. During combat alghouls and cemetaurs try risky scurver is near death, the gasses and enzymes gathered
maneuvers aimed at knocking their opponents to the ground within its body cause it to explode, flinging these spines out
so the others can finish the job by tearing them to shreds. at great speed, turning them into one last deadly weapon in
Like a normal ghoul, an injured alghoul can fall into a frenzy their arsenal.
and attack with blind fury. An experienced witcher knows to
get out of its way on such occasions and strike from behind,
while for an inexperienced witcher, such a turn of events
often marks the end of his Path.
Rotfiend
"Course it reeks. Think they're called rotfiends because they
smell like roses?"
– Vesemir, witcher of the Wolf School
Appearance. Rotfiends resemble decomposing human
bodies that have been stripped of their skin. Their presence is
given away by the overwhelming stench of the rot which gives
them their name. Devourers are a particularly dangerous
kind of rotfiend marked by an insatiable appetite for human
flesh.
Increased Frequency. Rotfiends and devourers were once
rarities, but in the present age of constant warfare and
violence they have become a veritable plague, particularly
around battlefields and in disease-stricken areas. Though
they feed mainly on carrion, they will at times attack the
living. They usually feed in large groups and thus present a
danger to lone travelers – especially considering their speed,
which is more than a match for a horse at full gallop.
Explosive Gas. The rotfiend's decomposing body is filled
with gasses which are poisonous even to those who, like
witchers, are immune to most other toxins. These emissions
are also highly flammable, meaning any spark, not to mention
a carelessly-cast Igni sign, can lead to an explosion. This is
particularly likely after a rotfiend dies, when its body thrashes
around in uncontrollable tremors.

60 /
Devourer
Devourers are often called night witches, because they Alghoul
resemble old, ugly women and are famous for their witch-like Medium undead, chaotic evil
viciousness. These creatures gorge themselves on human
flesh; although they willingly eat carcasses, above all they Armor Class 13
crave flesh that is fresh and warm. Devourers hunt after dark Hit Points 27 (6d8 + 0)
in groups that peasants refer to as sabbaths. They like to Speed 30 ft.
deceive their victims and torture them, but there is no truth to
the tales of their midnight flights on broomsticks and their STR DEX CON INT WIS CHA
gingerbread houses. The males of the species do not look
anything like the previous description, instead they have 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (–1)
normal male bodies and insect shell heads.
Damage Resistances Necrotic; Bludgeoning,
Piercing, and Slashing From Nonmagical Attacks
Damage Immunities Poison
Lesser Ghoul Condition Immunities Exhaustion, Poisoned
Medium undead, unaligned Senses Darkvision 60 Ft., passive Perception 10
Languages —
Armor Class 12 Challenge 2 (450 XP)
Hit Points 13 (3d8 + 0)
Speed 30 ft. Enraged. When the alghoul becomes bloodied, it
snarls loudly. On the start of each of its turns it can
roll one of its hit die and regain the number of hit
STR DEX CON INT WIS CHA points rolled. It repeats this ability until it reaches
13 (+1) 15 (+2) 10 (+0) 7 (–2) 10 (+0) 6 (–2) its maximum health. During this period, it also has
advantage on attack rolls against creatures who
have less than their full health.
Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Nocturnal. Whenever the alghoul hits with a melee
Damage Immunities Poison attack at night, the attack deals one extra damage
Condition Immunities Exhaustion, Poisoned die of damage to the target.
Senses Darkvision 60 Ft., passive Perception 10
Languages — Barbed Hide. Unless charmed, at the start of each of
Challenge 1/4 (50 XP) its turns, the alghoul deals 3 (1d6) piercing damage
to any creature grappling it. It also deals this
damage whenever hit by a melee weapon attack.
Enraged. When the ghoul becomes bloodied, it
snarls loudly. On the start of each of its turns it can Turning Defiance. The alghoul and any
roll one of its hit die and regain the number of hit nechrophages or ghouls within 30 feet of it have
points rolled. It repeats this ability until it reaches advantage on saving throws against effects that
its maximum health. During this period, it also has turn undead.
advantage on attack rolls against creatures who
have less than their full health. Actions
Multiattack. The alghoul makes two claw attacks.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Multiattack. The ghoul makes two claw attacks.
one target. Hit: 5 (1d4 + 3) slashing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

/ 61
Rotfiend Scurver
Medium undead, unaligned Medium undead, unaligned

Armor Class 13 Armor Class 14


Hit Points 22 (5d8 + 0) Hit Points 22 (5d8 + 0)
Speed 60 ft. Speed 60 ft., burrow 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 10 (+0) 7 (–2) 10 (+0) 6 (–2) 12 (+1) 13 (+1) 10 (+0) 7 (–2) 10 (+0) 6 (–2)

Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Poisoned Condition Immunities Poisoned
Senses darkvision 60 Ft., passive Perception 10 Senses Darkvision 60 Ft., passive Perception 10
Languages — Languages —
Challenge 1/2 (100 XP) Challenge 1 (200 XP)

Death Burst. The rotfiend explodes when it drops to Aggressive. As a bonus action, the scurver can move
0 hit points. Each creature within 20 feet of it must up to its speed toward a hostile creature that it can
succeed on a DC 14 Dexterity saving throw, taking see.
10 (3d6) poison damage on a failed save, or half as
much damage on a successful one. Death Burst. The surver explodes when it drops to 0
hit points. Each creature within 20 feet of it must
Stench. Any creature that starts its turn within 10 succeed on a DC 14 Dexterity saving throw, taking
feet of the rotfiend must succeed on a DC 14 25 (7d6) piercing damage on a failed save, or half
Constitution saving throw or be poisoned until the as much damage on a successful one.
start of its next turn. On a successful saving throw, Stench. Any creature that starts its turn within 10
the creature is immune to the rotfiend's stench for feet of the scurver must succeed on a DC 14
24 hours. Constitution saving throw or be poisoned until the
start of its next turn. On a successful saving throw,
Actions the creature is immune to the scurver's stench for
Multiattack. The rotfiend makes two claw attacks. 24 hours.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., Actions


one target. Hit: 6 (1d6 + 3) slashing damage.
Multiattack. The scurver makes three claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.

62 /
Devourer
Medium undead, unaligned

Armor Class 14
Hit Points 31 (7d8 + 0)
Speed 60 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (–1)

Damage Resistances Bludgeoning, Piercing, and


Slashing From Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 10
Languages —
Challenge 2 (450 XP)

Death Burst. The devourer explodes when it drops


to 0 hit points. Each creature within 20 feet of it
must succeed on a DC 14 Dexterity saving throw,
taking 14 (4d6) poison damage on a failure, or half
as much damage on a successful one.
Stench. Any creature that starts its turn within 10
feet of the devourer must succeed on a DC 14
Constitution saving throw or be poisoned until the
start of its next turn. On a successful saving throw,
the creature is immune to the devourer's stench for
24 hours.
Turning Defiance. The devourer and any rotfiends
within 30 feet of it have advantage on saving
throws against effects that turn undead.

Actions
Multiattack. The devourer makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.

/ 63
Drowner Drowned Dead
Drowners resemble humanoids and prefer to drag their Particularly strong and dangerous drowners are known as
victims, primarily washerwomen and fishermen, into the the drowned dead. Simple people see no difference between
water in attempts to drown them. 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
Drowner drowners.
"When at the water's edge, you gotta be quiet. First of all, so
as not to scare the fish. Second – so you don't attract
drowners."
– Yanneck of Blaviken, fisherman
Peasant Superstitions. A drowner resembles a corpse
dredged from the bottom of a pond. It is sickly blue or green
in color, with slime and sludge oozing out of every pore and
the acrid stench of rot wafting off of it. That is why it is often
thought drowners - along with their more dangerous cousins:
vodniks, mucknixers and drowned dead – arise from the
bodies of those who drown in shallow water: lost travelers
falling into bogs, children who swim too far from the shore or,
in the case of vodniks, inebriated peasants who stumble off
narrow swamp trails.
Physiology. Like so many other beliefs about monsters,
this one is false. While drowners do look like humans from a
distance, witchers, who have the dubious pleasure of
examining them from close quarters, have reported the
numerous ways in which their anatomy differs from our own.
Their scaly skin, gills and dorsal fins suggest drowners and
their like are an entirely foreign species.
Tactics. The adaptations mentioned above make drowners
excellent swimmers, well-suited to the muddy waters of the
ponds and lakes in which they dwell. They often cluster near
human settlements, which are for them an excellent source of
food. Cowardly creatures by nature, they usually stick to
eating scraps they dig out of rubbish piles and animal
carcasses. Yet if a lone traveler or careless fisherman strays
into their territory, they turn from scavengers to fearsome
predators. They can attack with lightning speed, taking their
victim by surprise and pulling him into the water to drown. If
not particularly hungry at the moment, they will keep their
prey under the water for a few days, aging it until it grows
deliciously tender and rotten. Drowners are particularly
active at dusk and during the night, especially if the rain is
falling – at such times they will even leave their watery homes
and venture inland.
Impenetrably Dim. Drowners, mucknixers, vodniks and
drowned dead all live in putrid, rotting filth, and so have
developed a high resistance to poison. Though humanoid in
form, they are primitive creatures no more intelligent than
carp or pike.
Mucknixer
Mucknixers are a slightly larger and stronger breed of
drowner which prefers swamplands and beaches near
swamps.

64 /
Drowner Mucknixer
Medium undead, neutral evil Medium undead, neutral evil

Armor Class 12 Armor Class 13


Hit Points 7 (2d6 + 0) Hit Points 7 (2d6 + 0)
Speed 30 ft., burrow 30 ft., swim 40 ft. Speed 30 ft., burrow 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (–1) 14 (+2) 10 (+0) 1 (–5) 6 (–2) 8 (–1) 8 (–1) 14 (+2) 10 (+0) 1 (–5) 6 (–2) 8 (–1)

Skills Stealth +4 Skills Stealth +4


Damage Vulnerabilities Fire Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Slashing From Nonmagical Attacks
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Charmed, Poisoned Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., passive Perception 8 Senses Darkvision 60 Ft., passive Perception 8
Languages — Languages —
Challenge 1/8 (25 XP) Challenge 1/4 (50 XP)

Amphibious. The drowner can breathe both air and Amphibious. The drowner can breathe both air and
water. water.

Pack Tactics. The drowner has advantage on an Pack Tactics. The drowner has advantage on an
attack roll against a creature if at least one of the attack roll against a creature if at least one of the
drowner's allies is within 5 feet of the creature and drowner's allies is within 5 feet of the creature and
the ally isn't incapacitated . the ally isn't incapacitated .
Pounce. If the drowner moves at least 15 feet Pounce. If the drowner moves at least 15 feet
straight toward a creature and then hits it with a straight toward a creature and then hits it with a
claw attack on the same turn, that target must claw attack on the same turn, that target must
succeed on a DC 13 Strength saving throw or be succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the drowner knocked prone. If the target is prone, the drowner
can make one additional claw attack against it as a can make one additional claw attack against it as a
bonus action. bonus action.

Actions Actions
Multiattack. The drowner makes two attacks with its Multiattack. The drowner makes two attacks with its
claws. claws.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage. one target. Hit: 5 (1d6 + 2) slashing damage.

/ 65
Drowned Dead Pack Tactics. The drowner has advantage on an attack
roll against a creature if at least one of the drowner's
Medium undead, neutral evil
allies is within 5 feet of the creature and the ally isn't
Armor Class 14 incapacitated .
Hit Points 13 (3d6 + 3) Pounce. If the drowner moves at least 15 feet straight
Speed 30 ft., burrow 30 ft. , swim 50 ft. toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 14
STR DEX CON INT WIS CHA Strength saving throw or be knocked prone. If the
target is prone, the drowner can make one additional
10 (+0) 16 (+3) 12 (+1) 1 (–5) 6 (–2) 8 (–1) claw attack against it as a bonus action.
Grappler. The drowned dead has advantage on attack
Skills Stealth +5 rolls against any creature grappled by it.
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Turning Defiance. The drowned dead and any drowners
Slashing From Nonmagical Attacks or mucknixers within 30 feet of it have advantage on
Damage Immunities Poison saving throws against effects that turn undead.
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 Ft., passive Perception 8 Actions
Languages — Multiattack. The drowner makes two attacks with its
Challenge 1 (200 XP) claws.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.

66 /
Foglet Phantasmal Killer
"If night ever catches you in the swamps, stay put and wait Monster included in this book, like the hym and
for dawn, even if it means standing waist-deep in water with ancient foglet, can innately cast the spell
leeches crawling down your trousers. Most important of all, if phantasmal killer. This spell allows them to "tap
you see a light in the fog, never, and I mean never, go towards into a creature's darkest fears," allowing them to
it." evoke the fear and horror they inflict on their
victims. When using this ability, these monsters
– Johannes Strudd, guide
typically prefer to cause the phantasm made by the
Fog is the traveler's foe. In the forest, it can make one lose spell to resemble themselves, to further confuse
one's way, at sea, it can send one sailing into the rocks. Yet and disorient the adventurers coming after it. A
such dangers are nothing compared to the monsters known clever DM might be able to use this to their
as foglets which sometimes lurk within it. These creatures advantage as well.
have powerful arms and claws like Zerrikanian kinjals, yet
what makes them truly dangerous is their mastery of
deception, beguilement and disorientation. Many times they
need not attack at all, instead simply driving their prey to
madness or into boggy marshlands, after which they wait
patiently for it to drown in the muddy waters.

Foglet Fog Bringer. The foglet is surrounded by a 20-foot-


radius sphere of fog at all times while it is alive.
Medium undead, chaotic evil
Phantasmal Fog (Recharges on a Short or Long Rest).
Armor Class 13 While invisible, the foglet magically creates three
Hit Points 27 (6d8 + 0) duplicates within the fog cloud it generates. The
Speed 30 ft. duplicates move with it and mimic its actions, shifting
position so as to make it impossible to track which
foglet is the real one. Whenever any creature targets
STR DEX CON INT WIS CHA the foglet with an attack or a harmful spell while a
15 (+2) 17 (+3) 10 (+0) 8 (–1) 10 (+0) 8 (–1) duplicate remains, that creature rolls randomly to
determine whether it targets the foglet or one of the
Skills Stealth +5 duplicates. A creature is unaffected by this magical
Damage Resistances Bludgeoning, Piercing, and effect if it can't see or if it relies on senses other than
Slashing From Nonmagical Attacks sight. A duplicate has the foglet's AC and uses its
Senses Darkvision 60 Ft., passive Perception 10 saving throws. If an attack hits a duplicate, if a
Languages — duplicate fails a saving throw against an effect that
Challenge 2 (450 XP) deals damage, or if a duplicate moves into a space
devoid of fog, the duplicate disappears.
Intangible Invisibility. The foglet can turn invisible as a Actions
bonus action. It remains invisible until it makes an
attack or casts a spell. While invisible, the foglet is Multittack. The foglet makes two claw attacks.
immune to bludgeoning, piercing, and slashing damage
from nonmagical attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 3) slashing damage.

/ 67
Ancient Foglet
Medium undead, chaotic evil

Armor Class 15
Hit Points 58 (9d8 + 18)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 21 (+5) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

Skills Stealth +8, Deception +6


Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 11
Languages —
Challenge 7 (2900 XP)

Innate Spellcasting. The ancient foglet's innate


spellcasting ability is Charisma (spell save DC 14,
+6 to hit with spell attacks). It can innately cast the
following spells, requiring only somatic
components:
3/day: phantasmal killer, major image, fog cloud
Fog Bringer. The foglet is surrounded by a 40-foot-
radius sphere of fog at all times while it is alive.
Each creature within the fog must make a DC 14
Wisdom saving throw or be frightened until the end
of the foglet's next turn. A creature who succeeds
this saving throw is immune to this effect for the
next 24 hours.
Intangible Invisibility. The foglet can turn invisible as
a bonus action. It remains invisible until it makes an
attack or casts a spell. While invisible, the foglet is
immune to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
Turn Defiance. The ancient foglet and any foglets
within 40 feet of it have advantage on saving
throws against effects that turn undead.

Actions
Multittack. The foglet makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 15 (3d6 + 5) slashing damage.

Legendary Actions
The ancient foglet can take 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. The
ancient foglet regains spent legendary actions at
the start of its turn.
Intangible Movement (Costs 2). The foglet turns
invisible and moves up to its movement speed,
invoking no opportunity attacks.
Claw. The foglet makes a claw attack.

68 /
Grave Hag Grave Hag
"Cremation, now that's one thing men could learn from Medium undead, neutral evil
gnomes. Burying bodies out in the fields, why, it's like laying
out a welcome mat for monsters! Best case scenario, some Armor Class 15
ghouls will sniff them out, eat their fill and be on their Hit Points 58 (9d8 + 18)
ghoulish way. But if, gods forbid, a grave hag takes to feeding Speed 40 ft.
at your cemetery, you'll have no end of trouble."
– Jacques de Villepin, Oxenfurt Academy
Few monsters' names fit as well as the grave hags'. As one STR DEX CON INT WIS CHA
might guess, these creatures resemble aged, deformed 16 (+3) 20 (+5) 14 (+2) 12 (+1) 12 (+1) 6 (–2)
women and loiter near graveyards and battlefields. Grave
hags feed on human corpses and in particular on the rotten Skills Athletics +6, Stealth +8
marrow which they slurp from human bones using their long, Damage Resistances Bludgeoning, Piercing, and
prehensile tongues. Once a hag has devoured all corpses Slashing From Nonmagical Attacks
within reach, she turns to killing men and burying them in Senses Darkvision 60 Ft., passive Perception 11
the cemetery as she waits for them to decompose. Languages —
Challenge 5 (1800 XP)

Skull Circle Skull Circle. While the grave hag is within 300 feet
Grave hags are known to dig up corpses and cook of a completed skull circle, it has advantage on all
stews, creating a skull circle from some of the attacks, ability checks, and saving throws, and
skulls it acquires. A skull circle is made of three immunity to effects that turn undead. It also knows
skulls, each placed in a small, near perfect triangle. the location of any skulls that were removed from
Each skull has a rune, glowing blue, etched into the its skull circle, and advantage on saving throws to
plate which lies behind the forehead. The skull resist being turned if its skull circle is broken.
circle ceases to function when distrupted, but,
when active, draws magic from the plane of Actions
Demons to grant it greater strength and power.
Thus, when the creature in question is suspected Multiattack. The grave hag makes three claw attacks
to be a grave hag, adventurers should be sure to or two tongue attacks.
steal at least one skull from the circle before
battling the hag. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) piercing damage plus
14 (4d6) poison damage. A creature hit by this
attack must make a DC 12 Constitution saving
throw or be poisoned. It can repeat this saving
throw on subsequent turns, ending this effect on a
success.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
Tongue. Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 8 (1d6 + 5) bludgeoning
damage plus 7 (2d6) poison damage. A creature
struck by the tongue must make a DC 12
Constitution saving throw or be blinded for 1
round.

/ 69
Hanged Man
Like drowners, they are not really hanged people, but
peasants believe deserted hung during the war turn into
these creatures.

Hanged Man
Medium undead, chaotic evil

Armor Class 10
Hit Points 22 (3d8 + 9)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3)

Damage Resistances bludgeoning, piercing, and


slashing damage from nonmagical attacks
Damage Immunities fire
Senses passive Perception 8
Languages —
Challenge 1/8 (25 XP)

Undead Fortitude. If damage reduces the hanged


man to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit.
On a success, the hanged man drops to 1 hit point
instead.

Actions
Multiattack. The hanged man makes three attacks,
only one of which can be a choke attack.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage.
Choke. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 8
(2d6 + 1) necrotic damage in melee or at range,
and the target becomes Grappled (escape DC 11)
and is suffocating. The hanged man can't choke
another target until the grapple ends.

70 /
Water Hag
"Folk say water hags are drowner's wives. If that be true,
'tain't no wonder why they're such ornery bitches."
– Shemhel of Dregsdon
Some tales mention water hags and swamp bints
masquerading as lost old women to lure travelers back to the
rickety shacks they build in the wetlands. In truth, only a
blind man, or a sighted man blinded with drink, could
mistake the rank sludge and rotting carrion of a water hag's
den for a cozy cottage, and the hideous hag herself for an
innocent grandmother. Their wrinkled, wart-covered bodies
stand nearly two yards tall, with skin the color of a long-dead
cadaver and stinking of muck and fish. Bony growths two
spans long stick out from their backs, with hair like a tangle
of seaweed and claws that would make a werewolf proud
completing the picture.

Water Hag
Medium undead, neutral evil

Armor Class 15
Hit Points 58 (9d8 + 18)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 14 (+2) 12 (+1) 12 (+1) 6 (–2)

Skills Athletics +6, Stealth +8


Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 11
Languages —
Challenge 4 (1100 XP)

Summon Drowner (1/Day). The water hag summons


4 (1d4+2) drowner to aid it in combat.

Actions
Multiattack. The water hag makes three claw attacks
or two mud attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) piercing damage plus
14 (4d6) poison damage. A creature hit by this
attack must make a DC 12 Constitution saving
throw or be poisoned. It can repeat this saving
throw on subsequent turns, ending this effect on a
success.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
Mud. Ranged Weapon Attack: +8 to hit, range
20/40 ft., one target. Hit: 7 (1d4 + 5) bludgeoning
damage. A creature hit by this attack is blinded for
1 round.

/ 71
Hibernation. Wights spend the winter months in a state of
Wight lethargy very similar to human sleep. They live strictly
"They say the dead like quiet. I don't know about the dead, solitary lives -- in fact, it is practically unheard of for these
but wights certainly do." creatures to appear in groups. Yet when they fear their
– Heinrich Von Grott
territory is threatened (and it is enough for one to step foot in
Generally Harmless. Though wights are ghastly and a wight's territory for it to feel threatened), wights transform
threatening in appearance, one should not approach them into dangerous foes and even abandon their solitary ways to
with sword drawn or attack them unprovoked. Left alone, summon other monsters to their aid.
they present no serious danger to anyone and are far more Spit Barghests. It is a certainty that if a wight finds itself
interested in mixing noxious brews in cauldrons than in in danger, it will immediately spew out an ectoplasmic
fighting. This species mainly lives around ancient burial sites, solution which near instantaneously transforms into
though they have also been spotted near more recently- barghests. These beasts obey the wight and attack anyone it
founded cemeteries and wherever mass graves can be found. deems a foe.

Lesser Wight Challenge 2 (450 XP)


Medium undead, unaligned
Summon Barghests (1/Day). The wight summons 4
Armor Class 13 (1d4 +2) barghests to aid it.
Hit Points 45 (6d8 + 18)
Speed 30 ft. Hibernation. The wight has disadvantage on all attacks,
ability checks, and saving throws during the winter or a
similar season in the world.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 8 (–1) 13 (+1) 8 (–1)
Actions
Multiattack. The greater wright makes two claw attacks.
Skills Perception +3, Stealth +4 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Damage Resistances Necrotic; Bludgeoning, Piercing, target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4)
and Slashing From Nonmagical Attacks necrotic damage. If the target is hit by this attack, its
Damage Immunities Poison hit point maximum is reduced by the amount of
Condition Immunities Exhaustion, Poisoned necrotic damage taken. The target dies and rises as a
Senses Darkvision 60 Ft., passive Perception 13 barghest if this attack reduces its hit point maximum
Languages — to 0.

Spotted Wight Challenge 3 (700 XP)


Medium undead, unaligned
Summon Barghests (1/Day). The wight summons 4
Armor Class 13 (1d4 +2) barghests to aid it.
Hit Points 51 (6d8 + 24)
Speed 30 ft. Hibernation. The wight has disadvantage on all attacks,
ability checks, and saving throws during the winter or a
similar season in the world.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 8 (–1) 13 (+1) 8 (–1)
Actions
Multiattack. The greater wright makes two claw attacks.
Skills Perception +3, Stealth +4 Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Resistances Necrotic; Bludgeoning, Piercing, target. Hit: 5 (1d4 + 3) slashing damage plus 2 (1d4)
and Slashing From Nonmagical Attacks necrotic damage. If the target is hit by this attack, its
Damage Immunities Poison hit point maximum is reduced by the amount of
Condition Immunities Exhaustion, Poisoned necrotic damage taken. The target dies and rises as a
Senses Darkvision 60 Ft., passive Perception 13 barghest if this attack reduces its hit point maximum
Languages — to 0.

72 /
Ogroids

O
rgroids, taken from the term ogre, are When fighting them one can use this moment of hesitation to
descentants and relatives of the giants kill the braver individuals before finishing off those who
presented in the Monster Manual, whose remain in the back.
statblocks can be found within.

Nekker
Small giant, chaotic evil
Nekker Armor Class 12 (natural armor)
"Take heed, gents, there's nekkers under this here bridge. If Hit Points 7 (2d6 + 0)
you all cross at once, without slowing or stopping, there's Speed 35 ft., burrow 35 ft., climb 35 ft.
nothing to fear. But if your cart throws an axle and you get
stuck out there... Well, close your eyes and pray to Melitele."
– Kurt Hammerbach, city guardsman in Vengerberg
STR DEX CON INT WIS CHA
Pack Creatures. A lone nekker is harmless. Five are 8 (–1) 14 (+2) 10 (+0) 8 (–1) 8 (–1) 6 (–2)
dangerous. Ten can kill even a veteran monster slayer.
Particularly troublesome are the larger, stronger individuals Saving Throws Dex +4
known as warriors, as well as the rare breed of nekkers Skills Stealth +4
known as phoocas. Damage Resistances Bludgeoning, Piercing, and
Enviroment. Nekkers and phoocas live in the dark woods Slashing From Nonmagical Attacks
that grow in damp, mist-filled valleys, in colonies of one to Senses Darkvision 60 Ft., passive Perception 9
several dozen individuals. They dig deep burrows for lairs Languages —
and connect them with a network of narrow tunnels. Using Challenge 1/4 (50 XP)
these passageways they are able to move at great speed
within and around their colonies. Pack Tactics. The nekker has advantage on an attack
Tactics. Nekkers always attack in groups and by surprise. roll against a creature if at least one of the nekker's
They try to surround their prey as quickly as possible, cutting allies is within 5 feet of the creature and the ally
off all escape routes. Luckily their attack is for the most part isn't incapacitated .
disorganized, for nekkers are not gifted with great courage
and individual nekkers will often hesitate before overcoming Actions
their fear and striking. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

/ 73
Nekker Warrior Challenge 1 (200 XP)
Small giant, chaotic evil
Pack Tactics. The nekker warrior has advantage on an
Armor Class 12 (natural armor) attack roll against a creature if at least one of the
Hit Points 21 (6d6 + 0) nekker warrior's allies is within 5 feet of the creature
Speed 35 ft. and the ally isn't incapacitated .
Nimble Escape. The nekker warrior can take the
STR DEX CON INT WIS CHA Disengage or Hide action as a bonus action on each of
its turns.
10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (–1) 8 (–1)
Actions
Saving Throws Dex +4
Skills Stealth +4 Multiattack. The nekker warrior makes two attacks with
Damage Resistances Bludgeoning, Piercing, and its claws.
Slashing From Nonmagical Attacks Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses Darkvision 60 Ft., passive Perception 9 target. Hit: 4 (1d4) + 2 slashing damage.
Languages —

Osniak
The osniak usually appears alongside four to five nekkers,
eating them before flinging the corpses at the osniak's foes.

Osniak Charge. If the osniak moves at least 15 feet straight


toward a target and then hits it with its slam attack on
Large giant, chaotic evil
the same turn, the target takes an extra 10 (3d6)
Armor Class 11 (hide armor) bludgeoning damage. If the target is a creature, it must
Hit Points 59 (7d10 + 21) succeed on a DC 14 Strength saving throw or be
Speed 40 ft. knocked prone.

Actions
STR DEX CON INT WIS CHA
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
19 (+4) 8 (–1) 16 (+3) 5 (–3) 7 (–2) 7 (–2) target. Hit: 8 (1d8 + 4) bludgeoning damage. If the
creature is Small, the osniak can grapple it instead of
Senses darkvision 60 ft., passive Perception 8 dealing damage (escape DC 14).
Languages —
Challenge 1 (200 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target grappled by the osniak. Hit: 11 (2d6 + 4)
piercing damage. The osniak regains hit points equal to
the amount of damage dealt.
Throw. Ranged Weapon Attack: +6 to hit, range 20/40
ft., one target. Hit: The osniak throws a Small creature
it is grappling. Both the target and the creature take 18
(4d6 + 4) bludgeoning damage.

74 /
Troll Ice Troll
Trolls are human sized ogroids with thick hides and/or shells "Our winter's cold and deep, frostbite eats your feet, snow
on their backs which protect them from harm. Most are falls down and hides the ground and ice trolls wake from
capable of reasoning. They are not, however, known for their sleep!"
– folk song heard in northern Kaedwen
intelligence, but rather their killing and consumption of Appearances. Climbing to the top of snow-covered peaks
humanoids on occassion. is never a safe endeavor. One can slip and fall into a ravine,
be buried in an avalanche – or stumble across ice trolls.
Bridge Troll Unlike the rock trolls found at lower altitudes, these
"One day, I ride up and what do I see? A bridge. And under permafrost-dwelling monsters treat every man they
that bridge sits a troll and demands every passerby pays him. encounter as a possible ingredient for a tasty meal.
Those who refuse have a leg injured, sometimes both. So I go Habitat. Luckily ice trolls live atop high mountain ridges so
to the alderman: 'How much will you give me for that troll?' inaccessible they rarely encounter humans, and some
He's amazed. 'What are you talking about?' he asks, 'Who will suppose this is why they have not mastered the basics of
repair the bridge if the troll's not there? He repairs it regularly Common Speech. Others claim their harsh mountain home
with the sweat of his brow, solid work, first rate. It's cheaper has stripped them of an ability they once possessed, for in a
to pay his toll.'" land of never-ending cold there is no room for mercy or
- Geralt of Rivia understanding.
Legends. According to legend, trolls are creatures born of Tactics. Ice trolls are crueler than their rocky kin. Though
earth and their body is made of rock. They hate sunlight, they use similar tactics in battle – tossing stones and
which kills them by turning them into inanimate stone, so swinging with their mighty fists – they are heartier and
they subsist only at night. That's much for legends. And the stronger than rock trolls and thus more dangerous. Like rock
reality? Well, as always, truth is much more prosaic. Trolls are trolls, their backs are covered in thick protective armor,
living creatures like me and you, and they prefer day to night, meaning one should never strike them from the rear.
for they are so clumsy that they stumble on stones in the Meanwhile their mass means that attempts to knock them
dark, spilling vodka. Their skin is indeed hard like stone, but prone cannot move them. Lastly, never think of attacking
beneath there are muscles and a heart that pumps blood. And them during a blizzard. At such times they draw power from
since they bleed, they can be killed. the surrounding cold and fight with increased strength.
Troll Life. Trolls are primitive, true, but they are counted
among sapient creatures. They can speak our tongue, though Rock Troll
not very colorfully. They mate in pairs for life and, despite "Man must riddly talk. But no tricksy. Or troll boom man
what the spiteful would have, they have feelings (even if they head."
express them unceremoniously). All trolls share fondness of – rock troll dwelling in a cave on Undvik
building and alcohol. They combine these passions by Appearance. If while hiking high in the mountains you
erecting bridges and drinking away the money gained from come across a walking stone, do not think your eyes deceive
collecting tolls. Thus originated the sayings: "straight like a you. Instead, draw your sword – for before you stands a rock
troll bridge", when something is twisted, and "trolling it a troll. True, not every encounter with these creatures ends in a
day", when construction workers make a break for "lunch". fight - while not particularly intelligent, trolls are capable of
Tactics. If a troll spots his opponent from a distance, he reason – but it is better to prepare for the worst. Otherwise,
will try to crush him by throwing huge rocks. Trolls are your hike might end not on the summit, but in their stew.
surprisingly accurate when throwing missiles, and their thick Intelligence. Trolls are able to use fire and simple tools,
skin provides them ample protection from arrows, so and some of them have even mastered the basics of Common
exchanging fire with them always end in the trolls' victory. Speech. Though linguistic nuances such as conjugations and
The beast must be reached as fast as possible, and declinations escape them, they are extremely fond of riddles,
slaughtered with strong blows. They are sluggish, so a rhymes and all sorts of wordplay, a fact an adventurer in
swordsman that evades first a thrown rock, than a rock-heavy possession of a bit of wit can use to his advantage.
fist, has a chance of survival. One should not take risks, Tactics. If a fight proves inevitable, one must watch out for
however, and if possible reach an understanding with the the stones these trolls throw with great strength and
monster. shocking precision. Their powerful, heavy fists also present a
Fast Metabolisms. Trolls are huge beings, so knocking danger, for they can buckle even the sturdiest breastplate or
them down or unbalancing them in combat is highly unlikely. cuirass. Since their backs are covered in a layer of rocky
Their ability to regenerate is legendary, and means they need growth, blows delivered from behind will not do them much
not fear wounds or oils increasing bleeding. However their damage. They must thus be fought directly, standing face to
fast metabolism has a darker side, since these monsters are face – and preferably armed with a sword of giant slaying.
very susceptible to venoms – these swiftly reach all recesses
of the trollish body.

/ 75
Bridge Troll Ice Troll
Large giant, any alignment Medium giant, neutral evil

Armor Class 15 (natural armor) Armor Class 18 (natural armor)


Hit Points 31 (3d10 + 15) Hit Points 75 (6d8 + 48)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 6 (–2) 9 (–1) 6 (–2) 22 (+6) 15 (+2) 26 (+8) 6 (–2) 10 (+0) 10 (+0)

Damage Resistances bludgeoning, piercing, and Saving Throws Con +11


slashing damage from nonmagical weapons Skills Athletics +9, Survival +3
Condition Immunities prone Damage Immunities Cold; Bludgeoning, Piercing,
Senses passive Perception 9 and Slashing From Nonmagical Attacks
Languages Common Condition Immunities Prone
Challenge 4 (1100 XP) Senses Darkvision 60 Ft., passive Perception 10
Languages Common, Giant
Regeneration. The bridge troll regains 10 hit points Challenge 8 (3900 XP)
at the start of its turn. If the bridge troll takes
poison damage, this trait doesn't function at the Beast of Burden. The ice troll is considered to be a
start of the bridge troll's next turn. The bridge troll Large animal for the purpose of determining its
dies only if it starts its turn with 0 hit points and carrying capacity.
doesn't regenerate.
Grappler. The ice troll has advantage on attack rolls
against any creature grappled by it.
Actions
Frost Born. The ice troll has advantage on all attacks,
Multiattack. The bridge troll makes two slam attacks saving throws, and ability checks while in a
or two rock throw attacks. snowstorm or blizzard.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage. Actions
Rock Throw. Ranged Weapon Attack: +7 to hit, Multiattack.. The rock troll makes three wham-a-
range 20/60 ft., one target. Hit: 12 (2d6 + 5) wham attacks.
bludgeoning damage. Wham-a-wham. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 13 (2d6 + 6)
bludgeoning damage.
Boulder. Ranged Weapon Attack: +9 to hit, range
20/45 ft., one target. Hit: 23 (5d6 + 6)
bludgeoning damage.

76 /
Rock Troll
Medium giant, unaligned

Armor Class 17 (natural armor)


Hit Points 69 (6d8 + 42)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 24 (+7) 6 (–2) 10 (+0) 10 (+0)

Saving Throws Con +10


Skills Athletics +8, Survival +3
Damage Immunities Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks
Senses Darkvision 60 Ft., passive Perception 10
Languages Common, Giant
Challenge 6 (2300 XP)

Beast of Burden. The rock troll is considered to be a


Large animal for the purpose of determining its
carrying capacity.
Grappler. The rock troll has advantage on attack
rolls against any creature grappled by it.

Actions
Multiattack.. The rock troll makes three wham-a-
wham attacks.
Wham-a-wham. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 12 (2d6 + 5)
bludgeoning damage.
Boulder. Ranged Weapon Attack: +8 to hit, range
20/45 ft., one target. Hit: 22 (5d6 + 5)
bludgeoning damage.

/ 77
Relicts

R
elicts are creatures which are unable to be
placed into one of the other groups for Belt
classification, and which also possesses no These creatures are weak, have four arms and two legs, and
ecological niche. An ecological niche is defined the ability to confuse the mind. It functions not unlike a
as a stable role in the food chain, which many confusion spell.
of the other creatures of the Continent have
acheived over their years of predation.

Belt Actions
Small monstrosity, unaligned Multiattack. The belt makes two fist attacks.
Armor Class 12 Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit Points 11 (2d6 + 4) target. Hit: 4 (1d4 + 2) bludgeoning damage.
Speed 30 ft.
Mental Assault. The belt targets a creature within 10
feet of it. The creature must succeed on a DC 13
STR DEX CON INT WIS CHA Wisdom saving throw or be affected.
7 (–2) 14 (+2) 15 (+2) 10 (+0) 16 (+3) 10 (+0) An affected target can't take reactions and must roll a
d10 at the start of each of its turns to determine its
Saving Throws Dex +4 behavior for that turn.
Damage Resistances bludgeoning, piercing, and 1: The creature uses all its Movement to move in a
slashing damage from nonmagical attacks random direction. To determine the direction, roll a d8
Condition Immunities charmed, frightened and assign a direction to each die face. The creature
Senses darkvision 60 ft., passive Perception 13 doesn't take an action this turn.
Languages —
2-6: The creature doesn't move or take Actions this
Challenge 1/8 (25 XP)
turn.
Nimble Escape. The belt can take the Disengage or Hide 7-8: The creature uses its action to make a melee
action as a bonus action on each of its turns. Attack against a randomly determined creature within
its reach. If there is no creature within its reach, the
Pack Tactics. The belt has advantage on an attack roll creature does nothing this turn.
against a creature if at least one of the belt's allies is 9-10: The creature can act and move normally.
within 5 feet of the creature and the ally isn't
incapacitated . At the end of its turns, an affected target can make a
Wisdom saving throw. If it succeeds, this effect ends
Standing Leap. the belt's long jump is up to 25 feet and
for that target.
its high jump is up to 15 feet, with or without a
running start.

78 /
Caretaker
"There are more things in heaven and earth than are dreamt
of in philosophy."
- Bartolomeo Darez, after trying to contact creatures from
another plane and landing in an insane asylum.
Tactics. Caretaker serve with the indifference of golems,
and prove as fierce in battle as they are diligent in their
labors. It feels no pain – in fact, each blow it receives seems
to give it strength, as does each blow it lands on others with
the spade it wields as a weapon. What is more, the Caretaker
is able to summon powerful spirits from the graves it has dug
and can heal itself by absorbing them. Adventurers have a
hard time evading the devastating strikes of its weapon, and
their only chance at wounding the creature comes when it
sticks its spade in the ground to draw on otherworldly energy
in an attempt to petrify its foes with fright.
Servitude. The beings known as Caretakers have been
summoned to the Material Plane from another realm,
making "demon" its most accurate designation. Caretakers
have been forced into servitude by magic. Its tasks - to care
for the summoner's house and protect it from intruders. It
performs these pedantically, tending the flowers, repairing
the fences, tidying the yard... and murdering all intruders who
set foot on the grounds, then burying their corpses in neat
rows on untended land just beyond the manor garden's
bounds.

/ 79
Caretaker Frightful Presence. Each creature of the caretaker's
choice that is within 120 feet of the caretaker and
Medium fiend (yugoloth), neutral evil
aware of it must succeed on a DC 14 Wisdom saving
Armor Class 13 throw or become frightened for 1 minute. A creature
Hit Points 91 (14d8 + 28) can repeat the saving throw at the end of each of its
Speed 15 ft. turns, ending the effect on itself on a success. The
caretaker cannot take any other actions or move for
one round when it takes this action.
STR DEX CON INT WIS CHA Shovel. Melee Weapon Attack: +7 to hit, reach 5 ft.,
8 (–1) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 10 (+0) one target. Hit: 8 (1d8 + 4) piercing damage plus 13
(3d8) necrotic damage. The caretaker regains the
Skills Perception +5 necrotic damage as hit points.
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Spiritual Shovel (Recharges 5-6). The caretaker charges
Piercing, and Slashing From Nonmagical Attacks its shovel with necrotic energy before striking it into
Damage Immunities Acid, Poison the ground. Each creature in a 30 foot line must make
Condition Immunities Poisoned a DC 17 Dexterity saving throw, taking 26 (5d8 + 3)
Senses Blindsight 60 Ft., passive Perception 15 necrotic damage on a failure, or half as much on a
Languages Understands Common, Abyssal, and Infernal success. The caretaker regains the damage dealt as hit
but Cannot Speak points.
Challenge 9 (5000 XP)
Poltergeist Parade. The caretaker summons 4 (1d4 + 2)
specters in the nearest unoccupied spaces from it, at
Magic Resistance. The caretaker has advantage on least 30 feet away. These specters take no actions or
saving throws against spells and other magical effects. reactions, and spend their turns shambling 10 feet
Magic Weapons. The caretaker's weapon attacks are towards the caretaker. If the caretaker hits them with
magical. an attack, they are destroyed and the caretaker regains
a number of hit points equivalent to the specter's
Naught to You. The caretaker is immune to any effect remaining hit points.
that would sense its emotions or read its thoughts, as
well as any divination spell that it refuses. Wisdom Legendary Actions
(Insight) checks made to ascertain the caretaker's
intentions or sincerity have disadvantage. If a creature The caretaker can take 3 legendary actions, choosing
does attempt to read the caretaker's thoughts, it must from the options below. Only one legendary action
succeed on a DC 14 Wisdom saving throw. The option can be used at a time and only at the end of
creature gains a long-term form of madness on a failure another creature's turn. The caretaker regains spent
or a short-term form of madness on a success. legendary actions at the start of its turn.
Shovel. The caretaker makes a shovel attack.
Actions Move. The caretaker moves up to its movement
Multiattack. The caretaker makes three attacks with its speed.
shovel.

80 /
Chort Chort
"Chorts are smaller than fiends, true. But still big enough to Huge fiend, chaotic evil
kill."
– Agnes Thistle, herbalist from the Black Forest Armor Class 14 (natural armor)
Underestimating. Chorts are the somewhat smaller kin of Hit Points 102 (12d12 + 24)
fiends and bumbakvetches. Yet any adventurer who thinks Speed 40 ft.
their diminutive stature means they present no danger
commits a grave error – the kind that can end his career
permanently. These denizens of dark and ancient woods are STR DEX CON INT WIS CHA
some of the most dangerous monsters known to man. 20 (+5) 13 (+1) 15 (+2) 4 (–3) 15 (+2) 6 (–2)
Mistaken Identity. Legends often mistake chorts for
sylvans, ascribing to them the ability to speak, stand on two Skills Perception +6
legs, gobble up cabbage, play pranks and work mischief Damage Resistances Bludgeoning, Piercing, and
around the household. The arrival of a true chort in a region Slashing From Nonmagical Attacks
soon puts an end to such tales. The creatures do not speak, at Condition Immunities Prone
best communicating with each other through grunts, snorts Senses Darkvision 60 Ft., passive Perception 16
and moans. They get about on four legs and as for their Languages —
"mischief"... they destroy farmsteads, devouring anything that Challenge 9 (5000 XP)
can be devoured, including cabbage, if such is available, but
also extending to poultry, pork, the family dog and then the Charge. If the chort moves at least 20 feet straight
family itself. toward a target and then hits it with a ram attack on
Tactics. Chorts fight with little finesse, running straight the same turn, the target takes an extra 7 (3d4)
towards their opponent and trying to knock him to the bludgeoning damage. If the target is a creature, it
ground with the force of their charge. After downing their foe must succeed on a DC 17 Strength saving throw or
they bite, kick and strike with their claw-tipped paws. be knocked prone.
Regeneration. The fiend regains 10 hit points at the
start of its turn if it has at least 1 hit point.

Actions
Multiattack. The chort makes two attacks: one claw
attack and one ram attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) piercing damage.
Ram. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 12 (3d4 + 5) bludgeoning damage.

Legendary Actions
The chort can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The chort regains spent
legendary actions at the start of its turn.
Claw. The chort makes a claw attack.
Ram. The chort makes a ram attack.
Charge (Costs 2 Actions). The chort moves up to
its movement speed and then makes a ram
attack.

/ 81
Doppler Doppler
"Your package? Your brother picked it up. You know, you Small monstrosity (shapechanger), neutral good
two're damn near identical... Hey! Where you running off to?!"
– Hanne Kluger, postmaster Armor Class 13
Dopplers, also known as vexlings or changelings, are Hit Points 22 (4d6 + 8)
beings able to take on the form of any humanoid or animal Speed 30 ft.
they please. This transformation is no mere illusion able to
be shattered with a simple spell, but an authentic and
complete metamorphosis. This means no protective amulets STR DEX CON INT WIS CHA
or witcher medallions will signal a doppler's presence - they 10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 14 (+2)
emanate the same aura as the being whose form they have
assumed. This, combined with their incredible intellect and Skills Deception +4, Insight +3
cunning, would make dopplers supreme assassins or thieves - Damage Resistances Bludgeoning, Piercing, and
had not nature endowed them with generous and timid Slashing From Nonmagical Attacks
spirits which make them avoid the shedding of blood at all Condition Immunities Charmed, Frightened
costs. Senses Darkvision 60 Ft., passive Perception 11
Languages Common and Any Other Languages the
Form Knows
Challenge 1 (200 XP)

Superior Shapechanger. The doppler can use its


action to polymorph into a Small, or Medium
creature it has seen, or back into its true form. It
adopts the statistics, actions, and reactions of the
creature, including the creature's equipment, which
are formed from the doppler's flesh, for all intents
and purposes the same as the original objects. It
also gains the abilities, languages, resistances,
vulnerabilities, and immunities of the creature,
unless they would conflict with the doppler's. If the
clothing or objects the doppler is carrying are, in
fact, part of its body, may transform with it as well.
It reverts to its true form if it dies or comes into
contact with silver. It's flesh also reverts if
separated from it, and any scars or injuries persist
from one form to another.
Deeper Than Skin. The doppler, in addition to
assuming the target's form, also assumes the
target's psychological profile. It gains the
personality traits, ideals, bonds, and flaws of the
creature whose form it has assumed. Additionally,
the doppler appears as the target would appear to
any spells or magical effect which would reveal
information about it.

Actions
Multiattack. The doppler makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.

82 /
Fiend
"I regret to inform Your Grace that Your Grace's son fell while
hunting a fiend. He died on the spot, along with his squire, his
guide, the beaters, his peasant entourage and his hounds."
– Kavin Jell, manager of the Villepin Estate near Vizima
Appearance. Fiends are walking mountains of muscle
capped with horned, tooth-filled heads. Like their rarer
cousins, bumbakvetches, they live in thick forests, swamps
and bogs. When possible they avoid humans, but when not
possible, they kill them, and without much difficulty.
Incredible Size. Their size alone makes fiends and
bumbakvetches extremely dangerous – one blow from their
powerful paws can kill a knight along with it's fully armored
mount. Their enormous heft also makes them invulnerable to
Aard: even witchers specializing in the power of Signs could
not move one even an inch. Furthermore, any wounds they
receive heal at lightning speed.
Hypnotic Gaze. If that weren't trouble enough, fiends need
not rely on their strength and stamina alone with fighting.
They can also call on a more refined weapon: the third eye
located in the center of their forehead, which they use to draw
their prey into a state of hypnosis. During these times their
victim does not see anything beyond this single burning eye –
the last thing they see before their death.

/ 83
Fiend Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 20 (4d6 + 6) piercing damage.
Huge fiend, chaotic evil
Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Armor Class 15 (natural armor) target. Hit: 16 (4d4 + 6) bludgeoning damage.
Hit Points 138 (12d12 + 60)
Speed 50 ft. Hypnotic Gaze. The fiend targets one humanoid it can
see within 30 ft. of it. If the target can see the fiend,
the target must succeed on a DC 17 Wisdom saving
STR DEX CON INT WIS CHA throw against this magic or be charmed by the fiend.
The charmed target appears visibly dazed,
22 (+6) 14 (+2) 20 (+5) 4 (–3) 15 (+2) 14 (+2) incapacitated, blind to all but the fiend's glowing third
eye, and has a speed of 0. Each time the fiend or the
Skills Perception +7 fiend's allies do anything harmful to the target, it can
Damage Resistances Bludgeoning, Piercing, and repeat the saving throw, ending the effect on itself on a
Slashing From Nonmagical Attacks success. Otherwise, the effect lasts 24 hours or until
Condition Immunities Prone the fiend is destroyed, is on a different plane of
Senses Darkvision 60 Ft., passive Perception 17 existence than the target, or takes a bonus action to
Languages — end the effect.
Challenge 13 (10000 XP)
Legendary Actions
Charge. If the fiend moves at least 20 feet straight The fiend can take 3 legendary actions, choosing from
toward a target and then hits it with a ram attack on the the options below. Only one legendary action option
same turn, the target takes an extra 14 (4d6) can be used at a time and only at the end of another
bludgeoning damage. If the target is a creature, it must creature's turn. The fiend regains spent legendary
succeed on a DC 19 Strength saving throw or be actions at the start of its turn.
knocked prone. The fiend can then make a claw attack
as a bonus action against the proe creature. Claw. The fiend makes one claw attack.
Ram. The fiend makes one ram attack.
Regeneration. The fiend regains 10 hit points at the Charge (Costs 2 Actions). The chort moves up to its
start of its turn if it has at least 1 hit point. movement speed and then makes a ram attack.
Actions
Multiattack. The fiend makes two attacks: one claw
attack and one ram attack.

84 /
Godling Godling
"Not too long ago the areas around peasant hamlets were Small fey, neutral good
chock full of guardian spirits. Today it's nigh unto impossible
to spot a brownie, bucca or lutin. And godlings, they are Armor Class 13
always the first to go. Such is the price we pay for Hit Points 27 (6d6 + 6)
civilization's forward march." Speed 30 ft.
– From the preface to "The World We Have Lost," by
Professor Dorregaray
Appearances. Godlings (sometimes mistaken for lutin) are STR DEX CON INT WIS CHA
woodland creatures dwelling in burrows and moss-covered 8 (–1) 15 (+2) 12 (+1) 10 (+0) 17 (+3) 11 (+0)
hollow stumps on the outskirts of human settlements. They
are similar to children in behavior and appearance, and, like Damage Resistances Bludgeoning, Piercing, and
children, delight in mischief. Godlings are deeply rooted in Slashing From Nonmagical Attacks
their home territory and perform acts of care and Condition Immunities Charmed, Frightened,
guardianship to those dwelling near their burrows. They Exhaustion
watch over people as well as animals, but, shy creatures by Senses Darkvision 60 Ft., passive Perception 13
nature, they try to do so while remaining unseen. Godlings Languages Common
are drawn to joy and innocence, and so delight in the Challenge 1/2 (100 XP)
company of children and usually only show themselves to the
young. Innate Spellcasting. The godling's innate spellcasting
Childlike Nature. These hard-working and clever ability is Wisdom (spell save DC 13, +5 to hit with
creatures gladly perform small services for those in their spell attacks). It can innately cast the following
care, asking only for respect and payment in the form of food spells, requiring no material components:
or cast-off tools in return. They are easily offended by At will: sleep, telekinesis 1/day: dream
churlish, ungrateful or simply rude behavior. Godlings also
treasure their peace and quiet. When the village a godling Burdock Allergy. A godling exposed to burning
watches over becomes too populous or its inhabitants forget burdock is poisoned and suffers a level of
the old ways, it will abandon its burrow for good and walk off exhaustion at the end of every minute it spends
to destinations unknown. inhaling the smoke.

Actions
Multiattack. The godling makes two slap attacks.
Slap. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.

/ 85
Korred
A solitary, owl-like monster the size of human, which lives in
caves or basements. It's an intelligent monster, but quite
vicious.

Korred
Medium monstrosity, unaligned

Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 12 (+1) 10 (+0) 15 (+2) 10 (+0)

Skills Perception +4, Stealth +4


Senses darkvision 120 ft., passive Perception 14
Languages Giant Owl
Challenge 1/2 (100 XP)

Innate Spellcasting. The korred's innate spellcasting


ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). It can innately cast the following
spells, requiring only somatic components:
At will: stone shape, wall of stone
Dodge. The korred can take the dodge action as a
bonus action on each of its turns.
Keen Hearing and Sight. The korred has advantage
on Wisdom (Perception) checks that rely on
hearing or sight.
Quick Leap. The korred doesn't provoke
opportunity attacks when it leaps out of an enemy's
reach.
Standing Leap. The korred's long jump is up to 30
feet and its high jump is up to 15 feet, with or
without a running start.

Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 12 (3d6 + 2) piercing damage.

/
Leshen Leshen
"We never hunt in these woods. Never. Even if it means the Large fey, neutral evil
whole village starves."
– Mulliver, ealdorman of Hoshberg in lower Aedirn Armor Class 13 (natural armor)
Leshens dwell in dense, primeval woods. Fiercely Hit Points 207 (18d10 + 108)
territorial creatures, they hunt with stealth and cunning as Speed 30 ft.
their only companions. They use their inborn magic to
control the plants and animals within their territory – and so,
when stalking them, half the battle is merely getting near STR DEX CON INT WIS CHA
enough to strike. Leshens old enough to earn the appellation 24 (+7) 10 (+0) 22 (+6) 14 (+2) 18 (+4) 12 (+1)
"ancient" wield advanced skills and tactics that make them
particularly dangerous. Damage Vulnerabilities Fire
Damage Immunities Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks
Mark of the Leshen Condition Immunities Charmed, Frightened,
Some leshens master the art of "marking," learning Exhaustion, Prone
how to insert a part of their essence into an Senses Truesight 60 Ft., passive Perception 14
unknowing humanoid. If the leshen dies within 3 Languages —
miles of the marked one, it returns to life within 5 Challenge 11 (7200 XP)
(2d4) days. It also returns to life if the marked one
moves within 3 miles of the location where it died Innate Spellcasting. The leshen's innate spellcasting
after its death. ability is Wisdom (spell save DC 16, +8 to hit with
spell attacks). It can innately cast the following
spells, requiring only somatic components:

A Leshen's Lair At will: entangle, spike growth


Leshens lair in ancient woods where they erect 3 ( 1d4+1) Shapechanger (Imp). The leshen can use its action
to polymorph into a swarm of crows, or back into
totems made of sticks and bone to cement their power in the its true form. Its statistics are the same in each
region. While these totems exist, they are protected by 4 (1d4 form, except for the speed changes noted. Any
+ 2) wolves and need only be burnt to be destroyed. While equipment it is wearing or carrying isn't
these totems remain, so too does the lair. The lair's effects transformed. It reverts to its true form if it dies.
fade 1d10 days after the leshen's death.
Actions
Lair Actions Multiattack. The leshen makes two slash attacks.
The leshen can call upon the magic of its lair to armor
itself with barkskin. Slash. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 17 (3d6 + 7) slashing damage.
The leshen restores 3d6 + 4 hit points to an animal within
60 feet. Summon Wolves (1/Day). Once per day the leshen
can summon 4 (1d4 + 2) wolves to come to its aid.
Regional Effects The wolves appear instantaneously, acting as allies
of the leshen. The Beasts remain for 1 hour, until
Plants in the lair and for 1 mile around are thick and the vampire dies, or until the vampire dismisses
overgrown. them as a Bonus Action.
Wolves, including dire wolves, are particularly common
within the area in and around the leshen's lair. Legendary Actions
The leshen can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The leshen regains spent
legendary actions at the start of its turn.
Slash. The leshen makes a slash attack.
Move (Costs 2 Actions). The leshen turns into a
swarm of crows, moves up to its movement
speed, then transforms back into its true form.

/ 87
Ancient Leshen
Large fey, neutral evil

Armor Class 13 (natural armor)


Hit Points 230 (20d10 + 120)
Speed 30 ft.

STR DEX CON INT WIS CHA


26 (+8) 10 (+0) 22 (+6) 14 (+2) 22 (+6) 12 (+1)

Damage Vulnerabilities Fire


Damage Immunities Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks
Condition Immunities Charmed, Frightened,
Exhaustion, Prone
Senses Truesight 60 Ft., passive Perception 16
Languages —
Challenge 13 (10000 XP)

Innate Spellcasting. The leshen's innate spellcasting


ability is Wisdom (spell save DC 18, +10 to hit with
spell attacks). It can innately cast the following
spells, requiring only somatic components:
At will: entangle, spike growth
Shapechanger. The leshen can use its action to
polymorph into a swarm of crows, or back into its
true form. Its statistics are the same in each form,
except for the speed changes noted. Any
equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.

Actions
Slash. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 18 (3d6 + 8) slashing damage.
Summon Wolves (1/Day). Once per day the leshen
can summon 4 (1d4 + 2) wolves to come to its aid.
The wolves appear instantaneously, acting as allies
of the leshen. The Beasts remain for 1 hour, until
the vampire dies, or until the vampire dismisses
them as a Bonus Action.

Legendary Actions
The leshen can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The leshen regains spent
legendary actions at the start of its turn.
Slash. The leshen makes a slash attack.
Move (Costs 2 Actions). The leshen turns into a
swarm of crows, moves up to its movement
speed, then transforms back into its true form.

88 /
Nereid Nereid
First Appearances. According to the dwarves, nymphs Medium fey, any alignment
appeared in the world centuries before the arrival of civilized
races, possibly among the first living species to appear on the Armor Class 13 (special***)
planet. By the 8th century, nereids and merpeople were Hit Points 44 (8d8 + 8)
influenced by Aen Seidhe culture and developed a distinct Speed 30 ft., swim 60 ft.
variant of the Elder Speech.
Sea Nymphs. Nereids are the nymphs of the sea, found
primarily in the Great Sea ocean where they form an STR DEX CON INT WIS CHA
underwater society together with merpeople and sea witches. 10 (+0) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 16 (+3)
As in the case of other nymphs, they are exclusively female
but it is unknown whether do they have a mutagenous Damage Vulnerabilities fire
substance similar to the Water of Brokilon used by dryads. Damage Resistances cold
Physical Appearance. One thing that makes them stand Condition Immunities charmed, frightened
out near rusalki, their close kin found in lakes and rivers, is Senses darkvision 60 ft., passive Perception 12
nereids' bluish or sea-greenish skin tone and often likewise Languages Common, Aquan, Elvish, Sylvan
hair. As other nymphs, nereids are attractive to humans, who Challenge 2 (450 XP)
sometimes depict them in erotic art along with the mermen,
or tritons. Amphibious. The nereid can breathe air and water.
Mysterious Envoy. Around the 1240s, an odd boat with an
equally strange girl named Sha was found ashore Cidaris Underwater Camouflage. The nereid has advantage
city. Speculated to be an emissary of the kraken that was on Dexterity (Stealth) checks made while
terrorizing the area, King Mathen wed her to his son and underwater.
successor Ethain. While the marriage did not cause the Underwater Mantle. The nereid has an AC of 15
attacks to cease, the subsequent violent events resulting in (natural armor) while submerged in water.
Mathen's death and Sha's jumping into the water never to Additionally, any part of the nereid submerged in
appear again, eventually did. water automatically polymorphs, becoming
covering in scales. Hands and feet become webbed,
and their faces appear fish-like. While out of the
water, they walk on land with the appearance of
beautiful women, but can polymorph their hands
into claws at will. The nereid has gills on her neck in
either form. Its statistics, other than those
mentioned, are the same in either form. Any
equipment it is wearing or carrying isn't
transformed.
Regeneration. The nereid regains 10 hit points at
the start of its turn if it has at least 1 hit point and
is submerged in water.

Actions
Multiattack. The nereid makes three claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) slashing damage.
Summon Vypper (1/Day). The nereid screams,
summoning a vypper to aid it. The vypper appears
in 1d4 turns, but only one living vypper can be
summoned to the area at any given time.

/
Rimpler
The Rimpler or Gnieciuch, is a creature with the appearance
of a rat which sits on the chests of drunks, preventing them
from breathing. This sometimes kills them.

Rimpler
Tiny beast, neutral evil

Armor Class 10
Hit Points 2 (1d4 + 0)
Speed 20 ft.

STR DEX CON INT WIS CHA


3 (–4) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 6 (–2)

Saving Throws Dex +4


Skills Perception +3, Stealth +4
Senses darkvision 30 ft., passive Perception 13
Languages —
Challenge 0 (25 XP)

Keen Smell. The rimpler has advantage on Wisdom


(perception) checks that rely on smell.

Actions
Suffocate. The rimpler sits on the chest of one
unconscious and prone creature. The creature must
make a DC 13 Constitution saving throw or begin
suffocating. The creature must repeat the saving
throw each round if the rimpler remains on its
chest, breathing normally and ending the
suffocation on a success.

90 /
Shaelmaar Shaelmaar
"The earth's innards are home to mighty strange and Large monstrosity, unaligned
fearsome beasts. Were they ever to decide to ramble up to the
surface, we'd all be gutted the very first day o' the invasion." Armor Class 18 (natural armor)
– Ramus Vendenratz, Mahakam foreman. Hit Points 115 (10d10 + 60)
Habitat. Shaelmaars spend most of their lives deep Speed 30 ft., burrow 30 ft.
underground, having no contact with the world up above. At
times, however, a shaelmaar will dig its way to the surface
and devour any men within its reach. Some shaelmaars also STR DEX CON INT WIS CHA
burrow tunnels close to the surface, collapsing buildings and 20 (+5) 11 (+0) 22 (+6) 5 (–3) 10 (+0) 5 (–3)
causing tremors in the process.
Tactics. Since shaelmaars are blind, they find their way by Damage Resistances Bludgeoning, Piercing, and
sensing vibrations and listening for sounds. Thus the best Slashing From Nonmagical Attacks
tactic when fighting such a monster is to hurl something Senses Blindsight 60 Ft., Tremorsense 60 Ft.,
heavy or noisy against a nearby boulder or wall. Then pray passive Perception 10
silently that the beast will roll towards the sound and knock Languages —
itself out upon striking into the obstacle. Challenge 8 (3900 XP)
Unstoppaable. Clumsy shaelmaars might seem easy
targets to hit, but when even your strongest blows bounce off Echolocation. The shaelmaar can't use its blindsight
the thick armor plating their backs, you realize they've little while deafened.
need to dodge. When threatened, a shaelmaar will curl up in
a ball and roll forward with tremendous impetus, becoming Actions
an unstoppable force crushing everything in its path. Multiattack. The shaelmaar makes three attacks: two
Appeaarance. Shaelmaars often vary in appearance. claw attacks and one bite attack or three ground
Some have shield shaped heads, and they come in a variety of pound attacks.
colors.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 19 (4d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Ground Pound. The shaelmaar pounds the ground in
front of it, causing the earth to be disrupted. Each
creature within a 30-foot-line must make a DC 18
Dexterity saving throw, taking 12 (2d6 + 5)
bludgeoning damage on a failure or half as much on
a success. The area becomes difficult terrain.
Bowling Ball (Recharges 5-6). The shaelmaar curls up
into a ball, rolling forward up to its movement
speed. It can't reverse directions during this attack.
Each creature whose space the shaelmaar enters as
part of this attack must make a DC 18 Dexterity
saving throw or take 26 (6d6 + 5 ) bludgeoning
damage and be knocked prone. A creature who
succeeds on this saving throw takes half damage
and isn't knocked prone.

/ 91
Shaelmaar Matriarch
Large monstrosity, unaligned

Armor Class 20 (natural armor)


Hit Points 125 (10d10 + 70)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 11 (+0) 24 (+7) 5 (–3) 10 (+0) 5 (–3)

Damage Resistances Bludgeoning, Piercing, and


Slashing From Nonmagical Attacks
Senses Blindsight 60 Ft., Tremorsense 60 ft.,
passive Perception 10
Languages —
Challenge 10 (5900 XP)

Echolocation. The shaelmaar can't use its blindsight


while deafened.

Actions
Multiattack. The shaelmaar makes three attacks: two
claw attacks and one bite attack or three ground
pound attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 23 (5d6 + 6) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 19 (4d6 + 6) bludgeoning damage.
Ground Pound. The shaelmaar pounds the ground in
front of it, causing the earth to be disrupted. Each
creature within a 30-foot-line must make a DC 19
Dexterity saving throw, taking 16 (3d6 + 6)
bludgeoning damage on a failure or half as much on
a success. The area becomes difficult terrain.
Bowling Ball (Recharges 5-6). The shaelmaar curls up
into a ball, rolling forward up to its movement
speed. It can't reverse directions during this attack.
Each creature whose space the shaelmaar enters as
part of this attack must make a DC 19 Dexterity
saving throw or take 30 (7d6 + 6 ) bludgeoning
damage and be knocked prone. A creature who
succeeds on this saving throw takes half damage
and isn't knocked prone.

92 /
Spriggan Spriggan
"I was gathering berries, as one does this time of year, when Large fey, neutral
suddenly the trees shook and I saw this... this thing..." –
fragment of a story told by a woman returning from the Armor Class 18 (natural armor)
woods. Hit Points 375 (30d10 + 210)
Relatives. Spriggans are a subspecies of the monsters Speed 30 ft.
known as leshens. One is liable to come across them in
inaccessible, unfrequented woodlands. They do not usually
attack humans if unprovoked, but when irritated they can be STR DEX CON INT WIS CHA
quite fearsome, and, as they possess considerable strength, 28 (+9) 20 (+5) 24 (+7) 16 (+3) 26 (+8) 14 (+2)
they are capable of doing great damage. Their appetite is
such that they can devour more flesh than an army at a Damage Vulnerabilities Fire
wedding. Damage Immunities Bludgeoning, Piercing, and
Woodland Protector. Each spriggan has mastery over Slashing From Nonmagical Attacks
plants and is inextricably tied to them. Thus if someone Condition Immunities Charmed, Frightened,
destroys greenery in its domain, it immediately comes to Exhaustion, Prone
punish the disturber. Senses Truesight 60 Ft., passive Perception 18
Languages —
Challenge 17 (18000 XP)

Innate Spellcasting. The spriggan's innate


spellcasting ability is Wisdom (spell save DC 22,
+14 to hit with spell attacks). It can innately cast
the following spells, requiring only somatic
components:
At will: misty step, entangle, spike growth, primal
savagery, plant growth, grasping vine

Actions
Multiattack. The spriggan makes four slash attacks.
Slash. Melee Weapon Attack: +15 to hit, reach 5 ft.,
one target. Hit: 19 (3d6 + 9) slashing damage.

Legendary Actions
The spriggan can take 3 legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. The
spriggan regains spent legendary actions at the
start of its turn.
Slash. The spriggan makes a slash attack.
Spellcasting. The spriggan casts a spell.
Move (Costs 2 Actions). The spriggan uses its
misty step.

/ 93
Torque
Sylvans like Torque, the creature helping Filavandrel
Sylvan
in the short story The Edge of the World, is called a Large fey, chaotic neutral
sylvan, but would instead use the statistics of a
satyr. Armor Class 16 (natural armor)
Hit Points 46 (4d10 + 24)
Speed 30 ft.

Sylvan STR DEX CON INT WIS CHA


"Sylvans are cruel, greedy and treacherous. Still, I prefer 22 (+6) 16 (+3) 22 (+6) 12 (+1) 10 (+0) 14 (+2)
them to dh'oine."
– Yaevinn, legendary Scoia'tael commander. Damage Immunities Bludgeoning, Piercing, and
Sylvans and Yakshas, a kindred species, are extremely rare Slashing From Nonmagical Attacks
woodland creatures whose appearance combines traits of Condition Immunities Charmed, Frightened, Prone
goats and rotund men. These beings usually pose little Senses Darkvision 60 Ft., passive Perception 10
danger, for they limit their contact with humans to playing Languages Common, Sylvan
harmless (though often bothersome) tricks and eating crops Challenge 4 (1100 XP)
from their fields.
Stench. Any creature that starts its turn within 10
feet of the sylvan must succeed on a DC 13
Constitution saving throw or be poisoned until the
Firebreathing Sylvans start of its next turn. On a successful saving throw,
Some sylvans are patroned by dark powers. Such the creature is immune to the sylvan's stench for
sylvans have a challenge rating of 6 (2300 XP) and 24 hours.
gain the following attack, along with resistance to
fire damage. Actions
Fire Breath (Recharge 5-6) The sylvan exhales fire Multiattack. The sylvan makes two slam attacks.
in a 30-foot cone. Each creature in that area must
make a DC 16 Dexterity saving throw, taking 28 Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
(8d6) fire damage on a failed save, or half as much one target. Hit: 9 (1d6 + 6) bludgeoning damage.
damage on a successful one.

94 /
Vypper
The vypper, or Wipper, is a creature of the swamps, haunting
them and fighting for territory with the kikimore. Vyppers are
large reptiles, like vipers the size of alligators. They can
stretch their jaws wide, but the fangs are not as much of a
threat as they look. It is their poison one should beware of.

Vypper Nimble Escape. While in water, the vypper can take the
Disengage or Hide action as a bonus action on each of
Large monstrosity, unaligned
its turns.
Armor Class 14 (natural armor) Reactive Heads. For each head the vypper has beyond
Hit Points 157 (15d10 + 75) one, it gets an extra reaction that can be used only for
Speed 35 ft. opportunity attacks.
Wakeful. While the vypper sleeps, at least one of its
STR DEX CON INT WIS CHA heads is awake.
20 (+5) 12 (+1) 20 (+5) 2 (–4) 10 (+0) 7 (–2) Actions
Multiattack. The vypper makes as many bite attacks as it
Damage Vulnerabilities fire
has heads or as many spit attacks as it has heads.
Senses darkvision 60 ft., passive Perception 10
Languages — Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Challenge 7 (2900 XP) target. Hit: 10 (1d10 + 5) piercing damage.
Hold Breath. The vypper can hold its breath for 1 hour. Spit. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
one target. Hit: 12 (2d6 + 5) poison damage. A
Multiple Heads. The vypper has five heads. While it has creature hit by this attack must also make a DC 16
more than one head, the vypper has advantage on Constitution saving throw or be poisoned for 1 minute,
saving throws against being blinded, charmed, or until succeeding on the save, which can be repeated
deafened, frightened, stunned, and knocked on the start of each of the creature's turns.
unconscious. Whenever the vypper takes 25 or more
damage in a single turn, one of its heads dies. If all its
heads die, the vypper dies. At the end of its turn, it
grows one head for each of its heads that died since its
last turn, unless it has taken fire damage since its last
turn. The vypper regains 10 hit points for each head
regrown in this way.

/ 95
Specters

S
pecters, or ghosts, are creatures that haunt
cemeteries and crypts, or are tied to a particular
person or place; the person who mudered them,
or the place where they died. These creatures
almost always have unfinished business which
must be, in some way, resolved before the entity
can move on.
The following are inspired by a number of specters which
appear in the world of the Witcher. Most include a
description of how the curse came to be, and how it can be
lifted. The undead that follow, are for the most part, designed
to be story driven monsters for your players to interact with,
and therefore should not, excepting a very good reason and
specific design, become throw-away monsters or random
encounters with no forethought given to them.

Barghest
"Shun sin! Renounce foul deeds! And if evil threatens to
overwhelm your will, ponder the fate of the Outskirts of
Vizima! Remember the hideous barghests which scourged
them and repent!"
– "Sermons for Feasts and Funerals," by the Reverend
Yomen of Tretogor
Origins. Folk of simple or superstitious minds claim
committing particularly rotten acts will bring down the wrath
of the gods in the form of "barghests," phantom dogs which Tactics. Barghests, like wolves, are stronger in packs.
stalk the roads at night. Even if this were their origin, Together they surround their prey, leaping at it and tearing it
barghests saints and sinners alike would need fear barghests, apart with their teeth. If their prey defends itself too
for they attack both with equal ferocity. Barghests are always determinedly, they strike it with a blast of phantom fire. Since
connected with some sequence of tragic events that they are fast and agile, they can easily evade attacks directed
happened in the past and barghests result from a curse or a at them.
concentration of ill will.

Barghest Pack Tactics. The barghest has advantage on an attack


roll against a creature if at least one of the barghest's
Medium undead, neutral evil
allies is within 5 feet of the creature and the ally isn't
Armor Class 13 incapacitated .
Hit Points 11 (2d8 + 2) Pounce. If the barghest moves at least 20 feet straight
Speed 40 ft. toward a creature and then hits it with a bite attack on
the same turn, that target must succeed on a DC 13
Wisdom saving throw or be blinded for one round. If
STR DEX CON INT WIS CHA the target is prone, the barghest can make one bite
12 (+1) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 6 (–2) attack against it as a bonus action.

Skills Stealth +4, Perception +3 Actions


Damage Immunities Fire Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Condition Immunities Charmed, Frightened target. Hit: 7 (2d4 + 2) piercing damage. If the target is
Senses Darkvision 60 Ft., passive Perception 13 a creature, it must succeed on a DC 13 Strength saving
Languages Common throw or be knocked prone.
Challenge 1/2 (100 XP)
Breathe Fire (6). Each creature within a 15 ft. cone in
Illumination. The barghest sheds bright green light in a front of the barghest must succeed on a DC 13
5-foot radius and dim light for an additional 5 feet. Dexterity saving throw. A creature takes 10 (3d6)
damage on a failed save, or half as much on a
Keen Hearing and Smell. The barghest has advantage on successful one.
Wisdom (Perception) checks that rely on hearing or
smell.

96 /
Dire Barghest Pack Tactics. The barghest has advantage on an attack
roll against a creature if at least one of the barghest's
Large undead, neutral evil
allies is within 5 feet of the creature and the ally isn't
Armor Class 13 incapacitated .
Hit Points 37 (5d10 + 10) Pounce. If the barghest moves at least 20 feet straight
Speed 40 ft. toward a creature and then hits it with a bite attack on
the same turn, that target must succeed on a DC 15
Wisdom saving throw or be blinded for one round. If
STR DEX CON INT WIS CHA the target is prone, the barghest can make one bite
17 (+3) 15 (+2) 15 (+2) 3 (–4) 12 (+1) 7 (–2) attack against it as a bonus action.

Skills Stealth +4, Perception +3 Actions


Damage Immunities Fire Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Condition Immunities Charmed, Frightened target. Hit: 10 (2d6 + 3) piercing damage. If the target
Senses Blindsight 60 Ft., passive Perception 13 is a creature, it must succeed on a DC 15 Strength
Languages — saving throw or be knocked prone.
Challenge 1 (200 XP)
Breathe Fire (5-6). Each creature within a 15 ft. cone in
Keen Hearing and Smell. The barghest has advantage on front of the barghest must succeed on a DC 15
Wisdom (Perception) checks that rely on hearing or Dexterity saving throw. A creature takes 13 (3d8)
smell. damage on a failed save, or half as much on a
successful one.

/ 97
Beann'shie
"Beann'shies howl and shriek, and if you hear their cry,
you can know you'll join the ranks of the dead that night."
– beggar from Dun Dâre
Folklore. Old gossips claim beann'shies are the spirits of
women stuck between life and death due to traumatic
experiences. Their wails and howls are considered ill omens
of imminent, inevitable death, though they are said not to
attack the living themselves. Most often they appear in the
form of pale, tear-streaked women with shriveled faces and
wrinkled, corpse-like bodies.
Murdered Troubador. Beann'shies are singers who have
been murdered, often by jealous rivals. After their deaths,
they return to the land of the living as haunting specters,
whose songs are replaced with deadly wails.

The Show Must go on


Troubador's are a jealous lot, and sometimes this
jealousy turns to bloodshed. A female troubador
killed by another during a performance is likely to
return to the land of the living as a beann'shie. In
order to lift the curse on a beann'shie, their
performance, typically of a play or song, must be
completed, as it was not when they were
murdered. Upon completion of the performance
the wraith will appear, and, if defeated, will never
spawn again. A wraith who is defeated with an
unfinished performance will, however, respawn in
1 (1d4 - 1) day.

Beann'shie Actions
Medium undead, neutral evil Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 25 (4d8 + 5) necrotic damage. The
Armor Class 16 target must succeed on a DC 16 Constitution saving
Hit Points 76 (9d8 + 36) throw or its hit point maximum is reduced by an
Speed 0 ft., fly 30 ft. (hover) amount equal to the damage taken. This reduction lasts
until the target finishes a long rest. The target dies if
STR DEX CON INT WIS CHA this effect reduces its hit point maximum to 0

10 (+0) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3) Skeletal Servants (2/Day). The beann'she summons 4
(1d4+2) skeletons to fight alongside it.
Damage Resistances Acid, Cold, Fire, Lightning, Wail (5-6). A wave of howling force sweeps out from
Thunder; Bludgeoning, Piercing, and Slashing From the beann'shie. Each creature in a 15-foot cube
Nonmagical Attacks originating from the beann'shie must make a DC 16
Damage Immunities Necrotic, Poison Constitution saving throw. On a failed save, a creature
Condition Immunities Charmed, Exhaustion, Frightened, takes 2d8 thunder damage, is stunned until the start of
Grappled, Paralyzed, Petrified, Poisoned, Prone, the bean'shie's next turn, and is pushed 10 feet away
Restrained from it. On a successful save, the creature takes half as
Senses Darkvision 60 Ft., passive Perception 12 much damage and isn't pushed or stunned.
Languages —
In addition, unsecured Objects that are completely
Challenge 6 (2300 XP)
within the area of effect are automatically pushed 10
feet away from the bean'shie by the wail's effect, and
Ethereal Sight. The wraith can see 60 ft. into the the wail emits a horrific shriek audible out to 300 feet.
Ethereal Plane when it is on the Material Plane, and vice
versa.

98 /
Eternal Battle Draug
The site of a great and tragic battle might become cursed, Mythic Monstrosity. The draug is a mythical creature,
typically due to the shear loss of life or the use of forbidden straight from ancient legends of heroes and epic deeds.
magics, causing those who died to rise again each day to When the hero enters the burning hells to rescue his beloved,
relive their soldierly duties on the day of their deaths. To lift or when he has to avenge his father's death, the draug is
such a curse, one must collect a symbol of death, a symbol of often his opponent. Why are poets so keen to cast this
hatred, a symbol of faith, and a symbol of courage and enter monster as the arch-enemy? Well, the draug is a wraith, so it
the fray, with the goal of defeating the draug at the center of fits any dark story featuring a curse or vengeance from the
the curse. Only once this is complete can the soldiers rest. beyond. There's no telling how what it actually looks like, so
its terrifying visage can be described in many ways without
risking accusation of confabulation. Furthermore, it is a
Regional Effects powerful creature, a prince of the damned, so it makes an
The eternal battlefield has the following effects within it and ideal villain.
around it. Undead Commander. As an arch-wraith, the draug never
stoops to doing anything with its own hands. It has lackeys
The battlefield is covered with a spectral blue-green mist. for that, always wraiths, revenants or other restless spirits.
Soldiers who died during the final day of the battle rise Having been a king or a commander in life, the draug retains
again as ghostly undead, living out their final day of life its charisma in death, and its deathly subordinates always
over and over again. blindly obey its orders. Thus one needs to exterminate all
The land is suffused with death, causing spells and class manner servants on the way to its underground palace,
features with the sole purpose of restoring hit points to a wilderness keep or other foreboding abode. Only then can
creature to fail. one face the draug itself. That's literary tradition for you.
Guarded by Trials. 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.

/ 99
Draug Actions
Huge undead, any alignment Multiattack. The draug makes two longsword attacks.
Armor Class 20 (plate, shield) Longsword. Melee Weapon Attack: +11 to hit, reach 5
Hit Points 162 (12d12 + 84) ft., one target. Hit: 17 (2d8 + 8) slashing damage, or
Speed 40 ft. 19 (2d10 + 8) slashing damage if used with two hands
to make a melee attack, plus 21 (6d6) necrotic
damage.
STR DEX CON INT WIS CHA
Whirlwind. Each creature within 20 feet of the draug
26 (+8) 11 (+0) 24 (+7) 11 (+0) 11 (+0) 20 (+5) must make a DC 16 Dexterity saving throw, taking 18
(4d8) fire damage on a failed save, or half as much on a
Saving Throws Con +10, Wis +3 successful one.
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical Arrows (Recharges 5-6). The draug commands a volley
attacks of flaming arrows to rain down from the sky. The
Damage Immunities cold, necrotic, poison arrows rain down at a point that it can see within 30
Condition Immunities charmed, exhaustion, frightened, feet of it. Each creature in a 15-foot cube centered on
grappled, paralyzed, petrified, poisoned, prone, that point must make a DC 18 Dexterity saving throw,
restrained taking 27 (6d8) piercing damage plus 30 (12d4) fire
Senses darkvision 60 ft., passive Perception 10 damage on a failed saving throw, or half as much
Languages Any Languages It Knew In Life damage on a successful one.
Challenge 16 (15000 XP) Trebuchet (Recharges 6). Ranged Weapon Attack: +11
to hit, range 60 ft., one target. Hit: 52 (8d10 + 8)
Charge. If the draug moves at least 20 feet straight bludgeoning damage plus 40 (16d4) fire damage.
toward a target and then hits it with its longsword on
the same turn, the target takes an extra 18 (4d8) Reactions
slashing damage. If the target is a creature, it must Parry. The draug adds 4 to its AC against one melee
succeed on a DC 18 Strength saving throw or be attack that would hit it. To do so, the draug must see
knocked prone. the attacker and be wielding a melee weapon.

100 /
Draugir
Infantry. The draug is a commander, and his wraith soldiers Draugir
are called draughirs. The draug's will calls them into Medium undead, any alignment
existence on battlefields or in cemeteries. Like the draug,
they are borne of damned souls and trapped shells created Armor Class 20 (plate, shield)
from the remnants of arms and armor, machines and corpses Hit Points 45 (7d8 + 14)
torn apart by scavengers. Speed 30 ft.
Draug Servant. The draugirs are absolutely bound by the
draug's orders. They feel no fear or pain, they cannot be STR DEX CON INT WIS CHA
forced to retreat. They are ideal soldiers. Their coming is
always sudden, so one must remain constantly vigilant in the 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 20 (+5)
presence of their leader, for his subordinates appear in dire
moments to defend the draug and tip the scales in his favor. Saving Throws Con +4, Wis +2
In Combat. These wraiths are protected by heavy armor Damage Resistances acid, fire, lightning, thunder;
and a shield. An adventurer should first force them to expose bludgeoning, piercing, and slashing from
themselves, knocking away their shields and grinding down nonmagical attacks
Damage Immunities cold, necrotic, poison
their armor. The best chance to wound the creature comes Condition Immunities charmed, exhaustion,
when the draugir charges. One should evade the attack and frightened, grappled, paralyzed, petrified,
lunge at its unprotected back. The monsters are slow in the poisoned, prone, restrained
battle, so one needs to weaken them methodically with Senses darkvision 60 ft., passive Perception 10
strong sword blows, and then finish them off. In life, draugirs Languages Any Languages It Knew In Life
were soldiers or knights, and in death they retain their Challenge 5 (1800 XP)
proficiency in combat, so one needs to defend oneself against
their blows - their lethal counterstrikes in particular - with Charge. If the draugir moves at least 20 feet straight
extreme care. toward a target and then hits it with its longsword
on the same turn, the target takes an extra 7 (2d6)
slashing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be
knocked prone.

Actions
Multiattack. The draugir makes two longsword
attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 3) slashing damage if used with two
hands to make a melee attack, plus 10 (3d6)
necrotic damage.
Leadership (Recharges after a Short or Long Rest). For
1 minute, the draugir can utter a special command
or warning whenever a nonhostile creature that it
can see within 30 feet of it makes an attack roll or a
saving throw. The creature can add a d4 to its roll
provided it can hear and understand the draugir. A
creature can benefit from only one Leadership die
at a time. This effect ends if the draugir is
incapacitated.

Reactions
Parry. The draugir adds 2 to its AC against one
melee attack that would hit it. To do so, the draugir
must see the attacker and be wielding a melee
weapon.

/ 101
Spectral Archer
These soldiers fire volleys of flaming arrows at the soldiers Spectral Soldier
running across the battlefield at the sound of a horn. Medium undead, any alignment

Armor Class 17 (splint)


Hit Points 52 (8d8 + 16)
Spectral Archer Speed 30 ft.
Medium undead, any alignment

Armor Class 16 (studded leather armor) STR DEX CON INT WIS CHA
Hit Points 45 (6d8 + 18) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 20 (+5)
Speed 30 ft.
Skills Athletics +5, Perception +2
STR DEX CON INT WIS CHA Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) nonmagical attacks
Damage Immunities cold, necrotic, poison
Skills Acrobatics +6, Perception +3 Condition Immunities charmed, exhaustion,
Damage Resistances acid, fire, lightning, thunder; frightened, grappled, paralyzed, petrified,
bludgeoning, piercing, and slashing from poisoned, prone, restrained
nonmagical attacks Senses darkvision 60 ft., passive Perception 12
Damage Immunities cold, necrotic, poison Languages Any Languages It Knew In Life
Condition Immunities charmed, exhaustion, Challenge 4 (1100 XP)
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained Ethereal Sight. The spectral soldier can see 60 ft.
Senses darkvision 60 ft., passive Perception 13 into the Ethereal Plane when it is on the Material
Languages Any Languages It Knew In Life Plane, and vice versa.
Challenge 4 (1100 XP)
Actions
Archer's Eye. As a bonus action, the archer can add
1d10 to its next attack or damage roll with a Multiattack. The spectral soldier makes two
longbow or shortbow. longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach
Actions 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
Multiattack. The spectral archer makes two attacks or 8 (1d10 + 3) slashing damage if used with two
with its longbow. hands to make a melee attack, plus 7 (2d6)
necrotic damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach Possession (Recharge 6). One humanoid that the
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. spectral soldier can see within 5 ft. of it must
Longbow. Ranged Weapon Attack: +6 to hit, range succeed on a DC 15 Charisma saving throw or be
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing possessed by the spectral soldier; the spectral
damage plus 5 (2d4) fire damage. soldier then disappears, and the target is
incapacitated and loses control of its body. The
spectral soldier now controls the body but doesn't
deprive the target of awareness. The spectral
Spectral Soldier soldier can't be targeted by any attack, spell, or
These soldiers take control of humanoids entering the site of other effect, except ones that turn undead, and it
the battle, attempting to carry out their orders while within retains its alignment, Intelligence, Wisdom,
the bodies of the possessed. Charisma, and immunity to being charmed and
frightened. It otherwise uses the possessed target's
statistics, but doesn't gain access to the target's
knowledge, class features, or proficiencies. The
possession lasts until the body drops to 0 hit
points, the spectral soldier ends it as a bonus
action, or the spectral soldier is turned or forced
out by an effect like the dispel evil and good spell.
When the possession ends, the spectral soldier
reappears in an unoccupied space within 5 ft. of
the body. The target is immune to this spectral
soldier's Possession for 24 hours after succeeding
on the saving throw or after the possession ends.

102 /
Ethereal
"The human mind is as wild and unexplored a place as any The Painted World
land far beyond the seas. It is inhabited by manifold dangers The painted world created in the mind of Iris von
– fears, painful memories, traumas. These lurk on the edge of
Everec was mainly populated by figures from her
our consciousness, like predators waiting for a moment of memories, but was also home to dangerous,
weakness in which to reveal themselves... and destroy us." predatory creatures: the embodiments of her fears.
– Arturius Vigo, "The Essence of Spells and Illusions." The most dangerous of these, the Ethereal, invoked
Appearance. The ethereal appears as a scarred and bloodied her greatest fear – and wore the face of her
version of a living person, once good, now corrupted by evil, husband.
wrapped in ropes and clothed in tattered rags. The The Ethereal resembled Olgierd in appearance
corrupting force could be something such as pride, greed, or and also fought using a technique similar to his. A
even a succubus/incubus. group of six such creatures lay in wait for Geralt,
Tactics. Ethereals often appear in groups of identical yet at first only one engaged him in battle. This
appearance, fighting one at a time unless damaged during one's death awoke the next, which was more
another's fight. Fighting in a style similar to the living person powerful than the first, and so it went to the end,
whose form it has taken, the ethereal need only be defeated with a stronger ethereal replacing a fallen weaker
for the curse to be lifted. brother until all were defeated. Yet Geralt had to be
careful, for the slightest amount of damage dealt to
a being awaiting his turn would cause him to come
alive and join his still-living comrade in the fight.
Ethereal In the end, the best tactic against these
nightmarish beings proved to be a well-timed
Medium undead, neutral evil
counterattack.
Armor Class 10
Hit Points 34 (4d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 8 (–1)

Damage Resistances Bludgeoning, Piercing, and


Slashing From Nonmagical Attacks
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 Ft., passive Perception 12
Languages —
Challenge 2 (450 XP)

Actions
Multiattack. The ethereal makes two longsword
attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
or 7 (1d10 + 2) slashing damage if used with two
hands to make a melee attack.
Black Blood (5-6). The ethereal vomits a black,
blood-like ichor within a 10 ft. cone in front of it.
Each creature within the cone must make a DC 14
Constitution saving throw , taking 7 (2d6) poison
damage on a failure and becoming poisoned, or half
as much damage on a success and avoiding
becoming poisoned. At the start of each of its
turns, a poisoned creature may repeat the saving
throw, ending the effect on a success.

Reactions
Parry. The ethereal adds 2 AC against one attack
that would hit it.

/ 103
Hym
"Some men have got good reason to fear their own shadows."
– Svargmitt, An Skellig druid
Nature. Monsters most commonly claim innocents as their
victims: tardy merchants, reckless children and travelers who
wander into dark woodlands out of misplaced curiosity. None
of the above need fear hyms, however. These wraiths only
latch onto particularly despicable individuals who have
committed some unspeakable crime. To all others, they
remain completely invisible. When they do show themselves
to the one they torment, they appear as a tall, shadow-clad,
humanoid silhouette with long, sharp claws.
Madness Yet hyms do not sink these claws into their
victims. Instead, they sap their strength directly, through
inflicting suffering. Speaking in a voice only the victim hears,
they drive him to commit acts of violence, aggression and
self-harm. A hym will seize on a guilty person's worst fears
and weave out of them hideous visions, slowly driving the
poor soul into madness.
Tormentor Those tormented by a hym are incapable of
restful sleep, for they are tormented by ever-more-frequent,
incredibly-realistic nightmares. At times the victim will
become extremely on edge, yelling pleas or threats at
invisible phantoms or confessing his guilt out loud in the
hope this will end his torment. This act does not, however,
bring any relief, for the hym will not leave until it has addled
its victim's wits completely or driven him to suicide.

Jarl Udlryk
Jarl Udlryk of the Skellige Isles was once afflicted
by a hym, until the monster was driven off by the
witcher, Geralt of Rivia, along with Cerys An Craite.
Feeding on the guilt over his brother, Aki's, death,
the hym drove the jarl deeper into madness and
convinced him it was the voice of the gods,
demanding he harm himself and even gouge out
his own eye.

A Hym's Lair
Hym's are a creature with the capability to possess a host, so
one would not ordinarily expect them to lair. Despite their
nature, they do lair in the homes of the guilty who they
torment, at the time of the deed of which they are guilty. The
hym does not, therefore, move lairs as the person moves
houses. In order for a hym to exit and remain outside its host
unless tricked, both the hym and the possessed must be
within the confines of the lair.
Lair Actions
On initiative count 20 (losing initiative ties), the hym takes
one of the following lair actions. The hym can't use the same
effect two rounds in a row.
The hym causes long shadows to stretch down from the
ceiling and darken the lair. Light sources in the lair only
shed dim light when they would normally shine bright
light, and no light when they would normally shed dim
light.

104 /
The hym stretches out his claws. Creatures within the lair
must make a DC 16 Wisdom saving throw, taking 10
(3d6) psychic damage on a failure and becoming
frightened for 1 round as shadows dance across the walls.
A creature frightened in this way uses its movement to
move as far from the walls as possible, and is unable to
willingly move towards a wall.
Regional Effects
The home that is the hym's lair is warped by the hym's magic,
which has one or more of the following effects.
The lair easily succumbs to disrepair, but not collapse.
Nonessential timbers rot and collapse and stones break
from or crack off the walls.
Tourches lit within the lair only give off dim light.
All humanoid shadows cast within the lair are twisted,
warped, monstrous, and resemblent of the hym.

Tricking the Hym


If the hym comes within 30 ft. of a guilty creature,
who has committed a crime greater than the one
of its current victim, the hym will jump to the new
creature and possess it, unable to possess a
creature it has left. If, however, it is later revealed
the creature has not commited the crime, the hym
is banished back to the Ethereal Plane for 1d10
years.

Madness of the Hym


d100 Flaw (lasts until cured)
1-20 "The flesh of other intelligent creature's is
delicious!"
21-40 "I must punish myself for my sins with physical
harm and confess the source of my guilt to the
heavens."
41-60 "The people around me are plotting my
assassination. Any harm I do to them is merely
self-defense."
61-80 "I hunger for the deaths of others, and am
constantly starting fights in the hopes of
seeing bloodshed."
81-100 "The gods demand I cut off portions of my
body and flesh; burning them as an offering
and begging forgiveness."

/ 105
Hym New Host. One Humanoid suffering from greater guilt
than its current host the hym can see within 15 ft. of it
Large undead, neutral evil
must succeed on a DC 16 Charisma saving throw or be
Armor Class 16 possessed by the hym; the hym then disappears until it
Hit Points 114 (12d10 + 48) is tricked or driven out in its new lair, and can't be
Speed 20 ft., fly 20 ft. (hover) targeted. When a hym leaves a host, it can never re-
enter it.
The possession lasts until the creature's guilt is
STR DEX CON INT WIS CHA revealed to be false, if the creature dies, or if the hym
18 (+4) 8 (–1) 18 (+4) 10 (+0) 14 (+2) 18 (+4) chooses a new host.
Shadow Stealth. While in dim light or darkness, the hym
Skills Stealth +3 can take the Hide action as a bonus action.
Damage Vulnerabilities Radiant
Sunlight Weakness. While in sunlight, the hym has
Damage Resistances Acid, Lightning, Thunder;
disadvantage on attack rolls, ability checks, and saving
Bludgeoning, Piercing, and Slashing From
throws.
Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison Regeneration. The hym regains 10 hit points at the start
Condition Immunities Charmed, Exhaustion, Frightened, of its turn if it has at least 1 hit point and is in dim light
Grappled, Paralyzed, Petrified, Poisoned, Prone, or darkness. If the hym takes radiant damage, this
Restrained ability doesn't fuction at the start of the hym's next
Senses Darkvision 60 Ft., passive Perception 12 turn.
Languages —
Challenge 12 (8400 XP) Actions
Life Drain. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Ethereal Jaunt. As a bonus action, the hym can magically one target. Hit: 24 (4d8 + 4) necrotic damage. The
shift from the Material Plane to the Ethereal Plane, or target must succeed on a DC 16 Constitution saving
vice versa. throw or its hit point maximum is reduced by an
Ethereal Sight. The hym can see 60 ft. into the Ethereal amount equal to the damage taken, and the hym
Plane when on the Material Plane and vice versa. regains hit points equal to the amount of damage
taken. This reduction lasts until the target finishes a
Incorporeal Movement. The hym can move through long rest. The target dies if this effect reduces its hit
other creatures and objects as if they were difficult point maximum to 0.
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object. Legendary Actions
Innate Spellcasting. The hym's innate spellcasting ability The hym can take 3 legendary actions, choosing from
is Charisma (spell save DC 16, +7 to hit with spell the options below. Only one legendary action option
attacks). It can innately cast the following spells, can be used at a time and only at the end of another
requiring no material components: creature's turn. The hym regains spent legendary
At will: misty step, phantasmal force, phantasmal killer actions at the start of its turn.
1/day: dream, weird
Misty Step. The hym casts misty step.
Parasitic Possession. A creature possessed by the hym
gains a form of indefinite madness from the "Madness Long, Dark Shadows. The hym casts phantasmal killer.
of the Hym" table until the hym possesses another. If Life Drain. The hym makes one life drain attack.
the hym leaves its host but is still possessing him/her,
the host must make a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature who
succeeds on this saving throw is immune to its effect
for 1 minute. Also, the shadow of a creature possessed
by the hym is the outline of a hym.

106 /
Nightwraith
"Nightwraiths exude this immense sadness, this helpless
wraith... I fear them, same as anyone. But most of all I feel
sorry for them."
– Aelline Altsparr, elven trobairitz.
Relative Strength. Compared to other creatures of the
night – katakans, nekurats and werewolves, for example –
nightwraiths (and their rarer cousins, duskwraiths) might
not seem all that dangerous. After all, one might ask, how
much harm could a pale, withered woman in a tattered dress
do? The answer: quite a bit. Instead of finding this out the
hard way, avoid crossing fields and meadows at night at all
costs.
Appearance. Like noonwraiths, nightwraiths are only
found in rural areas. Travelers fall victim to them most often,
but if legends are to be believed they also sneak into huts at
times and murder peasants in their sleep.
Tactics. When they attack nightwraiths remain immaterial
for most of the time, meaning physical blows pass right
through them. They only take on more tangible form for the
brief moments in which they strike. When weakened, they
will create several projections of themselves which cannot
attack directly but act as transmitters of sorts through which
the nightwraith can sap her victim's vital energy. Nightwraiths
can turn immaterial and are at such times very difficult to
wound.
Daytime Appearances. Do not believe the old wife tales
and think yourself completely safe from nightwraiths during
the day. They appear under the light of the sun as well - but
are much weaker then than after dusk.

Murderous Adultery and Jilted


Lovers
The curse on a wraith takes a different form
dependent on the circumstances surrounding the
woman's death.
Nightwraiths Love triangles and affairs are semi-
frequent in the towns and villages of the continent.
Unfortunately, these trists often turn deadly, with
one or more participants turning on a woman
involved. Thess women have a high probability of
rising again as nightwraiths to haunt the living, and
the object tying them to the Material Plane may
well be the object of their demise.
Noonwraiths A wedding is always a wonderful
time for celebration. Unfortunately, in this world
filed with horrors, not all brides make it to the alter,
and still some are left at the alter. A woman who is
killed near to her wedding day, or who takes her life
after being jilted, is highly likely to linger on as a
noonwraith - tied to the Material Plane by some
object important to the wedding ceremony, such
as a ring or bracelet.

/ 107
Nightwraith
Medium undead, neutral evil

Armor Class 14
Hit Points 76 (9d8 + 36)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


8 (–1) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Damage Resistances Acid, Lightning, Thunder;


Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained
Senses Darkvision 60 Ft., passive Perception 12
Languages —
Challenge 6 (2300 XP)

Ethereal Jaunt. As a bonus action, the nightwraith


can magically shift from the Material Plane to the
Ethereal Plane, or vice versa.
Ethereal Sight. The wraith can see 60 ft. into the
Ethereal Plane when it is on the Material Plane, and
vice versa.
Incorporeal Movement. The nightwraith can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Sunlight Weakness. While in sunlight, the
nightwraith has disadvantage on attack rolls, ability
checks, and saving throws.

Actions
Life Drain. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 25 (4d8 + 5) necrotic damage.
The target must succeed on a DC 16 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0.
Spectral Duplicates (2/Day). The nightwraith enters
the Ethereal Plane, leaving behind 3 wraith
duplicates within 30 ft. of it on the Material Plane.
The noonwraith regains hit points equal to the
damage dealt by the wraith duplicates and reenters
the Material Plane once all three are defeated.

108 /
Noonwraith
"Despite what is commonly thought, peasants do not
interrupt their labors at midday to get out of the sun – they
do it to avoid noonwraiths."
– Vlad Reymond, Peasants and Their Customs
Appearances. On particularly searing summer days, when
the sun reaches its zenith, wraiths will at times appear,
resembling sun-scorched women dressed in long, white
robes. These are noonwraiths – the spirits of young women
and girls who died violent deaths right before their weddings.
Driven mad with pain and anger, they wander the fields
searching for their unfaithful lovers or backstabbing rivals,
though they will kill anyone who does not get out of their way
in time. They are often held in this world by some object of
intense emotional significance. That is why, if one ever finds a
wedding ring or torn veil in the middle of a field, one should
not pick it up, but instead back away as quickly as possible.
Noonwraiths are only known to haunt rural places, and
usually stay near the place of their deaths. They prey on
peasants working in the fields or children playing nearby.
Tactics. Noonwraiths do not bleed and can create mirror
images of themselves which circle their victims in a kind of
morbid parody of a dance. This ghastly ritual drains their
victims' life energy while adding to their own strength.
Noonwraiths are also able to manipulate the physical world
to a limited degree, kicking up clouds of dust which
temporarily blind and disorient their opponents.
Nighttime Appearances. Contrary to popular belief,
noonwraiths can also be encountered at night, but are much
weaker then than during the day.

Variant: Mad Dance


Some nightwraiths and noonwraiths are dangerous
to look upon. Such wraiths has a challenge rating of
7 (2,900 XP) and the following ability.
Compelled Dance. A creature that can see the
wraith and is within 60 ft. of it must make a DC 16
Wisdom saving throw or become charmed by the
wraith. In order to avoid making this save, a
creature can close or avert its eyes, but makes
attacks with disadvantage, and must make the save
upon seeing the wraith. Creatures charmed by the
wraith join in a mad dance, gaining one level of
exhaustion at the end of every hour. A creature that
dies to this effect rises again as a wraith duplicate.
At the end of the hour, or upon taking damage, the
creature may repeat the saving throw, ending this
effect on a success. If the wraith is still within view,
the creature makes this save with disadvantage. A
creature who succeeds on the saving throw is
immune to this effect for the next 24 hours.

/ 109
Noonwraith Incorporeal Movement. The noonwraith can move
through other creatures and objects as if they were
Medium undead, neutral evil
difficult terrain. It takes 5 (1d10) force damage if it
Armor Class 14 ends its turn inside an object.
Hit Points 76 (9d8 + 36) Moonlight Weakness. While in moonlight, the
Speed 0 ft., fly 30 ft. (hover) noonwraith has disadvantage on attack rolls, ability
checks, and saving throws.
STR DEX CON INT WIS CHA Actions
8 (–1) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3) Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 23 (4d8 + 3) necrotic damage. The
Damage Resistances Acid, Lightning, Thunder; target must succeed on a DC 16 Constitution saving
Bludgeoning, Piercing, and Slashing From throw or its hit point maximum is reduced by an
Nonmagical Attacks amount equal to the damage taken. This reduction lasts
Damage Immunities Cold, Fire, Necrotic, Poison until the target finishes a long rest. The target dies if
Condition Immunities Charmed, Exhaustion, Frightened, this effect reduces its hit point maximum to 0
Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained Spectral Duplicates (2/Day). The noonwraith enters the
Senses Darkvision 60 Ft., passive Perception 12 Ethereal Plane, leaving behind 3 wraith duplicates within
Languages — 30 ft. of it on the Material Plane. The noonwraith
Challenge 6 (2300 XP) regains hit points equal to the damage dealt by the
wraith duplicates and reenters the Material Plane once
Ethereal Jaunt. As a bonus action, the noonwraith can all three are defeated.
magically shift from the Material Plane to the Ethereal
Plane, or vice versa. Reactions
Dust Cloud. The noonwraith adds 3 to its AC against
Ethereal Sight. The wraith can see 60 ft. into the one melee attack that would hit it, and the attacker
Ethereal Plane when it is on the Material Plane, and vice becomes blinded until the noonwraith's next turn.
versa.

110 /
Painted Wraith
"Quite often a wraith is tied to an object, something it clung
Wraith Duplicate to during life, or a location, such as its place of death. In
either case, we are dealing with the same causal agent: a
Medium undead, neutral evil
strong emotional tie from which the wraith draws strength."
Armor Class 14 – Inigo Swann, "Beyond the Natural World."
Hit Points 1 (1d1 + 0) Dead Artist. Lonely or troubled artists who die while
Speed 0 ft., fly 30 ft. (hover) painting, or near their paintings, become painted wraiths.
Living within her painting, the wraith fiercely defends her
STR DEX CON INT WIS CHA
corpse until her defeat.
8 (–1) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Damage Resistances Acid, Lightning, Thunder;


Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained
Senses Darkvision 60 Ft., passive Perception 12
Languages —
Challenge 2 (450 XP)

Ethereal Sight. The wraith can see 60 ft. into the


Ethereal Plane when it is on the Material Plane, and
vice versa.
Incorporeal Movement. The wraith duplicate can
move through other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.
Sunlight/Moonlight Weakness. While in sunlight if
created by a nightwraith, or moonlight if created by
a noonwraith, the wraith duplicate has disadvantage
on attack rolls, ability checks, and saving throws.

Actions
Life Drain. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 23 (4d8 + 3) necrotic damage.
The target must succeed on a DC 16 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0

Lifting the Curse


A nightwraith's or noonwraith's curse may be lifted
by investigating the area around its appearances
and locating its corpse, and the object tying it to
that location, usually something of value or
importance to the wraith in life. In order to lift the
curse, these items must be burned and the wraith
slain. If the items are not burned and the wraith is
slain, she reappears in 1 (1d4 - 1) day.

/ 111
Iris Von Everec
Painted Wraith Iris Von EVerec, neglected wife of Olgierd Von
Everec, was a painted wraith, now made famous by
Medium undead, neutral evil
the tales of the bard Dandellion, also known as
Armor Class 16 Jaskier. She was particularly powerful, with a
Hit Points 76 (9d8 + 36) painting lair others could enter to confront the
Speed 0 ft., fly 30 ft. (hover) fears that had haunted her in life - and in death.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3)
A Painted Wraith's Lair
Painted wraiths lair within paintings they made while alive,
Damage Resistances Acid, Lightning, Thunder; or, alternatively, a portrait of themself. These paintings
Bludgeoning, Piercing, and Slashing From become magical when the subject or artist dies a tragic death
Nonmagical Attacks nearby, becoming in distinguishable from a normal painting,
Damage Immunities Cold, Fire, Necrotic, Poison but also a special lair for the new wraith. Attacking the
Condition Immunities Charmed, Exhaustion, painting has no effect apart from those described.
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained Lair Actions
Senses Darkvision 60 Ft., passive Perception 12 On initiative count 20 (losing initiative ties), the wraith takes
Languages — one of the following lair actions. The wraith can't use the
Challenge 7 (2900 XP) same effect two rounds in a row.
Ethereal Sight. The painted wraith can see 60 ft. into The painted wraith screeches, causing her painting to
the Ethereal Plane on the Material Plane and vice glow green. Until the painting is attacked (AC 10), the
versa. wraith regains 10 hit points at the end of each turn,
False Appearance. While the painted wraith remains
including her own. The wraith regains all of its lost hit
within its painting lair, it is indistinguishable from a
points if no one attacks the painting before the wraith is
normal painting of a woman. allowed to take another lair action.
The painted wraith extends its hand towards her painting,
Incorporeal Movement. The painted wraith can move causing it to pour out pitch black smoke. The area 20 ft. in
through other creatures and objects as if they were front of the painting becomes enveloped in magical
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
darkness for one round.
Regional Effects
Actions The room that contains the painted wraith's painting lair is
Multiattack. The painted wraith makes two life drain warped by the wraith's magic, which has one or more of the
attacks. following effects.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 Torches within the area shed only dim light.
ft., one target. Hit: 25 (4d8 + 5) necrotic damage. Paintings that are not the wraith's lair appear normal from
The target must succeed on a DC 16 Constitution a distance, but up close are twisted and macabe.
saving throw or its hit point maximum is reduced The room appears to stretch on as if a giant tunnel,
by an amount equal to the damage taken. This twisting at the ends.
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0. Cleansing the Painting
In order to break the curse on the painted wraith,
the wraith must first be defeated, then its bones
laid to rest. Only then will the wraith at last cease
to respawn. If the wraith is defeated, but her corpse
remains unburied, the wraith will reappear in 1
(1d4 - 1) day.

112 /
Penitent
Medium undead, neutral evil

Armor Class 16
Hit Points 76 (9d8 + 36)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 12 (+1)

Damage Resistances Acid, Lightning, Thunder;


Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained
Senses Darkvision 60 Ft., passive Perception 12
Languages Common
Challenge 5 (1800 XP)

Ethereal Jaunt. As a bonus action, the penitent can


magically shift from the Material Plane to the
Ethereal Plane, or vice versa.
Ethereal Sight. The wraith can see 60 ft. into the
Ethereal Plane when it is on the Material Plane, and
vice versa.
Incorporeal Movement. The penitent can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.

Actions
Multiattack. The wraith makes three attacks: two
Penitent with its longsword and one with its lantern.

"I run back inside, hasp the doors, and then I hear it – Lantern. Melee Weapon Attack: +7 to hit, reach 5
someone whispering my name. Mikkjaaal, Mikkjaaal!" ft., one target. Hit: 7 (1d6 + 4) bludgeoning
- Mikkjal, Eldberg lighthouse keeper damage.
Tactics. Wherever this wraith haunts immediately Longsword. Melee Weapon Attack: +7 to hit, reach
becomes enveloped in thick fog and darkness - and those that 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
wander into it usually never return. In order to defeat a Vanish (5-6). The penitent steps into the Ethereal
penitent, one must remain in constant motion in order to Plane, leaving behind 4 (1d4+2) wraiths in its place.
avoid being struck by this agile creature, which can disappear
and reappear in the blink of an eye to attack from behind.
Most importantly of all, however, one must discover what
keeps they monster bound to its haunting grounds - and A Penitent's Lair
break that bond as soon as possible. A penitent's lair can be located anywhere the act of a great
and tragic loss of lives occured. This could include
Lifting the Curse
battlefields, lighthouses whose operators failed to light way,
or the graveyards of large ships.
The curse of a penitent may be lifted by lighting a
large fire within the center of its lair, causing the
lair to be destroyed. Once this has been done, the
Lair Actions
pentitent no longer returns to the land of the living.
On initiative count 20 (losing initiative ties), the penitent takes
Penitents, therefore, guard there lairs at all times a lair action to cause one of the following effects; the penitnet
and do not stray from them. If the penitent is can't use the same effect two rounds in a row.
defeated, but its lair not destroyed, it reappears in Magical darkness appears in a 15 ft. radius centered on a
1 (1d4 - 1) day. point within the lair of the wraith's choosing. The wraith's
sight is not hindered by this darkness.

/ 113
Magical fog accumulates in a 20 ft. radius centered on a Plague Maiden
point within the lair of the wraith's choosing. Its area of "Patients seem to have hallucinations of a woman covered in
effect is heavily obscured and it cannot be dispersed until scabs and boils, with rats scurrying about all around her.
the next time the wraith uses a lair action, when it These ravings subsided after an administration of henbane
vanishes. The wraith's sight is not hindered by this fog. and poppy extract."
The wraith stretches out its hand, causing wind to whirl – Joachim von Gratz's notes, Vilmerius Hospital in
about, chilling the air and creating light snow. Water Novigrad
freezes and smooth ground within 30 ft. of the wraith Appearances. When plague ravages a region, a spirit will
becomes coated in frost. A creature starting its turn on sometimes walk its lands, a ghost resembling an ill woman
ice, or moving onto ice, must make a DC 13 Dexterity whose flesh rots off her bones and in whose wake crawls a
saving throw or fall prone. cavalcade of rats. No one knows whether this spirit brings
the pox with her or is merely drawn to it like a moth to a light.
Regional Effects Yet it is certain that she delights in dealing pain and suffering,
The area for one mile around the penitent's lair is filled in hearing the howling and moaning of men. Many have
with low-hanging fog, lightly obscuring everything. called into question the very existence of plague maidens, or
Those who die within one mile of the penitent's lair rise pestae, as they are sometimes called. Only two sightings of
again as wraiths. These wraiths vanish when the lair is such a creature have ever been recorded, both during times of
destroyed. raging epidemic.
Plague Maiden's Curse. As the name "plague maiden"
Catriona Plague suggests, these wraiths take the appearance of females,
Named for the ship it was brought to Cintra on, the
though exactly why that is remains a mystery. Some
Catriona Plague ravages the land and the people
speculate they, like other such specters, arise from the
living in it. Adventurers and the people they meet powerful emotional charge associated with certain
may be working to research or cure the disease, or circumstances of death, such as death preceded by a long
may themselves be, or become, infected. and particularly painful illness.
Catriona Plague. When a Humanoid creature is Tactics. Not much is known about how to fight a plague
bitten by a creature that carries the disease, such maiden, though one can assume they possess many traits in
as a rat or flee, or when it comes into contact with common with other phantoms and wraiths. They
filth, a corpse, or offal contaminated by the undoubtedly pose a great danger through the contagious
disease, the creature must succeed on a DC 13 illnesses they carry.
Constitution saving throw or become infected.
It takes 1d6 days for Catriona plague’s
symptoms to manifest in an infected creature.
Symptoms include fatigue, cramps, lymph gland
swelling, chills, high fever, seizures, and gangrene
of the extremeties. The infected creature suffers
one level of Exhaustion, and it regains only half the
normal number of Hit Points from spending Hit
Dice and no Hit Points from finishing a Long Rest.
At the end of each Long Rest, an infected
creature must make a DC 13 Constitution saving
throw. On a failed save, the character gains one
level of Exhaustion and its hit point maximum
decreases by 7 (2d6). A creature dies if this effect
reduces a creature's hit point maximum to 0. On a
successful save, the character’s Exhaustion level
decreases by one level and its hit point maximum
increases by one of the creature's hit dice. If a
successful saving throw reduces the infected
creature’s level of Exhaustion below 1, the creature
recovers from the disease.
Casting greater restoration on a creature can also
cure it of the Catriona Plague.

114 /
A creature entering the area or there for more than 24
hours must make a DC 13 Constitution saving throw or
Plague Maiden's Curse become infected with the Catriona Plague, detailed in the
The plague maiden is typically bound to the area
sidebar on the next page.
where she died, specifically to her bones. If her
bones are moved, the plague maiden also moves
and may release the wraith to roam freely. Plague Pesta
maiden's rise when women are left to die of painful
or horrific diseases alone, abandoned by friends, A pesta is a higher form of the plague maiden. It
family, and lovers. Thus, forgiveness lifts the curse. has a CR of 10 (5900 XP) and gains the
The curse is also lifted if the wraith kills the object following ability.
of her wrath while within proximity of her bones. If Innate Spellcasting. The pesta's innate
the curse is not lifted and the plague maiden is spellcasting ability is Charisma (spell save DC
defeated, she reappears in 2 (1d4) hours. If the 14, +6 to hit with spell attacks). It can innately
plague maiden's bones were moved before the cast the following spells, requiring no material
curse was lifted and she is not killed, she is free to components:
roam the world, and gains the following abilities. At will: poison spray
Ethereal Jaunt. As a bonus action, the wraith can 2/day: contagion, harm,insect plague
magically shift from the Material Plane to the
Ethereal Plane, or vice versa.

A Plague Maiden's Lair


Plague maidens rarely have lairs, but when they do they can
take over isles, villages, towns, or even city districts. Such
lands are filled with the death and disease the wraith brings.
Lair Actions
On initiative count 20 (losing initiative ties), the plague
maiden takes a lair action to cause one of the following
effects; the plague maiden can't use the same effect two
rounds in a row.
Poisonous gas rises from the ground in a 20 ft. radius,
centered in a point of the wraith's choosing. Creatures
within this area must make a DC 16 Constitution saving
throw or become poisoned for 1 round.
The wraith stretches out her hand, summoning black flies
which head in a straight line 5 ft. wide. A creature within
the path of the flies must make a DC 16 Dexterity saving
throw or take 3 (1d6) piercing damage from the biting
insects.
The wraith points to a point on the ground it can see
within 30 ft. A giant diseased rat burrows out and joins
the frey.
Regional Effects
The area within 2 miles of the plague maiden's lair is
suffused with death and disease, having one or more of the
folllowing effects.
Nonamgical fire glows green within the plague maiden's
lair.
Necrophages abound, but other creatures are scant, or
piles of bones picked clean.

/ 115
Plague Maiden Fyke Isle
Medium undead, neutral evil A horrible curse had befallen Fyke Isle and the
tower that stood upon it. The isle had been
Armor Class 16 haunted since the day mice had invaded to devour
Hit Points 76 (9d8 + 36) the lord, the lord's family, and his mage, and
Speed 0 ft., fly 30 ft. (hover) fishermen feared to sail the lake, putting yet
another dent in the already battered local economy.
The lord's daughter, Annabelle, haunted the isle
STR DEX CON INT WIS CHA and deceived Geralt into allowing her to kill her
10 (+0) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3) former lover, the fisherman Graham. The curse was
lifted, however, the isle no longer being the plague
Damage Resistances Acid, Lightning, Thunder; maiden's lair.
Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
Rat Wizard
Poisoned, Prone, Restrained A wizard who dies near the presence of a large number of
Senses Darkvision 60 Ft., passive Perception 12 rats might rise again as a rat wiard - a specter with power to
Languages — control rats.
Challenge 7 (2900 XP)
Cut Content
Death Locusts. Upon its defeat, the plague maiden
is replaced by 3 (1d4) swarms of insects. The rat wizard, being cut content for the Witcher
3: Wild Hunt, was meant to be the wizard in the
Ethereal Sight. The wraith can see 60 ft. into the tower alongside Annabel, the pesta of Fyke Isle.
Ethereal Plane when it is on the Material Plane, and
vice versa.
Incorporeal Movement. The plague maiden can
move through other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.
Living Disease. A creature damaged by the plague
maiden must make a DC 16 Constitution saving
throw or contract a disease. Until the disease is
cured, the target can’t regain hit points except by
magical means, and the target’s hit point maximum
decreases by 3 (1d6) every 24 hours. If the target’s
hit point maximum drops to 0 as a result of this
disease, the target dies

Actions
Life Drain. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 25 (4d8 + 5) poison damage.
The target must succeed on a DC 16 Constitution
saving throw or be poisoned until the start of the
plague maiden’s next turn.
Plague Carriers (1/Day). The plague maiden
summons 4 (1d4+1) diseased giant rats and 3 (1d4)
swarms of insects to fight alongside it.
Insect Swarm (5-6). The plague maiden summons 2
swarms of insects.

116 /
Origins. According to some philosophers, everything we
do in life leaves a permanent trace in the delicate matter
Rat Wizard which makes up our souls. Evil deeds, especially harm done
Medium undead, any alignment to innocent creatures, can torment the soul of a sinner and
cause it to remain restless, even after death. Each day the
Armor Class 12 spirit trapped by the umbra goes out to beg forgiveness from
Hit Points 45 (10d8 + 0) the one whose ire binds them to the Material Plane, each day
Speed 0 ft., fly 40 ft. (hover) losing awareness and transforming into the umbra before
tormenting the person and feeding on their blood.
STR DEX CON INT WIS CHA Appearance. The umbra can only be made visible by
injesting Graytop Mushrooms or another powerful
9 (–1) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 17 (+3) hallucinogens. Horses, and perhaps other mounts, are fully
capable of seeing the umbra. While visible, the umbra has a
Skills Arcana +3, History +3 dark purple, swirled body, black eyes, red spectral mist
Damage Resistances acid, fire, lightning, thunder; flowing from it, and bright yellow hair, and takes the form of
bludgeoning, piercing, and slashing from the innocent creature it killed. The spirit inside the umbra
nonmagical attacks
Damage Immunities cold, necrotic, poison
has no knowledge of its more vicious tendencies.
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified, Graytop Mushrooms
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11 Extremely rare and nearly extinct, these
Languages Any Languages It Knew In Life mushrooms can be brewed into a stew and
Challenge 3 (700 XP) injested. A creature who injests the stew falls
asleep for 2 (1d4) hours and cannot be woken.
When the creature awakens, it is able to see the
Ethereal Sight. The ghost can see 60 ft. into the umbra for the next number of hours equal to the
Ethereal Plane when it is on The Material Plane, and time it slept. The creature can also have fully
vice versa. fledged conversations with its mount, as if under
Incorporeal Movement. The rat wizard can move the effects of Speak with Animals.
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.

Actions
Multiattack. The rat wizard makes three attacks with
its staff.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d6 +2) bludgeoning
damage.
Summon Rats (3/Day). The rat wizard summons a
swarm of rats to aid it. While the rat wizard is in the
same space as a swarm of rats, its AC is 15.
Swarm of Flies (Recharges 5-6). The rat wizard
breathes out a swarm of flies into a 15-foot-cone in
front of it. Each creature in that space must make a
DC 13 Constitution saving throw, taking 10 (4d4)
piercing damage on a failed save, or half as much
damage on a successful one.

Umbra
"An umbra is merely an unclean conscience, one tormented
by guilt and unforgiven wrongs. A man wallows in sin with
loose women and can't sleep at night, then invents hokey
about some umbra or phantom and blabbers about it at the
tavern."
– Sabine of Dal, mystic and priestess of the Prophet
Lebioda.

/
Lifting the Curse
Umbra Like the plague maiden, lifting this curse focuses
on forgiveness. Unlike the plague maiden, however,
Medium humanoid, unaligned
the umbra is the one who must be forgiven, by the
Armor Class 15 person whose ire binds it to this world.
Hit Points 44 (8d8 + 8) Alternatively, the spirit can be forgiven by a
Speed 30 ft. creature of the species as the innocent creature it
slew, perhaps one of the adventurer's mounts. If
the umbra is defeated but not forgiven, it reappears
STR DEX CON INT WIS CHA in 5 (1d10) days.
16 (+3) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2)

Damage Resistances Acid, Lightning, Thunder;


Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened,
Exhaustion, Frightened, Grappled, Paralyzed,
Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 Ft., passive Perception 10
Languages Common
Challenge 3 (700 XP)

Ethereal Jaunt. As a bonus action, the umbra can


magically shift from the Material Plane to the
Ethereal Plane, or vice versa.
Ethereal Sight. The umbra can see 60 ft. into the
Ethereal Plane while on the Material Plane, and vice
versa.
Incorporeal Movement. The umbra can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Innate Spellcasting. The umbra's innate spellcasting
ability is Charisma (spell save DC 12, +4 to hit with
spell attacks). It can innately cast the following
spells, requiring no material components:
1/day: dream, phantasmal force, phantasmal killer
Invisibility. The umbra is invisible, except to horses
and those under the effects of the Graytop
Mushroom.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. The
creature must make a DC 15 Constitution saving
throw or gain one level of exhaustion, which lasts
until the creature finishes a long rest.

118 /
Lesser Wraith
Apparition "Finish all your business before you die. Bid your loved ones
Appearance. Floating from an umbra's grave like two will-o'- farewell. Write your will. Apologize to those you've wronged.
whisps, the apparitions, for some unknown reasons, take the Otherwise, you'll never truly leave this world"
appearance of large black panthers. – Paule Vikar, peasant healer, advice to a dying man
Scholarly Debate. Clerics and scholars are forever
debating whether spirits do in fact journey to another world
after death, one where eternal joy or suffering awaits. Both
Apparition groups agree, however, on what happens to spirits who, for
Medium undead, unaligned one reason or another, remain in our world after their body
breathes its last: they transform into wraiths. To hear their
Armor Class 12 mournful howls, one can surmise this is not a fate to be
Hit Points 13 (3d8 + 0) envied.
Speed 50 ft., climb 40 ft. Appearances. Wraiths are usually encountered at night,
near cemeteries, catacombs and other such burial places, or
STR DEX CON INT WIS CHA else near the places that were important to them in life:
abandoned homes, crumbling castles or forgotten bridges.
14 (+2) 15 (+2) 10 (+0) 3 (–4) 14 (+2) 7 (–2) Curse. Wraiths suffer endless, indescribable pain. Filled
with anger and a sense of having been wronged, they both
Skills Perception +4, Stealth +4 envy the living and brim with overwhelming hatred for them.
Damage Resistances Acid, Lightning, Thunder; Like other specters, they are immaterial, meaning they are
Bludgeoning, Piercing, and Slashing From not harmed by fire or poison.
Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained
Senses Darkvision 60 Ft., passive Perception 14
Languages —
Challenge 1 (200 XP)

Ethereal Sight. The apparitions can see 60 ft. into


the Ethereal Plane when it is on the Material Plane,
and vice versa.
Incorporeal Movement. The apparition can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Keen Smell. The apparition has advantage on
Wisdom (perception) checks that rely on smell.
Pounce. If the apparition moves at least 20 feet
straight toward a creature and then hits it with a
claw attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, the apparition
can make one bite attack against it as a bonus
action.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

/ 119
Lesser Wraith
Medium undead, neutral evil

Armor Class 13
Hit Points 22 (5d8 + 0)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 11 (+0)

Damage Resistances Acid, Lightning, Thunder;


Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Damage Immunities Cold, Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained
Senses Darkvision 60 Ft., passive Perception 10
Languages —
Challenge 2 (450 XP)

Ethereal Jaunt. As a bonus action, the wraith can


magically shift from the Material Plane to the
Ethereal Plane, or vice versa.
Incorporeal Movement. The wraith can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Ethereal Sight. The wraith can see 60 ft. into the
Ethereal Plane when it is on the Material Plane, and
vice versa.

Actions
Multiattack. The wraith makes three attacks: two
with its longsword and one with its lantern.
Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 2) slashing damage.
Lantern. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 2) bludgeoning
damage.

120 /
Vampires

V
ampire is a hypernym used to refer to a
number of creatures that thrive on blood,
which contains their victims' life force. True
higher vampires are amoung the most
dangerous creatures to ever live on the
Material Plane.

Vampires as a Creature Type


In the Witcher books and games, vampires are not
undead, but rather a separate species. If you would
like to more accurately represent the creatures,
replace the "undead" type with the type "vampire."
Vampires have no aversion to holy symbols or
other effects specific to undead.

Alpor
"Looked like a bruxa, but that was no bruxa..."
– fragment of a conversation between the ealdorman of
Falkoane and a witcher.
Nocturnal Predators. Alps are vampires that resemble
bruxae in appearance. They are called phantoms by some, a
name which fits well enough, for like phantoms they haunt
and torment men. They usually take on the form of a woman,
though they can also appear as animals. They are most often
found prowling near villages. They attack at night and are
most active when the moon is full. Alp saliva can make one
fall asleep, and when applied to a sleeping man, can invoke
horrible nightmares. Some suggest they are the cause of
legends about men who go to sleep healthy and are found in
the morning white as snow, not a drop of blood in their veins.
Tactics. In combat alps display supernatural speed and
incredible (even by vampire standards) stamina. One must
aim one's sword with great precision, for alps are unequaled
in the art of evading blows. Unlike bruxae, alps cannot turn
invisible, yet like bruxae, they emit a shrieking noise whose
shock wave can incapacitate. Their greatest asset is their
agility and they can leap with uncanny lightness that appears
to border on the power of flight. When in human form, they
easily blend in with the surrounding community, which
makes them very dangerous indeed.

/ 121
Alpor Innate Spellcasting. The alpor's innate spellcasting
ability is Charisma (spell save DC 21, +13 to hit with
Medium undead, unaligned
spell attacks). It can innately cast the following spells,
Armor Class 26 requiring no material components:
Hit Points 230 (20d10 + 120) At will: dream
Speed 90 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The alpor makes three claw and one bite
attack.
24 (+7) 22 (+6) 22 (+6) 10 (+0) 12 (+1) 22 (+6)
Bite (vampire or wolf form only). Melee Weapon Attack:
Skills Stealth +13 +13 to hit, reach 5 ft., one creature that is grappled by
Damage Immunities Bludgeoning, Piercing, and the alpor, incapacitated, or restrained. Hit: 26 (3d12 +
Slashing From Nonmagical Attacks 7) piercing damage plus 13 (3d12) necrotic damage.
Condition Immunities Charmed, Frightened The target's hit point maximum is reduced by an
Senses Darkvision 120 Ft., passive Perception 11 amount equal to the necrotic damage taken. This
Languages — reduction lasts until the target finishes a long rest. The
Challenge 23 (50000 XP) target dies if this effect reduces its hit point maximum
to 0. A creature hit by this attack must also make a DC
Blood Frenzy. The alpor has advantage on melee attack 20 Constitution saving throw or fall asleep until taking
rolls against any creature that doesn't have all its hit damage, or until another creature takes an action to
points. wake it.
Claw (vampire form only). Melee Weapon Attack: +13 to
Evasion. If the alpor is subjected to an effect that allows hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) slashing
it to make a Dexterity saving throw to take only half damage damage.
damage, the alpor instead takes no damage if it
succeeds on the saving throw, and only half damage if Stunning Screech (5-6). The alpor unleashes a horrifying
it fails. screech in a 20 ft. cone in front of them, which can be
heard up to 300 ft. away. Each creature within the cone
Freedom of Movement. The alpor ignores difficult must make a DC 20 Constitution saving throw. On a
terrain, and magical effects can't reduce its speed or failed save, a creature takes 12d8 thunder damage, is
cause it to be restrained. It can spend 5 feet of pushed 15 feet away, and stunned. On a successful
movement to escape from nonmagical restraints or save, the creature takes half as much damage and isn’t
being grappled. pushed or stunned. In addition, unsecured objects that
Regeneration. The alpor regains 10 hit points at the are completely within the area of effect are
start of its turn. If the alpor takes radiant damage, this automatically pushed 15 feet away from the alpor.
trait doesn't function at the start of the alpor's next
turn. the alpor dies only if it starts its turn with 0 hit Legendary Actions
points and doesn't regenerate. The alpor can take 3 legendary actions, choosing from
Shapechanger. The alpor can use its action to the options below. Only one legendary action option
polymorph into a Medium female humanoid, a Medium can be used at a time and only at the end of another
wolf, or back into its true form. Its statistics, other than creature's turn. The alpor regains spent legendary
its size, are the same in each form. Any equipment it is actions at the start of its turn.
wearing or carrying isn't transformed. It reverts to its
true form if it dies. Claw. The alpor makes a claw attack.
Movement. The alpor moves up to its movement
Turn Immunity. The alpor is immune to effects that turn speed without invoking opportunity attacks.
undead. Bite (Costs 2 Actions). The alpor makes a bite attack.
Vampiric Fortitude. If damage reduces the alpor to 0 hit
points, it must make a Constitution saving throw with a
DC of 5 + the damage taken, unless the damage is
from a critical hit. On a success, the alpor drops to 1
hit point instead.

122 /
Appearances. Fortunately for us all, bruxae are rare
Vereena creatures. Most live far from population centers, for they care
Vereena was a Night Queen Bruxa living with the greatly for their own safety and make their lairs in places
werebear Nivellen in the short story A Grain of where they cannot be taken by surprise. Those who decide to
Truth. While she truly loved Nivellen, she also tried live near men avoid crowds and emerge from their shelters
to adle his mind so she could rule the wood only at night. When they do, one could almost mistake them
alongside him. for delayed travelers hurrying towards their night's lodging,
yet subtle details give them away: their close ties to birds,
their piercing voices and the breathtaking speed of their
movements. Bruxae are far swifter and stronger than men,
Bruxa but their greatest asset is their ability to turn invisible.
Tactics. Bruxae dart about with uncanny speed, and with
"If you must travel through the woods, steer clear of any their power of invisibility they can easily confuse opponents
places where you can hear several different kinds of birds at and attack unexpectedly or from behind. Bruxae use their
once. That sound means you're entering a bruxa's territory sharp claws to attack and can easily break through an
and can kiss your life farewell." opponent's guard by buffeting him with a hail of blows from
– anonymous piece of advice
all directions.

Bruxa Vampiric Fortitude. If damage reduces the bruxa to 0 hit


points, it must make a Constitution saving throw with a
Medium undead, unaligned
DC of 5 + the damage taken, unless the damage is
Armor Class 15 from a critical hit. On a success, the bruxa drops to 1
Hit Points 105 (10d10 + 50) hit point instead.
Speed 60 ft.
Actions
Multiattack. The bruxa makes three claw attacks and a
STR DEX CON INT WIS CHA bite attack.
26 (+8) 24 (+7) 20 (+5) 10 (+0) 12 (+1) 12 (+1)
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
creature that is grappled by the bruxa, incapacitated, or
Skills Stealth +11, Perception +5 restrained. Hit: 27 (3d12 + 8) piercing damage plus 13
Damage Immunities Bludgeoning, Piercing, and (3d12) necrotic damage. The target's hit point
Slashing From Nonmagical Attacks maximum is reduced by an amount equal to the
Condition Immunities Charmed, Frightened necrotic damage taken. This reduction lasts until the
Senses Darkvision 120 Ft., passive Perception 15 target finishes a long rest. The target dies if this effect
Languages — reduces its hit point maximum to 0.
Challenge 15 (13000 XP)
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Blood Frenzy. The bruxa has advantage on melee attack target. Hit: 27 (3d12 + 8) slashing damage damage.
rolls against any creature that doesn't have all its hit Stunning Screech (5-6). The bruxa unleashes a horrifying
points. screech in a 20 ft. cone in front of them, which can be
heard up to 300 ft. away. Each creature within the cone
Pack Tactics. The bruxa has advantage on an attack roll must make a DC 18 Constitution saving throw. On a
against a creature if at least one of the bruxa's allies is failed save, a creature takes 12d8 thunder damage, is
within 5 feet of the creature and the ally isn't pushed 15 feet away, and stunned. On a successful
incapacitated . save, the creature takes half as much damage and isn’t
Shapechanger. The bruxa can use its action to pushed or stunned. In addition, unsecured objects that
polymorph into a Medium female humanoid, or back are completely within the area of effect are
into its true form. Its statistics, other than its size, are automatically pushed 15 feet away from the bruxa.
the same in each form. Any equipment it is wearing or Invisibilty. The bruxa magically turns invisible as a
carrying isn't transformed. It reverts to its true form if it bonus action until it attacks or until its concentration
dies. ends (as if concentrating on a spell). Any equipment
Turn Immunity. The bruxa is immune to effects that the bruxa wears or carries is invisible with it.
turn undead.

/ 123
Ekimmara
"Bah, ain't nothing to fear. Ekimmaras, why, they
ain't nothing more than overgrown bats."
– Anonymous city guardsman's last words
Appearance. Like other vampires, ekimmaras are
not, despite what village gossips might say, undead
humans. They are instead post-Conjunction monsters
who have no particular feelings about garlic, holy water
or religious symbols. Unlike their portrayals in ballads
and legends, they look nothing like handsome, pale
aristocrats with charming eastern accents, though, like
katakans and nekurats, they do bear a strong resemblance
to overgrown bats. They also do not suck blood from the
necks of virgins with a delicate, kiss-like bite – they tear them to
shreds using long, sharp claws and then slurp the splattered blood
off the ground.
Combat. Ekimmaras are unusually cruel and exceptionally swift.
They are able to quickly land blow after blow capable of smashing even the
best Mahakaman-made armor into tiny shards. They should be fought with a
magic sword, remembering that they can regenerate back health over time. One
should thus never attempt to tire them out or, gods forbid, wait for it to bleed to death.
Instead, cut them down as quickly as possible and, if possible, burn the body to ash and
scatter it to the four winds.

Ekimmara Actions
Medium undead, unaligned Mulitattack. The ekimmara makes three claw attacks
and a bite attack.
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 30 ft. creature that is grappled by the ekimmara,
incapacitated, or restrained. Hit: 13 (2d6 + 7) piercing
damage plus 10 (3d6) necrotic damage. The target's
STR DEX CON INT WIS CHA hit point maximum is reduced by an amount equal to
22 (+6) 14 (+2) 14 (+2) 8 (–1) 14 (+2) 8 (–1) the necrotic damage taken. This reduction lasts until
the target finishes a long rest. The target dies if this
Skills Perception +6, Stealth +6 effect reduces its hit point maximum to 0.
Damage Vulnerabilities Fire Claw. Melee Weapon Attack: + 10 to hit, reach 5 ft.,
Damage Resistances Bludgeoning, Piercing, and one target. Hit: 13 (2d6 + 6) piercing damage. Instead
Slashing From Nonmagical Attacks of dealing damage, the ekimmara can grapple its target
Condition Immunities Charmed, Frightened, Exhaustion (escape DC 18)
Senses Blindsight 60 Ft., passive Perception 16
Invisibility. The ekimmara can turn invisible as a bonus
Languages —
action, which lasts until it makes an attack or loses
Challenge 12 (8400 XP)
concentration (as if concentrating on a spell).
Blood Frenzy. The ekimmara has advantage on melee
attack rolls against any creature that doesn't have all its
Legendary Actions
hit points. The ekimmara can take 3 legendary actions, choosing
from the options below. Only one legendary action
Echolocation. The ekimmara can't use its blindsight option can be used at a time and only at the end of
while deafened. another creature's turn. The ekimmara regains spent
Keen Hearing. The ekimmara has advantage on Wisdom legendary actions at the start of its turn.
(Perception) checks that rely on hearing. Claw. The ekimmara makes a claw attack.
Spider Climb. The ekimmara can climb difficult Invisible Movement. The ekimmara turns invisible and
surfaces, including upside down on ceilings, without then moves up to its movement speed.
needing to make an ability check. Bite (Costs 2 Actions). The ekimmara makes a bite
attack.
Regeneration. The ekimmara regains 10 hit points at
the start of its turn. If the ekimmara takes fire damage,
this trait doesn't function at the start of the ekimmara's
next turn. The ekimmara dies only if it starts its turn
with 0 hit points and doesn't regenerate.

124 /
Fleder
"The deceased's corpse was completely mutilated. All that Animalistic Intelligence. Compared to other vampires,
remained of the nose was a hole clotted with blood. One eye fleders display meager intelligence, seen most clearly in the
socket had been torn off. Seeing this, Sergeant Dovate mindless rage which causes them to try with all their might
vomited profusely and the administration of smelling salts to attack and tear to shreds any weaker being.
was required. The investigation has been discontinued and Leap. When fighting fleders, it is best to take advantage of
the deed attributed to a supernatural being." their particular method of movement. These creatures do not
– fragment of a Toussaint Ducal Guard report
run, but they do try to catch their prey and knock it over by
Appearance. Fleders are classified as lesser vampires. leaping. Knowing this behavior, one can plan the fight
Though weaker than the rest of their ilk in every aspect from appropriately and not let oneself be caught by surprise.
the physiomagic to they physiognomic, they should not be
underestimated – for they are very, very dangerous. Fleders
cannot be mistaken for any other creature, with their wide,
toothy jaws, flat, unpleasant faces and completely hairless,
often warty bodies. These vampires mainly fight with their
teeth and claws, flailing them blindly and not stopping even
when their victim is already dead. Even a solitary fleder is
strong enough to take down a trained soldier.

Fleder Standing Leap. The fleder's long jump is up to 30 feet


and its high jump is up to 15 feet, with or without a
Medium undead, unaligned
running start. If the fleder performs this leap and then
Armor Class 13 hits with a claw attack on the same turn, that target
Hit Points 45 (6d8 + 18) must succeed on a DC 13 Strength saving throw or be
Speed 30 ft. knocked prone. If the target is prone, the fleder can
make one bite attack against it as a bonus action.
Sunlight Sensitivity. While in sunlight, the fleder has
STR DEX CON INT WIS CHA disadvantage on attack rolls, as well as on Wisdom
16 (+3) 14 (+2) 16 (+3) 5 (–3) 12 (+1) 8 (–1) (Perception) checks that rely on sight.
Surprise Attack. If the fleder surprises a creature and
Skills Stealth +4, Perception +3, Athletics +5 hits it with an attack during the first round of combat,
Damage Vulnerabilities Fire the target takes an extra 4 (1d6) damage from the
Condition Immunities Charmed, Frightened attack.
Senses Blindsight 60 Ft., passive Perception 13
Turn Immunity. The fleder is immune to any effect that
Languages —
turns undead.
Challenge 2 (450 XP)
Regeneration. The fleder regains 10 hit points at the
Ambusher. The fleder has advantage on attack rolls start of its turn. If the fleder takes fire damage, this trait
against any creature it has surprised. doesn't function at the start of the fleder's next turn.
the fleder dies only if it starts its turn with 0 hit points
Blood Frenzy. The fleder has advantage on melee attack and doesn't regenerate.
rolls against any creature that doesn't have all its hit
points. Actions
Echolocation. The fleder can't use its blindsight while Multiattack. The fleder makes two attacks, only one of
deafened. which can be with its bite.
Keen Hearing. The fleder has advantage on Wisdom Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
(Perception) checks that rely on hearing. creature that is grappled by the fleder, incapacitated, or
Spider Climb. The fleder can climb difficult surfaces, restrained. Hit: 8 (2d4 + 3) piercing damage plus 7
including upside down on ceilings, without needing to (3d4) necrotic damage. The target's hit point
make an ability check. maximum is reduced by an amount equal to the
necrotic damage taken. This reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) slashing damage. Instead of
dealing damage, the fleder can grapple the target
(escape DC 13).

/ 125
Protofleder Standing Leap. The protofleder's long jump is up to 30
feet and its high jump is up to 15 feet, with or without
Medium undead, unaligned
a running start. If the fleder performs this leap and then
Armor Class 14 hits with a claw attack on the same turn, that target
Hit Points 51 (6d8 + 24) must succeed on a DC 14 Strength saving throw or be
Speed 30 ft. knocked prone. If the target is prone, the fleder can
make one bite attack against it as a bonus action.
Sunlight Sensitivity. While in sunlight, the protofleder
STR DEX CON INT WIS CHA has disadvantage on attack rolls, as well as on Wisdom
18 (+4) 16 (+3) 18 (+4) 5 (–3) 14 (+2) 8 (–1) (Perception) checks that rely on sight.
Surprise Attack. If the protofleder surprises a creature
Skills Athletics +6, Perception +4, Stealth +5, and hits it with an attack during the first round of
Damage Vulnerabilities Fire combat, the target takes an extra 4 (1d6) damage from
Condition Immunities Charmed, Frightened the attack.
Senses Blindsight 60 Ft., passive Perception 14
Languages — Turn Immunity. The protofleder is immune to any effect
Challenge 2 (450 XP) that turns undead.
Regeneration. The protofleder regains 10 hit points at
Ambusher. The protofleder has advantage on attack the start of its turn. If the protofleder takes fire
rolls against any creature it has surprised. damage, this trait doesn't function at the start of the
protofleder's next turn. the protofleder dies only if it
Blood Frenzy. The protofleder has advantage on melee starts its turn with 0 hit points and doesn't regenerate.
attack rolls against any creature that doesn't have all its
hit points. Actions
Echolocation. The protofleder can't use its blindsight Multiattack. The fleder makes two attacks, only one of
while deafened. which can be with its bite.
Keen Hearing. The protofleder has advantage on Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Wisdom (Perception) checks that rely on hearing. creature that is grappled by the protofleder,
Illumination. The protofleder sheds bright light in a 5- incapacitated, or restrained. Hit: 8 (2d4 + 3) piercing
foot radius and dim light for an additional 5 feet. damage plus 7 (3d4) necrotic damage. The target's hit
point maximum is reduced by an amount equal to the
Spider Climb. The protofleder can climb difficult necrotic damage taken. This reduction lasts until the
surfaces, including upside down on ceilings, without target finishes a long rest. The target dies if this effect
needing to make an ability check. reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3) slashing damage. Instead of
dealing damage, the protofleder can grapple the target
(escape DC 14).

126 /
Garkain
"Blood on the ceiling, guts on the walls... Must be a garkain."
– Yan of Lan Exeter, investigator and Captain of the City Watch
Horrific Killers. Garkains, like fleders, belong to
the class of particularly dangerous vampires whose strength exceeds even
that of fiends. An encounter with one of their number almost always ends in death,
which is why there are not many eye-witness accounts of them. From the city guard
reports written up in Lan Exeter describing the attacks committed in that city in 1104
by three garkains (later killed by a certain Olivier of Gulet, witcher), it seems these
horrible monsters do not content themselves with drinking the blood of their victims. The
investigators concluded from the blood and guts strewn around the crime scenes that garkains
tear their victims to shreds with great delight and muck about in their bloody entrails.
Tactics. Garkains belong to the group of creatures known as lesser vampires. They often
gather around themselves members of other subspecies of lesser vampires, acting in such
situations as leaders of the pack. They are by and large unable to run, but can jump a great distance
and often attack their prey in that way. During combat, they usually keep their distance from their foes, trying to incapacitate
them using a blast of mental energy provoking visions that beguile and disorient.

Garkain Sunlight Sensitivity. While in sunlight, the garkain has


disadvantage on attack rolls, as well as on Wisdom
Medium undead, unaligned
(Perception) checks that rely on sight.
Armor Class 13 Surprise Attack. If the garkain surprises a creature and
Hit Points 68 (8d8 + 32) hits it with an attack during the first round of combat,
Speed 20 ft. the target takes an extra 7 (2d6) damage from the
attack.
STR DEX CON INT WIS CHA Turn Immunity. The garkain is immune to any effect that
turns undead.
24 (+7) 14 (+2) 18 (+4) 10 (+0) 18 (+4) 8 (–1)
Vampiric Fortitude. If damage reduces the garkain to 0
hit points, it must make a Constitution saving throw
Skills Athletics +9, Perception +6, Stealth +4
with a DC of 5 + the damage taken, unless the damage
Damage Vulnerabilities Fire
is fire or from a critical hit. On a success, the garkain
Condition Immunities Charmed, Frightened
drops to 1 hit point instead.
Senses Blindsight 60 Ft., passive Perception 16
Languages —
Challenge 5 (1800 XP) Actions
Multiattack. The garkain makes two attacks, only one of
Ambusher. The garkain has advantage on attack rolls which can be with its bite.
against any creature it has surprised.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Blood Frenzy. The garkain has advantage on melee creature that is grappled by the garkain, incapacitated,
attack rolls against any creature that doesn't have all its or restrained. Hit: 13 (2d6 + 7) piercing damage plus
hit points. 10 (3d6) necrotic damage. The target's hit point
maximum is reduced by an amount equal to the
Echolocation. The garkain can't use its blindsight while necrotic damage taken. This reduction lasts until the
deafened. target finishes a long rest. The target dies if this effect
Keen Hearing. The garkain has advantage on Wisdom reduces its hit point maximum to 0.
(Perception) checks that rely on hearing. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Spider Climb. The garkain can climb difficult surfaces, target. Hit: 13 (2d6 + 7) slashing damage. Instead of
including upside down on ceilings, without needing to dealing damage, the garkain can grapple the target
make an ability check. (escape DC 17).
Standing Leap. The garkain's long jump is up to 30 feet Psychic Blast (5-6). The garkain magically emits psychic
and its high jump is up to 15 feet, with or without a energy. Each creature within 15 feet of it must succeed
running start. on a DC 14 Intelligence saving throw or take 16 (4d6 +
4) psychic damage and be stunned for 1 minute, on a
Stench. Any creature that starts its turn within 10 feet success, a creature takes half that damage and is not
of the garkain must succeed on a DC 14 Constitution stunned. A target can repeat the saving throw at the
saving throw or be poisoned until the start of its next end of each of its turns, ending the effect on itself on a
turn. On a successful saving throw, the creature is success.
immune to the garkain's stench for 24 hours.

/ 127
Alpha Garkain Sunlight Sensitivity. While in sunlight, the alpha garkain
has disadvantage on attack rolls, as well as on Wisdom
Medium undead, unaligned
(Perception) checks that rely on sight.
Armor Class 13 Surprise Attack. If the alpha garkain surprises a creature
Hit Points 85 (10d8 + 40) and hits it with an attack during the first round of
Speed 20 ft. combat, the target takes an extra 7 (2d6) damage from
the attack.
STR DEX CON INT WIS CHA Turn Immunity. The alpha garkain is immune to any
effect that turns undead.
24 (+7) 14 (+2) 18 (+4) 10 (+0) 18 (+4) 8 (–1)
Vampiric Fortitude. If damage reduces the alpha garkain
to 0 hit points, it must make a Constitution saving
Skills Athletics +10, Perception +7, Stealth +5,
throw with a DC of 5 + the damage taken, unless the
Damage Vulnerabilities Fire
damage is radiant or from a critical hit. On a success,
Condition Immunities Charmed, Frightened
the alpha garkain drops to 1 hit point instead.
Senses Blindsight 60 Ft., passive Perception 17
Languages —
Challenge 8 (3900 XP) Actions
Multiattack. The alpha garkain makes two attacks, only
Ambusher. The alpha garkain has advantage on attack one of which can be with its bite.
rolls against any creature it has surprised.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Blood Frenzy. The alpha garkain has advantage on melee creature that is grappled by the alpha garkain,
attack rolls against any creature that doesn't have all its incapacitated, or restrained. Hit: 13 (2d6 + 7) piercing
hit points. damage plus 10 (3d6) necrotic damage and 10 (2d6 +
4) poison damage. The creature must succeed on a DC
Echolocation. The alpha garkain can't use its blindsight 14 Constitution saving throw or be poisoned for 1
while deafened. minute. The target's hit point maximum is reduced by
Keen Hearing. The alpha garkain has advantage on an amount equal to the necrotic damage taken, plus
Wisdom (Perception) checks that rely on hearing. the amount of poison damage taken. This reduction
lasts until the target finishes a long rest. The target dies
Spider Climb. The alpha garkain can climb difficult if this effect reduces its hit point maximum to 0.
surfaces, including upside down on ceilings, without
needing to make an ability check. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 7) slashing damage plus 10
Standing Leap. The alpha garkain's long jump is up to (3d6) necrotic damage. Instead of dealing damage, the
30 feet and its high jump is up to 15 feet, with or alpha garkain can grapple the target (escape DC 18).
without a running start.
Psychic Blast (5-6). The alpha garkain magically emits
Stench. Any creature that starts its turn within 10 feet psychic energy. Each creature within 30 feet of it must
of the alpha garkain must succeed on a DC 14 succeed on a DC 14 Intelligence saving throw or take
Constitution saving throw or be poisoned until the 16 (4d6 + 4) psychic damage and be stunned for 1
start of its next turn. On a successful saving throw, the minute, on a success, a creature takes half that damage
creature is immune to the garkain's stench for 24 and is not stunned. A target can repeat the saving
hours. throw at the end of each of its turns, ending the effect
on itself on a success.

128 /
Higher Vampires
"Men, the polite ones, at least, would call me a monster. A
blood-drinking freak."
– Emiel Regis, higher vampire
Super Predator. Only a mutual thirst for blood links
higher vampires to their distant and much more primitive
cousins: ekimmaras, alps, katakans and the like. Higher
vampires are, in fact, much more similar to humans than to
those bat-like blood slurpers. They not only resemble us in
appearance, but also share our intelligence and behavioral
patterns. This means they do not squat in distant forest or
hide in the shadows. On the contrary, they are particularly
fond of cities, where they live out deceivingly normal lives.
Even witchers are not capable of recognizing them at once,
for their medallions remain perfectly motionless in the
presence of higher vampires. Yet all these similarities should
not blind us to an essential difference: unlike men, higher
vampires are immortal. Those who have faced them in
combat and survived can be counted on one hand.
Risk and Reward. It is a witcher's good fortune that higher
vampires are extremely rare – and not all are dangerous to
humans. Though they do have a taste for blood, they do not
need to drink it to survive. Some higher vampires have
renounced feeding on humans altogether and do no harm to
anyone, but others give in to their desires. A witcher who
braves fighting a higher vampire must bear in mind that he
faces a monster endowed with incredible strength, one able
to manipulate men and animals, turn invisible and transform
into a giant bat - and furthermore one which it is nearly
impossible to kill. In other words, even an experienced
monster slayer should think twice before accepting a contract
on one of these creatures, even if half a kingdom and a
princess' hand is in the offing.
Varied Traits. Higher vampires are difficult to classify, as
they tend to possess special abilities which can very greatly
based on the individual higher vampire. Dettlaff van der
Eretein had an ability called, by Regis, "herd mentality,"
which allowed him to command all sorts of vampires of
lesser rank than himself to fight for him.

/ 129
Unseen Elder Shapechanger. The unseen can use its action to
polymorph into a Medium humanoid, a Medium mist,
Medium undead, unaligned
or into its true form. Its statistics, other than its size,
Armor Class 23 (natural armor) are the same in each form. Any equipment it is wearing
Hit Points 585 (30d20 + 270) or carrying isn't transformed. It reverts to its true form
Speed 240 ft. if it dies. While in mist form, the vampire can't speak,
or manipulate objects. It is weightless, has a flying
speed of 60 feet, can hover, and can enter a hostile
STR DEX CON INT WIS CHA creature's space and stop there. In addition, if air can
pass through a space, the mist can do so without
28 (+9) 30 (+10) 28 (+9) 28 (+9) 28 (+9) 28 (+9) squeezing, and it can't pass through water. It has
advantage on Strength, Dexterity, and Constitution
Saving Throws Str +17, Dex +18, Int +17 saving throws, and it is immune to all nonmagical
Skills Perception +17, Stealth +18 damage.
Damage Immunities Fire; Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Turn Immunity. The higher vampire is immune to
Condition Immunities Charmed, Frightened effects that turn undead.
Senses Blindsight 240 Ft., passive Perception 27
Languages Common Actions
Challenge 30 (155000 XP) Multiattack. The unseen elder uses its frightful
presence. The unseen elder then makes three attacks,
Innate Spellcasting. The unseen elder's innate only one of which can be a bite attack.
spellcasting ability is Charisma (spell save DC 25, +17
to hit with spell attacks). It can innately cast the Bite (vampire form only). Melee Weapon Attack: +17 to
following spells, requiring no material components: hit, reach 5 ft., one creature that is grappled by the
higher, incapacitated, or restrained. Hit: 42 (8d8 + 10)
At will: misty step, hold monster piercing damage plus 32 (8d8) necrotic damage. The
Blood Frenzy. The higher vampire has advantage on target's hit point maximum is reduced by an amount
melee attack rolls against any creature that doesn't equal to the necrotic damage taken. This reduction
have all its hit points. lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Charge. If the unseen elder moves at least 30 feet
straight toward a target and then hits it with its claw on Claw (vampire form only). Melee Weapon Attack: +17 to
the same turn, the target takes an extra 50 (12d8) hit, reach 5 ft., one target. Hit: 60 (12d8 + 10) slashing
slashing damage. If the target is a creature, it must damage damage. Instead of dealing damage, the
succeed on a DC 25 Strength saving throw or be vampire can grapple the target (escape DC 27).
knocked prone. Blood Drain (mist form only). Any creature within the
Legendary Resistance (5/Day). If the higher vampire fails higher vampire's space must make a DC 27
a saving throw, it can choose to succeed instead. Constitution saving throw taking 41 (10d8) necrotic
damage on a failure and half as much on a success. The
Limited Magic Immunity. The unseen elder can't be target's hit point maximum is reduced by an amount
affected or detected by spells of 6th level or lower equal to the necrotic damage taken. This reduction
unless it wishes to be. It has advantage on saving lasts until the target finishes a long rest. The target dies
throws against all other spells and magical effects. if this effect reduces its hit point maximum to 0.
Regeneration. The unseen elder regains 30 hit points at
the start of its turn. If the unseen takes damage from Legendary Actions
the bite of another unseen elder, this trait doesn't The unseen elder can take 5 legendary actions,
function at the start of the unseen elder's next turn. choosing from the options below. Only one legendary
The unseen elder dies only if it starts its turn with 0 hit action option can be used at a time and only at the end
points and doesn't regenerate. of another creature's turn. The higher vampire regains
spent legendary actions at the start of its turn.
Move. The unseen elder moves up to its speed
without taking opportunity attacks.
Claw. The unseen elder makes one claw attack.
Bite (2 actions). The unseen elder makes one bite
attack.

130 /
Katakan
"Melitele, Great Mother, protect us from evil, from
unclean devils and foul demons, and most of all from
the clutches of katakans and nekurats..."
– fragment of a prayer
Behavior and Appearance. Katakans and their
more dangerous kin, nekurats, are the embodiments of
human fear. They hide in the shadows. They feed on
blood. They resemble enormous bats – though with long
fangs and even longer talons. And, as if that weren't terror
enough, they can turn invisible, waiting unseen while dread
of their unpreventable attack overwhelms their victim.
Tactics. When fighting a katakan one must pay
particular attention to its shadow – often the only way to know its
location. Katakans are invulnerable to steel, regenerate quickly,
hear acutely and move at incredible speed.
Sunlight Weakness. Unfortunately, the legends are wrong and
the sun's rays do not turn katakans to ash. They are vulnerable to
sunlight, however, and when the sun stands at its zenith their regeneration
is considerably slowed.

Katakan Shapechanger. The katakan can use its action to


polymorph into a Medium humanoid or back into its
Medium undead, unaligned
true form. Its statistics, other than its size, are the same
Armor Class 15 in each form. Any equipment it is wearing or carrying
Hit Points 115 (10d10 + 60) isn't transformed. It reverts to its true form if it dies.
Speed 30 ft. Sunlight Weakness. While in sunlight, the katakan has
disadvantage on attack rolls, ability checks, and saving
throws.
STR DEX CON INT WIS CHA
Turn Immunity. The katakan is immune to effects that
22 (+6) 16 (+3) 22 (+6) 12 (+1) 12 (+1) 10 (+0) turn undead.

Skills Perception +4, Stealth +6 Actions


Damage Immunities Bludgeoning, Piercing, and
Multiattack. The katakan makes two claw attacks and a
Slashing From Nonmagical Attacks
bite attack.
Condition Immunities Charmed, Frightened
Senses Blindsight 120 Ft., passive Perception 14 Bite (vampire form only). Melee Weapon Attack: +8 to
Languages Common hit, reach 5 ft., one target. Hit: 19 (3d6 + 6) piercing
Challenge 11 (7200 XP) damage, plus 25 (3d12 + 6) necrotic damage. The
target's hit point maximum is reduced by an amount
Blood Frenzy. The katakan has advantage on melee equal to the necrotic damage taken, and the vampire
attack rolls against any creature that doesn't have all its regains hit points equal to that amount. The reduction
hit points. lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Echolocation. The katakan can't use its blindsight while
deafened. Claw (vampire form only). Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 19 (3d6 + 6) slashing
Keen Hearing. The katakan has advantage on Wisdom damage. Instead of dealing damage, the katakan can
(Perception) checks that rely on hearing. grapple the target (escape DC 16).
Regeneration. The katakan regains 20 hit points at the Greater Invisibilty. As a bonus action, the katakan
start of its turn, or half as much in direct sunlight. magically turns invisible until its concentration ends (as
if concentrating on a spell). Any equipment the katakan
wears or carries is invisible with it, but its shadow is
still visible.

/ 131
Mula
A mula or moola is a type of intelligent vampire. Same as
bruxae, alps and Higher Vampire it is immune to sun, and
can be sometimes mistaken with the previous two, except
that it takes male form.

Mula Actions
Large undead, neutral evil Multiattack.. The mula makes two attacks, only one of
which can be a bite attack.
Armor Class 18 (natural armor)
Hit Points 126 (12d10 + 60) Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 15 (3d6 + 5) piercing damage. Instead of
dealing damage, the vampire can grapple the target
(escape DC 17)
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
20 (+5) 20 (+5) 20 (+5) 16 (+3) 14 (+2) 20 (+5) willing creature, or a creature that is grappled by the
vampire, incapacitated, or restrained. Hit: 12 (3d4 + 5)
Saving Throws Dex +9, Wis +6 piercing damage plus 10 (3d6) necrotic damage. The
Skills Perception +6, Stealth +9 target's hit point maximum is reduced by the amount
Damage Resistances bludgeoning, piercing, and of necrotic damage taken. The target dies if this
slashing damage from nonmagical attacks. reduces its hit point maximum to 0.
Condition Immunities charmed, frightened
Mindtrick (Recharge 5-6). The mula reaches into the
Senses blindsight 60 ft., passive Perception 16
mind of one creature it can see and forces it to make a
Languages Common
DC 19 Wisdom saving throw. On a failed save, the
Challenge 15 (13000 XP)
target loses the ability to distinguish friend from foe,
regarding all creatures it can see as hostile mulas until
Aggressive. As a bonus action, the mula can move up to the spell ends. Each time the target takes damage, it
its speed toward a hostile creature that it can see. can repeat the saving throw, ending the effect on itself
Blood Frenzy. The mula has advantage on melee attack on a success. Whenever the affected creature chooses
rolls against any creature that doesn't have all its hit another creature as a target, it must choose the target
points. at random from among the creatures it can see within
range of the attack, spell, or other ability it’s using. If an
Pounce. If the mula moves at least 15 feet straight enemy provokes an opportunity attack from the
toward a creature and then hits it with a claw attack on affected creature, the creature must make that attack if
the same turn, that target must succeed on a DC 17 it is able to.
Strength saving throw or be grappled by the mula. If
the target is prone, the mula can make one bite attack Legendary Actions
against it as a bonus action.
The mula can take 3 legendary actions, choosing from
Regeneration. The mula regains 20 hit points at the the options below. Only one legendary action option
start of its turn if it has at least 1 hit point. can be used at a time and only at the end of another
Shapechanger. The mula can use its action to creature's turn. The mula regains spent legendary
polymorph into a Large cloud of mist, a Medium male actions at the start of its turn.
Humanoid, or back into its true form. Its statistics, Claw. The mula makes a claw attack.
other than its size and speed, are unchanged in any Bite (Costs 2 Actions). The mula makes a bite attack.
form. Anything it is wearing transforms with it, but
nothing it is carrying does. It reverts to its true form if
it dies. While in mist form, the mula can't take any
actions, speak, or manipulate objects. It is weightless,
has a flying speed of 20 feet, can hover, and can enter
a hostile creature's space and stop there. In addition, if
air can pass through a space, the mist can do so
without squeezing, and it can't pass through water. It
has advantage on Strength, Dexterity, and Constitution
saving throws, and it is immune to all nonmagical
damage.

/
Variant: Plumard Familiars
Spellcasters who are interested in unusual familiars
find that plumards are eager to serve someone who
has magical power, especially those who make a
point of stealing the life force of others. The
plumard behaves aggressively toward bleeding
creatures, and it tends to randomly attack house
pets, farm animals, and even children in town
unless its master is very strict. A plumard serving
as a familiar has the following trait.
Familiar. The plumard can serve another creature
as a familiar, forming a telepathic bond with its
willing master, provided that the mater is at least a
3rd-level spellcaster. While the two are bonded, the
master can sense what the plumard senses as long
as they are within 1 mile of each other. If its master
causes it physical harm, the plumard will end its
service as a familiar, breaking the telepathic bond.

Plumard
"One on its own poses no great threat. A dozen means
certain death."
-Meve, Queen of Lyria and Rivia.
A plumard is a vampiric, bat-like creature known for
swarming its prey. Unlike the alp, bruxa, mula, and Higher
Vampire, it is vulnerable to sunlight.

Plumard Spider Climb. The plumard can climb difficult surfaces,


including upside down on ceilings, without needing to
Small undead, unaligned
make an ability check.
Armor Class 13 Sunlight Sensitivity. While in sunlight, the plummard has
Hit Points 11 (2d6 + 4) disadvantage on attack rolls, as well as on Wisdom
Speed 30 ft., fly 30 ft. (Perception) checks that rely on sight.
Turn Immunity. The plumard is immune to any effect
STR DEX CON INT WIS CHA that turns undead.
14 (+2) 12 (+1) 14 (+2) 5 (–3) 10 (+0) 8 (–1) Vampiric Fortitude. If damage reduces the plumard to 0
hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage
Skills Stealth +3, Perception +2
is fire or from a critical hit. On a success, the plumard
Damage Vulnerabilities Fire
drops to 1 hit point instead.
Damage Resistances Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks
Condition Immunities Charmed, Frightened Actions
Senses Blindsight 60 Ft., passive Perception 12 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Languages — creature that is grappled by the plumard, incapacitated,
Challenge 1/4 (50 XP) or restrained. Hit: 4 (1d4 + 2) piercing damage plus 4
(2d4) necrotic damage. The target's hit point
Blood Frenzy. The plumard has advantage on melee maximum is reduced by an amount equal to the
attack rolls against any creature that doesn't have all its necrotic damage taken. This reduction lasts until the
hit points. target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
Echolocation. The plumard can't use its blindsight while
deafened. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage. Instead of
Keen Hearing. The plumard has advantage on Wisdom dealing damage, the plumard can grapple the target
(Perception) checks that rely on hearing. (escape DC 13).
Pack Tactics. The plumard has advantage on an attack
roll against a creature if at least one of the plumard's
allies is within 5 feet of the creature and the ally isn't
incapacitated .

/ 133
Appendix A: Encounters & Challenges
Random Encounters Monster Nest
While trekking through the wilderness or along the road, Low CR monsters, such as harpies, nekkers, or ghouls
there are several dangers which characters might encounter construct nests, where they lay their young and store their
in the North, beyond typical random encounters. If a DM treasures. Monsters are plentiful around their nests, and the
desires, roll a d6 for each hour, day, week, month, or year of nest contains a CR 0-4 treasure hoard.
time spent travelling. These are much rarer in longstanding
Nilfgaardian provinces, as law rules sternly there. When
travelling in the North, a random encounter occurs on a 5 or
Contracts
6, in Nilfgaard, a random encounter occurs on a 6. For travel People in villages, towns, and cities are willing to pay dearly
times of a week or more, the encounter might not represent for the slaying of monsters. They post these jobs on notice
all the encounters come across, but simply the most boards outside inns and taverns, and adventurers looking to
memorable one. undertake them can haggle for better pay with the contract
giver, who might have taken an offering to hire adventurers to
Abandoned Site slay the monster. Adventurers who undertake contracts can
expect to go through the following phases after talking to the
An abandoned site is a special kind of monster nest or bandit contract giver.
camp which was once a settlement. The villagers are eager to Eyewitness Accounts. The adventurers are directed to
return to their homes, and will do so once the adventurers eyewitnesses - anyone who has seen the monster, or evidence
have slain the creaturers who have taken it over. of one of the monsters deed. This person might be in a poor
mental state due to the incident, but this is up to the DM. The
Bandit Camps eyewitness gives as much information as they can, describing
Bandit camps are locales where groups of bandits often hide what they saw and where. It is possible there are no
out in the woods, in ruins or simple camps, and rob those on eyewitnesses.
the roadway as they pass by. They are common throughout Site of the Attack. The adventurers visit the site of the
the North. Bandit camps often send a few bandits out to the attack. This is where the most information can be gathered. A
road, while a second group of bandits wait at the camp within DM lay out an attack site should consider the monster's
the woods itself. They do little beyond this though, and tend attacks and what kind of effects they would have on a person.
not to attempt any daring robbies or heists. Whether or not a A person previously thought to be dead might be found,
bandit captain is a part of the group, there is at least one having dragged him or herself away from the site, leaving
chest in the main camp containing a CR 0-4 treasure hoard. blood behind for a tracker to folllow. This person is an expert
eyewitness. During this phase, the adventurers should be
able to deduce from the evidence what monster they are
Guarded Treasure facing. Another twist might be that the monster is a
Sometimes monsters, having a strange natural affinity for Humanoid posing as a monster, or the whole thing could be
valuables, discover shipwrecks or overturn carts before some kind of ambush.
coming to guard these items. The treasure is a treasure Following Tracks. Tracks or scent lead from the site of the
hoard of a CR equal to the strongest creature in the group, attack to the monster's lair, which a skilled tracker can follow.
and is contained within a chest, either from a shipwreck or Monsters tend to prefer lairing in caves, but a flying monster
merchant's cart. might be found in a nest in the wilderness or flying. If the
monster is a specter, this is when the adventurers gather the
Hidden Treasure items or perform the tasks necessary to lift the curse. If the
monster is a flying monster which didn't walk back to its nest,
Sometimes spies, merchants, or other individuals hide their the adventurers will spend this time acquiring an animal or
treasures in order to retrieve them later. Alternatively, an herb which they will use to lure the monster out of hiding.
overturned cart may have tossed a valuable chest in such a Buckthorn is a root with a horrid stench known for growing
fashion nature has hidden it, or a monster might have moved on riverbeds and luring griffins. Even if the monster turned
it. In either case, adventurers might find a corpse along the out to be a fake, this probably involves following Humanoid
road or out in the wilderness, from which they can loot a key tracks or scents.
and papers (perhaps in the form of a letter, or ledger) which Facing the Monster. Adventurers might be able to
can lead them to the treasure, which is a CR 0-4 treasure communicate with intelligent monsters, avoiding a fight, and
hoard. possibly convincing them to move along. Some might even
pay to be left alone. Contract givers don't look kindly on this,
and thus aren't very likely to pay those who fail to slay the
monster bothering them. Most of the time, however, the
contract ends with the adventurers preparing any items they
desire before confronting and slaying the creature causing
trouble.

/
Cashing In. The adventurers report back to the contract
giver, presenting a trophy if they killed the beast, and
receiving the reward. Depending on where the money came
from, generous adventurers might allow poor and suffering
townsfolk to keep their coin.

Treasure Hunts
DMs may consider adding treasure hunts to their games.
Adventurers might come across documents during their
adventures describing the last known locations of valuable
weapons, armors, and armaments. Through reading
documents, which are typically letters written from one party
to another, the characters can journey into forgotten ruins or
caves beneath the earth to find ancient items related to their
class. Fighters might find instructions for crafting special
swords and armors, while wizards might find lost spells,
rituals, or magic rites for study and, perhaps, use.
The location where the treasure is typically contains some
monsters of CR 0-4 to provide a small challenge, but beyond
that offers little opposition before giving up the treasure.

You might also like