Night Vision
Ghouls operate in areas of
tacking. Keep in mind that ghouls can pounce from 5m away. Small chasms, short wal s
dim light with no penalties.
and the like are much less effective against ghouls than their
slower necrophage bretheren. When in melee combat, a ghoul
Feral
strikes with its claws, but if it grapples a target (or the target is
For the purposes of Aware-
Skills
otherwise hindered) it may bite the target to cause a bleeding
ness and Wilderness Surviv-
wound.
al, instinct gives them an INT
Melee +6
If you knock a ghoul below 10 Health Points, it will
of 6.
enter a fury. In this fury the ghoul attacks rabidly and its
Brawling +6
wounds quickly close. Kill the ghoul quickly to keep it from
Dodge/Escape +6
regenerating its health. It’s also vital to reposition often so the
Athletics +7
ghouls can’t gang up on you and get bonuses to attack. If you
Awareness +7
are fighting as a party, stand back to back so the ghouls can’t
Stealth +4
easily get into your back arc.
If you need to lure a group of ghouls out of an area, it’s
Wilderness Survival +6
best to start by exhuming any buried bodies. Once exhumed,
Resist Magic +4
the bodies should be moved to draw the ghouls away.
Endurance +6
Courage +7
Weapons
Name
DMG
Effect
ROF
Loot
Claws
3d6
N/A
1
Ghoul marrow (1d6/2)
Ghoul claws (2)
Bite
3d6+2
Bleed (25%)
-1 ACC
1
Venom extract (1d6/2)
280
Threat
Medium
Complex
Bounty
500
Armor
0
INT
6
REF
10
DEX 10
BODY 7
SPD
7
EMP
3
CRA
3
WILL 6
LUCK 0
STUN 6
RUN 21
LEAP 4
STA
30
Height
Around 1.75 meters
ENC 70
Weight
Around 80kg
REC
6
Environment
Cemeteries or caves
HP
60
Intelligence
Human-level
VIGOR 0
Organization
Solitary
281
Grave Hag
Vulnerabilities
Commoner Superstition (Education DC:18)
Necrophage Oil
Honestly your average son of a bitch doesn’t know much about grave hags. Heh, they’re nightmares smart enough to talk, set traps, and lure children away. Once heard that hags are what Whip Tongue
happens when a mage loses control. Heh, doubt that, but I guess...who knows. Grave hags are If you successful y parry a
one of the few monsters I’ve ever heard of that could use magic. Or at least somethin’ like it.
grave hag’s tongue attack
with a bladed weapon, it is
–Rodolf Kazmer
severed. The grave hag takes
5 points of damage and can-
not use its tongue again.
Witcher Knowledge (Witcher Training DC:14)
Grave hags are one of the few ful y sentient necrophages, which makes them very danger-
ous. Grave hags have nothing to do with mages. Though they have magic, grave hags are
Abilities
just another necrophage race from the Conjunction of the Spheres. Interestingly enough,
grave hags appear exclusively female—a male hag has never been seen. Most books state
Skull Circle
that grave hags, like some other monsters, steal little girls from vil ages to transform into A grave hag can take 1 hour
to make a skull circle. If they
new hags. A few, though, suggest that grave hags are not actu-
are within 100m of their
ally female as such, but hermaphroditic.
skull circle they get +3 to all
What we do know is that grave hags are ambush
actions.
Skills
predators that live near graveyards and other sources of rot-
Command the Undead
ten corpses. They are perfectly content to eat carrion, but will
Instead of attacking, a grave
Melee +8
attack fresh prey if given the chance. When on the attack a
hag can give a command to
Brawling +6
each necrophage within 20m.
grave hag will close the distance at tremendous speed and at-
The necrophages will carry
tack with its scything claws. If the target fal s back to recover,
Dodge/Escape +8
out this order instead of act-
the grave hag will use its poisonous tongue like a barbed whip
Athletics +6
ing normal y. The order can-
to weaken the prey. The grave hag’s tongue can be sliced off
not be more complex than
Awareness +8
with a successful parry with a bladed weapon. The safest ways
‘grab that thing and bring it
Stealth +8
here’ or ‘go there and wait’.
to engage a grave hag are to keep distance or stock up on nec-
Wilderness Survival +6
rophage oil and get in close with a shielding spell or the Quen
Night Vision
Grave hags operate in areas
Sign. Grave hags can be reasoned with, but are incredibly
Resist Magic +10
of dim light with no penal-
stubborn and prone to attack immediately. If you must fight a
Resist Coercion +10
ties.
grave hag in its home, check first for a magical skull circle or
Endurance +7
other necrophages it’s bent to its wil . Deal with them first if
Courage +9
you can.
The Magic of
Skull Circles
Loot
Even studied mages are dubi-
Weapons
ous as to where the power in
a grave hag’s skull circle comes
Grave hag ear (2)
Name
DMG
Effect
ROF
from. Most people assume
Hag teeth (1d6/2)
that the magic draws on pow-
Claws
5d6
Bleed (50%)
2
Venom extract (1d6)
er from the devils that live in
Bite
6d6
Poison (75%)
1
Random rune
the void between planes.
Strange possesions
Tongue
3d6+2
Poison (100%)
RNG: 4m
1
(1d6)
282
Threat
Easy
Difficult
Bounty
30
Armor
0
INT
 
; 4
REF
6
DEX
5
BODY 5
SPD
5
EMP
1
CRA
1
WILL 6
LUCK 0
STUN 5
RUN 15
LEAP 3
STA
25
Height
Usual human heights
ENC 50
Weight
Weightless
REC
5
Environment Batlefields and cemeteries
HP
25
Intelligence
Consumed by emotion
VIGOR 0
Organization
Groups of 3 to 21
283
Wraiths
Vulnerabilities
Commoner Superstition (Education DC:14)
Specter Oil
Wraiths come in all shapes and sizes from what the tales say. The souls of the dead and the damned, come back to our world to wreak havoc on the livin’. Old wives’ tales ain’t that Moondust & Yrden
specific on what makes a wraith, though. Most say that it’s folk who’ve been wronged, or the If caught in the area of either
a moondust bomb or Yrden
evilest of whoresons. Some say it’s mages and priests too magical to leave this realm. People circle, a wraith cannot be-can usual y agree, if ya wanna get rid of a wraith ya gotta perform a ritual. First, find the come incoporeal or teleport.
corpse, which won’t have rotted, mind ya. Pierce the corpse with an aspen stake, cut off the head and place it between the corpse’s legs, then set the corpse on fire. Ya fail to do even one step and you’re a dead man. Least that’s what people say.
Abilities
–Rodolf Kazmer
Fueled By Rage
Witcher Knowledge (Witcher Training DC:10) Wraiths are technicaly as in-
telligent as they were in life,
Interestingly enough, specters are one of the only monster types that are connected to but they are blinded by over-dead people, humans and non-humans. A specter is the spirit of someone who died either
whelming rage. They cannot
be reasoned with or intimi-
in terrible circumstances or with unfinished business. That being said, you can’t banish a
dated.
specter via the method written above. Most specters must be killed and sent back to the
realm of the dead. But those tied to a curse must have the curse lifted to move on perma-
Shift
nently. Wraiths are technical y sentient, but very few act on this sentience. Most wraiths are A wraith can use Spell Cast-consumed by hatred and will lash out randomly at anything
ing to become incorpore-
al and negate an attack on
that comes near. The remaining 5% or so retain some of their
them. If they succeed, noth-
sentience and may speak and interact. Usual y these sentient
ing physical affects them un-
Skills
specters are part of a grand curse.
til their next turn.
When fighting a specter, keep moving all the time.
Swordsmanship +7
Teleportation
They will swing widely with their sword and lantern and use
A wraith can use its move
their selectively incorporeal nature to ‘dodge’ attacks. Every
Melee +6
action to teleport 10m imme-
once in a while a specter will teleport, usual y to get behind a
Brawling +6
diately. It will usual y attack
target and attack. This is the specter’s most dangerous move,
directly after this.
Dodge/Escape +6
since they literal y come out of nowhere. If you catch a specter
Athletics +5
Night Vision
with a Yrden Sign or a moondust bomb, you can keep it from
Awareness +8
Wraiths operate in areas of
turning incorporeal or teleporting. That and an application of
dim light with no penalties.
specter oil will real y shorten your fight.
Stealth +9
No one knows where a wraith’s conciousness goes Wilderness Survival +6
when they are destroyed; it has been argued for centuries.
Resist Magic +6
Wraith Weapons
Endurance +7
A wraith’s weapons are man-
ifestations of their power cre-
Weapons
ated when the wraith is cre-
Loot
ated. When a wraith dies, the
Name
DMG
Effect
ROF
lantern and sword evaporate
Wraith essence (1d6/2)
with the rest of the body and
Wraith sword
3d6
N/A
1
Specter dust (1d6/2)
thus cannot be looted.
Wraith lantern
2d6+2
Fire (25%)
1
Infused dust (1d6/2)
284
Threat
Medium
Difficult
Bounty
800
Armor
0
INT
5
REF
8
DEX
6
BODY 7
SPD
6
EMP
1
CRA
1
WILL 9
LUCK 0
STUN 6
RUN 18
LEAP 3
STA
30
Height
Usual human heights
ENC 70
Weight
Weightless
REC
6
Environment
Near rural communities
HP
60
Intelligence
Consumed by rage
VIGOR 0
Organization
Solitary
285
Noonwraiths
Vulnerabilities
Commoner Superstition (Education DC:16)
Specter Oil
Some say noonwraiths are the souls of young women who got kil ed right before their wed-
dings. Come back as horrid white-clad wretches that haunt the fields when the sun’s highest.
Moondust & Yrden
Folk say they’re smart, just driven mad with grief and revenge—which makes ‘em kill anythin’
If caught in the area of either
they see. An’ they don’t usual y kill with claws or teeth or the like. Legends say they enthrall a moondust bomb or Yrden
circle, a noonwraith is no
ya with dark magics and make ya dance with ‘em. Ya can only stop when the sun goes down.
longer incoporeal.
But you’ll be long dead by then.
–Rodolf Kazmer
Celestial Weakness
In moonlight, noonwraiths
take a -2 to all actions.
Witcher Knowledge (Witcher Training DC:14)
Young, engaged women who suffered violent deaths before their weddings sometimes
come back as noonwraiths. These wraiths are powerful, dangerous, and vindictive crea-
tures. The souls of the women are driven mad with pain and anger that compels them to
Abilities
stalk the fields and lands around their grave, searching for the person that killed them.
That’s fair, but they have a tendency to kill anything else that gets too close to them as wel .
Fueled By Rage
When dealing with a noonwraith, you have to be
quick: engaging the creature in melee
Noonwraiths are technical y
combat is a necessity. Noonwraiths are incorporeal until you catch them in a Yrden circle as intelligent as they were
or a moondust bomb. This is your only window for physical attacks. You should also en-
in life, but they are blinded
by overwhelming rage. They
gage a noonwraith close to sunset, as moonlight weakens the
cannot be reasoned with or
creature.
intimidated.
Noonwraiths usual y attack with their deadly claws.
Skills
Incorporeal
From time to time they use magic to sweep up a dust devil and
A noonwraith is always
Spell Casting +8
blind a challenging target. If damaged too much, they begin a
incorporeal, rendering it
high noon dance, creating copies of themselves that drain your
Melee +8
immune to physical attacks,
HP and heal the noonwraith. Destroy these copies immediate-
bleeding, and poison.
Brawling +7
ly, before they can siphon too much health from you. Your best
Dodge/Escape +9
High Noon Dance
chance to fight a noonwraith is to coat your blade in specter
A noonwraith can create 3
Athletics +4
oil and attempt to summon it at night. Find something of great
copies that dance around,
at least 5m away from
value to the wraith in its previous life and burn it near the grave
Awareness +10
their target. As long as one
site. 90% of the time this will summon the wraith, and with the
Stealth +10
copy remains, this drains
moon high in the sky you will have a much easier time killing Wilderness Survival +5
3 points of health from the
it. Once killed, the specter’s soul is released from the shackles
target each round to heal the
Resist Magic +7
noonwraith. Striking a copy
of pain that kept it in this world. It is put to rest and can move
Endurance +7
will kill it.
on to whatever lies beyond the veil of death. This is a romantic
Dust Devil
goal, but not an easy task.
A noonwraith can use magic
to swirl dust and dirt up into
a target’s face. This attack
Loot
uses Spell Casting, and on a
hit it blinds the target for 1d6
Wraith essence (1d6)
Weapons
rounds. The target must be
Specter dust (1d6)
within 5m.
Name
DMG
Effect
ROF
Infused dust (1d6)
Claws
5d6
N/A
2
Light essence (1d6/2)
The Witcher Pen & Paper RPG Page 60