Effect
ROF
tors. Many towns find it easier
Stone (2d10)
to hire a trol, since most times
Punch
6d6
N/A
2
Mundane items (1d6)
they can be paid in vodka and
very rarely complain.
306
Threat
Hard
Simple
Bounty
1000
Armor
10
INT
1
REF
10
DEX 10
BODY 10
SPD
7
EMP
1
CRA
1
WILL 6
LUCK 0
STUN 8
RUN 21
LEAP 4
STA
40
Height
Around 2 meters
ENC 100
Weight
Around 900kg
REC
8
Environment
Mountains and valleys
HP
80
Intelligence
About as intelligent as a dog
VIGOR 0
Organization
Solitary or pairs
307
Wyverns
Vulnerabilities
Commoner Superstition (Education DC:16)
Draconid Oil
Wyverns are like two-legged dragons, I think. Hell, folk don’t see ‘em much, so folk don’t talk about ‘em much. Anyhow, wyverns are like the lesser cousins of dragons and they hunt virgin maidens and such. Ya gotta watch out for ‘em swoopin’ down out of a clear blue sky to carry off your daughters. Can only be kil ed by silver, so a silver blade’s a necessity when rescuin’
Abilities
a damsel from one of these scaly whoresons. They say once you’ve kil ed the beast, though, drinkin’ its blood’ll give you power over fire itself.
Flight
–Rodolf Kazmer
A wyvern can take flight as a
movement. The wyvern can
only be knocked out of the air
Witcher Knowledge (Witcher Training DC:16) by stunning it or doing more
than 10 points of damage
Draconids accrue the most strange and fantastical legends around them. Something about
with an attack. If the wyvern
this family of monsters inspires the storyteller in everyone. Wyverns are draconids, in the
is knocked out of the air it
same family as dragons but far from being dragons. They are violent, primal beasts that must make a DC:16 Athletics check or take ramming
stalk high mountain areas and hunt people mostly when they happen upon them. Wyverns
damage equal to how many
have no predisposition towards virgins–they pursue any living creature they think they can
meters it fel .
kill and eat. It is true that wyverns like to swoop down on their prey from above and try
Spit Venom
to stay in the air if possible. Unlike dragons, wyverns can’t breathe fire, but they can spit Wyverns can spit venom at
an acidic poison with great accuracy. That can make fighting a wyvern at range a daunt-
one target up to 8m away and
ing task. Luckily they aren’t immune to everything but silver.
do 3d6 damage with a 100%
While their hides are tough to pierce, they can be felled with
chance of poisoning.
regular steel weapons and magic, just like most other crea-
Resistances
Skills
tures.
Wyverns only take half dam-
age from piercing and slash-
When hunting a wyvern, start by preparing a draco-
Melee +8
ing.
nid oil. Cover yourself from head to toe as much as possible
Brawling +7
Feral
to avoid acidic venom getting on any uncovered areas. Golden
Dodge/Escape +6
For the purposes of Aware-
oriole potion is also a good idea, to negate poison effects. You
ness and Wilderness Surviv-
Athletics +8
should also stock up on ranged ammunition or make sure you
al, instinct gives them an INT
know a few damaging spel s. While a wyvern flies around its
Awareness +10
of 7.
prey, a well-placed arrow or the like stands a good chance of
Stealth +6
knocking the monster out of the air, making it far easier to hit.
Wilderness Survival +9
Draconid Leather
While engaging a flying wyvern, be wary of their claws–they
Resist Magic +8
Armor
will try to slash at you as they fly by. On the ground a wyvern
Endurance +8
Over the years draconid scales
fal s back to its fanged bite or the poisonous barbs on its tail.
have been incorporated into
Courage +8
sets of armor built for nobility,
knights, and even sometimes
Weapons
Loot
mages who want to show of
to their peers. Draconid scales
Name
DMG
Effect
ROF
forged into draconid leather
Draconid scales (1d10)
Claws
6d6
N/A
2
are very protective, and many
Venom extract (1d10)
of these sets of armor are now
Bite
7d6
Poison (25%)
1
Wyvern egg (1d6/2)
family heirlooms that are
Tail barbs
5d6+2
Poison (75%)
1
Wyvern eyes (1d6/2)
passed down from generation
to generation.
308
Threat
Hard
Difficult
Bounty
1500
Armor
0
INT
6
REF
14
DEX 12
BODY 8
SPD 10
EMP
3
CRA
3
WILL 8
LUCK 0
STUN 8
RUN 30
LEAP 6
STA
40
Height
Around 2 meters
ENC 80
Weight
Around 115kg
REC
8
Environment Ruins, caves and near cities
HP
80
Intelligence
Human-level
VIGOR 0
Organization
Solitary
309
Katakans
Vulnerabilities
Commoner Superstition (Education DC:18)
Vampire Oil
Heard plenty of tales of vampires while travelin’ ‘round the Continent. Legends say a vampire can turn into a bat or a wolf or the like. Can fly without wings, heal any wound, and claw Black Blood Potion
right through steel. Heh, I hear katakans like to seduce pretty women with their shapeshiftin’
abilities and then drink their blood. Sounds like a whole mess of trouble I’d like to avoid gettin’
Celestial Weakness
In sunlight, a katakan’s regen-
caught up in, but if you’ve gotta, keep a head of cut garlic on hand, as well as a holy symbol eration is lowered to 3.
of your chosen god and
a stake to drive through the beast’s heart to kill it for good. Turns out Fire Vulnerability
I sell all those items at reasonable prices, by the way.
Katakans take double dam-
–Rodolf Kazmer
age from fire attacks or being
Witcher Knowledge (Witcher Training DC:17)
on fire.
Blood Transference
Of all monster families, the difference in power from least to most is at its most staggering Katakan are affected by any
in vampires. Lesser vampires are quick and agile, stronger than the average man, stealthy
substances in the blood they
drink.
as a shadow, and vicious in their attacks. But they are animalistic–often less than ful y
sentient. At the opposite on the spectrum, the power of a nosferat is so vast as to be almost incomparable. Katakan are a good midway point in the vampire family between bestial
Abilities
lesser vampires and overwhelming, brilliant higher vampires.
Katakans are intelligent creatures, often more so than the av-
Regeneration
erage human. They are highly magical, able to hide from all
Skills
A katakan regenerates 5 point
forms of magical scanning including witcher medallions and
of damage per round.
other divination, and can communicate with prey telepath-
Melee +8
Invisibility
ical y. They cannot take any form but their own. In combat
Brawling +7
A katakan can become invis-
they are stealthy, hiding behind magical invisibility while they
ible, granting it +10 to stealth
Dodge/Escape +10
drive their prey mad with telepathic fear tactics. Katakan are
and +5 to attack. It becomes
hard to kil , regenerating from most wounds very quickly and
Athletics +10
visible when it attacks. Even
dancing around attacks with their superior speed. They are
if you make your awareness
Awareness +10
check to spot the katakan,
still more animalistic than their more powerful cousins and
Stealth +10
you take a -3 to attack and
are prone to lick blood off the cobblestones after eviscerat-
defense against it. Yrden can
Wilderness Survival +8
ing their prey with their claws. Popularly-known protections
make a katakan visible.
Resist Magic +8
do not work on a katakan. Most will probably just annoy it,
Invisible to Magical
save for the stake through the heart. When fighting a katakan,
Resist Coercion +10
Scanning
fire is your best weapon since they are very flammable. Black
Endurance +8
Katakans cannot be detected
blood can also be quite useful if the katakan tries to bite and
by witcher medallions. Mag-
Courage +8
feed on you. Alternatively, remember that any drug or amount
es must succeed at a Magic
Intimidate +8
Training roll against the ka-
of alcohol in your blood will affect a vampire that bites you.
takan’s Resist Magic roll to
sense them.
Loot
Telepathy
Weapons
Katakans can telepathical y
Random rune
communicate with any one
Name
DMG
Effect
ROF
creature within 20m of them
Vampire fangs (1d6/2)
as a free action.
Claws
6d6
Bleed (50%)
2
Vampie saliva (1d6)
Night Vision
Bite
7d6+2
Bleed (100%)
1
Mundane items (1d6)
Katakan operate in areas of
dim light with no penalties.
310
Cat
INT
1
STUN 2
Skills
Melee +4
Dodge/Escape +6
Athletics +8
Awareness +7
REF
4
RUN 18
Stealth +6
Wild. Survival +3
Endurance +4
Courage +5
DEX 6
LEAP 3
BODY 1
STA 10
Loot
Armor
Vulnerabilities
SPD 6
ENC 10
EMP 3
REC 2
Raw meat (1d6/2)
0
Beast Oil
Beast bones (1d6/2)
CRA 1
HP
10
WILL 4
VIGOR 0
Abilities
LUCK 0
Night Vision
Cats operate in areas of dim light with no penalties.
Pounce
Weapons
A cat doesn’t need to take a running start when leaping.
Magically Attuned
Name
DMG
Effect
ROF
Cats are capable of seeing invisible creature and sensing magical emanations or magic users
Claw
1d6/2
N/A
1
within 20m.
Feral
Bite
1d6
N/A
1
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.
Dog
INT
1
STUN 4
Skills
Melee +7
Dodge/Escape +6
Athletics +3
Awareness +9
REF
3
RUN 15
Stealth +3
Wild. Survival +8
Endurance +10
Courage +8
DEX 5
LEAP 3
BODY 3
STA 20
Loot
Armor
Vulnerabilities
SPD 5
ENC 30
EMP 4
REC 4
Raw meat (1d6/2)
0
Beast Oil
Beast bones (1d6)
CRA 1
HP
20
Dog tallow (1d6/2)
WILL 5
VIGOR 0
LUCK 0
Abilities
Weapons
Scent Tracking
Name
DMG
Effect
ROF
Dogs are able to track things by scent and do not need hearing or verbal clues.
Feral
Bite
2d6
N/A
1
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.
311
Bird
INT
1
STUN 2
Skills
Melee +5
Dodge/Escape +6
Athletics +6
Awareness +9
REF
3
RUN 10
Stealth +6
Wild. Survival +3
Endurance +4
Courage +6
DEX 4
LEAP 2
BODY 1
STA 10
Loot
Armor
Vulnerabilities
SPD 2
ENC 10
EMP 3
REC 2
&
nbsp; Raw meat (1d6/2)
0
Beast Oil
Beast bones (1d6/2)
CRA 1
HP
10
Feathers (1d6)
WILL 4
VIGOR 0
LUCK 0
Abilities
Flight
A bird can take flight as a movement. The bird can only be knocked out of the air by stunning Weapons
it or hiting it. If the bird is knocked out of the air it must make a DC:16 Athletics check or take Name
DMG
Effect
ROF
ramming damage equal to how many meters it fel. While flying a bird has a SPD of 7.
Feral
Claw
1d6/2
N/A
1
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.
Serpent
INT
1
STUN 2
Skills
Melee +6
Dodge/Escape +5
Athletics +4
Awareness +5
REF
4
RUN 18
Stealth +9
Wild. Survival +2
Endurance +4
Courage +5
DEX 3
LEAP 3
BODY 1
STA 10
Loot
Armor
Vulnerabilities
SPD 6
ENC 10
EMP 2
REC 2
Raw meat (1d6/2)
0
Beast Oil
Beast bones (1d6/2)
CRA 1
HP
10
Venom extract (1d6/2)
WILL 3
VIGOR 0
LUCK 0
Abilities
Weapons
Swimming
Name
DMG
Effect
ROF
Serpents can swim at the same speed as their SPD and still use Dodge/Escape to dodge.
Feral
Bite
1d6
Poison (75%)
1
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.
312
Horse
INT
1
STUN 8
Skills
Melee +6
Dodge/Escape +8
Athletics +6
Awareness +5
REF
4
RUN 36
Stealth +3
Wild. Survival +2
Endurance +6
Courage +6
DEX 5
LEAP 7
BODY 12
STA 40
Loot
Armor
Vulnerabilities
SPD 12
ENC 120
EMP 4
REC 8
Raw meat (1d10)
0
Beast Oil
Beast bones (1d10)
CRA 1
HP
40
WILL 4
VIGOR 0
LUCK 0
Weapons
Abilities
Name
DMG
Effect
ROF
Feral
For the purposes of Awareness and Wilderness Survival, instinct gives them an
Hooves
2d6+2
N/A
1
INT of 7.
War Horse
The Witcher Pen & Paper RPG Page 64