Credits

Witcher for 5th Edition Lead Designer: IIXBatmanXII


Witcher: A Guide to Monster's Lead Designer: IIXBatmanXII
Designers: IIXBatmanXII
Editior: IIXBatmanXII
Producer: IIXBatmanXII


Cover Art Credit: CD Projekt Red
Interior Art Credits: CD Projekt Red, Elisa Serio     (Beann'shie), Brian Sola (Hym), Helena Nikulina     (Noonwraith), Feig Felipe Pérez (Noonwraith), Alfven Ato     (Penitent), Thai Vo (Wraith)


Additonal Contributors: Wizard's of the Coast for 5th     Edition sourcebooks, the Witcher Wikia page, and      u/Regem's Book of Beautiful Horrors for inspiration, lore,     and phrasing.



Project Management: IIXBatmanXII
Production Services: IIXBatmanXII


Brand and Marketing: IIXBatmanXII

Based on the original D&D game created by

E. Gary Gygax and Dave Arneso with Brian Blume, Rob     Kuntz, James Ward, and Don Kaye
Drawing from further development by

J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron    Allstop, Harold Johnson, David " Zeb" Cook, Ed Greenwood,     Keith Baker, Tracy Hickman, Margare Weis, Douglas Niles     Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams.     Richard Baker, Peter Adkison, Bill Slavicsek, Andy Collins     and Rob Heinsoo
Playtesting provided by

Literally no one. :( You can let me know if you do though!
Additional feedback provied by

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

    • Archespores................................................................................8
    • Botchling....................................................................................11
    • Toad Prince...............................................................................13
    • Therianthropes.........................................................................15
  • Draconids                                            17

    • Basilisk.......................................................................................22
    • Cockatrice..................................................................................23
    • Forktail.......................................................................................24
    • Nidgogg......................................................................................25
    • Slyzards......................................................................................26
    • Wyverns......................................................................................28
  • Elementa                                              29

    • Elementals................................................................................30
    • Gargoyle....................................................................................34
    • Genies........................................................................................35
    • Golem.........................................................................................37
  • Hybrids                                                 32

    • Griffins.......................................................................................38
    • Harpies......................................................................................41
    • Sirens.........................................................................................43
    • Succubus...................................................................................45
  • Insectoids                                            46

    • Arachasae..................................................................................46
    • Arachnomorph..........................................................................49
    • Endrega......................................................................................49
    • Giant Centipedes......................................................................53
    • Ilyocoris......................................................................................54
    • Kelpia..........................................................................................55
    • Kikimoras...................................................................................55
  • Necrophages                                       58

    • Corpse Eaters............................................................................58
    • Drowners...................................................................................62
    • Foglets........................................................................................65
    • Grave Hag..................................................................................67
    • Hanged Man..............................................................................68
    • Water Hag..................................................................................69
    • Wights.........................................................................................70
  • Ogroids                                                71

    • Nekkers......................................................................................71
    • Osniak........................................................................................72
    • Trolls...........................................................................................73
  • Relicts                                                  75

    • Belt..............................................................................................75
    • Caretaker...................................................................................76
    • Chort...........................................................................................78
    • Doppler.......................................................................................79
    • Fiend...........................................................................................80
    • Godling.......................................................................................82
    • Korred.........................................................................................83
    • Leshen........................................................................................84
    • Nereid.........................................................................................86
    • Shaelmaar..................................................................................87
    • Spriggan.....................................................................................89
    • Sylvan..........................................................................................90
  • Specters                                                78

    • Barghest.....................................................................................91
    • Beann'shie..................................................................................93
    • Ethereal......................................................................................94
    • Hym ............................................................................................95
    • Nightwraith................................................................................98
    • Noonwraith..............................................................................100
    • Painted Wraith........................................................................102
    • Penitent....................................................................................104
    • Plague Maiden........................................................................105
    • Rat Wizard...............................................................................107
    • Umbra.......................................................................................108
    • Apparition.................................................................................110
    • Lesser Wraith..........................................................................110
  • Vampires                                                112

    • Alpor..........................................................................................112
    • Bruxa.........................................................................................114
    • Ekimmara.................................................................................115
    • Fleders......................................................................................116
    • Garkain.....................................................................................118
    • Higher Vampires.....................................................................120
    • Katakan.....................................................................................110
    • Plumard.....................................................................................111

Cursed Ones

Created 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

Medium plant, neutral evil


  • Armor Class 12
  • Hit Points 22 (4d8 + 4)
  • Speed 0 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 4 (–3) 8 (–1) 3 (–4)

  • Skills Stealth +4
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Prone, Stunned
  • Senses Blindsight 60 Ft., passive Perception 9
  • Languages
  • Challenge 1/2 (100 XP)

Leave Pod. When the archespore burrows up to its maximum distance, it can choose to leave a pod in the spot it previously occupied. On the start of the 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) poison damage on a failure, or half as much on a success.

Actions

Lunge. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Spit Venom. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.


Green Archespore

Medium plant, neutral evil


  • Armor Class 14
  • Hit Points 39 (6d8 + 12)
  • Speed 0 ft., burrow 30 ft.

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

  • Skills Stealth +5
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Prone, Stunned
  • Senses Blindsight 60 Ft., passive Perception 9
  • Languages
  • Challenge 2 (450 XP)

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

Actions

Lunge. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

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


Yellow Archespore

Medium plant, neutral evil


  • Armor Class 14
  • Hit Points 45 (6d8 + 18)
  • Speed 0ft., burrow 30 ft.

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

  • Skills Stealth +5
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Prone, Stunned
  • Senses Blindsight 60 Ft., passive Perception 9
  • Languages
  • Challenge 2 (450 XP)

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

Actions

Lunge. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

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



Purple Archespore

Medium plant, neutral evil


  • Armor Class 15
  • Hit Points 60 (8d8 + 24)
  • Speed 0 ft., burrow 30 ft.

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

  • Skills Stealth +7
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Prone, Stunned
  • Senses Blindsight 60 Ft., passive Perception 9
  • Languages
  • Challenge 4 (1100 XP)

Leave Pod. When the archespore burrows up to its maximum distance, it can choose to leave a pod in the spot it previously occupied. On the start of the 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) poison damage on a failure, or half as much on a success.

Actions

Lunge. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Spit Venom. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d8) poison damage, and the target must succeed on a DC 14 Dexterity saving throw or be poisoned until the end of its next turn.

Botchling

"Saying a botchling's ugly is like saying shit's not particularly tasty: can't say it's a lie, but it doesn't exactly convey the whole truth, either."

– Lambert, witcher of the Wolf School

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 burial, their appearance is that of a partially-decayed fetus, their unformed flesh twisted with hate, fear and malice. These hideous creatures feed on the blood of pregnant women, driven by a mad hunger that most often leads to their victim's death.

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 sleeps. A woman thus beleaguered first suffers from troubling dreams, then fever, delirium and a general weakening of the flesh. After a few such nights she is enfeebled and unable to defend herself - it is then the botchling attacks directly, sinking its long, sharp fangs into her body and drinking her blood until mother and fetus perish together.

Transformation. A botchling stands around a foot and a half in height, but, when threatened and if gorged with blood, it can change form. At such times it grows into a deformed man, hunched over and striding, ape-like, on its forearms. Stronger and fiercer after this alteration, it hurls itself into direct, physical combat, gnashing at its opponent or attacking him with sharp claws.


Lubberkin A botchling's curse can be lifted by transforming it into a lubberkin - a guardian spirit of the hearth that watches over the family it never knew in the house it never could call home. If the botchling is killed, its blood can be used as part of a material component to cast Speak with Dead, which reveals information about the whereabouts of the botchling's family.


Botchling

Small undead, neutral evil


  • Armor Class 13
  • Hit Points 36 (8d6 + 8)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
6 (–2) 15 (+2) 12 (+1) 6 (–2) 12 (+1) 6 (–2)

  • Skills Stealth +5
  • Damage Resistances Cold, Nectrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Exhaustion, Prone
  • Senses Darkvision 60 Ft., passive Perception 11
  • Languages
  • Challenge 4 (200 XP)

Life Drain. As a bonus action, the botchling can target one creature it can see within 5 feet of it that is unconscious. The target must succeed on a DC 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.



Transformed Botchling

Medium undead, neutral evil


  • Armor Class 15
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 6 (–2) 12 (+1) 6 (–2)

  • Skills Stealth +6
  • Damage Resistances Cold, Nectrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Exhaustion, Prone
  • Senses Darkvision 60 Ft., passive Perception 11
  • Languages
  • Challenge 5 (1800 XP)

Aggressive. As a bonus action, the botchling can move up to its speed toward a hostile creature that it can see. 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 takes 7 (2d6) piercing damage.

Actions

Multiattack. The botchling makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and 7 (2d6) necrotic damage, which the botchling regains as hit 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.

Toad Prince

"The girl walked up to the edge of the pond. There, squatting amidst the fragrant lilies and broad lily-pads, she saw a most unusual sight: a small green frog with a golden crown perched on its warty head. Charmed by this curious little creature, the girl picked it up and gave it a kiss. Immediately the little frog transformed into a handsome prince. Overcome with gratitude, he asked the girl to be his wife."

– folk tale, author unknown

Twisted Fairy Tale. Timeless tales always carry within them a grain of truth. The legend of the frog prince is no exception, or at least that's what the folk of Oxenfurt wished to believe when they found out a monstrous toad lurked in their city sewers. The women who hunted it in search of romance and a better life, however, found their tales had a most unhappy ending. The creature they encountered was no small, sweet frog but a bloodthirsty beast, who not only did not let them in for a kiss, but instead greedily devoured them and anything else that strayed into its slime-covered lair.

Of Blood and Frog

Little is known about the curse which turned this 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.


A Toad Prince's Lair

Toad princes tend to favor city sewers and swamps, though anywhere dark and damp will do.

Lair Actions

  • The toad prince leaps vertically. Each creature within 20 ft. must make a DC 17 Strength saving throw, falling prone and being stunned for 1 round on a failure.
  • Four 5 ft. flammable poison clouds appear within 60 ft., which last until the next lair action. A creature entering or starting its turn in a poison cloud must make a DC 17 Constitution saving throw, taking 2d6 poison damage on a failure, or half as much on a success.

Regional Effects

The toad prince's presence is magically pervasive. The tainted area within a half-mile radius is affected in one or more of the following ways.

  • A creature entering the area is automatically exposed to Sewer Plague.
  • A creature drinking water from in or around the lair must make a DC 13 Constitution saving throw or take 2d6 poison damage and become poisoned for 24 hours.



Toad Prince

Large monstrosity, unaligned


  • Armor Class 18
  • Hit Points 171 (18d10 + 72)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 6 (–2)

  • Saving Throws Con +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Prone
  • Senses Darkvision 60 Ft., passive Perception 11
  • Languages
  • Challenge 14 (11500 XP)

Amphibious. The toad prince can breathe air and water.

Standing Leap. The toad prince's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The toad prince makes three spit attacks. It also makes a tongue or bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage, and the target is the target is swallowed if it is a Medium or smaller creature. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad prince, and it takes 20 (8d4) acid damage at the start of each of the toad prince's turns. The toad prince can have only one target swallowed at a time.


If the toad prince takes 20 damage or more on a single turn from a creature inside it, the toad prince must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 5 feet of the 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 prone.

Spit. Ranged Weapon Attack: +8 to hit, range 20/40 ft., one target. Hit: 14 (4d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.

Tongue. The toad prince targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 16 Strength saving throw or the target is pulled into an unoccupied space within 5 feet of the toad prince, and the toad prince can make a bite attack against it as a bonus action.

Death Burst. The toad prince's intestines explode when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 16 Constitution saving throw or take 12d6 poison damage and becomes poisoned until it finishes a long rest.

Legendary Actions

The toad prince 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 toad prince regains spent legendary actions at the start of its turn.

  • Leap. The toad prince moves via its standing leap ability without invoking any opportunity attacks.
  • Tongue (Costs 2 Actions). The toad prince makes a tongue attack.

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 trumpet horn to ward off intruders.

Berserker

"Now finish your soup, or a berserker'll come and swallow ye whole."

– Skellige mother scolding a child.

Appearance. A group of Svalblod worshipers called Vildkaarls invented another, "controllable" way of becoming a werebear. After a complicated ritual involving psilocybe mushrooms and allowing wild bears to bite the cultists, the fierce warriors used to transform and spill blood in the name of their god. The skalds' ballads indicate a berserker transformed in the heat of battle cannot be distinguised from a true-born bear. Only minute anatomical details - such as the shape of their tongues and teeth - reveal their secret. Descriptions of their fighting prowess paint them as invulnerable to pain and able to heal any wound received almost at once.

Legends. Skellige legends speak of men known as berserkers who transform into bears when overwhelmed by battle rage. In doing so, they lose all self-awareness and are driven by a bloodlust which they must satiate in order to return to human form. Few believe these blood-curdling tales, however, not even in Skellige, where the inhabitants usually treat even the least probable legends with the utmost gravity. This indicates either that berserkers are in fact mere figments of mead-sodden imaginations, or else that they have learned to hide their abilities from the rest of the islanders.

Combat. Berserkers do not have much control over their tansformation. When overcome by battle, fury, and bloodlust, the men affected by the curse's disease become berserkers against their will and remain as such until the battle is over. If these men-turned-bears truly do exist, one can suppose that, like werewolves and lycanthropes, they are particularly vulnerable to oils that harm cursed creatured. But if we are to give credence to ancient songs about these creatures' deeds, about the mass murders and massacres they have committed, we can only hope that no adventurer will have to test this hypothesis.

Werebirds

Sometimes a curse made by spell transforms one into a bird over a long period of time. At first, it takes effect only during nights of the full moon, and very little at that, becoming progressively worse until the creature is indistinguishable from another of its species.

Cormorant

Not much is known about the curse that makes a man a cormorant. Peasant's cures, such as being placed on a bed of needles, however, are innefective. Those who are cured often retain a fondness for fish, especially raw fish.

Oriole

A beautiful green and black feathered bird, those who long for its beauty in humans can be cursed to live as one.

Vivienne de Tabris

Vivienne de abris was one cursed to be an oriole. With the egg of an oriole, her curse was able to be either lifted or transfered to another. When transfered, feathers grow in odd places, such as armpits, on the new cursed one's body. If lifted, the person who was cursed retains the same average lifespan of the bird.

Werewolves

There are two most common ways to aquire lycanthropy: the first one through a curse and the second is to simply have a werewolf parent. Being bitten by another werewolf, while popular in folk tales, gives only a very small chance of becoming one in reality. Those who are born as werewolves are vorefs, able to fully control their shapeshifting abilities, while those cursed or bitten change into their werewolf form only during the full moon. Those who became werewolves during their lives, however, are the only ones who can be cured. The wolfsbane is said to mitigate the illness' symptoms.


      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?"

– Professor Artibus Joannes Rack, geographer, disappeared during a surveying expedition in Skellige Enviroment. Ulfhedinn are a breed of werewolf found mainly in Skellige. The harsh and barren conditions of the isles might explain why they primarily hunt men and are stronger than their continental brethren. Older and particularly 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.

Tactics. Like werewolves, ulfhedinn and orefs are active at night, particularly when the moon is at its fullest. Fast, strong, and amazingly resilient, these creatures kill with disturbing ease. Take note that when near death the ulfhedinn becomes particularly dangerous and will attack with doubled fury, while calling on wolves to come to its rescue.

Olref

An olref is a stronger ulfhedinn and appears on the Skellige Isles and in similar enivroments.


Vendigo

Large undead, chaotic evil


  • Armor Class 12
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Stealth +4
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks, cold
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 4 (1100 XP)

Charge. If the vendigo moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Fear of Fire. The vendigo is frightened by any fire it can see within 20 feet of it.

Keen Hearing and Smell. The vendigo has advantage on Wisdom (Perception) checks that rely on 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.


Werebear

Large humanoid, any alignment


  • Armor Class 13
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft.

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

  • Skills Perception +7
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses passive Perception 17
  • Languages Common
  • Challenge 5 (1800 XP)

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.


Berserker

Large beast, any alignment


  • Armor Class 13
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., climb 30 ft.

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

  • Skills Perception +7
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses passive Perception 17
  • Languages Common
  • Challenge 5 (1800 XP)

Blood Frenzy. The berserker has advantage on melee 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.



Cormorant

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 7 (2d4 + 2)
  • Speed 30 ft.

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

  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/8 (25 XP)

Actions

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


Oriole

Medium humanoid, unaligned


  • Armor Class 12
  • Hit Points 9 (2d8 + 0)
  • Speed 20 ft., fly 40 ft.

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

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Common
  • Challenge 1/8 (25 XP)

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

Actions

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


Werewolf

Medium humanoid, chaotic evil


  • Armor Class 13
  • Hit Points 58 (9d8 + 18)
  • Speed 40 ft.

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

  • Skills Perception +6
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 16
  • Languages Common
  • Challenge 5 (1800 XP)

Shapechanger. At night, the werewolf involuntarily 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, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to 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.


Voref

Medium humanoid, chaotic evil


  • Armor Class 13
  • Hit Points 78 (12d8 + 24)
  • Speed 40 ft.

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

  • Skills Perception +6
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 16
  • Languages Common
  • Challenge 6 (2300 XP)

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The voref has advantage on an attack roll against a creature if at least one of the voref's allies is within 5 feet of the creature and the ally isn't incapacitated .

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 14 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 15 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: 8 (2d4 + 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: 10 (2d6 + 3) slashing damage.

Summon Wolves (1/Day). The werewolf summons 5 (1d6 + 2) wolves to aid it. These wolves arrive in 2 (1d4 - 1) rounds and aid the werewolf.


Ulfhedinn

Medium humanoid, chaotic evil


  • Armor Class 14
  • Hit Points 84 (13d8 + 26)
  • Speed 50 ft.

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

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

Shapechanger. At night, the werewolf involuntarily 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, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to 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 15 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: 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: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

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.


Olref

Large humanoid, chaotic evil


  • Armor Class 15
  • Hit Points 112 (15d10 + 30)
  • Speed 50 ft.

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

  • Skills Perception +7, Stealth +7
  • Damage Resistances Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 17
  • Languages Common
  • Challenge 9 (5000 XP)

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 15 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 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.

Uma

The ugliest man in the world, Uma was created by a curse. He lived within his own, unknowable world, and his motor functions were limited by his deformities. In theory, creatures identical or similar to Uma could be created through spells as 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.


Uma

Small humanoid, unaligned


  • Armor Class 11
  • Hit Points 7 (2d6 + 0)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (–1) 12 (+1) 10 (+0) 3 (–4) 8 (–1) 6 (–2)

  • Skills Stealth +3
  • Senses Darkvision 60 Ft., passive Perception 9
  • Languages
  • Challenge 1/8 (25 XP)

Draconids

Draconids are a quite numerous order, with even proper dragons having at least a half dozen species in each of the two major divisions. Both they and the lesser draconids have inhabited the Continent since time immemorial, forming an important branch of the ecosystem. As human settlements grew in size and more and more domesticated farm animals were present, clashes between humans and draconids became increasingly common. These predators quickly learned that herds of cattle and swine are a readily accessible source of food, which, in turn, led to attempts to exterminate them by any means avaible.

Basilisk

"In memory of the noble knight Roderick, slain during a valiant struggle against a basilisk. Let's hope the beast choked on his bones."

– Gravestone inscription, Vizima cemetery.

Misconceptions. Contrary to popular belief, basilisks cannot turn anything to stone with their gaze. That is small comfort, however, given that their acid, venom, claws and teeth provide them many other ways to kill.

Habitat. Basilisks love dark, damp places such as cellars, caves and city sewers. They hunt by day, waiting patiently in hiding for their prey to come, then jump out in a flash to unleash a deadly attack.

Hunters and Hangbags. Basilisk leather is a highly-valued material used to make fashionable shoes and women's handbags. For this reason many men, their courage girded by goldlust, take to hunting them. Most of these hunts end in disaster, but some do manage to bag their prey, which has led to a drastic decline in this creature's numbers in recent years. Some mages and druids are of the opinion that basilisks should be included in programs meant to safeguard dying species. Everyone else thinks those mages and druids have gone completely mad.


Basilisk

Medium dragon, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 37 (5d8 + 15)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 8 (–1) 17 (+3) 9 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Actions

Multiattack. The basilisk makes two talon attacks, two spit attacks, or one of each.

Spit. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 10 (2d6 + 3) acid damage.

Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Sweeping Wing (Recharge 5-6). The basilisk sweeps its wing in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (4d6 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one.



Silver Basilisk

Medium dragon, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 8 (–1) 17 (+3) 9 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages
  • Challenge 4 (1100 XP)

Actions

Multiattack. The basilisk makes two talon attacks, two spit attacks, or one of each.

Spit. Ranged Weapon Attack: +6 to hit, range 20/40 ft., one target. Hit: 11 (2d6 + 3) acid damage.

Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Sweeping Wing (Recharge 5-6). The basilisk sweeps its wing in a 10-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 18 (4d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.

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
12 (+1) 18 (+4) 16 (+3) 8 (–1) 18 (+4) 9 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 14
  • Languages
  • Challenge 4 (1100 XP)

Actions

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.


Dragons of the Continent

The dragons of the Continent are not hunted by witchers, and, while hated in the Northern Kingdoms and pursued by groups like the Cinfrid Reavers, are worshipped in the far off realm of Zerrikania. They five species are red, green, white, black, and gold. Gold dragons, like villentretenmerth, are said not to exist and to possess the power to take humanoid form. The dragons presented in the Monster Manual will likely suffice for these dragons.

Forktail

"Forktails... Bah! Fuckers' tails're more like cleavers."

– Yavinn Buck, veteran of the Mahakaman Volunteer Regiment

Forktails owe their quaint name to the long sharp growths at the tip of their tails. A blow from this weapon can slice an oaken shield in two – along with the arm that was carrying it. Thus, though its name conjures images of cutlery, fighting a forktail is nothing like a dinner party and ends in death rather than dessert.


Forktail

Medium dragon, unaligned


  • Armor Class 15
  • Hit Points 114 (12d8 + 60)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
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.

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.

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

Large dragon, unaligned


  • Armor Class 15
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 8 (–1) 12 (+1) 8 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire
  • Senses Blindsight 60 Ft., passive Perception 11
  • Languages
  • Challenge 11 (7200 XP)

Actions

Multiattack. The slyzard 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.

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.

Fire Breath (Recharge 3-4). The slyzard exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

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 Constitution saving throw. On a failed save, a creature takes 36 (8d8) thunder damage and is pushed 10 feet away from it. On a 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 automatically pushed 10 feet away from it by the screech’s effect, and the screech emits a piercing sound audible out to 300 feet.

Legendary Actions

The slyzard 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 slyzard moves up to its full movement.
  • Beak. The slyzard makes a beak attack.
  • Talons. The slyzard makes an attack with its talons.

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

Large dragon, unaligned


  • Armor Class 15
  • Hit Points 147 (14d10 + 70)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 8 (–1) 12 (+1) 8 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire
  • Senses Blindsight 60 Ft., passive Perception 11
  • Languages
  • Challenge 13 (10000 XP)

Actions

Multiattack. The slyzard makes two attacks. One with its beak and one with its talons.

Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Fire Breath. The slyzard exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Screech. A wave of thunderous force sweeps out from the slyzard. Each creature in a 15-foot cube originating from its mouth must make a Constitution saving throw. On a failed save, a creature takes 18 (4d8) thunder damage and is pushed 10 feet away from it. On a 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 automatically pushed 10 feet away from it by the screech’s effect, and the screech emits a piercing sound audible out to 300 feet.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage, plus 13 (3d8) poison damage.

Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Legendary Actions

The slyzard 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 slyzard moves up to its full movement.
  • Beak. The slyzard makes a beak attack.
  • Talons. The slyzard makes an attack with its talons.

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.



Royal Wyvern

Medium dragon, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 66 (7d8 + 35)
  • 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 6 (2300 XP)

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.

Dive Attack. If the royal wyvern is flying and dives at least 30 feet. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Actions

Multiattack. The wyvern makes three attacks. One with its beak and two with its talons.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Spit. Ranged Weapon Attack: +7 to hit, range 20/40 ft., one target. Hit: 18 (3d8 + 5) acid damage.

Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, plus 9 (2d8) poison damage.

Elementa

Elementa 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

"The first fire elemental was created by Ransant Alvaro. Sadly, flames engulfed his entire laboratory, burning it - along with every other building on his block - to ash." – Tarvix Sandoval, "Origins of Magic Arcana"

Nature. Fire is the most destructive of the elements, thus the aggressive lethality of the creature that embodies its essence should come as no surprise. Fire elementals are forged in complicated magic rituals for one purpose: destruction. And they pursue this with murderous determination.

Tactics. This elemental attacks using fireballs and streams of flame which reduce anything in their path to ashes in the blink of an eye. Like golems and other elementals, poison does not touch it nor does it bleed. Fire-based spells not only 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.


Ice Elemental

"I thought to myself - what's a hunk of ice doing in the middle of some lab? And then that hunk of ice got up and broke my legs."

– Yannick Lovt, burglar

Nature. An ice elemental is a mass of frozen water animated by magic. Deprived of consciousness or independent will, this elemental is boundlessly obedient to the orders of the mage who created it. Those orders usually contain but one syllable: kill.

Tactics. Ice elementals have no qualms about carrying out this order nor any particular difficulty in doing so. Gifted with incredible strength, they are completely invulnerable to poison and fire, deprived of sensitive organs, hard as permafrost and all in all incredibly difficult opponents.



Greater Earth Elemental

Large elemental, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 161 (14d10 + 84)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 8 (–1) 10 (+0) 8 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Posion
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses Blindsight 60 Ft., passive Perception 10
  • Languages
  • Challenge 13 (10000 XP)

Reflective Stance. The earth elemental can use its action to enter a reflective stance until the start of its next 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 greater earth elemental is unaffected. On a 6, the greater earth elemental is unaffected, and the effect is reflected back at the caster as though it originated from the greater earth elemental, turning the caster into the target.

Additionally, any bludgeoning, piercing, or slashing damage dealt by a melee attack is halved, then applied to both the earth elemental and the attacker.

Actions

Multiattack. The earth elemental makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

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 must make a DC 17 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Enter the Ring (Recharge 5-6). The earth elemental leaps into the air, slamming both its fists into the ground. Each creature within 10 ft. of the dragon must succeed on a DC 17 Constituion saving throw, taking 16 (3d6 + 6) thunder damage and being knocked prone on a failed save, or half as much damage on a successful one.

This attack also creates an impenetrable ring of 10 feet tall stone pillars in a 20-foot-radius centered on the earth elemental. These pillars last for 2 rounds and deal no damage.

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.

  • Slam. The earth elemental makes a slam attack.
  • Churn the Earth. The earth elemental makes a churn the earth attack.


Greater Fire Elemental

Large elemental, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 161 (14d10 + 84)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 8 (–1) 10 (+0) 8 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses Blindsight 60 Ft., passive Perception 10
  • Languages
  • Challenge 14 (11500 XP)

Innate Spellcasting. The greater fire elemental's innate spellcasting ability is Constitution (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components:

At will: burning hands (3rd level), fireball

Fiery Essence. If the greater fire elemental is targeted by an attack dealing fire damage, it regains the number of hit points it would have taken as damage. At full health, the fire elemental regains these as temporary hit points, which last for 1 minute.

Water Susceptibility. For every 5 feet the greater fire elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The fire elemental makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) fire damage.

Enter the Ring (Recharge 5-6). The earth elemental leaps into the air, slamming both its fists into the ground. Each creature within 10 ft. of the dragon must succeed on a DC 17 Constituion saving throw, taking 16 (3d6 + 6) fire damage and being knocked prone on a failed save, or half as much damage on a successful one.

This attack also creates an impenetrable ring of 10 feet tall falming pillars in a 20-foot-radius centered on the earth elemental. These pillars last for 2 rounds and deal 4d8 fire damage whenever a creature enters them.

Legendary Actions

The greater fire 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 fire elemental regains spent legendary actions at the start of its turn.

  • Slam. The fire elemental makes a slam attack.
  • Summon Fire. The fire elemental casts a spell.



Ice Elemental

Large elemental, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 161 (14d10 + 84)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 8 (–1) 10 (+0) 8 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses Blindsight 60 Ft., passive Perception 10
  • Languages
  • Challenge 13 (10000 XP)

Reflective Stance. The ice elemental can use its action to enter a reflective stance until the start of its next 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 ice elemental is unaffected. On a 6, the ice elemental is unaffected, and the effect is reflected back at the caster as though it originated from the ice elemental, turning the caster into the target.

Additionally, any bludgeoning, piercing, or slashing damage dealt by a melee attack is halved, then applied to both the ice elemental and the attacker.

Actions

Multiattack. The ice elemental makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Churn the ice. The ice elemental slams its fist into the ground. Each creature in a 20-foot line must make a DC 17 Dexterity saving throw. Taking 15 (2d8 + 6) piercing damage on a failure, or half as much damage on a success.

Enter the Ring (Recharge 5-6). The earth elemental leaps into the air, slamming both its fists into the ground. Each creature within 10 ft. of the dragon must succeed on a DC 17 Constituion saving throw, taking 16 (3d6 + 6) cold damage and being knocked prone on a failed save, or half as much damage on a successful one.

This attack also creates an impenetrable ring of 10 feet tall ice pillars in a 20-foot-radius centered on the ice elemental. These pillars last for 2 rounds and deal no damage.

Legendary Actions

The ice 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 ice regains spent legendary actions at the start of its turn.

  • Slam. The ice elemental makes a slam attack.
  • Churn the Ice. The ice elemental makes a churn the ice attack.

Gargoyle

"It just me, or is that gargoyle ogling us?"

– Lara Estevann, burglar from Loc Muinne

Nature. Gargoyles are stone statues brought to life by magic in order to guard mages' laboratories and lairs from intruders. Their appearance alone has scared off more than 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.

Deathburst

The gargoyles of Loc Muinne, featured in the Witcher: Assassins of Kings, exploded upon death, and thus have the following feature. Deathburst. When the Greater Gargoyle is reduced to 0 hit points, each creature within 10 feet of it must make a DC 17 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.


Greater Gargoyle

Large elemental, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 138 (12d10 + 72)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 22 (+6) 12 (+1) 10 (+0) 8 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire, Poison
  • Condition Immunities Charmed, Frightened, Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
  • Senses Blindsight 60 Ft., passive Perception 10
  • Languages
  • 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.

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.



Djinn

Large elemental, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 230 (20d10 + 120)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 16 (+3) 20 (+5) 20 (+5)

  • Saving Throws Dex +8, Wis +10, Cha +10
  • Damage Immunities Lightning, Thunder; ; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Truesight 120 Ft., passive Perception 15
  • Languages Auran
  • Challenge 25 (75000 XP)

Elemental Demise (Djinni). If the djinn dies, its body disintegrates into a cold breeze.

Innate Spellcasting. The djinn's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: armor of agathys (9th level), call lightning (9th level), chain lightning (9th level), alzur's thunder (9th level), cone of cold (9th level), waves of the naglfar (9th level), thunderwave (9th level), freezing sphere (9th level), ice knife (9th level), ice storm (9th level), investiture (9th level), snilloc's snowball swarm (9th level), storm sphere (9th level), thunder step (9th level), gaseous form, greater invisibility

Legendary Resistance (5/Day). If the djinn fails a saving throw, it can choose to succeed instead.

Reflect Storm. Any time the djinn is targeted by a line spell or a spell that requires a ranged attack roll which deals thunder or lightning damage, roll a d6. On a 1 to 5, the djinn is unaffected. On a 6, the djinn is unaffected, and the effect is reflected back at the caster as though it originated from the djinn, turning the caster into the target.

Wish. The djinn has 1d4 -1 wish spells remaining. It cannot cast this spell in combat, and will only do so if bound to servitude or trapped in some way.


Bound. If the djinn is bound, the following applies. The djinn is magically bound to an amulet. As long as the djinn and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the djinn to travel to it, and the djinn knows the 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 the djinn.

The djinn is likely hostile to the bearer of the amulet and its allies. If the owner of the djinn's amulet utters the words "I wish..." followed by a wish of any sort, the djinn must use one of its remaining wishes to fulfill the wish, but does its best to pervert the desire of the wish to harm the amulet's bearer in some way, but cannot cause its master to die. A wish spell cast in this way is greater than the one cast by mere mortals, and can only be undone by another casting of wish by a djinn.

The bearer of the djinn can also call upon its magic to cast any of the djinn's spells using one of its spell slots. This spell is cast at ninth level, regardless of the spell-slot used.

Once all of the djinn's wishes have been used, or its hit points reduced to 0, its amulet becomes useless, it returns to the Plane of Air, and cannot enter the Material Plane again for 1d10 years.

Actions

Attack Throat. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 66 (11d10 + 6) necrotic damage. The target must make a DC 18 Constitution saving throw or lose its ability to speak. Its throat swells and it cannot regain hit points through nonmagical healing. At the end of each hour after, a creature can repeat the saving throw. On a success, this effect ends on the creature. On a failure, the creature rolls its hit dice and takes necrotic damage equal to the amount rolled. This does not spend those hit dice. A creature reduced to 0 hit points by this attack dies.

Legendary Actions

The djinn 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 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.

Golem

"If you want us to break through this wall, we're gonna need twenty sappers, seven mules and a hundredweight of saltpeter. Or one golem."

– Vilmir Brass, foreman at Mount Carbon

Nature. Golems are mindless matter brought to life by a 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 drink makes them the best servants or guards anyone could ask for. Once provoked, they will not tire of battle until they have either crushed their opponent or themselves crumbled to dust.

Tactics. Defeating a golem is extraordinarily difficult: for obvious reasons it does not bleed, it feels no fear or mercy and it is invulnerable to fire and poison. What's more, a golem's body is as hard as the rock it is sometimes heft out of, so even a silver blade will barely wound it. The monster's only weakness is acid – a blade covered in acrid oil can thus increase one's chances for victory. Golems use no weapons, for they have no need – their fists, weighing over a hundred pounds each, can crush solid granite with one hit. A blow from a golem should thus be avoided at all costs – there is no shield that can stop it, nor sword that can parry it. That is no easy task, for these creatures are able to move with surprising speed.


Generic Golem

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 3 (–4) 12 (+1) 1 (–5)

  • Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks That Aren't Adamantine
  • Condition Immunities Charmed, Frightened, Exhaustion, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 120 Ft., passive Perception 11
  • Languages Understands and Speaks The Languages Of Its Creator
  • Challenge 13 (10000 XP)

Immutable Form. The generic golem is immune to any spell or effect that would alter its form.

Magic Resistance. The generic golem has advantage on saving throws against spells and other magical 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.

Hybrids

Hybrids are monsters which appear to be one part one creature, and another part another creature. The creature might have a humanoid torso and fish's tail, or goat hooves, or even deer feet. Alternatively, it may have the body of a lion, wings, and a poisonous scorpion stinger.

Griffin

The griffin looks like a combination of a ferocious cat and a giant bird. It usually inhabits primeval highlands and builds its nests on unreachable mountain summits. The griffin preys 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.


Royal Griffin

The Royal Griffin is a sub-species of the common griffin. One, and likely the only difference from regular griffins, is their size, with longer wings and a larger body. Royal Griffins, if on a full stomach, is known to return a bow to a bowing humanoid and leave it alone.

Archgriffin

Archgriffin is a subspecies of griffin. They're almost exactly the same, however the archgriffin can spit acid in order to catch you off guard.


Griffin

Large monstrosity, unaligned


  • Armor Class 13
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft., fly 80 ft.

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

  • Skills Perception +4
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 14
  • Languages
  • Challenge 3 (700 XP)

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

Keen Smell. The griffin has advantage on Wisdom (perception) checks that rely on smell.

Pounce. If the griffin moves at least 20 feet straight toward a creature and then hits it with a claws 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 griffin can make one beak attack against it as a bonus action.

Actions

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

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Stunning Screech (Recharges 5-6). The griffin screeches in a 15 foot cone in front of itself. Each creature within the cone must make a DC 13 Constitution saving throw or be stunned for 1 round.


Royal Griffin

Large monstrosity, unaligned


  • Armor Class 14
  • Hit Points 85 (9d10 + 36)
  • Speed 30 ft., fly 90 ft.

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

  • Skills Perception +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 90 Ft., passive Perception 15
  • Languages
  • Challenge 6 (2300 XP)

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

Keen Smell. The griffin has advantage on Wisdom (perception) checks that rely on smell.

Pounce. If the griffin moves at least 20 feet straight toward a creature and then hits it with a claws 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 griffin can make one beak attack against it as a bonus action.

Actions

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

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Stunning Screech (Recharge 3-4). The griffin screeches in a 15 foot cone in front of itself. Each creature within the cone must make a DC 14 Constitution saving throw or be stunned for 1 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.



Archgriffin

Large monstrosity, unaligned


  • Armor Class 15
  • Hit Points 115 (11d10 + 55)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 5 (–3) 15 (+2) 8 (–1)

  • Skills Perception +6
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Acid
  • Senses Darkvision 120 Ft., passive Perception 16
  • Languages
  • Challenge 10 (5900 XP)

Dive Attack. If the griffin is flying and dives at least 30 feet straight toward a target and then hits it with a claws attack, the attack deals an extra 5 (2d4) slashing damage to the target.

Keen Smell. The griffin has advantage on Wisdom (perception) checks that rely on smell.

Pounce. If the griffin moves at least 15 feet straight toward a creature and then hits it with a claws attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the griffin can make one beak attack against it as a bonus action.


Actions

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

Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Spit. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 12 (2d6 + 5) acid damage.

Stunning Screech (Recharge 3-4). The griffin screeches in a 15-foot cone in front of itself. Each creature within the cone must make a DC 15 Constitution saving throw or be stunned for 1 round.

Sweeping Wing (Recharge 5-6). The griffin sweeps its wing out in a 20 foot cone in front of it. Each creature in the area must make a DC 16 Dexterity saving throw, taking 13 (2d6 + 6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The archgriffin 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 archgriffin regains spent legendary actions at the start of its turn.

  • Beak. The archgriffin makes one beak attack.
  • Spit. The archgriffin makes one spit attack.
  • Pounce (Costs 2 Actions). The archgriffin moves up to its movement speed, then makes a claw attack.

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.

Mountain Crystals

One can view the dream stored within a mountain crystal by placing it in a circular stone disc, which allows it to be viewed when sunlightor moonlight shines through it. 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. A creature who views another's dreams has advantage on Charisma checks against the creature, having gained an insight into its psyche.

Mountain crystals resonate with divination magic and, the higher the magical power of the dreamer, the more powerful the resonance.

Celaeno Harpy

These harpies are one of the only species known to have developed intelligence, and are known for stealing dreams. They are also known for dwelling in the mountains in locations like Vergen.

Celaeno Harpy Queen

Harpy queens are known for leading nests of harpies.


Lesser Harpy

Medium monstrosity, unaligned


  • Armor Class 11
  • Hit Points 22 (4d8 + 4)
  • Speed 20 ft., fly 40 ft.

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.


Erynia

Medium monstrosity, unaligned


  • Armor Class 12
  • Hit Points 39 (6d8 + 12)
  • Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 6 (–2) 10 (+0) 8 (–1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Pack Tactics. The erynia has advantage on an attack roll against a creature if at least one of the erynia's allies is within 5 feet of the creature and the ally isn't incapacitated .

Dive Attack. If the erynia 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 erynia makes two attacks: one with its talons and one with its beak.

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

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.


Celaeno Harpy

Medium monstrosity, unaligned


  • Armor Class 11
  • Hit Points 22 (4d8 + 4)
  • Speed 20 ft., fly 40 ft.

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

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • 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.

Dream Thief. If the celaeno harpy is currently in the possession of a mountain crystal, it can steal the dream of one unconscious creature within 60 feet of it, storing it within the crystal. Each crystal can have only one dream within.


Celaeno Harpy Queen

Medium monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 20 ft., fly 30 ft.

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

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 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 three attacks: two with its talons and one with its beak.

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

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Dream Thief. If the celaeno harpy is currently in the possession of a mountain crystal, it can steal the dream of one unconscious creature within 5 feet of it. The target must make a DC 15 Wisdom saving 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.

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

Large monstrosity, unaligned


  • Armor Class 13
  • Hit Points 75 (10d10 + 20)
  • Speed 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (–4) 12 (+1) 8 (–1)

  • Skills Perception +4, Stealth +5
  • Damage Immunities poison, fire
  • Condition Immunities charmed, frightened, prone, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 5 (1800 XP)

Keen Smell. The greater manticore has advantage on Wisdom (perception) checks that rely on smell.

Pack Tactics. The greater manticore has advantage on an attack roll against a creature if at least one of the greater manticore's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the greater manticore 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 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.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The greater manticore 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 manticore regains spent legendary actions at the start of its turn.

  • Detect. The manticore makes a Wisdom (Perception) check.
  • Tail Attack. The manticore makes a tail attack.
  • Wing Attack (Costs 2 Actions). The manticore beats its wings. Each creature within 10 ft. of the manticore must succeed on a DC 14 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be knocked prone. The manticore can then fly up to half its flying speed.



Imperial Manticore

Huge monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d12 + 36)
  • Speed 60 ft., fly 70 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 17 (+3) 3 (–4) 14 (+2) 10 (+0)

  • Skills Perception +5, Stealth +5
  • Damage Immunities poison, fire
  • Condition Immunities charmed, frightened, prone, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 9 (5000 XP)

Keen Smell. The imperial manticore has advantage on Wisdom (perception) checks that rely on smell.

Pack Tactics. The imperial manticore has advantage on an attack roll against a creature if at least one of the greater manticore's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the imperial manticore 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 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.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The imperial manticore 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 imperial manticore regains spent legendary actions at the start of its turn.

  • Detect. The manticore makes a Wisdom (Perception) check.
  • Tail Attack. The manticore makes a tail attack.
  • Wing Attack (Costs 2 Actions). The manticore beats its wings. Each creature within 10 ft. of the manticore must succeed on a DC 15 Dexterity saving throw or take 14 (3d6 + 4) bludgeoning damage and be knocked prone. The manticore can then fly up to half its flying speed.

Siren

A siren is a monster which lives in the sea and stalks coastal cliffs as well as the waters, luring men with its ample "charms."

Nixa

"Out at sea, if you hear a beautiful woman singing, turn the ship around at once. You understand? Even if it means sailing straight back into a storm."

– Arike of Hindarsfjall, advice given to his son before his first solo voyage

Seductive Lure. Like skilled hunters setting out wooden ducks to lure in drakes, sirens and lamias lure men near - using their own bodies as decoys. They can transform to 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.


Mythological History. One legend claims sirens and lamias were once friendly towards men – and supposedly were even known (albeit on rare occasions) to accept some sailors' clumsy attempts at courtship. In our day, however, they are decidedly aggressive, perhaps soured by the numerous kidnappings of carried out by frustrated sea salts. Whatever the truth, one thing is certain: these days the monsters display no signs of good will, and so when spotting them one should immediately reach for one's silver sword.

Tactics. Sirens and lamias (the sirens' more dangerous cousins) usually hunt in flocks, making use of their numbers as well as their ability to move effortlessly through water and air.

Ekhidna

Ekhidnae are a larger, stronger, breed of sirens.


Nixa

Large monstrosity, unaligned


  • Armor Class 11
  • Hit Points 26 (4d10 + 4)
  • Speed 10 ft., fly 40 ft., swim 40 ft.

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

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

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

Limited Amphibiousness. The nixa can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shapechanger. While partially or completely in water, the nixa can use its action to polymorph into a mermaid form that resembles a beautiful topless woman whose legs are replaced with a silver scaled tail, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its mermaid form if it dies.

Actions

Mutiattack. The nixa makes two claw attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Reactions

Screech. As a reaction, whenever the nixa takes damage, it can screech at its attacker if its attacker is within melee range. The attacker must make a DC 11 Constitution saving throw or be stunned for 1 round.


Ekhidna

Large monstrosity, unaligned


  • Armor Class 12
  • Hit Points 45 (6d10 + 12)
  • Speed 10 ft., fly 50 ft., swim 50 ft.

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

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

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

Limited Amphibiousness. The ekhidna can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Pack Tactics. The ekhidna has advantage on an attack roll against a creature if at least one of the ekhidna's allies is within 5 feet of the creature and the ally isn't incapacitated .

Shapechanger. While partially or completely in water, the ekhidna can use its action to polymorph into a mermaid form that resembles a beautiful topless woman whose legs are replaced with a silver scaled tail, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its mermaid form if it dies.

Actions

Mutiattack. The ekhidna makes two claw attacks.

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

Reactions

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.

Succubus

"Again?! Good grief, woman, I'm spent..."

– Lester of Smallton to a succubus, a few days before taking a vow of celibacy

False Danger. Unlike other monsters, succubi and menads feel no desire to kill, do not crave human blood and usually do 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 humanoid species they encounter. While it must be admitted that their "victims" rarely put up much resistance, this does not mean succubi and menads do not present any danger: their never-ending advances, though pleasurable at first, have pushed more than one man to madness or even death.

Habitat. Succubi and menads usually can be found near human settlement, including small villages and populous cities. They prowl at night, though when stricken by serious need they will leave their lairs during the day as well. They shower their affections on men as well as women, the young as well as the old, the ugly as well as the beautiful. Some of them are particularly fond of pastors and other holy men, whose seduction they treat as a sort of game.

Tactics. Though succubi are peaceful by nature, when forced to fight they will defend themselves fiercely. One should thus not be fooled by their fair appearance – under the velvety skin of their arms lie muscles of iron, and a blow delivered with their rear, goat-like legs or the thick horns on their head can easily crush bone.


False Succubus

Medium fiend, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 20 (+5)

  • Skills Deception +7, Insight +3, Perception +3, Persuasion +7, Stealth +4
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Fire
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages Common, Infernal
  • Challenge 2 (450 XP)

Innate Spellcasting. The false succubus's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: produce flame, scorching ray, flame blade, continual flame 1/day: dream

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.

Insectoids

Insectoids 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.

Tactics. At first glance, a stationary arachas often looks like a part of the forest undergrowth, a fact it uses to deadly advantage when hunting. It usually begins a battle by spitting venom, then tries to grab its prey with prehensile feelers in order to drag it within reach of its crushing pincers.

Armored Arachas

"That's the kinda john we call an 'armored arachas.' Hard and prickly on the otuside, but get 'im undressed and everything's soft and squishy."

– Foxy Lisa, Maribor prostitute

Armored. An arachas' only weakness is its soft, sensitive abdomen. Some arachasae hide this under hollow tree stumps, while other, "armored" varieties exist which have grown a thick carapace that covers all the more delicate parts of their bodies.

Tactics. An armored arachas is a true behemoth. It uses its enormous mass to knock over and trample its victims then 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.


Venomnous Arachas

"Barley nicked me, I'll be fine."

– Last words of an unknown hunter

Venomous. Though all arachasae are highly venomous, this breed produces an especially strong toxin. A few drops are enough to kill a grown man – unless that man is a witcher, whose mutations will neutralize small amounts of this venom. Large quantities, however, will kill anything they touch, with mutations only prolonging an inevitable and painful death in such instances.

Tactics. Venomous arachasae produce colossal amounts of this toxin and deploy it during combat in many ways. Before striking a venomous arachas will cover its pincers and teeth with a thick coating of the deadly liquid. It will then squirt the venom at its opponent to weaken it, and once locked in direct combat, will continue spraying the noxious ooze all around itself, meaning every breath brings its victim closer to death. Like other members of this species, venomous arachasae use prehensile feelers to grab and immobilize their prey.



Arachas

Large monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 4 (–3) 12 (+1) 4 (–3)

  • Skills Perception +3, Stealth +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Prone
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

False Appearance. While the arachas remains motionless, it is indistinguishable from a colorful orchid.

Spider Climb. The arachas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the arachas knows the exact location of any other creature in contact with the same web.

Web Walker. The arachas ignores movement restrictions caused by webbing.

Actions

Multiattack. The arachas makes two attacks: two bite attacks, a bite and spit attack, or a bite and web attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 6 (2d6) poison damage. The target must make a DC 14 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Spit. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 10 (2d6 + 3) poison damage. A creature hit by this attack must make a DC 12 Constitution saving throw or be poisoned for 1 round.

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 be paralyzed until the start of its next turn.



Armored Arachas

Large monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 4 (–3) 12 (+1) 4 (–3)

  • Skills Perception +3, Stealth +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Prone
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13
  • Languages
  • Challenge 4 (1100 XP)

False Appearance. While the arachas remains motionless, it is indistinguishable from a colorful orchid.

Spider Climb. The arachas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the arachas knows the exact location of any other creature in contact with the same web.

Web Walker. The arachas ignores movement restrictions caused by webbing.

Actions

Multiattack. The arachas makes two attacks: two bite attacks, a bite and spit attack, or a bite and web attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 6 (2d6) poison damage. The target must make a DC 14 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Spit. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 10 (2d6 + 3) poison damage. A creature hit by this attack must make a DC 12 Constitution saving throw or be poisoned for 1 round.

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.



Venomous Arachas

Large monstrosity, unaligned


  • Armor Class 13
  • Hit Points 30 (4d10 + 8)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 4 (–3) 12 (+1) 4 (–3)

  • Skills Perception +3, Stealth +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13
  • Languages
  • Challenge 4 (1100 XP)

False Appearance. While the arachas remains motionless, it is indistinguishable from a colorful orchid.

Spider Climb. The arachas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the arachas knows the exact location of any other creature in contact with the same web.

Web Walker. The arachas ignores movement restrictions caused by webbing.

Pervasive Poison. A creature which starts its turn within 5 feet of the venomous arachas must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage and becoming poisoned for 1 round on a failure. On a success, it takes half as much poison damage and isn't poisoned.

Actions

Multiattack. The arachas makes two attacks: two bite attacks, a bite and spit attack, or a bite and web attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage. The target must make a DC 14 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Spit. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 17 (4d6 + 3) poison damage. A creature hit by this attack must make a DC 14 Constitution saving throw or be poisoned for 1 round.

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.

Arachnomorph

"The spider shall never lie down with the fly."

– Ofieri proverb

A similar saying could gain ground in our land concerning arachnomorphs and everything unable to flee them – meaning most every creature in the world. True, the tillers of the earth and fellers of trees need not fear them in their daily labors, for arachnomorphs, as distant, post-Conjunction cousins of common spiders, strongly prefer deep, dark caves and unfrequented sodden swamps. Anyone who does come across them, however, had best hope his conscience is clear and his worldly affairs are in order, for his life shall soon end, as not even the fastest man in the world can outrun them and only a few witchers can hope to slay them. Even worse are the more aggressive and dangerous kind known as arachnomorph colossi, which are capable of devouring an entire ox in seconds.


Arachnomorph

Large monstrosity, unaligned


  • Armor Class 13
  • Hit Points 30 (4d10 + 8)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 4 (–3) 12 (+1) 4 (–3)

  • Skills Perception +3, Stealth +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Blindsight 10 Ft., Darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Spider Climb. The arachnomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the arachnomorph knows the exact location of any other creature in contact with the same web.

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 somewhat resemble spiders or scorpions, albeit warped ones.

Endrega Drone

"Lazy, good-for-nothing men are sometimes called drones. That's an insult to endrega drones, who at least get off their arses to fight."

– Evelynn Harker, herbalist

Aggressive. Endrega males – called 'drones' – are gluttonous creatures whose only aim in life is to eat, fight and reproduce. Yet when venturing outside their nests, these aggressive hunters attack any and every creature they come across.

Society. Endrega drones live but brief lives, the culmination of which comes in the autumn when they fertilize the queen. They pass the time leading to that moment protecting the colony's territory. Weaker drones die 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 fertilization takes place and their bodies used to feed the hive during the long winter months.

Quills. Drones are easy to identify thanks to their distinctive, cone-shaped abdomens. Unlike other endregas they can attack from a distance, sending out volleys of poisoned quills.

Endrega Worker

"I thought the workers were harmless. I thought wrong."

– Janne the Gimp, trapper

Role. Workers are the most numerous, and thus the most frequently encountered, caste of endrega. Within the colony their duty lies in building nests and cocoons, acquiring food and caring for eggs and larvae. When threatened they will summon warriors to aid them, yet if forced to defend themselves they will – and do so surprisingly well.

Tactics. Endrega workers are most often found traveling in groups of half-dozen or more members. They move slowly, yet when attacking, they are capable of covering the distance to their victim in the blink of an eye. Like all of their kind, endrega workers are highly venomous. Their bite is toxic, as are any wounds dealt by the bony growths on the ends of their limbs. They can also spew acid to great effect from a distance of several paces. Their usual tactic is to surround their enemy and attack him from several sides at once.

Endrega Warrior

"Scared of these endregas, are you? Just wait till you see the warriors."

– Klaus Altman, forester

Role. Endless waves of endrega workers are enough to overcome most attackers, but when confronting more dangerous foes, endrega colonies unleash their larger, stronger members – the so-called warriors. This caste lives only to fight, and gets ample opportunity to do so while defending the colony's borders or conquering new territory.

Tails. An endrega warrior's main weapon is its long tail, which is tipped with a club-like growth and spiked with venomous quils. Powerful abdominal muscles allow it to swing this tail with enough force to kill most lesser opponents in one blow.

Pounce. Endrega warriors also use their mass and strength as a weapon by charging their opponents in an attempt to knock them over.


Endrega Queen

Endrega queens are large, female endrega which are leaders among their species and spend their time laying endrega eggs meant to hatch into young or patrolling the area for threats to the eggs.


Endrega Drone

Medium monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

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

  • 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.


Endrega Worker

Medium monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

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

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Blindsight 60 Ft., passive Perception 9
  • Languages
  • Challenge 2 (450 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: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.


Endrega Warrior

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft., burrow 40 ft.

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

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

Hive Tactics. The endrega warrior 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 .

Pounce. If the endrega warrior moves at least 20 feet straight toward a creature and then hits it with a pincer 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 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.



Endrega Queen

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 2 (–4) 10 (+0) 3 (–4)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Blindsight 60 Ft., passive Perception 10
  • Languages
  • Challenge 10 (5900 XP)

Hive Tactics. The endrega queen 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 .

Pounce. If the endrega queen moves at least 20 feet straight toward a creature and then hits it with a pincer 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.

Queen's Scent. Endregas defending a queen gain advantage on all attack rolls.

Actions

Multiattack. The endrega queen makes two attacks: two pincers attacks or two spit attacks.

Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage.

Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 14 (3d6 + 4) acid damage.

Legendary Actions

The endrega queen 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 endrega queen regains spent legendary actions at the start of its turn.

  • Move. The endrega queen moves up to its movement speed.
  • Spit. The endrega queen makes a spit attack.
  • Pincers. The endrega queen makes a pincers attack.

Giant Centipede

Giant Centipedes are large, overgrown insects which burrow underground and pop up from the ground to attack.

Giant Centipede

"Among the fascinating flora and fauna of the duchy of Toussaint, one also encounters creatures of the decidedly unpleasant sort, such as giant centipedes. Not only do these beasts look hideous to the eye, they can do colossal damage to the flesh as well. I decidedly advise against them."

– "A Visit to Toussaint," one of the many guides authored by Peterin Safles

Symbiotic Relationship. Giant centipedes are enormous, insect-like monsters which can be found in many places in the world, but are particularly common in the lands (or more precisely, under the lands) of Toussaint. There they often dwell in close comity with shaelmaars, for a sort of monstrous symbiosis has developed between them: giant centipedes feed on the small creatures which eat Shaelmaar dung.

Tactics. Hard chitinous armor covers nearly the entire body of a giant centipede. Sticking out from under this carapace are rows of hooked limbs. Giant centipedes are able to burrow into the ground with shocking speed, only to then appear back on the surface in another place. Once they select a target, they will circle it determinedly, trying to get close enough to deliver a blow. They attack primarily with their powerful mandibles, but they also possess glands allowing them to spew acid.

Pale Widow

"Never have I seen such a creature! It was like a giant centipede, but white, utterly white!"

– Account of Doctor Vittorius de la Vega after the first encounter with the Pale Widow

This rare variety of giant centipede dwells in underground lairs and owes its name to its unusual, pale white coloring. Like the more common giant centipede, its body is covered in 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.


Greater Giant Centipede

Large monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 25 (3d10 + 9)
  • Speed 30 ft., burrow 40 ft.

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

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Blindsight 60 Ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Magic Resistance. The greater giant centipede has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (2d4) piercing damage plus 10 (3d6) poison damage.

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 on a failed save, or half as much damage on a successful one.

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.


Pale Widow

Large monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 25 (3d10 + 9)
  • Speed 30 ft., burrow 40 ft.

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

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Blindsight 60 Ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Magic Resistance. The greater giant centipede has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The pale widow makes two attacks, choosing from the options below.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (2d4) piercing damage plus 10 (3d6) acid damage.

Spit. Ranged Weapon Attack: +6 to hit, range 20/40 ft., one target. Hit: 11 (2d6 + 4) acid damage.

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 on a failed save, or half as much damage on a successful one.

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.


Ilyocoris

Large monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 35 ft.

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

  • Damage Immunities fire, poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 8 (3900 XP)

Aggressive. As a bonus action, the ilyocoris can move up to its speed toward a hostile creature that it can see.

Amphibious. The ilyocoris can breathe air and water.

Blood Frenzy. The ilyocoris has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack. The ilyocoris makes four claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage, plus 4 (1d8) poison damage, and the target is grappled (escape DC 15). The ilyocoris has two claws, each of which can grapple only one target.

Swarm of Hyphydriae (1/Month). The ilyocoris lays its young. 2 (1d4) hyphydriae emerge from it into a space within 5 feet of it.


Hyphydriae

Small monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 31 (7d6 + 7)
  • Speed 25 ft.

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

  • Damage Immunities fire, poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the hyphydriae can move up to its speed toward a hostile creature that it can see.

Amphibious. The hyphydriae can breathe air and water.

Actions

Multiattack. The hyphydriae makes three claw attacks.

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


Kelpia

Small monstrosity, unaligned


  • Armor Class 12
  • Hit Points 9 (2d6 + 2)
  • Speed 25 ft.

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

  • Senses passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

False Appearance. While the kelpia remains motionless, it is indistinguishable from a normal shrub.

Actions

Suicide. Each creature within 5 feet of the kelpia must make a DC 12 Dexterity saving throw, taking 3 (1d1 + 2) piercing damage, plus 3 (1d6) poison damage on a failure, or half as much damage on a success. The kelpia dies at the start of its next turn.

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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

Gargantuan monstrosity, unaligned


  • Armor Class 24 (natural armor)
  • Hit Points 615 (30d20 + 300)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 3 (–4) 10 (+0) 6 (–2)

  • Saving Throws Dex +8, Int +3, Wis +7, Cha +5
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone
  • Senses blindsight 120 ft., passive Perception 10
  • Languages
  • Challenge 30 (155000 XP)

Amphibious. The kayran can breathe air and water.

Legendary Resistance (3/Day). If the kayran fails a saving throw, it can choose to succeed instead.

Magic Resistance. The kayran has advantage on saving throws against spells and other magical effects.

Multiple Tenticles. The kayran has six tentacles. Whenever the kayran takes 70 or more damage in a single turn, one of its tentacles dies.

Reactive Tentacles. For each tentacle the kayran has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Siege Monster. The kayran deals double damage to objects and structures.

Actions

Multiattack. The kayran makes as many tentacle attacks as it has tentacles, each of which it can replace with one use of Fling.

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

Tentacle. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage, and the target is Grappled (escape DC 25). Until this grapple ends, the target is Restrained. The kayran satrts with six tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature Grappled by the kayran is Thrown up to 120 feet in a random direction and knocked prone. If a Thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was Thrown. If the target is Thrown at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and be knocked prone.

Frightful Presence.. Each creature of the kayran's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the kayran is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the kayran's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The kayran exhales gas in a 60-foot cone. Each creature in that line must make a DC 25 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The kayran 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 kayran regains spent legendary actions at the start of its turn.

  • Attack. The kayran makes one tentacle or fling attack, provided it has at least one tentacle.
  • Move. The kayran moves up to half its speed.
  • Chomp (Costs 2 Actions). The kayran makes one bite attack.

Kikimore

Kikimores are smaller insectoids who work in a hive not dissimilar from an art colony.

Kikimore Worker

"The old fool came home all black and blue, claiming kikimores had attacked him in the woods. Who does he take me for?! His mates worked him over because he'd cheated at 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 similar to communal insects such as ants. A kikimore colony is ruled by a queen and organized into something of a social hierarchy. Kikimore workers take care of hunting food and bringing it back to the nest, while kikimore warriors defend the nest against attackers.

Kimimore Together, Strong. A worker on its own can be easily killed by even a weak person or a child. It is rare indeed, however, to come across an isolated individual, for kikimore workers usual move in groups of a few to a dozen or so members. The only defense against a swarm of kikimores available to a normal person is to flee. And not even that is guaranteed to work.

Subservient. Kikimore workers listen to orders given by kikimore warriors. On command, a swarm of workers might begin burrowing tunnels near potential prey to allow for a surprise mass attack. Eliminate the warrior guiding a swarm, however, and the workers will disperse and cease digging.

Kikimore Warrior

"Then the kikimore princess summoned all her loyal sisters and off they went! Together they charged the enemy trying to harm their queen."

– "The Kikimore Princess and the Mountain Giants" Cornelius Briggs (dwarven children's fable, fragment)

Communication. It is unknown how exactly it is kikimores 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.


Kikimore Queen

Some scientists claim that kikimores behave like ants. They are divided into industrious workers and protective warriors. Life in a kikimore colony is centered around a great, unceasingly procreating female. The landscape around the queen's nest looks like a desert, littered
with the remains of unfortunate creatures
which unwisely lingered in the area. Not
even birdsong can be heard.


Kikimore Worker

Medium monstrosity, unaligned


  • Armor Class 13
  • Hit Points 5 (1d8 + 1)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 2 (–4) 12 (+1) 6 (–2)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Blindsight 60 Ft., passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

Hive Tactics. The kikimore has advantage on an attack roll against a creature if a kikimore warrior or queen is within 60 feet of it .

Actions

Pincers. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.



Kikimore Warrior

Large monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 32 (5d10 + 5)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 2 (–4) 12 (+1) 6 (–2)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Blindsight 60 Ft., passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Hive Tactics. The kikimore has advantage on an attack roll against a creature if a kikimore queen is within 60 feet of it .

Pounce. If the kikimore warrior 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 12 Strength saving throw or be knocked prone. If the target is prone, the kikimore warrior can make one pincers attack against it as a bonus action.

Actions

Pincers. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Acid Spray (Recharge 6). The kikimore spits acid in a line that is 30 feet long and 5 feet wide, provided that it 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

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (–4) 12 (+1) 6 (–2)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Blindsight 60 Ft., passive Perception 11
  • Languages
  • Challenge 5 (1800 XP)

Hive Tactics. The kikimore queen has advantage on an attack roll against a creature if a kikimore is within 60 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.

Actions

Pincers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Acid Spray (Recharge 5-6). The kikimore exhales acid in 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 damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The kikimore queen 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 kikimore queen regains spent legendary actions at the start of its turn.

  • Move. The kikimore queen moves up to its maximum movement.
  • Pincers. The kikimore queen makes a pincers attack.

Necrophages

Necrophage is a hypernym used to refer to monsters that generally haunt cemeteries and battlefields, places where dead bodies lay, eating the remains. Some, however, have decided they have no qualms about being the ones to fill the area with corpses instead of just being carrion crows.

Undead or Aberrations

While necrophages are generally hideous and all consume corpses, there exists debate among scholars to whether or not they are truly undead. Some are suseptible to turning effects, except in the presence of their higher kin, lending some creedance to those who argue they are undead, and peasant tales hold many of these creatures are dead who died in various ways. If you wish, you can replace the "undead" type with a "necrophage' type to further differentiate.

Bullvore

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 beasts. The visible mark of Chaos are the horns and vestigial hands the creature barely moves, growing all over its body.

Anti-Social. This monster does not like the company of its own kind. One might even say it is like a poet in that it is an individualist. Much like an artist, it likes to show off before its lessers, thus it is at times accompanied by smaller, weaker beasts like nekkers and rotfiends. Bullvores are prone to giving peculiar displays wherein they kill their retinue in a fanciful manner, for example, by spitting acid on rotfiends that, in turn, explode.


Bullvore

Medium undead, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 7 (–2) 9 (–1) 7 (–2)

  • Skills Perception +3
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Languages Common
  • Challenge 10 (5900 XP)

Regeneration. The bullvore regains 10 hit points at the start of its turn. The bullvore dies when it reaches 0 hit points.

Corpse Eaters

These necrophages are specifically known to dig up graves and eat the flesh of those recently buried, or left for dead somewhere, like a battefield, perhaps. One scholar once postulated they are natural scavengers who help the living by consuming the dead and preventing disease. His theory collapsed by when he learned they attack the living as well.

Ghoul

"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.

Enraged Frnezy. In a one-on-one fight with a trained witcher, a ghoul poses little threat, but one must remember that wounded individuals can erupt in a mad frenzy. At such times they attack fiercely, paying no heed to their own safety and brushing off all wounds. One must likewise bear in mind that ghouls and graveirs are particular dangerous around dusk and at night.

Alghoul

"An alghoul's basically a badarse ghoul."

- Yarpen Zigrin, dwarven warrior

Appearance. Alghouls differ from normal ghouls in size, strength, coloring and, most importantly, intelligence. Whereas ghouls and graveirs are primitive creatures unfit to plan even the simplest ambush, alghouls and their kindred (such as cemetaurs) are capable of forethought, and are thus much more dangerous.

Enhanced Intelligence. Ghouls seem to possess wits enough to at least know a brighter mind when they see it, and so let alghouls and cemetaurs lead their packs. A pack so led will terrorize all in its path, attacking not only lone travelers but also caravans and even farmsteads. When encountering such a pack the alghoul should be eliminated as a first priority, leaving the other beasts for once their leader is gone. One be particularly careful when fighting alghouls around dusk and at night, when they fight with doubled strength.

Tactics. During combat alghouls and cemetaurs try risky maneuvers aimed at knocking their opponents to the ground so the others can finish the job by tearing them to shreds. Like a normal ghoul, an injured alghoul can fall into a frenzy 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.

Nocturnal. Rotfiends and devourers feed in the twilight hours and at night, when they become much more dangerous than during the day.

Scurver

"Thought it was just a pile of rotten meat - till it started to move!"

– Thibaut from Beauclair

Hunting Behavior. Scurvers are rotfiends' larger cousins. The bodies of these hideous, vaguely humanoid creatures are covered with rotten scraps of flesh, under which lurk even more rotten muscles stretched around a strong, flexible skeleton. Scurvers, which feed on old, rotting corpses, prefer to make their hunting grounds in abandoned torture sites, forgotten graveyards and old battlefields. They are very aggressive and, though they feed on corpses, if they come across a living person they are likely to attack. Thus when wandering near any of the above-mentioned places, one must be especially cautious.

Burrowers. Scurvers usually feed underground, but sometimes, when they catch the scent of a human, they crawl to the surface in a matter of seconds and attack their potential prey.

Porcupine Death. While fighting them one cannot afford to forget about their special boney spines, razor-sharp protuberances sticking out from their skeletons. When a scurver is near death, the gasses and enzymes gathered within its body cause it to explode, flinging these spines out at great speed, turning them into one last deadly weapon in their arsenal.

Devourer

Devourers are often called night witches, because they resemble old, ugly women and are famous for their witch-like viciousness. These creatures gorge themselves on human flesh; although they willingly eat carcasses, above all they crave flesh that is fresh and warm. Devourers hunt after dark in groups that peasants refer to as sabbaths. They like to deceive their victims and torture them, but there is no truth to the tales of their midnight flights on broomsticks and their gingerbread houses. The males of the species do not look anything like the previous description, instead they have normal male bodies and insect shell heads.


Lesser Ghoul

Medium undead, unaligned


  • Armor Class 12
  • Hit Points 13 (3d8 + 0)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (–2) 10 (+0) 6 (–2)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Enraged. When the ghoul 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 points rolled. It repeats this ability until it reaches its maximum health. During this period, it also has advantage on attack rolls against creatures who have less than their full health.

Actions

Multiattack. The ghoul makes two claw attacks.

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


Alghoul

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 27 (6d8 + 0)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (–1)

  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

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 points rolled. It repeats this ability until it reaches its maximum health. During this period, it also has advantage on attack rolls against creatures who have less than their full health.

Nocturnal. Whenever the alghoul hits with a melee attack at night, the attack deals one extra damage die of damage to the target.

Barbed Hide. Unless charmed, at the start of each of 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.

Turning Defiance. The alghoul and any nechrophages or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Multiattack. The alghoul makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.


Rotfiend

Medium undead, unaligned


  • Armor Class 13
  • Hit Points 22 (5d8 + 0)
  • Speed 60 ft.

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

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

Death Burst. The rotfiend 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 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Stench. Any creature that starts its turn within 10 feet of the rotfiend 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 rotfiend's stench for 24 hours.

Actions

Multiattack. The rotfiend makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


Scurver

Medium undead, unaligned


  • Armor Class 14
  • Hit Points 22 (5d8 + 0)
  • Speed 60 ft., burrow 30 ft.

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

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

Aggressive. As a bonus action, the scurver can move up to its speed toward a hostile creature that it can see.

Death Burst. The surver 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 25 (7d6) piercing damage on a failed save, or half as much damage on a successful one.

Stench. Any creature that starts its turn within 10 feet of the scurver 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 scurver's stench for 24 hours.

Actions

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.


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.

Drowner

Drowners resemble humanoids and prefer to drag their victims, primarily washerwomen and fishermen, into the water in attempts to drown them.

Drowner

"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.


Drowned Dead

Particularly strong and dangerous drowners are known as the drowned dead. Simple people see no difference between the drowner and the drowned dead – encountering either of them is equally deadly. We might suppose, though, that the most gloomy legends concern the drowned dead rather than drowners.


Drowner

Medium undead, neutral evil


  • Armor Class 12
  • Hit Points 7 (2d6 + 0)
  • Speed 30 ft., burrow 30 ft., swim 40 ft.

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

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

Amphibious. The drowner can breathe both air and water.

Pack Tactics. The drowner has advantage on an attack roll against a creature if at least one of the drowner's allies is within 5 feet of the creature and the ally isn't incapacitated .

Pounce. If the drowner moves at least 15 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 drowner can make one additional claw attack against it as a bonus action.

Actions

Multiattack. The drowner makes two attacks with its claws.

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


Mucknixer

Medium undead, neutral evil


  • Armor Class 13
  • Hit Points 7 (2d6 + 0)
  • Speed 30 ft., burrow 30 ft., swim 40 ft.

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

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

Amphibious. The drowner can breathe both air and water.

Pack Tactics. The drowner has advantage on an attack roll against a creature if at least one of the drowner's allies is within 5 feet of the creature and the ally isn't incapacitated .

Pounce. If the drowner moves at least 15 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 drowner can make one additional claw attack against it as a bonus action.

Actions

Multiattack. The drowner makes two attacks with its claws.

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



Drowned Dead

Medium undead, neutral evil


  • Armor Class 14
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft., burrow 30 ft. , swim 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 1 (–5) 6 (–2) 8 (–1)

  • Skills Stealth +5
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 8
  • Languages
  • Challenge 1 (200 XP)

Pack Tactics. The drowner has advantage on an attack roll against a creature if at least one of the drowner's allies is within 5 feet of the creature and the ally isn't incapacitated .

Pounce. If the drowner moves at least 15 feet straight toward a creature and then hits it with a claw 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 drowner can make one additional claw attack against it as a bonus action.

Grappler. The drowned dead has advantage on attack rolls against any creature grappled by it.

Turning Defiance. The drowned dead and any drowners or mucknixers within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Multiattack. The drowner makes two attacks with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Foglet

"If night ever catches you in the swamps, stay put and wait for dawn, even if it means standing waist-deep in water with leeches crawling down your trousers. Most important of all, if you see a light in the fog, never, and I mean never, go towards it."

– Johannes Strudd, guide

Fog is the traveler's foe. In the forest, it can make one lose one's way, at sea, it can send one sailing into the rocks. Yet such dangers are nothing compared to the monsters known as foglets which sometimes lurk within it. These creatures 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.

Phantasmal Killer

Monster included in this book, like the hym and ancient foglet, can innately cast the spell phantasmal killer. This spell allows them to "tap into a creature's darkest fears," allowing them to evoke the fear and horror they inflict on their victims. When using this ability, these monsters typically prefer to cause the phantasm made by the spell to resemble themselves, to further confuse and disorient the adventurers coming after it. A clever DM might be able to use this to their advantage as well.



Foglet

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 27 (6d8 + 0)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 10 (+0) 8 (–1) 10 (+0) 8 (–1)

  • Skills Stealth +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

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.

Fog Bringer. The foglet is surrounded by a 20-foot-radius sphere of fog at all times while it is alive.

Phantasmal Fog (Recharges on a Short or Long Rest). While invisible, the foglet magically creates three duplicates within the fog cloud it generates. The 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 the foglet with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the foglet or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the foglet's AC and uses its saving throws. If an attack hits a duplicate, if a duplicate fails a saving throw against an effect that deals damage, or if a duplicate moves into a space devoid of fog, the duplicate disappears.

Actions

Multittack. The foglet makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.


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.

Grave Hag

"Cremation, now that's one thing men could learn from gnomes. Burying bodies out in the fields, why, it's like laying out a welcome mat for monsters! Best case scenario, some ghouls will sniff them out, eat their fill and be on their ghoulish way. But if, gods forbid, a grave hag takes to feeding 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 might guess, these creatures resemble aged, deformed women and loiter near graveyards and battlefields. Grave hags feed on human corpses and in particular on the rotten marrow which they slurp from human bones using their long, prehensile tongues. Once a hag has devoured all corpses within reach, she turns to killing men and burying them in the cemetery as she waits for them to decompose.

Skull Circle

Grave hags are known to dig up corpses and cook stews, creating a skull circle from some of the skulls it acquires. A skull circle is made of three skulls, each placed in a small, near perfect triangle. Each skull has a rune, glowing blue, etched into the plate which lies behind the forehead. The skull circle ceases to function when distrupted, but, when active, draws magic from the plane of Demons to grant it greater strength and power. Thus, when the creature in question is suspected to be a grave hag, adventurers should be sure to steal at least one skull from the circle before battling the hag.


Grave Hag

Medium undead, neutral evil


  • Armor Class 15
  • Hit Points 58 (9d8 + 18)
  • Speed 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 5 (1800 XP)

Skull Circle. While the grave hag is within 300 feet of a completed skull circle, it has advantage on all attacks, ability checks, and saving throws, and immunity to effects that turn undead. It also knows the location of any skulls that were removed from its skull circle, and advantage on saving throws to resist being turned if its skull circle is broken.

Actions

Multiattack. The grave hag makes three claw attacks or two tongue 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.

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.

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.

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.

Wight

"They say the dead like quiet. I don't know about the dead, but wights certainly do."

– Heinrich Von Grott

Generally Harmless. Though wights are ghastly and threatening in appearance, one should not approach them with sword drawn or attack them unprovoked. Left alone, they present no serious danger to anyone and are far more interested in mixing noxious brews in cauldrons than in fighting. This species mainly lives around ancient burial sites, though they have also been spotted near more recently-founded cemeteries and wherever mass graves can be found.

Hibernation. Wights spend the winter months in a state of lethargy very similar to human sleep. They live strictly solitary lives -- in fact, it is practically unheard of for these creatures to appear in groups. Yet when they fear their territory is threatened (and it is enough for one to step foot in a wight's territory for it to feel threatened), wights transform into dangerous foes and even abandon their solitary ways to summon other monsters to their aid.

Spit Barghests. It is a certainty that if a wight finds itself in danger, it will immediately spew out an ectoplasmic solution which near instantaneously transforms into barghests. These beasts obey the wight and attack anyone it deems a foe.



Lesser Wight

Medium undead, unaligned


  • Armor Class 13
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 8 (–1) 13 (+1) 8 (–1)

  • Skills Perception +3, Stealth +4
  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Summon Barghests (1/Day). The wight summons 4 (1d4 +2) barghests to aid it.

Hibernation. The wight has disadvantage on all attacks, ability checks, and saving throws during the winter or a similar season in the world.

Actions

Multiattack. The greater wright makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage. If the target is hit by this attack, its hit point maximum is reduced by the amount of necrotic damage taken. The target dies and rises as a barghest if this attack reduces its hit point maximum to 0.



Spotted Wight

Medium undead, unaligned


  • Armor Class 13
  • Hit Points 51 (6d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 8 (–1) 13 (+1) 8 (–1)

  • Skills Perception +3, Stealth +4
  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Summon Barghests (1/Day). The wight summons 4 (1d4 +2) barghests to aid it.

Hibernation. The wight has disadvantage on all attacks, ability checks, and saving throws during the winter or a similar season in the world.

Actions

Multiattack. The greater wright makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 2 (1d4) necrotic damage. If the target is hit by this attack, its hit point maximum is reduced by the amount of necrotic damage taken. The target dies and rises as a barghest if this attack reduces its hit point maximum to 0.

Ogroids

Orgroids, taken from the term ogre, are descentants and relatives of the giants presented in the Monster Manual, whose statblocks can be found within.

Nekker

"Take heed, gents, there's nekkers under this here bridge. If you all cross at once, without slowing or stopping, there's 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

Pack Creatures. A lone nekker is harmless. Five are dangerous. Ten can kill even a veteran monster slayer. Particularly troublesome are the larger, stronger individuals known as warriors, as well as the rare breed of nekkers known as phoocas.

Enviroment. Nekkers and phoocas live in the dark woods that grow in damp, mist-filled valleys, in colonies of one to several dozen individuals. They dig deep burrows for lairs and connect them with a network of narrow tunnels. Using these passageways they are able to move at great speed within and around their colonies.

Tactics. Nekkers always attack in groups and by surprise. They try to surround their prey as quickly as possible, cutting off all escape routes. Luckily their attack is for the most part disorganized, for nekkers are not gifted with great courage and individual nekkers will often hesitate before overcoming their fear and striking.


When fighting them one can use this moment of hesitation to kill the braver individuals before finishing off those who remain in the back.


Nekker

Small giant, chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 7 (2d6 + 0)
  • Speed 35 ft., burrow 35 ft., climb 35 ft.

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

  • Saving Throws Dex +4
  • Skills Stealth +4
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Pack Tactics. The nekker has advantage on an attack roll against a creature if at least one of the nekker's allies is within 5 feet of the creature and the ally isn't incapacitated .

Actions

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



Nekker Warrior

Small giant, chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 21 (6d6 + 0)
  • Speed 35 ft.

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

  • Saving Throws Dex +4
  • Skills Stealth +4
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Senses Darkvision 60 Ft., passive Perception 9
  • Languages
  • Challenge 1 (200 XP)

Pack Tactics. The nekker warrior has advantage on an attack roll against a creature if at least one of the nekker warrior's allies is within 5 feet of the creature and the ally isn't incapacitated .

Nimble Escape. The nekker warrior can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The nekker warrior makes two attacks with its claws.

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

Osniak

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



Osniak

Large giant, chaotic evil


  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (–1) 16 (+3) 5 (–3) 7 (–2) 7 (–2)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 1 (200 XP)

Charge. If the osniak moves at least 15 feet straight toward a target and then hits it with its slam attack 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 14 Strength saving throw or be knocked prone.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the creature is Small, the osniak can grapple it instead of dealing damage (escape DC 14).

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.

Troll

Trolls are human sized ogroids with thick hides and/or shells on their backs which protect them from harm. Most are capable of reasoning. They are not, however, known for their intelligence, but rather their killing and consumption of humanoids on occassion.

Bridge Troll

"One day, I ride up and what do I see? A bridge. And under that bridge sits a troll and demands every passerby pays him. Those who refuse have a leg injured, sometimes both. So I go to the alderman: 'How much will you give me for that troll?' He's amazed. 'What are you talking about?' he asks, 'Who will repair the bridge if the troll's not there? He repairs it regularly with the sweat of his brow, solid work, first rate. It's cheaper to pay his toll.'"

- Geralt of Rivia

Legends. According to legend, trolls are creatures born of earth and their body is made of rock. They hate sunlight, which kills them by turning them into inanimate stone, so they subsist only at night. That's much for legends. And the reality? Well, as always, truth is much more prosaic. Trolls are living creatures like me and you, and they prefer day to night, for they are so clumsy that they stumble on stones in the dark, spilling vodka. Their skin is indeed hard like stone, but beneath there are muscles and a heart that pumps blood. And since they bleed, they can be killed.

Troll Life. Trolls are primitive, true, but they are counted among sapient creatures. They can speak our tongue, though not very colorfully. They mate in pairs for life and, despite what the spiteful would have, they have feelings (even if they express them unceremoniously). All trolls share fondness of building and alcohol. They combine these passions by erecting bridges and drinking away the money gained from collecting tolls. Thus originated the sayings: "straight like a troll bridge", when something is twisted, and "trolling it a day", when construction workers make a break for "lunch".

Tactics. If a troll spots his opponent from a distance, he will try to crush him by throwing huge rocks. Trolls are surprisingly accurate when throwing missiles, and their thick skin provides them ample protection from arrows, so exchanging fire with them always end in the trolls' victory. The beast must be reached as fast as possible, and slaughtered with strong blows. They are sluggish, so a swordsman that evades first a thrown rock, than a rock-heavy fist, has a chance of survival. One should not take risks, however, and if possible reach an understanding with the monster.

Fast Metabolisms. Trolls are huge beings, so knocking them down or unbalancing them in combat is highly unlikely. Their ability to regenerate is legendary, and means they need not fear wounds or oils increasing bleeding. However their fast metabolism has a darker side, since these monsters are very susceptible to venoms – these swiftly reach all recesses of the trollish body.


Ice Troll

"Our winter's cold and deep, frostbite eats your feet, snow falls down and hides the ground and ice trolls wake from sleep!"

– folk song heard in northern Kaedwen

Appearances. Climbing to the top of snow-covered peaks is never a safe endeavor. One can slip and fall into a ravine, be buried in an avalanche – or stumble across ice trolls. Unlike the rock trolls found at lower altitudes, these permafrost-dwelling monsters treat every man they encounter as a possible ingredient for a tasty meal.

Habitat. Luckily ice trolls live atop high mountain ridges so inaccessible they rarely encounter humans, and some suppose this is why they have not mastered the basics of Common Speech. Others claim their harsh mountain home has stripped them of an ability they once possessed, for in a land of never-ending cold there is no room for mercy or understanding.

Tactics. Ice trolls are crueler than their rocky kin. Though they use similar tactics in battle – tossing stones and swinging with their mighty fists – they are heartier and stronger than rock trolls and thus more dangerous. Like rock trolls, their backs are covered in thick protective armor, meaning one should never strike them from the rear. Meanwhile their mass means that attempts to knock them prone cannot move them. Lastly, never think of attacking them during a blizzard. At such times they draw power from the surrounding cold and fight with increased strength.

Rock Troll

"Man must riddly talk. But no tricksy. Or troll boom man head."

– rock troll dwelling in a cave on Undvik

Appearance. If while hiking high in the mountains you come across a walking stone, do not think your eyes deceive you. Instead, draw your sword – for before you stands a rock troll. True, not every encounter with these creatures ends in a fight - while not particularly intelligent, trolls are capable of reason – but it is better to prepare for the worst. Otherwise, your hike might end not on the summit, but in their stew.

Intelligence. Trolls are able to use fire and simple tools, and some of them have even mastered the basics of Common Speech. Though linguistic nuances such as conjugations and declinations escape them, they are extremely fond of riddles, rhymes and all sorts of wordplay, a fact an adventurer in possession of a bit of wit can use to his advantage.

Tactics. If a fight proves inevitable, one must watch out for the stones these trolls throw with great strength and shocking precision. Their powerful, heavy fists also present a danger, for they can buckle even the sturdiest breastplate or cuirass. Since their backs are covered in a layer of rocky growth, blows delivered from behind will not do them much damage. They must thus be fought directly, standing face to face – and preferably armed with a sword of giant slaying.


Bridge Troll

Large giant, any alignment


  • Armor Class 15 (natural armor)
  • Hit Points 31 (3d10 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 6 (–2) 9 (–1) 6 (–2)

  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Condition Immunities prone
  • Senses passive Perception 9
  • Languages Common
  • Challenge 4 (1100 XP)

Regeneration. The bridge troll regains 10 hit points at the start of its turn. If the bridge troll takes poison damage, this trait doesn't function at the start of the bridge troll's next turn. The bridge troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The bridge troll makes two slam attacks or two rock throw attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Rock Throw. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.


Ice Troll

Medium giant, neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 75 (6d8 + 48)
  • Speed 30 ft.

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

  • Saving Throws Con +11
  • Skills Athletics +9, Survival +3
  • Damage Immunities Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Prone
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Common, Giant
  • Challenge 8 (3900 XP)

Beast of Burden. The ice troll is considered to be a Large animal for the purpose of determining its carrying capacity.

Grappler. The ice troll has advantage on attack rolls against any creature grappled by it.

Frost Born. The ice troll has advantage on all attacks, saving throws, and ability checks while in a snowstorm or blizzard.

Actions

Multiattack.. The rock troll makes three wham-a-wham attacks.

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.


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.

Relicts

Relicts are creatures which are unable to be placed into one of the other groups for classification, and which also possesses no ecological niche. An ecological niche is defined as a stable role in the food chain, which many of the other creatures of the Continent have acheived over their years of predation.

Belt

These creatures are weak, have four arms and two legs, and the ability to confuse the mind. It functions not unlike a confusion spell.



Belt

Small monstrosity, unaligned


  • Armor Class 12
  • Hit Points 11 (2d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (–2) 14 (+2) 15 (+2) 10 (+0) 16 (+3) 10 (+0)

  • Saving Throws Dex +4
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)

Nimble Escape. The belt can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics. The belt has advantage on an attack roll against a creature if at least one of the belt's allies is within 5 feet of the creature and the ally isn't incapacitated .

Standing Leap. the belt's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Multiattack. The belt makes two fist attacks.

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

Mental Assault. The belt targets a creature within 10 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or be affected.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6: The creature doesn't move or take Actions this turn.

7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10: The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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.



Caretaker

Medium fiend (yugoloth), neutral evil


  • Armor Class 13
  • Hit Points 91 (14d8 + 28)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
8 (–1) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 10 (+0)

  • Skills Perception +5
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Acid, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 60 Ft., passive Perception 15
  • Languages Understands Common, Abyssal, and Infernal but Cannot Speak
  • Challenge 9 (5000 XP)

Magic Resistance. The caretaker has advantage on saving throws against spells and other magical effects.

Magic Weapons. The caretaker's weapon attacks are magical.

Naught to You. The caretaker is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the caretaker's intentions or sincerity have disadvantage. If a creature does attempt to read the caretaker's thoughts, it must succeed on a DC 14 Wisdom saving throw. The creature gains a long-term form of madness on a failure or a short-term form of madness on a success.

Actions

Multiattack. The caretaker makes three attacks with its shovel.

Frightful Presence. Each creature of the caretaker's choice that is within 120 feet of the caretaker and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its 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.

Shovel. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. The caretaker regains the necrotic damage as hit points.

Spiritual Shovel (Recharges 5-6). The caretaker charges its shovel with necrotic energy before striking it into the ground. Each creature in a 30 foot line must make a DC 17 Dexterity saving throw, taking 26 (5d8 + 3) necrotic damage on a failure, or half as much on a success. The caretaker regains the damage dealt as hit points.

Poltergeist Parade. The caretaker summons 4 (1d4 + 2) specters in the nearest unoccupied spaces from it, at least 30 feet away. These specters take no actions or reactions, and spend their turns shambling 10 feet towards the caretaker. If the caretaker hits them with an attack, they are destroyed and the caretaker regains a number of hit points equivalent to the specter's remaining hit points.

Legendary Actions

The caretaker 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 caretaker regains spent legendary actions at the start of its turn.

  • Shovel. The caretaker makes a shovel attack.
  • Move. The caretaker moves up to its movement speed.

Chort

"Chorts are smaller than fiends, true. But still big enough to kill."

– Agnes Thistle, herbalist from the Black Forest

Underestimating. Chorts are the somewhat smaller kin of fiends and bumbakvetches. Yet any adventurer who thinks 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 some of the most dangerous monsters known to man.

Mistaken Identity. Legends often mistake chorts for sylvans, ascribing to them the ability to speak, stand on two legs, gobble up cabbage, play pranks and work mischief around the household. The arrival of a true chort in a region soon puts an end to such tales. The creatures do not speak, at best communicating with each other through grunts, snorts and moans. They get about on four legs and as for their "mischief"... they destroy farmsteads, devouring anything that can be devoured, including cabbage, if such is available, but also extending to poultry, pork, the family dog and then the family itself.

Tactics. Chorts fight with little finesse, running straight towards their opponent and trying to knock him to the ground with the force of their charge. After downing their foe they bite, kick and strike with their claw-tipped paws.


Chort

Huge fiend, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 102 (12d12 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 15 (+2) 4 (–3) 15 (+2) 6 (–2)

  • Skills Perception +6
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Prone
  • Senses Darkvision 60 Ft., passive Perception 16
  • Languages
  • Challenge 9 (5000 XP)

Charge. If the chort moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (3d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or 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.

Doppler

"Your package? Your brother picked it up. You know, you two're damn near identical... Hey! Where you running off to?!"

– Hanne Kluger, postmaster

Dopplers, also known as vexlings or changelings, are beings able to take on the form of any humanoid or animal 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 or witcher medallions will signal a doppler's presence - they emanate the same aura as the being whose form they have assumed. This, combined with their incredible intellect and cunning, would make dopplers supreme assassins or thieves - had not nature endowed them with generous and timid spirits which make them avoid the shedding of blood at all costs.


Doppler

Small monstrosity (shapechanger), neutral good


  • Armor Class 13
  • Hit Points 22 (4d6 + 8)
  • Speed 30 ft.

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

  • Skills Deception +4, Insight +3
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • 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.

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.



Fiend

Huge fiend, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 4 (–3) 15 (+2) 14 (+2)

  • Skills Perception +7
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Prone
  • Senses Darkvision 60 Ft., passive Perception 17
  • Languages
  • Challenge 13 (10000 XP)

Charge. If the fiend moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. The fiend can then make a claw attack as a bonus action against the proe creature.

Regeneration. The fiend regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The fiend makes two attacks: one claw attack and one ram attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) bludgeoning damage.

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 throw against this magic or be charmed by the fiend. The charmed target appears visibly dazed, incapacitated, blind to all but the fiend's glowing third eye, and has a speed of 0. Each time the fiend or the fiend's allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the fiend is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions

The fiend 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 fiend regains spent legendary actions at the start of its turn.

  • Claw. The fiend makes one claw attack.
  • Ram. The fiend makes one ram attack.
  • Charge (Costs 2 Actions). The chort moves up to its movement speed and then makes a ram attack.

Godling

"Not too long ago the areas around peasant hamlets were chock full of guardian spirits. Today it's nigh unto impossible to spot a brownie, bucca or lutin. And godlings, they are always the first to go. Such is the price we pay for civilization's forward march."

– From the preface to "The World We Have Lost," by Professor Dorregaray

Appearances. Godlings (sometimes mistaken for lutin) are woodland creatures dwelling in burrows and moss-covered hollow stumps on the outskirts of human settlements. They are similar to children in behavior and appearance, and, like children, delight in mischief. Godlings are deeply rooted in their home territory and perform acts of care and guardianship to those dwelling near their burrows. They watch over people as well as animals, but, shy creatures by nature, they try to do so while remaining unseen. Godlings are drawn to joy and innocence, and so delight in the company of children and usually only show themselves to the young.

Childlike Nature. These hard-working and clever creatures gladly perform small services for those in their care, asking only for respect and payment in the form of food or cast-off tools in return. They are easily offended by churlish, ungrateful or simply rude behavior. Godlings also treasure their peace and quiet. When the village a godling watches over becomes too populous or its inhabitants forget the old ways, it will abandon its burrow for good and walk off to destinations unknown.


Godling

Small fey, neutral good


  • Armor Class 13
  • Hit Points 27 (6d6 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (–1) 15 (+2) 12 (+1) 10 (+0) 17 (+3) 11 (+0)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened, Exhaustion
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages Common
  • Challenge 1/2 (100 XP)

Innate Spellcasting. The godling's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: sleep, telekinesis 1/day: dream

Burdock Allergy. A godling exposed to burning burdock is poisoned and suffers a level of exhaustion at the end of every minute it spends 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.

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

"We never hunt in these woods. Never. Even if it means the whole village starves."

– Mulliver, ealdorman of Hoshberg in lower Aedirn

Leshens dwell in dense, primeval woods. Fiercely territorial creatures, they hunt with stealth and cunning as 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 enough to strike. Leshens old enough to earn the appellation "ancient" wield advanced skills and tactics that make them particularly dangerous.

Mark of the Leshen

Some leshens master the art of "marking," learning how to insert a part of their essence into an unknowing humanoid. If the leshen dies within 3 miles of the marked one, it returns to life within 5 (2d4) days. It also returns to life if the marked one moves within 3 miles of the location where it died after its death.

A Leshen's Lair

Leshens lair in ancient woods where they erect 3 ( 1d4+1) totems made of sticks and bone to cement their power in the region. While these totems exist, they are protected by 4 (1d4 + 2) wolves and need only be burnt to be destroyed. While these totems remain, so too does the lair. The lair's effects fade 1d10 days after the leshen's death.

Lair Actions

  • The leshen can call upon the magic of its lair to armor itself with barkskin.
  • The leshen restores 3d6 + 4 hit points to an animal within 60 feet.

Regional Effects

  • Plants in the lair and for 1 mile around are thick and overgrown.
  • Wolves, including dire wolves, are particularly common within the area in and around the leshen's lair.

Leshen

Large fey, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 207 (18d10 + 108)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 14 (+2) 18 (+4) 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 14
  • Languages
  • Challenge 11 (7200 XP)

Innate Spellcasting. The leshen's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components:

At will: entangle, spike growth

Shapechanger (Imp). 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

Multiattack. The leshen makes two slash attacks.

Slash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) 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.

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.

Nereid

First Appearances. According to the dwarves, nymphs appeared in the world centuries before the arrival of civilized races, possibly among the first living species to appear on the planet. By the 8th century, nereids and merpeople were influenced by Aen Seidhe culture and developed a distinct 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 underwater society together with merpeople and sea witches. As in the case of other nymphs, they are exclusively female but it is unknown whether do they have a mutagenous substance similar to the Water of Brokilon used by dryads.

Physical Appearance. One thing that makes them stand out near rusalki, their close kin found in lakes and rivers, is nereids' bluish or sea-greenish skin tone and often likewise hair. As other nymphs, nereids are attractive to humans, who sometimes depict them in erotic art along with the mermen, or tritons.

Mysterious Envoy. Around the 1240s, an odd boat with an equally strange girl named Sha was found ashore Cidaris city. Speculated to be an emissary of the kraken that was terrorizing the area, King Mathen wed her to his son and successor Ethain. While the marriage did not cause the attacks to cease, the subsequent violent events resulting in Mathen's death and Sha's jumping into the water never to appear again, eventually did.


Nereid

Medium fey, any alignment


  • Armor Class 13 (special***)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 16 (+3)

  • Damage Vulnerabilities fire
  • Damage Resistances cold
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Aquan, Elvish, Sylvan
  • Challenge 2 (450 XP)

Amphibious. The nereid can breathe air and water.

Underwater Camouflage. The nereid has advantage on Dexterity (Stealth) checks made while underwater.

Underwater Mantle. The nereid has an AC of 15 (natural armor) while submerged in water. Additionally, any part of the nereid submerged in 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.

Shaelmaar

"The earth's innards are home to mighty strange and 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."

– Ramus Vendenratz, Mahakam foreman.

Habitat. Shaelmaars spend most of their lives deep 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 burrow tunnels close to the surface, collapsing buildings and causing tremors in the process.

Tactics. Since shaelmaars are blind, they find their way by sensing vibrations and listening for sounds. Thus the best tactic when fighting such a monster is to hurl something heavy or noisy against a nearby boulder or wall. Then pray silently that the beast will roll towards the sound and knock itself out upon striking into the obstacle.

Unstoppaable. Clumsy shaelmaars might seem easy targets to hit, but when even your strongest blows bounce off the thick armor plating their backs, you realize they've little need to dodge. When threatened, a shaelmaar will curl up in a ball and roll forward with tremendous impetus, becoming an unstoppable force crushing everything in its path.

Appeaarance. Shaelmaars often vary in appearance. Some have shield shaped heads, and they come in a variety of colors.


Shaelmaar

Large monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 115 (10d10 + 60)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 22 (+6) 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 8 (3900 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: +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.


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.

Spriggan

"I was gathering berries, as one does this time of year, when suddenly the trees shook and I saw this... this thing..." – fragment of a story told by a woman returning from the woods.

Relatives. Spriggans are a subspecies of the monsters 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 quite fearsome, and, as they possess considerable strength, they are capable of doing great damage. Their appetite is such that they can devour more flesh than an army at a wedding.

Woodland Protector. Each spriggan has mastery over plants and is inextricably tied to them. Thus if someone destroys greenery in its domain, it immediately comes to punish the disturber.


Spriggan

Large fey, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 375 (30d10 + 210)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 24 (+7) 16 (+3) 26 (+8) 14 (+2)

  • Damage Vulnerabilities Fire
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened, Exhaustion, Prone
  • 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.
Torque

Sylvans like Torque, the creature helping Filavandrel in the short story The Edge of the World, is called a sylvan, but would instead use the statistics of a satyr.

Sylvan

"Sylvans are cruel, greedy and treacherous. Still, I prefer them to dh'oine."

– Yaevinn, legendary Scoia'tael commander.

Sylvans and Yakshas, a kindred species, are extremely rare woodland creatures whose appearance combines traits of goats and rotund men. These beings usually pose little danger, for they limit their contact with humans to playing harmless (though often bothersome) tricks and eating crops from their fields.


Firebreathing Sylvans

Some sylvans are patroned by dark powers. Such sylvans have a challenge rating of 6 (2300 XP) and gain the following attack, along with resistance to fire damage.

Fire Breath (Recharge 5-6) The sylvan exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.


Sylvan

Large fey, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 46 (4d10 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 12 (+1) 10 (+0) 14 (+2)

  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened, Prone
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Common, Sylvan
  • Challenge 4 (1100 XP)

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 start of its next turn. On a successful saving throw, the creature is immune to the sylvan's stench for 24 hours.

Actions

Multiattack. The sylvan makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage.

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

Large monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (–4) 10 (+0) 7 (–2)

  • Damage Vulnerabilities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 7 (2900 XP)

Hold Breath. The vypper can hold its breath for 1 hour.

Multiple Heads. The vypper has five heads. While it has more than one head, the vypper has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked 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.

Nimble Escape. While in water, the vypper can take the Disengage or Hide action as a bonus action on each of its turns.

Reactive Heads. For each head the vypper has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the vypper sleeps, at least one of its heads is awake.

Actions

Multiattack. The vypper makes as many bite attacks as it has heads or as many spit attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Spit. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d6 + 5) poison damage. A creature hit by this attack must also make a DC 16 Constitution saving throw or be poisoned for 1 minute, or until succeeding on the save, which can be repeated on the start of each of the creature's turns.

Specters

Specters, 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 stalk the roads at night. Even if this were their origin, barghests saints and sinners alike would need fear barghests, for they attack both with equal ferocity. Barghests are always connected with some sequence of tragic events that happened in the past and barghests result from a curse or a concentration of ill will.



























Tactics. Barghests, like wolves, are stronger in packs. Together they surround their prey, leaping at it and tearing it apart with their teeth. If their prey defends itself too determinedly, they strike it with a blast of phantom fire. Since they are fast and agile, they can easily evade attacks directed at them.



Barghest

Medium undead, neutral evil


  • Armor Class 13
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

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

  • Skills Stealth +4, Perception +3
  • Damage Immunities Fire
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 Ft., passive Perception 13
  • Languages Common
  • Challenge 1/2 (100 XP)

Illumination. The barghest sheds bright green light in a 5-foot radius and dim light for an additional 5 feet.

Keen Hearing and Smell. The barghest has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The barghest has advantage on an attack roll against a creature if at least one of the barghest's allies is within 5 feet of the creature and the ally isn't incapacitated .

Pounce. If the barghest moves at least 20 feet straight 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 the target is prone, the barghest 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: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Breathe Fire (6). Each creature within a 15 ft. cone in front of the barghest must succeed on a DC 13 Dexterity saving throw. A creature takes 10 (3d6) damage on a failed save, or half as much on a successful one.



Dire Barghest

Large undead, neutral evil


  • Armor Class 13
  • Hit Points 37 (5d10 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (–4) 12 (+1) 7 (–2)

  • Skills Stealth +4, Perception +3
  • Damage Immunities Fire
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 60 Ft., passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Keen Hearing and Smell. The barghest has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The barghest has advantage on an attack roll against a creature if at least one of the barghest's allies is within 5 feet of the creature and the ally isn't incapacitated .

Pounce. If the barghest moves at least 20 feet straight 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 the target is prone, the barghest can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Breathe Fire (5-6). Each creature within a 15 ft. cone in front of the barghest must succeed on a DC 15 Dexterity saving throw. A creature takes 13 (3d8) damage on a failed save, or half as much on a successful one.

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

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
10 (+0) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities 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 Sight. The wraith can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

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

Skeletal Servants (2/Day). The beann'she summons 4 (1d4+2) skeletons to fight alongside it.

Wail (5-6). A wave of howling force sweeps out from the beann'shie. Each creature in a 15-foot cube originating from the beann'shie must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage, is stunned until the start of the bean'shie's next turn, and is pushed 10 feet away from it. On a successful save, the creature takes half as much damage and isn't pushed or stunned.

In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from the bean'shie by the wail's effect, and the wail emits a horrific shriek audible out to 300 feet.

Eternal Battle

The site of a great and tragic battle might become cursed, typically due to the shear loss of life or the use of forbidden magics, causing those who died to rise again each day to relive their soldierly duties on the day of their deaths. To lift such a curse, one must collect a symbol of death, a symbol of hatred, a symbol of faith, and a symbol of courage and enter the fray, with the goal of defeating the draug at the center of the curse. Only once this is complete can the soldiers rest.

Regional Effects

The eternal battlefield has the following effects within it and around it.

  • The battlefield is covered with a spectral blue-green mist.
  • Soldiers who died during the final day of the battle rise again as ghostly undead, living out their final day of life over and over again.
  • The land is suffused with death, causing spells and class features with the sole purpose of restoring hit points to a creature to fail.
    
    

Draug

Mythic Monstrosity. The draug is a mythical creature, straight from ancient legends of heroes and epic deeds. When the hero enters the burning hells to rescue his beloved, or when he has to avenge his father's death, the draug is often his opponent. Why are poets so keen to cast this monster as the arch-enemy? Well, the draug is a wraith, so it fits any dark story featuring a curse or vengeance from the beyond. There's no telling how what it actually looks like, so its terrifying visage can be described in many ways without risking accusation of confabulation. Furthermore, it is a powerful creature, a prince of the damned, so it makes an ideal villain.

Undead Commander. As an arch-wraith, the draug never stoops to doing anything with its own hands. It has lackeys for that, always wraiths, revenants or other restless spirits. Having been a king or a commander in life, the draug retains its charisma in death, and its deathly subordinates always blindly obey its orders. Thus one needs to exterminate all manner servants on the way to its underground palace, wilderness keep or other foreboding abode. Only then can one face the draug itself. That's literary tradition for you.

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.



Draug

Huge undead, any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 162 (12d12 + 84)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 11 (+0) 24 (+7) 11 (+0) 11 (+0) 20 (+5)

  • Saving Throws Con +10, Wis +3
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Any Languages It Knew In Life
  • Challenge 16 (15000 XP)

Charge. If the draug moves at least 20 feet straight toward a target and then hits it with its longsword on the same turn, the target takes an extra 18 (4d8) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Actions

Multiattack. The draug makes two longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands to make a melee attack, plus 21 (6d6) necrotic damage.

Whirlwind. Each creature within 20 feet of the draug must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a successful one.

Arrows (Recharges 5-6). The draug commands a volley of flaming arrows to rain down from the sky. The arrows rain down at a point that it can see within 30 feet of it. Each creature in a 15-foot cube centered on that point must make a DC 18 Dexterity saving throw, taking 27 (6d8) piercing damage plus 30 (12d4) fire damage on a failed saving throw, or half as much damage on a successful one.

Trebuchet (Recharges 6). Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 52 (8d10 + 8) bludgeoning damage plus 40 (16d4) fire damage.

Reactions

Parry. The draug adds 4 to its AC against one melee attack that would hit it. To do so, the draug must see the attacker and be wielding a melee weapon.

Draugir

Infantry. The draug is a commander, and his wraith soldiers are called draughirs. The draug's will calls them into existence on battlefields or in cemeteries. Like the draug, they are borne of damned souls and trapped shells created from the remnants of arms and armor, machines and corpses torn apart by scavengers.

Draug Servant. The draugirs are absolutely bound by the draug's orders. They feel no fear or pain, they cannot be forced to retreat. They are ideal soldiers. Their coming is always sudden, so one must remain constantly vigilant in the presence of their leader, for his subordinates appear in dire moments to defend the draug and tip the scales in his favor.

In Combat. These wraiths are protected by heavy armor and a shield. An adventurer should first force them to expose themselves, knocking away their shields and grinding down their armor. The best chance to wound the creature comes when the draugir charges. One should evade the attack and lunge at its unprotected back. The monsters are slow in the battle, so one needs to weaken them methodically with strong sword blows, and then finish them off. In life, draugirs were soldiers or knights, and in death they retain their proficiency in combat, so one needs to defend oneself against their blows - their lethal counterstrikes in particular - with extreme care.


Draugir

Medium undead, any alignment


  • Armor Class 20 (plate, shield)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 20 (+5)

  • Saving Throws Con +4, Wis +2
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Any Languages It Knew In Life
  • Challenge 5 (1800 XP)

Charge. If the draugir moves at least 20 feet straight 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.

Spectral Archer

These soldiers fire volleys of flaming arrows at the soldiers running across the battlefield at the sound of a horn.


Spectral Archer

Medium undead, any alignment


  • Armor Class 16 (studded leather armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)

  • Skills Acrobatics +6, Perception +3
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Any Languages It Knew In Life
  • Challenge 4 (1100 XP)

Archer's Eye. As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.

Actions

Multiattack. The spectral archer makes two attacks with its longbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 5 (2d4) fire damage.

Spectral Soldier

These soldiers take control of humanoids entering the site of the battle, attempting to carry out their orders while within the bodies of the possessed.


Spectral Soldier

Medium undead, any alignment


  • Armor Class 17 (splint)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 20 (+5)

  • Skills Athletics +5, Perception +2
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Any Languages It Knew In Life
  • Challenge 4 (1100 XP)

Ethereal Sight. The spectral soldier can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Actions

Multiattack. The spectral soldier 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 7 (2d6) necrotic damage.

Possession (Recharge 6). One humanoid that the spectral soldier can see within 5 ft. of it must succeed on a DC 15 Charisma saving throw or be possessed by the spectral soldier; the spectral 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 soldier can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, 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.

Ethereal

"The human mind is as wild and unexplored a place as any land far beyond the seas. It is inhabited by manifold dangers – fears, painful memories, traumas. These lurk on the edge of our consciousness, like predators waiting for a moment of weakness in which to reveal themselves... and destroy us."

– Arturius Vigo, "The Essence of Spells and Illusions." Appearance. The ethereal appears as a scarred and bloodied version of a living person, once good, now corrupted by evil, wrapped in ropes and clothed in tattered rags. The corrupting force could be something such as pride, greed, or even a succubus/incubus.

Tactics. Ethereals often appear in groups of identical appearance, fighting one at a time unless damaged during another's fight. Fighting in a style similar to the living person whose form it has taken, the ethereal need only be defeated for the curse to be lifted.


Ethereal

Medium undead, neutral evil


  • 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.


The Painted World

The painted world created in the mind of Iris von Everec was mainly populated by figures from her memories, but was also home to dangerous, predatory creatures: the embodiments of her fears. The most dangerous of these, the Ethereal, invoked her greatest fear – and wore the face of her husband.

The Ethereal resembled Olgierd in appearance and also fought using a technique similar to his. A group of six such creatures lay in wait for Geralt, yet at first only one engaged him in battle. This one's death awoke the next, which was more powerful than the first, and so it went to the end, with a stronger ethereal replacing a fallen weaker 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.

In the end, the best tactic against these nightmarish beings proved to be a well-timed counterattack.

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.


  • 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."



Hym

Large undead, neutral evil


  • Armor Class 16
  • Hit Points 114 (12d10 + 48)
  • Speed 20 ft., fly 20 ft. (hover)

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

  • Skills Stealth +3
  • Damage Vulnerabilities Radiant
  • 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 12 (8400 XP)

Ethereal Jaunt. As a bonus action, the hym can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Ethereal Sight. The hym can see 60 ft. into the Ethereal Plane when on the Material Plane and vice versa.

Incorporeal Movement. The hym 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 hym's innate spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: misty step, phantasmal force, phantasmal killer 1/day: dream, weird

Parasitic Possession. A creature possessed by the hym gains a form of indefinite madness from the "Madness of the Hym" table until the hym possesses another. If 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.

New Host. One Humanoid suffering from greater guilt than its current host the hym can see within 15 ft. of it must succeed on a DC 16 Charisma saving throw or be possessed by the hym; the hym then disappears until it is tricked or driven out in its new lair, and can't be targeted. When a hym leaves a host, it can never re-enter it.

The possession lasts until the creature's guilt is revealed to be false, if the creature dies, or if the hym chooses a new host.

Shadow Stealth. While in dim light or darkness, the hym can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the hym has disadvantage on attack rolls, ability checks, and saving throws.

Regeneration. The hym regains 10 hit points at the start of its turn if it has at least 1 hit point and is in dim light or darkness. If the hym takes radiant damage, this ability doesn't fuction at the start of the hym's next turn.

Actions

Life Drain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 4) 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, and the hym regains hit points equal to the amount of 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.

Legendary Actions

The hym 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 hym regains spent legendary actions at the start of its turn.

Misty Step. The hym casts misty step.

Long, Dark Shadows. The hym casts phantasmal killer.

Life Drain. The hym makes one life drain attack.

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.


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.


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.



Noonwraith

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 noonwraith 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 noonwraith 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.

Moonlight Weakness. While in moonlight, the noonwraith 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

Spectral Duplicates (2/Day). The noonwraith 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.

Reactions

Dust Cloud. The noonwraith adds 3 to its AC against one melee attack that would hit it, and the attacker becomes blinded until the noonwraith's next turn.


Wraith Duplicate

Medium undead, neutral evil


  • Armor Class 14
  • Hit Points 1 (1d1 + 0)
  • 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 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.


Painted Wraith

"Quite often a wraith is tied to an object, something it clung to during life, or a location, such as its place of death. In either case, we are dealing with the same causal agent: a strong emotional tie from which the wraith draws strength."

– Inigo Swann, "Beyond the Natural World."

Dead Artist. Lonely or troubled artists who die while painting, or near their paintings, become painted wraiths. Living within her painting, the wraith fiercely defends her corpse until her defeat.


Painted Wraith

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
10 (+0) 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 7 (2900 XP)

Ethereal Sight. The painted wraith can see 60 ft. into the Ethereal Plane on the Material Plane and vice versa.

False Appearance. While the painted wraith remains within its painting lair, it is indistinguishable from a normal painting of a woman.

Incorporeal Movement. The painted 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.

Actions

Multiattack. The painted wraith makes two life drain attacks.

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.


Iris Von Everec

Iris Von EVerec, neglected wife of Olgierd Von Everec, was a painted wraith, now made famous by the tales of the bard Dandellion, also known as Jaskier. She was particularly powerful, with a painting lair others could enter to confront the fears that had haunted her in life - and in death.

A Painted Wraith's Lair

Painted wraiths lair within paintings they made while alive, or, alternatively, a portrait of themself. These paintings become magical when the subject or artist dies a tragic death nearby, becoming in distinguishable from a normal painting, but also a special lair for the new wraith. Attacking the painting has no effect apart from those described.

Lair Actions

On initiative count 20 (losing initiative ties), the wraith takes one of the following lair actions. The wraith can't use the same effect two rounds in a row.

  • The painted wraith screeches, causing her painting to glow green. Until the painting is attacked (AC 10), the wraith regains 10 hit points at the end of each turn, including her own. The wraith regains all of its lost hit points if no one attacks the painting before the wraith is allowed to take another lair action.
  • The painted wraith extends its hand towards her painting, causing it to pour out pitch black smoke. The area 20 ft. in front of the painting becomes enveloped in magical darkness for one round.

Regional Effects

The room that contains the painted wraith's painting lair is warped by the wraith's magic, which has one or more of the following effects.

  • Torches within the area shed only dim light.
  • Paintings that are not the wraith's lair appear normal from a distance, but up close are twisted and macabe.
  • The room appears to stretch on as if a giant tunnel, twisting at the ends.
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.

Penitent

"I run back inside, hasp the doors, and then I hear it – someone whispering my name. Mikkjaaal, Mikkjaaal!"

- Mikkjal, Eldberg lighthouse keeper

Tactics. Wherever this wraith haunts immediately becomes enveloped in thick fog and darkness - and those that wander into it usually never return. In order to defeat a penitent, one must remain in constant motion in order to 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 break that bond as soon as possible.

Lifting the Curse

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 pentitent no longer returns to the land of the living. Penitents, therefore, guard there lairs at all times and do not stray from them. If the penitent is defeated, but its lair not destroyed, it reappears in 1 (1d4 - 1) day.


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 with its longsword and one with its lantern.

Lantern. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Vanish (5-6). The penitent steps into the Ethereal Plane, leaving behind 4 (1d4+2) wraiths in its place.

A Penitent's Lair

A penitent's lair can be located anywhere the act of a great and tragic loss of lives occured. This could include battlefields, lighthouses whose operators failed to light way, or the graveyards of large ships.

Lair Actions

On initiative count 20 (losing initiative ties), the penitent takes a lair action to cause one of the following effects; the penitnet can't use the same effect two rounds in a row.

  • Magical darkness appears in a 15 ft. radius centered on a point within the lair of the wraith's choosing. The wraith's sight is not hindered by this darkness.

  • Magical fog accumulates in a 20 ft. radius centered on a point within the lair of the wraith's choosing. Its area of effect is heavily obscured and it cannot be dispersed until the next time the wraith uses a lair action, when it vanishes. The wraith's sight is not hindered by this fog.
  • The wraith stretches out its hand, causing wind to whirl about, chilling the air and creating light snow. Water freezes and smooth ground within 30 ft. of the wraith becomes coated in frost. A creature starting its turn on ice, or moving onto ice, must make a DC 13 Dexterity saving throw or fall prone.

Regional Effects

  • The area for one mile around the penitent's lair is filled with low-hanging fog, lightly obscuring everything.
  • Those who die within one mile of the penitent's lair rise again as wraiths. These wraiths vanish when the lair is destroyed.
Catriona Plague

Named for the ship it was brought to Cintra on, the Catriona Plague ravages the land and the people living in it. Adventurers and the people they meet may be working to research or cure the disease, or may themselves be, or become, infected.

Catriona Plague. When a Humanoid creature is bitten by a creature that carries the disease, such as a rat or flee, or when it comes into contact with filth, a corpse, or offal contaminated by the disease, the creature must succeed on a DC 13 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.


Plague Maiden

"Patients seem to have hallucinations of a woman covered in scabs and boils, with rats scurrying about all around her. These ravings subsided after an administration of henbane and poppy extract."

– Joachim von Gratz's notes, Vilmerius Hospital in Novigrad

Appearances. When plague ravages a region, a spirit will sometimes walk its lands, a ghost resembling an ill woman whose flesh rots off her bones and in whose wake crawls a 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. Yet it is certain that she delights in dealing pain and suffering, in hearing the howling and moaning of men. Many have called into question the very existence of plague maidens, or pestae, as they are sometimes called. Only two sightings of such a creature have ever been recorded, both during times of raging epidemic.

Plague Maiden's Curse. As the name "plague maiden" suggests, these wraiths take the appearance of females, though exactly why that is remains a mystery. Some speculate they, like other such specters, arise from the powerful emotional charge associated with certain circumstances of death, such as death preceded by a long and particularly painful illness.

Tactics. Not much is known about how to fight a plague maiden, though one can assume they possess many traits in common with other phantoms and wraiths. They undoubtedly pose a great danger through the contagious illnesses they carry.

Plague Maiden's Curse

The plague maiden is typically bound to the area 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 maiden's rise when women are left to die of painful or horrific diseases alone, abandoned by friends, family, and lovers. Thus, forgiveness lifts the curse. The curse is also lifted if the wraith kills the object of her wrath while within proximity of her bones. If the curse is not lifted and the plague maiden is defeated, she reappears in 2 (1d4) hours. If the plague maiden's bones were moved before the curse was lifted and she is not killed, she is free to roam the world, and gains the following abilities.

Ethereal Jaunt. As a bonus action, the wraith can 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.
  • A creature entering the area or there for more than 24 hours must make a DC 13 Constitution saving throw or become infected with the Catriona Plague, detailed in the sidebar on the next page.


    Pesta

    A pesta is a higher form of the plague maiden. It has a CR of 10 (5900 XP) and gains the following ability.

    Innate Spellcasting. The pesta's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

    At will: poison spray

    2/day: contagion, harm,insect plague


Plague Maiden

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
10 (+0) 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 7 (2900 XP)

Death Locusts. Upon its defeat, the plague maiden is replaced by 3 (1d4) swarms of insects.

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 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.


Fyke Isle

A horrible curse had befallen Fyke Isle and the tower that stood upon it. The isle had been haunted since the day mice had invaded to devour the lord, the lord's family, and his mage, and fishermen feared to sail the lake, putting yet another dent in the already battered local economy. The lord's daughter, Annabelle, haunted the isle and deceived Geralt into allowing her to kill her former lover, the fisherman Graham. The curse was lifted, however, the isle no longer being the plague maiden's lair.

Rat Wizard

A wizard who dies near the presence of a large number of rats might rise again as a rat wiard - a specter with power to control rats.

Cut Content

The rat wizard, being cut content for the Witcher 3: Wild Hunt, was meant to be the wizard in the tower alongside Annabel, the pesta of Fyke Isle.


Rat Wizard

Medium undead, any alignment


  • Armor Class 12
  • Hit Points 45 (10d8 + 0)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 17 (+3)

  • Skills Arcana +3, History +3
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Any Languages It Knew In Life
  • Challenge 3 (700 XP)

Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.

Incorporeal Movement. The rat wizard 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 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.

Origins. According to some philosophers, everything we do in life leaves a permanent trace in the delicate matter which makes up our souls. Evil deeds, especially harm done to innocent creatures, can torment the soul of a sinner and cause it to remain restless, even after death. Each day the spirit trapped by the umbra goes out to beg forgiveness from the one whose ire binds them to the Material Plane, each day losing awareness and transforming into the umbra before tormenting the person and feeding on their blood.

Appearance. The umbra can only be made visible by injesting Graytop Mushrooms or another powerful hallucinogens. Horses, and perhaps other mounts, are fully capable of seeing the umbra. While visible, the umbra has a dark purple, swirled body, black eyes, red spectral mist flowing from it, and bright yellow hair, and takes the form of the innocent creature it killed. The spirit inside the umbra has no knowledge of its more vicious tendencies.

Graytop Mushrooms

Extremely rare and nearly extinct, these mushrooms can be brewed into a stew and 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 umbra for the next number of hours equal to the time it slept. The creature can also have fully fledged conversations with its mount, as if under the effects of Speak with Animals.


Umbra

Medium humanoid, unaligned


  • Armor Class 15
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
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.


Lifting the Curse

Like the plague maiden, lifting this curse focuses on forgiveness. Unlike the plague maiden, however, the umbra is the one who must be forgiven, by the person whose ire binds it to this world. Alternatively, the spirit can be forgiven by a 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 in 5 (1d10) days.

Apparition

Appearance. Floating from an umbra's grave like two will-o'-whisps, the apparitions, for some unknown reasons, take the appearance of large black panthers.


Apparition

Medium undead, unaligned


  • Armor Class 12
  • Hit Points 13 (3d8 + 0)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (–4) 14 (+2) 7 (–2)

  • Skills Perception +4, Stealth +4
  • 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 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.


Lesser Wraith

"Finish all your business before you die. Bid your loved ones farewell. Write your will. Apologize to those you've wronged. Otherwise, you'll never truly leave this world"

– 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 groups agree, however, on what happens to spirits who, for one reason or another, remain in our world after their body breathes its last: they transform into wraiths. To hear their mournful howls, one can surmise this is not a fate to be envied.

Appearances. Wraiths are usually encountered at night, near cemeteries, catacombs and other such burial places, or else near the places that were important to them in life: abandoned homes, crumbling castles or forgotten bridges.

Curse. Wraiths suffer endless, indescribable pain. Filled with anger and a sense of having been wronged, they both envy the living and brim with overwhelming hatred for them. Like other specters, they are immaterial, meaning they are not harmed by fire or poison.


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.

Vampires

Vampire 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.



Alpor

Medium undead, unaligned


  • Armor Class 26
  • Hit Points 230 (20d10 + 120)
  • Speed 90 ft.

STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 22 (+6) 10 (+0) 12 (+1) 22 (+6)

  • Skills Stealth +13
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 120 Ft., passive Perception 11
  • Languages
  • Challenge 23 (50000 XP)

Blood Frenzy. The alpor has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Evasion. If the alpor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the alpor instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Freedom of Movement. The alpor ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Regeneration. The alpor regains 10 hit points at the start of its turn. If the alpor takes radiant damage, this 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 points and doesn't regenerate.

Shapechanger. The alpor can use its action to polymorph into a Medium female humanoid, a Medium wolf, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Turn Immunity. The alpor is immune to effects that turn undead.

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.

Innate Spellcasting. The alpor's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: dream

Actions

Multiattack. The alpor makes three claw and one bite attack.

Bite (vampire or wolf form only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature that is grappled by the alpor, incapacitated, or restrained. Hit: 26 (3d12 + 7) piercing damage plus 13 (3d12) necrotic damage. The target's hit point 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. A creature hit by this attack must also make a DC 20 Constitution saving throw or fall asleep until taking damage, or until another creature takes an action to wake it.

Claw (vampire form only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) slashing damage damage.

Stunning Screech (5-6). The alpor unleashes a horrifying screech in a 20 ft. cone in front of them, which can be heard up to 300 ft. away. Each creature within the cone must make a DC 20 Constitution saving throw. On a failed save, a creature takes 12d8 thunder damage, is pushed 15 feet away, and stunned. On a successful save, the creature takes half as much damage and isn’t pushed or stunned. In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from the alpor.

Legendary Actions

The alpor 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 alpor regains spent legendary actions at the start of its turn.

  • Claw. The alpor makes a claw attack.
  • Movement. The alpor moves up to its movement speed without invoking opportunity attacks.
  • Bite (Costs 2 Actions). The alpor makes a bite attack.
Vereena

Vereena was a Night Queen Bruxa living with the werebear Nivellen in the short story A Grain of Truth. While she truly loved Nivellen, she also tried to adle his mind so she could rule the wood alongside him.

Bruxa

"If you must travel through the woods, steer clear of any places where you can hear several different kinds of birds at once. That sound means you're entering a bruxa's territory and can kiss your life farewell."

– anonymous piece of advice

Appearances. Fortunately for us all, bruxae are rare creatures. Most live far from population centers, for they care greatly for their own safety and make their lairs in places where they cannot be taken by surprise. Those who decide to live near men avoid crowds and emerge from their shelters only at night. When they do, one could almost mistake them 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, but their greatest asset is their ability to turn invisible.

Tactics. Bruxae dart about with uncanny speed, and with their power of invisibility they can easily confuse opponents and attack unexpectedly or from behind. Bruxae use their sharp claws to attack and can easily break through an opponent's guard by buffeting him with a hail of blows from all directions.



Bruxa

Medium undead, unaligned


  • Armor Class 15
  • Hit Points 105 (10d10 + 50)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 24 (+7) 20 (+5) 10 (+0) 12 (+1) 12 (+1)

  • Skills Stealth +11, Perception +5
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 120 Ft., passive Perception 15
  • Languages
  • Challenge 15 (13000 XP)

Blood Frenzy. The bruxa has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Pack Tactics. The bruxa has advantage on an attack roll against a creature if at least one of the bruxa's allies is within 5 feet of the creature and the ally isn't incapacitated .

Shapechanger. The bruxa can use its action to polymorph into a Medium female humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Turn Immunity. The bruxa is immune to effects that turn undead.

Vampiric Fortitude. If damage reduces the bruxa 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 bruxa drops to 1 hit point instead.

Actions

Multiattack. The bruxa makes three claw attacks and a bite attack.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature that is grappled by the bruxa, incapacitated, or restrained. Hit: 27 (3d12 + 8) piercing damage plus 13 (3d12) necrotic damage. The target's hit point 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: +12 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) slashing damage damage.

Stunning Screech (5-6). The bruxa unleashes a horrifying screech in a 20 ft. cone in front of them, which can be heard up to 300 ft. away. Each creature within the cone must make a DC 18 Constitution saving throw. On a failed save, a creature takes 12d8 thunder damage, is pushed 15 feet away, and stunned. On a successful save, the creature takes half as much damage and isn’t pushed or stunned. In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from the bruxa.

Invisibilty. The bruxa magically turns invisible as a bonus action until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the bruxa wears or carries is invisible with it.

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

Medium undead, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 14 (+2) 8 (–1) 14 (+2) 8 (–1)

  • Skills Perception +6, Stealth +6
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened, Exhaustion
  • Senses Blindsight 60 Ft., passive Perception 16
  • Languages
  • Challenge 12 (8400 XP)

Blood Frenzy. The ekimmara has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. The ekimmara can't use its blindsight while deafened.

Keen Hearing. The ekimmara has advantage on Wisdom (Perception) checks that rely on hearing.

Spider Climb. The ekimmara can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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.

Actions

Mulitattack. The ekimmara makes three claw attacks and a bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature that is grappled by the ekimmara, incapacitated, or restrained. Hit: 13 (2d6 + 7) piercing damage plus 10 (3d6) necrotic damage. The target's hit point 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: + 10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Instead of dealing damage, the ekimmara can grapple its target (escape DC 18)

Invisibility. The ekimmara can turn invisible as a bonus action, which lasts until it makes an attack or loses concentration (as if concentrating on a spell).

Legendary Actions

The ekimmara 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 ekimmara regains spent legendary actions at the start of its turn.

  • Claw. The ekimmara makes a claw attack.
  • Invisible Movement. The ekimmara turns invisible and then moves up to its movement speed.
  • Bite (Costs 2 Actions). The ekimmara makes a bite attack.

Fleder

"The deceased's corpse was completely mutilated. All that remained of the nose was a hole clotted with blood. One eye socket had been torn off. Seeing this, Sergeant Dovate vomited profusely and the administration of smelling salts was required. The investigation has been discontinued and the deed attributed to a supernatural being."

– fragment of a Toussaint Ducal Guard report

Appearance. Fleders are classified as lesser vampires. Though weaker than the rest of their ilk in every aspect from 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.



    Animalistic Intelligence. Compared to other vampires, fleders display meager intelligence, seen most clearly in the mindless rage which causes them to try with all their might to attack and tear to shreds any weaker being.

Leap. When fighting fleders, it is best to take advantage of their particular method of movement. These creatures do not run, but they do try to catch their prey and knock it over by leaping. Knowing this behavior, one can plan the fight appropriately and not let oneself be caught by surprise.



Fleder

Medium undead, unaligned


  • Armor Class 13
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 5 (–3) 12 (+1) 8 (–1)

  • Skills Stealth +4, Perception +3, Athletics +5
  • Damage Vulnerabilities Fire
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 60 Ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Ambusher. The fleder has advantage on attack rolls against any creature it has surprised.

Blood Frenzy. The fleder has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. The fleder can't use its blindsight while deafened.

Keen Hearing. The fleder has advantage on Wisdom (Perception) checks that rely on hearing.

Spider Climb. The fleder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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 running start. If the fleder performs this leap and then hits 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 fleder can make one bite attack against it as a bonus action.

Sunlight Sensitivity. While in sunlight, the fleder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Surprise Attack. If the fleder surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 4 (1d6) damage from the attack.

Turn Immunity. The fleder is immune to any effect that turns undead.

Regeneration. The fleder regains 10 hit points at the start of its turn. If the fleder takes fire damage, this trait 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 and doesn't regenerate.

Actions

Multiattack. The fleder makes two attacks, only one of which can be with its bite.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature that is grappled by the fleder, incapacitated, or restrained. Hit: 8 (2d4 + 3) piercing damage plus 7 (3d4) necrotic damage. The target's hit point 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).



Protofleder

Medium undead, unaligned


  • Armor Class 14
  • Hit Points 51 (6d8 + 24)
  • Speed 30 ft.

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

  • Skills Athletics +6, Perception +4, Stealth +5,
  • Damage Vulnerabilities Fire
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 60 Ft., passive Perception 14
  • Languages
  • Challenge 2 (450 XP)

Ambusher. The protofleder has advantage on attack rolls against any creature it has surprised.

Blood Frenzy. The protofleder has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. The protofleder can't use its blindsight while deafened.

Keen Hearing. The protofleder has advantage on Wisdom (Perception) checks that rely on hearing.

Illumination. The protofleder sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Spider Climb. The protofleder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The protofleder's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. If the fleder performs this leap and then hits with a claw 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 fleder can make one bite attack against it as a bonus action.

Sunlight Sensitivity. While in sunlight, the protofleder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Surprise Attack. If the protofleder surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 4 (1d6) damage from the attack.

Turn Immunity. The protofleder is immune to any effect that turns undead.

Regeneration. The protofleder regains 10 hit points at the start of its turn. If the protofleder takes fire damage, this trait doesn't function at the start of the protofleder's next turn. the protofleder dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The fleder makes two attacks, only one of which can be with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that is grappled by the protofleder, incapacitated, or restrained. Hit: 8 (2d4 + 3) piercing damage plus 7 (3d4) necrotic damage. The target's hit point 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: +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).

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

Medium undead, unaligned


  • Armor Class 13
  • Hit Points 68 (8d8 + 32)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 10 (+0) 18 (+4) 8 (–1)

  • Skills Athletics +9, Perception +6, Stealth +4
  • Damage Vulnerabilities Fire
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 60 Ft., passive Perception 16
  • Languages
  • Challenge 5 (1800 XP)

Ambusher. The garkain has advantage on attack rolls against any creature it has surprised.

Blood Frenzy. The garkain has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. The garkain can't use its blindsight while deafened.

Keen Hearing. The garkain has advantage on Wisdom (Perception) checks that rely on hearing.

Spider Climb. The garkain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The garkain's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Stench. Any creature that starts its turn within 10 feet of the garkain 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 garkain's stench for 24 hours.

Sunlight Sensitivity. While in sunlight, the garkain has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Surprise Attack. If the garkain surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Turn Immunity. The garkain is immune to any effect that turns undead.

Vampiric Fortitude. If damage reduces the garkain to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the garkain drops to 1 hit point instead.

Actions

Multiattack. The garkain makes two attacks, only one of which can be with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature that is grappled by the garkain, incapacitated, or restrained. Hit: 13 (2d6 + 7) piercing damage plus 10 (3d6) necrotic damage. The target's hit point 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: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) slashing damage. Instead of dealing damage, the garkain can grapple the target (escape DC 17).

Psychic Blast (5-6). The garkain magically emits psychic energy. Each creature within 15 feet of it must succeed on a DC 14 Intelligence saving throw or take 16 (4d6 + 4) psychic damage and be stunned for 1 minute, on a success, a creature takes half that damage and is not stunned. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Alpha Garkain

Medium undead, unaligned


  • Armor Class 13
  • Hit Points 85 (10d8 + 40)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 10 (+0) 18 (+4) 8 (–1)

  • Skills Athletics +10, Perception +7, Stealth +5,
  • Damage Vulnerabilities Fire
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 60 Ft., passive Perception 17
  • Languages
  • Challenge 8 (3900 XP)

Ambusher. The alpha garkain has advantage on attack rolls against any creature it has surprised.

Blood Frenzy. The alpha garkain has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. The alpha garkain can't use its blindsight while deafened.

Keen Hearing. The alpha garkain has advantage on Wisdom (Perception) checks that rely on hearing.

Spider Climb. The alpha garkain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The alpha garkain's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Stench. Any creature that starts its turn within 10 feet of the alpha garkain 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 garkain's stench for 24 hours.

Sunlight Sensitivity. While in sunlight, the alpha garkain has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Surprise Attack. If the alpha garkain surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Turn Immunity. The alpha garkain is immune to any effect that turns undead.

Vampiric Fortitude. If damage reduces the alpha garkain 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 alpha garkain drops to 1 hit point instead.

Actions

Multiattack. The alpha garkain makes two attacks, only one of which can be with its bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature that is grappled by the alpha garkain, incapacitated, or restrained. Hit: 13 (2d6 + 7) piercing damage plus 10 (3d6) necrotic damage and 10 (2d6 + 4) poison damage. The creature must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, plus the amount of poison 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: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) slashing damage plus 10 (3d6) necrotic damage. Instead of dealing damage, the alpha garkain can grapple the target (escape DC 18).

Psychic Blast (5-6). The alpha garkain magically emits psychic energy. Each creature within 30 feet of it must succeed on a DC 14 Intelligence saving throw or take 16 (4d6 + 4) psychic damage and be stunned for 1 minute, on a success, a creature takes half that damage and is not stunned. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.



Unseen Elder

Medium undead, unaligned


  • Armor Class 23 (natural armor)
  • Hit Points 585 (30d20 + 270)
  • Speed 240 ft.

STR DEX CON INT WIS CHA
28 (+9) 30 (+10) 28 (+9) 28 (+9) 28 (+9) 28 (+9)

  • Saving Throws Str +17, Dex +18, Int +17
  • Skills Perception +17, Stealth +18
  • Damage Immunities Fire; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 240 Ft., passive Perception 27
  • Languages Common
  • Challenge 30 (155000 XP)

Innate Spellcasting. The unseen elder's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: misty step, hold monster

Blood Frenzy. The higher vampire has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Charge. If the unseen elder moves at least 30 feet straight toward a target and then hits it with its claw on the same turn, the target takes an extra 50 (12d8) slashing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Legendary Resistance (5/Day). If the higher vampire fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The unseen elder can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Regeneration. The unseen elder regains 30 hit points at the start of its turn. If the unseen takes damage from the bite of another unseen elder, this trait doesn't function at the start of the unseen elder's next turn. The unseen elder dies only if it starts its turn with 0 hit points and doesn't regenerate.


Shapechanger. The unseen can use its action to polymorph into a Medium humanoid, a Medium mist, or into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form 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 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.

Turn Immunity. The higher vampire is immune to effects that turn undead.

Actions

Multiattack. The unseen elder uses its frightful presence. The unseen elder then makes three attacks, only one of which can be a bite attack.

Bite (vampire form only). Melee Weapon Attack: +17 to hit, reach 5 ft., one creature that is grappled by the higher, incapacitated, or restrained. Hit: 42 (8d8 + 10) piercing damage plus 32 (8d8) necrotic damage. The target's hit point 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 (vampire form only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 60 (12d8 + 10) slashing damage damage. Instead of dealing damage, the vampire can grapple the target (escape DC 27).

Blood Drain (mist form only). Any creature within the higher vampire's space must make a DC 27 Constitution saving throw taking 41 (10d8) necrotic damage on a failure and half as much on a success. The target's hit point 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.

Legendary Actions

The unseen elder can take 5 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 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.

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

Medium undead, unaligned


  • Armor Class 15
  • Hit Points 115 (10d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 12 (+1) 12 (+1) 10 (+0)

  • Skills Perception +4, Stealth +6
  • Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 120 Ft., passive Perception 14
  • Languages Common
  • Challenge 11 (7200 XP)

Blood Frenzy. The katakan has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. The katakan can't use its blindsight while deafened.

Keen Hearing. The katakan has advantage on Wisdom (Perception) checks that rely on hearing.

Regeneration. The katakan regains 20 hit points at the start of its turn, or half as much in direct sunlight.

Shapechanger. The katakan can use its action to polymorph into a Medium humanoid or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sunlight Weakness. While in sunlight, the katakan has disadvantage on attack rolls, ability checks, and saving throws.

Turn Immunity. The katakan is immune to effects that turn undead.

Actions

Multiattack. The katakan makes two claw attacks and a bite attack.

Bite (vampire form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 6) piercing damage, plus 25 (3d12 + 6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claw (vampire form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 6) slashing damage. Instead of dealing damage, the katakan can grapple the target (escape DC 16).

Greater Invisibilty. As a bonus action, the katakan 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.

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

Large undead, neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 16 (+3) 14 (+2) 20 (+5)

  • Saving Throws Dex +9, Wis +6
  • Skills Perception +6, Stealth +9
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • Condition Immunities charmed, frightened
  • Senses blindsight 60 ft., passive Perception 16
  • Languages Common
  • Challenge 15 (13000 XP)

Aggressive. As a bonus action, the mula can move up to its speed toward a hostile creature that it can see.

Blood Frenzy. The mula has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Pounce. If the mula moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be grappled by the mula. If the target is prone, the mula can make one bite attack against it as a bonus action.

Regeneration. The mula regains 20 hit points at the start of its turn if it has at least 1 hit point.

Shapechanger. The mula can use its action to polymorph into a Large cloud of mist, a Medium male Humanoid, or back into its true form. Its statistics, other than its size and speed, are unchanged in any 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.

Actions

Multiattack.. The mula makes two attacks, only one of which can be a bite attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 17)

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 12 (3d4 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by the amount of necrotic damage taken. The target dies if this reduces its hit point maximum to 0.

Mindtrick (Recharge 5-6). The mula reaches into the mind of one creature it can see and forces it to make a DC 19 Wisdom saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as hostile mulas until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Legendary Actions

The mula 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 mula regains spent legendary actions at the start of its turn.

  • Claw. The mula makes a claw attack.
  • Bite (Costs 2 Actions). The mula makes a bite attack.

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

Small undead, unaligned


  • Armor Class 13
  • Hit Points 11 (2d6 + 4)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 5 (–3) 10 (+0) 8 (–1)

  • Skills Stealth +3, Perception +2
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Condition Immunities Charmed, Frightened
  • Senses Blindsight 60 Ft., passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)

Blood Frenzy. The plumard has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. The plumard can't use its blindsight while deafened.

Keen Hearing. The plumard has advantage on Wisdom (Perception) checks that rely on hearing.

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 .

Spider Climb. The plumard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the plummard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Turn Immunity. The plumard is immune to any effect that turns undead.

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 is fire or from a critical hit. On a success, the plumard drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature that is grappled by the plumard, incapacitated, or restrained. Hit: 4 (1d4 + 2) piercing damage plus 4 (2d4) necrotic damage. The target's hit point 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: 4 (1d4 + 2) slashing damage. Instead of dealing damage, the plumard can grapple the target (escape DC 13).

Appendix A: Encounters & Challenges

Random Encounters

While trekking through the wilderness or along the road, there are several dangers which characters might encounter in the North, beyond typical random encounters. If a DM desires, roll a d6 for each hour, day, week, month, or year of 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 6, in Nilfgaard, a random encounter occurs on a 6. For travel times of a week or more, the encounter might not represent all the encounters come across, but simply the most memorable one.

Abandoned Site

An abandoned site is a special kind of monster nest or bandit camp which was once a settlement. The villagers are eager to return to their homes, and will do so once the adventurers have slain the creaturers who have taken it over.

Bandit Camps

Bandit camps are locales where groups of bandits often hide out in the woods, in ruins or simple camps, and rob those on the roadway as they pass by. They are common throughout the North. Bandit camps often send a few bandits out to the road, while a second group of bandits wait at the camp within the woods itself. They do little beyond this though, and tend not to attempt any daring robbies or heists. Whether or not a bandit captain is a part of the group, there is at least one chest in the main camp containing a CR 0-4 treasure hoard.

Guarded Treasure

Sometimes monsters, having a strange natural affinity for valuables, discover shipwrecks or overturn carts before coming to guard these items. The treasure is a treasure hoard of a CR equal to the strongest creature in the group, and is contained within a chest, either from a shipwreck or merchant's cart.

Hidden Treasure

Sometimes spies, merchants, or other individuals hide their treasures in order to retrieve them later. Alternatively, an overturned cart may have tossed a valuable chest in such a fashion nature has hidden it, or a monster might have moved it. In either case, adventurers might find a corpse along the road or out in the wilderness, from which they can loot a key and papers (perhaps in the form of a letter, or ledger) which can lead them to the treasure, which is a CR 0-4 treasure hoard.


Monster Nest

Low CR monsters, such as harpies, nekkers, or ghouls construct nests, where they lay their young and store their treasures. Monsters are plentiful around their nests, and the nest contains a CR 0-4 treasure hoard.

Contracts

People in villages, towns, and cities are willing to pay dearly for the slaying of monsters. They post these jobs on notice boards outside inns and taverns, and adventurers looking to undertake them can haggle for better pay with the contract giver, who might have taken an offering to hire adventurers to slay the monster. Adventurers who undertake contracts can expect to go through the following phases after talking to the contract giver.

Eyewitness Accounts. The adventurers are directed to eyewitnesses - anyone who has seen the monster, or evidence 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 eyewitness gives as much information as they can, describing what they saw and where. It is possible there are no eyewitnesses.

Site of the Attack. The adventurers visit the site of the attack. This is where the most information can be gathered. A DM lay out an attack site should consider the monster's attacks and what kind of effects they would have on a person. A person previously thought to be dead might be found, having dragged him or herself away from the site, leaving 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 facing. Another twist might be that the monster is a Humanoid posing as a monster, or the whole thing could be some kind of ambush.

Following Tracks. Tracks or scent lead from the site of the attack to the monster's lair, which a skilled tracker can follow. Monsters tend to prefer lairing in caves, but a flying monster might be found in a nest in the wilderness or flying. If the monster is a specter, this is when the adventurers gather the 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, the adventurers will spend this time acquiring an animal or herb which they will use to lure the monster out of hiding. Buckthorn is a root with a horrid stench known for growing on riverbeds and luring griffins. Even if the monster turned out to be a fake, this probably involves following Humanoid tracks or scents.

Facing the Monster. Adventurers might be able to communicate with intelligent monsters, avoiding a fight, and 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.