BESTIARY

Know Your Prey

Foglet
☠☠
Necrophage
HP
45
AC
14
ATK
+5
DMG
2d6+3
Fog Teleport, Phantasmal Duplicates, Ambush Tactics
Moon Dust, Necrophage Oil, Aard
Encountered and defeated at Murky Hollow on Day 2. Dangerous predator that uses fog and illusions to disorient prey.
Drowners
Necrophage Pack
HP
18
AC
11
ATK
+3
DMG
1d6+2
Blood Frenzy, Drag Under, Pack Tactics
Necrophage Oil, Igni, Yrden
Encountered at Anchor on Session 5 (Days 6-12). Dangerous water creatures that plagued the area near the settlement.
Twisted Witchers
☠☠☠
Mutant Experiments
HP
55
AC
16
ATK
+6
DMG
2d8+4
Mutant Reflexes, Pain Immunity, Feral Strike, Explode on Death
Specter Oil, Axii
V's corrupted experiments. Four encountered and defeated at Kaer Graad on Days 17-18 (Session 6). Horrifying amalgamations of witcher and monster.
Water Hag
☠☠
Water Elemental
HP
52
AC
14
ATK
+5
DMG
2d6+3
Water Form, Drown Curse, Summon Drowners, Aquatic Movement
Necrophage Oil, Igni (on land), Yrden
Encountered and killed at Anchor on Session 5 (Days 6-12). Terrorized the waters and surrounding settlement. Worked in tandem with Drowners.
Endrega & Queen
☠☠☠
Insectoid Colony
HP (Worker)
38
AC
15
ATK
+5
DMG
2d6+3
Chitin Armor, Venomous Stinger, Burrow Ambush, Queen: Egg-laying & Colony Command
Insectoid Oil, Igni, Aard
Encountered at Anchor mines on Session 5 (Days 6-12). Discovered sleeping figure & green pillar in Forgotten Ones' chamber. Killed the queen and workers. Kill the queen to scatter the hive.
Nightwraith
☠☠☠
Undead Spirit
HP
65
AC
15
ATK
+6
DMG
2d8+3
Ethereal Form, Wail, Life Drain, Curse
Specter Oil, Yrden, Moon Dust
Encountered and killed at Anchor on Session 5 (Days 6-12). Vengeful spirit that haunted the region. Yrden essential for combat.
Garkain
☠☠☠
Lesser Vampire
HP
65
AC
15
ATK
+7
DMG
2d8+4
Screech Stun, Life Drain, Darkness Cloud, Frenzy
Vampire Oil, Black Blood, Igni, Moon Dust
Known threat. A lesser vampire with devastating abilities. Active hunter that preys on humanoids in darkness.
Specters/Wraiths
☠☠
Incorporeal Undead
HP
40
AC
13
ATK
+5
DMG
2d6+3
Phase Shift, Wail, Life Siphon
Yrden (Essential), Specter Oil, Moon Dust
Known threat. Yrden is essential for combat. Tormented spirits trapped between worlds, incredibly dangerous in isolation.
Higher Vampire
☠☠☠☠☠
Ancient Vampire
HP
150+
AC
19
ATK
+10
DMG
3d8+6
Shapeshifting, Regeneration (15/round), Hypnosis, Mist Form, Multiattack, Legendary Resistance
Black Blood, Diplomacy (Cannot be permanently killed by witchers)
Known threat. Possibly the Pale Stranger. Cannot be permanently killed by conventional witcher means. Requires diplomacy or escape.
Griffin
☠☠☠
Aerial Predator
HP
75
AC
15
ATK
+7
DMG
2d8+4
Dive Attack, Wing Buffet, Aerial Advantage
Hybrid Oil, Aard, Grapeshot
Encountered and killed at Anchor on Session 5 (Days 6-12). Majestic yet brutal predator of the skies. Preyed on livestock in the area.
Fiend
☠☠☠☠
Relict
HP
120
AC
17
ATK
+9
DMG
3d8+5
Charge, Hypnotic Gaze, Roar, Trample
Relict Oil, Samum, Devil's Puffball
Known threat. A massive relict creature of immense strength. Ancient and primordial in nature.
Leshen
☠☠☠☠
Forest Spirit
HP
110
AC
16
ATK
+8
DMG
2d10+5
Root Network, Summon Wolves, Crow Storm, Forest Teleport, Regeneration via Totem
Relict Oil, Igni (Critical), Destroy Totem
Known threat. Ancient forest guardian with control over nature itself. Destroying its totem is critical to victory.
Katakan
☠☠☠
Greater Vampire
HP
80
AC
16
ATK
+7
DMG
2d8+5
Invisibility, Life Drain, Sonic Screech, Blood Scent
Vampire Oil, Black Blood, Moon Dust, Yrden
Known threat. A greater vampire of considerable age and power. Cunning hunter that preys on the unsuspecting.
Soldiers/Guards
Humanoid - Fodder
HP
12-18
AC
14-16
ATK
+3-4
DMG
1d8+2
Standard melee combat, Shield use, Formation tactics
Hanged Man's Venom, Superior tactics, Aard Sign
Common foot soldiers and guards. Dangerous in numbers but individually weak. Standard military training.
Elite Soldiers
☠☠
Humanoid - Trained
HP
30-40
AC
16-17
ATK
+5-6
DMG
1d10+3
Advanced combat training, Heavy armor, Coordinated tactics, Leadership
Hanged Man's Venom, Axii manipulation, Heavy armor disadvantage
Well-trained and heavily armored soldiers. Represent significant threat in organized groups. Professional warriors.
Assassins
☠☠
Humanoid - Rogue
HP
25-35
AC
14
ATK
+6
DMG
1d6+4+2d6
Sneak Attack, Poisoned Weapons, Stealth, Evasion
Hanged Man's Venom, Counterattack, Detection
Swift and deadly killers for hire. Poisoned weapons add significant threat. Encounter prevention is best defense.
Mages
☠☠-☠☠☠☠
Humanoid - Spellcaster
HP
30-60
AC
12-15
ATK
+6-9
DMG
Varies
Spellcasting (varies), Teleportation, Protective wards, Elemental magic
Hanged Man's Venom, Mage Slayer feat, Dimeritium, Dimeritium Bomb
Dangerous spellcasters with varied abilities. Mage Slayer is essential tool. Use Dimeritium to suppress magic.

⚔ Alchemical Preparation Guide ⚔

Oils

Necrophage Oil
Foglets, Drowners, Ghouls, Rotfiends: +1d6 damage
Specter Oil
Wraiths, Specters, Twisted Witchers: +1d6 damage
Vampire Oil
Garkains, Katakans, Higher Vampires: +1d6 damage
Insectoid Oil
Endrega, Centipedes: +1d6 damage
Hybrid Oil
Griffins, Sirens, Harpies: +1d6 damage
Relict Oil
Fiends, Leshens, Godlings: +1d6 damage
Hanged Man's Venom
Humanoids and humans: +1d6 damage

Bombs & Grenades

Grapeshot
3d6 shrapnel damage, 15ft radius
Moon Dust
Prevents shapeshifting/teleporting for 3 rounds
Devil's Puffball
2d6 poison damage per round, 3 round duration
Samum
Stun effect, DC 14 save
Dancing Star
2d6 fire damage, 10ft radius
Dimeritium Bomb
Suppresses magic in 15ft radius for 3 rounds
Northern Wind
Restrained effect, DC 14 save

Potions & Elixirs

Swallow
Heal 2d8+4 instantly
Cat
Night vision for 1 hour
Black Blood
Toxic blood deals 2d6 to creatures that bite for 30 min
Thunderbolt
+2 to attack and damage rolls for 10 minutes
Tawny Owl
Sign power increased by +2 for 30 minutes
White Raffard's
Full health restoration, once per day
Blizzard
Grants additional action immediately