If a target moves more than
Brawling +5
10m away from the golem, it
sluggish. Elementa oil is also good, as are spel s that incorpo-
can charge and make a pow-
Dodge/Escape +4
rate electricity. When struck by enough electricity a golem will
erful attack at -4 which does
freeze up as its magical bonds try to reassert themselves. Never
Athletics +2
10d6 damage and knocks the
block or parry a golem–their fists are so strong that they stand
target back 8m. If they strike
Awareness +8
a good chance of shattering any weapon. Since they’re con-
anything while flying back,
Stealth +2
the target takes appropriate
structs you can also forget bleeding wounds, poison, mind-af-
ramming damage as if from
Wilderness Survival +4
fecting spel s, or fire. Lastly but possibly most important, if
a horse.
Resist Magic +10
you see a golem charging at you... don’t be what it hits.
Constructed
Physique +10
A golem is immune to bleed-
ing, poison, fire, or spel s
that affect the mind or emo-
tions. They also cannot be
Loot
reasoned with and never run
out of STA.
Weapons
Golem heart
Resistances
Name
DMG
Effect
ROF
Random rune
Golems only take half dam-
age from piercing & slash-
Punch
8d6
N/A
1
Infused dust (1d6)
ing.
300
Threat
Hard
Difficult
Bounty
1500
Armor
10
INT
1
REF
13
DEX 10
BODY 15
SPD
7
EMP
1
CRA
1
WILL 9
LUCK 0
STUN 11
RUN 21
LEAP 4
STA
55
ENC 150
Height
Around 4m at the shoulders
REC 11
Weight
Around 1500kg
HP 110
Environment Remote areas of wilderness
VIGOR 0
Intelligence
About as intelligent as a dog
Organization
Solitary
301
Fiends
Vulnerabilities
Commoner Superstition (Education DC:18)
Relict Oil
Now, not many folks even know these whoresons exist. Heh, mostly stick to the mountains
from what I hear. What people do say’s pretty interestin’ though. These beasts are devils of ill Moondust Bombs
intent and they feed on the evil thoughts of men. If ya encounter one it’ll put ya into a deep A fiend caught in the area of
trance and feed on your darkest secrets. After it drains your mind dry it’ll tear ya limb from a moondust bomb cannot re-limb and feast on your corpse. Heh, if ya wanna stay safe, ya gotta make an evil eye pendant generate for the duration of
the bomb’s effect.
outta glass and ink. That’ll absorb the beast’s fell magics and whatnot.
–Rodolf Kazmer
Sensitive Hearing
When struck with a bomb or
caught in a loud, sharp noise,
Witcher Knowledge (Witcher Training DC:18)
a fiend is staggered.
Fiends are among the most dangerous relicts you can encounter on the Continent. They
are tremendous elk-like creatures, so large that even the most powerful Griffin School
Abilities
witcher couldn’t stagger them with the Aard Sign. When charging with their massive antlers it’s best to leap out of the way–nothing short of a stone wall will stop them. The beasts Regeneration
pose a tremendous threat, since not only are they tremendously strong, they heal almost as
A fiend regenerates 5 point of
you cut them and can hypnotize with a look. Contrary to the common supersition an evil
damage per round.
eye pendant will not protect you from a fiend’s hypnosis, which plunges you into a world of
Charge
darkness where all you can see is the fiend‘s glowing third eye.
If a target moves more than
At this point it will charge, aiming to spear you on its antlers.
10m away from the fiend,
Fiends are not demons, but relicts. There is some
it can charge and make a
Skills
debate as to their intelligence since they appear to be related
powerful horn attack at -4
which does 10d6 damage and
to the very smart and crafty succubi. However, fiends appear
Melee +9
knocks the target back 8m.
about as intelligent as your average bear and never act with
If they strike anything while
Brawling +8
complex reasoning. When fighting a fiend, stay light on your
flying back, the target takes
feet and dodge it. While you can block and parry, it is more
Dodge/Escape +7
appropriate ramming dam-
advisable to keep maneuvering around the fiend. Relict oil
age as if on a horse.
Athletics +5
can be tremendously useful when fighting a fiend, as well as
Massive Bulk
Awareness +10
moondust bombs to keep it from regenerating for a time and
Fiends are immune to Aard,
Stealth +1
or any effects that would
dimeritium bombs to stop the fiend’s hypnosis. Fiends also
knock them off their feet.
Wilderness Survival +6
have incredibly sensitive hearing–loud noises such as banging
Hypnosis
on a shield or the explosion of bombs can stagger them.
Resist Magic +10
A fiend can take a turn to
Endurance +7
hypnotize its foes. Anyone
looking at the fiend must
Courage +10
make a Resist Magic check
Physique +10
against the fiend’s Spell Cast-
ing or take a -4 to defense
or attacks against the fiend
Weapons
and be blinded to the terrain
Name
DMG
Effect
ROF
around them for 5 rounds.
Loot
Claws
6d6+2
N/A
2
Feral
Fiend eyes (3)
For the purposes of Aware-
Bite
7d6
Bleed (50%)
1
ness and Wilderness Surviv-
Fifth essence (1d10)
al, instinct gives them an INT
Horns
8d6
-1 ACC
1
Fiend dung (1d6)
of 8.
302
Threat
Easy
Complex
Bounty
10
Armor
0
INT
2
REF
5
DEX
/> 7
BODY 3
SPD
6
EMP
2
CRA
2
WILL 4
LUCK 0
STUN 3
RUN 18
LEAP 3
STA
15
ENC 30
Height
Around 1 meter
REC
3
Weight
Around 13kg
HP
15
Environment
Plains and forests
VIGOR 0
Intelligence As intelligent as dumb humans
Organization
Bands of 3 to 12
303
Nekkers
Vulnerabilities
Commoner Superstition (Education DC:12)
Ogroid Oil
Nekkers are horrendous little beasts. Heh, folk say they live under bridges and prey on travelers who get stuck or lose their way. They’re little hideous troll-like things that hunt in packs–ya get enough of ‘em together and they’ll strip a horse of flesh in a few minutes. If ya run into a group of nekkers it’s best to spur your horse and ride as fast as ya can. If you’re on foot, ya got Abilities
one hell of a problem. Heh, try lightin’ a torch and headin’ for a city. Fire should keep ‘em at bay long enough if you’re lucky.
Leader
–Rodolf Kazmer
Often, a group of nekkers will
be lead by a nekker chieftain.
As long as a chieftain is alive
Witcher Knowledge (Witcher Training DC:10) all nekkers in its warband
gain a +4 to courage. The
Nekkers are a quandry for some witchers, a strange middle ground between purely being a
chieftain is also capable of
giving orders to the rest of
monster and being a sentient race. They are short, ugly, bald creatures that tend to hide in the pack. These orders can be
holes and caves but will live just about anywhere. They will hunt down anything made of
quite complex.
meat that has a heartbeat and devour it from the top of its head to the tip of its toes. This obviously makes them a danger to the world at large, and thus most witchers kill them
Night Vision
Nekkers operate in areas of
with no great misgivings. However, nekkers have recently been discovered to be far more
dim light with no penalties.
intelligent than most give them credit for. They hunt in war bands led by a chieftain, they
wear loincloths and headdresses, sometimes carry staves, and
in some places even decorate their caves with primitive paint-
Nekker Chieftain
ings commemorating battles and hunts that they have gone
Skills
Nekker chieftains are usual-
on. All of this being said, they are still a threat to humanity and
ly slightly larger than regular
other sentient creatures.
Melee +5
nekkers. Some people think
If you have to fight a group of nekkers (which you like-
Brawling +5
that they are a larger breed of
ly will if you travel the war-torn roads in the Northern King-
Dodge/Escape +6
nekker, but it’s more likely that
doms) keep in mind that nekkers are pack hunters who take
(like humans) larger, more
Athletics +7
orders from a chieftain, and killing it should be a priority. The
powerful nekkers are chosen
chieftain will usual y wear a skull headdress and carry a staff of
Awareness +8
to be chieftains. They are often
some kind. Nekkers will try to gang up on you, so stay moving
Stealth +8
a reddish hue, possibly due to
constantly. Area of effect or cone-based attacks, such as spel s Wilderness Survival +8
war paint.
or bombs, are good to thin the ranks of the nekkers. Ogroid oil
Resist Magic +4
applied to a blade is also a good idea if you have some to hand.
INT
2
STUN 4
Technical y, nekkers are somewhat intelligent–with great dif-
Resist Coercion +9
REF
6
RUN 21
ficulty you might be able to convince them to leave you alone
Endurance +6
DEX
8
LEAP 4
if you show them more fruitful prey. In general, it’s not a great
Courage +6
BODY 4
STA
20
plan to stake your life on your diplomacy, though.
SPD
7
ENC 40
EMP
2
Loot
REC
4
CRA
2
Weapons
HP
20
WILL
5
VIGOR 0
Nekker teeth (1d6/2)
LUCK 0
Name
DMG
Effect
ROF
Nekker claws (2)
Claws
2d6
N/A
1
Nekker heart (1)
304
Threat
Medium
Difficult
Bounty
800
Armor
20
INT
3
REF
8
DEX
7
BODY 12
SPD
4
EMP
6
CRA
7
WILL 4
LUCK 0
STUN 8
RUN 12
LEAP 2
STA
40
Height
Around 2 meters
ENC 120
Weight
Around 150kg
REC
8
Environment
Mountains and valleys
HP
80
Intelligence As intelligent as dumb humans
VIGOR 0
Organization Solitary or groups of 2 to 3
305
Rock Trolls
Vulnerabilities
Commoner Superstition (Education DC:14)
Ogroid Oil
Most of the things folk know about trol s is about cave trol s, but how different can they be?
Heh, everybody knows trol s’re great builders and they work for vodka. Trol s can build all Soft Spot
sorts of masonry and whatnot. Ain’t too bright though. Folk say ya can trick a troll into A rock trol ’s stomach has
buildin’ a bridge, goin’ away, or just about anything else by promisin’ em a whole keg of only 5 points of armor and
does not have its damage re-
vodka, then givin’ ‘em a keg of water and tel in’ ‘em it’s a new recipe. I wouldn’t try it though.
sistances.
Whoresons have got one hell of a punch and I like my head on my shoulders.
–Rodolf Kazmer
Abilities
Witcher Knowledge (Witcher Training DC:14)
Crushing Force
To some extent it is true that cave, rock, and ice trol s are more similar than different.
Due to the incredible force
with which they punch, a
But the differences that do exist are very important, especial y if you have to fight one of troll cannot be parried and
these brutes. Yes, all trol s are what most people consider stupid. They are about as smart
does double abl
ation dam-
as the average young child and remain that way their entire lives. They are also very fond
age to weapons, shields, or
of alcohol of any variety, though their mass means that it takes vodka and other spirits to
armor.
real y get them drunk. It’s not advisable to trick a troll when it comes to vodka–they are
Thrown Boulders
tremendously strong and don’t take well to being fooled. Trol s have tremendously power-
When more than 6m from
ful punches which have been known to dent plate armor and
their target, rock trol s prefer
to throw boulders or other
crack even the most resilient shields, so dodging their attacks
bits or rubble that do 5d6
is preferable to trying to block and parrying is out of the ques-
damage. These boulders have
Skills
tion. Trol s of all varieties are very very accurate when it comes
a range of 16m.
to lobbing boulders at distant targets. If you get too far from
Brawling +8
Resistances
a troll you are currently fighting it will probably throw large
Rock trol s only take half
rocks at you, forcing you to dodge and slow down until it can
Dodge/Escape +5
damage from piercing,
close the distance again. Trol s have also been known to grab
Athletics +3
bludgeoning, and slashing.
and grapple targets, using their incredible strength to their ad-
Awareness +9
vantage.
Stealth +3
Now the differences. Don’t bother hiring rock trol s Wilderness Survival +7
Trolls Under Bridges
as builders—they’re useless. Rock trol s are smaller in stature
It’s not uncommon to find
than cave trol s, standing only two meters tall at most. How-
Resist Magic +8
trol s under bridges or living
ever they are incredibly heavy, with a hard plate of rock on
Resist Coercion +6
near to them. This is more
their back that acts as a natural shield against attacks from the
Endurance +8
common among cave trol s
rear. This means that unlike cave trol s, you must face a rock
Courage +10
but applies to rock trol s as
troll head on to do real damage to it. Trying to attack through
wel. Due to their strength and
the solid stone on a rock troll does very little damage, and just
the formidable crafting skil s
about any weapon will dull on its stony back.
Loot
of cave trol s, they are often
hired by towns to maintain
Troll skin (1d6)
Weapons
bridges and (in some cases)
Troll liver (1)
work as guards and toll collec-
Name
DMG
The Witcher Pen & Paper RPG Page 63