Beastiary of the Most Common Monsters
After the Conjunction of the Spheres many different beasts and monsters entered the known world, some simply by travel, others created by the new magic that flourished. Below are various beasts known to inhabit the Northern Realms, if you choose to NPC play a beast, keep in mind that your character won't be under any RRTL protection and is killable by anyone!
The monsters are unlockable per tier, each one needing a specific amount of XP. Tier 1 monsters are playable for anyone and don’t require to be unlocked. All monsters Tier 2 and above require a brief application to spend the XP.
Tier 1 and 2 monsters are regular monsters, where the higher the tier, the more abilities the monster has and the stronger they are. A human might be able to beat a tier one monster, but be outmatched by a tier 2 monster. Tier 3 monsters are sentient creatures who may try to blend in with the local population, though they need to feed or otherwise expose themselves regularly in order to survive. Tier 4 monsters can generally blend in within human settlements without arousing much suspicion or needing to feed or draw excess attention to themselves.
Tier 1
Tier 1 Monsters: 20 stat points, limit of 7 highest per stat
Ghouls
Often most active at night, ghouls hunt in packs, their favorite prey being humans. Once they kill a human, they often drag them back to their lair and let them 'ripe' for a couple of days before eating them. While they could be called humanoid creatures, they generally crawl on hands and feet, though have eerily familiar faces to humans. They're only interested in one thing, though: Feasting on human flesh. Ghouls can often be found near battlefields or graveyards if the undertaker doesn't dig his graves deep enough, ghouls will attempt to dig up the corpses for their consumption. Ghouls are relatively easy to kill compared to other monsters, though they're far more deadly when they hunt in packs. They're especially weak to silver and Necrophage oil.
Weapons: Claws, teeth
Drowners
Common belief is that drowners are the resurrected corpses of those who have met their end in a river or a shallow pond. Looking sickly and bony in appearance, their eyes much like a fish's and with webs between their fingers, they're excellent swimmers and often hunt for prey close to rivers or beaches. While a single drowner is not a big threat to an adult human on land, they're deadly and vicious in the water, which they often try to drag their victims into. Worse yet, they tend to hunt in packs. These creatures are killable by normal weaponry, though are especially weak against silver weapons.
Weapons: Claws, teeth
Graveir
The Graveir is a deformed humanoid creature with blunt claws suitable for digging up graves. It's got a very strong jaw and teeth, capable of snapping bones, and a thin tongue capable of consuming the marrow. The more rotten and old the cadaver, the more the Graveir enjoys their feast. These monsters generally leave the living alone if there's an ample supply of corpses in a cemetery, though they're known to attack humans who come too near, or when they're hungry. Their bites are extremely dangerous due to the large amounts of bacteria these creatures gather from eating corpses. They're susceptible to fire, necrophage oil and silver weapons.
Weapons: Claws, teeth
Wolves
These are your regular run of the mill wolves. They don't possess any extra intelligence or skills. While not native to the Brokilon forest, they've been known to roam the lands surrounding Garren's mill from time to time.
Weapons: Teeth
The Undead
While necromancy is an existing form of magic, it's heavily persecuted and there are no known sorcerers or sorceresses practicing necromancy on the continent. Still, the magic, and curses to resurrect the dead exist. Though usually only used to obtain information from the recently deceased, it is possible to reanimate the dead for a longer period of time. These zombies experience extreme agony as their souls are trapped in their decaying body, and will often go insane or mad from the pain. While relatively easy to kill, the sight of someone recently deceased, potentially rotten, might put the fear into anyone.
Weapons: Claws, teeth, potentially human weapons
Harpies
A harpy is a creature with a woman's head but a bird's body. They have some semblance of intelligence and often build nests in which they collect various objects. While preferring to live in mountainous and rocky areas, from time to time one strays toward other areas in the northern realms. All harpies are known to steal, some items, other’s’ dreams, but one can always expect to find various items in their nests. A formidable foe in flight with their sharp claws, a harpy is most easily killed when brought down to the ground.
Weapons: Claws
Nekkers
Nekkers are small, vicious creatures akin to drowners who ambush their enemies by burrowing beneath their prey and striking suddenly. They generally attack in groups, and while a solitary Nekker might not be much of a danger to any, their sharp claws are still more than capable of tearing through skin. While known to be cowardly, they grow bolder in larger groups, and due to their habit of surprising their victims, even veteran Witchers can fall victim to a bigger group. The best way to dispatch them is with a silver weapon, preferably coated in Ogroid oil.
Weapons: Claws, teeth
Tier 2 - 15XP
Tier 2 Monsters: 24 stat points, limit of 8 highest per stat
Wraiths and specters
Wraiths are the dead who've met their death in such a traumatic experience that their spirits are unable to move on. Instead they linger, often in the place of their death, a place that they lived in or held special meaning to them, or around their corpse. Other wraiths are drawn to others, especially if their death happened near catacombs, which they may haunt in bigger groups. They've got a fierce hatred for anything living and will attack anyone who dares disturb them on sight. To kill a Wraith, one must find its body, stake it, decapitate it and burn it in that exact order. To fight a wraith itself is folly, they can turn immaterial and are damageable, at best a Witcher with a silver sword may dispel a wraith temporarily, but unless their bodies are found and dealt with, they'll keep reappearing.
Weapons: Spectral touch
Barghest/Hellhounds
Not much is known about these spectral hounds, some say that they're dogs twisted by some curse, others say they're spirits who've come to torment the living. These hounds have a tendency to appear at night and attack people traveling alone and show no mercy. In some very rare instances, a hellhound can appear which seems to lead the Barghest to attack in packs. These creatures are killable by normal weapons, though have a tendency to reappear sooner or later.
Weapons: Claws, teeth
Cockatrice
These flying animals most closely resemble a Wyvern or Manticore, though they're smaller in size. Preferring dark and damp caves or ruins, Cockatrices have a fierce hatred for anything living and prefer to hunt in open fields. They fight primarily using their beak and tail, the beak is especially dangerous since it can easily reach a human's organs, and deliver fatal wounds. These creatures are more easily killable when one uses Draconid oil on their weapon, or better yet, silver sword.
Weapons: Claws, teeth, tail
Ekkimas
A lower vampire found most often in the sewers of cities or abandoned buildings, Ekkimas resemble big, overgrown bats. Being a post-conjuncture creature, rather than an undead human, they have no ill feelings toward garlic, holy water or religious symbols. With claws for hands, Ekkimas are known for being able to swiftly deliver blow after blow on their foes, they do not drink blood by a 'kiss' in the neck of their victims, but rather tear them to shreds with their claws and lick the wounds. Ekkimas are susceptible to vampire oil, fire and silver.
Weapons: Claws, teeth
Fleders
Looking more like a bat than a person, Fleders are a lower vampire species usually found in run down parts of cities or cemeteries. Despite being a lower vampire, these creatures are exceedingly cunning. Their general hunting tactic involves dropping on their prey from above, after which even a seasoned Witcher would be in a hard pressed fight for their life. Though their arms serve as wings, Fleders are unable to fly, but rather glide short distances. Same as Ekkimas, they're vulnerable to fire, vampire oil and silver.
Weapons: Claws, teeth
Garkains
Supposedly so foul looking, that any who lays eyes on it is momentarily paralyzed, giving this hideous vampire the opportunity to jump its prey and tear them to shreds. Also known to lurk on rooftops to dive on their enemies, Garkains are more humanoid-shaped, but contrary to the other vampire species, it thrives as much on meat as it does on blood. Most of its victims are found clawed up and ripped to shreds. They share the same weaknesses as Fleders and Ekkimas
Weapons: Claws, teeth
Wyvern
Usually mistaken for Dragons by common folk, Wyverns have a leathery skin and a large set of wings and two legs. This creature's tail has a venomous stinger and its beak is filled with razor-sharp claws. Any would be wise to flee indoors at the sight of this flying lizard. Typically attacking from the air and trying to knock their prey down to the ground with their wings, these creatures possess a deadly cunning and are very territorial.
Weapons: Claws, teeth, tail
Tier 3 - 20XP
Tier 3 Monsters: 28 stat points, limit of 9 highest per stat
Werewolf
Werewolves are cursed humans who hold both man and beast inside of them, doomed to turn into a beast every full moon and hunt for blood. These creatures have the worst aspects of both creatures, while their form is changed, they retain their human cunning and intelligence, making them formidable foes. Some older werewolves also have the ability to shift their form at will, though once they do, they are never in control, nor do they ever remember anything that happened during their time as wolf, though they may have the aftertaste of blood or meat. Often hunting near human settlements during full moons, werewolves are solitary creatures who hunt alone. Werewolves are weak to silver, fire, moondust and cursed oil.
Weapons: Claws, teeth
Alps
Able to masquerade as a human, there's many myths surrounding Alps. Many believe they're able to turn into black dogs or venomous toads. Others say Alps seduce men and women and loathe virgins. What is true without a doubt is that these vampires are very, very dangerous. Not only can they hide in plain sight, they're also able to move swiftly and without noise, their victims rarely even having a chance to scream in terror. Not affected by age as long as it keeps drinking blood, its said some Alps are as old as the Conjunction of the Spheres, though once they stop drinking blood, they age rapidly. They are weak to silver and vampire oil, though unharmed by fire.
Weapons: Magic, teeth, human weapons
Bruxas
The bruxa is a higher vampire, that is a post-Conjunction creature, an intruder in our world. She appears as a beautiful woman, but when she is hungry or attacking, she is terrifying. As a vampire, the bruxa drinks blood. She often finds a victim to become her lover and a constant supply of sustenance at the same time. Lesser bruxas tend to hunt in packs, while the older and greater ones often settle in cities. They're not bothered by garlic and consider religious symbols interesting handiwork, preferring the night though being unaffected by the sun, these vampires are very difficult to detect. Being nigh impervious to steel weaponry and only inconvenienced by stakes and poisons, the only sure way to kill a Bruxa is to bring it down with a silver weapon, decapitate them, then burn the remains to ashes.
Weapons: Claws, teeth
Tier 4 - 25XP
Tier 4 Monsters: Consult a staff member for stat points
Succubus
Unlike most other monsters, a Succubus has no desire to kill or a craving for human blood. In fact, they often mean no harm at all. These creatures are motivated by one thing only: An insatiable lust. They try in vain to slake this with any humanoid species they encounter. While its true that their 'victims' rarely put up a fight, a succubus can still be dangerous. They never-ending advances, though pleasurable at first, have pushed more than one man to madness or death. Capable of hiding their wings, horns and hooves if they so desire, these creatures often blend in human settlements or towns, showering their affections on men as well as women. Although these creatures are peaceful by nature, when forced to fight they're ferocious fighters with a lot of strength, and a blow from their horns or hooves is strong enough to crush bone. Most succubi are also accomplished spell-slingers in their own right, commanding fire with a natural aptitude.
Weapons: Miscellaneous
Nosferat
The vampire princes and princesses the stories talk about are always about the Nosferat. To these vampires, blood is similar to alcohol, a delicacy, though they do not need it to survive. These vampires are the hardest of all to detect, or kill. They can easily blend in with the human population, not bothered by sunlight, fire or poisons. Most Nosferat live for countless centuries, extremely hard to kill as their bodies regenerate all the damage they receive over time, and only Witchers know how to kill them permanently. These vampires can ensnare humans with their gaze, possess supernatural strength and speed and are even capable of flying.
Weapons: Claws, teeth
Dopplers
Also called shifters or mimmics, Dopplers are creatures capable of taking the form and shape of any creature they encounter, as long as they have a similar body weight. Their natural shape is closer to a humanoid creature with very long limbs, tongues and noses. When a Doppler takes on a human's characteristics, they also have their clothing and even weapons, exactly the same as the original. Furthermore they take on the exact personality and characteristics of the person they've shifted into, making them indistinguishable from the person they copied. While these creatures would make great assassins, nature has endowed them with timid and generous spirits, making them avoid bloodshed at all costs. Even a witcher can't distinguish a doppler from any other person, nor does their amulet tremble. That said, a cut from a silver sword will force them to change forms. In combat, a doppler can turn into his enemy, gaining his skills and abilities, forcing someone to fight themselves, which few survive.
Weapons: Claws, teeth
Tier 5, story monsters - 30XP
Tier 5 Monsters: 40 stat points at a limit of 10 points per stat.
This tier will allow you to create and play story monsters (with a reasonable time limit between monsters so there’s no constant swarm of them). A story monster is special in the way that you get to write and develop a story and background to the monster, which a Witcher or anyone wishing to kill it will need to uncover before they can learn how to truly kill (or cure) the monster of your choice. An example of a story monster would be Geralt of Rivia undoing the curse that turned princess Adda the white into a striga. You’ll get to pick a monster from the Witcher Wiki to make a story about, and after approval by the admins, you’ll get to play said monster!
The monsters are unlockable per tier, each one needing a specific amount of XP. Tier 1 monsters are playable for anyone and don’t require to be unlocked. All monsters Tier 2 and above require a brief application to spend the XP.
Tier 1 and 2 monsters are regular monsters, where the higher the tier, the more abilities the monster has and the stronger they are. A human might be able to beat a tier one monster, but be outmatched by a tier 2 monster. Tier 3 monsters are sentient creatures who may try to blend in with the local population, though they need to feed or otherwise expose themselves regularly in order to survive. Tier 4 monsters can generally blend in within human settlements without arousing much suspicion or needing to feed or draw excess attention to themselves.
Tier 1
Tier 1 Monsters: 20 stat points, limit of 7 highest per stat
Ghouls
Often most active at night, ghouls hunt in packs, their favorite prey being humans. Once they kill a human, they often drag them back to their lair and let them 'ripe' for a couple of days before eating them. While they could be called humanoid creatures, they generally crawl on hands and feet, though have eerily familiar faces to humans. They're only interested in one thing, though: Feasting on human flesh. Ghouls can often be found near battlefields or graveyards if the undertaker doesn't dig his graves deep enough, ghouls will attempt to dig up the corpses for their consumption. Ghouls are relatively easy to kill compared to other monsters, though they're far more deadly when they hunt in packs. They're especially weak to silver and Necrophage oil.
Weapons: Claws, teeth
Drowners
Common belief is that drowners are the resurrected corpses of those who have met their end in a river or a shallow pond. Looking sickly and bony in appearance, their eyes much like a fish's and with webs between their fingers, they're excellent swimmers and often hunt for prey close to rivers or beaches. While a single drowner is not a big threat to an adult human on land, they're deadly and vicious in the water, which they often try to drag their victims into. Worse yet, they tend to hunt in packs. These creatures are killable by normal weaponry, though are especially weak against silver weapons.
Weapons: Claws, teeth
Graveir
The Graveir is a deformed humanoid creature with blunt claws suitable for digging up graves. It's got a very strong jaw and teeth, capable of snapping bones, and a thin tongue capable of consuming the marrow. The more rotten and old the cadaver, the more the Graveir enjoys their feast. These monsters generally leave the living alone if there's an ample supply of corpses in a cemetery, though they're known to attack humans who come too near, or when they're hungry. Their bites are extremely dangerous due to the large amounts of bacteria these creatures gather from eating corpses. They're susceptible to fire, necrophage oil and silver weapons.
Weapons: Claws, teeth
Wolves
These are your regular run of the mill wolves. They don't possess any extra intelligence or skills. While not native to the Brokilon forest, they've been known to roam the lands surrounding Garren's mill from time to time.
Weapons: Teeth
The Undead
While necromancy is an existing form of magic, it's heavily persecuted and there are no known sorcerers or sorceresses practicing necromancy on the continent. Still, the magic, and curses to resurrect the dead exist. Though usually only used to obtain information from the recently deceased, it is possible to reanimate the dead for a longer period of time. These zombies experience extreme agony as their souls are trapped in their decaying body, and will often go insane or mad from the pain. While relatively easy to kill, the sight of someone recently deceased, potentially rotten, might put the fear into anyone.
Weapons: Claws, teeth, potentially human weapons
Harpies
A harpy is a creature with a woman's head but a bird's body. They have some semblance of intelligence and often build nests in which they collect various objects. While preferring to live in mountainous and rocky areas, from time to time one strays toward other areas in the northern realms. All harpies are known to steal, some items, other’s’ dreams, but one can always expect to find various items in their nests. A formidable foe in flight with their sharp claws, a harpy is most easily killed when brought down to the ground.
Weapons: Claws
Nekkers
Nekkers are small, vicious creatures akin to drowners who ambush their enemies by burrowing beneath their prey and striking suddenly. They generally attack in groups, and while a solitary Nekker might not be much of a danger to any, their sharp claws are still more than capable of tearing through skin. While known to be cowardly, they grow bolder in larger groups, and due to their habit of surprising their victims, even veteran Witchers can fall victim to a bigger group. The best way to dispatch them is with a silver weapon, preferably coated in Ogroid oil.
Weapons: Claws, teeth
Tier 2 - 15XP
Tier 2 Monsters: 24 stat points, limit of 8 highest per stat
Wraiths and specters
Wraiths are the dead who've met their death in such a traumatic experience that their spirits are unable to move on. Instead they linger, often in the place of their death, a place that they lived in or held special meaning to them, or around their corpse. Other wraiths are drawn to others, especially if their death happened near catacombs, which they may haunt in bigger groups. They've got a fierce hatred for anything living and will attack anyone who dares disturb them on sight. To kill a Wraith, one must find its body, stake it, decapitate it and burn it in that exact order. To fight a wraith itself is folly, they can turn immaterial and are damageable, at best a Witcher with a silver sword may dispel a wraith temporarily, but unless their bodies are found and dealt with, they'll keep reappearing.
Weapons: Spectral touch
Barghest/Hellhounds
Not much is known about these spectral hounds, some say that they're dogs twisted by some curse, others say they're spirits who've come to torment the living. These hounds have a tendency to appear at night and attack people traveling alone and show no mercy. In some very rare instances, a hellhound can appear which seems to lead the Barghest to attack in packs. These creatures are killable by normal weapons, though have a tendency to reappear sooner or later.
Weapons: Claws, teeth
Cockatrice
These flying animals most closely resemble a Wyvern or Manticore, though they're smaller in size. Preferring dark and damp caves or ruins, Cockatrices have a fierce hatred for anything living and prefer to hunt in open fields. They fight primarily using their beak and tail, the beak is especially dangerous since it can easily reach a human's organs, and deliver fatal wounds. These creatures are more easily killable when one uses Draconid oil on their weapon, or better yet, silver sword.
Weapons: Claws, teeth, tail
Ekkimas
A lower vampire found most often in the sewers of cities or abandoned buildings, Ekkimas resemble big, overgrown bats. Being a post-conjuncture creature, rather than an undead human, they have no ill feelings toward garlic, holy water or religious symbols. With claws for hands, Ekkimas are known for being able to swiftly deliver blow after blow on their foes, they do not drink blood by a 'kiss' in the neck of their victims, but rather tear them to shreds with their claws and lick the wounds. Ekkimas are susceptible to vampire oil, fire and silver.
Weapons: Claws, teeth
Fleders
Looking more like a bat than a person, Fleders are a lower vampire species usually found in run down parts of cities or cemeteries. Despite being a lower vampire, these creatures are exceedingly cunning. Their general hunting tactic involves dropping on their prey from above, after which even a seasoned Witcher would be in a hard pressed fight for their life. Though their arms serve as wings, Fleders are unable to fly, but rather glide short distances. Same as Ekkimas, they're vulnerable to fire, vampire oil and silver.
Weapons: Claws, teeth
Garkains
Supposedly so foul looking, that any who lays eyes on it is momentarily paralyzed, giving this hideous vampire the opportunity to jump its prey and tear them to shreds. Also known to lurk on rooftops to dive on their enemies, Garkains are more humanoid-shaped, but contrary to the other vampire species, it thrives as much on meat as it does on blood. Most of its victims are found clawed up and ripped to shreds. They share the same weaknesses as Fleders and Ekkimas
Weapons: Claws, teeth
Wyvern
Usually mistaken for Dragons by common folk, Wyverns have a leathery skin and a large set of wings and two legs. This creature's tail has a venomous stinger and its beak is filled with razor-sharp claws. Any would be wise to flee indoors at the sight of this flying lizard. Typically attacking from the air and trying to knock their prey down to the ground with their wings, these creatures possess a deadly cunning and are very territorial.
Weapons: Claws, teeth, tail
Tier 3 - 20XP
Tier 3 Monsters: 28 stat points, limit of 9 highest per stat
Werewolf
Werewolves are cursed humans who hold both man and beast inside of them, doomed to turn into a beast every full moon and hunt for blood. These creatures have the worst aspects of both creatures, while their form is changed, they retain their human cunning and intelligence, making them formidable foes. Some older werewolves also have the ability to shift their form at will, though once they do, they are never in control, nor do they ever remember anything that happened during their time as wolf, though they may have the aftertaste of blood or meat. Often hunting near human settlements during full moons, werewolves are solitary creatures who hunt alone. Werewolves are weak to silver, fire, moondust and cursed oil.
Weapons: Claws, teeth
Alps
Able to masquerade as a human, there's many myths surrounding Alps. Many believe they're able to turn into black dogs or venomous toads. Others say Alps seduce men and women and loathe virgins. What is true without a doubt is that these vampires are very, very dangerous. Not only can they hide in plain sight, they're also able to move swiftly and without noise, their victims rarely even having a chance to scream in terror. Not affected by age as long as it keeps drinking blood, its said some Alps are as old as the Conjunction of the Spheres, though once they stop drinking blood, they age rapidly. They are weak to silver and vampire oil, though unharmed by fire.
Weapons: Magic, teeth, human weapons
Bruxas
The bruxa is a higher vampire, that is a post-Conjunction creature, an intruder in our world. She appears as a beautiful woman, but when she is hungry or attacking, she is terrifying. As a vampire, the bruxa drinks blood. She often finds a victim to become her lover and a constant supply of sustenance at the same time. Lesser bruxas tend to hunt in packs, while the older and greater ones often settle in cities. They're not bothered by garlic and consider religious symbols interesting handiwork, preferring the night though being unaffected by the sun, these vampires are very difficult to detect. Being nigh impervious to steel weaponry and only inconvenienced by stakes and poisons, the only sure way to kill a Bruxa is to bring it down with a silver weapon, decapitate them, then burn the remains to ashes.
Weapons: Claws, teeth
Tier 4 - 25XP
Tier 4 Monsters: Consult a staff member for stat points
Succubus
Unlike most other monsters, a Succubus has no desire to kill or a craving for human blood. In fact, they often mean no harm at all. These creatures are motivated by one thing only: An insatiable lust. They try in vain to slake this with any humanoid species they encounter. While its true that their 'victims' rarely put up a fight, a succubus can still be dangerous. They never-ending advances, though pleasurable at first, have pushed more than one man to madness or death. Capable of hiding their wings, horns and hooves if they so desire, these creatures often blend in human settlements or towns, showering their affections on men as well as women. Although these creatures are peaceful by nature, when forced to fight they're ferocious fighters with a lot of strength, and a blow from their horns or hooves is strong enough to crush bone. Most succubi are also accomplished spell-slingers in their own right, commanding fire with a natural aptitude.
Weapons: Miscellaneous
Nosferat
The vampire princes and princesses the stories talk about are always about the Nosferat. To these vampires, blood is similar to alcohol, a delicacy, though they do not need it to survive. These vampires are the hardest of all to detect, or kill. They can easily blend in with the human population, not bothered by sunlight, fire or poisons. Most Nosferat live for countless centuries, extremely hard to kill as their bodies regenerate all the damage they receive over time, and only Witchers know how to kill them permanently. These vampires can ensnare humans with their gaze, possess supernatural strength and speed and are even capable of flying.
Weapons: Claws, teeth
Dopplers
Also called shifters or mimmics, Dopplers are creatures capable of taking the form and shape of any creature they encounter, as long as they have a similar body weight. Their natural shape is closer to a humanoid creature with very long limbs, tongues and noses. When a Doppler takes on a human's characteristics, they also have their clothing and even weapons, exactly the same as the original. Furthermore they take on the exact personality and characteristics of the person they've shifted into, making them indistinguishable from the person they copied. While these creatures would make great assassins, nature has endowed them with timid and generous spirits, making them avoid bloodshed at all costs. Even a witcher can't distinguish a doppler from any other person, nor does their amulet tremble. That said, a cut from a silver sword will force them to change forms. In combat, a doppler can turn into his enemy, gaining his skills and abilities, forcing someone to fight themselves, which few survive.
Weapons: Claws, teeth
Tier 5, story monsters - 30XP
Tier 5 Monsters: 40 stat points at a limit of 10 points per stat.
This tier will allow you to create and play story monsters (with a reasonable time limit between monsters so there’s no constant swarm of them). A story monster is special in the way that you get to write and develop a story and background to the monster, which a Witcher or anyone wishing to kill it will need to uncover before they can learn how to truly kill (or cure) the monster of your choice. An example of a story monster would be Geralt of Rivia undoing the curse that turned princess Adda the white into a striga. You’ll get to pick a monster from the Witcher Wiki to make a story about, and after approval by the admins, you’ll get to play said monster!