The Witcher - Vypper - Monster (En)

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SKILL BASE

2
Athletics 14
Brawling 17
Furtivity 16
Intimidation 15
Physique 18 Difficult
Endurance - complex
Resist Magic 12 ________
Survival 15 Intelligence
Awareness 16 Wild

Sens
Armor - Nyctalopia
________
Regeneration 5

Resistances INT 1
- REF 11
Immunities DEX 8
Poison BODY 10
SPD 9
Vulnerability EMP 1
Hybrid oil CRA 1
WILL 8

Dodge/escape (base) 18 STUN 9


Reposition (base) 16 RUN 27
Block (base) 19 LEAP 3
STA 45
Reward ENC 100
1400 REC 9
HP 90
Loot Type Kg Price Height 4m length
Vypper tooth Weight 250kg
0.2 60
(1d6/2)
Environment graveyards
Venom extract Organization lonely
Core Rulebook
(2d6)
Vypper scales
0.1 82
(3d6)
Vypper
Commoner Superstition (Education SD 15)
Vicious, cunning. Known to wait patiently for hours before striking their prey. Once it unwinds
to strike, there is no escape. Death is inevitable.
- Ivar Eye of Evil
These beasts are the reason why I stay away from cemeteries... Not to mention the other rubbish
they drag in there. No, it is for sure the last place I would ever set foot on the ground.
- Rodolf Kazmer
Behavioural study (Monster lore SD 15)
Vyppers are lonely monsters that roam the cemeteries. They feed on the poor passers-by who come to mourn their loved ones. Their length is such
that no man can manage to strike a sword at their head, making the fight much more difficult than it already is. These beasts are full of venom, if
ever a Vypper opens its mouth without showing its fangs, draw your sword, slicing it off may be the only chance you have of getting out of it alive.
These beasts know when they feel in danger, and if you are trying to scare a Vypper away, crippling it enough should be enough to make it carapace
itself at a speed capable of putting out forest fires. They must be holding it from snakes and other reptiles... Last thing, if you see this monster coming
at you, escape as fast as you can, a 50cm long snake can suffocate a man to death, so imagine 4 meters long one.

ATTACK
Name ATT Base Type DMG Rel. Range Effect Att/round
Bite 19 P 7d6+2 15 - Bleeding (75%) 1
Lick stroke 17 P 4d6 1 2m Poisoning (100%), Stun (1) 1

Vulnerability: Soft tongue Capacity: extreme length


A successful parry with a sharp weapon against a Vypper's
As a movement action of or a defence (repositioning) one, the
tongue attack cuts it off, applying bleeding for 1d6 rounds and
Vypper can stand upright with the support of its body, allowing it
rendering his attack unusable.
to reach a height of 3 metres. In this position, its head is out of
Capacity: Crawling reach of hand-to-hand weapons. If it is stunned, it suffers half the
The Vypper has no extremities, attacks not aimed at those damage of a fall to the head.
extremities are considered as attacks to the torso but on a non-
vital part, the area multiplier is then ½ instead of 1.

Capacity: deadly grab


The Vypper can use its full turn to make a deadly grab attack (Base 17) against one or two nearby targets (defence: repositioning). If successful,
the targets suffocate until they escape with a -2 Physics/Athletics roll against a Physics roll from the Vypper (each turn). During a seizure, the
Vypper can dodge but cannot move or attack. A fatal or critical torso attack can hit the Vypper's prey (see "Human Shields" p155).

“These big snakes can devour a graveyard in a week, leaving no rest for the unfortunate of this world. I
remember having hired a Witcher to get rid of one of these creatures in a graveyard in Angrem, this Witcher
not only looked like he had spent a time fighting that thing, but the monster had flown away before dying!
Ha, good way to get rid of a monster and not to have to pay a Witcher, without evidence, I too can kill
everything”.
- George Hult, Senior Nilfgardian
-
Mutagens
Source Colour Effect SD Alchemy Minor Mutation
Vypper Green Mutagen +1 regeneration 18 Snake tongue

Decoction Formula SD Effect

Vypper 17 +3 regeneration each turn until the end of the combat

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