Ranging from massive cyclopses to the deceptive nekker, the ogroid family of monster is surprisingly diverse, requiring a variety of tactics and approaches to fighting them. One thing that ultimately defines the ogroids are their propensity for brute strength, even the dimunitive nekkers can grow into terrifying forces of nature.
Cyclopses
| Loot: Cyclops Eye, Old Bear Skin, Infused Shard, Orens |
| Sub-Species/Named Variants: Speartip |
| Environments: Prefer caves and mountain regions. Caer Mohren’s witcher trainees have long been tested by a cyclops lurking in the caves near the aging castle. |
| Vulnerabilities: Ogroid Oil, Axii, Quen, Grapeshot, Yrden |
“How about this... we take a big stake, sharpen its tip, jam it in the cyclops’ eye, then sneak out of the cave disguised as sheep. How’s that not a good idea?”—Odess Thaka, traveler. Died tragically on Spikeroog
Cyclopses can easily be recognized by the single eye located in the center of their foreheads. If for some reason that is not visible, other tell-tale signs are their enormous size, incredible strength and a seething hatred for all humans.
Evidence suggests cyclopses can live for an incredibly long time. The one well-preserved specimen whom scholars have examined and documented—a body found in 1112 and taken to Oxenfurt specialists—was over three hundred years old at the time of its death. The remains of this specimen could until recently be seen in the Academy’s zoological museum, but they were removed from display after students tried to dress the cyclops in a toga, damaging it significantly in the process.
As in the case of giants, one can only guess at the strong and weak points of a cyclops. Its heft alone precludes effective use of the Aard Sign, while its enormous physical strength would make its blows particularly deadly. Cyclopses are most likely vulnerable to ogroid oil. As monsters with relatively well-developed minds, they might also fall under the influence to the Axii Sign.
Combat Tactics
Cyclopses go where they want; even a witcher should move to the side if a cyclops is charging forward.
The strongest witchers cannot parry or block any punch or slap delivered by a cyclops, and a mere hop backwards may not be enough to stay out of reach. Roll to the side or behind a cyclops to evade their attacks and reach their vulnerable flanks.
Do not stand in one place when fighting a cyclops. They rarely flinch from anything a witcher can do to them, so they keep trying to fight no matter how many cuts from a silver blade they take.
If a cyclops raises both hands in the air, avoid being anywhere close to the front of it. The resulting ground-pound flattens even the toughest warriors. Cyclopses can also leap into the air, knocking over anyone or anything too close to where they land.
Axii can temporarily confuse a cyclops, giving the witcher time to recuperate while the creature rages at something else.
Getting close to a cyclops is dangerous, but still a necessity for slaying one. The Yrden Sign can help witchers do more work every time they get within sword range of these monsters.
Ice Giant
| Loot: Elemental Essence, White Bear Pelt, White Wolf Pelt, Lesser Glyph of Yrden, Lesser Zoria Runestone, Infused Crystal |
| Environments: An ice giant has been observed in Skellige; if any exist on the Continent, they’ve yet to be discovered. |
| Vulnerabilities: Ogroid Oil, Quen |
“Fled one time in my life from the ice giant. And know what? I’m not a bit ashamed.”—Rasmund Kvaalkje, Clan Torrdarroch oarsman
This powerful, primeval monster is quite possibly the last of its race. The ice giant resembles a man in many respects, but is blue as frost and taller than a tree. Though it seems capable of reason, all attempts to communicate with it to day have ended in the same way—quick and painful death.
It is hard to provide a detailed description of the ice giant, for no witcher has ever faced it. It is known only from tales and second-hand reports that mix fact with legend. Skelligers claim its skin is blue because it was born of snow and ice, which is, of course, clearly impossible—though it does indeed seem capable of withstanding the fiercest frosts and in fact seems to draw strength from them. It can bind other creatures to its will, sirens in particular. It treats its victims cruelly and is particularly fond of human flesh. It uses simple weapons made from items looted from the bodies of those it has slaughtered.
Combat Tactics
Though similar to the cyclopses in terms of combat ability, there is one aspect of the ice giant that must be cautioned: reportedly, the monster draws its strength from cold weather with blizzards allowing them to reach their physical peak.
Creatures such as the siren can be bound to the will of an ice giant. Witchers should coat their silver swords in oil that affect any potential allies to the ice giant to help eliminate them more quickly.
A Horrval Horn was once crafted to help repel sirens attacking skelligers, knocking them out of the sky with a single blast of noise. Having the horn would be of great use against an ice giant directing them to attack its enemies.
As with a cyclops, evasiveness and footwork are your best defenses against an ice giant. Use Yrden to improve your chances of avoiding any attacks!
Rock Trolls
| Loot: Troll Skin, Infused Dust, Troll Mutagen |
“Man must riddly talk. But no tricksy. Or troll boom man head.”—Rock troll dwelling, in a cave on Undvik
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.
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 a witcher in possession of a bit of wit can use to his advantage.
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 covered in a fresh coating of ogroid oil.
Troll information is continued on the next page with ice trolls.
Ice Trolls
| Loot: Troll Skin, Cave Troll Liver, Infused Shard, Troll Mutagen |
| Sub-Species/Named Variants: Cave Troll |
| Environments: Trolls prefer rocky and mountainous terrain. They have been known to claim bridges. |
| Vulnerabilities: Ogroid Oil, Quen |
“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
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.
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.
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 the Aard Sign 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.
Combat Tactics
Trolls of both varieties are vicious fighters, and unfortunately must be fought head on. The armor of stone or ice on their backs armors them too well for flanking tactics.
Running away from a troll does not guarantee safety, as they can throw stones with alarming speed and accuracy.
The power and weight behind every punch thrown by a troll means that they cannot be parried. A witcher must be adept at evasion, striking when the opportunities appear, then dodging the inevitable counter-attack.
Some rock trolls can actually be reasoned with, making it possible for a witcher to avoid a fight altogether. This is not the case with ice trolls.
Ice trolls become noticeably more powerful during snow storms. If you can avoid fighting them during during such weather, do so.
Nekkers
| Loot: Nekker Blood, Nekker Claw, Nekker Eye, Nekker Heart, Nekker Warrior Liver, Nekker Warrior Mutagen |
| Sub-Species/Named Variants: Nekker Warrior, Hagubman |
| Environments: Nekkers can be found in numbers across the world. They prefer locations near roads, where ‘food’ regularly passes by. |
| Nests: Nekker nests can be defended by large numbers of nekkers, with the occasional nekker warrior among them that must be defeated. |
| Vulnerabilities: Northern Wind, Ogroid Oil, Yrden |
“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
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.
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.
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.
Combat Tactics
Individual nekkers are weak, easy marks compared to other monsters; Nekkers do not tend to fight as individuals. If you see one, expect anywhere from 2-10 more.
Nekkers overwhelm their targets through sheer numbers, surrounding them, then pummeling and clawing victims to death. Even veteran witchers can fall prey to this.
When facing large groups of nekkers, take advantage of bombs such as Northern Wind or Dancing Star. Sufficiently powerful explosives can help thin out a nekker swarm with ease.
Aard can knock a nekker to its back, allowing for swift execution. Aard can also knock over several nekkers at once, a good way to break through large groups of attackers.