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The Witcher 3: Wild Hunt The Complete Edition eGuide Appendices and Compendiums Bestiary

Vampires

The classic tale of the Vampire involves an eternally-living creature disguised as an individual of refined breeding—one that seeks out its victims with the interest one would expect from a person of culture. They seduce their prey, drink their blood, and can transform into a bat. Effectively immortal, a Vampire can live for decades or centuries before they are detected, much less slain. For one type of Vampire all this holds true. For all others, they are monsters like any other.

ALPS, BRUXAE, THE BRUXA OF CORVO BIANCO

Alps Danger Alert

Frequency

Bruxae Danger Alert

Frequency

The Bruxa of Corvo Bianco Danger Alert

Frequency

Alps are Vampires that resemble Bruxae in appearance. They are called phantoms by some, a name which fits well enough, for like phantoms they haunt and torment men.

Bruxae could almost be mistaken for humans swathed in hoods and capes, yet subtle details give them away: their close ties to birds, their piercing voices and the breathtaking speed of their movements. Bruxae are far swifter and stronger than men, but their greatest asset is their ability to turn invisible.

Loot: Blue mutagen, Monster heart, Monster liver, Vampire blood, Vampire saliva, Vampire fang

Sub-Species or Named Variants: Alp, Bruxa, The Bruxa of Corvo Bianco

Environments: Alps and Bruxae exist everywhere in Toussaint, but rarely show themselves. They reveal themselves in the city of Beauclair, when called upon by the Higher Vampire Dettlaff.

Specific Encounter (Alps and Bruxae): During Main Quest: The Night of Long Fangs, in Beauclair (see page 334).

Specific Encounter (The Bruxa of Corvo Bianco): During Main Quest: The Beast of Toussaint (see page 317).

Vulnerable Against
Enemy Attacks

Their greatest asset of an Alps and Bruxae is their agility: their leaps can appear to defy the laws of gravity. When in human form, they easily blend in with the surrounding community, which makes them very dangerous indeed.

The Difference: Alps differ from Bruxae in that they do not emit a shrieking noise whose shock wave can incapacitate.

Supernatural Swiftness: In combat, Alps and Bruxae display supernatural speed and incredible (even by Vampire standards) stamina. One must aim one’s sword with great precision, for Alps and Bruxae have mastered the art of dodging. Alps and Bruxae can also move and jump as if defying gravity. After this dashing hither and yon, expect the Alp or Bruxa to end with an attack. Swift reactions are needed to parry or counter this. Otherwise, dodge or roll.

Misty Teleport (ranged): The Alp or Bruxa quickly repositions herself, with only a small stripe of rippling air giving her position away. Continuously move until she makes an appearance, or risk being struck.

Jump Attack (ranged): As if defying gravity, the Alp or Bruxa launches forward, leaping quickly to melee range and sometimes ending with a strike or one of her two melee-based attacks. This can occur from any distance, so prepare to go from range to melee confrontations in the blink of an eye!

Claw Attack (melee): Three regular melee attacks with claws raking your armor and skin, these can be parried and countered; indeed, this is the only way you’ll cause a strike on an Alp or Bruxa under most circumstances.

Flurry Attack (melee): A sequence of five melee attacks, which occur in all directions. Difficult to parry and very difficult to counter, though try the latter if you wish to deal damage. Otherwise, dive away with a dodge or roll, or stand fast and parry.

Blood Drain: The Alp or Bruxa leaps on you, and tears at your throat. You’re helpless for a few moments before you throw off the assailant. This is the time when Black Blood potion proves useful, poisoning the Alp or Bruxa in return for her draining your blood. Otherwise, watch for her leap at mid to close range, and dodge it. After one of these foes is poisoned with Black Blood, expect combat to slow down considerably.

Guttural Scream (Bruxae only): A terrible shriek with a power to split open barrels and loose scenery (like an Aard spell), as well as staggering and knocking you down with the blast if you’re caught in it. This attack is also used to break your guard if you’re constantly blocking. Listen and watch for the shockwave, rolling away before you’re caught.

Strengths: An Alp or Bruxa hits heavily and can stagger you. She also blocks attacks with both hands, including flank attacks, and is masterful at dodging and jumping.

The Best Battle Tactics

Think of combat with an Alp or Bruxa as you would a duel with a skilled human, gaunt and monstrous in appearance, with superhuman speed and strength. Alps and Bruxae are exceptional at defending themselves with dodging, parrying, or quick repositioning. Under most normal circumstances, you can only succeed in wounding an Alp or Bruxa after counterattacking. Perfect this to ensure you aren’t overwhelmed.

The Yrden Sign is recommended, Also makes her visible and disables their ability to teleport. Another strategy is to drink the Black Blood potion. Alps and Bruxae are vulnerable to the Moon Dust bomb, which does not make them completely visible, as it does in the case of other vampiric monsters, but does make them far easier to track visually. Otherwise, you must rely primarily on countering an Alp’s or Bruxa’s attacks; she must be the aggressor, while you defend and slice when she claws at you. For this reason, Quen is an obvious help in absorbing one of her strikes, and can act as a counter, too.

EKIMMARAS

Ekimmaras Danger Alert

Frequency

Sarasti Danger Alert

Frequency

Like other Vampires, Ekimmaras are not, despite what village gossips might say, undead humans. They are instead post-Conjunction monsters who have no particular feelings about garlic, holy water, or religio us symbols.

Loot: Ekimmara epidermis, Vampire saliva, Ekimmara mutagen, Vampire fang

Sub-Species or Named Variants: Ekimmara, Sarasti

Environments: Ekimmara are intelligent enough to hunt in cities despite the number of potential threats, or stalk remote villages, as well as lurking in caves and shadowy places.

Specific Encounter:Within the Dragonslayer’s Grotto, in Velen (Crookback Bog).

Specific Encounter (Sarasti): Contract: The Mystery of the Byways Murders (see page 511).

Vulnerable Against
Enemy Attacks

Unlike their portrayals in ballads and legends, Ekimmaras look nothing like handsome, pale aristocrats with charming eastern accents, though, like Katakans or Nekurats, they do bear a strong resemblance to overgrown bats. They also do not suck blood from the necks of virgins with a delicate, kiss-like bite; they tear them to shreds using long, sharp claws and then slurp the splattered blood off the ground.

Ethereal Plane: Blinking out of existence, turning invisible and becoming shadow-like, before heading to your location and raking you with talon attacks, is a plan the Ekimmara is keen on. Use of magic to dissuade an Ekimmara from remaining unseen (such as Quen and Yrden’s magic trap) is a key benefit to preventing a battle turning to favor the enemy. You cannot strike the beast with swords until it is congealed.

Razor-Rip Talons: Ekimmaras are unusually cruel and exceptionally swift. They are able to quickly land blow after blow capable of smashing even the best Mahakaman-made armor into tiny shards. They should be fought with a silver sword, and these talon attacks (which can ignore armor) cannot be parried.

Regeneration: Remember that Ekimmaras can regenerate health over time. One should thus never attempt to tire them out or, gods forbid, wait for them to bleed to death. Instead, cut them down as quickly as possible and, if possible, burn the body to ash and scatter it to the four winds.

Strengths: Ekimmara claws cause bleeding and can pierce armor. It is imperative your defenses are strong when facing this creature.

The Best Battle Tactics

Ekimmaras are especially dangerous foes due to their ability to regenerate. They can even outlast the effects of your finest potions. Black Blood potions are an effective way to weaken an Ekimmara. If you are stricken by their claws, you bleed profusely. That blood can harm the Ekimmara and knock it back, allowing you a brief respite from its assault.

Dodging is essential when fighting Ekimmaras. Their claws cannot be parried, and even if Black Blood is an available Witcher brew, it is best to avoid being wounded altogether, if you can help it. Utilize the area in which you are fighting to your advantage, employing scenery and undulations in height to gain some distance between you and the relentless slaughter the Ekimmara is capable of.

More capable Witchers ensure that their defenses are strong before an Ekimmara fight: Choose Yrden (and in particular, the Magic Trap attribute) and lay these between you and the creature, forcing the Yrden glyphs to crackle their magic and whittle down the Ekimmara’s health. Employ Devil’s Puffball bombs to inflict poison damage; anything to continuously chip away the Vampire’s health, so it cannot regenerate as quickly. Prevent damage to yourself by using Quen, and step in with a flurry of your own attacks as the beast reels from the electrical magic. Igni is also a key benefit; especially Firestream which you can focus all fire damage in a single spot (the Ekimmara’s hide, preferably).

FLEDERS

FLEDERS: PROTOFLEDERS

Fleders Danger Alert

Frequency

Fleders: Protofleders Danger Alert

Frequency

Fleders cannot be mistaken for any other creature, with their wide, toothy jaws, flat, unpleasant faces and completely hairless, often warty bodies. These Vampires mainly fight with their teeth and claws, flailing them blindly and not stopping even when their victim is already dead.

Protofleders are relatives of Fleders which came from the world of the higher Vampires to our own during the Conjunction of the Spheres. The members of this species are characterized by their considerable strength and agility as well as the strange glow they emit, a trait most likely tied to their otherworldly nature.

Loot: Monster ear, Monster eye, Monster hair, Vampire blood, Vampire fang, Vampire saliva

Sub-Species or Named Variants: Fleder, Protofleder

Environments: The city of Beauclair, when called upon by the Higher Vampire Dettlaff.

Specific Encounter (Fleders): During Main Quest: The Night of Long Fangs, in Beauclair (see page 334).

Specific Encounter (Protofleders): During Main Quest: What Lies Unseen (see page 346).

Vulnerable Against
Enemy Attacks

Fleders: These are classified as lesser Vampires. Though weaker than the rest of their ilk in every aspect from the physiomagic to the physiognomic, they should not be underestimated, for they are very, very dangerous. Compared to other Vampires, Fleders display meager intelligence, seen most clearly in the mindless rage which causes them to try with

all their might to attack and tear to shreds any weaker being.

Protofleders: These glowing Fleders (that, aside from their hue, have the same taste for blood and attack patterns as their overworld counterparts) have never had significant contact with the outside world, having spent their entire time on our planet in the Unseen Elder’s cave, whose atmosphere is very similar to that of their home world.

No Running. Only Jumping: Think of the Fleder as a variation of the Katakan, bred to physically destroy its opponent. When engaging these foes, understand that unlike Bruxae (or Katakans), Fleders (and Garkains) run; instead, they close distance by jumping at their victims. Their attacks are strong enough to stagger or knock down human sized enemies. Fleders are fully capable of fighting one on one with you, but are truly potent when part of a group of Fleders, or other Vampires.

Savage Claw Swipes (melee): Impossible to parry, delivering some nasty damage, and knocking you back, these swiping claws are simple, but savage. You are better to weave around the front of such a foe, attacking the flank. Retreating and darting in after a swipe is also possible. Otherwise, let the beast hit you, after supping on Black Blood, so your own bleeding causes the Vampire severe pain.

Charge: A quick darting scamper and dodging means the Fleder can see your bladed attacks and react to them; and this extremely quick charge can stagger you if it connects. Rolling and dodging prevents this.

Savage Pound and Pounce: A high leap into the air, and two claws pounding the ground as it connects near your vicinity, the shockwave of this pounce can knock you down. Watching the Fleder launching from the ground is the key to detecting this attack early enough so you can dodge it or absorb it with Quen.

Back and Forth (Counter): Don’t expect an easy fight, as the Fleder is adept at countering your blades, jumping back, and then leaping forward again and starting claw swipes. Therefore, your attacks must be minimal before retreating. Simply hammering blow after blow into a Fleder isn’t possible.

The Best Battle Tactics

When fighting Fleders, it is best to take advantage of their particular method of movement. These creatures do not run, but they do try to catch their prey and knock it over by leaping. Knowing this behavior, you can plan the fight appropriately and not let yourself be caught by surprise. Such planning involves dropping Yrden when the Fleder lands, so it is slowed (and zapped if Magic Trap is employed), and bombs or crossbows poised to whittle down the Vampire’s vitality. Otherwise, treat a Fleder fight like that of a Katakan or Ekimmara, roasting the beast with Igni (Firestream), and dropping bombs that can cause continuous damage over time. One final option is Axii, stunning the Fleder for long enough to deliver some vicious blows of your own.

HIGHER VAMPIRES

Danger Alert

Frequency

Only a mutual thirst for blood links higher Vampires to their distant and much more primitive cousins: Ekimmaras, Alps, Katakans, and the like. Higher Vampires are, in fact, much more similar to humans than to those bat-like blood slurpers.

Loot: Orens, Deargdeith, Sapphire dust, Rubedo

Sub-Species or Named Variants: Higher Vampire, Hubert Rejk

Environments: Found living among humans in cities. The problem is finding them in the first place. Some Vampires have lived for centuries, and cannot be easily discovered or caught.

Specific Encounter:Secondary Quest: Carnal Sins (see page 203), Secondary Quest: A Tome Entombed (see page 397).

Vulnerable Against
The Best Battle Tactics

They not only resemble us in appearance, but also share our intelligence and behavioral patterns. This means they do not squat in distant forests or hide in the shadows. On the contrary, they are particularly fond of cities, where they live out deceivingly normal lives. An exceedingly rare opponent for a Witcher, higher Vampires possess nearly unmatched strength and intelligence among all foes one could face. When they are transformed into their bestial state, evasion is key to surviving the encounter, but this is made difficult due to their speed.

When transformed, Higher Vampires also favor striking while invisible, appearing only when they are an eyeblink away from sinking their claws into a victim. This makes Yrden absolutely vital both for revealing the Vampire, but also for keep it in place long enough to cut it down with a silver sword, ideally coated in Vampire oil. Igni is one of the few real weaknesses a higher Vampire possesses. Use it if you can, if it catches on fire it will be stunned for a brief moment.

Black Blood is useful—but comes with the obvious risk of allowing the Vampire to draw blood in the first place. Do not rely on it to save you. It is best to have Quen prepared to absorb a blow, then cast Yrden to keep the monster in place for your silver sword. Drink a Tawny Owl potion for faster Sign usage.

Once a higher Vampire transforms, all combat techniques you developed when fighting Katakans (see page 758) should be employed.

GARKAINS

GARKAIN: ALPHA

Garkains Danger Alert

Frequency

Alpha Garkain Danger Alert

Frequency

Garkains, like Fleders, belong to the class of particularly dangerous Vampires whose strength exceeds even that of fiends. An encounter with one of their number almost always ends in death, which is why there are not many eye-witness accounts of them.

Loot: Monster ear, Monster eye, Monster hair, Vampire blood, Vampire fang, Vampire saliva

Sub-Species or Named Variants: Garkain, Alpha Garkain

Environments: The city of Beauclair, when called upon by the Higher Vampire Dettlaff.

Specific Encounter:During Main Quest: The Night of Long Fangs, in Beauclair (see page 334).

Specific Encounter (Alpha Garkain): Secondary Quest: Blood Simple (see page 336).

Vulnerable Against
Enemy Attacks

The Alpha Garkain is a particularly strong variant of the Garkain, but is otherwise identical to fight.

Garkains belong to the group of creatures known as Lesser Vampires. They often gather around themselves members of other subspecies of Lesser Vampires, acting in such situations as leaders of the pack. They are by and large unable to run, but can jump a great distance and often attack their prey in that way.

No Running. Only Jumping: Think of the Garkain as a variation of the Katakan, bred to physically destroy its opponent. When engaging these foes, understand that unlike Bruxae, Fleders (and Garkains) don’t run, instead they close distance by jumping at their victims. Their attacks are strong enough to stagger or knock down human sized enemies. Garkains are fully capable of fighting one on one with you, but are truly potent when part of a group of Garkains, or other Vampires.

Savage Claw Swipes (melee): Impossible to parry, delivering some nasty damage, and knocking you back, these swiping claws are simple, but savage. You are better to weave around the front of such a foe, attacking the flank. Retreating and darting in after a swipe is also possible. Otherwise, let the beast hit you, after supping on Black Blood, so your own bleeding causes the Vampire severe pain.

Charge: A quick darting scamper and dodging means the Garkain can see your bladed attacks and react to them and this extremely quick charge can stagger you if it connects. Rolling and dodging prevents this.

Savage Pound and Pounce: A high leap into the air, and two claws pounding the ground as it connects near your vicinity, the shockwave of this pounce can knock you down. Watching the Garkain launching from the ground is the key to detecting this attack early enough so you can dodge it, or absorb it with Quen.

Back and Forth (Counter): Don’t expect an easy fight, as the Garkain is adept at countering your blades, jumping back, and then leaping forward again and starting claw swipes. Therefore, your attacks must be minimal before retreating. Simply hammering blow after blow into a Garkain isn’t possible.

Psychic Incapacitation: During combat, they usually keep their distance from their foes, trying to incapacitate them using a blast of mental energy provoking visions that beguile and disorient. If you’re struck by this psychic attack, expect confusion and distorted vision. Confusion prevents using Signs, using items, running, parrying and sword attacks. It should also be remembered that the Samum and Moon Dust

bombs are always effective weapons against any mental attacks. Otherwise, retreat swiftly so you are not incapacitated.

The Best Battle Tactics

When coupled with Fleders, Garkains keep their distance and assault victims with psychic attacks while Fleders attack from close range. These brainwaves can cause you to be stunned, opening you up to attacks from the Garkain, or other Vampires in the vicinity. The area of effect attack has a large radius and long anticipation (allowing you to see the attack coming and react accordingly). In all other respects, treat combat against a Garkain in the same way, and using the same techniques, that you used when fighting a Fleder (see that Bestiary entry, previously).

KATAKANS

katanas

Frequency

Gael

Frequency

They feed on blood. They resemble enormous bats, though with long fangs and even longer talons. And, as if that weren’t terror enough, Katakans may turn invisible, waiting unseen while dread of their unpreventable attack overwhelms their victim.

Loot: Vampire fang, Vampire saliva, Katakan mutagen

Sub-Species or Named Variants: Katakan, Gael

Environments: Like their Ekimmara cousins, Katakans hunt just as easily in a city, or in dark caves somewhere in the wilderness, throughout the world.

Specific Encounter:Kaer Gelen (upper battlements interior) on Ard Skellig, with wraiths in the vicinty.

Specific Encounter (Gael): Contract: The Oxenfurt Drunk (see page 525).

Vulnerable Against
Enemy Attacks

Katakans are invulnerable to steel, regenerate quickly, and demonstrate acute hearing.

Ethereal Plane: Blinking out of existence, turning invisible and becoming shadow-like, before heading to your location and raking you with talon attacks, is a plan the Katakan is keen on. Use of magic to dissuade a Katakan from remaining unseen (such as Quen and Yrden’s magic trap) is a key benefit to preventing a battle turning to favor the enemy. You cannot strike the beast with swords until it is congealed.

Razor-Rip Talons: Katakans are able to quickly land blow after blow. They should be fought with a silver sword, and these talon attacks (which have armor-piercing tendencies) cannot be parried.

Regeneration: Remember that Katakans are able to regenerate health over time. One should thus never attempt to tire them out. Instead, cut them down as quickly as possible, and employ projectiles and sword play that can deal damage even after you break away from combat.

Strengths: Katakan claws cause bleeding and can pierce armor. It is imperative your defenses are strong when facing this creature.

The Best Battle Tactics

When fighting a Katakan one must pay particular attention to its shadow—often the only way to know its location. To even the odds one can temporarily immobilize Katakans using the Yrden sign, then seize that moment to attack with all one’s might, for there might not be another chance. Unfortunately, the legends are wrong and the sun’s rays do not turn Katakans to ash. They are vulnerable to sunlight, however, and when the sun stands at its zenith their regeneration is considerably slowed.

Katakans are notably smarter and more powerful than Ekimmaras. Their power only increases at night, and you should take additional precautions if you’re hunting one at those late hours. Alternatively, wait for daylight, so the Katakan’s natural regeneration is impaired. Yrden is one of the most valuable tools when hunting a Katakan, undoing its invisibility, allowing a Witcher to feed them a silver sword. Another way to draw out a Katakan from invisibility is through the use of Igni, and the bombs the beast is vulnerable to. In general, the tactics employed when facing an Ekimmara work well against these more imposing and quicker foes.