The Witcher 3: Wild Hunt - Monsters
The bestiary of The Witcher 3: Wild Hunt, organised the way the game organises it: by creature class, because class decides which blade oil works and therefore how a fight opens. Every entry lists the class, the regions it appears in, its signature behaviour in combat and the preparation that beats...
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of 35 entries
· updated 2026-09-15
| Name | Type | Description | Region | Abilities | Weaknesses | Difficulty |
|---|---|---|---|---|---|---|
| Nekker | Necrophage | Small, aggressive scavengers that live in colonies and always attack in numbers. | Velen, White Orchard, Novigrad outskirts | Swarm tactics and flanking Burrowing and nest ambushes Nekker warriors that soak more damage | Necrophage Oil, Igni, wide sweeping attacks | Low individually, medium in a nest |
| Drowner | Necrophage | The drowned dead, found anywhere there is water and corpses. | Coastlines, swamps and riverbanks across every map | Lunging bite that staggers Underwater ambush Numbers | Necrophage Oil, Igni, crossbow while swimming | Low |
| Ghoul | Necrophage | Carrion eaters that gather wherever the war left bodies. | Battlefields, crypts and ruins | Fast bite chains Scavenging in packs Brief retreat when wounded | Necrophage Oil, Igni | Low |
| Alghoul | Necrophage | A larger ghoul variant that raises bone spines when threatened, which makes it much harder to hit from the front. | Velen, Skellige, Toussaint | Spine defence that punishes frontal attacks Fast regeneration Pack leadership | Necrophage Oil, Igni, attacks from behind | Medium |
| Rotfiend | Necrophage | Bloated corpses that explode when killed, spraying toxic gore over everything nearby. | Velen, Novigrad, battlefields | Death explosion with poison damage Fast closing charge | Necrophage Oil, ranged finishes, Quen | Medium because of the death blast |
| Wraith | Specter | Restless spirits that drift through walls and can only be hurt reliably while inside a Yrden trap. | Ruins, graveyards and haunted sites | Incorporeality and phase-through attacks Teleporting strikes Near immunity outside Yrden | Specter Oil, Yrden (materialises them), Moon Dust bomb | Medium |
| Noonwraith | Specter | The spirit of a woman who died at midday, bound to the place of her death. | Fields and rural sites, most famously White Orchard | Phasing and teleport attacks Summoning lesser wraiths Only vulnerable inside Yrden | Specter Oil, Yrden, burning the remains first | Medium |
| Nightwraith | Specter | The night counterpart of the noonwraith, stronger, faster and able to drain health with its touch. | Graveyards, ruined chapels and battle sites | Life drain on contact Rapid teleport strikes Summoning spectral adds | Specter Oil, Yrden, Moon Dust | Medium-high |
| Griffin | Draconid | A flying predator with a lion's body and an eagle's head, and the first real boss of the game in White Orchard. | White Orchard, Velen, Skellige highlands | Aerial dives and wing gusts Ground rakes and roars that stagger Long pursuit range | Draconid Oil, crossbow to bring it down, Aard when grounded | Medium (boss at low level) |
| Wyvern | Draconid | A two-legged dragon-kin that hunts by diving from height and striking with a venomous tail. | Skellige, Velen mountains, Toussaint | Venomous tail strike Aerial dive attacks Wing buffet knockback | Draconid Oil, Igni, crossbow during flight | Medium |
| Cockatrice | Draconid | A smaller draconid that fights on the ground more than the wyvern, mixing bites with a short hop and a petrifying gaze in the older lore. | Velen, Skellige, Toussaint | Fast bite combos Short-range leaps Wing strikes | Draconid Oil, Quen, counterattacks | Medium |
| Basilisk | Draconid | A cave-dwelling draconid that spits venom and fights in tight spaces, which is exactly where its wings matter least and its teeth matter most. | Skellige, Toussaint caves | Venom spit Nest defence Claw and bite chains | Draconid Oil, Igni, Golden Oriole for the poison | Medium |
| Werewolf | Cursed One | A man or woman cursed to change form, and one of the fastest enemies in the game. | Velen, Skellige, Toussaint | Fast regeneration Leaping attacks Howl that summons wolves | Cursed Oil, Igni, silver sword; the curse itself can be lifted by quest choice | High |
| Botchling | Cursed One | The cursed remains of an unbaptised child, buried under a family's home and feeding on the household. | Velen, tied to the Bloody Baron's questline | Life drain on the household Burst attacks when provoked Cannot simply be avoided in the quest | Cursed Oil, the lubberkin ritual as the non-lethal answer | Medium |
| Leshen | Relict | An ancient forest spirit that commands wolves and crows and treats a stretch of woodland as its territory. | Forests of Velen, Skellige and Toussaint | Wolf and crow summoning Root attacks and teleportation Curse mark that follows the player | Relict Oil, Igni (wood and roots), kill the wolves first | High |
| Fiend | Relict | A huge deer-like relict with a third eye that confuses its prey, making Geralt see duplicates of the creature. | Velen forests, Skellige, Toussaint | Illusion duplicates Devastating charge High health and stagger resistance | Relict Oil, Quen, dodge the charge rather than parry | High |
| Chort | Relict | A bull-headed relict related to the fiend but without the illusion, replacing it with raw aggression and a charge that covers most of an arena. | Skellige, Toussaint | Group charges Heavy horn strikes Stagger resistance | Relict Oil, Aard to interrupt charges | High |
| Godling | Relict | Small, intelligent house-spirits that can talk and bargain, and are not hostile by default. | Velen, Skellige, Toussaint | Speech and bargaining Illusions and hiding Local knowledge of the region | Not meant to be fought; a godling can be talked to | None (non-hostile) |
| Sylvan | Relict | A goat-legged forest relict that is intelligent enough to hold a grudge and speak, and appears in a handful of contracts and side quests. | Velen, Novigrad outskirts, Toussaint | Speed and leaps Summoning forest creatures Speech and negotiation | Relict Oil, Igni, Aard | Medium |
| Grave Hag | Relict | A hunched, long-tongued hag that lives in graveyards and drags corpses into her burrow. | Velen swamps, Skellige, Toussaint | Long tongue lash Corpse drag and burrow escape Poisoned claws | Relict Oil, Igni, Golden Oriole | Medium |
| Water Hag | Relict | The swamp cousin of the grave hag, lurking in shallow water and throwing mud that blinds. | Velen swamps and riverbanks | Mud throw that blinds Swamp ambush Claw combos | Relict Oil, Igni, keep out of the water | Medium |
| Ekimmara | Vampire | A lesser vampire that fights in a flurry of claws and drinks blood to heal. | Velen crypts, Novigrad sewers, Toussaint | Blood drain and healing Fast claw combos Short-range teleport | Vampire Oil, Igni, Black Blood potion | Medium-high |
| Katakan | Vampire | A larger, armoured vampire that can turn invisible and strike from stealth. | Novigrad, Velen, Toussaint | Invisibility and stealth strikes Armoured hide Blood healing | Vampire Oil, Moon Dust bomb to reveal, Black Blood | High |
| Bruxa | Vampire | A female higher vampire that screams to stun and then closes the distance in a blink. | Toussaint, Velen | Stunning scream Blink-speed movement Claw and bite chains | Vampire Oil, Black Blood, Moon Dust, Quen | High |
| Higher Vampire | Vampire | The intelligent vampire caste that Blood and Wine builds its story around: Dettlaff, Regis and their kind are not monsters to be farmed but people with a different biology. | Toussaint | Flight and swarm form Rapid regeneration Blood magic and mesmerism | Vampire Oil, Black Blood, Moon Dust; permanent death requires another higher vampire | Very high (boss-tier) |
| Rock Troll | Ogroid | A hulking stone-skinned troll that throws boulders and regenerates unless its wounds are burned. | Skellige caves, Velen mountains, Toussaint | Boulder throws Regeneration that Igni suppresses Heavy club swings | Ogroid Oil, Igni (stops regeneration), strong attacks | Medium |
| Ice Giant | Ogroid | The giant that emptied Undvik, fought at the end of The Lord of Undvik. | Undvik, Skellige | Arena-wide club sweeps Stomps that knock down Ice and debris throws | Ogroid Oil, Quen, stay behind and punish recovery | High |
| Golem | Elementa | A constructed stone guardian that ignores most signs and resists everything except raw damage and armour-piercing attacks. | Ruins, crypts and mage laboratories | Sign resistance Heavy stone fists High armour | Elementa Oil, Rend, strong attacks | Medium |
| Earth Elemental | Elementa | A living mass of earth and stone that shrugs off Igni and most crowd control, then punishes anything that stands still. | Ancient ruins, Toussaint | Elemental immunity to fire Area ground slams High stagger resistance | Elementa Oil, Quen, keep moving | Medium-high |
| Endrega | Insectoid | Ant-like insects that defend a hive and come in worker, warrior and drone forms, each with a different attack pattern. | Velen forests and Toussaint | Hive swarm behaviour Acid spit from warriors Burrowing ambush | Insectoid Oil, Igni, Golden Oriole against acid | Medium |
| Arachnomorph | Insectoid | Large spiders that web their prey in place and drop from ceilings. | Caves and ruins in Velen, Skellige and Toussaint | Web immobilisation Ceiling ambush Poison bite | Insectoid Oil, Igni (burns webs), Golden Oriole | Medium |
| Kikimore | Insectoid | A queen-led insect colony whose workers swarm in tight formation and whose queen is a heavily armoured tank. | Swamps and caves, Velen and Toussaint | Swarm and queen synergy Armoured queen Acid and claw attacks | Insectoid Oil, Igni, clear workers before the queen | Medium-high |
| Siren | Hybrid | Winged sea-women that circle ships and dive at swimmers. | Skellige coastlines and shipwrecks | Aerial dive attacks Ship and swimmer harassment Flocking | Hybrid Oil, crossbow, Aard to drop them | Low-medium |
| Ekhidna | Hybrid | A larger sea hybrid with a barbed tail and a screech that disorients. | Skellige, Toussaint coast | Barbed tail strike Disorienting screech Long lunges | Hybrid Oil, crossbow, Quen | Medium |
| Harpy | Hybrid | The most common flying enemy in the game, nesting on cliffs and diving in groups. | Skellige, Velen cliffs, Toussaint | Group dives Nest defence Item stealing | Hybrid Oil, crossbow, Aard | Low |
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