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...
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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