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Beasts

Abraxan: (winged Horse) Exceptionally large winged horses, Abraxans are most commonly palominos
with similarly coloured wings, although some specimens do have darker wingtips. Due to their huge
size Abraxans are most will known for their use as aerial carriage
horses, able to pull most kinds or carriage, cart or trap longer
distances than many mundane horses be it aerially or terrestrially.
Abraxans are known for their strong resistance to the cold, able to
fly at great altitudes and deal well with heavy winters.
The most well known specimens of Abraxans are found at the old
and respectable Beauxbatons Academy of Magic in the Pyrenees
where they are used to transport large numbers of students, as
well as to pull in timber and logs for their winter fires. Abraxans
are generally considered powerful horses, but not really ones for
day to day use, being too large for many witches or wizards to
easily ride, and often too stubborn for many to want to.
Traits:
Large Beast, Unaligned
Armor Class: 11
HP: 21
Speed: 60 Fly 60
STR 18 +4 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Hooves: Melee Attack +4 to hit, reach 5 feet. Hit 2d6+4 Bludgeoning Damage.

Acromantula: Large and fearsome arachnids, Acromantula prefer the rainforests of South East Asia to
any other haunt they may be found in, and are fairly common in Borneo. Highly intelligent,
Acromantula do not view morality, ethics or promises in the same way as humans, and will eat witches
and muggles alike, if they have no reason not to. However these creatures do fear Basilisks above all
things, because of their multiple, ever-open eyes, which make them vulnerable targets.
Originally spotted in 1784, before the ban on Experimental Breeding, it is believed Acromantula were
originally created by wizards to guard locations of importance, such as treasure hoards, rather than
having come into existence naturally. Certainly there are few enough breeds of magical spiders and
none which have reached such as size as the formidable Acromantula.
Like the wolf spiders and tarantulas these creatures can so resemble, Acromantula are highly
venomous, with venom that can fetch up to 100 Galleons a pint, and with a distinct sexual dimorphism,
the females usually being larger than the males. The females can lay around a hundred soft, beach ball-
sized eggs, which tend to hatch after a bout six to eight weeks. These eggs are Class A Non-Tradeable
Materials, and severe penalties are attached to their illegal trade.
While their venom is used in certain potions, the webs of Acromantula (often huge, dome-shaped
structures) has and can be used on injuries as a
bandage, in place of Unicorn hair and is fairly effective.
The web, like the nerves of Acromantula, may also be
used in wands, though both are incredibly rare, not due
to any inherent danger of their use but simply from the
danger in obtaining them. Such cores make for fairly
quick wands, with Nerve being distinctly above-average
in casting speed, and both well able to cast both
Defensive spells and offensive spells, though web does
not tend to have the same vivacity as nerve as a core,
and may tend more toward healing.

Traits:
Full grown Acromantula Brood Queen
Huge monstrosity, lawful evil
Armor Class: 18
HP: 180
Speed: 50
STR 20 +5 DEX 12 +1 CON 22 +6 INT 14 +2 WIS 10+0 CHA 8-1
Saves: Strength +10 Constitution +11
Skills: Athletics +10 Perception +5 Intimidate +4
Senses: Dark Vision 120 Feet Passive Perception 12
Languages: Spiders and One Human Language
Challenge: 15 (13,000XP)
Spider Climb: The spider can climb difficult surfaces without a check.
Web Sense: While in contact with a web the spider knows the exact location of any other
creature in contact with the same web.
Web Walking: Takes no penalty for moving across webbing.
Resistant to magic: Takes half damage from spells and gains advantage on spell saves
Actions
The Female Acromantula can make 2 attacks
Bite: The pincers deal 3d12+10 Piercing Damage with an attack of bonus of +10 if successful the
target must make a Con save of DC 17 on a failed save they take 2d10 poison damage.
Bash: +10 crushing attack 3d8+10 Bashing Damage

Male Acromantula Guards
Large Monstrosity, Lawful Evil
Armor Class: 15
HP: 131
Speed: 40
STR 15 +2 DEX 12 +1 CON 16 +3 INT 10+0 WIS 12+1 CHA 8-1
Saves: Strength +5 Constitution +6
Skills: Athletics +5 Perception +4 Intimidate +2
Senses: Dark Vision 60 Feet Passive Perception 12
Languages: Spiders and One Human Language
Challenge: 5 (1,800XP)
Spider Climb: The spider can climb difficult surfaces without a check.
Web Sense: While in contact with a web the spider knows the exact location of any other
creature in contact with the same web.
Web Walking: Takes no penalty for moving across webbing.
Actions
Bite: The pincers deal 1d8+7 Piercing Damage with an attack of bonus of +5 if successful the
target must make a Con save of DC 15 on a failed save they take 1d6 poison damage.
Tackle: +5 melee attack 1d6+7 Bashing Damage

Aethonan (Winged Horse): One of the hardier breeds of winged horse, Aethonans are common
across Great Britain and Ireland, and are usually chestnut in colour, although bay specimens, as above,
are not uncommon, and nor are skewbalds (brown and white in colouration). Aethonans are often
surprisingly strong for their size (usually being on the smaller side) and fairly adaptable. The
introduction of mundane Arabian blood to the breed can lend the Aethonan a more slender form,
though most breeders prefer to cross with cobs and
ponies instead, preferring the rounder, bulkier form
these crosses provide.
Aethonans are well known for their stance when at
rest, often standing perfectly square, and this has led
to their common use as steeds in competitive
dressage. Long before the introduction of the
hot/cold/warm blood system of dividing equine
breeds Aethonans were considered hot blooded, being
quick and agile, despite their bulkier forms, and quick
learners, which is often attributed to their hardiness
and adaptability.
Traits:
Large Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 40
STR 18 +4 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge: 1/4 (50XP)
Hooves: +6 to hit melee attack, reach 5ft. 2d4+4 Bludgeoning damage.

Amazonian Salamander: A kind of magical salamander, the Amazonian Salamander is usually of a
greenish coloration, though some have a genetic mutation which turns them red instead. Like most
magical salamanders some of these creatures are known to have six legs, and they are highly resistant
to fire, needing to bathe in it on a regular basis for their own health. Depending on how recently they
have been within a fire an Amazonian Salamander can be anywhere from 30C to over 200C in
temperature.
Most Amazonian Salamanders breed rarely, and require pools of heated
water in which to spawn, with a distinct preference for pools lined with
volcanic rock, or volcanic soil. Unlike some Salamander varieties
Amazonian Salamanders are not killed if their Salamander Fire is
destroyed or put out, though they will need to quickly make a new fire
in which to live. If this too is put out they rapidly fade and die, leading
to those witches who wish to make use of salamander blood or skin in
potions to take especial care of their Salamanders fires.
Traits:
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Burning Skin: Any who touch a living salamander will take 1d4+1 fire damage, unless wearing
protective gloves.

Aquavirius Maggot: Of unknown provenance, unknown purpose, and
by and large unknown by the magical populace, Aquavirius Maggots
are curious creatures which greatly resemble tentacled brains.
Generally under close examination by the Department of Mysteries of
many magical Ministries, Aquavirius Maggots, while difficult to handle
physically, can also cause mental damage to those physically exposed
to them for any length of time. Though this is healable, it is sometimes
difficult to treat, depending on the length of exposure.
Generally speaking Aquavirius Maggots live in water, and use their tentacles to pull prey closer before
sucking out mental aspects, from memories to common sense to patterns of thought. Brief and violent
encounters are often the most treatable, while the longer the encounter, and the more peaceful the
victim during, the longer lasting the effects are. It seems that Aquavirius Maggots feed on these, rather
as Dementors feed on happiness, though Aquavirius Maggots also seem capable of feeding on
plankton and magical microfauna.
Traits:
Diminutive Beast, Unaligned
Armor Class: 10
HP: 16
Speed: Swim 30
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Thought Eater: If a restrained person is put in the same water as a Aquavirus Maggots they will
feed on the persons memories, 6 months per round, or they can be fed memories such like a
pensive.

Ashwinder: Born of the embers of a fire touched by magic (those connected to the Floo Network most
especially), Ashwinders are serpents of flame and embers,
and have been the cause of several house fires, through
either themselves, or their eggs. Ashwinders are usually
quite slender in form, and a pale, ashy grey with eyes which
glow in a similar manner to embers.
On their own an Ashwinder will only live about an hour
once it has left its birth-fire, and usually turn utterly to dust
once their eggs have been laid, These eggs radiate intense
heat and while they can be frozen for use in potions it is
also not uncommon for them to be destroyed. The eggs of
Ashwinders are most usually used in Love potions though
they can be eaten whole in order to some illnesses, usually
fevers.
Traits:
Ashwinder
Small monstrosity, neutral
Armor Class: 13
HP: 37
Speed: 30
STR 12+1 DEX 16+3 CON 10+0 INT 3 -4 WIS 15+2 CHA 6 -2
Saves: Dexterity +5 Wisdom +4
Skills: Stealth +5 Perception +4
Senses: Dark Vision 60 Passive Perception 14
Languages: none
Challenge: 1/4 (50XP)
Eggs: Eggs will start a fire that spreads 20 feet per round after 1d4 hours of being layed.
Burning skin: Whenever touched the ashwinder is like a lit flame burning the person.
Actions
Strike: +3 melee attack 1d4+1 fire damage.

Augurey: The Augurey or Irish Phoenix is a rather slim and mournful looking bird, akin in appearance
to a small and underfed vulture. Its feathers are greenish black and repel ink and it possesses a sharp
beak with which it catches its primary prey: various insects and the occasional Fairy. The Augurey
prefers to hunt in the rain and is intensely shy, making its tear-shaped nest in thorn and bramble
bushes.
Native to Great Britain and Ireland, it is occasionally found in
Northern Europe where, like in Great Britain and Ireland, it is seen
rather negatively due to the long-held idea that it foretells death
with its rather mournful cry.
It has since been proven that the Augurey cry merely foretells the
weather - singing when it is set to rain for example. This has led to
some Wizards keeping them as a kind of living barometer to
predict the weather, however this modern viewpoints gives none
of the fun of the old view which once led to Uric the Oddball
believing himself a ghost and trying to walk through walls, giving
himself a not inconsiderable concussion.

Traits:
Augurey
Small monstrosity, neutral
Armor Class: 16
HP: 28
Speed: 30
STR 8-1 DEX 16+3 CON 8-1 INT 3 -4 WIS 16+3 CHA 10 +0
Saves: Dexterity +5 Charisma +2
Skills: Stealth +5 Perception +4 Intimidation +2
Senses: Passive Perception 15
Languages: none
Challenge: 1/8 (50XP)
Weather Forecast: Always knows when the weather is about to change, especially to rain.
Actions
Wail: Everyone must within 60 feet of the Augurey must make a wisdom saving throw of DC 13
or be frightened until the end of the Augreys next turn.
Scratch: An Augrey can make a talon related attack +5 melee attack 1d4-1 slashing damage.


Basilisk: Both a magical beast and a magical creation a Basilisk bears similarity in size to the extinct
mundane creature, the Titanoboa, both reaching in
excess of 10m in length. In some old bestiaries -
before the creature was fully understood - the beast
was called the King of Serpents, named under the
misapprehension that as the serpent was a magical
creation it did not reproduce on its own and that, as
such, all Basilisks were of one sex. This has since
been disproved, and though Basilisks are most well
known for being hatched by way of a chickens egg
beneath a toad, should a male and female Basilisk
meet there is a possibility they will mate, producing
eggs of a size of those of the larger dragons.
Confusion between true Basilisk eggs and Dragon
eggs does hold the potential of great risk, however
careful limitations on the trade of dragon eggs and
the creation of Basilisks greatly reduces chance of
mishap.
The first Basilisk recorded in history was hatched by the Ancient Greek Dark Wizard Herpo the Foul,
who was also one of the earliest wizards believed to be a Parselmouth. The hatching of Basilisk eggs
has been banned since medieval times, as only those rare few who are Parselmouths can tame the
creature, and many - though not all - are practitioners of Dark magic. Some witches do still attempt to
create Basilisks by simply removing the egg from beneath the toad should the Department for
Regulation and Control of Magical Creatures come by to check. Despite the Dark connotations of
Parseltongue the current theory is that although an ability to speak Parseltongue has no bearing on
whether an individual will use Dark magic, the belief of muggles of Abrahamic faiths that snakes are
evil, may have created a self-fulfilling prophecy, and inclined many Parselmouths toward the Dark Arts
for their own protection.
Basilisks grow quickly from hatching, usually reaching between five and ten metres within a month.
Most are usually ten metres long by the end of their first year and from that point on grow slowly but
steadily with the oldest known specimen reaching more than 50 feet (about 15 meters), and some few
younger specimens reaching up to 50 meters. This disparity is believed to be in part due to the elders
hibernation periods and lesser diet. Most Basilisks are of a greenish color, and usually darken from a
bright verdantly in youth to a darker murkier green as they age. Ghosts who have died at the gaze of a
Basilisk report its eyes as having been huge and yellow although studies of Basilisk skeletons suggest
the eyes are not actually that large, merely seem so due to incomplete memory due to death.
While the gaze of a Basilisk does confer death on those who meet it, a broken or incomplete gaze - via
a reflection, or through a ghost - can instead petrify the individual. Due to the near stone-like forms
Petrification imposes on individuals afflicted a Basilisk will not eat these victims and instead, with the
use of Mandrake Restorative Draughts, they may be woken again. Interestingly Basilisk gazes can and
do affect even ghosts, though it is unknown if other Spirits, such as Poltergeists, are affected similarly.
Usually those killed by a Basilisk will be eaten, as Basilisks prefer to feed on vertebrate animals,
although some records say hatchlings can be fed worms and Flobberworms to increase growth rates.
Uniquely of all creatures Phoenixes and Ho-ous, are immune to the gaze of the Basilisk. Some
magizoologists believed this may be tied to the healing power of the tears of larger Firebirds, which is
also the only known cure for Basilisk venom, which is so strong it can destroy the powerful dark magic
of even Horcruxes. Basilisk venom kills within mere minutes and those affected will feel drowsy and
their vision is likely to become blurry. The sheer potency of Basilisk venom is such that it retains its
destructive ability even many years after extraction from the creature or even the creatures death.
Basilisks, like many reptiles, can be exceedingly long lived given the correct care and allowances to
hibernate. The longest lived Basilisk recorded lived for approximately one thousand years though it is
believed by magizoologists that there is potential for specimens elsewhere as yet unfound, to have
lived yet longer still. As Basilisks age they shed their skin at intervals, in the manner of all snakes, and
this skin, like dragonhide, can be used in protective gear, due to its ability to deflect spells, though it is
nowhere near as effective as dragonhide at deflecting flame.
Interestingly Basilisks may be sexed by the simple presence of a single scarlet plume on its head, which
some magizoologists believe may be the only inheritance the creatures get from the chicken egg they
originate from. This crest, or coxcomb, will stick up more should a male Basilisk feel aggressive, as well
as on the rare occasions two Basilisks might mate. It is also worth noting that while Basilisks originate
from the egg of a chicken, the crowing of a cockerel (or rooster in America) can be fatal to the
serpent, although the reason is unknown.
Lastly it is worth knowing that spiders fear Basilisks a great deal, to the point of even Acromantula
refusing to speak of the beasts. Some magizoologists believe that the fear arachnids have for Basilisks
may be due to their wider frame of vision, which leaves them far more at risk to the Basilisks deadly
gaze.
Traits:
Basilisk
Huge monstrosity, Chaotic Evil
Armor Class: 19
HP: 345
Speed: 40
STR 25+8 DEX 16+3 CON 20+5 INT 10 +0 WIS 16+3 CHA 10 +0
Saves: Dexterity +9 Constitution +11
Skills: Athletics +17 Stealth +9 Perception +9 Intimidation +6
Senses: Passive Perception 15
Languages: none
Challenge: 17 (18,000XP)
Actions
The Basilisk gets two actions, one bite and one whip.
Magic Resistance: The Basilisk takes half-damage from spells, and gives advantage to spell
saving throws.
Whip: +14 melee attack Deals 3d12+14 bashing damage.
Gaze (Rechargeable every 3 rounds): The target makes a Dex save of DC 19 on a failed save the
target is petrified.

Bicorn: A curious creature, Bicorns are apparently rather obese creatures which were said, in sexist
Medieval bestiaries to feed on faithful husbands and thus was always fat. Despite this incredibly
sexist notion it is untrue. While Bicorn have a large number of oddly placed fat deposits, it does not
feed on humans, instead being herbivores.
The Bicorn is closely related to the mundane cow, though it
looks even fatter from it. They have two horns and a humanlike
face. As creatures they are rather hard to corral, being as large
as the prehistoric Auroch, and are believed by some to be
distant relatives thereof. All the same, existing herds of the
creatures are kept a under close watch, as their horns have
many uses in potions - though famed for their use solely in the
Polyjuice. Generally Bicorn horns are collected as soon as they
have shed and the herd has moved on, as this is the only safe
time to do so.
Large Beast, Unaligned
Armor Class: 11 (thick skin)
HP: 48
Speed: 40
STR 21+5 DEX 8 -1 CON 15 +2 INT 2-4 WIS 12+1 CHA 6-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge:2(450XP)
Gore: +7 to hit 2d8+5 Bludgeoning Damage
Charge: If the Bicorn moves 20 feet or more straight forward and hits the target with a gore
attack it deals extra 2d8 damage, the creature must make a DC15 str save or knocked prone.

Bigfoot: The North American Sasquatch is, by current magizoological theories, believed to be a close
cousin of the Tibetan Yeti, and known to prowl the forests and national parks of the USA and Canada.
Rarely seen - and almost never interacted with - Sasquatches are believed to be of near-human
intelligence, but are more commonly compared with giants for their, (sometimes considerable) size.
Sasquatches, by and large, tend to keep to themselves, and attempts to force interactions never go
well. While native wizards have known about the creatures for a
long time, and indeed know how to safely interact with them, they
refuse to share this information with modern, non-native
inhabitants of North America.
Sasquatches are known to bury their dead in often isolated sites,
which can be identified through the presence of Corpse Roses there.
Some of the eldest of these sites can be quite close to sites of
human habitation, while more recent ones are extremely isolated.
Though the flowers are useful - and sometimes grown purposefully
by Sasquatches near native tribes who have offered some subtle
help to them as a gift - theft of the flowers from Sasquatch
cemetery and grave sites is likely to cause great displeasure among
the creatures, and even native witches rarely make use of the
flowers grown for them by the Sasquatches.
Large Beast, Neutral
Armor Class: 11 (thick skin)
HP: 59
Speed: 40
STR 19+4 DEX 8 -1 CON 16 +3 INT 8-1 WIS 7-2 CHA 7-2
Saves: -
Skills: -
Senses: Darkvision 60 Passive Perception 10
Languages: One local and Giant
Challenge:2(450XP)
Club: Melee weapon attack +6 to hit, reach 5ft. 2d8+4 bludgeoning damage


Billywig: Native to Australia, the Billywig is a fascinating and sometimes frustrating insect, which flies
through the use of its oddly placed wings, which are placed at its head. Billywigs are only about half
an inch long (though some specimens can be bigger or small, depending on age and food availability).
The wings of a Billywig move in such a way as to cause the Sapphire-blue
Billywig to rotate night-uncontrollably, giving the creature great speed,
which means most muggles do not notice it, and most witches only spot it
after having been stung.
The sting of a Billywig is known to cause giddiness, and even hysteria
should one be stung multiple times, as well as induced levitation, which
can get dangerous if one is stung too many times, as this increases the
height at which one will float. Some few wizards may also be allergic to
Billywig stings, and end up permanently floating due to the stings. Such
individuals are generally advised to stay inside, or wear weighted clothes and lead shoes, though
research is being done into potions which might cure the affected individuals. Interestingly such
individuals do not always have an allergy to potions which make use of Billywig Stings, though enough
do for Australian witches to have started testing for the allergy at a young age.

Traits:
Billywig
diminutive monstrosity, neutral
Armor Class: 12
HP: 51
Speed: 80
STR 4-3 DEX 16+3 CON 10+0 INT 10 +0 WIS 12+1 CHA 8 -1
Saves: Dexterity +5 Wisdom +3
Skills: Stealth +5
Senses: Passive Perception 11
Languages: none
Challenge: 1/2 (100XP)
Actions
Sting: +5 attack, Deals 1d4-1 non-lethal, the target must pass a Con save of DC 13 or the cannot
move on their next turn from floating in the air.

Billywig Swarm
medium swarm, neutral
Armor Class: 14
HP: 72
Speed: 80
STR 4-3 DEX 16+3 CON 12+1 INT 10 +0 WIS 14+2 CHA 8 -1
Saves: Dexterity +5 Wisdom +3
Skills: Stealth +5 Perception +4
Senses: Passive Perception 13
Languages: none
Challenge: 1 (200XP)
Actions
Sting: +5 attack, Deals 1d6+4 piercing, the target must pass a Con save of DC 14 or the cannot
move for 1d4 rounds, from floating in the air. If the target drops to 0HP they do not die but instead are
left floating until saved (or starve).

Blast-Ended Skrewt: A dangerous hybrid creature of Manticores and Fire Crabs, Blast-Ended Skrewts
were legally bred for the 1994 Triwizard Tournament. Incredibly hard to breed, Blast-Ended Skrewts
are also incredibly hard to feed, and have a distinct penchant for cannibalism as well as being distinctly
bloodthirsty. Due to the suckers some specimens have (usually female specimens but not always)
recent attempts have been made to feed them blood, but this is inconsistently successful, usually only
working well with those with suckers. Those without still tend towards cannibalism. In addition to this
difficulty in feeding and breeding, Blast-Ended Skrewts are not the easiest to keep having a number of
physiological oddities - their have irregularly angled and placed legs (likely due to their Fire Crab
ancestry), and while some have suckers, others have stingers and some still may have both.
At first hatching Blast-Ended Skrewts look rather like six-inch-long shell-less lobsters but they rapidly
grow grey shiny carapaces which rapidly darken as they
continue to age, though they never quite cease smelling of
rotten fish. At full growth theyre around ten feet in length,
and use their stingers and suckers to attack those who come
too near, and the sparking blasts they are capable of (due to
their Fire Crab ancestry) can also propel them some
considerable distance. At full growth the creatures are
largely spell-resistant to all but the most powerful of spells,
though their underside remains undefended, and their stings
are highly venomous, as are their bites. Interestingly their
suckers, however, contain the antivenin, not that many
would wish to approach one to try to obtain some.
Traits:
large Beast, Evil
Armor Class: 10
HP: 118
Speed: 40
STR 15+2 DEX 16 +3 CON 15 +3 INT 2-4 WIS 13+1 CHA 4-3
Saves: Con +5
Skills: -
Senses: Passive Perception 11
Languages:-
Challenge:6(2,300XP)
Multi-attack: The Skrewt can make two attacks stinger and pincer.
Magic Immunity 3: All magic spells third level or lower are ignored.
Stinger: +2 melee attack deals 1d6+2 Piercing damage, the target must succeed a Con save of
15 or take 1d6 poison damage
Pincer: +2 melee attack deals 1d6+2 slashing damage, the target must succeed a Con save of 15
or take 1d6 poison damage.
Spark: +3 Ranged Attack deals 1d10+3 fire damage.

Blibbering Humdinger: Long believed to exist by the writers of The Quibbler, the creature now called
the Blibbering Humdinger is much debated about. Some believe that the original descriptions of the
creature were so vague as to permit any appearance one wished to believe in, while others claim that
certain aspects of the description show through clearly in the creature now identified as such. The
creature itself is largely similar in appearance to a Sea Slug, albeit hovering and with an almost human-
like face which is, more often than not, blowing a raspberry, or at least appearing to. They are found
uniquely in the Archipelago Ridiculus, and are among the few non-dangerous creatures there.
It is not entirely certain what the creatures eat, though
present theories suggest that they may consume a variety of
insects, while Quibbler readers believe that they consume
irritation, rather as Boggarts and Dementors feed on fear and
happiness respectively. However as most creatures which
feed on concepts appear to be amortal, the distinct mortality
of Blibbering Humdingers (quite easily killed by simply
catching and squishing them) seems to put paid to this theory.
Nonetheless they have grown in popularity as pets as in the
Western Wizarding world who like to keep cages of the
creatures in their offices.
Small Beast, Neutral
Armor Class: 11
HP: 4

Speed: Fly 30
STR 8-1 DEX 12 +1 CON 8 -1 INT 8-1 WIS 7-2 CHA 7-2
Saves: -
Skills: -
Senses: Darkvision 60 Passive Perception 10
Languages:-
Challenge: 0(0XP)


Blood-Sucking Bugbear: A large bear-like monster native to the highlands of Scotland, and the
mountainous regions of Britain. It is known to hunt cockerels as
well as, occasionally, young children and pigs. None of these
creatures have been seen in the vicinity of Hogwarts and
Hogsmeade for over 200 years but attacks still happen elsewhere
at intermittent intervals, increasingly on muggle children. They are
known to suck their victim dry of blood and then skin them to get
to the softer tissue, preferring the pancreas, thymus and kidneys.
Hard to kill, Magical Creature Containment Officers have had to
make do with protective wards ringing most magical and non-
magical settlements to keep attacks below certain unacceptable
levels. Bugbears - Blood-Sucking and otherwise - have been poorly
studied at present but it is believed the creatures may be related
to Bogeymen and Boggarts in some fashion due to their highly
powerful fear-inducing magic. At present, however, the main aims
of most magical law enforcement and creature containment units,
is the total eradication of the creatures.
Large Beast, Chaotic Evil
Armor Class: 11 (thick skin)
HP: 72
Speed: 40
STR 19+4 DEX 10+4 CON 14 +2 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: Perception +3
Senses: Darkvision 60 Passive Perception 13
Languages: -
Challenge:1(200XP)
Keen Smell: The Bugbear has advantage on wisdom (perception) checks that rely on smell.
Multi-Attack: It gets two attacks one bite and one claw.
Bite: +4 to hit reach 5 ft 1d6+2 piercing damage, deals 1d4 bleeding damage if successful, the
bugbear heals the same amount as 1d4 rolled.
Claws: +4 reach 5ft 2d4+2 slashing damage.

Blue Salamander: Not to be confused with Frost Salamanders, Blue Salamanders are a variety of Fire
Salamander with quite unusual and distinct colouring. Generally Blue Salamanders are more docile
than Peruvian, Amazonian and Common Fire Salamanders, but emanate much more heat, and can live
much longer away from fire. Further, Blue Salamanders can live even when their birth-fire is
extinguished, and are more than able to move to a new fire.
Blue Salamanders have, on occasion, been seen chasing Ashwinders
from flames, and are known to enjoy eating Ashwinder eggs, which they
will happily leave their fire for. Like most Salamanders they require
regular feeding with chilli peppers if they are kept from a fire, but are
often kept in ignariums, in order to allow for easy harvesting of their
mucus, which like all magical Salamander mucuses, is incredibly useful
in potioneering.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Burning Skin: Any who touch a living salamander will take 2d4+1 fire damage, unless wearing
protective gloves.

Bogeyman: A cousin to Boggarts and Bogles, Bogeymen take a specific form and are considered to be
mid-point cousins between Bogles and Bugbears. Generally the creatures are rather lanky and appear
emaciated in nature, as well as having a distinct preference for the dark - while light and Wand-Lighting
Charms will not scare them off, they can make them squint painfully, and thus chose to retreat. When
not so chased off Bogeymen will kidnap those they come across, usually stuffing them into bags they
carry with them to their chosen den, or simply devouring them then and there. There are very very few
survivors of Bogeymen attacks, for when the beast chooses to attack it is usually certain of its chance
for victory.
At present Bogeymen numbers are at an all time
low, the creatures having been driven away from
human settlements and thus deprived of their
preferred prey. Those that do still exist have been
forced to subsist on animals instead and have
suffered for it, while their cousins of Bogles and
Boggarts thrive on what fear they gain from scaring
people and Bugbears have been, like the Bogeyman,
largely driven off. However, just like Bugbears,
enough still remain to cause trouble, and occasional infestations of the creatures can have surprisingly
high death counts.

Medium Spectre, Evil
Armor Class: 13
HP: 89 (Doesnt Die but is banished at 0 HP)
Speed: Fly 50 (hover)
STR 8-1 DEX 14 +2 CON 11 +0 INT 10+0 WIS 11+0 CHA 12+1
Damage Immunity: Necrotic and Poison.
Damage Resistance: Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and slashing.
Condition Immunity: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, and Unconscious.
Vulnerability: Sunlight dealing 20 damage when shown to sunlight.
Senses: Darkvision 60ft. Passive Perception 10
Languages:
Challenge:2(450XP)
Fear Drain: By feeding off the targets fear the Bogeyman fills itself and kills the prey. +4 to hit
reach 5ft. 3d6 necrotic damage.

Bogle-Banshee: Bogle-Banshees are odd creatures, with some traits of both Bogles and Banshees,
though there is no evidence that they are related to either, being closer to caricatures of Banshees
with the fear-inducing capabilities of Bogles. They are found in Nepal, and sometimes in India, Sri Lanka
and Tibet, though its range is believed to have once been far larger. The creatures are vaguely
humanoid, with long hair-like tendrils that they can shape to enhance
their fear-inducing capabilities, and the same glowing eyes common to
Bogles.
Little is accurately known of the creatures, much as is the case with
other fear-inducing creatures such as Bogeymen and Boggarts, though
it is believed that they too can be dispelled with the use of the Wand-
Lighting (Lumos) and Boggart-Banishing (Riddikulus) Charms in
conjunction which banishes them. for a short period of time, much
as it would a Boggart or Bogeyman. It is not known if they can be truly
killed, or if they are amortal like Boggarts, but some have been
observed to fade when they lack interaction, and others have been
observed consuming human remains, much as Chameleon Ghouls are
known to.
Medium Specter, Evil
Armor Class: 13
HP: 89 (Boggle Banshee Doesnt Die but is banished at 0 HP)
Speed: Fly 50 (hover)
STR 8-1 DEX 14 +2 CON 11 +0 INT 10+0 WIS 11+0 CHA 12+1
Damage Immunity: Necrotic and Poison.
Damage Resistance: Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and slashing.
Condition Immunity: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, and Unconscious.
Vulnerability: Sunlight dealing 20 damage when shown to sunlight. Riddikulus spell also deals
20 damage.
Senses: Darkvision 60ft. Passive Perception 10
Languages:
Challenge:3(700XP)
Fear Presence: All within 30 feet of the Boggle-Banshee must make a Wisdom Saving throw of
DC13 or be frightened for one minute.
Fear Drain: By feeding off the targets fear the Bogeyman fills itself and kills the prey. +4 to hit
reach 5ft. 2d6 necrotic damage.

Boggart: An Amortal being consisting solely of fear, Boggarts are one of the most curious creatures in
the magical world. Where they come from is unknown, as is
their true from, though there have been many speculations.
Quite what they feed on is unknown though it is known that
when a Boggart is left alone with someone unable to defeat it
for more than a few hours the person in question tends to
vanish, and is not usually seen again.
Boggarts are natural shapeshifters, well able to take the form
of anything, provided it is what the person before them most
fears. If the form they take has some kind of magical ability - such as Banshees and Dementors - they
will have similar, though not wholly the same abilities, the kiss of a Boggart-Dementor cannot kill for
example, and the wail of a Boggart-Banshee, while chilling and ominous, cannot crack glass as the true
voice will, nor the scream kill in the same way, nor the keen foretell death the same way.
While Boggarts prefer dark cramped spaces they can be drawn out by the possibility of prey, though
they can be turned back with laughter, and with the riddikulus charm. Some other spells can have an
effect also - if the Boggart takes a single physical form then spells and curses can be used against it,
though they will not banish the Boggart, and merely make it turn away, or into someone else.
Medium Spectre, Evil
Armor Class: 13
HP: 89 (The Boggart doesnt die but is banished)
Speed: Fly 50 (hover)
STR 8-1 DEX 14 +2 CON 11 +0 INT 10+0 WIS 11+0 CHA 12+1
Damage Immunity: Necrotic and Poison.
Damage Resistance: Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and slashing.
Condition Immunity: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, and Unconscious.
Vulnerability: Sunlight dealing 20 damage when shown to sunlight. Riddikulus also deals 20
damage to the boggart.
Senses: Darkvision 60ft. Passive Perception 10
Languages:
Challenge:2(450XP)
Fear Presence: All within 30 feet of the Boggle-Banshee must make a Wisdom Saving throw of
DC15 or be frightened for one minute. On a successful save they are immune to the effects for
24 hours.
Boggarts Kiss: +4 touch attack, 1d6+2 psychic damage, and the target is paralyzed if fail DC Wis
save of 13.

Bookworm: A magical creature known for causing vast amount of trouble in magical libraries, and
leading to a vast number of the magical cabinetry spells presently in existence, Bookworms are known
for seeking out magical books and devouring them, magic first and then the paper, binding and ink.
Whilst amongst muggles the term is used to apply to most any insects which cause damage to books,
magical Bookworms are distinctly more
troublesome, and it is believed that some
varieties may have bred with Chizpurfles,
enhancing their thaumovoric capabilities,
rendering them more or less immune to a
number of spells.
Generally Bookworms look rather like worms, of a
similar colour to whatever parchment they are
consuming, but others can have a deeper color,
close to that of Chizpurfles, and some have similar insectoid mouthparts, rather than keeping solely to
worm leaching abilities. Generally Bookworm infestations are dealt with, with some rather poisonous
potions, and Bookworming of libraries, bookshops and shelves usually necessitates non-entry into the
room of the shelves or indeed the whole building, while the potions work their way in.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 10
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:0(0XP)
Spell Immunity: Bookworms are immune to all fifth or lower level spells.

Boomslang: Cousin to the non-magical Boomslang snake Dispholidus typus, the magical Boomslang
(Dispholidus medeis) is a paler green in colour and more rarely seen. Known for its tendency to hide in
trees, especially magical ones such as Alihotsy, Boomslang skin is a key ingredient in the Polyjuice
Potion, and the venom has been used in some wandcores, though
this is not especially common.
Boomslangs are generally peaceful creatures, despite their
dangerous venom, and like their venom they can be very
dangerous, but are often slow to act, striking after a while.
Generally the creatures will avoid humans, and are satisfied
hunting and eating small rodents amphibians and even
occasionally birds and their eggs.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 2-4 DEX 16 +3 CON 11 +0 INT 2-4 WIS 11+0 CHA 3-4
Saves: -
Skills: -
Senses: Blind Sense 10 Passive Perception 10
Languages:
Challenge:1/8(25XP)
Strike: +5 melee attack deals 1 piercing damage, the target must make a con save of DC10 or
take 2d4 poison damage.


Bowtruckle: The small and frequently vicious tree guardian of the British Isles, Germany and
Scandinavia, Bowtruckles are known for their fierce defense of certain trees, most often those
possessing wood ideal for making wands, or for other magical uses such as in potions. They are known
for being difficult to spot, not only due to their small (about hand-size) proportions, but also for their
appearance, which is very much like a wooden stick figure, albeit with more ability to move.
Bowtruckles naturally feed on insects and their eggs, though they are also partial to fairy eggs, which
more than one wandmaker has provided as a
distraction, in order to obtain wand making wood.
The distraction is often essential as, without it,
Bowtruckles will attack suddenly and violently,
stabbing at the individuals eyes with their long
pointed fingers. Indeed it is not uncommon for
some Bowtruckles to possess two extra-long
fingers (in a similar manner to the extra long
middle fingers of Aye-ayes) which only aid their attempts to stab out the eye of witches attempting to
harm their home trees.
Bowtruckle
Small nature, neutral
Armor Class: 15
HP: 30
Speed: 80
STR 4-3 DEX 15+2 CON 12+1 INT 10 +0 WIS 14+2 CHA 8 -1
Saves: Dexterity +5 Wisdom +3
Skills: Stealth +4 Perception +4 Nature +2
Senses: Passive Perception 13
Languages: none
Challenge: 2 (450XP)
Camouflage: A Bowtruckle takes advantage on stealth in any natural environment.
Actions
Scratch: +4 melee attack deals 1d4+2 piercing damage.

Briar Toad: A blotchy red toad, occasionally found in Scotland, England and Wales, the Briar toad is
known for its fascinating ability to produce thorny extrusions
from its blemishes, which it can use to defend itself. Interestingly,
the Briar Toad is also deadly when consumed, and has been used
in the past to poison high-ranking members of the French Magical
Ministry, as well as a few Kings.
Generally the Briar Toad keeps almost aggressively to itself, and
does little harm. The poison in its body usually fades with old age,
and dead specimens are favored foods of magical snakes such as
Runespoors, and is believed the accumulated poison in the toad only increases the venomosity of the
snakes. The spawn and tadpoles of the Briar Toad are curiously bright in coloration.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 10+0 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Poison Spikes: +2 Melee attack 1d4 piercing damage the target must succeed a Con save DC of
13 or take 1d6 Poison Damage.


Bundimun: An ever growing magical pest, the Bundimun starts small, green and many eyed, and
simply grows, stretching spindly legs to allow it to find new spaces to inhabit, and secreting a powerful
fluid which can be used (once heavily diluted) in certain magical scourers. Bundimuns are also known
to be able to spit acid if the have grown large
enough.
though small infestations can be easily cleaned
out with suitably powerful scouring charms large
infestations have been known to destroy homes
and should be dealt with by those suitably
qualified. Due to the presence of the fungus
around the world this can vary from specific
Ministry departments, to cleaning companies.

Bundimunn
small nature, neutral
Armor Class: 12
HP: 76
Speed: 40
STR 10+0 DEX 15+2 CON 12+1 INT 10 +0 WIS 14+2 CHA 8 -1
Saves: Dexterity +5 Wisdom +3
Skills: Stealth +4 Perception +4 Nature +2
Senses: Passive Perception 13
Languages: none
Challenge: 1 (200XP)
Secretion: after one week a small sized home is in danger of collapsing, 2 medium sized, 3 large
and so on.
Cleaning Vulnerability: takes damage from cleaning spells, 2d6 if the spell does not list a
damage amount.
Bite: +2 melee attack 1d6 piercing damage
Acid Spit: +2 ranged attack 1d8 acid damage, 20/80.

Centaur: The centaur of average appearance - horse lower quarters, the neck of the horse instead the
torso and all of a human - is a well known one. They are still Beasts rather than Beings, at their own
request, and most keep to their woods and wolds and wealds, seeking nothing from wizards except
peace. There are some few which do not, wild groups which will interact, usually causing harm and
havoc, or simply being careless enough to be annoying, but no such Centaurs exist in most areas of the
world, as such groups are often soon hunted.
There are two main varieties to Centaurs, that most know of. Divided as they are in myth between the
wild and barbaric Lapith Centaurs (named for the people with whom their most well known battle was)
sometimes called Nessite Centaurs, and the Chironid Centaurs; those descended of Chiron, the
teacher, with only a few small splinter groups. Despite the wide differences between each variety, they
consider each other siblings, and each learn weaponry from one, and Seering from another, while their
way of behaving is decided by their elders or rulers, depending on their chosen form of governance.
Female centaurs, the Centaurides, tend to live apart from the males, only interacting when they wish
to have children. As a result most Centauride herds live isolated, peaceful lives, far away from humans,
in lone herds sometimes referred to as Kentaurid tribes, the most notable of which is the well guarded
Centauride tribe of the Foloi Oak Forest in Greece. All known Centaurs tend to live in herds, of
anywhere between ten and fifty individuals, and though single specimens may be driven out of their
herd for some affront or crime, this is very rare.
Chironid Centaurs are among the wise variety, valuing learning above most else, and, though skilled
with weaponry, not ones for war,
preferring to fight only in defense of
themselves, or use their weapons to
hunt. Some groups of Chironid Centaurs
are known to prefer to learn Philosophy
(most common among the Greek
herds), while others prefer Divination
(British Isles), or even book learning
(America). Lapith Centaurs on the other
hand are quite wild, stealing, pillaging,
even raping and killing, as they please,
they are disapproved of by the isolated
herds of female Centaurs, as well as by the Chironid Centaurs. However they continue to exist, being
incredibly hard to kill, for their speed and ability to weave magic-resistant armor.
Centaur foals are rarely seen, much as the females of the species are, but studies by Iasonus Kyrkos, in
1932, have shown the creatures to have a very long gestational period, and often troubled births. The
young are fairly developed and able to walk and even run at only a few days old, with females being
tended by the herd for those few days after birth, while they let their infant suckle. Once the child is
able to keep up with the herd, and move on their own, they would be expected to stay out of the way
of the centaurs helping with the herds chores (if a sedentary herd), or keep up with the rest of the herd
(if a migratory herd). Those infants which cannot (as is often the case) are often carried by the mother
or grandmother when they need rest, though aunts and cousins will help too. Usually a centaur child
can keep up with the herds travelling patterns or group chores by age five, and become increasingly
independent and intelligent as they grow, with males leaving to join the male tribes at between the
ages of ten and twelve - though some delay to full maturity - and often never see their mothers again.

Chironid Centaur
large beast, Lawful Neutral
Armor Class: 15
HP:136
Speed: 45
STR 18+4 DEX 18+4 CON 15+2 INT 12 +1 WIS 15+2 CHA 10+0
Saves: Dexterity +7 Constitution +5 Arcana +4 Religion +4 Nature +4
Skills: Athletics +7 Perception +5
Senses: Passive Perception 13
Languages: one or two local
Challenge: 5 (1,800XP)
Divination: Using the stars and their own abilities Centaurs are proficient in Divination magic.
Natural Healing: The Centaurs know much of the natural healing powers and are treated as
having a healing kit while in nature.
Long-Bow: +7 Ranged 1d8+4 piercing damage ammo 20
Hooves: +7 Melee 1d8+4 Bashing damage

Lapith Centaur
large beast, Lawful Neutral
Armor Class: 17
HP:165
Speed: 60
STR 20+5 DEX 18+4 CON 15+2 INT 12 +1 WIS 15+2 CHA 10+0
Saves: Dexterity +7 Constitution +5 Arcana +4 Religion +4 Nature +4
Skills: Athletics +7 Perception +5
Senses: Passive Perception 13
Languages: one or two local
Challenge: 7 (2,900XP)
Natural Healing: The Centaurs know much of the natural healing powers and are treated as
having a healing kit while in nature.
Magic Resistant Armor: Lapith centaurs armor take half damage from spells.
Long-Bow: +7 Ranged 1d8+5 piercing damage ammo 20
Hooves: +7 Melee 1d8+5 Bashing damage

Chameleon Ghoul: The most dangerous of the varieties of Ghouls found in Europe, Chameleon Ghouls
are capable of disguising themselves in order to hunt their prey, rendering themselves almost invisible
with a Disillusionment-like magic. Between 20-50
disappearances (magical and muggle) per year in
Europe are believed to be the result of Chameleon
Ghoul attacks. Most commonly Chameleon Ghouls are
known to disguise themselves as statues but younger
ones are capable of disguising them as smaller objects
such as books.
Thankfully uncommon, they are considered to be, of all
European Ghouls, the ones most closely related to
Arabian Ghouls, and thus the most dangerous. Their
bites are considered cursed wounds, and are very
difficult to heal by magical means. Despite their rarity
and their danger they are rarely spotted, due to their powerful glamouring ability - that which allows
them to disguise themselves. At present, however, identifying them prior to their revealing themselves
is very difficult.
Chameleon Ghoul
medium monstrosity, Evil
Armor Class: 15
HP:141
Speed: 30
STR 16+3 DEX 20+5 CON 15+2 INT 10 +0 WIS 10+0 CHA 8-1
Saves: Dexterity +7 Constitution +5 Arcana +4 Religion +4 Nature +4
Skills: Stealth +10
Senses: Passive Perception 13
Languages: one local
Challenge: 5 (1,800XP)
Glamour Hiding: By using magic the Chameleon Ghoul automatically succeeds any stealth
checks before making an attack.
Multi-Attack: The ghoul can make two attacks one with bite and one with claws.
Bite: +3 to hit reach 5ft. 1d6+3 piercing damage.
Claws: +3 to hit reach 5ft. 1d6+3 slashing damage.


Chimaera: A Chimaera is a rare creature, believed by some to be extinct, and hailing originally from
Greece, it is believed, though evidence of the creatures original spread seems to show it being found
far and wide.
A creature with the head of a Lion, the body of a goat and the tail (much debated) as that of either a
dragon or a serpent. In some ancient depictions Chimaeras also had the head of a goat and a serpent,
or their tail ended in the head of a snake. A most bizarre creature and the origin of the world
chimaeric the Chimaera is classified as Very Dangerous and their eggs are Class A Non-Tradeable
Materials.
Chimaera body parts can and have been used in wand cores
although all bar one of these Chimaeras were dead by natural
circumstances as only one Chimaera has ever been killed by a
wizard. The wizard in question, named Bellerophon, died shortly
after, falling from the back of his winged horse.
Chimaera bone shards make wands capable of brutal magic, while
their heartstrings tend toward healing. Their hair can make wands
capable of incredibly powerful shielding and protective magics, but
all of these wand cores are exceedingly rare due to the difficulty of
not only finding a dead Chimaera, but also the rarity of such an
occasion. In recent years deaths and sightings of Chimaeras have
become so few and far between many think Chimaeras may be on the brink of extinction.
While some people celebrate this, recalling the death of the famous Caerphilly Catapults Quidditch
player, "Dangerous" Dai Llewellyn, magizoologists by-and-large see it as a great loss to the magical
world.
Chimaera
large beast, evil
Armor Class: 16
HP: 182
Speed: 30
STR 18+4 DEX 12+1 CON 15+2 INT 10 +0 WIS 14+2 CHA 10+0
Saves: Str +7 Con +5
Skills: Intimidation +3 Perception +5
Senses: Passive Perception 15
Languages: none
Challenge: 8 (3,900 XP)
Blood: Whenever dealt slashing or piercing damage those within 5 feet of the chimaera must
make a Dex saving throw of DC16 takes 1d6 Acid damage.
The Chimaera can make two attacks per round
Breath Weapon (recharge 6 rounds): The Chimaera can breathe a 15 foot cone of flames. A
failed Dexterity save DC16 deals 11D8 Fire damage on a failed save.
Bite: +7 melee attack 2d8+7 Piercing Damage
Hooves: +7 Melee attack 2d6+7 Bashing Damage
Tail: +7 Melee attack 2d8+7 Bashing damage


Chizpurfle: Magical mites which feed on magical remnants and on occasion electrical items,
Chizpurfles are primarily thaumovores - that is, magic eaters - occasionally venturing to being
electrovores. Incredibly small - not much larger than mundane lice - they are sometimes described as
looking crab-like when they feed, for how their forefeet come to look like a crabs snapping cores. Due
to their attraction to magic, for feeding purposes, they are often found in the fur and feathers of
magical creatures, from everything to Crups and Augureys, to Nundus.
Chizpurfles are often found attacking objects like wands and cauldrons, devouring whatever is magical
about them - the core of a wand for example, or the potions dregs in a cauldron. Without these
Chizpurfles take to devouring electrical items instead, and without these there have been apocryphal
stories of Chizpurfles devouring the very magic of witches, and
leaving them with lessened or even squib levels of magic, that is
almost none. These stories are unproven however, and as yet none
have had sufficient evidence to be made certain.
Chizpurfles are easy to kill with certain potions on the market, as
several potions brand (including the acclaimed Rubens Winikus)
have made anti-pest potions, which work on Chizpurfles. However
some infestations are so severe that normal methods will not
suffice, and most magical ministries or equivalents have pest
subdivisions to their departments dedicated to the regulation, control and care of magical creatures.
Chizpurfle (before eating magic)
Diminutive beast, Neutral
Armor Class: 11
HP: 12
Speed: 10
STR 2-5 DEX 10+0 CON 10+0 INT 6 -2 WIS 14+2 CHA 8-1
Saves: Dex +2 Con +2
Skills: Stealth +2 Perception +4
Senses: Passive Perception 14
Languages:
Challenge: 0 (10 XP)
Flee: The Chizpurfle can only flee while in this state

Chizpurfle (After, eating magic)
Medium beast, Neutral
Armor Class: 15
HP: 71
Speed: 30
STR 10+0 DEX 14+2 CON 13+1 INT 6 -2 WIS 14+2 CHA 10+0
Saves: Dex +4 Con +3
Skills: Stealth +6 Perception +4 Athletics +2
Senses: Passive Perception 14
Languages:
Challenge: 1 (200 XP)
Bite: +2 1d6 Piercing damage

Clabbert: Native to the southern states of the USA the Clabbert is an arboreal creature which, while
primarily monkey-like, has a more frog-like mottled green skin, small horns and a large, distinctive, red
pustule on their forehead, which flashes should the Clabbert detect danger. Their teeth are numerous
and razor sharp, often shown when Clabberts smile, and allow them to feed on small lizards and birds.
They have webbed hands at the end of long arms, which they use to climb,
and maneuver through the trees in which they live. In recent years they
have spread worldwide, and it is not uncommon for, especially in America,
wizards keep Clabberts in trees in their gardens in order to warn them of
the approach of muggles. Increasingly the ICW has been forced to
introduce fines to prevent this occurring in areas with high muggle
populations, as muggles did tend to get curious as to why witches had their
Christmas lights up in the middle of summer.
Nonetheless it is still practiced in some areas in the world, and is not at all
uncommon in the USA. There is usually a flare up of incidents around August, when Clabberts tend to
have their young, and wizards are forced to encourage their fellows to adopt the youngsters, often
giving Clabberts to witches who live nearer muggles, and thus risk exposure more.

Clabbert
small beast, Neutral
Armor Class: 15
HP: 111
Speed: 30 Swim 30 Climb 30
STR 12+1 DEX 15+2 CON 10+0 INT 6 -2 WIS 10+0 CHA 8-1
Saves: Dex +2 Con +2
Skills: Stealth +4 Perception +2 Athletics +3
Senses: Passive Perception 14
Languages:
Climbing: Can climb trees without a check
Swimming: Can succeed all swim checks
Challenge: 3 (700 XP)
Bite: +3 1d4+2 piercing damage

Cliodinas Birds: A curious creature, created by hybridising Phoenixes and Caladri, Cliodnas birds are
hard to maintain and domesticate but have vast healing powers
as well as immensely long lifespans. Originally bred by the ancient
druidess Cliodna, she kept three specimens (two white, one
black), in order to help with her Healing of people, as the birds
could sing people to sleep and help to cure their ailments. This
trait is very much due to their combination of Phoenix and Caladri
traits, and is a good part of why they are still kept: while not as
expensive as Caladri or as rare and selective as Phoenixes, they
have powerful healing magic in their feathers and tears (though
not as powerful as Phoenix tears alone) which has led to many Magical Hospitals which cannot afford
Caladri or Phoenixes to possess a number of these birds in their stead.
The birds are not terribly big, between blackbird and pigeon size, and never much larger than a pigeon.
They have large dark eyes, much like Phoenixes, but a smaller size and a simpler colouration (usually
white, black or some shade of grey), closer to that of Caladri. When properly domesticated they are
loyal and intelligent pets, and like both Phoenixes and Caladri they have a knack for knowing who is in
the most need and helping as appropriate. In recent years some Cliodnas birds have been bred, in the
hope of making more attentive pets, but these new varieties are thus far still quite uncommon and
rarely seen.
Cliodinas Bird
Small beast, Lawful Neutral
Armor Class: 11
HP:37
Speed: 30 fly 10 land
STR 8-1 DEX 15+2 CON 10+0 INT 8 -1 WIS 15+2 CHA 10+0
Saves:
Skills:
Senses: Passive Perception 12
Languages: none
Challenge: 1/4 (50XP)
Sleeping Call: The song of the bird can cause others to fall asleep. If any who can hear the bird
within 30 feet fail a Wisdom save DC 13 they fall asleep.
Healing Tears: The birds tears heal 2d4+1 HP.
Peck: +2 to hit melee attack 1d4-1 piercing damage.

Cockatrice: Due to language barriers and a similarity in capabilities, the Cockatrice is often spoken
about alongside or even interchangeably with its sister species, the Basilisk. Not naturally occurring in
nature, the Cockatrice, like the Basilisk, is a magical creation. Where a
Basilisk is created by a chickens egg hatched beneath a toad the
cockatrice is hatched by way of a snakes egg hatched beneath a toad.
The odd outcome - Cockatrices much more resembling chickenfowl, and
Basilisks, serpents - is yet unexplained but it is a certainty.
Cockatrices can, on making eye-contact with an individual or creature,
hypnotize and even kill the individual or creature, and is believed to be
the explanation for several missing witches. Cockatrice feathers are quite
poor wand cores, and tend toward fickleness, but are used on occasion,
as their skill at offensive mind magic and stunning, petrifying and
otherwise stopping spells is as yet unsurpassed.
Cockatrice
Small beast, Lawful Evil
Armor Class: 15
HP:167
Speed: 10 fly 30 land
STR 8-1 DEX 16+3 CON 13+1 INT 10 +0 WIS 16+3 CHA 18+4
Saves: Charisma +10 Dexterity +9
Skills: Perception +9
Senses: Passive Perception 19
Languages: none
Challenge: 8 (2,900XP)
Hypnotic Vision: Wisdom saving throw DC16 on a failed save the target falls asleep for 1d6
rounds.
Multi-attack: Cockatrice makes 2 attacks one peck and one claws attack.
Claws: +6 to hit 2d6+3 slashing damage on a hit the target must make a Con saving throw DC 15
or take 2d4 poison damage
Peck: +6 to hit 2d6+3 piercing damage

Common Ghoul: A magical creature known to often claim a space in a magical house to live in,
Common Ghouls (sometimes called European Ghouls) are one of the most harmless varieties of these
creatures. Usually electing to inhabit the attic of a home, or a barn if one is available, Common Ghouls
resemble considerably-smaller Ogres, with buck-teeth. Something of a
nuisance, due to the noises they make (wailing, moaning, beating on pipes
and flimsy walls), wizarding homes which are sold to muggles are often
checked for Ghouls, with the Ghouls removed by the Ghoul Task Force,
before the muggles move in.
Generally Common Ghouls - unlike their Chameleon cousins - are largely
harmless, just being mild household pests or nuisances. Indeed, in some
households they become a talking point, and are trusted to feed off the
various bugs and other household pests, reducing a need for anti-pest
Charms. While their proclivity for throwing objects can be rather irritating
to many - and many Ghouls are extracted yearly throughout Europe - they
are persistent creatures and are likely to remain for a very long time.
Common Ghoul
medium beast, Neutral
Armor Class: 13
HP: 81
Speed: 30
STR 12+1 DEX 16+3 CON 11+0 INT 10 +0 WIS 14+2 CHA 9-1
Saves: Wis +4 Dexterity +5
Skills: Stealth +5 Athletics +3
Senses: Passive Perception 13
Languages:
Challenge: 1 (200 XP)
Thrown Objects: +3 ranged 1d6+1 bludgeoning damage 20/60 ranged attack
Strike: +3 melee 1d6+1 Bludgeoning damage.

Cornish Pixies: Extremely irritating small blue creatures, Cornish Pixies are generally classified as a
variety of Fairy, though of a markedly greater intelligence than the Common or Garden Fairy. Cornish
Pixies are rather special in that, while most commonly they do possess wings, they do not need them
to fly, which is fortunate given they
are known to pull them off one
another when squabbling.
Uniquely from Fairies, Cornish Pixies
bear live young, and, at all ages, have
incredibly shrill voices. Cornish Pixies
never grow much more than eight
inches in height, however they are
immensely strong for their size, more
than able to, in teams, lift humans to the tops of trees, which they do for amusing.
Pixies do secrete a substance known as Pixie dust, which is edible, and used in some confectionery.
Unlike the drug Fairy Dust, Pixie Dust is entirely harmless, though in large quantities it is known to
cause hyperactivity. Pixie body parts are generally not used in potions, though Pixie Dust has been used
in recent studies to attempt to improve the taste of Wolfsbane Potion, though currently efforts are
being made to counter the insomnia the inclusion of Pixie Dust can cause.
Cornish Pixie
Small Fae, Chaotic Neutral
Armor Class: 13
HP: 63
Speed: Fly 30 hover
STR 12+1 DEX 16+3 CON 10+0 INT 10 +0 WIS 14+2 CHA 9-1
Saves:
Skills: Athletics +3
Senses: Passive Perception 12
Languages: -
Challenge: 1/2(100 XP)
Drop: By picking up an opponent and dropping them is how most Cornish pixies deal damage.
+2 to hit 1d4 bludgeoning damage
Bite: When very desperate pixies do bite. +2 to hit 1d4+1 piercing damage.



Crup: Appearing very much like a common Jack Russell Terrier, the Crup is a magically bred dog breed,
originating in the Southeast of England. Originally bred by the Kentish Spillett family in 1612, the Crup
was bred to be highly loyal to wizards, and incredibly ferocious to muggles. This was due to the number
of muggle rustlers taking the Spilletts livestock, which, despite various enchantments to keep people
away from the fields, or from finding them on their own, continued apace, due to the rustlers using
nose hounds. The Crups, however, defended the herds fiercely from muggle rustlers, and the breed
became rapidly popular with other magical farming families, as well as those who supported
separation from muggles. Indeed after the Statute of Secrecy was passed in the Great Britain the
Malfoy family apparently bought some sixteen pure white Crups.
Generally a Crup can be told apart from a mundane Jack Russell by two key
traits. The first trait - and usually the only obvious one - is the creatures
hatred for muggles, often biting at them, usually wilfully. The second
trait is the tail, which ends in a small fork, with two tips. While this can -
and has been - passed off by muggles as a simple birth defect, UK Ministry
regulations insist that a Crups tail be docked when they are between
six and eight weeks old, ideally with a painless Severing Charm.
Once this has been done to a pup they may be sold, though new
owners are expected to prove they can control the animal around
muggles. Once this has been proven to the Department for
the Regulation and Control of Magical Creatures a Crup
License can be obtained, and the ownership of a Crup is
legalized.
In recent years Crups have been bred with some other magical dogs though the pure breed is
sometimes preferred, despite the muggle hatred. This is largely due to their scavenging ability, being
able, rather like goats, to eat almost anything, with Crups eating Gnomes, and even a report of one
eating its way through half a sack of cement in 1984. Due to this, some magical families are known to
keep a Waste-Crup, to which they feed things they do not simply transfigure or vanish away, as well
as to keep the garden clear of gnomes. Though more recently some have claimed that letting Crups
hunt Gnomes is as cruel as letting Jarveys hunt them no laws have yet been passed to prevent it, and
many children have been known to cheer the family Crup as it de-gnomes the garden.
Crup
Small beast, Neutral
Armor Class: 13
HP: 57
Speed: 40
STR 13+1 DEX 12+1 CON 14+2 INT 6 -2 WIS 16+3 CHA 12+1
Saves: WIS +5 Con +4
Skills: Stealth +3 Perception +5 Investigation +2
Senses: Passive Perception 15
Languages:
Challenge: 1/2 (100 XP)
Bite: +3 Melee attack 1d6+1 slashing damage

Curious Raven: The Nebiros is found throughout Italy and has been introduced throughout Spain and
southern France. Much more prone to thievery, Nebiros - also called Curious Ravens in many old texts -
are larger-than-average Ravens of even greater than usual intelligence, even given that they are
corvids. Indeed, Nebiros ravens have been shown to have a great ability to speak and will, if they chose
to stay with a wizard, often learn at the least their
name and often a great deal more.
In addition to this and to their thieving tendencies,
Nebiros feathers are used in some variants of the Wit-
Sharpening Potion, and as companions they are known
to have an uncanny knack for picking the precise word
to say to help their wizard win an argument, though
this is considered by many more chance than actual
intelligence. That said the proportion of times they are
right is so high that their feathers are being considered
as experimental ingredients for a new variant of Felix
Felicis, due to the luck magic it would take.
Curious Raven
Small beast, Neutral
Armor Class: 12
HP: 18
Speed: Fly 40, Land 10
STR 13+1 DEX 15+2 CON 14+2 INT 10 +0 WIS 16+3 CHA 12+1
Saves: -
Skills: Stealth +3 Perception +5
Senses: Passive Perception 15
Languages:
Challenge: 1/2 (100 XP)
Peck: +3 Melee attack 1d4+1 piercing damage

Dabberblimp: Originally named by the Quibbler, the Dabberblimp was only recently proven to exist.
Rendered almost invisible to those without the most extreme patience due to their incredible flying
speed, Dabberblimps come in many colorations depending on their
locale.
Regularly found hiding around the Lake at Hogwarts, Dabberblimps
prefer locations near or around water, especially areas with swampy
ground where they often hunt for worms. If they can find them, they
very much enjoy treats of flying seahorses, and in recent years these
treats have been used to capture the creatures.
It is unknown if these creatures have any use in potions although
they do apparently make good pets and raise between two and five
young from jelly-like eggs each year, in nests just off the ground.

Dabberblimp
Small beast, Neutral
Armor Class: 11
HP: 44
Speed: Fly 50 Land 20
STR 6-2 DEX 12+1 CON 14+2 INT 4-3 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge: 1/2 (100 XP)
Bite: +1 to hit 1d4 piercing damage.

Dementor: Dementors are amortal beings, that is, they do not truly live and so are incapable of truly
dying. Due to their capabilities they are viewed by the majority of witches and magical cultures as
inherently Dark, and are widely avoided even by cultures which
do not blame the Dementors for what they are. Dementors come
into being when there is more than a certain degree of sadness,
miserableness and negative emotions in an area, and, in theory,
they can fade away if left without suitable amounts of misery.
Dementors feed on happiness, most commonly from humans
although they are capable of feeding from any sentient magical
being, such as centaurs, veela and goblins. This ability can cause
feelings of despair and even cause clinical depression to those
nearby. However, animagi are somewhat immune to the effects
of Dementors when in their animal form, their less complex
thoughts not noticed by the Dementors.
If given enough time a Dementor may consume, what is termed,
someones soul, though whether it is truly a soul so to speak is
unknown. What is known is that should a Dementor do this then the individual sucked dry of their soul
is left is a permanent vegetative state, from which they can never recover, often being termed empty
shells.
One of the only defenses against a Dementor is the Patronus charm, although certain other defenses -
fire, other protective spells - can hold them off for a time. However the after-effects of a Dementor
attack, feelings of oppressive sadness, fainting, and even depression should be treated with chocolate
and other medical methods, as even chocolate can only cheer so far.
Dementor
medium aberration, Evil
Armor Class: 15
HP: 146
Speed: Fly 40 hover
STR 15+2 DEX 20+5 CON 11+0 INT 8-1 WIS 17+3 CHA 10+0
Saves: Dexterity +8 Wisdom +6
Skills: Stealth +8 Perception +6
Damage Immunity: Cold, Lightning, Thunder, Slashing, Piercing, Bludgeoning, Acid, Poison, and
Disease.
Senses: Passive Perception 16
Languages:
Challenge: 6 (2,300 XP)
Multi-attack: The dementor may make 2 slam attacks when attacking
Slam: +6 to hit 1d6+2 and the person must make a Con save DC15 or take 1d8 on a failed save
and half on a successful save.
Aura of Cold: All within 30 feet of the Dementor must make a con save DC15 on a failed save
take 1d4 cold damage.
Aura of Fear: Upon seeing the Dementor all those that see it must make a fear check wisdom
save DC15 or they are frightened for 1 minute.
Blindsight: It sees all within 120 feet of it, unless a being can mask their emotions. If struck by a
patronus charm the Dementor is blind for 1d6 rounds.
Dementor Kiss: Against a helpless target as an action the dementor may attempt to kiss the
target, the target makes a wisdom saving throw DC15 on a failed save they check one failed death
saving throw, this doesnt affect the target until they reach 0 HP.
Invisibility to Muggles: They are invisible to muggles even while attacking.

Demiguise: Found in the Far East, the Demiguise is a large herbivorous ape-like creature, known for
their long silky hair which is sometimes woven into Invisibility Cloaks. By and large the creatures are
utterly harmless, being incredibly peaceful creatures, avoiding most confrontation by turning invisible
when threatened. However, despite their
invisibility, they can be spotted by those trained in
their capture who will - usually - kill and skin the
creatures to harvest the fur in order for it to be
woven into Invisibility Cloaks.
However, in recent years there has been an increase
in humane harvesting of the fur of Demiguise, by
trimming it or gathering it from plants where it gets
caught. All the same Demiguise breed rarely and
slowly, making their hair - and the Invisibility Cloaks woven from it - immensely valuable. Furthermore
the hair does eventually turn opaque, losing the invisibility over time, and even disillusionment and
bedazzling charms can only preserve them for so long.

Demiguise
medium beast, Neutral
Armor Class: 16 (With invisibility)
HP: 108
Speed: 30
STR 16+3 DEX 18+4 CON 17+3 INT 6 -2 WIS 15+2 CHA 10+0
Saves: Dex +6 Con +5
Skills: Stealth +6 Perception +4
Senses: Passive Perception 14
Languages:
Challenge: 3 (700 XP)
Multi-attack: Demiguise makes two melee attacks
Invisible: The Demiguise can turn invisible as a bonus action. Giving it advantage on stealth
checks. It gives a +3 to AC while invisible.
slam: +6 Melee attack 1d8+4 bashing damage

Diricawl: Known by the muggles as the Dodo, which they believe to be extinct, the Diricawl is capable
of a curious magic, which enables them to vanish at will. Not quite akin
to the invisibility-but-not-intangibility of the Demiguise, the Diricawl
effectively apparates itself silently elsewhere.
By ICW agreement the continued existence of the Diricawl has not been
revealed, as the extinction of the creatures (in the muggles eyes) seems
to have brought about a great measure of awareness of the risks humans
pose to creatures. Diricawls themselves are not often kept by witches for
any purpose, their meat being generally agreed to be too flavorless and
greasy to be particularly palatable, however their feathers are used in
some potions, and even occasionally as a wand core.

Diricawl
small beast, Neutral
Armor Class: 12
HP: 108
Speed: 30 (Teleport 90)
STR 12+1 DEX 14+2 CON 11+0 INT 6 -2 WIS 12+1 CHA 9-1
Saves: Wisdom +3 Dexterity +4
Skills: Stealth +6 Perception +3
Senses: Passive Perception 13
Languages:
Challenge: 1/8 (25 XP)
Vanish: The Diricawl can vanish at will and reappear 90 feet away.
Peck: +4 1d6+2 Piercing damage


Double-Ended Newt: Double-Ended Newts are frequently seen as magical pets, due to their ability to
regrow either head, should one be lost, much as most newts are capable of regrowing tails. In this
manner the newts have long been kept in order to provide a steady supply of Newts Eyes for potions,
and, though the practice is considered rather cruel today, it is known to continue with many more
established potioneers, who claim the practice as traditional or simply habit. In the past they have
been crossed with Salamanders to create double ended Salamanders,
but with the Ban on Experimental Breeding such specimens are
uniformly confiscated and given over to various Departments of
Mysteries.
It is not entirely known where Double-Ended Newts originated from,
though it is believed that they may be in some way related to Double-
Headed Skinks, as having two heads allows them to see a wider space
than usual as well as watch while feeding with better results, making
them harder prey. This hypothesis however has been challenged by
those who believe that, as a result, and due to the regrowing ability of
Double-Ended Newts, the secondary heads are in fact decoy tails,
while any potioneer or magizoologist can easily show that, in fact,
both ends are individually intelligent, and the eyes truly are eyes.

Dabberblimp
Small beast, Neutral
Armor Class: 11
HP: 44
Speed: 20
STR 6-2 DEX 12+1 CON 11+0 INT 4-3 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge: 1/8 (25 XP)
Bite: +1 to hit 1 non lethal damage.


Doxy: The Doxy is a small Fairy-like creature, which is classified by some
as a Lesser Fae. Known also as the Biting Fairy it is mildly venomous,
though the antivenom should be consumed immediately.
Doxies are commonly covered in coarse black hair, although occasional
albinistic and leucistic specimens may be found. Unlike Fairies, Doxies
possess additional sets of arms and legs as well as having shiny, beetle
like wings. Their venomous teeth come in two rows and are exceedingly
sharp.
Doxies can breed when they please and generally lay their eggs
underground or in the dark, often producing up to five hundred eggs at
any one time. These eggs tend to hatch in two to three weeks, filling the
area with tiny Doxies which quickly grow to full size.
Despite, or perhaps because of, their small size Doxies prefer cold temperatures and are found
throughout northern Europe and the North of the North American Continent. In both regions they are
treated as pests, usually killed by doxycide though some wixes chose humane methods instead. Doxies
have been known to infest whole houses, by getting into the curtains, draperies and tapestries.
Doxy
diminuitive beast, Neutral
Armor Class: 14
HP: 119
Speed: 20 fly 40 feet
STR 10+0 DEX 18+4 CON 12+1 INT 10 +0 WIS 12+1 CHA 12+1
Saves: Dex +6 Wis +3
Skills: Stealth +6 Perception +3 Acrobatics +6 Sleight of Hand +6
Senses: Passive Perception 13
Languages:
Challenge: 4 (700 XP)
Bite: +6 melee 1d4 piercing damage the target must make a Con Save DC 14 or be dealt 1d6
poison damage.


Dragon: Possible the most famous of magical beasts, dragons are among the most difficult to
hide. The female is generally larger and more aggressive than the male, though neither should be
approached by any but highly skilled and trained wizards. Dragons hide, blood, heart, liver, and horn all
have highly magical properties, but dragon eggs are a Class A Non-Tradeable good.
There are thirteen breeds of dragons, though these have been known to interbreed and make
rare hybrids. Pure-bred dragons are as follows:

Antipodean Opaleye: Antipodean Opaleyes are generally viewed as one of the most beautiful breeds
of dragon, and are found in the valleys of New Zealand, where
most Dragons would prefer mountaintops. Generally palely
coloured, with some pearlescence to the scales, they are
generally considered to be quite gentle unless attacked, Curiously
their eyes are multi-coloured, and have no visible pupil, which has
led to some magizoologists and dragonologists speculating that
Opaleyes may no longer have a nictitating membranes, but rather
the membrane has, over long centuries of evolution, become a
fine covering for the eye, hence the apparent lack of pupil.
However no magizoologist or dragonologist has yet been given
permission to dissect a dead specimen and find out.
Generally Antipodean Opaleyes are content to hunt sheep, though those few which are ousted from
territories in New Zealand have been known to take over territories in Australia, defeating the smaller
marsupial dragons, and consuming kangaroos for sustenance instead. Generally such occasions are
quickly noted by local magizoologists, by the sight of the vivid red flame spurts signature to Opaleye
dragons, and such dragons are quickly tracked down and reassigned to a reserve, or sent back to New
Zealand where a new territory might be selected for them for the breeds preservation. Preservation of
the breed has been difficult, as the eggs of Opaleyes are pale grey, and tend to have patterns also seen
in fossils, leading to a fair number of eggs being taken by muggles who have no idea how to care for
and hatch a dragon egg. In recent years the efforts put into maintaining the breed has shown, and they
seem to be recovering.
Antipodean Opaleye
Huge Dragon, Neutral
Armor Class: 19 (natural armor)
HP: 208
Speed: 40 fly 80 swim 40
STR 23+6 DEX 12+1 CON 21+5 INT 13+1 WIS 15+2 CHA 21+5
Saves: Dex +6 Con +10 Wis +7 Cha+ 10
Skills: Perception +12 Stealth +6 Insight +7
Senses: Darkvision 120 Passive Perception 22
Languages:
Challenge: 15 (13,000 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 120 feet of the dragon must make a DC 16 wisdom saving throw
or become frightened for one minute. The creature may reattempt the saving throw at the end of each
of its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +11 to hit reach 10 ft. one target 2d10+6 piercing damage plus 1d8 fire damage
Claws: +11 to hit reach 5 ft. one target 2d6+6 slashing damage
Tail: +11 to hit reach 15 ft. one target 2d8+6 bludgeoning damage.
Breath Weapon (Recharge 6 rounds): breathes a 30 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
19 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.

Catalonian Fireball: A cousin of the Catalonian Scorcher, where the Scorcher has long fan-wings, the
Fireball has, instead, half-fan wings, which are more closely akin to the wings seen on most four-legged
two-winged dragons, with elbowed wing-arms. Like the Scorcher the Fireball has a curious skill with
regards to its flames, though not as hot a flame as the Chinese Fireball, or even its cousin the
Scorcher, the Catalonian Fireball is nonetheless capable of producing a flame of a similar heat to the
Swedish Short-Snout.
Like the Scorcher they are often blamed for the missing hikers in the
Catalonian Pyrenees each year, and are somewhat more likely to be the
cause than the generally non-violent Scorcher, being incredibly, violently
protective of their young. These hatchlings are a pale green-gold when they
hatch from their green-and-amber eggs, and on occasions the shells of
these eggs are sought for us in jewelry, looking rather like panes of agate,
except with patches of clear amber set in it.
Catalonian Fireball
Huge Dragon, Neutral
Armor Class: 19 (natural armor)
HP: 208
Speed: 40 fly 80 swim 40
STR 23+6 DEX 12+1 CON 21+5 INT 13+1 WIS 15+2 CHA 18+4
Saves: Dex +6 Con +10 Wis +7 Cha+ 10
Skills: Perception +12 Stealth +6 Insight +7
Senses: Darkvision 120 Passive Perception 22
Languages:
Challenge: 15 (13,000 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 120 feet of the dragon must make a DC 16 wisdom saving throw
or become frightened for one minute. The creature may reattempt the saving throw at the end of each
of its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +11 to hit reach 10 ft. one target 2d10+6 piercing damage plus 1d8 fire damage
Claws: +11 to hit reach 5 ft. one target 2d6+6 slashing damage
Tail: +11 to hit reach 15 ft. one target 2d8+6 bludgeoning damage.
Breath Weapon (Recharge 6 rounds): breathes a 30 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
19 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.

Chinese Fireball: Also called the Liondragon the Chinese Fireball is, unsurprisingly, a dragon, native to,
again unsurprisingly, China. Named for its leonine appearance and ability to breath focused,
mushroom-shaped clouds of flame. Weighing in between two (usually juvenile males) and four (adult
females) tons, the Chinese Fireball is a usually smoothly scaled scarlet dragon, with a leonine face, and
a ring of golden spikes along the jaw, framing its face. Its eyes can seem protuberant, though the
degree to which this is the case varies.
In most cases the female of the breed is larger than the male, but
despite the aggression of Chinese Fireballs and the size differences
Chinese Fireballs are unusually tolerant of one another and have
been known to share territory between up to three dragons before.
Should a fourth dragon seek to enter the territory the 2-3 there will
usually band together to send them off, and win by sheer dint of
numbers. These groupings of dragons will occasionally hunt together,
usually going after medium to large sized mammals, with an
apparent preference for pigs and humans, although some have a
taste for monkeys.
Fireballs are very fast and clever for dragons, with there being several records of Chinese Dragons
speaking to local witches. However this has not been proven in recent years, although Chinese Fireballs
on reserves have been proven capable of understanding, and occasionally obeying, spoken
commands.
Fireballs breed rarely but lay many large eggs, not all of which will hatch. The eggs are a vivid crimson
color, with touches of gold varying between speckled and iridescent, depending on the dragon. The
shells of these eggs are often harvested for use in Chinese magic, as they are believed to bring luck and
long life. Unhatched Chinese Fireball eggs are uniquely hard to get ahold of and are yet more prized.
The ICW has placed a restriction of the trading of Chinese Fireball eggs and eggshells, beyond the usual
restrictions on Dragon products.
Chinese Fireball
Huge Dragon, Chaotic Neutral
Armor Class: 18 (natural armor)
HP: 172
Speed: 40 fly 80
STR 23+6 DEX 10+0 CON 21+5 INT 14+2 WIS 13+1 CHA 17+3
Saves: Dex +5 Con +10 Wis+6 Cha+8
Skills: Perception +11 Stealth +5 Intimidate +8
Senses: Darkvision 120 Passive Perception 21
Languages:
Challenge: 13 (10,000 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 60 feet of the dragon must make a DC 13 wisdom saving throw or
become frightened for one minute. The creature may reattempt the saving throw at the end of each of
its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +11 to hit reach 10 ft. one target 2d10+6 piercing damage plus 2d6 fire damage
Claws: +11 to hit reach 5 ft. one target 1d6+6 slashing damage
Tail: +11 to hit reach 15 ft. one target 1d8+6 bludgeoning damage.
Breath Weapon (Recharge 3 rounds): breathes a 30 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
16 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.


Common Welsh Green: Sometimes called a True dragon, due to the breeds having four legs and
two wings, the Common Welsh green is a measure more diminutive than other dragon breeds, only
reaching great size with great age. Much calmer than other dragon breeds, the Common Welsh Green
is not quite so violent as other dragons, and is one of two breeds of dragon to inhabit the British Isles,
generally keeping to little-inhabited mountaintops in Wales, though they have been known to venture
further afield when driven from their territory.
Generally Welsh Greens inhabit the mountain reserve set up for them by
wizards, and keep to themselves, hunting the sheep the wizards leave
semi-feral in the area. While occasionally a muggle may hear the almost
melodious cry of the dragons, it is rare for them to be spotted (bar times
such as the infamous Ilfracombe Incident), and much rarer still for their
narrow jets of flame to be seen.
Welsh Greens reproduce a measure more often that some other breeds
largely aided by their less violent natures, and produce clutches of eggs
with an almost pleasing regularity for the dragonologists who manage
the reserves. The eggs of Welsh Greens are an earthy brown flecked with
bright green, which makes them almost as distinctive as their cries, and
makes illegal trade of the eggs much harder.
Common Welsh Green
Huge Dragon, Lawful Neutral
Armor Class: 18 (natural armor)
HP: 188
Speed: 40 fly 80 Swim 40
STR 23+6 DEX 11+0 CON 21+5 INT 14+2 WIS 13+1 CHA 20+5
Saves: Dex +5 Con +10 Wis+6 Cha+11
Skills: Perception +11 Stealth +8 Intimidate +11
Senses: Darkvision 120 Passive Perception 21
Languages:
Challenge: 13 (10,000 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 60 feet of the dragon must make a DC 13 wisdom saving throw or
become frightened for one minute. The creature may reattempt the saving throw at the end of each of
its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +11 to hit reach 10 ft. one target 2d10+6 piercing damage plus 1d8 fire damage
Claws: +11 to hit reach 5 ft. one target 2d6+6 slashing damage
Tail: +11 to hit reach 15 ft. one target 2d8+6 bludgeoning damage.
Breath Weapon (Recharge 6 rounds): breathes a 60 foot line, each creature must make a DC 18
Dex save successful takes half damage, unsuccessful take full damage of 10d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
18 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.


Hebridean Black: Unsurprisingly of the Hebrides Islands of Scotland, the Herbidean black is known for
its dark color, its sharp tail spike, and its rough scales. It often has brilliantly purple eyes, and can grow
up to, and sometimes in excess of, thirty feet long.
An exceedingly fierce dragon the, their natures mean they demand
large territories, often as much as, if not more than, one hundred
square miles each, each of these territories carefully monitored by
the Scottish MacFusty clan of wizards, who ensure the dragons are
left alone in their reserves and that any dead dragons are
immediately reported to the Ministry as well as to wandmakers,
who may wish to use the heartstrings, scales or claws for wand
cores, and Apothecaries and registered Potions Masters, who
collect the blood, claws sand scales for use in potions.
After all this the Ministry usually harvests the hide, distributing it
carefully for use the making of dragonhide products, and it is said by
some that, when times are lean for the British Isles, the Ministry is
living off dead dragons.
Hebridean Blacks are known to have a distinct preference for deer, although they will carry off cows,
and Hebridean dragonets on reserves have been known to have a distinct preference for rabbit, often
picking the creatures apart carefully to eat the juiciest meat in preference.
Hebridean Black
Huge Dragon, Chaotic Neutral
Armor Class: 20 (natural armor)
HP: 201
Speed: 40 fly 80
STR 25+7 DEX 10+0 CON 23+6 INT 14+2 WIS 15+2 CHA 19+4
Saves: Dex +5 Con +11 Wis+6 Cha+9
Skills: Perception +11 Stealth +5 Intimidate +9
Senses: Darkvision 120 Passive Perception 22
Languages:
Challenge: 16 (15,000 XP)
Fire Immune: Ignores all fire or heat damage.
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 60 feet of the dragon must make a DC 17 wisdom saving throw or
become frightened for one minute. The creature may reattempt the saving throw at the end of each of
its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +12 to hit reach 10 ft. one target 2d10+7 piercing damage plus 1d8 fire damage
Claws: +12 to hit reach 5 ft. one target 2d6+7 slashing damage
Tail: +12 to hit reach 15 ft. one target 2d8+7 bludgeoning damage.
Breath Weapon (Recharge 6 rounds): breathes a 30 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
16 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.


Hungarian Horntail: One of the most vicious breeds of dragon in existence, the Horntail of Hungary is
a large dragon with dark to black scales and yellowish eyes. Its
heavily spiked tail is what gives it its name and is capable of causing
significant damage to those around it, which is then further backed
up by the dragons terrifying yell, and far-reaching flames. Horntails
are also speedy fliers, with some not inconsiderable aerial
maneuvering skills.
Horntails arent particularly picky about their food, and will eat pretty
much anything, from sheep and goats, to cattle, even to humans, if
there are any available. This readiness to eat anything, as well as
their unrelenting violence is what has led to the distinct fear many
witches have of these dragons. Dragon mothers of this breed are
particularly vicious, protecting their cement colored eggs with a
vengeance, with hotter than usual flames which can, with only a few
seconds, start to heat rock to glowing.
Hungarian Horntail
Huge Dragon, Chaotic Evil
Armor Class: 21 (natural armor)
HP: 255
Speed: 40 fly 80
STR 27+8 DEX 10+0 CON 25+7 INT 14+2 WIS 13+1 CHA 20+5
Saves: Dex +6 Con +13 Wis+7 Cha+11
Skills: Perception +13 Stealth +6 Intimidate +11
Senses: Darkvision 120 Passive Perception 23
Languages:
Challenge: 17 (18,000 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 120 feet of the dragon must make a DC 16 wisdom saving throw
or become frightened for one minute. The creature may reattempt the saving throw at the end of each
of its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +13 to hit reach 10 ft. one target 2d10+8 piercing damage plus 1d8 fire damage
Claws: +13 to hit reach 5 ft. one target 2d6+8 slashing damage
Tail: +13 to hit reach 15 ft. one target 2d10+8 piercing damage.
Breath Weapon (Recharge 6 rounds): breathes a 60 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
16 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.


Norwegian Ridgeback: Native, unsurprisingly, to Norway, the Norwegian Ridgeback is one of the
more vicious breeds of dragon. Closely resembling the Hungarian
Horntail in appearance, it can be told apart by the presence of back
ridges rather than a horned tail.
While not quite as vicious as the Hungarian Horntail it is no less
dangerous, as it is venomous and able to breathe flame much earlier
than any other breed of Dragon (usually between its first and third
month a hatchling will start to breathe flame). Female Ridgebacks are
known to be more ferocious than the males, especially when
protecting their eggs, which are an almost glossy black.
Unusually for dragons it is known to enjoy eating water mammals,
although it will settle on almost any large mammal available if it is
there.

Norwegian Ridgeback
Huge Dragon, Chaotic Evil
Armor Class: 20 (natural armor)
HP: 258
Speed: 40 fly 80
STR 27+8 DEX 10+0 CON 25+7 INT 14+2 WIS 13+1 CHA 20+5
Saves: Dex +6 Con +13 Wis+7 Cha+11
Skills: Perception +13 Stealth +6 Intimidate +11
Senses: Darkvision 120 Passive Perception 23
Languages:
Challenge: 16 (15,000 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 120 feet of the dragon must make a DC 16 wisdom saving throw
or become frightened for one minute. The creature may reattempt the saving throw at the end of each
of its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +13 to hit reach 10 ft. one target 2d10+8 piercing damage plus 1d8 fire damage
Claws: +13 to hit reach 5 ft. one target 2d6+8 slashing damage
Tail: +13 to hit reach 15 ft. one target 2d8+8 piercing damage.
Breath Weapon (Recharge 6 rounds): breathes a 30 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
16 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.


Peruvian Vipertooth: One of very few venomous dragons the Peruvian Vipertooth is one of the
smallest of the Greater dragons in existence. Native to eastern and
north-eastern Peru the Vipertooth has smooth copper colored
scales and black ridge-markings as well as short horns.
It is also among the fastest known dragons and is known to be able
to hide from humans, especially muggles, very well. Vipertooths
prefer to feed on goats and cows though they seem to consider
humans a delicacy. It was these preferences used in the one
occasion the Peruvian Vipertooth was culled.
Peruvian Vipertooth
Huge Dragon, Chaotic Neutral
Armor Class: 17 (natural armor)
HP: 168
Speed: 40 fly 100
STR 21+5 DEX 14+2 CON 18+4 INT 14+2 WIS 16+3 CHA 15+2
Saves: Dex +4 Con +9 Wis+9 Cha+6
Skills: Perception +15 Stealth +7 Intimidate +6
Senses: Darkvision 60 Passive Perception 24
Languages:
Challenge: 12 (8,400 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 60 feet of the dragon must make a DC 13 wisdom saving throw or
become frightened for one minute. The creature may reattempt the saving throw at the end of each of
its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +10 to hit reach 10 ft. one target 2d10+5 piercing damage plus 2d6 poison damage
Claws: +10 to hit reach 5 ft. one target 1d6+5 slashing damage
Tail: +10 to hit reach 15 ft. one target 1d8+5 bludgeoning damage.
Breath Weapon (Recharge 3 rounds): breathes a 30 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
16 Dex save or be knocked prone and take 2d6+5 bludgeoning damage. The dragon may move half its
fly speed after.


Portuguese Long Snout: Native to Portugal, and especially found in the region around the National
Park in Geres, the Portuguese Long-Snout is not often seen
in the magical world, any more, or even the muggle one,
having become quite endangered. Most specimens are now
found on Reserves, among other breeds of dragons. The
breed is of a fair size, and usually around the height and size
of a Welsh Green dragon. However Long-Snouts are quite
distinct, having a dim, almost lichen-green scale color, rather
than the brighter color of the Welsh Green. It is also worth
noting that the Portuguese Long-Snout tends to have eyes of
yellow and black, where Welsh Greens tend to have plain
black or brown eyes.
However due to their similar size and other traits, hybrids of
the Long-Snout and the Common Welsh Green have become
increasingly common on dragon reserves, only increasing the endangerment of the purebred Long-
Snouts. As a result many attempts have been made to bring in Long-Snouts from around the world to
encourage their breeding with one another, though this is very difficult, given the breeds willingness to
violence, and their tendency to use fire to solve problems when displeased. However recent efforts
have been met with some success, and since 2008 there has been a noticeable increase in breed
numbers.

Portugese Long Snout
Huge Dragon, Lawful Neutral
Armor Class: 18 (natural armor)
HP: 166
Speed: 40 fly 80
STR 23+6 DEX 11+0 CON 21+5 INT 14+2 WIS 13+1 CHA 20+5
Saves: Dex +5 Con +10 Wis+6 Cha+11
Skills: Perception +11 Stealth +8 Intimidate +11
Senses: Darkvision 120 Passive Perception 21
Languages:
Challenge: 14 (11,500 XP)
Magic Resistance: It has advantage on all saving throws against magic and takes half-damage
from spells.
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 60 feet of the dragon must make a DC 13 wisdom saving throw or
become frightened for one minute. The creature may reattempt the saving throw at the end of each of
its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +11 to hit reach 10 ft. one target 2d10+6 piercing damage plus 1d8 fire damage
Claws: +11 to hit reach 5 ft. one target 2d6+6 slashing damage
Tail: +11 to hit reach 15 ft. one target 2d8+6 bludgeoning damage.
Breath Weapon (Recharge 6 rounds): breathes a 60 foot line, each creature must make a DC 18
Dex save successful takes half damage, unsuccessful take full damage of 10d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
18 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.


Romanian Longhorn: Native to Romania the presence of this impressive dragon has turned much of
its preferred mountainous habitat into one of the largest and most important dragon reserve currently
in existence. Due to demand for the horn of this specific dragon population numbers plummeted and a
breeding program was instituted which resulted in the creation of the Romanian Dragon Reserve.
While the majority of dragons at this dragon reserve are Romanian Longhorns, there are specimens
from other breeds also, as well as occasional hybrids.
Longhorns are most well known for their famed horns, which, when
powdered, make for prized potion ingredients - so prized indeed it had
a considerable negative impact on the breed, and resulted in the
Dragon Reserve creation. Nowadays the horn is a Class B Tradeable
Material, which has limited its trade to a less impactful amount, and has
encouraged potioneers to find alternative ingredients.
Generally in size and coloration Longhorns are of a dark green shade,
their horns contrastingly, being almost golden in coloration. Although
medium sized as dragons go, Longhorns may seem rather bulky, and do
have larger muscles, and are able of longer sustained flight, than many
dragons.
Romanian Longhorn
Huge Dragon, Chaotic Neutral
Armor Class: 20 (natural armor)
HP: 201
Speed: 40 fly 80
STR 25+7 DEX 10+0 CON 23+6 INT 14+2 WIS 15+2 CHA 19+4
Saves: Dex +5 Con +11 Wis+6 Cha+9
Skills: Perception +11 Stealth +5 Intimidate +9
Senses: Darkvision 120 Passive Perception 22
Languages:
Challenge: 16 (15,000 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 60 feet of the dragon must make a DC 17 wisdom saving throw or
become frightened for one minute. The creature may reattempt the saving throw at the end of each of
its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +12 to hit reach 10 ft. one target 2d10+7 piercing damage plus 1d8 fire damage
Claws: +12 to hit reach 5 ft. one target 2d6+7 slashing damage
Horn: +12 to hit reach 15 ft. one target 2d8+7 piercing damage.
Breath Weapon (Recharge 6 rounds): breathes a 30 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Horn Attack: Dragon makes a horn attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
16 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.

Snallygaster Dragon: A dragonlike creature, found in the Americas, the Snallygaster is the epitome of
unusual dragonlike characteristics. Like most New World dragons it has proto-feathering on its body,
except Snallygasters have this covering near-all of their bodies, beak-like muzzles and have been
known to have tentacles on occasion, as well as extra eyes.
Quite what led to this great difference from common
dragons is unknown, however they are highly magical
(enough that their heartstrings make perfectly acceptable
wand cores) and not always dangerous - some few
specimens have been domesticated when raised from the
egg.
Snallygasters are generally quite secretive creatures, much
preferring to keep to themselves until they wish to hunt, at
which point they will often hunt seemingly without care,
flying widely and confidently. Due to this Snallygasters are
being more and more pushed onto reserves with spells to
keep them contained, as muggle sightings are, as the
American Ministry has put it less than ideal. Thankfully
Snallygaster tendencies to keep to themselves has - thus far - seemed to be enough to keep
Snallygasters staying put, rather than trying to escape.
On the ground and in the air, Snallygasters have only one real predator - The Lycanthropic Virus of
those infected in the area, changing them from common Werewolves, Luison and other variants, as
well as even affecting Rougarou in the area, and instead into Dwayyo. Dwayyo are relentless hunters
and are one of a very few creatures capable of permanently grounding a Snallygaster.
Swedish Shortsnout
Huge Dragon, Chaotic Neutral
Armor Class: 18 (natural armor)
HP: 177
Speed: 40 fly 70
STR 23+6 DEX 11+0 CON 21+5 INT 14+2 WIS 13+1 CHA 20+5
Saves: Dex +5 Con +10 Wis+6 Cha+11
Skills: Perception +11 Stealth +8 Intimidate +11
Senses: Darkvision 120 Passive Perception 21
Languages:
Challenge: 14 (11,500 XP)
Magic Resistance: It has advantage on all saving throws against magic and takes half-damage
from spells.
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two tentacles.
Awed Presence: All within 60 feet of the dragon must make a DC 13 wisdom saving throw or
become awed for one minute. The creature may reattempt the saving throw at the end of each of its
turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Peck: +11 to hit reach 10 ft. one target 2d10+6 piercing damage plus 1d8 fire damage
Tentacles: +11 to hit reach 5 ft. one target 2d6+6 bludgeoning damage
Tail: +11 to hit reach 15 ft. one target 2d8+6 bludgeoning damage.
Breath Weapon (Recharge 6 rounds): breathes a 60 foot line, each creature must make a DC 18
Dex save successful takes half damage, unsuccessful take full damage of 10d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
18 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.


Swedish Short-Snout: Native to Sweden, the Swedish Short-Snout
dragon is one of the most agile fliers of all dragons. Usually of a blue or
silvery-blue coloration its flame is likewise blue, and is hot enough to
turn timber and bone to ashes in mere seconds. It is classified as a
Wyvern type dragon, having no forelegs, just rear legs and wings, and
this does mean it is less agile on the ground.
Usually found in the northern mountains of Sweden, and areas near-
totally uninhabited the Swedish Short-Snout has some of the fewest
numbers of deaths to its name of any magical creatures. Its skin is
much sought after for the making of dragonhide gloves and other
clothing, and was once prized in the making of shields.
In recent years the Swedish Short-Snout has become well known as
the trophy of the annual broom race between Kopparberg and
Arjeplog is designed to resemble the dragon.
Swedish Shortsnout
Huge Dragon, Lawful Neutral
Armor Class: 18 (natural armor)
HP: 166
Speed: 40 fly 80
STR 23+6 DEX 11+0 CON 21+5 INT 14+2 WIS 13+1 CHA 20+5
Saves: Dex +5 Con +10 Wis+6 Cha+11
Skills: Perception +11 Stealth +8 Intimidate +11
Senses: Darkvision 120 Passive Perception 21
Languages:
Challenge: 14 (11,500 XP)
Magic Resistance: It has advantage on all saving throws against magic and takes half-damage
from spells.
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 60 feet of the dragon must make a DC 13 wisdom saving throw or
become frightened for one minute. The creature may reattempt the saving throw at the end of each of
its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, and 3 magic spells.
Bite: +11 to hit reach 10 ft. one target 2d10+6 piercing damage plus 1d8 fire damage
Claws: +11 to hit reach 5 ft. one target 2d6+6 slashing damage
Tail: +11 to hit reach 15 ft. one target 2d8+6 bludgeoning damage.
Breath Weapon (Recharge 6 rounds): breathes a 60 foot line, each creature must make a DC 18
Dex save successful takes half damage, unsuccessful take full damage of 10d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 10 feet must succeed a DC
18 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.

Ukrainian Ironbelly: One of the largest dragons in existence, the Ukrainian Ironbelly is found
throughout Ukraine, though specimens are often scattered by
large territory requirements. Ukrainian Ironbellies can be
anywhere from metallic grey to silvery white in coloration, and
while most usually their eyes are pinkish or red, they possess a
nictitating membrane which often obscures this colour, making
them appear to have white eyes instead. Their skin is amongst
the physically toughest in the world, though only as magically
tough as any other dragonhide, but is all of it incredibly hard to
work.
Ukrainian Ironbellies are often considered to be of the Wyvern
type dragons, having two its rear limbs developed as legs, and its
two forelimbs developed as wings. Of all dragon breeds
Ironbellies are known for their polydactyly, and it is not
uncommon for Ironbellies to possess multiple alar thumbs, or
have abnormally large wingspans. Nonetheless they are often
slower in flight than many other dragons, due to a more rotund
shape which gives them greater air resistance, thus slowing
them.
Ukranian Ironbelly
Gargantuan Dragon, Chaotic Neutral
Armor Class: 22 (natural armor)
HP: 258
Speed: 40 fly 60
STR 28+9 DEX 10+0 CON 27+8 INT 14+2 WIS 13+1 CHA 20+5
Saves: Dex +6 Con +13 Wis+7 Cha+11
Skills: Perception +13 Stealth +6 Intimidate +11
Senses: Darkvision 120 Passive Perception 23
Languages:
Challenge: 16 (15,000 XP)
Multi-attack: It can make the Frightful presence action, then three attacks with one bite and
two claws.
Frightful Presence: All within 60 feet of the dragon must make a DC 19 wisdom saving throw or
become frightened for one minute. The creature may reattempt the saving throw at the end of each of
its turns, if it succeeds it is immune to frightful presence for 24 hours.
Magic Resistance: Dragons are immune to all level 1, 2, 3, and 4 magic spells.
Bite: +14 to hit reach 10 ft. one target 2d10+9 piercing damage plus 1d8 fire damage
Claws: +14 to hit reach 5 ft. one target 2d6+9 slashing damage
Tail: +14 to hit reach 15 ft. one target 2d8+9 piercing damage.
Breath Weapon (Recharge 6 rounds): breathes a 30 foot cone, each creature must make a DC
19 Dex save successful takes half damage, unsuccessful take full damage of 12d8 fire damage.
Legendary Actions: The dragon gets three legendary actions.
Detect: The dragon makes a perception check.
Tail Attack: Dragon makes a tail attack
Wing Attack (Costs 2 actions): Beating its wings each creature within 20 feet must succeed a DC
16 Dex save or be knocked prone and take 2d6+6 bludgeoning damage. The dragon may move half its
fly speed after.

Dragon Toad: A magical variety of toad, found in both North and South America, Dragon Toads are
known for their heat producing ability, and their tendency to bake mud or melt
stone into body armor for themselves. Coming in a wide variety of
colors, the creatures have been known to grow rather large, but
those specimens kept for study or as pets are usually around the
same size as the average common toad, while specimens hunted
are usually closer to the size of a pig or even a horse.
Generally the creatures are quite aggressive amongst their own,
especially amongst their own sex, but, on their own, can be relatively
placid until mating season comes around, at which point their natural
aggression goes through the roof, with many Dragon Toads escaping their homes to
find a suitable mate. Their spawn develops much as most toads offspring do, though their toadpole
phase is much extended, and includes a period in which they look almost eel-like.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 30
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Burning Skin: Any who touch a living salamander will take 2d4+1 fire damage, unless wearing
protective gloves.

Dugbog: A curious creature, and a great pests to many Herbologists, the Dugbog is known to happily
devour Mandrakes, leaving a horrific bloody mess when the plants are eventually pulled up. The
creatures are found in marshes throughout Europe as well as North and South America, and tend to
resemble dead wood while stationary, due to their bark-like
skin, and, in mature specimens, bark-like protrusions. They
also possess catlike eyes, clawed and finned paws, and
incredibly sharp teeth, which they use to feed on any small
animals they cross their path, even being known to attack
humans.
Dugbogs breed once a year, producing around five small
young. These are usually carefully tended in subterranean
burrows built into banks of the marsh or into large hunks of
dirt. The young are carefully tended, being brought food (be it
animal or mandrake) by the parents once they reach three
months of age, and begin to be weaned. They are usually able
to fend for themselves by sixth months of age, and form small
packs at this point, leaving home. These packs however, rarely
last long, with the siblings fighting one another for power, and
sometimes killing one another, until they each leave to carve out territory of their own, usually at
about one and a half years old.
Dugbog
small beast, Neutral
Armor Class: 13
HP: 82
Speed: 30
STR 12+1 DEX 16+3 CON 11+0 INT 6 -2 WIS 14+2 CHA 10+0
Saves: Wisdom +4 Dexterity +5
Skills: Stealth +7 Perception +4
Senses: Passive Perception 13
Languages:
Challenge: 1 (200 XP)
Bite: +3 melee attack 1d6+1 Piercing damage

Erkling: Rather small elfish creatures, Erklings originated from the Black Forest of Germany, and are
still common there, feeding on Drusloche and small mammals, as they now have significant trouble
hunting their preferred prey of human children. As well as the more common Erkling, there is also the
Bavarian Erkling, which is a much more dangerous variant, identifiable by their much more open
attempts to attack, where the common Erkling likes to tease people into becoming lost, shooting them
with darts, and eventually killing them.
Erklings generally do not grow more than three feet tall, making them
larger than the common garden Gnome, but a little smaller than the
European House Elf. They look fairly like the House-Elf, though they
tend to have a much more pointed nose, and do not always wear
clothes. However they can speak human languages, to some degree,
and can give entrancing, high-pitched, cackles, which they use when
luring away children to eat.
Despite the Erkling tendency to prey on human children they can
survive on other meats, and in recent years have been forced to
survive on squirrels, rabbits, foxes and similar mammals, as well as the
smaller magical creatures of the Black Forest. This is due to long years
of laws and measures instituted by the German Ministry of Magic,
which have finally reached a level to actually prevent some Erkling
attacks. Though Newt Scamanders 1927 edition of Fantastic
Beasts (now considered quite out of date) lists the last Erkling as on
one Bruno Schmidt, there has been one attack since, in 1957, on twins Axel and Ada Braun, who were
fiercely protected by the family Kneazle.
Erkling
small beast, Neutral
Armor Class: 13
HP: 60
Speed: 30
STR 12+1 DEX 18+4 CON 11+0 INT 11+0 WIS 12+1 CHA 9-1
Saves: Wisdom +3 Dexterity +6
Skills: Stealth +6 Perception +3 Persuasion +1 Deception +1
Senses: Passive Perception 13
Languages:
Challenge: 1/2 (25 XP)
Strike: +3 melee 1d4+4 bludgeoning damage

Erumpent: A magical beast found in Africa, the Erumpent looks fairly similar to a Rhinoceros, though
larger, with a longer horn and a long, rope-like tail. Erumpents are most known for their magically
resistant hide, and for the fluid within their horn which they inject into those they ram. This fluid
causes great swelling and eventual explosion, and their horns can puncture through skin and metal,
making them highly dangerous. On rare occasions, someone can be gored by an Erumpent, and not
explode, usually if the horn goes straight in one side and out the other, though usually the people die
because of the goring.
Though they are treated with great respect by African wizards, they are also treated with great caution,
due to their ability to make things explode, and during mating season many males blow themselves up
when fighting or displaying for females. This does not help Erumpent population numbers, as
Erumpents only have one calf at
a time, and increasingly
Erumpents are being raised in
captivity so they do not become
further endangered.
The long, slightly curving horns
of Erumpents, as well as their
tails and exploding fluid, are
highly useful in potions, and are
Class B Tradeable materials
under the ICW, meaning they
can only be traded to
educational or medical facilities
or to known and registered potioneers, though they may thence be used by others, provided they do
so under the eye of a trained potioneer. On some occasions the horns will be traded without having
the fluid first extracted, making them at high risk of explosion on being jolted, and as a result Exploding
Fluid is usually extracted and bottled before being shipped or otherwise traded.
Erumpent
small beast, Neutral
Armor Class: 15
HP: 153
Speed: 40
STR 18+4 DEX 14+2 CON 18+4 INT 6 -2 WIS 13+1 CHA 10+0
Saves: Wisdom +4 Con +7
Skills: Athletics +7 Perception +3
Senses: Passive Perception 13
Languages:
Challenge: 6 (2,300 XP)
Thick Skin: An Erumpent can ignore all spells of fourth level or lower.
Multiattack: Can make two attacks on their turn.
Charge: An Erumpent can move 80 feet in a single direction but cannot turn as a movement
action.
Horn (rechargeable 3 turns): +6 Melee attack 1d8+4 Piercing Damage and 2d8 sonic damage
upon exploding.
Stamp: +6 Melee attack 1d6+4 bludgeoning damage


Fairy: Small magical creatures, quite humanlike in appearance, most Common or Garden fairies are
found in woods, glades, and magical gardens with enough of a touch of the wild. While certainly not as
intelligent as humans, by any means, Fairies do have their own
social structures, and can communicate in a high pitched buzzing,
in a manner not dissimilar to that of bees.
Fairies wings are usually insect like, and can be either transparent
or multicolored - though there are occasional reports of fairies
with iridescent wings - and about which they are often
exceedingly vain, and has led to fairies allowing themselves to be
used as decoration and ornament by witches, provided they are
suitably admired for the duration. Fairies are also capable of a
very weak kind of magic which allows them to, on occasion,
confuse their predators so they may escape. This does not
however prevent their eggs being devoured by Bowtruckles, who
are not so easily affected.
Fairy eggs are laid in batches of up to fifty, and usually laid on the
underside of leaves. The larvae which hatch from these are usually brightly colored, and at around a
week they spin themselves cocoons and emerge approximately a month later as the fully-grown,
humanoid fairy, which has led to so much positive muggle press for the creatures.
The wings of fairies can be removed - and will regrow - for use in potions, such as the Girding Potion,
and whole fairies can be fed to Augureys, which consider them a treat. Despite the name the
dangerous magical drug, Fairy Dust, is not made from the Common or Garden Fairy, but is believed to
have instead the powdered carapaces of Doxies mixed in on occasion, which can lead to deaths.
Fairy
Diminutive beast, Neutral
Armor Class: 13
HP: 74
Speed: 20 Fly 40
STR 12+1 DEX 18+4 CON 11+0 INT 10 +0 WIS 12+1 CHA 18+4
Saves: Charisma +6 Dexterity +6
Skills: Stealth +6 Perception +3 Arcana+2 Nature+3
Senses: Passive Perception 13
Languages:
Challenge: 1 (200 XP)
Magic: The fairy can cast magic, able to cast any 1st level spells. Common spells for Fairies are;
Alohomara, Expelliarmus, Lumos, and Rictusempra. These spells are cast with proficiency and uses only
Charisma modifier.
Bite: +3 Melee attack 1d4+1 piercing damage.

Fanged Puffskein: Illegally bred cousins to Common Puffskeins, Fanged Puffskeins are often a more
varied set of colors than plain custard. Usually blue, green, or with touches of purple, the creatures are
also known for their sharp fangs. Despite this incident of open breeding, Fanged Puffskein creation is
technically illegal, with the British Ministry of Magic listing it as a crime punishable by the Wizengamot.
That said, few people observe the law, and, with certain licensing, a few keepers of magical creatures
do possess them and sell them.
Fanged Puffskeins are a little more choosy in their diet; while
they will eat leftovers, insects and bogies, they also like to lick
at blood, and some will even bite to obtain it. They can be
trained from this however, and accept blood as a treat,
making them rather popular with Vampires. On their own
they can live some twenty years, and with proper care well
into their thirties, though they generally within a week of
death when their fur begins to lose pigment.
Fanged Puffskeins
small beast, Neutral
Armor Class: 12
HP: 60
Speed: 30
STR 12+1 DEX 18+4 CON 11+0 INT 11+0 WIS 12+1 CHA 9-1
Saves: Wisdom +3 Dexterity +6
Skills: Stealth +6 Perception +3 Persuasion +1 Deception +1
Senses: Passive Perception 13
Languages:
Challenge: 1/2 (25 XP)
Bite: +3 to hit 1d4+1 piercing damage.

Fefny: A cousin to both the Common Adder of Britains shores, and the Grass Snake, hence the similar
appearances, the Fenny Snake is found in the fens of Norfolk. The creature
itself is quite bland in appearance, generally the color of brown flint with
markings in light chalk grey or dark flint blue-black down its sides,
sometimes like ribs, but sometimes done in other configurations - markings
down the back like adders are not uncommon.
The Fefny or Fenny Snake is known for its curious ability to pick up and hurl
rocks at people with its tail, which it does as self defense, in addition to it
possessing a strongly venomous bite., All the same the Fenny Snakes are
quite popular with a few scattered parselmouths which live in the fenlands
of Norfolk, and are said to make loyal pets once domesticated.
Fefny
small beast, Neutral
Armor Class: 12
HP: 60
Speed: 30
STR 12+1 DEX 18+4 CON 11+0 INT 11+0 WIS 12+1 CHA 4-3
Saves: Wisdom +3 Dexterity +6
Skills: Stealth +6 Perception +3 Persuasion +1 Deception +1
Senses: Passive Perception 13
Languages:
Challenge: 1 (200 XP)
Bite: +3 to hit 1d4+1 piercing damage the target must make a con save DC13 on a fail they take
1d4 poison damage.
Thrown Rocks: +4 to hit 1d4+4 bludgeoning damage


Fire Crab: Known for the ability to set fire to things by the flames expelled from their rear end, Fire
Crabs (and their close cousin of Giant Fire
Crabs) are tortoise-like creatures with
bejeweled shells. Usually they possess six
legs, but increasingly specimens are found
with four or five and limb stumps in place
of the remainder, apparently having lost
them to the poachers who hunt Fire Crabs
in the hope of removing and using their
shells as cauldrons. Found on the island of
Fiji they are occasionally exported as pets, though, by ICW mandate, one requires a permit to keep
one.
Beyond the simple distinction of common Fire Crabs and Giant Fire Crabs, Fire Crabs come in several
varieties solely among themselves. Most have a mixture of jewels on their shell, but some few have
singular varieties (usually garnets, clear quartz or orange tourmalines, with rubies, sapphires,
emeralds, yellow diamonds and amethysts being rarer), leading to them being hunted preferentially,
despite the creatures being protected under the ICW.
Fire Crab
small beast, Neutral
Armor Class: 15
HP: 81
Speed: 20
STR 14+2 DEX 12+1 CON 16+3 INT 8-1 WIS 12+1 CHA 10+0
Saves: Con +5 Str +4
Skills: Perception +3 Athletics +4
Senses: Passive Perception 13
Languages:
Challenge: 1 (200 XP)
Damage Immunities: Bludgeoning and Slashing
Bite: +3 Melee attack 1d4+2 piercing damage.
Fireball: +3 ranged attack 1d6+1 fire damage 30/60 range

Fire Salamander: Often with six legs, though sometimes with only four, fire salamanders tend to
appear much like tiger salamanders, bar their curious
ability to live within flames. While there are many
varieties of magical salamander (including one of
Frost) the common Salamander (also sometimes called
the Fire Salamander) is the most well known, and the
most commonly seen, as, provided the fire it was
spawned from is still alight, it will still live.
Most Fire Salamanders are born of two other Fire
Salamanders which leave their own fires for a brief
period during mating season, feeding on chilies and
chili seeds to extend the time they can stay out of their respective fires. Together they spawn their
offspring, which in turns births its own fire, before the adult Salamanders return to their respective
fires. Usually it is the adults which have the well-known six legs common to magical salamanders, while
the young will only have four, if that, developing more legs as it ages, until it reaches the requisite six.
Fire Salamanders are usually black and yellow when first spawned, and become red or blue as adults,
depending on the heat of their fire. Due to their tie to their fires some magizoologists have tried to tie
them Ashwinders (both European and East Asian), though there is no significant proof of this. However
where Ashwinders can only last an hour after their fire dies, Fire Salamanders die with their fires,
though they can live up to six hours apart from it, if fed chilies on an hourly basis, though Fire
Salamanders of all varieties can suffer scale rot (which usually affects dragons), which can cause their
skin to peel and their tail to detach, though it can be treated with chili powder being rubbed into their
skin.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Burning Skin: Any who touch a living salamander will take 1d4+1 fire damage, unless wearing
protective gloves.

Fire Slug: Native to Brazil, these blue-brown slugs are the most favored food of Amazonian
Salamanders, when chilies and the flames the Salamanders inhabit are not nearby. Recent studies have
suggested that they can be consumed by all fire Salamanders in place of Chilies in order to survive
outside of their birth-fire, which, given the low maintenance needs for Fire Slugs, is making them
increasingly popular to provide fire salamanders with a way to keep them alive apart from their fires.
Like the Flesh-Eating Slug, Fire Slug secretions can be highly
corrosive, especially if they are defensively flaming, which
they do in order to prevent being eaten. This has led to the
use of Fire Slug secretions in more powerful Pepper-Up
Potions, as they have all the thickening capabilities
of Flobberworm mucus, with an added ability for heat.
However, such potions must be carefully made, as they are
at a high risk of exploding.

small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/4(50XP)
Burning Skin/trail: Any who touch a living salamander or walk 5 feet behind it, will take 2d4+1
fire damage, unless wearing protective gloves.

Flabbergasted Leech: A cousin to common and medical leeches, the Flabbergasted Leech can grow to a
far larger size than most other kinds of leech. While any leech is actually usable in a potion requiring
leeches - be it their fluids (juice) or their full bodies - Flabbergasted leeches are often preferred, for
the larger sizes they can grow to. They are also mildly
magical on their own, able to suck out far more blood
from a creature than might seem possible given their
size, and emitting an eerie noise, reminiscent of that of
ghouls.
Generally Flabbergasted Leeches are kept in tanks by
Potioneers and Apothecarists alike, and are then
scooped out and pulverized when needed. However
they are sometimes kept in oil or a preserving potion
ready for use, on the occasion they are needed whole. While Flabbergasted Leeches are not always
needed in potions (most any other kind of leech can be used, and work just as well) they do provide
more leech juice or body as required, and are often used in the highest quality potions.

Flabbergasted Leech Swarm
small Beast, Unaligned
Armor Class: 10
HP: 36
Speed: 20
STR 8-1 DEX 12 +1 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/2(100XP)
Bite: +2 to hit 1d6 piercing damage.

Flesh-eating Slug: A considerable pest to many magical gardeners and herbologists, the Flesh Eating
Slug will not only happily ruin crops of cabbages, giant pumpkins and magical plants, but will also eat
small animals which cross their path. Their secretions can be highly
corrosive, which not only helps them destroy and feed on the plants
they crawl over, but also anything else. On rare occasions the
creatures will swarm, especially if there is a large specimen in the
vicinity, and on such occasions they have been known to devour
humans alive.
Flesh-Eating Slugs can cause trouble to young magical children,
though they tend to appear disinterested by muggle and squib
children. Nonetheless wizards in muggle neighborhoods with an
infestation of Flesh-Eating Slugs often place charms to ensure the
slugs do not infest the gardens of their muggle neighbors, though
often enough if they do try a liberal application of slug pellets can
rid a garden of them with just as much efficacy as the preferred
magical method of Flesh-Eating Slug Repellent.
Flabbergasted Leech Swarm
small Beast, Unaligned
Armor Class: 10
HP: 36
Speed: 10
STR 8-1 DEX 12 +1 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 12
Languages:
Challenge:1/2(100XP)
Bite: +2 to hit 1d6 piercing damage.


Flitterby: A glowing magical moth, Flitterby wings can be used in some potions, most commonly those
which cheer or help to treat depression. Some people who are
overly affected by Dementors and Boggarts are given tisanes made
with the eggs of the Flitterby, and it is one of very few magical
ingredients which cause no allergic responses in wizards, squibs or
muggles alike.
The Flitterby has orange wings which are known to glow, especially
at night, and if one is quiet their soft humming can be heard. Some
compare it to laughter though others mark it as contentment. Some
wizarding houses in Scotland have warmth-enchanted stones by their doors, which encourage the
presence of the pretty creatures.
Flabbergasted Leech Swarm
small Beast, Unaligned
Armor Class: 10
HP: 36
Speed: 20
STR 8-1 DEX 12 +1 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/2(100XP)
Awe: Those within 30 feet of the flitterby must make a Wisdom saving throw DC13 or be in awe
for 1 minute.


Flobberworm: Generally agreed to be one of the most singularly useless, harmless, and boring
creatures in the magical world, Flobberworms are simply very large worms, which produce a mucus
which can be used in potions (as a thickener and not much else) and devour whatever greenery they
manage to force down their gullets. Generally growing to around ten inches in length, and generally a
dull pinkish brown color, it is so useless and uninteresting a creature in the public eye, and even to
most magizoologists, as to be
rated boring by the Ministry Creature
Classification system, having only a single X
grade.
Generally Flobberowrms move very little, if
at all, only expending as much energy as
will get it more food to eat. While Flobberworms are edible most do not find the taste at all appetizing,
and though they can be used in some more interesting and tasty dishes the general perception of
Flobberworms prevents this, in all but the most avant garde eateries. Curiously - and possibly due to
the creatures general unwillingness to move - Flobberworms are one of a very few creatures which can
be Summoned, still-living, with the Summoning Charm.

Flobberworm
Miniscule beast, Neutral
Armor Class: 10
HP: 12
Speed: 10 burrow 10
STR 8-1 DEX 10+0 CON 11+0 INT 6 -2 WIS 8-1 CHA 8-1
Saves: Con +1
Skills:
Senses: Passive Perception 8
Languages:
Challenge: 0 (0 XP)
Flee: Flobberworm can only flee.

Flying Seahorse: A magical variety of seahorse, these creatures are often found flying near bodies of
water. Highly useful in potions these bizarre creatures are found
almost worldwide, though - thankfully - only usually in areas with large
amounts of ambient magic, such as well protected magical schools,
magical villages, and locations which have, over time, become imbued
with natural magic from the creatures which live there (such as
merpeople, unicorns, and kelpies). Most notably the Black Lake of
Hogwarts has a large population, and after the 1994-5 Triwizard
Tournament a small colony were brought to Durmstrang to be
reintroduced there, after they had been decimated by an unusual
strain of Scale Rot a few years prior.
Required ingredients for Girding Potions. In addition to this, Flying
Seahorses are key ingredients in several Healing potions, and the
specific variants found in China are known to be especially powerful
Healing ingredients, and are often used as part of the base brew for
many Chinese Healing Potions. In recent years these specimens have
been introduced in some areas in Europe and America, in order to more closely study the uses of
specific variants of Flying Seahorse, and thus improve the potions made.
Flying Seahorse
Small beast, Neutral
Armor Class: 10
HP: 20
Speed: 30 fly or swim
STR 8-1 DEX 12+1 CON 11+0 INT 6 -2 WIS 10+0 CHA 8-1
Saves:
Skills:
Senses: Passive Perception 8
Languages:
Challenge: 1/8 (25 XP)
Slam: +2 to hit 1d4 bludgeoning damage on a hit.


Forest Troll: A close cousin to the River and Mountain Trolls, the forest troll is a large and brutal beast.
Other than their significant height (usually around eight or nine feet tall,
somewhat smaller than their cousins) the creatures are known for a
distinct greenish tinge to their skin, and brown or green weedy hair. Like
Mountain trolls they make use of clubs, though some of the smaller ones
have learned to make traps.
Generally speaking Forest Trolls are found in magical forests, and thus far
the magical world has preferred this. With a distinctly lower risk of the
creatures running into, and exposing themselves to muggles, the magical
world remains safe, and though they can provide some trouble to those
who go a-gathering in magical forests, they are usually simple enough to
run away from, and simpler even to avoid. In recent years some have
been spotted in the Forbidden Forest of Hogwarts, as well as in the Black
Forest of Germany, but often these creatures seem to prefer to be left alone, and usually are.
Troll
Large Giant, Evil
Armor Class: 15
HP: 84
Speed: 30
STR 18+4 DEX 13+1 CON 21+5 INT 7 -2 WIS 9-1 CHA 7-2
Saves: -
Skills: Perception +1
Senses: Passive Perception 11 Darkvision 60 ft.
Languages:
Challenge: 5 (1,800 XP)
Keen smell: The troll has advantage on checks related to smell.
Multi-attack: Can make a Slam and club attack.
Slam: Melee attack +7 to hit reach 5ft. one target 1d6+4 bludgeoning damage.
Club: Melee weapon attack +7 to hit reach 10 ft. one target 2d6+4 bludgeoning damage.

Frost Salamander: A cousin of the other main breeds of magical Salamanders, Frost Salamanders
reside in the cold, rather than in flames. Exceedingly rare, most magizoologists are uncertain as to
where and how exactly Frost Salamanders come into being, whether they are born in and of flames as
Ashwinders and some varieties of Salamander are, or if they are a breed of salamander which
reproduces naturally.
When Frost Salamanders are found they are often taken to be kept
by Apothecarists, as their mucus is extremely useful in certain
potions. Interestingly Frost Salamanders require little especial
feeding when away from the cold, just needing to remain hydrated
and cool, generally below 10C, and will, from that, manage to keep
themselves at the sub-zero temperatures they naturally live at.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Freezing Skin: Any who touch a living salamander will take 2d4+1 cold damage, unless wearing
protective gloves.

Fwooper: Known to come brightly coloured, most usually orange, pink, lime green and yellow, the
Fwooper is found across Africa and their song is known to drive any
who listen to it gradually insane. Due to the sheer strength and
constancy of the song a Fwooper any Fwoopers sold must be be sold
with a Silencing Charm to someone licensed to own a Fwooper. Whats
more the Charm must be reinforced every lunar month (thirteen times
a year), making these unpopular as pets due to the magical upkeep.
Fwooper feathers are often used as quills, and the four colours of
Fwoopers are used in Runes to represent the number four. The
brightly patterned shells of the eggs Fwoopers lay are, once magically
reinforced, quite popular as jewellery pieces.
Fwooper
small beast, Neutral
Armor Class: 14
HP: 56
Speed: Fly 40
STR 10+0 DEX 18+4 CON 11+0 INT 8 -1 WIS 10+0 CHA 10+0
Saves: Charisma +6 Dexterity +6
Skills: Stealth +6
Senses: Passive Perception 10
Languages:
Challenge: 1/2 (100 XP)
Song: Those who hear a Fwooper call must make a Wisdom DC 13 or they become paralyzed,
unable to make movement until saved either by someone grabbing them or dispelling the effects, if
left like this for 24 hours the target becomes insane and will attack anything it finds.
Peck: +3 Melee attack 1d4 piercing damage.

Giant Grub: Magical creatures often used as food for sick magical carnivores, Giant Grubs can grow to
the size of a human arm with relative ease and regularly reach a foot in length or more. Appearing not
entirely dissimilar to large maggots they do not, despite their name and appearance, mature into
anything - they are neotenic creatures. Often found in magical
woodlands, feeding on animal (ideally magical but they will feed on
mundane) carcasses, these creatures are thankfully never found in
non-magical areas, requiring a certain amount of background magic
to survive.
Generally these creatures are let be, as they perform a key function
of the natural cycle, aiding in the decomposition of magical animals,
some of which non-magical creatures cannot easily partake in. With
creatures like Trolls and Dragons, where the hide is especially tough,
the magic of Giant Grubs is necessary to break through in order to
get to the rotting flesh beneath, before gas build up causes them to
noisily and messily explode. However they are on very rare occasions
collected by Magizoologists, as they are an excellent foodstuff for ill
magical carnivores - full of protein, fat and energy (magical and otherwise) they are also very easy to
consume and digest.
Studies have been made into the possibilities of witches consuming Giant Grubs, but were halted due
to squeamish responses.
small Beast, Unaligned
Armor Class: 10
HP: 26
Speed: 10
STR 8-1 DEX 12 +1 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Bite: +2 to hit 1d4+1 piercing damage.

Giant Squid: While not technically a magical creature, the Giant Squid does show a not insignificant
intelligence, and seems to avoid the muggles who may seek to hunt and kill it. One of the most well
known, and easiest to interact with specimens, is that at Hogwarts School of Witchcraft and Wizardry,
and studies thereof suggest Giant Squid may well be cousin species to Atlantic Kraken.
While what wizards
call the Giant Squid
comes in many
different forms, all are
certain cousins of the
mundane variety, and
much speculated to be
cousins of Kraken.
The magical Giant
Squid is capable of
living in areas where
their mundane cousins would suffer and furthermore can eat what their cousins cannot. This is widely
believed to be related to the noticeably higher intelligence found in many magical or magical-raised
creatures, and the theory of magic influencing the development of beasts and beings.
Generally, like with many Kraken, Giant Squid get along well with merfolk, the specimen of Hogwarts
often allowing younger ones to play amongst its tentacles, and being indulged by elder merfolk who
help massage out any muscle knots of the huge creature.
Gargantuan Monstrosity, Chaotic Neutral
Armor Class: 18
HP: 472
Speed: 20 swim 60 ft
STR 30+10 DEX 11 +0 CON 25 +7 INT 22+6 WIS 18+4 CHA 20+5
Saves: Str +18 Dex +8 Con +15 Int +14 Wis +12
Damage Immunity: Lightning, Bludgeoning, Slashing, and Piercing damage.
Condition Immunities: Frightened and Paralyzed
Skills: -
Senses: Passive Perception 14 Truesight 120 feet.
Languages:
Challenge:20(20,000XP)
Amphibious: Can breathe air and water and cannot drown.
Freedom of Movement: Can ignore tough terrain, and its speed cannot be reduced by magic.
Multi-attack: It can make 3 tentacle attacks each of which can be replace with one use of fling.
Bite: +18 to hit 3d8+10 piercing damage. If the creature is large or smaller is grappled, if they
fail they are swallowed. If swallowed the creature is blind and restrained, it takes 12d6 acid
damage. If the kraken is dealt 50 damage or more from the inside it must make a con save DC25
or regurgitate all those inside 20 feet from it.
Tentacle: +18 to hit reach 30 ft. 3d6+10 bludgeoning damage, and the target is grappled escape
DC18. Until the grapple ends the target is restrained.
Fling: One large or smaller object is thrown 60 feet in a random direction and is knocked prone.
If it strikes a solid surface the target takes 1d6 bludgeoning damage for every 10 feet it was
moved, The creature must make a DC18 dexterity save or be knocked prone.

Gigantic Serpent: Only found in the Potion Championship Enchanted Garden it is the only remaining
specimen of its kind, first bred by Echidna Typhonides in 900 BC. Several other specimens of the
creature are recorded throughout history (including the so called Sea Serpent of Cromer), but this is
the only extant specimen, and the method by which they were bred
has since been lost. The lack of firm records on their creation has led
to a lack of real name, and their rarity has reduced the necessity for
them, with the last known specimen living quite comfortably in one
specific Enchanted Garden.
The creature is notable for its six eyes, vast size, spell-repellent hide,
and Basilisk-esque venom. Quite how all of these aspects were
combined is unknown, though some have theorized that a Linnorm
Dragon was bred to a Basilisk and from thence bred to grow faster, larger and to develop six eyes. Like
Basilisks it requires very little food for its size, though the truly vast length of the known specimen
requires a significant enough amount of meat that magical creature populations in its Enchanted
Garden are kept well within reasonable levels.
Large Beast, Unaligned
Armor Class: 14
HP: 19
Speed: 30 swim 30
STR 10+0 DEX 18 +4 CON 13+1 INT 2-4 WIS 10+0 CHA 3-4
Saves: -
Skills: Perception +2
Senses: Passive Perception 12 Blindsight 10
Languages:
Challenge:1/4(50XP)
Bite: +6 to hit reach 10 ft. 1d4+4 piercing damage, and the target must make a DC 11 Con save
or take 3d6 poison damage.

Giant Storm Petrel: The gigantic birds bred by and kept by Mahoutokoro School of Magic, these
creatures are used to ferry day students between home and school.
While large they are not huge, and only need to be large enough to
carry students between the ages of seven and eleven. Indeed they
are ultimately rarely larger than horses. The creatures are, however,
strong enough to carry even adults for short distances, and the
school always maintains several larger specimens for students with
unusual ancestry, which may result in greater-than-usual height.
The creatures nest on the sea cliffs of the island of Minami Iwo Jima,
where Mahoutokoro is located, and were originally bred from magically affected Matsudairas Storm
Petrels, already native to the island. The creatures themselves are rarely seen away from the school if
they are not ferrying students back and forth and it is at present illegal for the witches of Japan to try
to keep the creatures if not in some way attached to the school, lest they give away the existence of
magic, which the birds rely on in order to fly.
Large Beast, Unaligned
Armor Class: 10
HP: 22
Speed: 10 Fly 60
STR 15+2 DEX 10+0 CON 15+2 INT 6-2 WIS 12+1 CHA 7-2
Saves: -
Skills: Perception +2
Senses: Passive Perception 12 Blindsight 10
Languages:
Challenge:1(200XP)
Keen sight and smell: Has advantage on sight or smell checks.
Pack Tactics: Has advantage on attack rolls against a creature if the storm petrel has an ally
within 5 feet of it.
Multi-Attack: Can make a beak and talon attack
Beak: +4 to hit 5ft 2d4+2 piercing damage
Talons: +4 to hit reach 5ft. 2d6+2 slashing damage.


Glumbumble: Generally considered to be a type of bee the Glumbumble is a particularly subtle and
irritating magical pest. Appearing rather like a grey bee,
Glumbumbles can infest beehives on occasion, though
they can just as easily make nests of their own,
preferring dark and secluded places, where they feed
on nettles and other such plants.
The treacle that Glumbumbles produce causes
melancholy in those who ingest it, which wears off
gradually, and due to this the treacle can be used to
treat the effects of Alihotsy leaves. It has even been
linked to some incidences of suicide, when eaten by
those who are already suicidal depressed. When a
Glumbumble infests standard beehives it can taints
numerous jars of honey causing quite some trouble for the ministry when it affects muggle
beekeepers.

Glumbumble
Diminutive beast, Neutral
Armor Class: 11
HP: 19
Speed: Fly 40
STR 5-3 DEX 16+3 CON 11+0 INT 8 -1 WIS 12+1 CHA 8-1
Saves: Dexterity +5
Skills: Stealth +5
Senses: Passive Perception 11
Languages:
Challenge: 1/8 (25XP)
Sting: 1d4+1 piercing damage


Gnome: Rambunctious and troublesome creatures, gnomes love to infest magical gardens, making use
of the magic concentration and easily growing foliage to survive. Some witches have found local rabbit
populations fleeing as Gnomes take over their burrows.
One of few magical creatures with a fairly well known Latin
name (Gernumbli gardensi), Gnomes are generally considered
pests, being dealt with by way of thorough degnomings
(hurling them outside of garden boundaries once made
heavily dizzy) or by loosing a Jarvey to eat them, though this
latter method is often considered too cruel.
Gnomes in appearance usually have skin of a similar shade to
the dirt they inhabit, and are usually no taller than a foot,
with oversized heads and hard bony feet. While generally not
that bright, some Gnomes can learn that a particular person is
soft to them and so persist in infesting their garden.
However they have not shown much intelligence beyond this,
so it is almost akin to mundane foxes going to gardens where
they know they will be fed, more than any kind of human-like
intelligence.

Gnome
small beast, Neutral
Armor Class: 13
HP: 10
Speed: 25
STR 12+1 DEX 11+0 CON 14+2 INT 8 -1 WIS 12+1 CHA 10+0
Saves: Charisma +6 Dexterity +6
Skills: Stealth +2 Athletics +3
Senses: Passive Perception 11
Languages:
Challenge: 1/2 (100 XP)
Bite: +3 Melee attack 1d4+1 piercing damage

Golden Snidget: A uniquely small bird of the British Isles and much of Europe, Golden Snidgets have
wings unique amongst magical avian species, being fully rotational. This did lead to their use in some of
the earliest incarnations of the game of Quidditch, in which
they played the part which the golden snitch now holds.
The usage in the game of Quidditch caused the species much
harm, especially as the games popularity grew, and the use
of the creatures in the game was banned in the mid 1300s,
and the mecha-magical snitch, created by Bowman Wright,
was used instead.
In the modern age the hunting of these fantastic creatures is
banned, however some breeders of the birds to sell them
for dish similar to the, (similarly banned) muggle dish of the Ortolan. However most breeders are
entirely above board in their trading, selling the eyes and feathers of their birds for use in the agility
and reflex enhancing potions often used by Aurors and Hitwizards.
Most Snidgets are completely golden in feather coloration, with a slightly darker long thin beak. Their
eyes are usually of a reddish coloration, and occasionally an albino specimen may hatch. The birds are
incredibly fragile, with unsurprisingly light bones, which have been known to break under the eager
grip of historical Seekers.
small Beast, Unaligned
Armor Class: 14
HP: 19
Speed: fly 250 land 10
STR 10+0 DEX 18 +4 CON 7-2 INT 2-4 WIS 10+0 CHA 10+0
Saves: -
Skills: -
Senses: Passive Perception 12
Languages:
Challenge:0 (0XP)
Flee: The snitch only flees.

Granian (Winged Horse): An exceedingly fast breed of winged horse, Granians were common mounts
for messengers before Floo calls, enchanted mirrors and owl
mail where invented. While Granians can be quite slender in
build, they are almost entirely muscle, and are surprisingly
hardy, and well able to survive the Scandinavian winters of
their native lands. Though they have since spread elsewhere,
they are very common in colder climes, and there have been
recent crosses with mundane Icelandic Ponies to make them
yet hardier.
Of all things however Granians are most known for their speed,
able to outpace most other breeds, even on ice. There have
been attempts to breed this so-called ice dancing into an
assortment of crosses, however it seems the trait only remains in those with two Granian parents.
Nonetheless Granians are often the base stock used for breeding winged racehorses, as their weather
hardiness is usually deemed a more necessary component than inherent stamina.
Traits:
Large Beast, Unaligned
Armor Class: 11
HP: 21
Speed: 60 Fly 60
STR 18 +4 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Hooves: Melee Attack +4 to hit, reach 5 feet. Hit 2d6+4 Bludgeoning Damage.
Cold: Can ignore the cold climate effects.

Graphorn: The Graphorn is an exceedingly large magical beast, found most commonly in the
mountains of Europe where Mountain Trolls often attempt to ride it.
Very large and hump-backed, its skin can repel many spells, much like
that of a Dragon though it is reportedly much tougher, and the creature
is known to be immensely bad-tempered, excepting at night, when it can
be quite social with its own kind.
Graphorns walk on fair sized four-thumbed feet, and are known to be
quite aggressive to humans, and Trolls alike, though especially to Trolls
after failed attempts to ride it. Its two horns, which are of a golden color,
are known to represent the number two in Arithmancy and are also
greatly prized potions ingredients, once ground down. Younger specimens, and those in the midst of
raising young will instead have several smaller horns, making them distinct from their solitary kin.
Traits:
Large Beast, Unaligned
Armor Class: 11
HP: 21
Speed: 60 Fly 60
STR 18 +4 DEX 12 +1 CON 16 +3 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Hooves: Melee Attack +4 to hit, reach 5 feet. Hit 2d6+4 Bludgeoning Damage.
Gore: +4 to hit reach 5 ft. hit 2d6+4 piercing damage.
Charge: If the Graphorn moves 20 feet or more straight forward and hits the target with a gore
attack it deals extra 2d8 damage, the creature must make a DC15 str save or knocked prone

Grimm: Most well known as an omen of death, Grims are huge, almost ursine, black dogs, often with
yellow or otherwise glowing eyes, which are attracted to death., Grims are reported throughout
Europe. Reports on Grims are very sketchy and uncertain.
The symbol of Grims, as portending death, is so well known it
has even leached its way into tasseomancy, and a subconscious
feeling of doom can cause a witchs tea leafs to appear in the
shape of the much feared canine, and be read as an omen of
impending death. While the reports of Grims and other black
hounds are more commonly found wandering in Britain, on the
continent reports are given of them most commonly found
wandering in church yards, graveyards, cemeteries, and places
similarly associated with death.
Due to the presence of various Black Dogs at such church sites
(usually called Church Grims), where there is often a lot of Yew
around, in trees and bushes, several continental wandmakers,
including the Gregorovitch family, have been known to make
fairly powerful Yew and Grim hair wands, which have a
tendency to choose seers who foresee the deaths of others, though it is commonly believed that it is
not grim hair used, but that of other (magical) black dogs as Grims themselves are rarely seen. Instead
it is likely the wands are cored with the hair of one of the other members of the numerous
classification of Black Dogs.
Grimm
medium Beast, Neutral
Armor Class: 15
HP: 45
Speed: 50
STR 18+4 DEX 12 +1 CON 14+2 INT 10+0 WIS 12+1 CHA 14+2
Saves: -
Skills: Perception +5
Senses: Passive Perception 15 Darkvision 60
Languages:
Challenge: 3(700XP)
Keen Hearing and smell: Has advantage on all hearing and smell related rolls.
Pack Tactics: Has advantage on attack rolls against a creature if the storm petrel has an ally
within 5 feet of it.
Bite: +5 to hit deals 1d8+3 piercing damage and 2d6 psychic damage.
Fear Presence: All within 30 feet of the Boggle-Banshee must make a Wisdom Saving throw of
DC15 or be frightened for one minute. On a successful save they are immune to the effects for
24 hours.

Grindylow: Grindylows come in three main forms, the swamp, water way, and lake varieties. Despite a
considerable variation in appearance, these three can each bred
with one another, and do on occasion, creating curious hybrids
often considered to look like Clabberts.
The most basic description of a Grindylow tends to hold to three
specific points - long spindly-but-strong fingers, needle sharp teeth,
and small yellowish horns atop its head. They are often descried as
being green, though this can be influenced by the water they live in,
and they are, as a species, good swimmers.
While the majority of Grindylow specimens have been found in
lakes (although increasingly they are being found in waterways in
Yorkshire) this is due to the willingness of lake Grindylows to swarm
swimmers in attempts to drown them for their dinner. Swamp and
Waterway Grindylows are more subtle, and, due to the difference in
appearance, are not always immediately identified as Grindylows, and instead are misidentified as
variants of Imp or even a Kappa, escaped from a magizoologists menagerie.
Grindylows generally eat algae and fish from their habitats, however they will, where they can,
consume humans, which is why they are often classified as Dark creatures. Grindylows use their
surprisingly strong, if spindly fingers to catch humans, but if their grip is broken they tend to back off. It
is often recommended that one make use of the Revulsion or Releasing Jinx (Relashio) in order to get
free.
Grindylows are often wary of humans, only usually coming close in hope of food, usually in the form of
the human in question. Merpeople have managed to successfully domesticate Grindylows, and known
to use them as pets on occasion.
Grindylow
small Beast, evil
Armor Class: 13
HP: 45
Speed: 10 Swim 40
STR 18+4 DEX 10+0 CON 15+2 INT 10+0 WIS 12+1 CHA 9-1
Saves: -
Skills: Perception +5
Senses: Passive Perception 12 Darkvision 60
Languages:
Challenge: 1(450XP)
Amphibious: The grindylow can breathe air and water, and cannot drown.
Multiattack: The grindylow can make a bit and claw attack.
Bite: +6 to hit 1d6+4 piercing damage
Claw: +6 to hit 2d4+4 slashing damage.

Gulping Plimpy: Variant of the Common Plimpy, the Gulping Plimpy is most noted for its large obvious
gulping motions, and its greenish scales, where the Common Plimpy is more blue-silver in color.
Generally the creatures are found in the same waters as
merpeople, though where they are found elsewhere they are
often fished for soup. In order to prevent them from escaping
such water ways buoys made of Gurdyroots are often employed,
as the as the creatures seem to hate the smell of the greenish,
onionlike plant.
Gulping Plimpies make a very tasty soup, with a softly
flavorsome meat, which cooks well with onions, carrots and
fennel, making an interestingly colored, but tasty, soup. The
scales of the fish are sometimes used in potions, usually in
variants of the Girding Potion, and potions to strengthen the skin and help it heal. However Gulping
Plimpies are not often fished and thus the scales are rarely used.
Gulping Plimpies
small Beast, Neutral
Armor Class: 10
HP: 10
Speed: land 10 swim 20
STR 8-1 DEX 12 +1 CON 14+2 INT 7-2 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10 Darkvision 60
Languages:
Challenge: 1/8 (25XP)
Bite: +1 to bite 1d4-1 piercing damage

Gytrash: Impossible to see in light, natural, magical or otherwise, the skulls of European Gytrashes can
still be found on occasion, often mistaken for those of wolves or large dogs. In either case those who
guess arent too far from the truth - Gytrashes are large white furred, softly glowing canines, native to
the British Isles.
Almost ghostly in sunlight, and the light of the wand lighting charm, they are cousins to the ever-
solid African Gytrash, as well as to numerous other magical canines.
Gytrashes are known to kill humans, on occasion, in groups
of between two and six, and it can take only a few well
placed bites to kill a small child, due to a unique magic in
the teeth and spittle of the Gytrash. This magic is, some
magizoologists believe, related to the Lycanthropic Curse.
Gytrash
medium Beast, Neutral
Armor Class: 15
HP: 45
Speed: 50
STR 18+4 DEX 12 +1 CON 14+2 INT 10+0 WIS 12+1 CHA 14+2
Saves: -
Skills: Perception +5
Senses: Passive Perception 15 Darkvision 60
Languages:
Challenge: 4(1,100XP)
Keen Hearing and smell: Has advantage on all hearing and smell related rolls.
Pack Tactics: Has advantage on attack rolls against a creature if the storm petrel has an ally
within 5 feet of it.
Bite: +5 to hit deals 1d8+3 piercing damage and 2d6 psychic damage.
Fear Presence: All within 30 feet of the Boggle-Banshee must make a Wisdom Saving throw of
DC15 or be frightened for one minute. On a successful save they are immune to the effects for
24 hours.
Invisible: The gytrash is invisible while in light.

Haliwinkles: A bright red variety of winkles, Haliwinkles have a uniquely salty flavor (hence the name,
Hali- which derives from the Greek hals or salt). While
they are on occasion used to make tea once being
dried, this is rather like mushroom tea in that it is a
savory concoction used medicinally. Haliwinkles are
quite distinctive in their color and usually grow in
regions with many merpeople, who have a number of
myth-songs along similar lines, stating that they used
their spell-song to mingle the rich red coloration of the
magical Maerl (known as Koralle in wandmaking) with
the previous non-magical winkles in their waters to
create the more colorful and more delicious Haliwinkles. While these myths have not been proven
their prevalence amongst the Merrows of Ireland, the Selkies of Scotland, the Black Lake Merpeople of
Hogwarts suggests that there may be at least some truth to the tales. If indeed they are true then more
attention may well be paid to the myth-songs.
At present Haliwinkles are usually obtained, by trading with merpeople and are one of the biggest
exports from merpeople colonies at the present time. Haliwinkles are useful in several potions, both
for their magical effects (increasing the potency of the potion) and to affect the flavour. When dried
and then re-soaked in cold springwater or dew (rather than brine) Haliwinkles can decrease the
potency of the mixture, with the sole exception being dried Haliwinkles and boiling pure water, which
creates a relatively powerful healing tea, usually drunk to ease heart conditions and weak blood
vessels. Indeed, it was the use of Haliwinkles in healing teas that first led to the present modern
studies into potion-teas, in which mixtures of potion ingredients are used to make a tea rather than a
potion, allowing one a degree of freedom in brewing when wishing to avoid the use of an ingredient to
which one is allergic, many potion-teas have a Haliwinkle base, though this is gradually changing to
favor Magical Mints instead.
Haliwinkle
Diminutive Beast, Neutral
Armor Class: 10
HP: 5
Speed: land 0 swim 10
STR 8-1 DEX 8-1 CON 14+2 INT 7-2 WIS 8-1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge: 0 (0XP)

Heliopath: A believed-to-be-extinct species of equine, Heliopaths are
large, powerful spirits of fire, often held within a horses form. Rarely
they were in a more centaur-like forms but always their hooves
sparked fire and their eyes looked like hot coals.
Recent rumors in The Quibbler about their continued existence may
have not yet been substantiated but many magizoologists have high
hopes after burning hoof prints were found in northern Greece.
Heliopath
Large Fiend, Neutral Evil
Armor Class: 14
HP: 68
Speed: 60ft fly 90 ft.
STR 18+4 DEX 15+2 CON 16+3 INT 10+0 WIS 12+1 CHA 15+2
Saves: -
Skills: -
Damage Immunity: Fire
Senses: Passive Perception 11
Languages:
Challenge: 3 (700XP)
Confer Fire Resistance: Can gran resistance to fire damage to anyone riding it.
Illumination: Sheds bright light in a 10 foot radius and dim light in another 10 foot radius.
Hooves: +6 to hit 5ft reach, 2d8+4 bludgeoning damage plus 2d6 fire damage.

Hidebehind: Cousins to Boggarts, Hidebehinds are closer to Bogeymen in the danger they bring, having
large vicious claws they use to disembowel those they hunt. Native to North America, they
preferentially hunt humanoid creatures, but have been known to
disembowel cattle and horses when no humanoids present
themselves. Largely nocturnal, they prefer to stay in forests, but have,
in recent years, been known to venture into open spaces to hunt due
to the encroaching nature of logging.
Hidebehinds are named for their quite fantastic ability to hide behind
almost anything, contorting themselves and sucking their stomachs in
so they can hide behind even the slenderest tree or shrub - in more
recent days, they have been known to hide behind lampposts when
venturing into towns after being pushed out of their native habitat.
Regardless of where they hunt, Hidebehinds usually keep a lair nearby.
Hidebehinds feed preferentially on the intestines of victims - hence
their tendencies to disembowel their prey - but have been known to
eat all available offal when food is scarce. As, in recent years, there has
been an increase in Hidebehinds moving to hunt in urban areas
instead of the forests they once claimed as their own, it is getting
more and more common to see corpses where the intestines only have been eaten in cities - where
Hidebehinds have an easier time hunting - and offal-devoured corpses in forests, where prey is scarcer.
Indeed, the reduction of forests and the decrease in interlopers is believed to have contributed to the
migration of Hidebehinds to urban areas.
Hidebehinds are large and strong creatures, often compared to bears by wizards who have survived
them. While there are some reports of muggles surviving on their own in recent years (often with the
aid of firearms) these are rarely credited and most witches are advised to fight them as they would a
Bogeyman rather than a Boggart, as Hidebehinds are very much a very dangerous physical threat.
Thankfully, even in cities muggles have a simple enough way of avoiding becoming the prey of
Hidebehinds - the scent of alcohol, on a person or in their bloodstream is enough to repel the
creatures, which cannot stand the smell nor the taste.
Haliwinkle
small Beast, Neutral
Armor Class: 11
HP: 34
Speed: 40
STR 19+4 DEX 14+2 CON 16+3 INT 7-2 WIS 12+1 CHA 8-1
Saves: Con +6
Skills: Stealth: +5 Athletics +7
Senses: Passive Perception 11 Darkvision 60
Languages:
Challenge: 1 (200XP)
Hide Behind: as long as there is something near the Hidebehind it gains advantage on stealth
checks.
Keen Smell: Gains advantage on any perception checks related to smell.
Slash: +5 to hit reach 5ft. reach deals 2d6+4 slashing damage.
Bite: +5 to hit reach 5ft. 1d8+4 piercing damage.

Hinkypunk: A curious creature, generally classed as both a Spirit and a Dark creature, Hinkypunks are
small, single legged creatures, which carry a lantern which they use
to lead people astray from their path and to their deaths in
swamps. Hinkypunks are also called Will-o-the-Wisps, in some
areas of England, and do appear rather wispy. While more than
able to hold a lantern, and to interact with physical objects, they
nonetheless maintain a cloudlike, ethereal form, which has caused
many a witches to underestimate them.
Some few Hinkypunks are more known for their ability to create
strong fogs and mists, while others still (especially those in colder
climes) are known for their ability to throw a fire-like ball from
their lanterns, which can cause damage akin to curse wounds. Due
to this it is often necessary to teach witches how to force a
Hinkypunk to both solidify, and to propel it away, as even powerful
Knockback jinxes and Blasting curses will have no effect on the
creature unless it has been forced into a solid form, rather than
chosen it. As long as it has chosen the form it can leave it, and as such it is generally wise to be
prepared with powerful lighting spells.
There do exist Hinkypunks, and creatures similar to Hinkypunks, around the world, and though the
creatures provenance is unknown teaching students how to defend against these creatures is
considered ICW mandated course syllabus material worldwide. It is worth noting as well, that different
variants can often be dealt with similar or even the same spells, which has, to many magizoologists,
only served to prove the creatures to be of the same.
Hinkypunk
small Beast, Neutral Evil
Armor Class: 13
HP: 85
Speed: land 10 swim 20
STR 18+4 DEX 15+2 CON 16+3 INT 7-2 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 3(25XP)
Wisp: Able to become incorporeal the Hinkypunk all attacks done against it are done with
disadvantage, when hit with a spell, it loses this ability until the end of its next turn.
Summon Fog: Can summon an amount of fog that could cover the area of a small village.
Multi-attack: The Hinkypunk can make two attacks either slam or fireball.
Fireball: +4 to hit with a range of 60 feet deals 1d8+2 fire damage.
Slam: +4 to hit 1d6+4 bludgeoning damage.

Hippocampus: Most commonly found in the Mediterranean Hippocampi can be found in most large
bodies of open water. With horse-like forequarters and the rear body of a giant fish muggles who have
seen them have often mistaken them for huge seahorses. However in
place of manes some Hippocampi have spines, and in place of fur most
have slick skin, with almost snake-like scales. Some few have more fishlike
scaling pattern, but this tends to vary just as it does with merpeople.
Originally found only around Greece some of the Hippocampi there still
retain primitive traits, with the dorsal stripes and stiff manes of primitive
horses, rather than camouflage patterns and webbed manes. A fine blue
roan hippocampus was found by the Merpeople off the coast of Scotland
in 1949, which was noted by local fisher wizards, and in more recent
years some Mediterranean Hippocampus have been seen taking on
brighter patterns, as is also common among the Hippocampi of the
Caribbean.
Hippocampi breed rarely and lay large and semi-transparent eggs in which the unhatched young -
called a Tadfoal - may be seen. The hatched Tadfoal is usually capable of unaided swimming within
only an hour and will quickly learn to use water currents to save energy.
Large Beast, Unaligned
Armor Class: 11
HP: 21
Speed: Swim 60
STR 18 +4 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 9-1
Saves: -
Skills: -
Senses: Passive Perception 11 Darkvision 60 ft.
Languages: -
Challenge: 1/2 (100XP)
Hooves: +4 to hit deals 2d4+4 bludgeoning damage.

Hippogriff: The Hippogriff is a magical creature with the forelegs, wings and head of a giant eagle
(although other birds of prey have been found these are classed as subspecies), and the hind legs and
tail of a horse. Believed to be related to the similar magical creature, the Griffin, Hippogriffs are much
more easy to domesticate and handle. However one should still be wary with a Hipporgriff as their
talons and pounces can be up to half a foot long, and their beaks are almost as sharp as the steel they
look to be made of.
While wizards have been known to breed Fancy Hippogriffs on
occasion, as well as ones for races, Hippogriffs are not, and
have never nor will ever be creatures to take lightly.
Surprisingly intelligent, Hippogriffs require a certain amount of
courtesy and those who fail to respect this will often end up
badly injured and even dead.
In order to have a good interaction with a Hippogriff one must
bow to them and stand back, maintaining an unblinking eye-
contact as much as possible, until the Hippogriff deigns to
return the gesture. Once a Hippogriff has accepted a bow they
may be petted, groomed, led and even ridden. Once fond of an individual Hippogriffs have been known
to fiercely defend the individual in question, even taking startlingly intelligent actions to ensure the
safety of their individual. Most notably of all was the occasion in which the Hippogriff Buckbeak led
the Thestrals of Hogwarts School into attacking the giants led by Voldemort during the Battle of
Hogwarts.
Hippogriffs mainly eat insects, birds and small mammals, such as rabbits and ferrets. If no other food is
available they will claw the ground and eat worms. When breeding Hippogriffs are known to eat more,
and construct large nests on the ground in which is laid one fragile egg. The egg will usually hatch
within a day and the hatchling is usually capable of walking within only an hour and of flight within a
week. However it generally takes many months before longer flights are actually advisable.
By law those who own Hippogriffs in muggle-inhabited areas are required to cast Disillusionment
Charms on the creatures daily in order to reduce the likelihood of breaching the Statute of Secrecy.
Because of this using Hippogriffs for transport is also prohibited.
Large Monstrosity, Unaligned
Armor Class: 11
HP: 19
Speed: 40 Fly 60
STR 17+3 DEX 13+1 CON 13 +1 INT 10+0 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1 (200XP)
Keen sight: The hippogriff has advantage on wisdom perception checks that rely on sight.
Multi-attack: Makes two attacks one with its beak and one with its claws.
Beak: +5 to hit 5ft reach, 1d10+3 piercing damage
Claws: +5 to hit 5ft reach, 2d6+3 slashing damage


Hodag: Curious frog-faced creatures, Hodags are capable of growing quite large from small beginnings.
Amphibious in nature, Hodags spawn in pools and develop over a year to a small hound-sized creature.
Over several years they grow to almost bear-like size, developing spines down their backs, larger fangs
and horns beside their ears. Primarily scavengers by nature, they have been occasionally known to
hunt deer and other wildlife, as well as frequently get into territorial scraps with Rougarou and
Wampus Cats. While this never goes their way
when immature, full-sized specimens can
cause some quite spectacular fights. The only
exceptions to this are when Hodags run into
Dwayyo Rougarou or Werewolves which
causes them to rapidly flee.
Hodags generally stay within woodlands
which theyve marked as their own - first
found in Wisconsin they can be found
throughout similarly forested regions,
provided the climate is favorable and there
are pools where they might spawn. While
Hodags cannot be domesticated and are often
hunted for sport, in recent years another sport has cropped up - trying to tame a Hodag to trust a
wizard in order to attempt to ride it. While this is highly dangerous thus far very few injuries have been
reported and more and more witches in Hodag territory have been reported riding and attempting to
ride the adult creatures.
Large Beast, Unaligned
Armor Class: 13
HP: 95
Speed: 60 Fly 60
STR 22+6 DEX 9-1 CON 17+3 INT 2-4 WIS 11+0 CHA 5-3
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge: 5 (1,800XP)
Trampling Charge: If moves 20 feet straight forward the creature is hit with a gore attack, and
must make a DC13 strength check or be knocked prone, if knocked prone, the Hodag can make a
stomp attack as well.
Gore: +9 to hit reach 5ft, 4d8+6 piercing damage.
Stomp: +9 to hit reach 5ft, 3d10+6 bludgeoning damage.



Ho-Ou: Sometimes incorrectly called the Hoo-hoo or Hoo-oo (usually due to transcription errors) the
Ho-ou, or Japanese Phoenix is a fine creature usually around the size
of a mute swan, and sometimes larger still. Known to often have a
near-symbiotic relationships with the Japanese Serpent Dragons (also
called Ryuu or ) Ho-ous are much respected birds in Japan and
to possess one is generally considered a marker of good character, as
the Ho-ou will leave a wizard they feel does not live up to the moral
standards of the bird.
Usually quite friendly toward witches, especially those a Ho-ou
considers its own, Ho-ous happily take names regardless of
traditional gender associations, usually preferring the meaning to the
point of not minding the traditional gendering of the name. Unlike
some types of Firebird however, Ho-ous will not sit by and let their
wizard make mistakes or foolish decisions, and will sometimes clash
with their witch when such matters come up. In the experience of
many wizards who possess Ho-ous, its generally best to do what the bird wants.
Ho-ou feathers are sometimes donated by the birds to wandmakers and when bound to Cherry wood
wands can be of surprising power and versatility. Sometimes the woody stem of Falling Lamp Flower
Vines are used with Ho-ou feathers, creating wands especially good at light-bringing spells, fire spells
and healing charms. When matched with Japanese Maple, Ho-ou feather wands gain considerable
power, and increase the strength of spells cast even by those otherwise magically weak.
Large Beast, Unaligned
Armor Class: 13
HP: 43
Speed: 10 Fly 80
STR 16 +3 DEX 17 +3 CON 13 +1 INT 8-1 WIS 14+2 CHA 10+0
Saves: Dex +5
Skills: Perception +4
Senses: Passive Perception 14
Damage Immunity: Fire
Languages: -
Challenge: 2 (450XP)
Keen Sight: Has advantage on wisdom (perception) checks related to sight.
Tears: A Ho-ou tear can remove any poison or disease and heals 1d8+2 HP
Multi-attack: Can make a beak and talon attack.
Beak: +5 to hit reach 5ft 1d6+3 piercing damage.
Talons: +5 to hit 5ft reach 2d6+3 slashing damage.

Horklump: A not-particularly-interesting magical creature, the Horklump resembles a black-bristled
pink fungus, excepting its rather fascinating ability to move around. One of a very few magical
creatures labelled only as X by various Ministries of Magic (those in Scandinavia where it originated,
and those throughout Europe, where it has spread), the Horklump is, by and large, boring, just as its
classification suggests. While its mobility marks it as distinctly
unusual to muggles, and it can be used in potions it generally
does very little actually worth taking note of.
Rather than growing by way of mycelium, as true fungi do,
and as even the Leaping Toadstool does, Horklumps grow by
way of sinewy tentacles, which they spread into the ground
and use to search out earthworms to eat. While they are
incredibly fast breeders, and well able to take over an average
garden in only a few days, they can nonetheless be turned out
by an infestation of Gnomes - who devour the Horklumps with surprising voracity, or by liberal
application of the dangerous venom of Streelers.
Ultimately Horklumps are pests, and apart from the use of their juice in certain potions and magical
herbicides, they are quite useless, as very few witches really want to have an infestation of Gnomes in
their garden, destroying their flowers, uprooting their vegetables, and clamoring for Horklumps.
Although there have been a few scattered cases of witches being caught fondling these creatures
(quite why is utterly unknown).
There are a few variations of Horklumps, where instead of their pink color they are yellowish, brown or
green, but these are believed to simply be mutated strains of the creature, as they generally do not
survive long, and are usually either quickly eradicated, or absorbed back into the main breed of
Horklump, with a nary an indication of their prior presence.
Small Beast, Unaligned
Armor Class: 10
HP: 21
Speed: 20
STR 10+0 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/4(50XP)
Slam: +2 to hit 5 ft. reach, 1d4+1 piercing damage.

Horned Serpent: A magical creature rarely seen by any except for First Nations witches - with the
exception of the specimen which revealed itself to Isolt Sayre, which is known to enjoy talking to any
and all Parselmouths it encounters, regardless - these creatures remain rather mysterious to the vast
majority of the magical world. Called a variety of names, depending on which First Nations tribe one
asks, they are incredibly varied up and down the country, in appearance, behavior and even magic,
much more so than most other magical serpents known to exist.
Attributed many powers, these are
none of them reliably verified, as
there is only one specimen which
will talk to the American Magical
Ministry and all others keep
exclusively to their local native
wizards. What is known is that
slivers of their horn, when it is
freely offered, can make for a
powerful wandcore, and that such
wands are quite uncommon.
While some research has shown there to be fossil evidence of horned serpents (called Ningishzida by
some magizoologists) in Mesopotamia (long extinct before American Horned Serpents came to be, and
more closely related to dragons) and skeletal evidence of the horned snakes bred by the wizard
Cernunnos, there is no substance to the claims of some supremacist witches that the Horned Serpents,
so sapient and loyal to Native American wizards, are actually European or Near Eastern creatures.
At present, the American Magical Ministry accepts the decisions of the majority of Horned Serpents
and does not attempt to communicate with them, nor convince native wizards to breach the trust they
have. While there are rumors of their Department of Mysteries experimenting on hatchling Horned
Serpents these rumors are, like rumors of all Departments of Mysteries, wholly unverifiable and
heartily denied.
Large Beast, Unaligned
Armor Class: 14
HP: 22
Speed: 30 swim 30
STR 10+0 DEX 18 +4 CON 13 +1 INT 2-4 WIS 10+0 CHA 3-4
Saves: -
Skills: -
Senses: Passive Perception 12 Blindsight 10 ft.
Languages: -
Challenge: 1/2 (100XP)
Bite: +6 to hit reach 10 ft. 1d4+4 piercing damage and must make a DC11 Con save taking 3d6
poison damage on failed save or half as much damage on a successful one.
Magic Immunity: All spells of first and second level have no effect on the horned serpent.

Hydra: A huge nine-headed creature, the Hydra is a fearful beast, known to have devoured many
people, magical or otherwise. Very few were ever and have ever been in existence, due to their vast
food requirements, and they are currently believed to be extinct, the last specimens of the species
(two eggs, both fossilized, and two preserved hatchling Hydras) being held in the Athens Magical
Museum. What is known of the Hydra is quite sparse. Some magizoologists believe that the Zmiy
evolved from a branch of
Hydras, but this has never been
proven and, indeed, there is
plenty of evidence against this
theory.
Most of what is known about
Hydras is drawn from myths,
many of which began so far
back that they are shared quite
wholly with muggles. The
veracity of these is exceedingly
hard to prove, but from what
little is garnered by studying
the remains show they could indeed regrow multiple heads for each one cut off, and an area where
one of the preserved hatchling Hydras was found is still burned raw, reportedly by the blood of the
creature. Unfortunately the formaldehyde the specimens are kept in prevents a proper study of the
blood, due to the combining.
Huge Monstrosity, Unaligned
Armor Class: 15
HP: 172
Speed: 30 swim 30
STR 20+5 DEX 12+1 CON 20+5 INT 2-4 WIS 10+0 CHA 7-2
Saves: -
Skills: Perception +6
Senses: Passive Perception 16 Darkvision 60
Languages: -
Challenge: 10 (3,900XP)
Hold Breath: Can hold breath for 1 hour.
Multiple Heads: The hydra has nine heads, has advantage on saving throws against being
blinded, charmed, deafened, frightened, stunned, and unknocked unconscious.
For every 25 points of damage the hydra takes it loses a head, at the end of its turn it regrows
2 heads for every 1 head that regrows it regains 10 HP unless it has taken fire damage since its last
damage which then none regrow.
Reactive Heads: For each head the hydra has beyond one, it gets an extra reaction that can be
used only for opportunity attacks.
Wakeful: While the hydra sleeps, at least one its heads is awake.
Multi-attack: Has as many bite attacks as heads.
Bite: +8 to hit reach 10ft. 1d10+5 piercing damage.

Imp: Found throughout Britain and Ireland, with variants in Germany, Austria, Belgium and France,
Imps are generally considered to be magical pests. Only about the size of pixies in height (6-8 inches)
they are quite different from these they are so often compared with, being usually a dull brown or
earthy color, and unable to fly. Some (not all) also possess tails, pointed ears, claws, and, depending on
the variant, humanlike faces, or faces more akin to muggle depictions of demons.
Imps generally live in marshland, though it
is not uncommon for them to also be found
in boggy woodland, or salt flats, and they
generally live, largely, on insects, though
they are perfectly alright with capturing,
killing, and eating, any passing pixies or
fairies, no matter the variant. Some Imp
families have even been found
cannibalizing other Imps, suggesting these
creatures truly are not at all picky about
what they eat, provided they can digest it.
Like fairies Imps lay eggs, however the young hatch fully formed and do not require a chrysalis period
in which to develop. Imps are generally considered to be, and treated as, dangerous pests, and, while
not so dangerous as Doxies, are generally forcibly driven out of or away from human spaces. While
their hair and eggs can be used in some potions, these are rare, and the ease with which an Imp
infestation can be found has rendered Imp ingredients almost worthless in Apothecaries.
Imps are known for their slapstick sense of humor and while, like Gnomes, Common or Garden Fairies,
and Lesser Pixies, they are not intelligent per se, they are capable of forming friendships of sorts, with
particularly cheeky or prankster-y children. Such human-Imp friendships have been studied by
numerous magizoologists and magianthropologists though no apparent reason has yet been found.
However studies of Imps have suggested they may be lesser cousins of Goblins, though Goblins do not
take kindly to this being mentioned in their presence, or, indeed, at all.
Diminutive Beast, Unaligned
Armor Class: 12
HP: 32
Speed: 30
STR 10+0 DEX 12+1 CON 13+1 INT 8-1 WIS 10+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge: 1/4 (50XP)
Bite: +4 to hit 1d4+1 piercing damage.
Slash: +4 to hit 1d4+1 slashing damage.

Imperial Dragonfly: A large, and extremely beautiful kind of magical dragonfly, the Imperial Dragonfly
is often, when dead, carefully preserved and used as jewelry, especially brooches. Known for their
oddly humanlike heads, and other physical aspects which resemble humans, they are considered, by
some pureblood witches, to be proof of the
superiority of wizards, that even insects would
mimic them. This is generally met with scorn by
most magizoologists.
Originally found in, what was then called, the Far
East, the Imperial Dragonfly is found throughout
China in large numbers, and can also be seen in
Korea and Japan in certain forests, though they
have also been introduced elsewhere in the
magical world, despite Ministerial wishes that it
was otherwise. Known for their bright
iridescence, and weakness to numerous spells
(Fire-making, Knockback, Body-Binds, Softening and Freezing spells all being highly effective, no matter
the language used), they are sometimes used on sayings regarding the fleeting nature of beauty, both
in their native range, and where they have been introduced.
Miniscule Beast, Unaligned
Armor Class: 11
HP: 10
Speed: 5 fly 30
STR 10+0 DEX 12+1 CON 13+1 INT 8-1 WIS 10+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge: 0(0XP)
Awe: Any within 20 feet of the Dragonfly must make a Wisdom saving throw DC10 or be
charmed for 1 minute. If they succeed they are immune to the effect for 24 hours.
Mage Vulnerability: Any magic spell that hits the Imperial dragonfly immediately drops it to 0
HP.

Jackalope: A magical creature only recently definitively discovered in
America. The specimens found generally seem to have ram-like horns
as opposed to antlers, but antlered specimens have been found as
well, as well as coming in a wide variety of colorations, some not
found within common rabbit populations. Just how closely related
Jackalopes are to mundane rabbits is highly debated, given their often
quite noticeable claws, their heightened tendencies towards violence,
and their attitudes in general, however their appearance is, minus the
horns, very similar, enough that it is generally agreed that they should
be classified as a magical rabbit.
Jackalopes breed on much the same cycle as mundane rabbits (further linking them to the species) and
produce large litters. However their own tendencies towards violence and daring kill off large numbers
of the creatures, rapidly, which, added to the number of them hunted to death by muggles before they
develop their horns, the number hunted by various predators (foxes and wolves, predominantly) keeps
the number from ever growing terribly large. At present the species is mainly found in the Northern
United States and Canada, though specimens are occasionally seen farther south.
Small Beast, Unaligned
Armor Class: 13
HP: 38
Speed: 35
STR 10+0 DEX 14+2 CON 13+1 INT 4-3 WIS 10+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge: 1/2 (100XP)
Slash: +2 to hit 1d6+2 slashing damage.
Gore: +2 to hit 1d6+2 Piercing damage.


Jarvey: Reselmbling an overgrown ferret, the Jarvey is native to Britain and Ireland, though it was
wiped out in Europe, and can also be found in the Americas. In recent years they have resurged as a
pet around the world, despite their crass habits, due to the
intelligence they have been known to display. However they are
not truly sentient, and simply have an incredible knack for picking
up rude or otherwise offensive words, with a penchant for swear
and curse words, which they spew with great enjoyment.
Quite why Jarveys evolved to do this is uncertain, it has been
speculated that it is because it offends Gnomes and even humans,
which can allow a lone Jarvey to taunt a gnome into running at it
and being devoured, or in taunting a human enough that a group
of Jarveys might sneak past a human for food while the lone one
distracts the human. However Jarveys are also perfectly alright
with eating moles voles rats and other wild rodents, though some
have found their methods of hunting rather brutal, especially with regards to gnomes.
Small Beast, Unaligned
Armor Class: 13
HP: 29
Speed: 35
STR 10+0 DEX 14+2 CON 13+1 INT 8-1 WIS 13+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
claws: +2 to hit 1d6+2 slashing damage.
bite: +2 to hit 1d6+2 Piercing damage.

Jobberknoll: The Jobberknoll is a small, blue speckled bird that never makes any noise until the
moment before it dies, at which point it lets out a long scream, which consists
of every sound it ever heard, except backwards. Jobberknoll feathers are used
in Truth Serums and Memory Potions, as well as, occasionally, in memory
suppressant potions, for those who do not wish to use an Obliviate to hide or
remove a memory.
Jobberknolls mostly eat small insects, including Glumbumbles, and are found
throughout Northern Europe and much of America, where they are
sometimes kept in Aviaries by Apothecaries, for easy access to their feathers.
Jobberknolls generally live about ten to fifteen years, and lay small clutches of
eggs each year.
Small Beast, Unaligned
Armor Class: 13
HP: 51
Speed: fly 40
STR 8-1 DEX 14+2 CON 13+1 INT 8-1 WIS 10+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge: 1 (200XP)
Screech: +3 to hit 1d6 psychic damage.
Talons: +3 to hit 1d4+2 slashing damage.


Kappa: The Kappa is magical creature native to the shallower waterways and pools of Japan. Now
rarely found in highly inhabited areas, they are more common in the country side where they trick
people into the water, where they drown them with their webbed hands.
Kappas can vary in appearance, usually looking somewhat monkey like, but some having beaks, or hard
shells on their backs, depending on where they come from. There is even a furred variant of Kappa,
known as the Hysube, although it is increasingly thought that they may be a different creature
entirely.
Most Kappas have scaled or snake-like skin, usually greenish in color, which allows them to camouflage
themselves in the waterways they live in. Kappas also have a dip on the top of their heads which holds
water, usually from the waterway they live in,
although, when away from water, it may be filled by
the fluid they consume, be that as blood, in food
such as cucumber or from other waterways. When
this water leaves their skull-bowl, be it by
evaporation or being tipped out, Kappas quickly
weaken and must return to water to recuperate.
Kappas feed on the blood of the people they drown,
and fight viciously to keep their prey. Most wizard
children in Japan are taught early on how to deal
with, and if necessary fight, Kappas, and are taught
stinging spells as soon as they are given wands, in
order to protect themselves. Children are also often
taught that, if they can trick the Kappa into bowing
the water held in a dip on its scalp will spill out, and
it will weaken, often returning to their waterway to recuperate, allowing the child to escape to safety.
There is also a long held piece of Japanese folklore which says that should one throw a Kappa a
cucumber inscribed with ones name that the Kappa will take the cucumber as prey instead. As this has
proven effective multiple times some Japanese magizoologists have theorized that Kappas hunt
people for extra fluid, preferring water adulterated with something else, to make it more palatable to
them than the water they live in.
Small monstrosity, evil
Armor Class: 13
HP: 48
Speed: 20 swim 30
STR 13+1 DEX 14+2 CON 13+1 INT 8-1 WIS 10+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge: 1 (200XP)
Improved Grappling: Kappas receive advantage on grapple checks.
Claws: +3 to hit 1d6+2 slashing damage.
Vulnerability to fire: Kappas are vulnerable to fire, and take 1d4 fire damage to any spell that
normally dries things.

Kelpie: A dangerous type of Water Horse most common in the Highlands of Scotland, Kelpies are
considered by some to be Animal Fae, and by others, Demons. Known to feed on people that they lure
onto their backs, Kelpies can alter their appearance as they chose, often becoming accomplished
shapeshifters as they age. Indeed the
common sighting of the Loch Ness
monster is believed to be an overlarge, and
very old, Kelpie.
Only tamable by the placement of a bridle
on its head, many a Kelpie will take great
efforts to avoid such an occurrence, even
leaving vicious bites and kicks on people so
foolish as to try. Witches who work to
contain Kelpies quickly become masters of
placement charms, which allow them to fit a
Kelpie with a bridle in short order, and from
a distance.
Kelpie hair can be used as a wand core, and
while generally seen as weaker than Ollivanders favored three it is known to have a distinct knack for
elemental - especially water - based magic, as well as transfiguration. Metamorphmagi are also often
chosen by Kelpie-cored wands, the changeability of the creature echoed in the witches own magical
abilities.
Traits:
Large Beast, Unaligned
Armor Class: 11
HP: 21
Speed: 60 Swim 60
STR 18+4 DEX 12+1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Hooves: Melee Attack +4 to hit, reach 5 feet. Hit 2d6+4 Bludgeoning Damage.

Knarl: Visually almost identical from any other hedgehog, Knarls are a magical variant, well known for
their violent paranoia. While well able to detect which foods are
good for them - such as daisies - as well as finding their ways to
certain magical plants which are otherwise impossible to find -
such as Raskovnik, they do not trust any food offered to them in
the least. Indeed attempts to leave things such as milk, or cat or
dog food out for hedgehogs by muggles have, on several
occasions, led to offended and paranoid Knarls destroying the
muggles garden. Fortunately for the Ministry most muggles blame
such damage on teenage muggles.
Knarl quills can be used in certain potions, though this uncommon, as well as in other magical
products, and they have, in the past, also been used in magical wands, though they usually need to be
bolstered by something else. Knarl quills make good cores for the paranoid or extremely cautious
however, and make otherwise unreliable wands consistent, which can be a comfort.
Traits:
Diminuitive Beast, Unaligned
Armor Class: 11
HP: 9
Speed: 20
STR 8-1 DEX 12+1 CON 11+0 INT 8-1 WIS 15+2 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/2 (100XP)
Finding: A Knarl has advantage on finding magical plants.
Quills: +3 to hit 1d4+1 piercing damage.

Kneazle: A Kneazle is a magical feline creature related to, and similar in appearance to, a cat. They
have spotted, speckled or flecked fur, large ears and a lightly plumed tail, like a lion. They are thought
to have separate breeds, like cats, and therefore vary in appearance. They
make excellent pets if they like a witch or wizard. They have a very high
level of intelligence, are independent and occasionally aggressive, and
have an uncanny ability to detect suspicious and distrustful people. They
can also safely guide their owners home. Because of their aggression
towards certain individuals, Kneazles have an XXX classification by the
Ministry of Magic if they are not interbred with another species.
Kneazles can interbreed with normal cats, and generally have up to eight
kittens in every litter. Kneazle owners are required to have a licence to
own the animals, though one is not required to keep half- and quarter-
Kneazle felines. Some wizards and witches make a living by breeding
Kneazles or part-Kneazles.
Kneazle whiskers can be used in wand cores although they tend to make inferior wands when
compared with Unicorn hair, Phoenix feather and Dragon heartstring, being from a less magical and
much smaller creature, than those three most preferred by Ollivander.
Traits:
Small Beast, Unaligned
Armor Class: 14
HP: 31
Speed: 60 Swim 60
STR 10+0 DEX 16+3 CON 12+1 INT 10+0 WIS 13+1 CHA 10+0
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1 (200XP)
Hooves: Melee Attack +4 to hit, reach 5 feet. Hit 2d6+4 Bludgeoning Damage.

Koralle Maerl: One of a very few known examples of magical coral, Koralle Maerl or Maerl Koralle is
named for its remarkable hardness despite being a
Maerl, and is found in areas around Scotland
inhabited with Merpeople. According to their myth-
songs they sung the red color of the Koralle Maerl
into the winkles of their waters, creating Haliwinkles
though this is not proven. What is known, however,
is that Koralle Maerl is highly magical, and can even
change its own colour on occasion, making itself a
dull brown when humans and merpeople move past
it, and being a bright red, pink or purple as long as
they keep their distance. It is believed it does this in
order to prevent its harvesting for, though it does grow faster than mundane Maerls and Corals, it still
grows quite slowly.
At present Koralle Maerl is considered a largely protected species, with only a certain amount
permitted to be harvested each year. Much of this is used by the merpeople which harvest it to make
jewellery, often alongside Haliwinkle shells, but some is traded to magical jewelers, including Goblins.
It is, on very rare occasions, traded to wandmakers, as carving suitably long and slender pieces of the
Koralle Maerl to make a wand core is incredibly difficult, and it tends to require a watery wood to
bond to (it does not do well bound to Lignum Vitae, for example, but does extremely well with Willows
and Mangroves).
Traits: It has no stats, its essentially coral.

Lacewing Fly: A magical insect used in certain potions, Lacewing Flies are very small and quite
frustrating to catch. Used in several potions they are best known as an ingredient in the highly
questionable Polyjuice Potion, which has been made illegal by many magical governments due to the
possibility to stolen identities. In such countries Polyjuice Potion is only permitted to be used by certain
government agents and Aurors and even then in a limited fashion. However, Lacewings are too useful
in too many ways to be so restricted as, stewed or dried, they are incredibly useful additions to
potions, being able to combine contradictory or opposing ingredients with ease.
Named for the lacelike patterns found in their wings, immature specimens tend to have body shapes
closer to that of dragonflies, midges and damselflies, while older specimens look more like common
houseflies with delicate and detailed wings. While there was once speculation by magientomologists
that Lacewing Flies could be sexed by their wing patterns this
has been proven entirely false, and too few individuals directly
keep and observe the creatures for such studies to be easily
continued in the present.
Traits:
Diminutive Insect, Unaligned
Armor Class: 11
HP: 7
Speed: Fly 40
STR 6-2 DEX 16+3 CON 4-3 INT 4-3 WIS 13+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 0 (0XP)

Leprechaun: Native to Ireland and scarcely six inches tall, Leprechauns are known as mischievous
creatures with a constant sense of pranking humor. While generally considered to be good natured
they can get angry, growing in size to around the height of Goblins when displeased, and becoming
Clurichauns (sometimes incorrectly transcribed as Clauricorn). These Clurichaun-Leprechauns have
sometimes been mistaken for Goblins by ignorant wizards, which never goes down well with either
party, Leprechauns and Clurichauns both
considering Goblins too grumpy and staid,
and Goblins considering Leprechauns and
Clurichauns tricksters and frauds.
Leprechauns usually live on their own,
through they can be (and sometimes are)
persuaded to work in large groups to create
illusions for special occasions, such as at
the 1994 Quidditch World Cup. Indeed the
skill of Leprechauns with illusion magic is
most considerable, and they are more than
able to make illusions which can last for
sometimes several days (such as
Leprechaun Gold). Technically Sentient
Magical Beasts, Leprechauns have never asked to be marked as Beings, likely because of the arguments
first had with the Goblins, when the idea was first brought up.
Generally Leprechauns clothe themselves with leaves and small scraps of cloth and leather, sometimes
using the glamouring and illusory magic to make them look however they please. The use of
Leprechaun hair in wandmaking is uncommon, even in Ireland, due to a few of the more mischievous
traits of the resultant wand, and especially their sometimes overblown reactions when in the hands of
an angered witch, much like the Clurichaun personality of Leprechauns. Though it is not uncommon for
training wands in America to make use of the core, Irish wandmakers prefer not to, for all its great skill
with Charms.
Traits:
Diminutive Insect, Unaligned
Armor Class: 15
HP: 61
Speed: 20 (30 as a Clurichaun)
STR 10+0 DEX 18+4 CON 11+0 INT 10+0 WIS 15+2 CHA 12+1
Saves: -
Skills: Deception +4 Arcana +3
Senses: Passive Perception 12
Languages: English and Gaelic
Challenge: 3 (700XP)
Magic: The Leprechaun has a certain amount of innate magic. Able to lift objects from a
distance, of medium or smaller size, and inflict pain on anyone that threatens it with a +2 attack and
deals 1d6+2 psychic damage, with a 40/160 range.
Illusions: A Leprechaun can conjure any item of small or smaller size category and make it
appear to be the legitimate object, the object will disappear in 1d4 days, if 3 or more leprechauns are
used the size category may be increased to large.

Lethifold: Also called the Living Shroud, Lethifolds are believed to be cousins of the Dementor, and are
almost as dangerous as their supposed cousins. Native to
tropical areas, the Lethifold looks like a thick cloak - usually
about a half inch thick, and thicker when it has recently fed.
Due to their aggressive and violent nature they are usually
taught as part of Dark Arts and Defence Against The Dark
Arts curriculums, rather than in Care of Magical Creatures
or Magizoology courses.
Lethifolds travel by means of a kind of levitation, able to lift
themselves a small measure off the ground and propel
themselves thusly. They can also stretch slightly to grip
surfaces when they need to climb - as they do when they
seek to devour a human on a bed. Thought by most to be
nocturnal - given they usually seem to attack at night - they
leave no trace, which leaves witches unable to know for
certain how many wizards Lethifolds have killed.
Lethifolds can only, so far as is known, be repelled by use of
the Patronus Charm, which further supports the idea that they are related to Dementors. It is worth
noting that Lethifolds are not found outside of the tropics, and Dementors are rarely found within
them, which suggests as well, that they may be different variants of the same thing.
Lethifold
medium aberration, Evil
Armor Class: 15
HP: 146
Speed: Fly 40 hover
STR 18+4 DEX 20+5 CON 11+0 INT 8-1 WIS 17+3 CHA 10+0
Saves: Dexterity +8 Wisdom +6
Skills: Stealth +8 Perception +6
Damage Immunity: Fire, Lightning, Thunder, Slashing, Piercing, Bludgeoning, Acid, Poison, and
Disease.
Senses: Passive Perception 16
Languages:
Challenge: 6 (2,300 XP)
Multi-attack: The Lethifold may make 2 slam attacks when attacking
Slam: +6 to hit 1d6+2 bludgeoning and the person must make a Con save DC15 or take 1d8 cold
damage on a failed save and half on a successful save.
Aura of Cold: All within 30 feet of the Lethifold must make a con save DC15 on a failed save take
1d4 cold damage.
Aura of Fear: Upon seeing the Lethifold all those that see it must make a fear check wisdom
save DC15 or they are frightened for 1 minute.
Blindsight: It sees all within 120 feet of it, unless a being can mask their emotions. If struck by a
Patronus charm the Lethifold is blind for 1d6 rounds.
Suffocate: Lethifold prefers to grapple a target and run them out of air. Making a grapple check
each round upon grasping a target, after an amount of rounds failed equal to the targets Con Save.
Invisibility to Muggles: They are invisible to muggles even while attacking.

Lobalug: A rather uninteresting, yet fairly useful magical creature, the Lobalug is found at the bottom
of the North Sea, and in a few other locations. Extremely simple, being
effectively a tube, spout, and venom sac, and only around ten inches
long, it simply filters water, creates its venom, and expels venom in
the direction of any who attempt to attack it.
Rather rubbery in texture, several merpeople groups, most notably the
Scottish Selkies and the Black Lake Colony of merpeople, have take to
utilizing the creature as a defensive weapon for themselves, as well as,
on occasion, selling Lobalugs to witches. The venom of Lobalugs is
usable in certain potions, however all trade with merpeople for
Lobalugs, and all samples of the venom in existence are tightly
controlled.
Traits:
Diminutive monstrosity, Unaligned
Armor Class: 11
HP: 12
Speed: -
STR 6-2 DEX 12+1 CON 4-3 INT 4-3 WIS 13+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/8 (25XP)
Venom:+2 to hit 1d6+1 poison damage.

Mackled Malaclaw: The Mackled Malaclaw is a grey-green magical breed of lobster (usually light grey
with green spots, though numerous coloration mutations have been observed in the wild and in
captivity). Found along the rocky coastlines of Europe, the
Mackled Malaclaw generally prefers to live on land
(according to most studies), though recent research
suggests that more greenish specimens may be found
with aquatic lobsters underwater, as Merpeople have
been known to encounter the creature. The creature
grows to about twelve inches in length and then slows in
growth, and usually dies with its next molting.
For all the creature resembles a lobster, it should not be
eaten, and has many negative side effects on those who bite into it or who are bitten by it. Those
bitten by a Mackled Malaclaw has the effect of making the one bitten unlucky for up to a week, any
bets they have made, or new ventures they plan to make, should be called off, as they inevitably go
against them - rather like a reverse Felix Felicis. When one consumes the flesh of a Mackled Malaclaw,
however, it induces a particularly nasty fever, and the one who consumed it will usually develop a
green rash. On some occasions the green hue of this rash has taken much longer to fade than the
fever.
Traits:
Medium Humanoid, Neutral
Armor Class: 11
HP: 11
Speed: 10 swim 40
STR 8-1 DEX 12+1 CON 10+0 INT 6-2 WIS 13+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1/4 (0XP)
Bite: +2 to hit 1d4+1 piercing damage, and for 1 week after the person has disadvantage on all
checks until an antidote is found or the week is up. Antidote for uncommon poisons should work fine
as an antidote. This poison also takes effect if eaten.
Manticore: Generally marked as any creature with a leonine body (and sometimes head), scorpion-like
sting, and a fair size, Manticores come in three main
breeds, with some curious hybrids and cousin breeds.
While the breeding of new kinds of Manticore (or any other
magical creature) is banned, this has not prevented
accidental breeding. Most usually these have been
between the East Asian and Indian Manticores, though
captive African Manticores have also produced hybrids in
their time.
The Main Three
African Jungle Manticore - The smallest and most
numerous of the breeds, the African Jungle Manticore is
generally quite peaceable and private, and lives in familial
groups. Known for their distinctive vocalizations, which
magizoologists use to track them, they are also known for
their rather human-like faces, and their extremely painful venom.
East Asian Manticore- A striking creature, the East Asian Manticore is known for its rich reddish
coloration, and for its ability to spark fire from its claws when in a fight or when otherwise
angered. Another breed with a curiously human-like face, the East Asian Manticore generally keeps to
mountains far from humans, much as the African Manticore stays deep within jungles leaving it an
enigma as to why these so isolated breeds would possess the most human-like faces.
Indian Manticore - The only winged and domesticable Manticore, the Indian Manticore is a large
darkly colored beast, with huge bat-like wings, with which it can glide, though not fly. Also known for
its screeching vocalizations which it uses to warn off intruders, Indian Manticores can be exceedingly
loyal if domesticated, even unto their own death.
Traits: African Jungle Manticore
Medium Beast, Unaligned
Armor Class: 15
HP: 51
Speed: 40
STR 12+1 DEX 17+3 CON 11+0 INT 8-1 WIS 15+2 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 4 (1,100 XP)
Multi-attack: The Manitcore can make two Claws, Bite, or Quills attacks or combination of the
three per turn.
Claws: +5 to hit 1d8+1 slashing damage
Quills: +5 to hit 1d4+3 piercing damage and on a successful hit the target must make a Con save
DC 15 or take 1d6 poison damage, it has a range of 30/90 ft.
Bite: +5 to hit 1d10+1 piercing damage

Traits: East Asian Manticore
Medium Beast, Unaligned
Armor Class: 15
HP: 51
Speed: 40
STR 12+1 DEX 17+3 CON 11+0 INT 8-1 WIS 15+2 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 4 (1,100 XP)
Multi-attack: The Manitcore can make two Claws, Bite, attacks or combination of the two per
turn.
Claws: +5 to hit 1d8+1 slashing damage on a successful attack the person must make a Dex save
DC14 or take 1d6 fire damage.
Bite: +5 to hit 1d10+1 piercing damage

Traits: Indian Manticore
Medium Beast, Unaligned
Armor Class: 15
HP: 43
Speed: 40 Glide 50
STR 12+1 DEX 17+3 CON 11+0 INT 8-1 WIS 15+2 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 3 (700 XP)
Multi-attack: The Manitcore can make two Claws, Bite, attacks or combination of the two per
turn.
Claws: +5 to hit 1d8+1 slashing damage.
Bite: +5 to hit 1d10+1 piercing damage.

Merpeople Black Lake: A brutally intelligent group of merpeople, the Black Lake Merpeople are
not Selkies as most Scottish Merpeople are, but are instead a hybrid variant of Irish Merrows, and
Open Ocean Merpeople, who migrated to the lake at the invitation of the Welsh Helga Hufflepuff, who
met them during travels in Ireland. Some of their children who migrated to live in the North Sea are
now what are called Oil Merrows, the only Merpeople to be named as such so far from Ireland.
The Black Lake merpeople live at the very bottom of the lake, and are generally
untouched by the Giant Squid they share the waters with. Some magizoologists
used to speculate they had to find some way to appease the great creature,
but recent communications with the colony have shown the Giant Squid is
actually fairly friendly to them, allowing young merpeople to play among its
tentacles, and appreciating rubs of a sort from older merpeople, who
massage its body.
These merpeople work under a tribal matriarchy, with the rule of the now
seventy year old Mercheiftainess Murcus still holding strong. When she decides
its time she will pass the mantle to one of her daughters, and an
announcement made at the nearby school of Hogwarts.
Traits: Black Lake Merpeople
Medium Beast, Unaligned
Armor Class: 11
HP: 11
Speed: 10 Swim 40
STR 10+0 DEX 13+1 CON 12+1 INT 11+0 WIS 11+0 CHA 12+1
Saves: Perception +2
Skills: -
Senses: Passive Perception 12
Languages: Merperson
Challenge: 1/8 (25 XP)
Amphibious: The merfolk can breathe air and water.
Spear: Melee or ranged weapon attack: +2 to hit reach 5ft or 20/60 one target, hit 1d6 piercing
damage, or 1d8 if used with both hands.

Merpeople, Merrow: Of a mottled greenish color, the Merrow of the waters around Ireland is not one
of the prettiest merpeople types known to exist. Surprisingly long lived, Merrows, despite their
generally being considered unattractive, take great pains in their
appearance, keeping themselves respectable looking at all times, often
grooming their hair and creating jewelry from seashells and kelp,
usually bracelets and necklaces, but never rings, due to the fine pieces
of webbing which exists between their fingers.
A small population of Merrows which had hybridized with North Sea
Selkies and open-water Merpeople currently live in the Black Lake of
Hogwarts, and Oil Merrows around failed Oil rigs in the North Sea,
having found a way to adapt their magic to the presence of the
contaminant.
Generally of a rather friendly nature, despite their almost fearsome
appearance, Merrows have been known to marry into some wizard
families, producing usually human offspring, with occasional merscale-like patterns on their spines and
fingers. These half-mer children of wizards and merrows cannot swim in the same manner as their
mer-parent unless they are given an enchanted cap - a cohuleen druith - which allows them to breathe
the water as Merrows do. It is an unfortunate effect of their mer ancestry that gillyweed has no effect
on them.
All Merrows, like all mer, have a great love of music and song, and some wizard fishing villages are
filled with the sound of the Merrows song rising from beneath the waves as they help wizard fisherfolk
with their nets.
Traits: Merrow
Medium Beast, Unaligned
Armor Class: 11
HP: 11
Speed: 10 Swim 40
STR 12+1 DEX 13+1 CON 12+1 INT 11+0 WIS 11+0 CHA 8-1
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: Merperson
Challenge: 1/4(50 XP)
Amphibious: The merfolk can breathe air and water.
Spear: Melee or ranged weapon attack: +2 to hit reach 5ft or 20/60 one target, hit 1d6+1
piercing damage, or 1d8+1 if used with both hands.

Merpeople, Selkie: One of the two common merpeople of the waters of and surrounding the British
Isles, Selkies are a type of Greater Fae and can change their
shape between that of a seal and that of a human. Female
selkies are known to enjoy turning human and dancing on
beaches although the theft of their sealskin is enough to trap
them in human form. Male selkies are at once more secretive
and more vicious, often taking vengeance for any seals killed in
their area. However some male selkies are known to take
human lovers although, if trapped into it by having their sealskin
taken, they are likely to become bad tempered until their skin is
returned and they return to the water.
When in human form Selkies are generally considered quite attractive, while in seal form they look
much as mundane seals. Some selkies are capable of a unique transformation to a midway point,
where they retain the tail and flippers of a seal, but have a human face and arms. This however, is very
rarely done, and is believed by some magizoologists to be the missing link between truly shapeshifting
mers (who switch between human and mer forms) and general shapeshifters such as selkies.
Selkies were occasionally caught by Scottish witch fisherboats and Selkie sealskins were much prized in
clothes making and leatherworking until an agreement was made between the British Ministry and
Selkies that Selkies no longer be hunted. The practice of not hunting and throwing back seals caught
has continued among wixen fishermen to this day.
Uniquely Selkie song can be heard clearly above water without becoming a screeching sound, and is
usually in whatever language those on nearby land speak. Selkie song is sometimes recorded and
played to children and it has been long believed that a child who listens to Selkie song will be immune
to fae and sung enchantments, though this has not yet been proven.
Traits:
Medium Humanoid, Neutral
Armor Class: 11
HP: 11
Speed: 10 Swim 40
STR 10+0 DEX 13+1 CON 12+1 INT 11+0 WIS 11+0 CHA 12+1
Saves: Perception +2 Performance +3
Skills: -
Senses: Passive Perception 12
Languages: Merperson
Challenge: 1/4(50 XP)
Amphibious: The merfolk can breathe air and water.
Shape-shift: A selkie can appear as a seal or a human, along as a merperson.
Spear: Melee or ranged weapon attack: +2 to hit reach 5ft or 20/60 one target, hit 1d6+1
piercing damage, or 1d8+1 if used with both hands.

Merpeople, Siren: One of the earliest forms of merpeople, Sirens originated in Greece, where they
were famed for their beauty, and ability to entrance sailors to their deaths. Like most warm-water
merpeople they are often exceptionally beautiful, no matter their variety or
location, and even those with scaled scalps and evident fins are
nonetheless often deemed extraordinarily attractive.
In the modern day Sirens are exceedingly rare, and only one small group
(numbering around twenty) lives in the Mediterranean still. There are a few
groups living in the various oceans of the world, and one colony of around
forty individuals living in the Caribbean, and another of around thirty living
in the Bermuda Triangle. These populations are all often managed by local
groups of merpeople, which tend to keep their cousins songs from killing
anyone.
Most Sirens have light green or golden scales, but sometimes silver is seen,
the ratios of these appearing varying, depending on the population of
sirens the individual siren is from. It is not uncommon for the merpeople
around certain populations sirens - such as the golden tailed sirens of the
Bermuda Triangle - to cease producing that color among themselves, as a
way of distinguishing themselves from the sirens they do not usually get along with. However
Mediterranean merpeople and sirens get along fairly well, and there is considerable overlap in the tail-
scale coloration of these merpeople.
While in mythology the Mediterranean Sirens were said to possess wings few do in the modern age,
and it is more common to see this trait in the open ocean cousins of the Greek Sirens, and then, only
when they leave the water. Some magizoologists have suggested that, of the Mediterranean and Greek
Sirens, those with wings eventually interbred with the existing populations of coastal Harpies, while
those without became the modern day populations.
Siren hair and feathers make fairly powerful wand cores, the hair making wands especially good at
creative charmwork and jinxes, while the feathers make ones better suited to transfiguration,
conjuring and curses. Vocal chords are occasionally allowed to be harvested from the bodies of sirens
and return to charm work, when used as wand cores, and are also excellent at conjuring and illusions,
while still holding the skills found in original sirens for cruelty.
Traits: Siren
Medium Humanoid, Neutral
Armor Class: 11
HP: 11
Speed: 10 Swim 40
STR 12+1 DEX 13+1 CON 12+1 INT 11+0 WIS 11+0 CHA 14+2
Saves: Perception +2 Performance +4
Skills: -
Senses: Passive Perception 12
Languages: Merperson
Challenge: 1/4(50 XP)
Amphibious: The merfolk can breathe air and water.
Spear: Melee or ranged weapon attack: +2 to hit reach 5ft or 20/60 one target, hit 1d6+1
piercing damage, or 1d8+1 if used with both hands.
(Wings): One in a hundred siren have wings and a fly speed of 40.

Moke: The Moke is a lizard with silver-green skin that is native to the British Isles. It can reach up to ten
inches in length and has never been noticed by Muggles since it has the ability to shrink at will.
Generally Mokes will feed on insects
and their eggs, though they will
sometimes scavenge from the bodies
of rotting rodents.
Mokeskin is highly prized in the
making of purses and money-bags. A
Mokeskin purse will shrink at the
approach of a stranger, making it
virtually impossible for a stranger to
find. Once the owner puts something
inside the bag, no one but the owner can get it out.
Traits:
Diminutive Beast, Unaligned
Armor Class: 11
HP: 11
Speed: 10 Swim 40
STR 6-2 DEX 13+1 CON 10+0 INT 6-2 WIS 11+0 CHA 8-1
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: Merperson
Challenge: 1/8(25 XP)
Shrink: A moke can shrink as a move action giving a +4 to AC but a -4 to attack rolls.
Bite: +2 to hit 1d4-2 piercing damage.

Mooncalf: A largely subterranean creature, Mooncalves live in burrows much of the time and little is
known of their life there. However each full moon - and it is not known how they can tell it is the full
moon - they venture out of their burrows to the
surface, where they can sometimes be seen.
Most usually upon exiting their burrow a
Mooncalf will find an empty space - often a field -
and perform an odd dance, on only its hind legs.
This is most commonly believed to be some kind
of Mooncalf mating display, however quite how
it is yet unknown, as it is certain no other
Mooncalves can usually see this occurring. The
patterns they create are known for puzzling
muggles as crop circles.
Often during their dance a Mooncalf will produce quantities of dung which, if collected before sunrise,
can make magical plants grow faster and stronger even than dragon dung. However moon calf dung is
not so common as dragon dung, and thus is more rarely used.
Traits:
Medium Beast, Unaligned
Armor Class: 12
HP: 24
Speed: 35
STR 16+3 DEX 13+1 CON 12+1 INT 8-1 WIS 11+0 CHA 8-1
Saves:
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge: 1/8(25 XP)
Headbutt: +3 to hit 1d6+3 bludgeoning damage.

Moon Frog: While not actually from the moon, the moon frog is a rare creature whose slime is used in
some healing potions doubling as both a healing ingredient and a
thickener, reducing funds spend on Flobberworm mucus.
Originally claimed to be native creatures of the moon by a witch who also
claimed to have flown there on a Cleansweep Six, and mentioned in the
British Publication of the Quibbler, Moon Frogs are in fact native to
abandoned mines in Wales, where they are mostly tended by the
Coblynau, who use the mucus of the frogs to treat the assorted grazes and
cuts they tend to get in the mines.
Traits:
Medium Beast, Unaligned
Armor Class: 11
HP: 3
Speed: 10 Swim 40
STR 2-4 DEX 13+1 CON 12+1 INT 3-4 WIS 11+0 CHA 8-1
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: -
Challenge: 0(0 XP)

Mortis Bat: A curious creature, which many a wizard has claimed to be undead, the Mortis Bat is,
instead, capable of some truly horrifying glamours, which it
uses to defend its nesting sites.
Though Mortis Bats can grow to fairly impressive sizes, they
are often, unfortunately, killed before full growth can be
reached, due to their horrifyingly glamoured defensive
attacks on those infringing on their territory. Mortis Bats can
also be unusually loud in their defenses, which has been
known to further startle witches into letting off spells which
are more deadly to the bats than they strictly need to be.
Traits:
Medium Beast, Unaligned
Armor Class: 11
HP: 6
Speed: 10 Swim 40
STR 2-4 DEX 13+1 CON 12+1 INT 3-4 WIS 11+0 CHA 8-1
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: -
Challenge Rating: 1/4 (50XP)
Fear Glamour: The Mortis Bat may make a fear based glamour, the target must make a fear
wisdom check DC13 or be under the fear effect for 1 minute.
Bite: +2 to hit 1d4-1 piercing damage.

Mountain Troll: A large hulking creature found in some Mountainous regions in the world - indeed,
they were introduced to the mountains of the Americas relatively recently and have settled quite
thoroughly - Mountain Trolls (Troglodytarum alpinum) are a subspecies of Troll (other known varieties
include River and Forest). Found surprisingly widely around the world, and often travelling with
Graphorns tamed with some considerable efforts, Trolls, especially
Mountain Trolls, are not considered terribly smart. Weighing more
than a ton Mountain Trolls, while not the fastest or smartest of
Troll varieties, are the most dangerous being incredibly vicious
when provoked, and violent even when not. Generally bald and
pale-grey in color their unattractive appearance is cited by some as
a reason for the deep-rooted dislike the magical world holds for
them, while others attribute it to the number of people who have
been eaten by Mountain Trolls.
Usually found using large, unwieldy clubs and dressed in a few
hides they can steal or pull from carcasses, Mountain Trolls will
occasionally wander down from their mountains - be it singly or in groups - and can cause havoc. As
their skin is mildly spell-resistant this further causes difficulty when witches try to fight them, and the
sheer toughness of their hide makes it incredibly hard to harm them - most scars on a Mountain Troll
would have been inflicted by the horns of Graphorn. While some few wizards have been known to
approach Trolls - even Mountain Trolls - in order to obtain a whisker to use in wandmaking, most are
taken from dead Trolls, and are not considered to be good wandcores, even by the least strict of
wandmakers - and wandmakers often take pains to stress that this is not due to a bias against trolls,
but simply the ability of the whisker to channel magic.
Trolls - especially Mountain Trolls - are poorly regarded, and to suggest someone has Troll ancestry is
considered a grave insult in many parts of the magical world. As such, it is not so surprising that they
are, more and more, being pushed to the fringes of the magical world and will ally with any who offer
them some kind of fair treatment.
Traits:
Large Humanoid, Evil
Armor Class: 16 (Natural Armor thick skin)
HP: 141
Speed: 30
STR 22+6 DEX 13+1 CON 25+7 INT 8-1 WIS 11+0 CHA 7-2
Saves:
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge Rating: 5 (1,800XP)
Spell-Resistant: The troll can ignore level 1,2, and 3 spells.
Multi-attack: The Troll can make a club and slam attack with an attack action.
Slam: +6 to hit 5 ft reach deals 1d8+6 bludgeoning damage.
Club: +6 to hit 10 ft reach deals 1d10+6 bludgeoning damage.

Murtlap: The Murtlap is a small, rodent-like creature. Murtlaps, heal easily, and their tentacles, which
grow from their backs, may be painlessly cut from
the living creature for use in the creation of murtlap
essence, a pain-relieving and healing-aiding
substance.
Their tentacles may also be eaten in order to, like
with the Moly plant, create a resistance to jinxes,
though not to the same degree as Moly, and often
with the side-effect of causing the individual who
consumed the tentacles to have their ear-hair
become purple.
Most commonly Murtlap eat crustaceans, cracking
open crab and crayfish shells with sharp teeth and
powerful jaws, though they take no issues with
biting at the feet of those foolish enough to tread
on them. Murtlap tend to breed in the spring,
producing nests in burrows in river banks, where
they tend their young in pairs, usually producing
between three and five young a year, of which some two to three will survive to adulthood.
Murtlap are found readily in Britain, usually along the coastline of the British Isles, and somewhat less
readily throughout Europe, though they are nonetheless present.
Traits:
Diminuitive Beast, Unaligned
Armor Class: 11
HP: 12
Speed: 10 Swim 40
STR 2-4 DEX 13+1 CON 12+1 INT 3-4 WIS 11+0 CHA 8-1
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: -
Challenge Rating: 1/8 (25XP)
Bite: +2 to hit 1d4-1 piercing damage.
Jinx-Immunity: Murlaps are immune to level 1 Jinxes.
Regeneration: Murtlaps heal 1d4 HP per round.

Nargle: First conclusively discovered (and thus named) by magizoologist Luna Lovegood, Nargles are
sometimes called Fae-Birds, and are found in North America. Generally they prefer to nest in their
favorite food source of mistletoe, and can occasionally be found in
Europe, though at what point the species moved from America to Europe
is unknown.
Nargles usually evade notice by using a magical glamour to hide them
from most sight, although a correctly enchanted pair of glasses - such as
the Spectrespecs once given with issues of the Quibbler - might allow a
wizard or squib to see them as small glowing blobs of light. On rare
occasions they may chose to allow themselves to be seen, having small
beaks, feathered wings, and small claws on their rear feet. However
despite their being called Fae-Birds, they are only feathered on the wings,
with soft downy hair elsewhere. Nonetheless, due to the fact they lay
delicately shelled eggs in nests, and their beaks, they are referred to as
birds.
When dead most Nargles revert to a visible, physical form, often looking quite akin to some kinds
of Fairies, Imps and Doxies, although coloration and arm number usually differs enough to make them
stand out under closer scrutiny. It is yet unknown what Nargles are capable of or if they can be used in
wands or potions, as specimens of deceased Nargles usually degrade quickly, decomposing into easily
fractured bones in a matter of a fortnight.
Traits:
Medium Beast, Unaligned
Armor Class: 11
HP: 10
Speed: Fly 40
STR 2-4 DEX 14+2 CON 12+1 INT 3-4 WIS 11+0 CHA 10+0
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: -
Challenge Rating: 1/8(25XP)
Invisible: Nargles are invisible without spectrespecs.
Peck: +2 to hit 1d4-1 piercing damage.

Niffler: A curious rodent, the Niffler is often used to track down and seek out gold. Excellent diggers
and tunnellers, they are more than able to find new veins of metal, as
well as dig out their own burrows, which can extend up to twenty feet
downwards. In these burrows they produce regular litters, with each
litter having some 6-8 young. Where a muggle might exclaim Theyre
breeding like rabbits! it is much more common to hear a witch
state Theyre breeding like Nifflers!.
Generally Nifflers are of quite a gentle temperament, and can be
domesticated fairly easily, though it is not recommended that one keep
any as pets. Their ability to seek out gold and other shiny things means
they will destroy a home trying to find even the least piece of shiny
material, and they will sometimes bite those wearing jewelry in their attempts to take it for
themselves. None of these traits are much cared for in pets.
Traits:
Small Beast, Unaligned
Armor Class: 13
HP: 20
Speed: 45
STR 8-1 DEX 18+4 CON 12+1 INT 3-4 WIS 11+0 CHA 8-1
Saves: Stealth +7 Sleight of Hand +7
Skills: -
Senses: Passive Perception 12
Languages: -
Challenge Rating: 1/4 (50XP)
Stealing: Nifflers gain advantage on sleight of hand for to lift anything shiny.
Bite: +2 to hit 1d4+1 piercing damage.

Nogtail: Sometimes classed as a demonic creature, the Nogtail is a magical creature somewhat
resembling a piglet, found throughout rural Europe and
Russia, and unfortunately introduced by accident to the
Americas. While Nogtails are known for appearing akin
to a piglet they are often much stunted in their growth,
when compared to mundane piglets, and generally have
dark eyes, a thick, and stubby tail, and oddly long legs for
their proportions.
Nogtails are most known for their odd and unique magic,
which places a curse, of sorts, on any property in which it
manages to stay. Most usually managing this by sneaking
into pigsties and and suckling with true piglets, a blight is
then called down on the area, either preventing a majority of plant growth, or genuinely blighting
whatever does grow. or as long as the Nogtail is present the blight will remain, and the longer it
remains the worse the blight has been known to get.
While Nogtails can be chased off by people and spellwork alone, the only permanent way to drive off a
Nogtail is to either kill it (as some people do, for recreation, generally considered almost akin to
muggle fox hunting), or by chasing it off the property with a pure white dog. Due to this all magical
Ministries where Nogtails are known to exist keep a pack of pure white hounds, often albino, or
crossed with Gytrashes to ensure their pelt remains only white furred.
Traits:
Medium Beast, Unaligned
Armor Class: 13
HP: 21
Speed: 30
STR 11+0 DEX 13+1 CON 12+1 INT 8-1 WIS 11+0 CHA 8-1
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: -
Challenge Rating: 1 (200XP)
Blight: The property a Nogtail finds residence in, is struck with blight.
Spell of returning: When chased off the property the Nogtail will reappear on it.
Bite: +3 to hit 1d6 piercing damage.


Nundu: One of the largest magical land mammals in the world, Nundus look somewhat akin to
leopards, and are native to the large expanse that is East Africa.
Despite their gigantic size they move silently, which has led to
many witches stating them to be the most dangerous creature
alive. While this is not wholly true, it is certain that Nundu are
incredibly dangerous, being extremely vicious, able to breathe
out toxins and plague, and being highly resistant to most spells.
Indeed it has taken the efforts of over a hundred witches
working in concert to bring down a wild Nundu, which is
striking when compared with the 10-20 witches required to
Stun a dragon.
There have been records of wizards keeping Nundu as guard-
pets such as the wizard Eldon Elsrickle, but often, like him, they
are eventually killed by the creature. Nonetheless the smaller,
and more easily domesticated, Pygmy Nundu does make a fair
guard and pet, and is a popular one amongst Berserker
wizards.
The fur of Nundu can be used in wands, though this is uncommon, for a similar reason to the general
lack of dragon hide or scales being used - they are better at deflecting magic than channeling it.
Generally it is more common to see Nundu heartstring as a core, and even that is rare.
Traits:
Medium Beast, Unaligned
Armor Class: 11
HP: 6
Speed: 10 Swim 40
STR 18+4 DEX 20+5 CON 14+2 INT 6-2 WIS 13+1 CHA 10+0
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge Rating: 7 (2,900XP)
Disease Breath: The Nundus breath a cone of 15 feet, they must make a con save DC15 or will
fall to a disease incredibly rare, it deals 1d6 disease damage per turn.
Multi-attack: The nundu can make a claw and bite attack per turn.
Claw: +6 to hit 1d8+5 slashing damage.
Bite: +6 to hit 1d10+4 piercing damage.

Occamy: Native to India and the Far East, the Occamy is a serpentine yet birdlike creature. It possesses
huge wings which may be up to fifteen feet in height, and walks on
two feet. They are also, incidentally, choranaptyxic - they are capable
of growing and shrinking, to some extent, in order to better fit the
space they are in. However this ability is limited and is usually only
exhibited by fully grown specimens, though some few immature
specimens have displayed the ability as well.
Extremely aggressive to any who approach it, the Occamys preferred
diet consists of rats, birds and the occasional monkey. It is at its
fiercest defending its eggs, which are shelled with incredibly pure and
soft silver. The yolks of these eggs were a key ingredient of a set of
haircare products invented by Gilderoy Lockhart. While effective it was
widely decided the risk and money required to part the required number of eggs from an Occamy was
impractical and the line of haircare products were never released.
Traits:
- Beast, Unaligned
Armor Class: 16
HP: 117
Speed: 20 fly 60
STR 20+5 DEX 13+1 CON 20+5 INT 3-4 WIS 11+0 CHA 8-1
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: -
Challenge Rating: 4 (1,100XP)
Shrink/Grow: The Occamy may shrink and grow in size as a move action, being small +4 to AC -4
to Str, Medium no changes, Large +4 to Attack and damage -4 to AC.
Bite: +5 to hit 1d8+5 piercing damage.
Constrict: +5 to hit and the target is grappled, the target has the same amount of time to
escape as Con score Dex or Str save DC16 or they become unconscious.

Obscurus: Exceedingly rare entities, an Obscurus is a dark and parasitic form of magic, caused when
its host - usually a child and called an Obscurial - has been
consciously repressing their magic. Much more common prior to
the Statute of Secrecy, such children still do occur in some places if
children express magic around muggles or are given reason to
believe that magic is evil and something to be shunned. As well as
the child repressing their magic, it is also not uncommon to see
similar cases after incidents of severe trauma, though Obscurials
usually only manifest fully after sustained trauma over a long
period - one standalone traumatic incident does not an Obscurial
make.
Due to the nature of Obscurials - partially cut off from their own
magic - and the fact that most Obscuri (plural for Obscurus)
manifest in children, their magic is often much wilder than that of
adults, and even if an Obscurial is given aid to help them reconcile
with their magic they are often much better served using magic
wandlessly than through a focus (e.g. a Wand or Staff). Most
Obscurials are quite unaware of what their magic is doing, once their Obscurus has formed. As their
Obscurus usually divides their magic from them at rather a young age, they will only realise the full
extent of what they are doing when their Obscurus starts to manifest more and more, often in
retaliation for poor treatment, further abuse, or simple anger. After a certain point the child can no
longer deny that the odd happenings - and sometimes deaths - are caused by them, some way, and
this is usually the point at which they let themselves be consumed by their Obscurus, or let their
Obscurus loose entirely; the strain from the magic usually killing them, if other witches do not kill them
in self-defense first.
Obscurus magic is especially singular, usually travelling invisibly, though sometimes manifesting as a
dark cloud. When Obscurus and Obscurial merge they form a dark, warping mass of shadows,
sometimes with some measure of magical illumination within the cloud, but not always. When an
Obscurus kills, it does so through a toxic injection of magic under the skin of the face, which warps the
skin and leaves distinctive markings. At this point the magic causing death will also often throw the
individual around, as most Obscurials are pushed far farther than most human beings could handle
before they finally snap.
In the past Obscurials were rare, but well known. Since the Statute they have become rarer, and while
incidences of traumatic magic due to a singular incident are known of (the case of Ariana Dumbledore
is most well known, since the release of the revised edition of The Life and Lies of Albus Dumbledore),
firm reports of Obscurials are hard to verify - not least because the Obscurus will fade with their host
wizards death. A very few near-Obscurials have been located in recent years and have, with
considerable therapy, begun to reconcile with their wild magic, though, in all cases, their magic still
behaves in non-standard ways and does not always tame to a wand.
To this day Obscurials and Obscuri are one of the most terrible tales of warnings in the magical world,
and are a key reason for the low levels of child abuse in the magical world - no pureblood would wish
to risk their heir, and no parent wishes to see their childs magic turn on them. While this does not
prevent the treatment of Squibs, once it is ascertained that is what they are, recent studies into the
effects of traumatic magic, pushed for, in part, by the Scamander Family and Aberforth Dumbledore,
have brought Obscurials back into the public consciousness and reminded many as to why, though,
magic may be a blessing to many, it can be a curse to others.
Traits:
Large Aberration, Evil
Armor Class: 18
HP: 265
Speed: fly 60
STR 20+5 DEX 13+1 CON 20+5 INT 10+0 WIS 11+0 CHA 20+5
Saves: Perception +2 Performance +1
Skills: -
Senses: Passive Perception 12
Languages: -
Challenge Rating: 13 (10,000XP)
Obscurial Magic: An obscurius can cast any charisma based spell of 7th or lower level.
Magic Immunity: Obscurials are immune to spells of levels 1-5.
Multi-Attack: The Obscurus can make 3 slam attacks on its turn.
Slam: +6 to hit deals 1d12+5 bludgeoning damage.
Spell: Once per turn the Obscurial can cast a spell as a bonus action.

Peruvian Salamander: A richly purple breed of magical
salamander, these are only found in Peru, where they are
sometimes kept by apothecarists and potioneers for their blood
which is an incredibly useful substance in the making of
Strengthening Solutions. like most other magical Salamanders they
rely on a Salamander Fire to stay alive, which can be anywhere
from only a few embers in size, to the size of a bonfire, depending
on how many Salamanders it has birthed.
Most fully grown Peruvian Salamanders have six limbs, as do many
other varieties of magical salamander, and like the fire linked
Salamanders (all salamanders barring the Frost Salamander) they
can and will die if their home fire is put out. Generally Peruvian Salamanders are most likely, of all
Salamanders to survive a long period outside of flames, being able to create their own sparks to
accompany them away from their fire.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Burning Skin: Any who touch a living salamander will take 2d4+1 fire damage, unless wearing
protective gloves.

Phantom Rat: Technically not actually a ghost, Phantom Rats have a frustrating ability to pass through
walls, traps and other solid objects in a similar
manner to ghosts, as well as having a slight glow,
hence their name. Often found in graveyards and
catacombs - further adding to the rumors about
them due to their names - they will often phase
through coffin wood and mausolea walls in order to
create nests in safe places. Due to their ability to go
intangible they are incredibly hard to catch, and are
most usually dealt with by specialists from the
Ministry who have been trained by the Spirit Office in
order to safely interact with intangible creatures.
Phantom Rats are not pests, per se, living only at the
fringes - most particularly the end - of the magical
world, living amongst corpses and coffins, skeletons
and skulls. All the same, they are not much liked by
many witches, as they find it disrespectful to have
their grandfathers coffin infested with the creatures.
Thus it is the specialists are called in to dehome nests of Phantom Rats with carefully constructed
Intangible Corrals and - on occasion - killing them with spells which are designed to purge ghostly
emanations, such as those which the Phantom rats produce when phasing through things.
small Beast, Unaligned
Armor Class: 10
HP: 19
Speed: 20
STR 6-2 DEX 12+1 CON 10+0 INT 3-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Intangible: Phantom rats can pass through any solid mundane walls, they also have any attacks
targeted at them chance of missing, roll a 1d4 for every attack on a 4 the attack passes
through.
Bite: +2 to hit 1d4+1 piercing damage.

Phoenix: Large birds, growing to around the sizes of swans, Phoenixes are recognizable by their striking
red and gold plumage, and their golden beak and talons.
Phoenixes are known for their distinctive life cycles. A phoenix ages
slowly throughout the year, and, starting small, reaches a peak, and
then declines, losing feathers. It is at this point they usually flame,
being reborn as an infant phoenix from their ashes. This rebirthing
ability has allowed Phoenixes to live to great ages, as well as
to survive the Killing Curse, by synchronizing their burning time and
the hit of the killing curse.
Phoenixes have numerous other magical abilities, although few are
quite so striking as their ability to be reborn. Their tears for
example, are a powerful healing substance, and their song is known
to bolster the hearts of even the most despairing. Phoenixes clear
and constant ties to life also makes them immune to the deadly
gaze of the Basilisk. The magic of phoenixes also extends to their
ability to fly: not only can they carry exceedingly heavy weights, but they are also capable of a form of
apparition, transporting themselves with bursts of flame, along with, sometimes, those they are loyal
to.
The loyalty of phoenixes is hard to come by, which is why they have the XXXX rating from Magical
Ministries, not for any danger they pose, as fairly peaceful creatures, but because there are few
wizards they believe to be good enough to allow themselves to be domesticated by.
The feathers of phoenixes are sometimes used, frivolously, as quills, but they are also prized for use in
wandmaking, and, like the birds the feathers come from, wands cored with this substance are usually
spectacularly picky over who they permit to be their owners.
Small Beast, Unaligned
Armor Class: 15
HP: 131
Speed: fly 50
STR 15+2 DEX 18+4 CON 12+1 INT 10+0 WIS 12+1 CHA 18+4
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge:5 (1,800XP)
Healing Tears: A phoenix tear can heal any disease or poison, and heals 2d8+2 HP.
Fire Immunity: Phoenixs are immune to fire damage.
Death Immunity: Ignores death saving throws and automatically succeeds.
Multi-Attack: The Phoenix can make 2 claw attacks per turn.
Claws: +3 to hit 1d6+4 slashing damage, and the target must make a Dex Save DC15 on a fail
save takes 2d6 fire damage, half on a successful save.

Plimpy: A Plimpy is a kind of magical fish, entirely round in shape, with two long legs ending in what
seem to be webbed feet. These feet are used by the creature to pick up and pick apart water snails,
which the creature eats. Plimpies generally live in deep lakes
although there are variants, such as the Gulping Plimpy, which may
be found in streams, rivers and creeks.
Plimpies are totally harmless, although merpeople consider them a
pest, and often tie the creatures long legs into a knot letting it drift
away. This doesnt to harm to the creature, as far as
magizoologists have ascertained, however the creature has often
drifted a fair way away before it manages to disentangle its legs.
Plimpies will occasionally nibble on the feet and clothing of
unsuspecting swimmers which has recently been capitalized on by some witch salon owners, who now
use Pygmy Plimpies in a service which removes much of an individuals dead skin from their feet.
small Beast, Unaligned
Armor Class: 11
HP: 17
Speed: 10 Swim 30
STR 8-1 DEX 10+0 CON 12 +1 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Bite: 1d4-1 piercing damage.

Pogrebin: A magical beast found in Russia, the Pogrebin hunts humans, often tracking them for miles
before they succumb to its most curious brand of magic. Only about a foot tall, they have rather hairy
bodies and large grey heads. When they are hunting these heads are often the only visible part of
them, and is usually camouflaged as a stone. This is because of the way in which Pogrebins hunt -
trailing humans and animals until, after a few hours, their magic takes effect and starts to induce
feelings of futility and despair. When these reach such levels that
the prey collapses the Pogrebin will cease to hide and finally
attack.
Despite this powerful emotional magic that Pogrebins are capable
of they are physically quite weak, and have little-to-no spell-
resistance. Should one be attacked by a Pogrebin one can fight
them off with basic hexes, simple Stunning Spells or even kicking.
At present attempts are being made to study the magic of
Pogrebin, which some believe to be possibly related to that
of Dementors, but this is difficult as their magic reduces the motivation of those studying them,
hindering long term studies. At the least, however, Patronuses have been proven to have an effect and
it would seem that it takes continual exposure over the course of a month for Pogrebins to induce even
mild depression, while it was previously believed that they were closer to Dementors, and risked
causing longer lasting and deeper harm to those they affected.
small Beast, Unaligned
Armor Class: 13
HP: 50
Speed: 20
STR 8-1 DEX 12+1 CON 12+1 INT 8-1 WIS 11+0 CHA 12+1
Saves: -
Skills: Stealth: +3
Senses: Passive Perception 10
Languages:
Challenge:1/2(100XP)
Depression: The target must make a Charisma Saving throw DC14 or fall into despair. Taking -4
to all ability scores. If theyre successful they are immune to the effects for 24 hours.
Camouflage: The Pogrebin gains advantage on stealth checks.
Slam: +3 to hit 1d6 bludgeoning damage.

Poisonous Duck: Ridiculous creatures, created by the British Committee on Experimental Charms,
Poisonous Ducks were made as part of testing
of a series of spells for various purposes.
Originally normal ducks, a series of spell-tests
resulted in them mutating due to these spells
and the wild magic formed when they collided,
eventually creating these darkly glossy ducks
which were poisonous when eaten and, worse
(according to many) venomous when they bit
people. Worst of all was the fact that their
venom mutates on entering the bloodstream,
making treating it incredibly difficult.
At present there are a limited number of Poisonous Ducks as they cannot seem to breed with each
other, are prone to poisoning ducks not of their type and do not always breed true regardless. On
those occasions they do breed true they tend to produce only a very few offspring, though these
ducklings do mature with almost frightening rapidity. At present all Poisonous Ducks are kept by the
Committee which (inadvertently) created them, though rumors have it that some of the creatures are
kept by the Department of Mysteries.
Due to Poisonous Ducks escaping and the fifteen wizards hospitalized as a result, the testing
procedures of the Committee have been thoroughly revamped.
small Beast, Unaligned
Armor Class: 13
HP: 43
Speed: 30
STR 8-1 DEX 13+1 CON 12+1 INT 4-3 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/2(25XP)
Bite: +3 to hit 1d4+1 piercing damage, on a successful hit the target must make a Con DC13 or
take 1d6 poison damage.

Porlock: The Porlock is a small magical creature native to England and Southern Ireland, believed to
guard horses. Very furry and possessing of a long nose Porlocks often nest in the stables of the horses
they guard, thought they do hide at the approach of humans, who
they apparently fear. Most usually they are spotted by House Elves,
who they do not appear to fear, and occasionally tufts of their fur are
found by wizard children. This fur can be used in some Sleeping
Potions and Quieting Potions, though it is also used occasionally as a
secondary wand core. Generally however Porlock hairs make for poor
wand cores, even when only secondary, and they are not often used.
Porlocks have only four digits on each hand, and their feet are cloven
hooves, which has led to them being heard moving about in some
stables. However most witches know to leave the creatures be, and
only children will venture to find out what the noise is. It is generally
believed now, in recent years, that Porlocks my be rural cousins to
the now extinct Brownie variety of Fae, which are believed to be the
ancestors of our own House Elves. Like Brownies, Porlocks are immensely secretive and to have a
chance to spot one of these elusive creatures is a great blessing indeed.
small Beast, Unaligned
Armor Class: 10
HP: 32
Speed: 20
STR 8-1 DEX 12+1 CON 12 +1 INT 8-1 WIS 13+1 CHA 8-1
Saves: -
Skills: Stealth +2
Senses: Passive Perception 10
Languages:
Challenge:1/2(100XP)
Stealth: A Porlock has advantage on stealth check.
Magic: Porlocks can cast any wisdom based 1st level spells with no wands.

Post Owl: While, strictly speaking, the owls so many of the magical world use to send mail are not
magical, they are nonetheless distinct from wild specimens.
Long bred and used for the purpose of taking mail, and so
long bred in the presence of magic, it is currently believed
that those owls of a long post owl lineage may well be more
intelligent than their untrained counterparts, not solely
through selective breeding, but also thanks to the magic
which is known to increase the intelligence of many other
creatures. The oldest known lineage of post owls consists of a
long line of Barn Owls, bred by one Ulrich Smerlo, a German
wizard, while newer lines, such as those of some of the more
unusual owls, such as Snowy Owls, are more often bred by
Owl Emporiums.
The ability of Post Owls to quickly find those to whom their
package is addressed is believed not to be linked to the magic of an individual (as they can take letters
to squibs and muggles) but due to some magically aided homing ability. Of course none of these
magizoological suppositions have yet been proven, but they are popularly bandied about in such
circles, and are, currently at least, generally held to be true. This is largely the case due to the singular
loyalty of some post owls, who will carry letters only for a select few, suggesting their intelligence is
such they can have a much firmer and much more specific sense of loyalty than many other creatures.
small Beast, Unaligned
Armor Class: 10
HP: 8
Speed: 10 fly 50
STR 8-1 DEX 13+1 CON 10+0 INT 8-1 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:1/8(25XP)
Peck: +2 to hit 1d4 piercing damage.
Puffskein: Puffskeins are small creatures, and ones long doubted about. Their sheer cuteness and
custard colored fluff has led many to believe they could not naturally have
evolved, even with the intervention of magic. Round in shape, and softly
furred, they make good pets, especially as they are highly resistant to
force, able to survive strong hugs, and even being thrown (though they
can be damaged by great falls and bludger collisions).
Generally Puffskeins are scavengers - insects to leftovers to bogeys -
though some specimens have been noted to have an allergy to bogies.
This variability and distaste for chocolate, as well as their great cuteness,
make them popular pets. In addition to this they are quite easy to care for,
more than able to find their own food, and emit a curious humming sound
when content, rather like a cats purr. They are especially popular with
potioneers, as their hairs can be used in Cheering and Laughing potions.
small Beast, Unaligned
Armor Class: 10
HP: 9
Speed: 20
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 15+2
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:0(0XP)

Pukwudgie: A creature found in the forests of North America, the Pukwudgie is humanoid and highly
dangerous when angered. Believed by some to be cousins to Goblins and by others still to be cousins,
variously, to Dwarves, and House Elves, no full
study has yet been done on Pukwudgie evolution
as the creatures are quite independent and do
not take kindly to people probing into their lives.
generally Pukwudgies have a similar stature to
Goblins and Dwarves - between 2-3 feet in height
- house-elf-like long ears, hair atop their heads
which becomes hardened quill-like spines down
their back, and have skin tending from light grey
through to dark, a natural degree of variation
similar to human melanin pigmentation.
Pukwudgies are naturally able to apparate even
from a young age, much as House Elves are, with a magic entirely of their own - again like House Elves -
which can allow them to circumvent human Anti-Apparition spells. They are also very capable with
their own particular brand of magic, able to transform themselves to various degrees in order to
protect themselves and scare off enemies, as well as conjure poisoned arrows and flames at will.
Much of the knowledge of Pukwudgies comes from two sources. The first is the Native American
Wampanaog tribe, who have a strong history of interaction with the creatures - not always positive,
but not always negative either. The other is the Pukwudgies of Ilvermorny school, considered by some
of their cousins to be exceptionally odd for their willingness to work with humans, and
mostly white humans at that, the ones who so willfully destroyed native cultures and even some of the
Pukwudgies own spaces.
Thus it is, while some Pukwudgies will complainingly provide help to humans, many more will be
anything from scornful to outright violent, and it is very hard to judge which is which. Generally, with
the exception of those attending Ilvermorny who will interact with the Pukwudgies there, most
American wixes have learned to take the advice of the Wampanaog, and avoid unnecessary interaction
with Pukwudgies which might otherwise seek to do them harm.
small Beast, Unaligned
Armor Class: 10
HP: 48
Speed: 20
STR 8-1 DEX 10+0 CON 12 +1 INT 2-4 WIS 16+3 CHA 14+2
Saves: -
Skills: -
Senses: Passive Perception 13
Languages: English
Challenge:2(450XP)
Apparate: Can ignore all rules for apparition, and can appear anywhere.
Magic: Pukwudgies can perform magic without a wand of any 1st 2nd and 3rd level spell.

Quintaped: Supposedly the descendants of the heavily transfigured MacBoon Clan (hence their
common name Hairy MacBoons), Quintapeds are five-
legged, hairy creatures native to the Isle of Drear (an
Unplottable island off the coast of Scotland). The story of
their creations is most likely apocryphal, though, given
magic, not entirely impossible, but it is extremely hard to
prove given the Isle of Drear was long ago rendered
Unplottable, and access to it was banned in the 1600s.
While there are supposed reports from the British
Department of Mysteries, specifically their sub-branch
based out of Edinburgh, the lack of any specimens or
skeletons shown to modern witches have rendered them
effectively folkloric, even to wizards, despite their inclusion
in all lists of magical creatures, even that of the most
esteemed Mr. Scamander.
Quintapeds are described as incredibly hairy, ravenous five-legged beasts with clubbed feet. There are
many individual arguments regarding their probability of existence, largely arguing that, with the
Quintapeds killing the McCliverts they should have been transfigured back, but often countered by the
fact they, purportedly, resisted the McCliverts attempts to transfigure them back, suggesting their
own magic and will may have made the transfiguration permanent. Their intelligence, at this point, is
also hotly debated, but with no one brave enough to attempt to explore the Isle of Drear they shall
likely remain a near-myth to the magical world forever.
small Beast, Choatic Evil
Armor Class: 15
HP: 157
Speed: 50
STR 15+2 DEX 20+5 CON 25+7 INT 8-1 WIS 16+3 CHA 14+2
Saves: -
Skills: -
Senses: Passive Perception 13
Languages: -
Challenge:6 (2,300XP)
Multi-attack: The Quintaped can make 3 attacks all biting.
Bite: +6 to hit 1d10+5 piercing damage.
Magic Resistance: Has advantage on all saving throws against spells.

Red Cap: The Red Cap is a small, dwarf-like creature that lives where blood had been shed, such as in
the dungeons of castles, the potholes of old battlefields, or simply in
holes underground. They attack those who have gotten lost, and though
they are extremely dangerous to lone Muggles, a wizard can repel them
with charms and hexes.
Red Caps are normally around three or four feet tall, with red eyes and
long, sharp nails. They can be found throughout the British Isles (with a
fair population in the Forbidden Forest of Hogwarts School), as well as in
some places in Europe, with a penchant for battlefields. Thus it is not
uncommon for them to be found in fields in France, where they are
considered a not inconsiderable pest.
small Beast, Unaligned
Armor Class: 13
HP: 81
Speed: 20
STR 8-1 DEX 14+2 CON 12+1 INT 10+0 WIS 13+1 CHA 15+2
Saves: -
Skills: Stealth +4
Senses: Passive Perception 13
Languages: -
Challenge:2(450XP)
Multi-attack: Can make 2 attacks per turn, both strike.
Strike: +3 to hit 1d6+2 slashing damage.

Reem: Native, oddly, to both the wilds of North America and the Far East, the Re'em is a type of
exceedingly large oxen, with tough golden hides and blood known to give the drinker far greater
strength for a limited period of time. Re'em are extraordinarily long lived for oxen, not becoming
sexually mature until they reach around sixty or seventy
years of age. At this point Re'em will travel incredible
distances to find a mate, though usually Re'em need only
travel from their own herd to the territory of another herd
(as Re'em often divider their herds along gender lines).
Modern magizoologists believe, much as muggle
biologists do, that the Re'em may be in some manner
related to the megafauna called Aurochs - a particular type
of immense bovine, now extinct most everywhere. It is
interesting to note as well, that evidence suggests the Re'em
was once common in many other places around the world,
though now it is limited to its places in the Far East, North
America, and one small mating ground in Israel. Even the
blood of the creature, which is essential on some potions, is
only allowed to be sold in limited, licensed quantities.
However Re'em hair is more easy to obtain and is, rarely, used a semi-powerful wandcore, known for
bolstering the strength of spells cast, though not so much as some naturally powerful cores such as
dragon heartstring or phoenix feather.
Large beast, Neutral
Armor Class: 15
HP: 29
Speed: 40
STR 18+4 DEX 14+2 CON 18+4 INT 6 -2 WIS 13+1 CHA 10+0
Saves:
Skills: Athletics +7 Perception +3
Senses: Passive Perception 13
Languages:
Challenge: 1 (200 XP)
Blood: A Reems blood gives +1d8 strength bonus.
Multiattack: Can make two attacks on their turn.
Charge: A Reem can move 80 feet in a single direction but cannot turn as a movement action.
Stamp: +6 Melee attack 1d6+4 bludgeoning damage

River Troll: A cousin of the Mountain Troll, River Trolls are the ones most well known in myth, with a
tendency to guard bridges,
and even build themselves
into the sides of their chosen
bridge. Anywhere in color
from a pale purple to a grey-
blue, dependent on the color
of the river and the local
stone, River Trolls are known
to be one of the few kinds of
Trolls with horns.
Just as vicious as any other troll when hungry, most River trolls are fairly placid, provided they are first
bribed with the fish and other water creatures (waterfowl, otters, beavers) which they like to eat. Like
other Trolls they are fairly resistant to spellcasting attempts, and such attempts tend only to anger
them, though they respond well to shouting, physical attacks and food.
Troll
Large Giant, Evil
Armor Class: 15
HP: 84
Speed: 30
STR 18+4 DEX 13+1 CON 21+5 INT 7-2 WIS 9-1 CHA 7-2
Saves: -
Skills: Perception +1
Senses: Passive Perception 11 Darkvision 60 ft.
Languages:
Challenge: 5 (1,800 XP)
Keen smell: The troll has advantage on checks related to smell.
Stink: Any perception checks to find a river troll are used with advantage.
Multi-attack: Can make two Slam.
Slam: Melee attack +7 to hit reach 5ft. one target 1d6+4 bludgeoning damage.

Rougarou: Rougarou are also speculated by some to be
closely related to both Wendigos and Werewolves.
Various controlled studies are being done on captured
Rougarou - which despite their humanoid form are,
like Dementors and the more diminutive Imps, Erklings
and Red Caps, not fully sapient and thus considered
Beasts - in order to try to ascertain quite where they
may fit into the evolutionary tree of lupine and canine
magical creatures.
The creatures themselves are common in Louisiana,
where they occasionally prey on those muggles and
witches who wander into their paths. More often, however, they hunt whatever animals available to
them, though their prodigious body count has led to their reputation as fearsome Dark creatures.
Indeed, while a very few Wolfsbaned Werewolves have attempted communication to werewolves via
their shared canine/lupine heritage none have yet been successful, and all consider Rougarou quite
distasteful to be around. A closely related species gone rabid and dangerous, rather as Zombies are
viewed by much of the magical community.
medium Beast, Chaotic Evil
Armor Class: 13
HP: 58
Speed: 40
STR 15+2 DEX 14+2 CON 15+2 INT 10+0 WIS 11+0 CHA 10+0
Saves: -
Skills: Stealth +5 Perception +3
Senses: Passive Perception 13 Dark Vision 60
Languages: -
Challenge:3(700XP)
Damage Immunity: Bludgeoning, Slashing, and Piercing.
Keen Hearing and Smell: Takes advantage on perception related to hearing and smell.
Multi-attack: Can make 2 attacks per turn.
Claws: +4 to hit 2d4+2 slashing damage.
Bite: +4 to hit 1d8+2 piercing damage and the target must succeed a Con Save DC13 or become
a Rougarou within 24 hours.

Runespoor: The three-headed serpent of Burkina Faso, Runespoors can easily grow to six or even
seven feet long, and tend to orange and black banding, though the color distinction is softer in younger
specimens, being more gold and grey, than orange and black. Due to the high visibility caused by their
bright coloration the Magical Ministry of Burkina Faso has been forced to make several forests
Unplottable for the sake and use of the serpents.
Runespoors, due to their unique cephalic structure (possessing three heads) often do not live long, not
solely from the effort of feeding three brains, but also from the
differing temperaments of the three heads. It is generally held that
the left head is the planner, deciding the routes the snake takes, the
middle head dreams of things for them to do, and the right head
criticizes the other two, and provides the venom with which they
take down their prey. It is not uncommon for the right head to be
killed by the other two after particularly harsh criticisms, though
this can lead to the death of the snake. Much of this information has
come form the writings of Parselmouths which has led to, especially
in Christian faiths, to the firm belief that the snake is Dark, though
this is not the case.
Uniquely of all magical serpents Runespoors produce its eggs through its mouth. These eggs are usually
fiercely guarded, though when they can be collected by wizards they play a key part in potions meant
to improve ones ability to think, and ones mental agility, which has led to an impressive availability
for the eggs on the black market.
Large Beast, Unaligned
Armor Class: 14
HP: 119
Speed: 30 swim 30
STR 12+1 DEX 18 +4 CON 13+1 INT 2-4 WIS 10+0 CHA 3-4
Saves: -
Skills: Perception +2
Senses: Passive Perception 12 Blindsight 10
Languages:
Challenge:4(1,100XP)
Multiattack: The Runespoor makes three attacks all bite.
Bite: +6 to hit reach 10 ft. 1d4+4 piercing damage, and the target must make a DC 11 Con save
or take 2d6 poison damage.

Sasabonsam: A dangerous vampiric creature found in Africa, the Sasabonsam is often found with pale
or reddish skin, red eyes, and long iron nails which they use to grip the trees the hang from as they
wait for prey. Generally they are much more brutal then European Vampires and lack the supposed
sophistication native to European Vampires (those infected with the European strain of vampirism
have no such sophistication, but have used their retained intelligence in order to paint a rather more
positive image of themselves). However despite their supposed lack of intelligence, Sasabonsam are
fearsome hunters, both alone and together, and are the cause of a number of colonial deaths, usually
of those witches and muggles who ignored native advice on dealing with the creatures.
It is generally believed that this is why, of the present population of Sasabonsam, so many are pale-
skinned - the folly of European colonists, causing many of them to be transformed into the creatures.
The creatures are known for their long spindly legs which they often dangle from trees in order to
catch those passing underneath with their long claws. These unfortunate people are then hauled up
and eaten by the Sasabonsam, who use their iron teeth to bute through flesh in order to reach major
arteries, first draining the bodies of blood before consuming the corpse. They are, like vampires, likely
to risk becoming wild when exposed to large amounts of blood.
medium humanoid, Chaotic Evil
Armor Class: 15
HP: 82
Speed: 30 Climb 30
STR 16+3 DEX 16+3 CON 16+3 INT 10+0 WIS 11+0 CHA 12+1
Saves: Dex +6 Wis +3
Skills: Stealth +6 Perception +3
Senses: Passive Perception 13 Darkvision 60
Languages: One
Challenge: 5(1,800XP)
Damage Resistance: Necrotic, bludgeoning, piercing, and slashing.
Regeneration: heals 10 HP per round.
Multi-attack: Can make 2 attacks per turn.
Claws: +6 to hit 2d4+3 slashing damage. Can grapple DC13 to escape.
Bite: +6 to hit on grappled targets only, 1d8+3 plus 1d6 necrotic damage.
Harmed by Running Water: takes 20 acid damage each turn in running water.
Stake: A stake to the heart paralyzes the Sasabonsam.
Sunlight: Takes 20 radiant damage per turn in sunlight.

Sea Serpent: While known to be exceedingly rare, Sea Serpents are occasionally spotted. Most
commonly they look like aquatic dragons, with horse like heads, but in extremely unusual cases they
have been known, as in the image above, to appear more like
fish and eels. They are cousins of the Selma, the dangerous Lake
Serpent of Norway, but are, in and of themselves, relatively
inoffensive, only seeking to cause harm if first injured, which can
only be done by magical means. For many years this fact of
peacefulness was taken advantage of by many a pureblood, who
went on expeditions to hunt these creatures for sport, and for
the show they would make when served up as dinner.
The Floating School of the Bermuda Triangle is known to have
one as its school mascot, and have named it Carmelita. She is
known to perform high leaps at the start of the school year,
startling new students, though generally moves out of the way
should the mascot of the roaming Blatherskite school - a large,
though not-yet full grown, A-Mi-Kuk - should come near. It is
generally the practice of both schools to avoid passing by each
other in their movements around the magically imbued area of ocean.
Huge Beast, Unaligned
Armor Class: 15
HP: 90
Speed: 60 swim 60
STR 23+6 DEX 18 +4 CON 13+1 INT 2-4 WIS 10+0 CHA 3-4
Saves: -
Skills: Perception +2
Senses: Passive Perception 12 Blindsight 10
Languages:
Challenge:2(400XP)
Bite: +6 to hit 1d12+6 piercing damage.

Selma: The giant lake serpent of Norways fjords is one of the most vicious known water serpents
known to still exist. While some humans are capable of handling such
creatures the preference many Selmas have for human flesh
alongside their usual diet of fish can make them exceedingly
dangerous.
Reputed to live for several centuries, Selmas reproduce shortly
before death, producing large numbers of eggs which hatch into
offspring nearly identical to their parent. However some will have
mutations, be they beneficial or harmful, and these thousands of
offspring will fight one another for the privilege of living in their
parents lake. Highly territorial, the eggs are usual dispersed
throughout the lake and the hatchlings develop for some months
without interacting with their siblings. As they grow in size however,
their need for food also grows, causing them to encroach on their
siblings territory, starting the first fights for the right to the lake.
Selmas, while they much enjoy the taste of human flesh, do not
actively hunt humans unless blood is being spilled. When
blood is being spilled however, they can become almost wild with it,
and venturing into the deeper waters they preferentially inhabit is
unwise.
Huge Beast, Unaligned
Armor Class: 15
HP: 90
Speed: 60 swim 60
STR 23+6 DEX 18 +4 CON 13+1 INT 2-4 WIS 10+0 CHA 3-4
Saves: -
Skills: Perception +2
Senses: Passive Perception 12 Blindsight 10
Languages:
Challenge:2(400XP)
Bite: +6 to hit 3d6+6 piercing damage.

Shrake: A magically bred type of magical fish, the Shrake was created
due to a feud between magical and muggle fishermen in the 1800s.
Found in the Atlantic Ocean, they use the spines they are covered with
(usually grey or cream, though become an oily black with the fishs
secretions when stored for potions) to destroy muggle fishing nets, the
purpose they were created for. Generally the fish travel alone, or in
small groups, usually only gathering a few times a year to reproduce,
able to feed themselves well enough for this by hunting the fish that
escape the nets they destroy.
The spines of Shrake are often gathered for potions, as they are useful as a stinging component,
usually in things such as Boil Cures. As the creatures are considered a pest and, moreover, one which
risks exposing magic and the magical world to muggles, the hunting of Shrake is allowed to continue
largely unhindered, with the blue-veined meat sold to magical fishmongers and the spines and scales
to Apothecaries and Potioneers.
small Beast, Unaligned
Armor Class: 10
HP: 9
Speed: 20
STR 8-1 DEX 10 +0 CON 12 +1 INT 2-4 WIS 11+0 CHA 15+2
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:0(0XP)
Degrade: Can degrade material 1inch at a time, especially effective at nets.

Spectre Bat: A curious creature, the Spectre Bat is known to feed on Phantom Moths, as well as
mosquitoes and small nocturnal insects. Largely nocturnal itself, the Spectre Bat can seem an almost
ghostly blue color in the right light, hence its name, and is generally found in unassuming and dark
corners of the magical world, and is almost never seen in the mundane world. There are usually
infestations in the larger magical homes in the world, and even some schools, such as Hogwarts, have
been known to have multiple specimens.
While, unlike Phantom Moths, the Spectre Bat does not fade
in daylight, it very much dislikes being woken before dusk,
and can produce a stunning burst which can knock out most
children, and even some adults which enter the vicinity and
wake it. Due to this some children find it amusing to wake the
bats in order to practice their shield charms, without being at
risk of hex or jinx damage.
Due to their fairly placid nature at night, once they have fed,
they are not uncommon as the pets of Vampires, though the stereotypical Vampire Bat is sometimes
also seen. There are even some Dhampir and Wizards who keep Spectre Bats as pets, especially those
who are blind, as a Spectre Bat, if particularly fond of a witch it will help guide them through places
they cannot see, and will, when stunning, avoid affecting their favored one, making them favored as
Familiars.
small Beast, Unaligned
Armor Class: 13
HP: 73
Speed: fly 40
STR 8-1 DEX 13+1 CON 10+0 INT 4-3 WIS 12+1 CHA 15+2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:1(200XP)
Multi-attack: The Spectre bat can make a stun attack and bite attack in its turn.
Bite: +3 to hit 1d4+1 piercing damage.
Stun: +3 to hit the target must make a Con save DC13 or be paralyzed for 1d6 rounds.

Sphinx: One of the most well known sphinxes the Egyptian Sphinx comes in two distinct sister varieties.
The Winged Sphinx, which later moved to Greece and became well known for the riddle given to
Oedipus is now all but extinct in Egypt,
though a small population remains from the
presence of the Grecian Ptolemaic dynasty,
and in Europe the Wingless Sphinx is more
common than the Winged. In Egypt now the
Androsphinx is the most common, and though
it possesses no wings it is just as swift as its
winged cousins.
While Sphinxes are sentient creatures they
were never awarded Being status due to their
tendency to disembowel, dismember and
generally destroy any who fail to answer their
riddles. Sphinx hair is generally not used in wand cores, though the long hairs of their neck -
colloquially called whiskers - are commonly used, often making wands which chose those of a
labyrinthine bent of mind, or those who think complexly consistently.
Sphinx
small Beast, Unaligned
Armor Class: 13
HP: 86
Speed: 40 Fly 30 (if winged)
STR 14+2 DEX 10+0 CON 16+3 INT 10+0 WIS 11+0 CHA 15+2
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: One
Challenge:2(450XP)
Multi-attack: Can make 2 attacks, clawed or bite.
Claws: +4 to hit 5 ft reach 1d8+2 slashing damage.
Bite: +4 to hit 1d10+2 piercing damage.

Streeler: With a shell that changes color anywhere from hourly to moment to moment, the Streeler is
sometimes kept as a pet by those who find its kaleidoscopic color
changes enjoyable. Originally native to Africa this giant snail is a
cousin to Giant Orange Snail, and is currently bred by wizards as
far afield as Europe, Asia and North America, though Australia
and New Zealand both have tight controls on importable magical
creatures, and do not allow Streelers beyond those few
specimens kept in the countrys magical zoo.
The Streeler is known, not only for its beautiful color changing
ability, but also for the venom it secretes through both its foot
and its shell, which is so toxic it can burn almost all vegetation it touches. While this can seem
incredibly dangerous - and is, with dragonhide gloves being highly recommended if one intends to
handle the creatures - it can also help reintroduce needed nutrients into the soil, and some African
witches keep the creature for this purpose. Outside of Africa Streeler venom is prized for its ability to
kill Horklumps, which can be very hard to dislodge once settled.
small Beast, Unaligned
Armor Class: 15
HP: 100
Speed: 20
STR 12+1 DEX 10 +0 CON 18+4 INT 2-4 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages:
Challenge:2(450XP)
Charge: The streeler if moves in 10 feet in a direction gains +4 to hit, deals 1d8+1 bludgeoning
damage. The target must make a Con Save DC 13 or take 2d4 acid damage.
Acid Secretion: Any within 10 feet of the Streeler after it is done moving must make a Con save
DC13 or take 1d4 acid damage.

Swooping Evil: A bizarre magical creature which spends much of its life in its green and spiny cocoon,
Swooping Evils are middling-sized flying creatures with reptilian
characteristics. Their wings are very similar to the large fan-
wings seen on Catalonian Fireballs and Catalonian Scorchers,
leading some to believe that the creatures may be related, but
this is highly unlikely. Swooping Evils spend a large amount of
their lives in hibernation, safe inside their cocoons, rarely
emerging but to hunt. Being neurophagic - that is, feeding on
brains - it usually prefers inert prey, but can use its venomous
bite to incapacitate prey in order to obtain its food, which it
usually sucks out of the ears or nostrils.
Interestingly, despite the dangerous venom, dangerous bite, spiny skin, cocoon and general prickliness
in personality which characterizes the creature, the venom of the Swooping Evil can, if properly
diluted, be used to erase bad memories. While for a long time this was used alongside or in place
of Obliviate and similar memory-erasing spells, it has, in recent years, become much more limited, not
just due to rarity and expense, but also due to a variety of unpleasant side effects, most notably of
which is the slow dissolving of brain matter, if the venom is overused.
small Beast, Unaligned
Armor Class: 15
HP: 51
Speed: fly 40
STR 12+1 DEX 15+2 CON 10+0 INT 4-3 WIS 11+0 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge:1(200XP)
Bite: +3 to hit 1d4+1 piercing damage and on a successful hit the target must make a Con Saving
throw DC12 or become paralyzed for 1d4 rounds.
Brain Sucking: On a paralyzed target the swooping evil may attempt to suck out the brain of the
target. The target must make a Con save DC12 or strike off one death saving throw.

Tarantula Hawk Wasp: A cousin to the mundane creature - and very different in appearance, the
Magical Tarantula Hawk Wasp has very
clear sexual dimorphism, with males being
pure black in color (once mature) and
females being a rich orange with black
edging (once mature). Immature specimens
are a more reddish color and are difficult to
sex until they are fully mature, at which
point coloration and physical differences in
form make them distinct. Known for
hunting spiders, these creatures will gladly
settle into castles with their own
infestations, often creating a secondary
problem. As their stings are toxic to
humans - venomous when stinging humans
and poisonous if consumed, even in potions - one must take great care in removing infestations.
While they were originally found only in the Americas they have since migrated to all locations in which
their mundane cousins live, and on yet further, with a few specimens being found even in Britain. As
they cannot be used in potions unless to create a poison they are generally regarded solely as pests
and are an eradicate-on-sight species in many places. Only a very few places have other practices, and
fewer still actively cultivate them, as the poison of these insects can be used to kill some larger magical
creatures with relative ease, as well as - when carefully controlled - to treat some dangerous magical
diseases.
Tiny Swarm, Unaligned
Armor Class: 11
HP: 15
Speed: Fly 20
STR 8-1 DEX 14+2 CON 11+0 INT 2-4 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:1/2(100XP)
Sting: +3 to hit 1d4 piercing damage the target must also make a DC10 Con save or take 1d6
poison damage.

Tebo: A magical variety of warthog found in the Congo and Zaire, the Tebo is known for its ability to
turn invisible, as well as its extremely strong and spell-resistant hide.
Due to the strength of its skin it is often used in making protective
shields and clothing. Add to this that it is often lighter than
equivalent skins such as dragonhide, however it is much rarer as the
Tebos ability to turn invisible and their natural speed make them
very hard to capture - almost impossible in fact - and very difficult to
evade when they do wish to attack.
At present Tebo are largely wild, though there are a few kept on
reserves and bred to provide a constant supply of the hide. The sale
of this hide is used to keep the reserve running, and to allow it to
expand, leaving it not terribly likely to fail. All the same Tebo hide remains rare, especially outside of
Africa, not aided by the limited number of piglets had each year by the creatures.
Medium Beast, Unaligned
Armor Class: 15
HP: 88
Speed: 35
STR 16+3 DEX 10 +0 CON 18+4 INT 5-3 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:2(450XP)
Invisible: The tebo may turn invisible
Spell Resistant: The tebo gains advantage on any saving throws against spells.
Charge: The Tebo if moves in 10 feet in a direction gains +4 to hit, deals 1d8+1 bludgeoning
damage. The target must make a Con Save DC 13 or take 2d4 piercing damage.
Gore: +3 to hit 1d6 piercing damage.

Thestral: One of numerous breeds of winged horse known as Death Horses, or Omen Horses,
Thestrals, like most other variants so called are not truly either, instead only becoming visible to those
who have witnessed and accepted a death, and are otherwise invisible (though not intangible) to
witches and muggles alike.
Appearing almost skeletal in form, Thestrals are in ideal shape when you can count their vertebrae,
and are surprisingly strong for their weight. However their bony form should not deceive any hopeful
Thestral breeder - the horses require daily feeding of raw
meat, and if it is not provided will hunt for themselves. It
is interesting that of the four most well known and
popularly bred breeds of winged horse (the others being
the Abraxan, Aethonan, and Granian breeds) Thestrals are
the only well-known breed to have no feathers, their
wings more closely resembling those of bats, than those
of any avian. That they are sparsely haired adds, alongside
the wings, to their skeletal appearance.
While in the past they have been considered unlucky
there is no basis for this belief, and finally, after long years
of being hunted and ill-treated for this mistaken belief
they are gradually be accepted as they are - generally
gentle, when theyre not hunting. In the aftermath of the
Second Wizarding War in Britain a clear majority of wizards can now see Thestrals, which has led to this
increased acceptance, and now, even those Thestrals in France and the Iberian Peninsula, are being
met with greater acceptance. Generally however, the breeding of Thestrals, and the maintaining of any
specimens is frowned on without Ministerial permission, and can even be illegal in areas with high
muggle populations. It is generally advised that those who keep Thestrals - as with all winged horses -
cast disillusionment charms on the creatures regularly, to keep muggles from noticing.
Thestrals make excellent steeds, able to find most destinations from the name alone - like post owls -
and take their rider there, on ground or by flight, though flight usually risks the International Statute of
Secrecy, as muggles who have seen death can see Thestrals, if they are open-minded enough. The tail
and mane hair of Thestrals, which can be almost invisible, especially in the rare albino specimens,
makes for a powerful wand core, though it is tricky to use in wandcraft, and quite selective about its
first wizard. However once it has selected its witch in can be claimed with relative ease, and will cleave
to its new witch without qualm.
Traits:
Large Beast, Unaligned
Armor Class: 11
HP: 21
Speed: 60 Fly 60
STR 18 +4 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1 (200XP)
Invisible: They are invisible to all who have not dealt with a death.
Hooves: Melee Attack +4 to hit, reach 5 feet. Hit 2d6+4 Bludgeoning Damage.
Bite: +4 to hit 1d8+4 piercing damage.

Three Headed Dog: Sometimes also referred to as Kerberids (literally Sons of Cerberus, after the
original specimen of the breed), and cousins to Orthrids (also called Orthrus Hounds), Three-Headed
Dogs are often huge in size, and hard
to tame. Thankfully breeding rarely,
they are fairly common in Greece and
are sometimes, with Ministerial
licenses, traded and bred elsewhere,
though this is very much regulated
due to the danger of rabid Kerberids.
Kerberids as pups are surprisingly
small, not much larger than a Jack
Russell Terrier or a Crup, but grow
rapidly, and can live around half a decade with relative ease. When pups they are very dependent on
the one raising them, and easily trained. Thus if raised by their mothers they will usually adapt to
whatever training methods she might be under, while if hand-reared they might be soothed to sleep by
a particular blanket or song, or sit and guard in response to certain verbal or musical commands.
Traits:
Huge Beast, Unaligned
Armor Class: 15
HP: 149
Speed: 60
STR 22+6 DEX 12+1 CON 20+5 INT 2-4 WIS 15+2 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 4 (1,100XP)
Multiple Attacks: All three heads may make a bite attack
Bite: +5 to hit 1d12+6 Piercing damage.

Thunderbird: When colonists first came to the New World from the Old, they were frequently
dismissive of the advice of native groups and individuals, magical or not. Though many of them heard
the stories of the great Thunderbird, which brings rain and storms as it flies, they were dismissive, until
they heard the cries of the North American Thunderbird. At this point they quickly assumed the Native
individuals theyd spoken to be foolish, and assumed theyd misidentified their great feathered dragon
breed as a bird. Indeed journals from early colonist, the wizard Edgar Thou-Shalt-Not-Commit-Adultery
Beam, record thusly, Last night a great storm blew in, and among the loud peals of thunder came
loud, unearthly, cries. The children started claiming it was the Thunderbird the natives had spoken of,
but on going outside I spied a dragon, wings feathered, and larger than any I had seen before.
However, in 1882 a Thunderbird was sighted by the witch Mildred Caulder, and she reported it to all
she could,
including, by
Floo, relatives
several hundred
miles to the
south. When the
storm hit them,
they too spotted
the bird, and
took advantage
of their single
camera to take a
photograph.
This image was
rapidly
published in the local newspaper, and soon in journal after journal, with quotes from Caulder and her
relatives. At present the specimen seen is believed to have been one of the great fully mature,
or animkii birds, given the creatures apparent scale in the photograph, rather than an
immature binesi Thunderbird.
No apology was ever made for the mistakes of the European colonists, who so easily assumed
foolishness, but the Thunderbird is now a firmly believed in creature, though a rarely seen one.
Believed by Magizoologists to be a cousin to the Rukh, the creature has a magic all of its own, in its
ability to bring storms where it goes. Though young specimens (referred to as binesi) are fairly small
(around the size of a Golden Eagle) they rapidly grow to a size only a little smaller than a full grown
Rukh (known as the mature or animkii Thunderbirds). Thankfully, for all their size, they are rarely
spotted by muggles, usually flying deep within their storms, where they cannot be spotted. Despite this
feathers are often dropped by the birds, during preening, fights, flight and mating, and are carefully
tracked down by witches who use them in wandmaking.
The creatures themselves are also utterly ingrained in muggle lore, and even the attempts to separate
magical from muggle across the USA has not succeeded in pushing all muggle reports of the creature
into myth. Many myths contain details about the creature which are either false, or, more likely, have
simply eluded modern magizoologists, such as the tales that say the blinking of a Thunderbird can
summon lightning, while its wingbeats bring thunder. Given the sheer size of the creature, and how
feathers from the creatures retain static long after being separated from the bird, it does not seem
unlikely to many magizoologists that at least some of these stories might be rooted in truth, much as
some muggle lore in the Old World is. At present they are considered amongst the Firebird-type birds
of the world, largely due to the properties of their feathers in wands, which are very similar to that of
Phoenixes - being difficult to master but extremely powerful when well-matched - and are much used
by the still-living Wandmaker Shikoba Wolfe, one of a very few wandmakers who know how to handle
the wandcore.
Traits:
Large Beast, Unaligned
Armor Class: 17
HP: 188
Speed: 20 Fly 60
STR 18+4 DEX 16+3 CON 15+2 INT 2-4 WIS 12+1 CHA 10+0
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 7 (2900XP)
Fly-by Attack: After making an attack the Thunderbird may still use any movement it has left.
Multi-attack: The Thunderbird may make a slash and peck attack.
Slash:+6 to hit 1d8+4 Slashing damage.
Peck: +6 to hit 1d12+3 Piercing attack.
Weather: A thunderbird may summon a storm over a mile in radius, it takes 1d6 turns to
summon.
Lightning: Once a storm is summoned a thunderbird may make a lightning attack, +6 to hit
2d8+2 Lightning damage.

Transfiguration Accidents: Due to the difficulty of Transfiguration, it is not uncommon for there to be
accidents made in the process. While some are mild and easily
fixed, others can be more lasting, especially if they escape from
where they are made. Most accidents in the art of Transfiguration
come directly from poor attempts to Transfigure one object or
animal into another thing, though some (such as the rather
common Transfiguration Accident the Frog-Rabbit) come from
incorrectly performed Conjuration spells, which fall under the
categorical umbrella of Transfiguration. Most Transfiguration
Accidents are mild, but living creatures can be especially
interesting, on a number of levels.
Most usually Transfiguration Accidents occur in classrooms, with a
very few occurring at home with small children. Fewer still occur
when adult witches mis-transfigure an object. While most
Transfiguration Accidents are fixed relatively easily - there are a variety of spells which can fix them,
from Finite Incantatem to Reparifarge to variants on Evanesca and Evanesco which causes a conjured
object or animal to be Vanished - some are not so easily handled, and must be captured and studied.
One of the most curious ones of recent years was the Flaming Purple Rabbit created at Hogwarts
School by an attempt to Transfigure a lit candle into a Rabbit, only bested by the yet-more recent
Walrus-Turtle created by a first year of Americas Allegiance Academy.
Traits:
Small Beast, Unaligned
Armor Class: 14
HP: 41
Speed: 35
STR 12+1 DEX 12+1 CON 13+1 INT 2-4 WIS 12+1 CHA 11+0
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1 (200XP)
Multiple Powers: A transfiguration accident may take 2 attacks or traits from other creatures
with a Challenge rating of 2 or lower.
Slam Attack: +3 to hit 1d4+1 bludgeoning damage.


Troll of Nadroj: A curious subspecies of Troll, the Troll of Nadroj has only been seen once, and appears
to be a Mountain Troll with incredibly large hands. Whether it is a wholly new species or simply an
unusual specimen of an existing one is unknown, but until
further studies can be done it is being regarded and largely
recorded as a wholly separate kind of troll.
There are a few theories regarding the Troll of Nadrojs traits,
none of which yet have a firm backing. Firstly is that it may
have originated from the area it was spotted in - the Nadroj
Magical Creature Reserve in Hungary, which is known to have
a high level of background magic, not aided by the magics
worked into its protections by its founder, Jordan Balog, who
believed there was power in words and names, and in the
reversing of them. The forest of the Reserve is home to
Mountain Troll, giving the Troll of Nadroj the large and
sometimes branchlike hands found on some Forest Trolls.
Traits:
Huge Humanoid, Evil
Armor Class: 18 (Natural Armor thick skin)
HP: 181
Speed: 30
STR 24+7 DEX 13+1 CON 25+7 INT 10+0 WIS 11+0 CHA 7-2
Saves: Con +10
Skills: -
Senses: Passive Perception 10
Languages: -
Challenge Rating: 6 (2,300XP)
Spell-Resistant: The troll can ignore level 1,2, and 3 spells.
Multi-attack: The Troll can make a club and slam attack with an attack action.
Slam: +6 to hit 5 ft reach deals 1d8+6 bludgeoning damage.
Club: +6 to hit 10ft reach 1d12+6 bludgeoning damage.
Unicorn: Unicorn foals are born pure gold in color. They remain so until they are about two years old,
at which time they turn silver in color. At around four-years-old
their horn grows in. They are fully grown at about seven years
old, at which at this age they turn a shade of pure white that is
so bright that it makes freshly fallen snow look grey in
comparison. Their hooves are golden, (remaining so from their
gold stage, the first two years of their life), and their blood is
silver-blue in color and shines under the moonlight. The
average life span of a Unicorn is unknown, there are theories
they could be almost immortal.
Unicorns are known to inhabit forests, including the Black
Forest and the Forbidden Forest. They generally prefer the
touch of women or female-identifying individuals but will
accept the touch of males on occasion. When a unicorn feels scared their speed is such they can be
almost impossible to catch.
Traits:
Large Beast, Unaligned
Armor Class: 11
HP: 21
Speed: 60 Fly 60
STR 18 +4 DEX 12 +1 CON 13 +1 INT 2-4 WIS 12+1 CHA 7-2
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1 (200XP)
Immortality: The blood of a unicorn can heal all poison and damage, even stop aging, but it
becomes addicting and without unicorn blood in the person system they have 2 levels of
exhaustion and seem in constant pain. The blood takes 6 months to leave their system.
Hooves: Melee Attack +4 to hit, reach 5 feet. Hit 2d6+4 Bludgeoning Damage.
Horn: +4 to hit 1d8+4 piercing damage.
Valcore: A magical creature of immense size, a Valcore is a hybrid of a Giant and an Ogre, and are
highly dangerous. Capable of growing to huge size, they are also terribly strong, capable of ripping out
full-grown trees to use as clubs. Thankfully very rare, there was a
spate of the creatures in the middle ages, believed to have been
caused by border wars influencing the migratory patterns of Giants
and Ogres. Perhaps unsurprisingly the creatures are recorded as
being quite hostile, but more recent interactions show they have the
surprising intelligence found in Ogres as opposed to the more limited
intelligence of many Giants.
In recent years first-generation Valcores have become much rarer,
though there are a few established populations of the creatures
which utilise Ogre magics in order to keep themselves safely apart
from other magical communities. Over the years those few Valcores
which emerge have started to exhibit signs of insular dwarfism,
growing smaller in size and yet retaining the strength and spell-
resistance of Giants, however this has been hard to map as they do only emerge rarely. Indeed, many
are beginning to doubt their very existence.
Traits:
Huge Giant, Lawful Evil
Armor Class: 15
HP: 138
Speed: 40
STR 23+6 DEX 9-1 CON 21+5 INT 9-1 WIS 10+0 CHA 12+1
Saves: Con +8 Wis+3 Cha+4
Skills: -
Senses: Passive Perception 13
Languages: -
Challenge: 9 (200XP)
Spell Resistance: all spells of level 4 or under are useless.
Multi-Attack: Makes 2 tree attack
Tree: +9 to hit reach 10ft 3d12+6 bludgeoning damage.
Rock: +9 to hit range 60/240 3d10+6 bludgeoning damage.

Vampyr Mosp: A fanged wasp-moth hybrid created in some magical greenhouses by sheer proximity
to a large number of magical plants and insects, the Vampyr Mosp is a vicious
creature, but is usually content to feed solely on certain magical flowers such
as Chronos Orchids, and Umbrella Flowers.
Vampyr Mosps generally come in two varieties although this can be increased
depending on locale of origin. However where they were first recorded -
Hogwarts School of Witchcraft and Wizardry, they come in two primary kinds,
those of Red and those of Purple.
In general the purple variants appear to be less aggressive, however both can give painful bites and
double stings. While generally choosing to stay in Greenhouses to feed, they are sometimes drawn by
the scents of waste and refuse of sewers, and may be found there also.
Tiny Swarm, Unaligned
Armor Class: 13
HP: 15
Speed: Fly 30
STR 8-1 DEX 14+2 CON 11+0 INT 2-4 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:1/2(100XP)
Sting: +3 to hit 1d4 piercing damage the target must also make a DC10 Con save or take 1d6
poison damage.

Wampus Cat: A large and dangerous feline found in North America, there are many stories about the
origin of the Wampus cat, including one tale of the creatures having originated as transfigured people,
in a way not dissimilar from the story of the Quintaped.
However this story is often swiftly dismissed by Western
Magizoologists who instead compare the feline to the
African Nundu, for its great size, intelligence and magical
resistance, as well as how dangerous the creature is.
Generally Wampus Cats appear to be incredibly large, sabre-
toothed, cougars, which can produce dangerous levels of heat
with their breath, though not fire. Known to be the cause of
many moose and caribou deaths each year, the Wampus Cat
is rarely spotted by humans, and no specimens have yet been
killed by humans, though many dead specimens (often apparently killed by other Wampus Cats) are
found.
Wampus Cats tend to favor mountainous terrain, though they will descend into forested lowlands on
rare occasions. Their preference for mountains is believed to be due to their hunting practices, which
are harder to apply in plains and lowlands, due to their great size, and thus visibility. Wampus Claws
are used in some potions to help define and separate emotions, but their rarity makes them very
expensive, and rarely seen on the open market, while the now-prominent Jonker family of American
Wandmakers are known for using the creatures hair in their wands, ever since their first magical
member in the 1920s.
Medium Beast, Choatic Evil
Armor Class: 15
HP: 124
Speed: 40
STR 16+3 DEX 18+4 CON 13+1 INT 7-2 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:4(1,100XP)
Multi-attack: The wampus attack can make a slash and bite attack.
Slash: +4 to hit 1d6+3 Slashing damage.
Bite: +4 to hit 1d8+3 Piercing damage.
Heat Breath (recharge 5-6 rounds): Cone 15 ft. Those caught in the cone must make a Dex save
DC15 or take 3d6 heat damage.

Water Sprite: Close cousin species, Water Sprites and Kajsas are both found under similar
circumstances - when there is high wind
passing over water - and are similar in
appearance. Though there are a few
significant differences between how the
two are classified such as that the Kajsa
prefer to fly high, while Sprites are
content to play along the waters surface.
Most Water Sprites rest within the water,
while Kajsa prefer to stay along the edge,
but the creatures are closely related, and often interbreed meaning that, despite their differences,
they are often conflated.
Interestingly Kajsa and Water Sprites are both pranksters, and can even, on occasion, be malicious.
However Kajsa tend to be far crueler to those who who might be considered to merit it - the cruel,
unkind, wilfully lazy or otherwise negative - while Water Sprites can be indiscriminate in their targets,
and have been known, like Grindylows, to drag people into the water to drown them. Generally Kajsa
are taught of by Care of Magical Creatures classes, and Magizoology courses, while Water Sprites are
covered by Defence Against the Dark Arts classes.
Small Elemental, Unaligned
Armor Class: 13
HP: 58
Speed: Swim 60
STR 17+3 DEX 16+3 CON 13+1 INT 11+0 WIS 10+0 CHA 10+0
Saves: -
Skills: -
Damage Resistance: Fire, Bludgeoning, Piercing, and Slashing.
Damage Immunity: Poison
Condition Immunity: Exhausted, Grappled, Paralyzed, poisoned, restrained, prone, unconscious.
Senses: Blindsight 30 Passive Perception 10
Languages: one local
Challenge:3(100XP)
Invisible In water: Is invisible while submerged in water.
Water Bound: if a water sprout leaves the water source it dies.
Slam: +5 to hit reach 10 ft. 3d6+3 bludgeoning damage.

White River Monster: Poorly studied by the magical world - and unfortunately known of by the
mundane, which consider it a cryptid - White River Monsters are a surprisingly large variety of spined
fish found in the White River in Arkansas state. The
creatures grow and molt the spines with their layers
of skin, though some are known to find their uniquely
long teeth by chance and consider them spines. Due
to its spines it is considered by some to be a cousin to
the Shrake found elsewhere, however its vast size
makes this unlikely. Interestingly enough the river
has no mer-presence, and no mer from elsewhere
have been known to venture into it, declaring it the
territory of creatures [theyd] rather not cross.
What little is known of the creatures is known thanks
to the efforts of the late wandmaker Thiago
Quintana. He was one of a very few to ever capture the creatures, and the only one with a consistent
ability to do so, enabling his use of the creatures spines in his rather elegant and surprisingly forceful
wands. Due to his secrecy regarding his method of luring the creatures since his death no wandmaker
has used the spine of White River Monsters as a wandcore, though a few individuals have made wands
with found spines. It is also unfortunate that, due to his death, very little remains known about this
creature, leaving it one of the must poorly studied creatures in the magical world.
Large Beast, Unaligned
Armor Class: 17
HP: 158
Speed: Swim 60
STR 21+5 DEX 14+2 CON 23+6 INT 2-4 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:8(3,900XP)
Water Bound: It dies if it leaves the water.
Magic Immunity: Immune to spells of 5th level or lower.
Bite: +8 to hit 4d8+5 piercing damage.

Whitetail Spider: Sometimes called the Whitetail spider in old Folio Bruti, the Frosted Spider is a large
arachnid, which is resistant to numerous spells. While it was first named
the Whitetail Spider this practice was discontinued due to confusion with
numerous muggle-borns, though it is native to the north of the British
Isles, rather than Australia where the mundane White Tail originates.
Highly venomous, the Frosted Spider prefers the cold, and as such is
distinctly vulnerable to fire-spells, while it is resistant to most other
offensive spells. The Frosted Spider will hunt most anything which
ventures into territory it considers its own and though it cannot grow so
impressively large as an Acromantula, it can nonetheless grow large
enough (about wild rabbit sized) to cause worry for many.
Small Beast, Evil
Armor Class: 14
HP: 71
Speed: 30
STR 14+2 DEX 14+2 CON 11+0 INT 2-4 WIS 13+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:3(700XP)
Damage Vulnerability: Fire
Spell Immunity: Immune to all spells of 5th level or lower except fire spells.
Bite: +4 to hit 1d6+2 piercing damage, on a successful hit the target must make a Con Save
DC15 or take 1d8 poison damage.

Wide-Mouthed Toad: A rather blotchy purple and blue toad, the Wide-Mouthed Toad of Northern
Scotland, can also be found in marshy and boggy
areas of France, Germany and Denmark, and is
often kept and pickled for use in fireproofing
potions. Quite why the distinctly amphibious
creature is as resistant to fire as it is unknown, but it
has led to them being used to chase out
Ashwinders, as they are more than capable of and
do eat Ashwinders with great satisfaction.
While usually harmless and passive to an almost
worrying degree, Wide-Mouthed Toads can become
highly aggressive when defending their spawn and
toadpoles, usually only being stopped after being
thoroughly shocked by an electrical variant of the
common Green Sparks Spell. However collecting and pickling such specimens, despite their
aggressiveness, is generally disapproved of, and usually they are left to continue to defend their
offspring once they shake off the effects of the spell.
Tiny Beast, Unaligned
Armor Class: 11
HP: 19
Speed: 20 Swim 30
STR 8-1 DEX 13+1 CON 11+0 INT 2-4 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:1/2(100XP)
Damage Immunity: Fire
Damage Vulnerability: Lightning
Bite: +3 to hit 1d4+1 bludgeoning damage.

Wildflower Sprite: Often found camouflaged among flowers, Flower Fairies often look similar to the
plants they inhabit and may, in the cases of some plants, pick
up some behaviors from their plants. For example a fairy
inhabiting a Venus Flytrap may be insectivorous rather than
herbivorous and may have something of a more snappy nature.
Flower Fairies are one of the better known types of Fairies and,
though not seen by muggles, are often seen by wizards, who
will, on occasion, kill them for use of their body parts in
potions. This has been banned in Germany in order to protect
the standing populations of Fae, and some other magical
ministries are moving to do the same after recent research has
suggested that Flower Fairies may have intelligence akin to a
toddler, rather than a cat as believed before.
Flower Fairies, like Common or Garden Fairies, communicate
via a high pitched buzzing sound, and can be quite
mischievous. If a witch befriends any Flower Fae living in their garden (as the fairies are wont to do),
they may well find their plants flourishing, as the native magic of the Flower Fairies feed the plants.
One way to ensure a good relationship with Flower fairies is to provide them with small beads or
baubles, or to hang wind-chimes, witch balls and crystals around the garden. The pretty sights and
sounds often encourage good feeling from the Flower Fairies who, in turn, pour their magic into the
plants.
Tiny Swarm, Unaligned
Armor Class: 11
HP: 15
Speed: Fly 20
STR 8-1 DEX 14+2 CON 11+0 INT 2-4 WIS 12+1 CHA 8-1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:1/2(100XP)
Bite: +3 to hit 1d4+2 piercing damage
Nature Magic: Can compel plants to rapidly grow.
Wood Nymphs: Native to the woods and forests of France, these nymphs appear almost to be cousins
to Grecian, albeit on much smaller scale. While the creatures inherited both
the Dryad and Bowtruckle desire to protect their trees, they did not inherit
the Dryad reliance on the trees for life, and instead these petite creatures
can willingly leave their trees, and indeed their forests, without any great
harm coming to them. Indeed it is not uncommon for these small creatures
(only usually about a foot or two high) to take up positions with the
Beauxbatons school, and sing for the students, during the miserable
months of winter.
However it is generally wise not to damage the woodlands a Wood Nymph
calls home, as they retain the long slender fingers of Bowtruckles, and are
just as able to poke out peoples eyes. Although they can be placated and
reasoned with - they are usually accepting of Beauxbatons request for trees
each Christmas - they like to have something as payment for any damage done to their spaces, be it a
painful vengeance, or, as Beauxbatons practices, a planting of new trees to replace those taken.
Medium Fey, Neutral
Armor Class: 16
HP: 22
Speed: 30
STR 10+0 DEX 12+1 CON 11+0 INT 14+2 WIS 14+2 CHA 18+4
Saves: -
Skills: Perception +4 Stealth +5
Senses: Passive Perception 14
Languages: One Human, Tree
Challenge:1(200XP)
Scratch: +3 to hit 1d6+1 slashing damage
Magic Resistance: Has advantage on saving throws against spells.
Speak with Beasts and Plants: Can talk to plants and beasts.
Tree Stride: Can magically spend 10 movement to appear to any tree in sight.

Wrackspurt: Caused by minute, magically charged pieces of dust, Wrackspurt swarms can mimic
sentient behavior, and cling to magical individuals. Most commonly the dust is made by Chizpurfle
fangs, Floo Powdered ashes, and similar, around which many charms have been cast. The sheer level of
magic creates and increases the level of intelligence in the dust - as it has been proven capable of doing
with the noticeably increased intelligence of
many witch pets.
Wrackspurts are often hard to see, though
some lenses can aid one in catching a glimpse,
and how they move can indicate the
temperaments and even the presence of
another nearby. Generally Wrackspurts are
known for confusing the senses of those they
are near, though some people (especially those
who are exceptionally open-minded) may
prove resistant. Those who are not so resistant
may well find themselves more volatile - emotionally and magically - while the Wrackspurt cloud is
present.
Tiny Swarm, Unaligned
Armor Class: 11
HP: 8
Speed: Fly 20
STR 8-1 DEX 14+2 CON 11+0 INT 2-4 WIS 12+1 CHA 12+1
Saves: -
Skills: -
Senses: Passive Perception 11
Languages:
Challenge:0(0XP)
Invisible: Without special add a wrackspurt is invisible to the human eye.
Emotional Attack: A wrackspurt may enter the same area as a person, they must make a
Charisma saving throw DC13 or become overtly emotional.

Wyvern of Witheranyon: A now extinct variety of Wyvern-type dragon, the Witheranyon Wyvern was
found throughout Europe, with one of the most well-known specimens
being that of the Wyvern of Wye, which was killed by Sir Cadogan, one
of the few magical knights of Arthurs round table. Witheranyon
Wyverns were known to be very migratory, rarely settling down (the
Wyvern of Wye being an exception, and its exceptional nature being
the reason for the hunt declared against it), and would usually feed as
they went, picking up sheep and cattle from herds and devouring them
as they flew.
Witheranyons came in two main colors - brown ones were elderly
females, exceptionally vicious and highly protective of their nests,
known to fight males who came anywhere near the area staked out as
their nesting territory unless they brought food, while the males were
smaller and green in color. All sexes of the Witheranyon had great spikes
on their wings, large horns and impressive claws, though they were generally bigger on the females,
who would often be well fed by the male who sired her offspring in the hope of more of the hatchlings
surviving and passing on his genes.
Sadly, Witheranyons migratory nature made it hard for them to run into each other reducing the
number of offspring, and the devastation they could cause when settled (usually to nest and in the
case of the Wyvern of Wye possibly laziness) led to many of them being slaughtered. Further, their
ability to create flame was not quite the same as many other dragons, and left them prone to
accidental explosion, such as the one triggered by Sir Cadogan when hunting the Wyvern of Wye.
Large Dragon, Unaligned
N/A

Yeti: Native to Tibet this creature is responsible for more breaches of the Statute of Secrecy, per year,
than any other beast or being. Of huge size, the Yeti can reach heights of up to 15 feet, and its thick
white fur can make it look larger still, while somewhat
disguising it amongst the snow of its habitat.
Yetis, like the Trolls many suspect they may be related to,
will willingly attack anything that crosses its path, although
Yetis are notably more vicious than Trolls. However Yetis by-
and-large fear fire, so with only the most simple
of incendio spells, one may turn them away and escape to
safety.
However due to their viciousness and inhospitable habitat
no wizard has yet been able to study a Yeti. Due to the
violence of Yetis, the difficulty of tracking one, and their own
keen knowledge of their habitat, they break the Statute
often, and the ICW has been forced to place a permanent Task Force in the mountains to help hide the
creatures
In America a branch of the Yeti family seems to exist, often being called Bigfoot, though sometimes
called the Abominable Snowman. A lowlands variant of this breed also exists, and is known as the
Sasquatch. Yeti hair can be used in wands, though the sheer difficulty of obtaining any means little is
known about its traits as a wand core. There are, in history, some tales of wizards managing to kill Yetis
and several wizard families in Tibet, and one Japan have objects made with parts from Yeti and Yeti-
related magical creatures. The Tibetan families have several coats of Yeti fur, which they say never
needs to be spelled to be warm, and teeth of the creature, enchanted to warn of oncoming
snowstorms.
Large Beast, Chaotic Evil
Armor Class: 12
HP: 52
Speed: 40 Climb 40
STR 18+4 DEX 13+1 CON 16+3 INT 8-1 WIS 12+1 CHA 8-1
Saves: -
Skills: Perception +3 Stealth +3
Senses: Darkvision 60 Passive Perception 13
Damage Immunity: Cold
Languages: Yeti
Challenge:3(700XP)
Fear of Fire: If it takes fire damage the yeti has disadvantage on the next ability check or attack
check it makes.
Keen Smell: Has advantage on smell related perception.
Snow Camouflage: Has advantage on stealth check in snow.
Multi-attack: Can make 2 claw attacks.
Claws: +6 to hit 1d6+4 slashing damage.

Zombies: Quite distinct from Inferius, Draugr, and various other undead creatures, Zombies are
created through a series of complex rituals, much as other Undead creatures often are. However
Zombies have an extra addition, which makes them quite distinct
and unique: they are imbued with a sliver of soul - from an animal,
or even sometimes from their maker - that allows them to move
with some degree of independence. Where Inferi have no will or
ability of their own and rely on orders to act, Zombies can preserve
themselves, act on their own (to some degree), and even act as
host bodies if their makers original form is destroyed, much in the
manner living intended horcrux might. It is due to this that the
making of Zombies is incredibly restricted in the USA, and was, for
a long time, banned entirely, though recent laws passed regarding
ownership of cadavers have permitted it, to a minor, and
monitored degree.
Zombies created as servants are often dangerous if their creator is
malicious, though they tend to be largely harmless otherwise,
simply doing tasks for their maker; anything from collecting plants
for potions, to guarding areas. If the maker of a Zombie dies, and
the soul sliver in the Zombie is not the makers, a Zombie can continue existing, to some degree. Some
have even been known to develop a kind of personality, and often exist separately from most
individuals, magical or muggle, though just as many have been known to go mad, and begin to kill
people.
In the modern day most known Zombies known to exist are found in America, where the complex
magical rituals required to create the creatures are better known. However the practice originated in
Haiti with similar, though distinct, rituals creating a much older variant of Zombie in various places in
Africa, most notably the Congo and Angola. The rituals in Haiti were from a combination of the lore
and rituals of African slaves there, mixed with the lore and rituals of the native Tano people, creating
the creatures referred to, in the modern day, as Zombies. When Africa was colonized by Europe the
knowledge already brought by African slaves (magical and muggle) of Zombies, lead to their
designation as such, though Mummies (creatures somewhere betwixt Zombie and Inferius) are an
utterly separate creatures, and designated as such.
Medium Undead, Neutral Evil
AC:8
HP:22
Speed: 20
STR 12+1 DEX 8-1 CON 16+3 INT 6-2 WIS 8-1 CHA 5-3
Saving Throw: Wis +0
Damage Immunity: Poison
Condition Immunity: Poisoned
Senses: Darkvision 60 Passive Perception 8
Languages: Any in life
Challenge: 1/4
Undead Fortitude: Damage reduces the zombie to 0HP it makes a Con saving throw DC 5+damage
taken, unless the damage taken is radiant or a critical hit, on a successful save they have 1 HP
Slam: +3 to hit 1d6+1 Bludgeoning Damage.

Beings and Spirits


Animal Ghosts: Highly unusual phenomena, Animal Ghosts are caused by very different things to
sapient ghosts and are much much rarer. Where sapient ghosts continue to exist out of a fear of death
or some form of unfinished business, Animal Ghosts persist, usually, out of some form of loyalty for a
particular human - thus it is that some ghosts may still have the
horses they rode in life with them in their ghostly afterlife, or their
cats or dogs to follow at their heels - though some few persist
instead of some association with a particular place. Usually all have
been exposed to magic in some discernible fashion, even if only
passively. In addition to this are Animal Ghosts which are classified
as such despite not being ghosts, such as Phantom Rats
and Gytrashes, being instead living creatures with phantom
tendencies.
Animal Ghosts are otherwise much like sapient ghosts, able to pass
through solid objects, causing a chill, and capable of creating
ectoplasmic slime on occasion. Some few are capable of interacting with the physical world in some
way, most notably ghost cats, which are known to be able to catch Phantom Rats as they pass through
solid objects. Particularly loyal animal ghosts have also been known to maintain their humans grave,
keeping it clear of leaf litter and, on occasion, dragging flowers over. Others still have been known to
prevent graverobbing attempts or otherwise keep the dead from being disturbed. Generally it is not a
wise idea to taunt or anger an Animal Ghost, as they are often more capable of causing trouble than a
sapient ghost.
Medium Undead, Any alignment
AC:11
HP:41
Speed: Fly 40 (hover)
STR 7-2 DEX 13+1 CON 10+0 INT 6-2 WIS 12+1 CHA 15+2
Saving Throw:
Damage Immunity: Cold, Necrotic, Poison
Condition Immunity: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, and
Restrained.
Senses: Darkvision 60 Passive Perception 8
Languages: Any in life
Challenge: 4 (1,100)
Incorporeal Movement: may move through objects and people as if difficult terrain, every turn they
take inside an object they take 1d10 force damage.
Etherealness: Can become untouchable, any attacks on it while in ethereal form fail, but it cannot
make any attacks, changing form is a movement action.
Strike: +4 to hit 1d6+2 force damage.

Banshee: One of the most well known varieties of Fae Washerwomen, Banshees are capable of five
distinct vocalizations. The first two are common human-like speech, and singing which can vary from
human-like to Veela-like depending on intent. The next vocalization they are known for is the Keen,
with which they foretell the death of an
individual. The next is the wail, with which
they can crack and even shatter glass, and
the last is the scream, which is invariably
deadly. If a witch claims to have survived a
banshees scream they are either lying, or
have non-human ancestry within two
generations (from parents or grandparents).
While they are often considered Dark
creatures, this is similar to the bias had
against Thestrals, due to the shared association with death, and Banshees, when not angered, are
usually incredibly beautiful to humans, in a similar manner to Veela. When angered however a
banshee will undergo a change, and whether this is a form of shapeshifting as it is with Veela, or some
kind of glamour is yet unknown. The banshees hair lengthens and darkens, no matter what length and
color it was before, and their skin turns greenish, as well as clinging closely to their bones, as though
they are a corpse, and thus more skeletal.
Medium Undead, Chaotic -
AC:12
HP:57
Speed: fly 40 (hover)
STR 1-5 DEX 14+2 CON 10+0 INT 12+1 WIS 11+0 CHA 17+3
Saving Throw: Wis +2 Cha+4
Damage Resistance: Acid, Fire, Lightning, Thunder, non-magical weapons.
Damage Immunity: Cold, Necrotic, Poison
Condition Immunity: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone,
Restrained.
Senses: Darkvision 60 Passive Perception 10
Languages: Any
Challenge: 4 (1,100)
Detect Life: Can sense all living creatures 5 miles away.
Incorporeal Movement: may move through objects and people as if difficult terrain, every turn they
take inside an object they take 1d10 force damage.
Song: The song of a Banshee is a persuasion check with advantage.
Keen: The keen will reveal to the banshee when the listener will die of old age.
Wail: A Cone attack 15ft Dex Save DC14 or take 1d8 thunder damage.
Scream: Those within 60 feet of the Scream must make a Wis Save DC16 or be paralyzed, unless they
have non-human ancestry.

Caipora: A magical creature from Brazil, the Caipora is classified as a Spirit-Being. Found largely
around in the Amazon rainforest, around the Brazilian Magical School - currently named Castelobruxo -
Caiporas are small human-shaped spirits, sometimes
found riding Peccaries - the wild pigs of the rainforest.
They are known to be exceedingly mischievous, on par
and possibly even beyond Poltergeists in troublemaking
ability. Generally their human forms are those of the
indigenous natives of the rainforest with either a long
black mane or a fox-like head - sometimes wearing a fox
pelt. They are usually quite short, and rarely wear clothes
beyond a pelt or their own hair - often a long black mane.
Caiporas are known to have a penchant for smoking, and
are often highly protective of the areas they consider their
own - such as the grounds of Castelobruxo. While most
usually they protect the lands and the animals which live
within it, hunting and scaring away the prey of hunters
who do not respect the rules of fair play, they have been known to occasionally protect people too,
though the precise rules of this are hard to parse. However, rather like a Hinkypunk, it is very capable
of leading those it dislikes astray with hidden and false animal tracks leading them far from civilization.
Medium Undead, Any Good alignment
AC:11
HP:41
Speed: Fly 40 (hover)
STR 7-2 DEX 13+1 CON 10+0 INT 6-2 WIS 12+1 CHA 15+2
Saving Throw:
Damage Immunity: Cold, Necrotic, Poison
Condition Immunity: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, and
Restrained.
Senses: Darkvision 60 Passive Perception 8
Languages: Any in life
Challenge: 4 (1,100)
Incorporeal Movement: may move through objects and people as if difficult terrain, every turn they
take inside an object they take 1d10 force damage.
Etherealness: Can become untouchable, any attacks on it while in ethereal form fail, but it cannot
make any attacks, changing form is a movement action.
Strike: +4 to hit 1d6+2 force damage.

Curupira: Magical creatures native to Brazil, Curupiras are curious humanoids known for their ultra-
protectiveness of their habitat and the creatures within it. this protectiveness is even visible in their
form - they have backward facing feat, to create false tracks to
lure human hunters away from the animals they seek to make
prey and (often) into trouble. This can however, also cause
travellers rather some confusion, rather as Hinkypunks and
other Will-o-th-Wisp creatures can. Despite this similarity,
however, Curupiras are considered to be more closely related to
Dwarves, though they are not so hairy and stocky as their
European cousins.
Curupiras are generally noticeable by their fire-red hair, their
height and their backwards-facing feet, but they are not always
seen, usually leaving only their footprints and the illusions they
are able to weave with their magic. Most notable of these is a
high pitched whistling noise which can both frighten and drive
individuals to madness, though they usually only use this magic
when they themselves are hidden.
By and large if one respects the forest, does not over-hunt, and does not hunt animals caring for
young, one will not encounter Curupiras, for good or ill. The exception to this is magical creatures - if
one intends to hunt a magical creature in the South American rainforests one had better first ensure
no Curupiras or Caiporas are present in the area as both are protective of the animals in their range.
Curupiras, however, are often considered much worse, and can be quite violent in defence of their
animals.
Hinkypunk
small Beast, Neutral Evil
Armor Class: 13
HP: 56
Speed: 20
STR 8-1 DEX 15+2 CON 16+3 INT 7-2 WIS 12+1 CHA 18+4
Saves: -
Skills: -
Senses: Passive Perception 11
Languages: -
Challenge: 1(200XP)
Wisp: Able to become incorporeal the Curupiras all attacks done against it are done with
disadvantage, when hit with a spell, it loses this ability until the end of its next turn.
Whistle: All within 15 ft. must make a Wis Save DC13 or become frightened for 1 minute.
Multi-attack: Can make two attacks slam.
Slam: +4 to hit 1d6+2 bludgeoning damage.

Dark Goblin: Sometimes called the Dead Goblins (indeed their Gobbledegook Clan name translates to
this), Dark Goblins are among the most spell-resistant of all Goblin varieties, and the smallest clan at
present, due to their being targeted during past rebellions
due to their threat level. The Dark Goblins are not the best
metalworkers amongst the clans, not even having a
specialised or distinctive style, but are known to make the
most of all weapons and rapidly become very skilled at it. It
is due to this that Dark Goblins are commonly the guards of
Goblin Banks, though due to their small numbers they are
often supplemented by Goblins from other clans, such as the
Boudicca Goblins, though Dark Goblins have no home
territory, so to speak, while Boudicca Goblins do.
Dark Goblins are capable of surviving immense wounds - even down to the bone - and while the flesh
which heals over and into such wounds is not quite the same as it was before, it is also not quite scar
tissue. Thus attempts to kill Dark Goblins through plain trauma and injury are often unsuccessful, with
tactics such as Beheading, Dismemberment, or use of the Unforgivable Killing Curse being uniformly
favored by those who fought in attempts to put down previous Goblin rebellions. Even now Dark
Goblins are especially wary and distrustful of wizards, especially Aurors, and this is not expected to
change any time soon.
small Undead, Any Good alignment
AC:16 (in armor)
HP:41
Speed: 30
STR 12+1 DEX 13+1 CON 11+0 INT 10+0 WIS 12+1 CHA 15+2
Senses: Darkvision 60 Passive Perception 8
Languages: Any in life
Challenge: 4 (1,100)
Regeneration: Heals 10HP per round.
Multi-attack: Dark Goblin can make 2 sword or bow attacks.
Sword: +6 to hit 1d6+2 slashing damage
Bow: +6 to hit 1d6+2 piercing damage 60/320

Dukuwaqa: The rare Fijian variety of mer, Dukuwaqa are known for their shapeshifting ability, being
able to take a sharks form, a human form, and an intermediary form. Due to this they are believed to
be cousins to most of the more prominent varieties of
shapeshifting mer, including the extinct Mesopotamian Apkallu,
the Scottish Selkie, the South American Encantado, and the
Greek Siren. They are rarely seen in their shapeshifted form,
being increasingly threatened by fishing, but efforts by the local
magical government has designated certain waters magically
protected, much as is the case with the Ningyo merpeople of
Japan.
Dukuwaqa are highly territorial creatures, when in the water,
due to a curious quirk of their merpeople Heritage, which has
led some magizoologists and magibiologists to believe that the
creatures are cousins to the Adaro. However when in a partial,
or fully human form, especially when they are on land, they are
much more relaxed, though still very protective. Dukuwaqa have
been known to make alliances with local groups, promising their protection from the sea, should ever
the area be violently attacked, as well as guiding the ships and boats of those communities safely
through storms, rocks and reefs, in exchange for them not being hunted as sharks, or even being
protected as sharks. Though in recent years such agreements have not been made with muggles, such
alliances with magical groups are still common and active, making Dukuwaqa, and the very few
children born of witches and Dukuwaqa, much loved individuals.
Medium Humanoid, Any
AC:11 in human, 12 in shark, 13 in hybrid
HP:71
Speed: 30 Swim 40 (In shark or hybrid form)
STR 19+4 DEX 13+1 CON 14+2 INT 10+0 WIS 12+1 CHA 11+0
Skills: Perception +4
Senses: Darkvision 60 Passive Perception 14
Languages: Any
Challenge: 5(1,800XP)
Shapechanger: Can change between human, shark, and hybrid as a movement action.
Aquatic Adaptability: Can breathe air and water.
Multi-Attack: In hybrid form can use claws and bite attack.
Claws: +7 reach 5ft to hit 1d6+4 slashing damage.
Bite: +7 reach 5ft to hit 2d6+4 Piercing damage.

Dwarf: Once of an even population with Goblins, Dwarves have been largely driven away from the
magical world. As these diminutive creatures do not
need wands to direct their magic, but are much more
irascible about orders than House Elves they are rarely
employed in the magical world, but their tendency to
retreat into the earth in times of threat means they are
not known for the great Rebellions and Wars that the
Goblins are known for and thus, despite mining around
a third of the metal and gems used and held by
Gringotts, they have little standing in the magical world.
In the modern age many of them work embarrassing
jobs (Such as Valentines Cupids) which are some of the
few ways, outside of mining, that they can find work.
Given the increase in Goblin mining efforts in the past
century this has only increased, and some groups have
suggested that Dwarves may be risking endangerment.
Small Humanoid, Any
AC:14
HP:7
Speed: 30
STR 8-1 DEX 14+2 CON 10+0 INT 10+0 WIS 8-1 CHA 8-1
Skills: Stealth +6
Senses: Darkvision 60 Passive Perception 14
Languages: Any in life
Challenge: 1/4 (50)
Pick-Axe: +3 to hit 1d4+2 piercing damage.
Genie: At the current time jinn are believed to be similar to the poltergeist, and are, in the current
theory, believed to be an older and possibly more intelligent
variant of that same poltergeist. Known to have a hierarchy of
their own, with greater jinn being highly intelligent and very
dangerous and lesser jinn being more akin to trouble- and
mischief-makers, some western wizards have swiftly labelled
poltergeists and jinn as similar beings, willfully ignoring several
differences between the creatures. To start listing the differences
jinn can be helpful should they choose, and some are even
recorded as having converted to Islam and other faiths, at which
point they are known to be more helpful than their unconverted
brethren.
Another key difference between jinn and poltergeists are the
formers often need for summoning to make a presence.
Summoning jinn need not be a formal occasion, indeed certain records indicate that mockery of faith
or people can unintentionally summon jinn (there is record of a man making wudu (ablution)
backwards with urine to mock Islam, only to find he had summoned a troublesome and extremely
dangerous jinn). Jinn are also unique from poltergeists in that they are not tied to any one location,
and can travel as they please once convinced to interact with our world. Before they are convinced
they are more likely to simply drift by, not touching our world and invisible to us, unless we have been
granted the Sight to see them. The Sight is believed to be similar to Sights mentioned in European
folklore with regards to Fae and in other cultures with regards to certain supernatural beings that may
or may not ever have existed. As no solid evidence for Fae that match their description in Irish lore as
Sidhe has yet come into the open it has been suggested that these Fae were instead converted jinn
who, in drifting though our world settled in other areas and formed cultural groups with other jinn
apart from humans who did not share their specific faith.
It is believed places may be warded from jinn, as they cannot be from Poltergeists, although current
studies show that only certain places, often places considered sacred or where verses from the holy
book the Quran are regularly read, have any real protection from jinn. Some theories on this argue that
the phrasing of the language, similar to that of the magic of many Islamic wixes, bars jinn from the
area, while others suggest it is magic older than incantations and wand waving that hold back the jinn
and is instead tied to intent and more ritualistic, or even unintentional magic, caused solely by belief in
the words of the Quran.
Jinn are known to enjoy making mockery of beliefs and cultures and, should an individual start doing so
on a regular basis, they are likely to, intentionally or not, summon a jinn. Likewise leaving waste and
failing to clean areas is known to attract jinn who seek out the filth as scavenging creatures would
animal remains. Some jinn may whisper to people when in a non-physical form, which many
people perceive as a small but negative voice whispering in their mind, telling them to do bad things.
Jinn are known to identify as certain genders which they often show when taking a physical form. Most
commonly jinn in human forms look wrong or ugly in some way (having the feet of animals, often
written as being hoof-like, or having tails or some clearly non-human aspect) while jinn in animal forms
are known to prefer the form of snakes. If a snake-jinni is encountered in a wizards home the safest
thing to do, per the advice of the International Islamic Witch Council, is to ask it politely to leave, and
possibly say certain prayers and ayats (verses) from the Quran. If the snake-jinn do not leave the place
a wizard is at leave to kill it although this is suggested to only be done when no other option is at hand
as some attacks on jinn have led to returned attacks by the brethren of the jinn. Ignoring jinn is also
believed to help dispel their presence as they love little more than to have attention and to distract
people from their behaviors, habits, and, above all, faith.
Jinn in their natural forms are, according to records, beings of smokeless fire, although many take
different forms when interacting with, or sometimes merely watching, the human world. It is believed
this may be done out of curiosity or to practice mimicking human behavior in the event they possess a
human. Jinn who do possess humans can be forced out by reading passages of the Quran, and people
can prevent or at least reduce the likelihood and effect of a jinn by wearing certain ayats as amulets.
While a wizaed may use a jinn to harm or spy on a person by giving the jinn the hair or nails of the
person on whom they wish to spy this is considered an evil thing to do, and is even considered
debasing by some. When asked why, witches pointed out that jinni are untrustworthy troublemakers
no matter your faith and that if a wizard needed to use jinn to aid them could they be all that
trustworthy as well? The only known situation in which a wizard using jinn has been deemed
acceptable was the case of the Abrahamic Prophet, and King, Solomon who was, according to multiple
sources, from multiple faiths and sects, granted control over jinn by way of a sacred ring he was gifted
by God.
Large Elemental, Any
AC:17
HP:200
Speed: 40
STR 22+6 DEX 13+1 CON 24+7 INT 16+3 WIS 12+1 CHA 16+3
Saving Throws: Int+7 Wis+7 Cha +7
Senses: Darkvision 120 Passive Perception 12
Languages: Any
Challenge: 11 (7,200)
Shapechanger: Can change between human, shark, and hybrid as a movement action.
Aquatic Adaptability: Can breathe air and water.
Multi-Attack: The Djinn can make a scimitar attack and hurl flame attack.
Scimitar: +10 to hit 2d6+6 Slashing damage
Hurl Flame: +7 to hit 4d6 fire damage range 120.
Incorporeal Movement: may move through objects and people as if difficult terrain, every turn
they take inside an object they take 1d10 force damage.
Etherealness: Can become untouchable, any attacks on it while in ethereal form fail, but it
cannot make any attacks, changing form is a movement action.

Ghosts: The remnants of a magical soul, sometimes believed to only be the imprint, or memory of one,
ghosts are a thing unique to witches, with no other creatures leaving
behind part of themselves in quite the same way, though animal ghosts
do exist, albeit rarely. Usually of a silver-white appearance, most ghosts
carry things such as clothes, jewelry, and sometimes weapons, cups and
even horses through to their unlife with them, though the lattermost is
uncommon, and only witnessed as part of the headless hunts which
may be found around the world.
Ghosts are believed to be caused by a wizard being afraid of death, and
refusing to immediately pass on, or by having some unfinished business
and close association to a place that binds them to the world of the
living. Ghosts are incorporeal, unable to interact with the physical world
beyond causing a chilling sensation when they pass through people, and causing candlelight and flames
to turn blue where they congregate. Beyond that there is little which truly make ghosts of any
significant notice or importance. While they can retain some knowledge of their life they also retain
their prejudices, and while they can learn how language changes over time they themselves do not
really change in any meaningful way.
Ghosts can pass on, either by a forced exorcism (by spell or by ritual) or by choice, fading from
existence. This is often about as rare as ghosts coming into existence however, and like the
manifestation of ghosts it usually goes unwitnessed.
Ghosts can be directed and forced into doing things, to an extent, as while they have certain things
humans do not - intangibility, the ability to turn truly invisible - they are largely magical constructs held
together by energy and while most spells will not do them damage they can still be affected by death
related artefacts, such as the Veil of the British Department of Mysteries. There are also certain rites
and spells which can be used, which were often incorporated into funerals in Ancient times, in order to
ensure ghosts did not linger. This is a large part of why there are very few ghosts existing from the
Roman period or before.
Medium Undead, Any alignment
AC:11
HP:41
Speed: Fly 40 (hover)
STR 7-2 DEX 13+1 CON 10+0 INT 6-2 WIS 12+1 CHA 17+3
Saving Throw:
Damage Immunity: Cold, Necrotic, Poison
Condition Immunity: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, and
Restrained.
Senses: Darkvision 60 Passive Perception 8
Languages: Any in life
Challenge: 4 (1,100)
Incorporeal Movement: may move through objects and people as if difficult terrain, every turn they
take inside an object they take 1d10 force damage.
Etherealness: Can become untouchable, any attacks on it while in ethereal form fail, but it cannot
make any attacks, changing form is a movement action.
Strike: +4 to hit 1d6+3 force damage.

Giants: Known for their immense size, Giants tower over humans, and most human constructions,
causing many people to fear them, and leaving a lasting impact in the minds of muggles. In recent
magical conflicts - such as the rise of Voldemort and his later resurgence, giants were seen as almost
living weapons, well able to cause immense damage, when convinced to leave their mountain homes
and enter the wider world.
Giants are - most usually - some twenty-five feet tall, with some few being taller still, though this is a
rarity. These taller Giants are known to often use their greater size and strength to take over the social
groups Giants, becoming what are called, in the British Isles Gurg, although Giants elsewhere have
other, but equivalent terms. The term Gurg (or its equivalent) means, in effect, ruler, and it is with
these witches have had to negotiate to ensure that
Giants do not break the Statute of Secrecy, as well as on
the occasions they have been entreated to join wizard
battles.
Giants are not, by and large, anywhere near as
intelligent as most witches, and while there are some
few - such as Bran the Blessed - who have matched
human intelligence, this is a distinct rarity, and no
pureblooded giant since Bran, has matched his
intelligence in the British Isles. Nonetheless there are
many wizards who claim that Bran must have been only
a half-giant, disbelieving that any full giant could
possibly be so intelligent as Bran was proclaimed to be.
Nonetheless Giants do have their own languages,
cultures and societies, even if they are not immediately
evident or understandable by witches. Some can learn
human languages, albeit not always particularly well
and they even have their own social conventions - large
offspring are prized, and it is not uncommon for
smaller-than-usual offspring to be abandoned or
neglected. Giants also often have short fuses, and only so much patience, believing strongly that issues
should be dealt with quickly or those causing it killed, unless they prove sufficiently interesting - by gift
giving or otherwise providing entertainment - before the limit of the giants patience is reached.
This consistent lack of patience, found throughout all giant cultures, has lead to many of them to
death, in fighting one another for rights to areas, food, fire, and even gifts to the gurg. Given the sheer
size of giants, and their own resistance to much of wizard spellwork, it is often shockingly brutal to see
two or more giants fight one another. Such spectacles are often considered even more horrifying that
the fights between mountain trolls.
Huge Giant, Any alignment
AC:15
HP:138
Speed: 40
STR 23+6 DEX 9-1 CON 21+5 INT 9-1 WIS 10+0 CHA 10+0
Saving Throw: Con+8 Wis+3 Cha+4
Damage Immunity: Cold
Senses: Passive Perception 13
Languages: Giant
Challenge: 8 (3,900)
Multi-attack: Can make 2 axe attacks.
Magic Resistance: Gains advantage on saving throws against magic.
Axe: +9 to hit reach 10ft. 3d12+6 slashing damage
Rock: +9 to hit range 60/240 4d10 bludgeoning damage.

Goblins: Highly intelligent small beings, Goblins are known for their long-fraught relations with
humans. Goblins are believed to be close cousins to the human race they so detest, and have long
been detested by, and indeed, there are some witches which can claim Goblin ancestry. Goblins are by
nature, earth people, and excellent miners, metal smiths, and mathematicians, though this should not
allow anyone to forget their willingness to be warlike, and their great skill in that part. Indeed the
Goblin rebellions play a huge part on wizard history throughout Europe, and a lesser, though not
insignificant part elsewhere.
Goblins tend to be fair to swarthy in skin-tone, depending on how far beneath the earth they prefer to
delve, and tend to have
pale hair, dark eyes, and
pronounced facial
features. They also have
long, clever fingers, with
which they can wield
magic without a wand,
and often do when
smithing items, such as
they famed sword of
Godric Gryffindor. Some
goblins have, usually
pale, hair on their domed
heads, though it is not
uncommon for them to
be bald, and some of the
males do grow beards.
Female Goblins are
rarely seen, and, magi-anthropologists are told, spend much of their time managing the forges at
which many Goblins smith their nations magical currency, as well as other enchanted items.
Goblin diet generally consists of assorted roots and fungi, and similarly assorted meats, although most
anything which humans can eat can usually also be consumed by goblins. The language of Goblins is
called Gobbledegook, but wizards mocking of the language has led to the term, over the years, being a
word for nonsense in the muggle world, due to bleed through due to muggleborns.
It can be a surprise to many, how many practices of the wizarding world can actually be tied to goblins.
Blood contracts and Unbreakable vows for example, were first created for contracts with Goblins, and
the practice most witches have of getting their money directly from their bank vault is similarly rooted
in a distrust of goblins. When goblins were first placed in charge of wizarding finances only the richest
of families had anything worth storing in the vaults, and, clear in their disdain for the goblins services,
they would rudely check their vault each time to ensure it had not been thieved from. This insulting
practice was only continued when other wizards started getting bank vaults and accounts, with many
emulating the richer and often pureblood families.
There is, it has been noted, a great cultural divide between goblins and humans. To Goblins the
ownership usually defaults to the maker, unless a contract states otherwise, while, to humans,
ownership can be passed on by the owner. In a similar fashion Goblins long held to their contracts, and
did not test and check that they were being upheld, until the blatant distrust of wealthy wizarding
families led to them instituting their own practices, leading to the modern-day degree of distrust and
wariness.
small goblinoid, Any alignment
AC:16 (in armor)
HP:41
Speed: 30
STR 12+1 DEX 13+1 CON 11+0 INT 10+0 WIS 12+1 CHA 15+2
Senses: Darkvision 60 Passive Perception 11
Languages: Any in life
Challenge: 3 (700)
Multi-attack: Dark Goblin can make 2 sword or bow attacks.
Sword: +6 to hit 1d6+2 slashing damage
Bow: +6 to hit 1d6+2 piercing damage 60/320


Hag: A dangerous magical being, Hags are known for luring away children to kill and eat them. Though
in recent years there have been attempts to help Hags reform, such as the Society for the Reformation
of Hags (SRH), it is not always successful,
and many Hags still seek to hunt Children,
for which they are often prosecuted by the
Ministry, as they are registered as Beings. As
such they are expected to follow the laws of
the wizarding world, and there are many
Hags around the world relying on the aid of
the SRH in existing peacefully in the magical
world.
Hags are known to have a minor magic of
their own, rather like the innate magic of
Trolls which makes them hard to attack,
however the magic of Hags is what allows
them to lure away children, even if they
have been warned of the danger of Hags. It
has also been known to help disguise the
appearance of a Hag, as Hags have tendency to look somewhat elderly, even when young, as well as
having a large number of warts. They also have a certain magic that has been used to keep parents
pinned in place and unable to fully wake from sleep when they break into homes to steal away
children, a magic often confused with sleep paralysis.
There has been some speculation about Hags come into being, being an entirely female race, with
some suggestion they reproduce via parthenogenesis (also called virgin births), with others
suggesting secret couplings with men, when under Beautification Potions (as the 6th Century
Hag, Malodora Grymm was known to use in order to seduce kings, and became incredibly vain after
obtaining a magical mirror). There was even a period in the 12th Century when it was speculated that
Hags were the result of a magical defect in wizards, though this is now believed to be the result of
panic after a child was born with what, to modern records, is interpreted as a case of Progeria.
For all Hags are generally considered to be on their way to being reformed (though they are still looked
down on by much of wizarding society), Hags have been incredible dangers to muggles and witches
alike. In Russia a Hag Babayaga, supposedly trained by the witch Baba Yaga, brought children to the
witch in order to help keep the witches house clean, and was allowed to eat them if they failed. The
Hag known as Black Annis (though she called herself Annis Black) claimed to be a bastard daughter of
the House of Black, born of the Hag Malicia Graves and wizard Seginus Black. Though it was never
ascertained if this was the case (it was heartily denied by the Black family of the day) she was believed
to be the cause of the decimation of the wixen market town of Deadmarsh, only a few miles from her
cave. There were even some (such as the three aforementioned, as well as Leticia Somnolens, and Old
Mother Hubbard) whose existences (if not the name of the former) have passed into muggle lore,
while their tales are made much more cautionary in the wixen.
However some few have been known to be, if not beneficial, not necessarily harmful either, such
as Cordelia Misericordia, who attended a 14th Century Wizards Council meeting, to represent Hags,
and many of those Hags which work with the SRH. Indeed the SRH has before been known to provide
information on relapsed members to the Ministry of Magic in cases, such as the 1944 incident with Hag
Ravenna Grimm.
Medium Humanoid, Any alignment
AC:14
HP:29
Speed: 30
STR 12+1 DEX 13+1 CON 11+0 INT 10+0 WIS 12+1 CHA 15+2
Senses: Darkvision 60 Passive Perception 8
Languages: Any in life
Challenge: 3 (700)
Spells: All spells of a hag are based on Charisma
Level 1:
Alohomora
Cheering Charm
Expelliarmus
Level 2:
Blue Flames
Obliviate
Level 3:
Baubillious

House-elf: Long warped from the Brownies they are supposedly descended from, House Elves have
long been bound in servitude to wizards of various families, of various degrees of purity, though usually
all well off, after a fashion. Certain long established magical schools also have house elves, and around
the world there are variants of House elves called by other names, such as the African Yumbo. Most
house elves maintain a standard form, no matter where in the world they are from. Usually diminutive
in size they tend to have large eyes and ears, which has lead to some speculation that they may have
spent a long time bound to goblins, as well as their master-servant bonds with humans, as well as
squeaky or high pitched voices.
Incredibly loyal to the wizard or witches they call master, mistress or other honorific, house elf magic is
a curious one, not quite the Fae they supposedly
were, but nor is it human, goblin or, indeed, a near
match to any other magic. House elf magic can be
detected, and can even be mistaken for wizard
magic, though indeed it works differently, and most
house elves use it entirely wandlessly, and are not
allowed wands to aid themselves. Nonetheless house
elves can use their magic with a near-terrifying
precision, not only to serve their house and witch,
but also to defend both. It is worth noting also, that
where certain magics may bind the magic of other
wizards, house elf magic is not bound the same way,
and house elves have been known to apparate themselves and others through anti-apparition wards.
House elves most usually symbolize their servitude by wearing something which would not usually be
used for clothes - tea-towel togas and pillowcase tunics are not uncommon - and are in fact freed,
when formally given clothes. However formal can be partially up to interpretation, as long as the
clothing is passed directly from witch to their house elf with either indifference or intent to free. Thus
it is common for wizards to order house elves to do the laundry, but not take a sock.
Beyond all this a house elf bound in servitude will most usually take their witches word as law, though
some few, if maltreated, will instead seek to find loopholes in what they have been commanded to do
or not do. However most house elves are intensely loyal to their wizard(s) and will cause themselves
not inconsiderable harm if they believe they have done something to displease them. Indeed this
compulsion can be so strong as to affect even those who believe fiercely in their breaking of orders,
and has led to much outcry from those muggle borns who compare house elf servitude unfavorably to
slavery.
In honesty this comparison is not a wholly unfair one, given that for many years, despite guidelines on
house elf welfare, house elves have and can be unreasonably punished, by themselves, their witches,
or by their wizards orders, and many a house elf has been accused of a crime and convicted for so little
a reason as they are not human and they must obey their witch.
In recent years campaigns like S.P.E.W. have worked to free house elves, with a particular effort on
those house elves which are maltreated, as well as to encourage the fair treatment of house elves and
the fair application of wages to the creatures. However these efforts are slow going, and often much
criticized, by those magical and muggle raised alike.
Small Humanoid, Any alignment
AC:16
HP:29
Speed: 30
STR 12+1 DEX 13+1 CON 11+0 INT 10+0 WIS 12+1 CHA 15+2
Senses: Darkvision 30 Passive Perception 8
Languages: Any in life
Challenge: 3 (700)
Spells: A House-elf has unspecified magic, it takes an action for it to use any magic.
Telekinesis: A house-elf has an almost telekinetic ability able to lift up to 800lbs with it, and
alter complex machines, or change the course of flying objects.
Apparition: They have a similar ability to apparition, use Charisma as the ability for rolling with
it. They may ignore apparition limitations by certain locations.

House-elf, Yumbo: Petite creatures found in Africa, Yumboes are generally considered a variety of
House Elf, or otherwise a cousin to
creatures such as the European House Elf,
the Extinct Brownie. Like the latter of
these creatures they require good
treatment for their services, and are not
nearly so servile as European House Elves.
When travelling or without a family to
work with they tend to have dark skin and
hair, however when willingly binding
themselves to a household they gain a
pearly sheen to their skin, and their hair
becomes silver, a surprising distinction
between Free and Domestic Yumboes
(all Yumboes are, technically, free, as
there is no kind of magical enslavement
on them as there is European House
Elves), though it can be made vague when
a Free Yumbo uses their magic to serve a
family of their own free will, and suddenly
gains the pearly skin and silver hair of a
waring Yumbo again, albeit briefly.
Yumboes are rarely found outside of Africa, and usually only venture so with human companions, lest
they be enslaved in the manner of European House Elves, a fate they - and most other House Elf
varieties - deeply fear. They are rather petite creature, rarely any more than two feet in height, and
they often seem still smaller when pearly, aided by their tendency to fly rapidly about as they prepare
the feasts their magical constructs, would serve. A key part of Yumbo service is that they always host
the meals they serve, and take food they have gathered from humans and hunted themselves in order
to create a meal which is for both them and the humans they work with in equal part. When angered,
however, their foodstealing ability can cause famines.
Small Humanoid, Any alignment
AC:16
HP:29
Speed: 30
STR 12+1 DEX 13+1 CON 11+0 INT 10+0 WIS 12+1 CHA 15+2
Senses: Darkvision 30 Passive Perception 8
Languages: Any in life
Challenge: 3 (700)
Spells: A House-elf has unspecified magic, it takes an action for it to use any magic.
Telekinesis: A house-elf has an almost telekinetic ability able to lift up to 800lbs with it, and
alter complex machines, or change the course of flying objects.
Food Stealing: A Yumbo can steal huge masses of food up to GM discreation.
Apparition: They have a similar ability to apparition, use Charisma as the ability for rolling with
it. They may ignore apparition limitations by certain locations.

Poltergeist: Poltergeists are fascinating magical creatures, which are generally classified as spirits.
Caused by a build up of chaotic magical energy Poltergeists are neither living nor dead, and cannot
truly die, simply ceasing to be if their source of chaos is taken from them, or abandoned long enough.
Immensely hard to get rid of once in place, they are nonetheless corporeal enough to be affected by
some spells, to be able to contact things such as gum, weaponry, and other things ghosts cannot.
Consistently unruly, even the gentlest of poltergeists
is still a prankster at heart, though this can vary from
cheer-up surprises to ones of distinctly black humor,
bordering on the malicious. The behavior of
Poltergeists tends to vary with the general emotions
of the place they inhabit - for example the Poltergeist
of a competitive school would likely have fewer issues
with dangerous methods of cheating and dangerous
pranks, while a generally peaceful school would have
a more gently pranking Poltergeist. This phenomenon
is not even solely related to the nature of the school,
as disagreements within the school can further effect
behavior. It is noticeable that the Poltergeist of Hogwarts - Peeves - increased pranking dramatically
during the year of Professor Umbridge, and not solely for the joy of the reactions he got, or as a favor
to the Weasley Twins.
Medium Undead, Any alignment
AC:11
HP:41
Speed: Fly 40 (hover)
STR 7-2 DEX 13+1 CON 10+0 INT 6-2 WIS 12+1 CHA 17+3
Saving Throw:
Damage Immunity: Cold, Necrotic, Poison
Condition Immunity: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, and
Restrained.
Senses: Darkvision 60 Passive Perception 8
Languages: Any
Challenge: 4 (1,100)
Incorporeal Movement: may move through objects and people as if difficult terrain, every turn they
take inside an object they take 1d10 force damage.
Undying: As long as the source of their chaos stands, if they are put to 0HP they will return in 24 hours
fully healed.
Strike: +4 to hit 1d6+3 force damage.

Vampire: Known and feared throughout the world only recently have ambassadorial overtures been
made by the ICW. Met by the Vampire Ambassador Abel Kvetch Ink Vampires have finally been
recognized by the whole of the ICW and propositions have been made to allow them the right to bear
wands. With or without wands, however, they can
be formidable opponents.
Vampires as a species, keep much to themselves,
generally living in castle-courts, with complicated
hierarchies depending on who is eldest, and who
has the most sired offspring. Some few vampires
are capable of having children, (fairly long lived
half-vampires, more commonly called Dhampirs),
though only with witches, and most vampires
reproduce via infection, of muggles or magicals.
There is generally a stigma against the Turning of
children, but it is nonetheless sometimes done.
These children, usually pale or gaunt in appearance, are nonetheless charming enough to lure in their
own prey, and have been known to be powerful leaders in their own rights.
Vampires generally have some aversion to sunlight, with the very young, the very old, and those who
feed preferentially on human blood being most affected of all. Similarly Vampires commonly have
allergic reactions to garlic, and can have allergies to roses and to lemons, with a diet varying from
blood to livers. Many vampires have forms of OCD, and the inherent magic of many vampires has led
to that same magic creating a kind of placebo effect in those who believe that certain religious symbols
can harm them, with which they can actually come to harm from the mere sight of certain symbols.
However many vampires, at least on entering these castle-courts, learn quickly how this works and
many soon master certain forms of wandless magic. Some vampires have campaigned for the right to
bear wands, believing that things such as Charms, most important the sun blocking and sun warding
charms, would be easier to cast when there is a wand with which to precisely direct the magic, rather
than the brute force of their own will.
Interestingly, despite there being some who believe otherwise, vampires can consume human foods,
and some do so for enjoyment, though they do need blood to live. However some elder vampires
chose to consume human foods in order to gain what nutrients they can from food, rather than by
consuming blood, which can come with its own weaknesses. For example vampires are extremely
susceptible to blood-borne diseases. Furthermore, for all there are those who claim vampires lack
souls the sheer fact that they can indeed be killed by the Killing Curse - which rips the soul directly from
the body - proves they are ensouled beings.
Vampires do not have a set stats but instead grow on existing characters, and because of this Vampire
is treated as an advanced class.

Level Proficiency Bonus Abilities Spells Known

1 +0 +2 Dex and Cha, Bite, +1


Spider Climb, and
Vampire Weaknesses.

2 +1 Shapechange and +0
Charm

3 +0 Misty Escape +1

4 +0 Children of the Night +0

5 +0 Regeneration +1

Bite: The vampire makes a melee attack, on a successful hit they deal 1d6+Str modifier piercing
damage and 3d6 necrotic damage, the necrotic damage is also how much they heal.
Spider Climb: Has a climb speed same as land speed and not need to make athletic checks.
Vampire Weaknesses: Forbiddance: Cannot enter a residence they have not been invited in by one of
the occupants.
Running Water: Being in running water or crossing it deals 2d10 acid damage.
Stake: A stake to the heart paralyzes a vampire.
Sunlight: Sunlight deals 2d10 radiant damage, and if it is in sunlight it has disadvantage on all checks.
Shapechange: As a movement action a vampire can turn into a tiny bat, a medium wolf, or a medium
cloud of fog.
as a bat the vampire has the same fly speed as land speed, other than the change in size, nothing else
changes in statistic, its clothes change too, though it drops anything it was carrying.
As a wolf it keeps all the same statistics except +10 speed, and gains advantage with scent perception
checks.
as a cloud of fog it may move 10 ft. per round, and is immune to all attacks but sunlight and fire.
Charm: By gazing into a persons eyes the person must make a Wis Saving throw DC 8+Proficiency
bonus+ Charisma Modifier, on a failed check they believe the vampire is their best friend.
Children of the Night: The vampire calls 2d4 swarms of bats or rats if the sun is not up. If outdoors they
may call 3d6 wolves instead. They arrive in 1d4 rounds, and as act as allies for 1 hour, until the vampire
dies, or is dismissed by the vampire.
Regeneration: The vampire regenerated 20 HP per round.

Veela: Found throughout Europe Veela are descendants of the now-extinct Slavic Vilas, Fae water
women. Veela however can be of any sex or gender, and have ties to
fire as well as to water, being able to throw fireballs when angered.
Most usually looking like extraordinarily beautiful humans, Veela are
capable of, when angered, transforming into a bird-like form, with
beak-like noses, feathers sprouting from their scalps, and talons.
Veela all are startlingly attractive to most people, no matter their
orientation, though usually a Veelas charm is focused on one or two
groups especially, with human males being some of the most
susceptible to the songs, dances and appearances of Veela. Most
Veela are very feminine in appearance, though it is worth noting that
most fullblooded Veela consider their males to be more attractive
than female Veela, and male Veela are discouraged from interacting
with humans for fear the effect they might have on humans. This has
led to a long persisting myth that there are no male Veela.
Veela can and do intermarry with humans on occasion, and their
magic is somewhat diluted but still present in each successive generation, with grandchildren usually
unable to produce fireballs, and great-grandchildren never able to. Many Veela will gift offspring of
their line a single hair to have made into a wand. These wands are often temperamental, and only
work perfectly for the witch they were intended for. It is also worth noting that Veela hair for use in
wands can only ever be freely given, as when it is plucked from them against their will, they will often
become incredibly angry, transforming instantly and leaving the thief with some not inconsiderable
burns.
Medium Fey, Any Choatic alignment
AC:15
HP:66
Speed: 30 Fly 60 (hover)
STR 8-1 DEX 17+3 CON 13+1 INT 15+2 WIS 12+1 CHA 20+5
Skills: Deception +9 Insight +5 Perception +5 Persuasion +9 Stealth +7
Damage Resistance: Cold, Fire, Lightning.
Condition Immunity: Charmed
Senses: Darkvision 60 Passive Perception 15
Languages: Any
Challenge: 4 (1,100)
Charmed: If touched by the Veela the target must make Wis Save DC15 or be charmed for 1 day
by the Veela.
Strike: +5 to hit 1d6+3 Slashing damage.

Werewolf: Widely agreed to be one of the most dangerous magical creatures, Werewolves are
technically beings, barring the nights of the full moon, when they turn into a lupine form, and in which
they are classified as beasts, regardless of if they have taken Wolfsbane potion. Over long centuries
werewolves throughout Europe (generally classified as Continental Werewolves) have become calmer
without the intervention of Wolfsbane, however there are still isolated werewolves who are violent in
their wolf form, unless thy first take wolfsbane potion.
Werewolfism (also termed Lycanthropy) is caused by the bite
of a werewolf to a mundane human. While other creatures
(such as Dhampir) can be affected, this usually creates
something different from the traditional werewolf, and
besides which, survivors are very rare (Lycanthrope Dhampir
are called Pricolici, and are even more dangerous than the
common werewolf). While werewolf bites and claw marks are
generally seen as cursed wounds and, as such, are almost
impossible to heal with magical or mundane methods,
wounds can be sealed (though not completely healed) by a
combination of Latinate healing spells (generally advised
against) and a mixture of dittany and powdered silver.
When transformed werewolves look very similar to mundane
wolves, being only slightly different in tail shape, muzzle
shape, and pelt thickness, as well as their dangerous desire to harm humans (though this can be ceased
by the use of Wolfsbane potion). Muggles can be affected with lycanthropy, though it is unusual for
them to survive the wounds, not only because of their bodies are not used to the presence of magic,
but also because muggle healers have no idea how to treat cursed wounds, especially werewolf bites.
It is also interesting to note that a werewolf forced to return to human form by way of such spells as
the Homorphus Charm will be unable to pass on lycanthropy, even through biting, though the charm
must be maintained else they will return to their lupine form. Similarly interesting, while
a human bitten by a werewolf will be infected, if the human is in an animal form they will not, which
has allowed some Animagi to accompany werewolves to ease the mind of the werewolf in question,
before the invention of wolfsbane.
In the past some wizards have made something similar to wolfsbane - the ancient wizard Bacchus for
example, had a potion he gave to local female werewolves which allowed to them to form a pack
called the Maenads - but even these potions had their limits and many people were hurt by the
Maenads until, eventually, their pack was wiped out. In recent years the Wolfsbane potion has allowed
the werewolves who take it to maintain their human mind when in wolf form, and so chose not to hurt
people.
Werewolves cannot pass on their lycanthropy to their offspring, and while it is dangerous and often
results in miscarriages, female werewolves can and have had human offspring born with no trace of
lycanthropy. However should two werewolves mate in their transformed state and young be produced
the wolves in question (for the offspring would be wolf cubs and not humans) are known for being
strikingly more intelligent than most wolves with near-human intelligence, and free of the werewolf
intent to hurt people. Such occurrences are rare however, and whilst there are many speculated cases
there have been only two recorded situations of it happening, in Europe at least.
There are, around the world, numerous terms for werewolves, and curses akin to werewolfism, which
instead force transformation into other creatures. Werejaguars in South America are one of the most
well known examples of this, and werehyenas in Africa are one of the oldest examples. There have also
been reports of werecats and werecrocodiles, though neither of these have yet been confirmed.
Medium Humanoid, Any alignment
AC:13
HP:58
Speed: 40
STR 15+2 DEX 13+1 CON 14+2 INT 10+0 WIS 11+0 CHA 10+0
Skills: Perception +4 Stealth +3
Damage Immunity: Non-magical weapons
Senses: Darkvision 60 Passive Perception 15
Languages: Any
Challenge: 3(700)
Shapechange: Turns into a large hybrid of human and wolf on a full moon, the person must
make a Wis Save DC8+1 for each hour past 7PM. Upon losing they change, or midnight
whichever is first.
Keen Hearing and Smell: Has advantage on hearing and smell checks.
Multi-Attack: Can make a bite and slash attack.
Bite: +4 to hit 1d6+2 piercing damage and the target must make a Con Save DC13 or become a
werewolf next full moon.
Slash: +7 to hit 2d4+2 slashing damage

Credit
All the beasts and magical beings were taken from the tumblr blog from the cannon section. Though
minor changes and adjustments have been made and all stat work was done in house, we hope you
enjoy it.
Monster Blog of Monsters

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