01. This Bestiary is our version of magical species in the Wizarding World. While we try to touch on many different species that can be found throughout the world, we are open to ideas of adding more that fit our site.
02. Where the species originated from doesn’t mean that’s where your character must also be from. It is possible with the war and travel between countries that one might find a Selkie in the States or a Werecoyote in Europe. It just won’t be as common so keep that in mind.
03. Our ratio is two magical folk to every one non-magical folk. You can have as much non-magical characters as you like. However, you can only have one of each species. For example if you already have a werewolf you can’t have another. This is so things are fair and everyone has a chance to play that creature.
04. As you may have noticed some Creature info isn’t as filled in, this is because we decided to leave those open to whoever takes the creature first and wants to expand upon the lore we’ve already set. If you would like to add a creature that’s not on the list, please DM a staff member and we will discuss the possibility of adding said creature to our bestiary.
01. Werewolves | Origin: Europe | Classified: Being/Beast
A Werewolf is a human being who, upon the complete rising of the full moon, becomes a fearsome and deadly near-wolf. Werewolves travel in packs and are aggressive over territories. They value pack families and are more powerful when in a pack compared to being alone or in a smaller pair/group. They are led by an alpha and beta pair. Werewolves can be easily distinguished from their animal counterparts by their shorter snout, more human-like eyes, a tuffed tail, and their mindless hunting of humans while in werewolf form. They are very aggressive and will attack anyone who poses a threat. They rarely hurt other creatures unless absolutely necessary. Werewolves are grey in color and larger in size compared to Werecoyotes. They will not hesitate to kill or turn anyone on sight - even their best friends - under the full moon. Stay out of their way/area and they will leave you be.
Strengths: Werewolves are large in size and as a result are more powerful than their Werecoyote counterpart. They are able to kill a human with just their hands. They are
Weaknesses: Werewolves are unable to control their transformation when the moon is full and visible. They do not retain their human minds once transformed - but will remember what they’ve done once reverted back to human form. Without any other humans/creatures to attack, Werewolves will inflict injuries upon themselves out of frustration.
02. Werecoyotes | Origin: North & South America | Classified: Being/Beast
A werecoyote is a human being who, upon the complete rising of the full moon, becomes a fearsome and deadly near-wolf. Similar to their werewolf brethren, but smaller in size, Werecoyotes travel in pairs instead of packs. It is typical for small fond family pairs to have a strong bond. They don’t take kindly to anyone who strays or tries to destroy that bond, outsider or not, and have a more nasty/bully streak. They are more equivalent to street gangs than a large one. Werecoyotes can be easily distinguished from their animal counterparts by their shorter ears, more human-like eyes, longer legs, and their mindless hunting of creatures while in werecoyote form. Which they strip to the bone, leaving no meat behind. Werecoyotes are tan in color compared to werewolves and smaller in size. They rarely hurt humans unless absolutely necessary - which is why they are less Werecoyotes to be found. They are ruthless but they are also smart and know better than to mess with werewolves. They just rather not even attempt to fight.
Strengths: Werecoyotes are stealthy and have longer stamina. They are cunning and are able to adapt to their surroundings with ease. Because of this they have a greater survival instinct and tend to not be as well known/tracked easily as a result. Their small size allows them to move quickly and they are known to outrun any human/beast. They can leap very high and across long distances, and land lightly on their feet when they jump from high up. They have heightened senses of hearing, smell, and sight.
Weaknesses: Werecoyotes are unable to control their transformation when the moon is full and visible. They do not retain their human minds once transformed - but will remember what they’ve done once reverted back to human form.
03. Vampires | Origin: Eastern Europe | Classified: Being/Beast
Legends of vampires have existed for millenia; cultures such as Mesopotamians, Hebrews, the ancient Greeks, and Romans (among others) had tales of “demonic” entities and blood-drinking spirits which are considered by scholars to be the early ancestors, if not originators, of vampire-kind itself. The vampire, as we know them, was first officially “discovered” and recorded in Medival Europe in 895. The original word for these creatures was “izacus”, first recorded in Turkish culture, and was originally closely tied to the story of “Icarus” or several religious and cultural versions thereof, however the Catholic Church quickly associated these creatures with a “demonic” nature in an attempt to distance themselves from such monsters and the species has been hunted, hated, and feared ever since. Unlike many other magical beings and creatures there appear to be no real regional differences among vampires, and vampiric kind share the same attributes among themselves across continents. For example, all vampires share a photosensitivity to direct and natural sunlight, as well as to overly bright artificial lighting. All vampires also share the ability to “glamour” which is a broad term for psychically influencing humans (many magical beings are immune to a vampire’s glamour, but not all); this includes illusion as well as “enchantment” in which an experienced/practiced vampire is able to influence it’s target’s emotions in such a way as to make them compliant, amorous, or even (to an extent) hypnotized. Little known fact, a person practiced in Occlumency is capable of resisting a vampire’s glamour. Vampires also exhibit an ability known as compulsion, which operates similarly to glamouring, but directly influences will rather than emotion. Compulsion is much more difficult to control and use on another living being, and only very old or very practiced vampires can use the ability to do more than trick a human into trusting or agreeing with them. Compulsion also only works for as long as the vampire itself is able to sustain the ability which is very taxing mentally, which is yet another reason why only very experienced vampires can successfully navigate the ability.
Culturally, vampires are still very shunned even within the magical community as they are seen as beings that do not always have control (or even want to control) their often aggressive natures. When a vampire creates another vampire, often referred to as “turning”, it is always the same process. Humans are the only beings ever recorded to survive being “turned”, and to be turned a human must ingest a full vampire’s blood and essentially become infected. This infection essentially overrides the human host’s original biological make-up to make the host more hospitable to itself (lower body temperature, a slow -- almost undetectable -- heartbeat, aversion to light, fangs for feeding, etc). This infection also seems to carry with it a genetic and magical “memory”, or connection between hosts, and has always resulted in a strong intangible bond between a vampire “maker” and its progeny. Also, while it is not essential that a vampire sleep in a coffin, it is an old habit/tradition. To get a good sleep and to fully restore it’s energy efficiently, a vampire does need to sleep in an environment that is preferably as sun-proof as possible (not only biologically, but also because by nature they tend to be nocturnal), for many vampires without the means to create a sleeping space that is permanently and sufficiently sun-proof a coffin is the easiest and most accessible alternative.
Strengths: Immortality. Low-light and night vision. Increased physical strength, stamina, and agility. Natural camouflage in low-light and “shadows”. Compulsion and glamouring are natural gifts every individual acquires when becoming a vampire, however depending on experience and practice each vampire will have varying degrees of success with these abilities.
Weaknesses: Photosensitive skin (natural and direct sunlight, bright artificial light, etc). Because of the drastic biological changes that take place in the body when a person becomes a vampire, they are no longer able to naturally channel magical energies the same way -- therefore, a full vampire cannot practice magic in the way a wixen human would. Wixen magical practices are outside the ability of vampire-kind, wandless or otherwise. A vampire’s life force and survival depends upon the consumption of living human blood for said vampire to perform at peak condition and thrive; however, it is possible for a vampire to sustain itself on cold or donated human blood, or animal blood, but feeding in this way will leave a vampire weaker and less nutritionally satisfied which can negatively affect a vampire’s ability to perform it’s natural abilities (i.e. compulsion, camouflage, glamor).
04. Half-Giants | Origin: Europe/North America | Classified: Hybrid Beings
A Half-Giant is a very large human that has magical blood and giant ancestry. They have a large height and built, and are taller than humans but shorter than Giants. It is very rare to see Half-Giants as a result of the prejudice associated with Giants from the magical world.
Strengths: Half-Giants maintain a natural resistance to most types of magical attacks as a result of the Giant blood running through their veins.
Weaknesses: Half-Giants have the same weaknesses as regular magical folk.
05. Half-Veela | Origin: Eastern Europe | Classified: Hybrid Beings
A Half-Veela is a cross-breed between a male human and a Veela. Apart from their physical beauty, Half-Veelas are more difficult to detect than other half-breeds. Do not cross a Half-Veela, for they get angry easily and can partially transform into a bird-like creature and attack. Full Veela are exclusively female, but half- and part-Veela may be any gender.
Strengths: Half-Veela possess supernatural beauty and charm, as a result they are able to seduce others with magical pheremones. They are able to shape-shift at whim into bird-like creatures.
Weaknesses: Half-Veelas have the same weaknesses as regular magical folk. They age just like their magical parent and do not posses youthful beauty way past their age. The less Veela blood they have in them the weaker their powers.
06. Half-Goblins | Origin: Europe/North America | Classified: Hybrid Beings
A Half-Goblin is a smaller human that has magical blood and goblin ancestry. They are taller than goblins and shorter than humans. It is very rare to see Half-Goblins as a result of the the dispute between humans and goblins.
Strengths: Half-Goblins are able to perform magic without a wand - albeit it’s not as powerful.
Weaknesses: Half-Goblins love gold just like their Goblin brethren, which causes them to be greedy when it comes to money. While Goblins fear sunlight, Half-Goblins do not. However, being out in the sun for too long can cause them to fear suffocated and retreat to shaded or indoor areas.
07. Banshees | Origin: Ireland | Classified: Spirit/Being
Banshees are indigenous to Ireland, though they also inhabit parts of Scotland and Northern Wales. Banshees are human-like in appearance, though their skin is green-tinged, and they have long, black hair. Banshees are most well known for their fatally loud screams, which are partly used as a defence mechanism when threatened. Banshees also have slight clairvoyant abilities, though these abilities are specifically centred around death and sensing when a human being is close to death; banshees will often scream when in the vicinity of someone who is about to die, as if signalling their impending doom. Banshees are exclusively female, and many in Irish folklore believe them to be part of the faerie folk, or are the spirits of women who were wronged in life; in actuality, banshees are creatures born from the Irish Sea. Their lifespans are unknown, but it is believed that they can live for hundreds of years. It has been known for banshees to breed with human males. The children they bare are usually female, though it has been known for banshees to give birth to male hybrids. Half-banshees have similar abilities to their mothers, though they cannot emit a fatal scream. They usually have dark hair and sallow skin, and their life spans are longer than that of human beings; a half-banshee who died during the reign of Queen Anne was believed to have been 122 years old when she passed.
Strengths: Banshees can produce wandless magic in a similar way to house elves, though this magic is usually of a hallucinatory quality; banshees can cast their spells on human beings and cause them to have horrible visions of their own deaths. Banshees can withstand injury more than human beings, though they are not invulnerable. Their screams are deadly, killing anyone who hears them without ear protection in an instant.
Weaknesses: Banshees are not invulnerable to the Killing Curse; though they are classed as a Spirit by the British Ministry of Magic, they have a corporeal form.
08. Hags | Origin: Eastern/Central Europe | Classified: Being
Hags are dark magical creatures, originally hailing from the forests of Eastern and Central Europe. They are human-like in appearance, and are exclusively female. The physical appearance of a hag has unfortunately given rise to many non-magical cultures’ misconceptions of witches; hags look like ugly old crones, with hooked noses, wart covered skin and pale hair. They are also mainly carnivorous, and have a particular taste for human flesh; it has been known for hags to attack and devour children, and such an incident most likely gave rise to the legend of Hansel and Gretel. Hags have rudimentary magical abilities, similar to trolls, and they can learn wand magic, though not to the level of witches and wizards. They are tough and hardy creatures, with extended lifespans of up to 200 years. They reproduce by creating ‘daughters’ out of earth mixed with the semen of a hanged man, using a process very similar to that of a homunculus. As such, young hags are very volatile creatures, as the magic that gave birth to them takes a long time to settle. They are most ravenous in their early years, requiring the consumption of flesh in order to affirm their corporeal form.
Strengths: Resistant to freezing temperatures. They do not react to curses and hexes in the same way as most living things, due to their unusual conception.
Weaknesses: They are vulnerable to fire, with the burnings of discovered hags most likely giving rise to the European tradition of burning witches at the stake.
09. Sirens | Origin: Greece | Classified: Hybrid Beings
Sirens are island-dwelling merfolk that sing beautiful songs to lure humans closer to them. They appear beautiful at first but once you get close the charm dissipates and their true appearance is show. Sirens are creatures that resemble half-human, half-fish hybrids.With a fish like tail and upper body of a human. Their skin is greyish in color, and their hair is long, wild, and dark green in color. Sirens are able to walk on land due to their magical ability to shift their fins into legs.
However, there are those who prefer to remain in water and see walking on land as an insult to their origins. Sirens are generally female but some males are known to exist.
Strengths: Sirens are beautiful in looks and sing songs that cause anyone near enough to be lured towards the signing. They are able to shape-shift from their half-fish appearance into a full human. Sirens are able to breathe underwater without going up for air.
Weaknesses: Sirens can’t spend too long on land lest they die. A Siren must shift back into it’s original form by the end of the night.
10. Selkies | Origin: Scotland & Faroese Islands | Classified: Hybrid Beings
Selkies are classified as magical beings, or hybrid magical beings, and share a distant ancestor with merfolk. They are commonly believed to be the result of hundreds of years of regional evolution and adaption. However, there are few physical traits which link selkie and merfolk, with the exception of being able to assume a human form, and the selkie folk are born as seals and live the predominant bulk of their lives in the sea in their true form. The form of magic used by selkies is rooted in the sea itself, an ancient connection to ancient magical energies produced by the planet itself, and while spellcraft has never been taught nor practiced by the selkie folk they do possess the ability to influence many things with the power of their song/voice; they can call the fish into a fisherman’s net, call or cull the waves, entrance foolish sailors, and so on. Selkie’s are known for the beauty of their human form, male and female alike, and can be vain creatures by nature. When a selkie sheds its pelt and assumes a human form, it must hide its pelt or else it can be stolen and the selkie unable to return to it’s true form or the sea. There are dozens of sad stories about selkies shedding their skin to walk among humans only to have their pelt stolen, used against them to make them slaves, and the decimation of the selkie species through slavery, trapping, and loss of habitat due to human expansion is reflected in the relatively low population of selkies still remaining in existence. While legislation has yet to be laid down to protect them, selkies are acknowledged as magical beings and trading in their pelts or slavery comes with fines. Isolated by nature, often raised for years away from the influence of humans and within the sea itself, selkies who venture onto land often do so out of a curiosity that does not come with experience to make them cautious. As a whole, what remains of their culture is shared or not shared among individual family groups and it is quite normal for these family groups to spend their entire lives in the sea without venturing on shore to interact with humans.
Strengths: Selkie “magic” is a powerful magic in it’s own way, their voice a natural conductor for the ancient thrumming magic of the planet itself, and can be “weaponized” so the speak -- a selkie can entrance/enchant “prey”, influence empathy, or strong selkies have even been known to create or stop a storm at a local level. Able to swim miles at a time at sea, selkie’s have increased stamina in their true form as a seal or in their human form, and are unfortunately known for this (often going until drop).
Weaknesses: The longer a selling goes outside of it’s own skin, or without the sea, the weaker and less they become. A selkie can die from being kept from the sea, but it is a long and miserable death that could take years to finally settle. Selkies do not practice, nor do they learn, the wixen tradition of spellcraft -- i.e. no wands, no spells (in the traditional sense) and are often times ignorant in the ways of wixen magic which makes them ignorantly susceptible to it.
11. Kitsune | Origin: Japan | Classified: Being/Beast
Kitsunes are foxes with up to nine tails that originate from Japan. The more tails a Kitsune has the more powerful they are. They are orange in color in fox form, but if they have all nine tails their fur becomes white or gold. Kitsune are born foxes, and they won’t be able to take a human form until they reach the age of twenty. They can shift into male or female, and unlike werewolves they can freely control their transformation. There are two types of Kitsune, the Zenko and the Nogitsune. The latter is more evil and mischievous, with the former being good and celestial. Each Kitsune has their own supernatural ability. Which corresponds with an element: Light, Dark, Wind, Spirit, Fire, Earth, Water, Thunder, and Sound. One of the most important things to a Kitsune is freedom. They do not like being trapped or forced to do someone’s bidding. If they get free they will attempt to kill the person who has kept a hold on them.
Strengths: The only way to kill a Kitsune is to cut off all of its tails, since the real tail is difficult to decipher it’s best to just do all the tails at once. Kitsune are able to hide their other tails so muggles or wixen might mistake them for a normal fox. Kitsune are very skilled at playing tricks and it’s difficult to pull their own wool over their eyes.
Weaknesses: Kitsune have a fear and hatred of dogs, even while in human form. They become so rattled that they revert back to their fox form and flee. This also includes werewolves. Young, inexperienced Kitsune have trouble hiding their tails while in human form.
12. Nephilim | Origin: Ottoman Empire | Classified: Being/Beast
Nephilim are closely related to vampires, though more often seen in North America and are born rather than made. They are humanoid creatures who usually appear sickly and have dark hair, but they’re most notable feature is their eyes that are completely black including the sclera. They are inherently evil creatures who feed off of human’s energies and emotions. The longer a human is around a Nephilim, the more lethargic and sick they feel as the creatures feel more powerful. They usually live in large groups, or covens, adopting each other as family. Nephilim can hide their black eyes, tricking people into thinking they are human, but they cannot hold the disguise for much longer than a few hours.
Strengths: Nephilim are very socially manipulative; charming people easily. Their forthcoming empathy is what draws humans to them and once close enough the creature can access their power to take their energy.
Weaknesses: They must be invited into personal homes and the invitation can be rescinded. They’re powers are less magnified under the sun, though the sun does not hurt them. If they don’t “feed” they become more feral and dangerous.
13. Merrow | Origin: Ireland | Classified: Hybrid Beings
A regional variant of merfolk, the merrow are native to Ireland and have existed within Irish folklore as long as stories have been told there. Like other merfolk, a merrow’s true form if “half fish” and “half human”, with the lower half serving as a tail while the upper half is that of a man or woman. In the merrow’s case, the tail of their lower half is slightly more shark like than their tropical or southern cousins being made of a thicker skin and a much longer top to the caudal fin. Characteristically, the merrow are also known for the greenish hue of their dark hair and the pale hue of their skin that sometimes appears opalescent in certain lights (the dark of the deep sea and crags of the coast where they traditionally build their cities into stone walls beneath the waves). In both their true or human form, merrow are also known for the slight webbing at the base of their fingers, a white and delicate film resembling “the skin between egg and shell”. Merrow are said to be “modest, affectionate, gentle and benevolent” and traditionally are said to the saviors of sailors rather than their killers like some of their cousins. Merrow are actually known for their healing abilities, a regional quirk or adaption, and perhaps contributes to the tales of their “kindness”. As a whole, they are a secretive people, more so now than ever, but not even the world beneath the waves can ignore the fight for long.
Strengths: Strong healing abilities, see weakness. Known for their beauty in human form, as well as their resistance to cold (perhaps having to do with their “thicker skin”). Merrow can change to a “human” form, but they can breath underwater, in either form thanks to an adaptive “gill” behind their ear.
Weaknesses: Their power is tied directly to the sea and, unlike selkies, merrow can only tap into their magic if they are in water or in their true form otherwise their abilities are suppressed or the merrow is unable to use them at all.
14. Half-Veela | Origin: Bulgaria | Classified: Being/Beast
A Half-Veela is a cross-breed between a male human and a Veela. Apart from their physical beauty, Half-Veelas are more difficult to detect than other half-breeds. Do not cross a Half-Veela, for they get angry easily and can partially transform into a bird-like creature and attack. Full Veela are exclusively female, but half- and part-Veela may be any gender.
Strengths: Half-Veela possess supernatural beauty and charm, as a result they are able to seduce others with magical pheremones. They are able to shape-shift at whim into bird-like creatures.
Weaknesses: Half-Veela have the same weaknesses as regular magical folk. They age just like their magical parent and do not posses youthful beauty way past their age. The less Veela blood they have in them the weaker their powers.
15. Damphir (Half-Vampire) | Origin: Europe | Classified: Hybrid Beings
Half-vampires, or Damphir as they are traditionally referred to, are incredibly rare. Because vampires cannot reproduce naturally, that is to say they cannot be “born” and must be bitten/created, the only way for a vampire to “reproduce” is with a human female. The offspring of such a union, however, is half human and half vampire but unfortunately do not share many of the more positive traits of either species. Due to the way the genetics of both species interact, most pregnancies end in either the death of the human mother and/or the death of the offspring. Half-vampire children have a high mortality rate and tend to be sickly throughout their often brief lives. Those who do manage to survive to 18 are offered a choice, live out their rest of their (possibly shortened) lives as human or be turned into a full-fledged vampire (almost always by their closest vampiric family member). As it is against vampire society to turn anyone younger than 18 without special permission, very few half-vampires live long enough to actually become full vampires.
Strengths: Above average low-light vision. Natural aptitude for wandless magic.
Weaknesses: Sensitive skin which is highly susceptible to damage from direct sunlight. Lacking the strength or vitality of a full vampire. Almost all are born with iron deficiencies of varying extent. Susceptible to both muggle and magical disease.