* - Harmless, couldn't hurt anything if you gave it a chainsaw. ** - Temperamental At Times, Can cause minute damage. *** - Quite Dangerous, Can cause notible harm in some situations. **** - Dangerous, Can cause some severe damage and death in some cases. ***** - VERY DANGEROUS, can and will try to kill.
Endangered Status:
Common Non-Common Endangered/Rare
Beast Status:
Beast: Unable to abide to magical laws or unintelligent. Being: Intelligent enough to follow magical laws. Spirit: Deceased being that still resides on this plane.
The Lethifold (also known as a Living Shroud) is a carnivorous and highly dangerous magical creature, and very similar to a Dementor. Its appearance resembles that of a black cloak roughly half an inch thick, although it gets thicker if the Lethifold has recently digested a victim. It glides along the ground and other surfaces in an unknown form of locomotion in search of its prey, humans. It attacks its prey at night, when the target is asleep, and suffocates and digests it in its bed.
The only form of protection against a Lethifold is a Patronus. Other spells such as Stupefy will not work. Wizards have been known to use Lethifolds as a way to cover up murder or fake their own deaths.
Physical Appearance: A black cloak simelar to a dementor
Habitat: The Tropics
Eating Habits: They eat people, however once one has been consumed it can be years before one needs to eat again.
Approaching a Lethifold: It approaches you in your sleep, not the other way around.
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Lobalug
Threat Rating: *** Status: Beast Common
General Info: The Lobalug is an aquatic creature found at the bottom of the North Sea. It is a simple creature, ten inches long comprising a rubbery spout and a venom sac. The Lobalug uses its venom sac as a weapon, contracting it and expelling the venom in the direction of an attacker if threatened.
Merpeople use the Lobalug as weapon, and the venom is used by Wizards as a potion ingredient.
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Mackled Malaclaw
Threat Rating: * Status: Beast Common
General Info: The Mackled Malaclaw is a land creature with a close resemblance to a lobster. The Malaclaw has light grey skin with green spots, and can reach a length of twelve inches. Despite the fact that it has a resemblance to a lobster, it is unfit to eat, and anyone who does eat the flesh of a Malaclaw will come down with a nasty fever and develop a green rash. The Malaclaw is found along the rocky coastline of Europe and dines mainly on crustaceans. A bite from a Malaclaw has the unusual side effect of making the victim unlucky for around a week. Any witch or wizard bitten by a Malaclaw should call off all bets, wagers and ventures since they will definitely go against them.
General Info: The Medussan-Sloth is as its name suggests, a rather fearful swamp dwelling creature. From its head to its tail is a mane of mindless non-venemous snakes that writhe and move around according to the thought processes going through the sloths mind. It's eyes are not fatal and cannot turn people to stone as the tale of Medussa sugests, however they do glow a bright silver when the animal feels threatened and a forced, magical fear or feeling of dread overcomes the onlooker and forces them to flee in most cases.
Physical Appearance: Very much like a normal sloth but with dark, black or greenish matted fur and three long, thick claws on both its feet and forepaws. As said in the above paragraph its head to toe is covered in wrything black or dark green snakes.
Habitat: Swamps Dark foresty areas Rainforests Magical Properties: Can cause targets to flee with dread using a horrifying stare. Claws can be ground down for use in powerful sleeping draughts/Anasthetics. The snake scales are useful in powerful anti-venom potions. Eating Habbits: These creatures enjoy fruit and vegetables and get their protein from nuts and insects. Approaching a Medussan-Sloth: Ah so here's the issue. How does one approach one of these creatures without being scared to death? Some people wish to study them and some wish to borrow potions ingredients from them. However being masters of fear and petrification these creatures can resist most paralysis spells and even when paralysed they can use the fearful stare technique. But you see, a Medussan-Sloth will not use its stare on a person or creature that it trusts. Despite seeimg stupid and slow these beasts have the intelligence of a 5 year old child as do non-magical beasts such as Macaws or thingyatoos. It is necessary to speak to the beast, calm it, woo it and maybe even provide it a treat. Always keep lower than the creature or atleast down on one knee to show you are not a threat and let it come to you, do not go to it. These creatures are HARMLESS but what you can do to yourself in blind panic is what makes interaction dangerous.
Manticore
Threat Rating: ***** Status: Beast Non-Common
General Info: The Manticore (Early Middle Persian Martyaxwar; Βάρἰκος Baricos in Greek), was first discovered in 55 AD. It is a legendary creature similar to the Egyptian sphinx. It has the body of a red lion, a human head with three rows of sharp teeth (like a shark), and a trumpet-like voice. It may be horned, winged, or both. The tail is that of either a dragon or a scorpion, and it may shoot poisonous spines to either paralyze or kill its victims. The creature's feet may also be of a dragon, but are mostly referred to as lions paws. This confusion as to the appearance is because there are variations on the Manticore based on habitat.
Manticores are long lived (about 350 years at most), intelligent beasts and the Iranian division only has one pride which lives as a community run by an 'alpha' male, which more often than not is the larger more powerful survivor of the last challenge to authority. The current leader in Iran is known as Homayoon (who is around 250 years of age) with a growing empire of about 30 Manticores spread across Iran, numbers are kept low due to the size of the beasts. As for the African Manticores these tend to live in smaller prides and keep to themselves, however they are just as proud.
Physical Appearance: Manticores originated in Iran, formaly known as Persia. They were large beasts with the said head of a human, lion body, draconic wings and a dragon tail. In size they were almost the size of a two story house with black wings, golden-brown fur and amber or red eyes. African Manticores were discovered later in the year of . These were the size of a large horse with rich, red or black fur, no wings and a scorpions tail.
Habitat: African Sahara/Iranian Desert Sacred Ruins African Forest Land
Magical Properties: Manticore stings are used in paralysis potions Manticore venom is used in powerful poisons or explosives. Manticore spines can be used in wands
Eating Habbits: These creatures eat meat and are not too fussy about what meat that might be. Approaching a Manticore: Don't. A Manticore is a severely temperamental and teritorial creature. However intelligent these beasts are undeniably proud and instinctive and will try to murder anyone without good enough reason to speak to them. If you come with reason you are given a chance to speak to the leader but must make it quick, the moment you try his patience will be the last moment you remember. Some Manticores are more approachable if they have been exilled from their pride and left to die. These Manticores are left humiliated and without a reason to live...some may stay proud and continue to attack but on a rare occasion in history one has been known to accept help and join the wizarding community.
It is said that some wizards in history have approached the Manticore Alpha in the hopes of gaining their assistance in wars against humanity, for example it is rumoured that our late dark lord, Voldemort, Approached Homayoon himself and lived but the war ended before any support from the beasts was gained.
Merpeople
Threat Rating: ***** Status: Beast Common
General Info: Merpeople are sentient beings that live underwater, and are found all over the world. Their customs and habits are mysterious, and, like the Centaurs, they refused Being status in favour of Beast. Merpeople can breathe above the waves for a time, but it is unclear if they can ever truly leave their habitat.
Merpeople society is based around organised communities, and they have a great love of music. Their language is known as Mermish, and only a few Wizards know how to speak it. However, since their language can only be heard properly underwater, it sounds like screeching when spoken above water.
Merpeople have been known to keep Grindylows as pets, and use Lobalugs as weapons. One tribe even managed to capture and domesticate a Hippocampus.
The term "Merpeople" is an umbrella term. There are several distinct sub-species around the world. Sirens are the earliest recorded Merpeople, and are often depicted in Muggle literature and paintings as beautiful. The Selkies of Scotland, and the Merrows of Ireland, are less pleasing to the eye. However, despite their physical differences, they all retain their love of music.
Physical Appearance: A fish-like humanoid with greenish-turquoise or brown skin and fish-like eyes. Their hair resembles tendrils or the skin of a jelly-fish and their lower half is entirely like the end of a fish, complete with fins. Magical Properties: Merperson hair, regardless of the type of merperson can be used as a core for wands. Each sub species has its own properties.
Habitat: Fresh and Salt Water
Eating Habbits: They tend to eat fish.
Approaching a Merperson: It is not advised but one must approach a mer-person with respect and its recomended that you speak their language. Mermaid (see above) Merrow General Info: Merrow (from Gaelic murúch) or Murrough (Galloway) is the Scottish and Irish Gaelic equivalent of the mermaid and mermen of other cultures. These beings are said to appear as human from the waist up but have the body of a fish from the waist down. They have a gentle, modest, affectionate and benevolent disposition. There are other names pertaining to them in Gaelic: Muir-gheilt, Samhghubha, Muidhuachán, and Suire. They would seem to have been around for millennia because according to the bardic chroniclers, when the Milesians first landed on Irish shores the Suire, or sea-nymphs, played around them on their passage.
The merrow were capable of attachment to human beings and there are reports of them inter-marrying and living among humans for many years. However, most times they eventually return to their former homes beneath the sea. Merrow-maidens are reputed to lure young men to follow them beneath the waves where afterwards they live in an enchanted state. Merrows wear a special hat called a cohuleen druith which enables them to dive beneath the waves. If they lose this cap, it is said they have no power to return beneath the water.[1] Sometimes they are said to leave their outer skins behind, to assume others more magical and beautiful. The merrow has soft white webs between her fingers, she is often seen with a comb parting her long green hair on either side. Merrow music is often heard coming from beneath the waves. July 24, 2010 at 10:04 AM Flag Quote & Reply
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Threat Rating: **** Status: Beast Endangered/Rare
General Info: It is a beautiful white, horse-like creature with a single horn on its forehead. The foals are pure gold, turning silver when they are approximately two years old, and will grow their horn around four. They are fully grown and turn a white which so bright it makes snow look grey in comparison at around seven. They have golden hooves, and silver-blue blood that shines under moonlight.
Unicorns prefer the touch of women, though the young are more trusting and do not mind men, for the most part. It is very rare that a human could catch a unicorn, as they are extraordinarily fleet on their feet. Their native range is across Northern Europe, though they have been spotted in other areas of Europe.
Many parts of the Unicorn (In particular, the horn and tail hair.) are used in potions and for wand cores. Their tail hair can also be used as binding in bandages due to its incredible strength. The blood of a Unicorn can be used to keep a person who is near death alive, but "you will have but a half-life, a cursed life, from the moment the blood touches your lips."
Werewolf
Threat Rating: ***** (When in wolf form.) Status: Beast Non-Common (Changes with infection rates.)
General Info:
A werewolf is a human who, upon the rising of the full moon, turns into a fearsome near-wolf. Werewolves can be distinguished from regular wolves by several small distinguishing characteristics, such as the pupils of the eyes, snout shape, and tufted tail. At all other times, they appear as normal humans, though may seem ill as the full moon approaches.The condition is caused by infection with lycanthropy, usually occurring when a human is bitten by a transformed werewolf. There is no known cure, but the effects can be lessened with the Wolfsbane Potion.
Lycanthropy is an illness spread by saliva-blood contact. A human bitten by a werewolf in wolf form will become a werewolf him or herself, but if the human is bitten by a werewolf in human form, the victim will only acquire some lupine tendencies
Approaching a Werewolf: On the full moon, a werewolf will go through an incredibly painful transformation from a human into a wolf-like creature. They will lose the ability to think in a human way, becoming highly aggressive towards humans; even those to whom they are close. Werewolves usually only infect their victims through biting, they sometimes take it too far and kill their victims. Remember - never approach a werewolf when he/she is in their wolf form. While in their normal, human form, werewolves are just like all other members of society, and certainly safe to approach.
Winged Horse General Info: They are found worldwide, and there are many different breeds. Owners of winged horses are required by law to cast Disillusionment Charms on them on a regular basis. They may also compete in winged horse races. Abraxan
Threat Rating: *** Status: Beast Non-Common
General Info: Abraxans are likely the most dangerous of the winged horses (With the exception of the Thestral.). They are much larger in width and height than the average adult horse, and have large, feathered wings. They are always palomino, with black eyes, and usually have blue-feathered wings. They drink only single malt whiskey. Native to France, these horses require forceful handling, and it is not recommended that you approach one unless you are an experienced witch/wizard or Abraxan handler. They can cause notable damage, and are 'rough' creatures.
Aethonan
Threat Rating: *** Status: Beast Non-Common
General Info: Another breed of winged horse, the Aethonan is not particularly distinct in any way - with the exception of their feathery wings. They are somewhat faster and larger than normal horses, but of the winged horses, they are the least 'advanced' physically. Always chestnut in color, their native range includes Ireland and Great Britain, however they have been seen elsewhere. Generally, they avoid mountainous ranges, deserts, and overly dry climates. Aethonans are considered quite dangerous, and in certain situations they can cause notable physical harm. It is not recommended that you approach one alone, and especially not if you are not experienced with the breed. Granian
Threat Rating: ** Status: Beast Non-Common
General Info: The Granian is a breed of winged horse, and thus, naturally, they have an anatomy identical to that of a normal horse, with the exception of their feathered-wings. Unlike most horses, Granians are extraordinarily fast, and are sometimes used as an alternate form of transportation to Appartion, brooms, and the like. They are always grey/gray, and may be bred - usually - without the required premission of the Ministry of Magic. Of all the winged-horses, Granians are the most 'calm' and the easiest to train. It is still recommended that, if you are not experienced with this type of animal, that you do not approach a Granian on your own. Thestral
Threat Rating: **** Status: Beast Rare
General Info: They are clever, rather horrible to look at, and the less horsey breed, as well as the one considered more dangerous by the Ministry. Thestrals are, undeservedly, known as omens of misfortune and as aggressive by many wizards because they are visible only to those who have witnessed death or due to their somewhat grim, gaunt and ghostly appearance
They can be domesticated and mounted, and are used as an alternative to brooms, Apparition and other methods of transportation. Once trained, they are very diligent and will quickly carry their owners wherever they wish to go.
Due to their classification as XXXX, only experienced wizards should try to handle with Thestrals, and breeding, as well as owning these beasts may be discouraged or even illegal without Ministry consent, in fact, wizards that live in areas not protected against Muggles are forced by law to preform Disillusionment Charms in their winged horses regularly.
Physical Appearance:
Thestrals have big, bony bodies, and dragonish faces with white, glittering eyes that lack both expression and pupils. Being winged horses most of their anatomy is identical to a horse, except their wings, which are vast, black and leathery and are similar to those of bats. Their fleshless, lustrous bodies are covered with a translucid and glossy coat. This smooth and dark skin is a bit slippery and so thin that Thestral's bones are clearly defined through their entire bodies. They have long black manes, and a large tail, either with flowing black hair, like horses, or ending in a tuft, like zebra. Another distinction is their sharp fangs used to seize and slash their prey.
Habitat: Dark Environments Forests Magical Properties: Thestral tail hair is a powerful and tricky substance that can be mastered only by a witch or wizard capable of facing death. It can be used as a core in wand's conception. They are only visible to people who have seen someone dying and fully accepted, understood and internalized the concept. Eating Habbits: Thestrals are carnivorous animals, therefore they eat exclusively meat. They hunt not only for food on the ground, but also pursue flying prey. Approaching a Thestral: It is not wise to approach a Thestral unless you are a very experienced witch or wizard, or experienced with the handling of these beasts. They are dangerous, and an un-trained Thestral will attack if provoked. Yeti
Threat Rating: **** Status: Beast Non-Common
General Info: Native to Tibet, this tall (up to 15 feet) white-furred humanoid creature may be related to the troll (unlike giants, the yeti fears fire), but as it will attempt to attack and eat any human (or just about anything else, for that matter) that it meets, no witch or wizard has had an opportunity to study a living yeti at close range. Ironically, however, Tibet is one of the most persistent offenders of Clause 73 of the International Code of Wizarding Secrecy due to the number of yeti sightings by Muggles, to the point that a permanent International Task Force is stationed in Tibet to help control the situation,
Habitat: Mountains Snowy Areas Thick Forests Magical Properties: Hair is usable as a wand core. Eating Habbits: Anything with meat in it. Deer, people, other magical creatures. Approaching a Yeti: Don't. Do NOT approach a Yeti under ANY circumstances. They can and will try to kill and eat you. Or the other way around. If you are approached by a Yeti, remember, they're afraid of fire! July 24, 2010 at 12:15 PM Flag Quote & Reply
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Leprechaun
Threat Rating: ** Status: Beast Non-Common General Info: The Leprechaun is a mischievous magical creature, although it is not malicious. They have a reputation as pranksters, but have never inflicted lasting damage on a Human. Native only to Ireland, they are capable of speech but have never requested the Ministry of Magic to reclassify them as Beings. Green in colour, the Leprechaun reaches a height of around six inches, and are known to fashion crude clothing for themselves out of leaves. Leprechauns live in forests and wooded areas, but they like attracting Muggle attention to themselves. This tendency has led to them be heavily integrated into Muggle children's stories and legends. Leprechauns have the ability to create a gold-like substance that disappears, much to their amusement, after a few hours. Physical Appearance: Humanoid with green clothes and a hat made often from leaves. Magical Properties: Leprechauns can create false gold that disapears after a few hours. Habitat: Forests in Ireland Eating Habbits: Pretty much the same as a human, just more limited because of how they live. Aproaching a Leprechaun: If you approach one at all you're lucky. While mischiveous and often seen, it is rare that anyone will ever get near them because they run off at great speed or quite simply disapear.