Bestiary

This page is under construction, and should not be taken as official material.

Fantastic Beasts…

…this is where to find them.

Here you'll find a collection of descriptions and statistics for various creatures, Beings, and NPC's that might be encountered in your characters' lives. Though the focus is on the creatures of the wizarding world, there are plenty of Muggles and mundane animals to be found here, as well.

These statistics are for typical examples of the creatures in question. More unique specimens should have more complete statistics that may vary from what is detailed here.

Creature Format

In the title bar of each creature entry below is a hp.png link to the HP Wiki's entry on the creature, and the name of the creature. In the center of the bar is the category the creature falls into: Being, Beast, or Spirit, as well as the creature's size (see table below), and whether the creature is magical or Dark. At the far right of the title bar is the creature's classification (see sidebar).

Ministry Classifications

XXXXX: Known wizard killer / impossible to train or domesticate
XXXX: Dangerous / requires specialist knowledge / skilled wizard may handle
XXX: Competent wizards should cope
XX: Harmless / may be domesticated
X: Boring

Following the title bar is a brief description of the creature. If our version of a creature differs from canon, that information will be found here.

The rest of the creature information breaks down as follows:

ATTRIBUTES: Creatures have the same four Attributes as player characters: Body, Mind, Presence, and Reaction.

  • Sometimes the Mind Attribute will be followed by "(A)". This indicates that the creature has animal intelligence, and is not capable of human-level reasoning, regardless of the Attribute rank. Such creatures cannot communicate on a human level, though animals with a Mind of 4 (A) can interpret the basic intent behind human speech.
Size Rank Examples Modifier
Tiny mouse, beetle, puffskein -2
Small cat, dog, tortoise -1
Medium human, jaguar, goblin
Large horse, half-giant, hippogriff +1
Huge troll +2
Massive dragon, giant +3

SKILLS: Creature skills are kept deliberately simple and broad. The skills (and their ruling Attributes) are as follows:

  • Awareness: Noticing things and being aware of your surroundings. (Mind)
  • Combat: Fighting in any non-magical form, be it hand-to-hand, claws, fangs, weapons, or even ranged combat. (Body if attacking, Reaction if defending)
  • Intrigue: A general social skill, representing a creature's ability to charm or manipulate, as well as its ability to empathize, see what another is feeling, or to detect deception. (Presence)
  • Magic: Using magic, be it spells, natural magical gifts, or carried magical items. If this entry has a "—", the creature cannot make Magic rolls. (Mind)
  • Stealth: The ability to go unseen, move silently, or use sleight of hand. To determine if an observer would spot someone sneaking: +roll <Sneaker>=Stealth vs <Spotter>=Awareness. (Body)

NATURAL ABILITIES: The physiological or mundane abilities possessed by the creature. This includes natural weapons and armour, keen senses, special biological functions, etc. Some minor magical abilities may appear here, such as winged flight for a creature that could not otherwise fly according to the laws of physics.

MAGICAL ABILITIES: The magical abilities possessed by the creature. Unless otherwise stated, any roll made involving one of these abilities uses the Magic skill, and can potentially be countered with spells.

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Creatures of the Wizarding World

Beasts

Acromantula Ashwinder Hippogriff
hp.png Acromantula Large Magical Beast XXXXX
Acromantulas are a species of giant spider, many growing up to the size of carthorses. They are thick and hairy, resembling massive wolf spiders. They are carnivorous, preferring live prey if they can manage it.
ATTRIBUTES: Body: 5 Mind: 2 Presence: 2 Reaction: 3
SKILLS: Awareness: 6 Combat: 5 Intrigue: 2 Magic: Stealth: 5
NATURAL ABILITIES:
Venom:
Webs:
hp.png Ashwinder Tiny Magical Beast XXX
Ashwinders are thin magical serpents with pale grey scales and glowing red eyes. They are born from the embers of magical fires that burned unchecked. Once they emerge, they find a dark place to lay their eggs, leaving behind a trail of ash. The ashwinder itself lives for merely an hour, after which it collapses into dust. The eggs are red in colour, and emanate intense heat, which grows until they ignite, burning any structure they are in (and possibly beginning the ashwinder life cycle anew).
ATTRIBUTES: Body: 1 Mind: 1 (A) Presence: 1 Reaction: 3
SKILLS: Awareness: 4 Combat: 3 Intrigue: 1 Magic: Stealth: 7

NATURAL ABILITIES:
Fangs: Like most snakes, ashwinders have retractable fangs they can bite with. Ashwinders are not venomous.

MAGICAL ABILITIES:
Immune to Fire: Ashwinders are immune to heat and flame effects. In fact, they quite enjoy the intense heat.

hp.png Hippogriff Large Magical Beast XXX
Hippogriffs have the forelegs, wings, and head of an eagle, with the rear body of a horse. Their curved beaks are the colour of steel, and nearly as sharp at the deadly, six-inch talons on their front legs.
ATTRIBUTES: Body: 6 Mind: 4 (A) Presence: 3 Reaction: 3
SKILLS: Awareness: 4 Combat: 7 Intrigue: 5 Magic: Stealth: 2
NATURAL ABILITIES:
Talons: The talons on a hippogriff's forelegs are incredibly sharp and deadly.
Keen Vision: Hippogriff eyesight is as sharp as an eagle's, allowing them to see clearly up to five times further than a human. +4 to all vision-based Awareness rolls.
Winged Flight: Hippogriffs can fly at speeds up to 60 miles per hour

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Demons


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Dragons


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Trolls


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Beings

House-elf
hp.png House-elf Small Magical Being X
House-elves are three-foot tall creatures, typically bound into the service of a wizarding family or institution. They possess great magical power, for which they require no wand or incantation (though they must have their hands free to activate their powers).
ATTRIBUTES: Body: 1 Mind: 2 Presence: 1 Reaction: 2
SKILLS: Awareness: 5 Combat: 1 Intrigue: 2 Magic: 10 Stealth: 7

MAGICAL ABILITIES:
Apparition: House-elves can Apparate like a wizard, including Side-Along Apparition, but are unconstrained by anti-Apparition magic.
Binding Magic: A house-elf can produce a form of binding magic similar to an Incarceration Jinx, but without physical ropes.
Countermagic: House-elves are able to interfere with ongoing magical effects in the matter of a Lesser General Counter-Spell.
Levitation: House-elves can levitate objects through the air like a Levitation Charm
Loyalty: House-elves using magic directly in service to their masters (i.e. obeying a direct order or protecting a master) gain a +3 bonus to their rolls.
Knockback: House-elves produce a powerful Knockback Jinx.

DRAWBACKS:
Negation: Any lasting magical effects created by a house-elf can be negated if the elf is rendered unconscious.
Servitude: Any roll, magical or otherwise, made in defiance or to the detriment of a house-elf's master suffers a -5 penalty.

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Witches and Wizards

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Spirits

Spirits are entities of a nonphysical nature. This doesn't mean that all spirits are incorporeal. Rather, spirits simply don't follow the same "rules" as physical entities.


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Usually when wizards think of spirits, they're really thinking of ghosts. Ghosts are echoes of deceased wizards that chose not to pass on into the next world.

Ghosts are unaffected by magic that requires physical contact (which is the majority of wandwork, which requires a spell to "hit" a target). Only magic that has no physical aspect (such as a basilisk's gaze) can affect them, and even that may have limited or no effect. Troublesome ghosts are typically dealt with by using specially placed runes to trap the spirit, requiring Spirit Division agents to lure the ghost into the runes. Some divination methods can contact ghosts, such as a Ouija board or seance, but that only gets a ghost's attention. It doesn't compel them to respond (also, it's risky, because other spirits might respond instead).

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Creatures of the Muggle World

Animals

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Muggles

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