| Skullfrost According to ancient stories, Skullfrost originated from the freezing depths of the Ice Islands. Skullfrost conserved the power of ice and death within his floating and fragile body, making him an ice-cold killer, an unstoppable guardian without mercy. |
| Emberwing Once held prisoner in the Pits of Inferno, Emberwing is thirsting after revenge and retaliation. Granted immense power by a divine force, a deadly mixture of the elements of holy and fire literally burns within this creature's heart. |
| Grovebeast Rumours have it that Grovebeast's ancestors were the very first of Mother Nature's creations. Its wooden body is protected by an impenetrable layer of dense foliage making it able to withstand any evil force trying to damage the bond. |
| Thundergiant Thundergiant originated from a group of stone golems who tried to climb Kha'zeel. When he finally reached the top his body was struck by a mysterious bolt of lightning, which granted him an endless supply of destructive energy and power. |
| Ancient Scarabs Their usual pace of movement is not impressively fast, but they are capable of doing sudden charges to catch their opponents off guard and their poison is strong enough to allow these creatures to emit large clouds of stinking death and mayhem around themselves. |
| Armadiles Armadiles attack other creatures to devour them or destroy their food sources, their aimless digging and mineral eating often completely destroys the stability of caves and tunnels. |
| Barbarian Bloodwalkers Battle and carnage are the lifeblood of the Barbarian Bloodwalkers. Regarded by their tribesmen as beings touched by divinity, there is little that could restrain them. The constant abuse of berserker elixirs forced them into a life of mayhem and destruction. |
| Barbarian Headsplitters The Barbarian Headsplitters are distance fighters that are shunned by the other raiders. As they rely on their own and constantly feel to have to prove themselves as worthy, they fight twice as hard and fierce which makes them formidable opponents despite their low rank in their society. |
| Behemoths Behemoths are giant monsters that live in the ancient town deep below Edron. They look a bit like cross-breeds of humans and bulls and even talk in human language, but nobody knows yet where they come from. Although they are of minor intelligence, they are very strong fighters and throw huge stones at their opponents. |
| Betrayed Wraiths Revenge is the drive of Betrayed Wraiths, revenge whose cause is long forgotten and whose source has likely died decades ago. Therefore, they mindlessly attack everything they encounter. Their broken and twisted minds are constantly tormented by the ever-present memory of their gruesome death. |
| Bonebeasts The result of an unspeakable ritual that mocks the holy secrets of creation, the Bonebeast is a harbinger of doom and pestilence. Bonebeasts are often created by some unscrupulous lich, and they mindlessly obey their master's orders no matter what they are. |
| Boogies Boogies are a rather twisted kind of fae. Their maw is huge compared to their body and a spiky, menacing horn protrudes from their foreheads. They devour smaller animals like squirrels, rabbits or badgers but on the quiet the fae tell that they also feed on fairies or pookas if they catch them. |
| Black Knight The Black Knight is a deserted knight of the King's army. He lives deep in the swamps of Tibia and attacks every intruder of his sphere. Well-equipped, he is very strong in close combat and uses his spear for distance fighting. |
| Blightwalkers Whenever they find a way into the realms of the living, their steps are followed by death and decay. Everything fertile and healthy is considered as enemy and their dark instinct drives them to destroy and ruin everything they encounter. |
| Blood Beasts With a malleable body of soiled glooth and unclean blood, the Blood Beasts follow the needs of a predator. They lurk or hunt like ordinary animals would do, but they reveal a cunning beyond that of animals and a cruelty that is frightening. |
| Blue Djinns Although the Blue Djinns are considered entities of goodness they tend to guard their secrets well from nosy explorers, diligently performing any task they accepted. Being highly magical creatures, they are masters of illusion and transformation. |
| Braindeaths Braindeaths are some of the most ancient bonelords that have gained so much power over undeath that they cross the margin between life and death. At this step other creatures would just turn mad or wither, but some of the ancient bonelords face another fate. |
| Choking Fear Like a giant, gaunt goblin, cunning and swift-footed with slender, long arms that are fearfully strong, the Choking Fear searches for anything to throttle. A Choking Fear will always chase after opponents, trying to get close, eager to have his long cold fingers around their necks. |
| Clomps Clomps are large pachyderms bearing a resemblance to woolly rhinoceri. Their tall hunch is covered with small horns and a downright oversized horn is jutting out of their foreheads. Both adult males and females feature this horn, though not the newborn young. |
| Corym Skirmishers The Skirmishers are the leaders, priests and oracles of the Corym. They claim to gain knowledge by consuming books of all kind. Consuming here actually means eating the books. |
| Crustaceae Giganticae Given the warlike nature of the Crustacea Gigantica it is somewhat unsettling to think what might have driven them away from their old realms. As of today, there are no valid theories about this occurrence, it seems likely that the real cause is a new threat that lurks in the depths of the ocean. |
| Cyclopes Cyclopes are a human-like race but with only one eye and minor intelligence. They live in holes where they prospect for gold and other metals. Be warned that they get very angry about adventurers entering their claim. They will slay every intruder using their incredible power. |
| Cyclops Drones The so-called Cyclops Drones are the workers among the cyclops society. They are born physically different from their kin. They are stronger and more persistent than the ordinary cyclops, though they lack considerably on intelligence. |
| Cyclops Smiths The Cyclops Smiths are somehow the nobility amongst the cyclops. Cyclops praise those skilled in the art of blacksmithing the same way as humans praise great artists. It's the aim of all cyclops to be recognised by their society as master smith. |
| Dawnfire Asuras Dawnfire Asuras are demonic creatures who usually hide their true face and appear in the form of beautiful women. They seek to destroy positive feelings as love, contentment and mirth, because herefrom they gain their energy. |
| Demon Outcasts Demon outcasts are demons who have somehow fallen out of grace with their superiors. In demon society, this might happen for any reason and usually, punishment is swift and final. Sometimes though, annihilation may be considered too swift or too much of a waste. |
| Demons Demons are the most malevolent, powerful, and dangerous creatures in Tibia. In addition to their awesome physical strength, they use powerful spells, such as fireballs and fire fields. Especially dangerous is their gaze, which can produce beams of pure energy to annihilate their poor victims. |
| Diabolic Imps Diabolic Imps tend to be somewhat cowardly and when it comes to the crunch, they esteem the value of their own lives much higher than any agenda of the master they might serve. For this reason, they are not trusted and rarely appointed to any position of power or influence. |
| Dragonlings Though sharing many traits with the dragons and sometimes seemingly getting along with each other, the Dragonling has many biological distinctions which imply that any relations to dragons are remote indeed. |
| Dragons Dragons were among the first creatures of Tibia and once ruled the whole continent. Nowadays, there are only a few of them left which live deep in the dungeons. Nevertheless, they are very powerful monsters and will strive for killing every intruder. |
| Draken Abominations Easily influenced by magic, Draken Abominations became slaves and servants of the spellweavers. The remains of their sentience is nearly burnt out by the cruel use of spell power with which they are programmed as loyal and obedient golems without any own ambitions. |
| Dread Intruders Dangerous and highly volatile, the Dread Intruder was even assumed to slightly bend reality itself. In-depth studies, however, revealed that this is rather an optical effect caused by the sheer load of destructive energy accumulated in these creatures. |
| Elder Wyrms Having clawed away all potential rivals, an Elder Wyrm has grown a darker, thick scale, and has retired to an ideal lair deep below the earth, where it basks in the heat of lava streams and feeds off interesting gems, most of the time. |
| Enlighteneds Of The Cult They command all other cultists and would never risk facing an opponent alone. Their magical powers are immense. Equipped with expensive armor and weapons, they are a lethal threat to everyone that tries to uncover the secrets of the cult. |
| Feversleeps When victims draw near, Feversleeps often cloak themselves in shadow, becoming invisible, detectable only by their foul stench and a strange weakening effect they have on their prey, distorting their prey's sense of time and draining its powers so they can feed on it. |
| Frazzlemaws Frazzlemaws are fast, fierce and above all - biting creatures. Once scented, it is not easy for a human being to escape them. Basically a ball of teeth, they have neither eyes nor ears, they are simply upon this world to feast. |
| Ghastly Dragons It seems the Ghastly Dragon is not a sub-race of the dragons but some sort of intended transformation. They can draw upon immense powers and use them to wreak havoc on anyone foolish enough to disturb them in their eternal agony. |
| Giant Spiders Giant Spiders live in holes in the mountains of Tibia. They are among the most powerful monsters and are so fast that it is nearly impossible to flee. They can summon poison spiders and throw poison fields. |
| Glooth Bandits Glooth Bandits hang out at the more or less abandoned tunnels and sewers under Rathleton. As usual bandits they try to gain something of value for themselves, but they are also highly interested in new glooth-based inventions and weapons. |
| Green Djinns The last knowledge of these powerful beings turned into legends and legends became fairy-tales. Those who have encountered the recently resurfaced, self-proclaimed masters of evil can attest that they are indeed, a reality, and not a pleasant one. |
| Grimeleeches It seems that there was once an ancient demonic progenitor race of lesser demons which infested the demonic realm like vermin and survived on the garbage of higher demons. In the last few decades, this lesser demon vermin seemingly vanished completely and instead, the Grimeleech surfaced. |
| Guzzlemaws Guzzlemaws can actually swallow a person up in one nibble. They almost know no fear and seem to follow strange patterns and routines. Somehow these big maws have erected shrines for a probably non-existent god they worship as the 'Overmaw'. |
| Hellflayers Usually, Hellflayers prefer to stay in the demon strongholds and spend their time plotting and scheming, although they seem to be involved with the spreading of certain spells which allow mortals to call them into their world. |
| Hellspawns Some Hellspawns look very much like their beast parent and often are mistaken for some animal until they show their devastating powers. The majority of Hellspawns, however, looks quite alike as the cross-breeding of demons with beasts seems to result in a certain appearance. |
| Hunters Hunters are outlaws that dwell in the large forests of Tibia. They do not only hunt animals but also attack travellers and adventurers. Although they are not strong, they are very deadly due to their quickness and their bows. |
| Hydras The many-headed Hydra is a distant cousin of the dragon. Although probably not more intelligent than a beast, the Hydra has magical abilities. The breath of the Hydra is poisonous and it traditionally uses a forceful splash of hot water as a weapon. |
| Juggernauts If there is a seemingly unstoppable force in the ranks of demon kind, it is the infamous Juggernaut. Those who are not torn into pieces by their merciless brethren or other creatures, grow to enormous, frightening killing machines. |
| Lizard Chosen Their mad ramblings are often interpreted as prophecies. Even though the lizard people give the Lizard Chosen a somewhat holy status, they are not reluctant to use them for tasks that equal those of watchdogs. |
| Mammoths Cave drawings indicate that the Mammoth race is quite old. When only a few Mammoths were still alive, the great north wind Chyll decided to intervene. He whispered something into the ears of the Mammoths and the great beasts learned a new secret. This secret was aggression. |
| Massive Energy Elementals Massive Energy Elementals prey on every living being to chase and torment it. The Massive Energy Elemental is by far more malicious than its smaller cousin. It enjoys particularly the chase and often uses less power than it has on its disposal to extend the hunt. |
| Minotaur Hunters As other societies in minotaur civilization, the hunters are rather secretive about the rituals and secret knowledge of their lodges so little is known beyond the obvious. Only fully accepted hunters are taught the last secrets of the lodges, as certainly several spells to hone their skills. |
| Moohtants Often easily twice as high as a minotaur this veritable giants are more beast then civilized minotaur. Regardless of the strictness of their upbringing they never grasp concepts of society. They never develop the ability of speech and only communicate through moohing sound to express simple emotions. |
| Nightfiends Nobody yet knows whence the nightfiends came from, but it may be the depths of the earth, or even your most feared nightmare. They arrived in Drefia in the wake of the vampire nobles, and they seem to be the fiercer cousins of the manbats, but darker, stronger and even more vicious. |
| Nightmares Sometimes a dreamer gets some distant feeling of those unwelcome spectators. Such dreams often turn into nightmares. The chaos and fear, that is caused by nightmares, allow the lurking demons to steal some of the essence of these dreams. |
| Nightstalkers Nightstalkers have haunted the dreams and stories of children since the dawn of mankind and probably even before that. They feed on the fears of those around them and adopt features derived from these subconscious fears. |
| Nymphs Nymphs are female nature spirits and usually take the form of beautiful, young maidens who love to dance and sing. They dwell in the hills and forests of Feyrist, often near lakes and streams and they can't die of old age nor illness. |
| Ogre Brutes Ogres are large, downright monstrous in appearance, considerably dwarfing even tall orcs. They have a plump, corpulent body, chunky hands and feet and a small, seemingly neckless head. An average adult ogre stands over twelve feet tall, and his waist circumference is almost the half of his height. |
| Ogre Savages Ogre Savages favour fang-like weapons, like short swords made of stone, axes of crude iron or clubs carved out of animal horn. Most ogre savages prefer weapons with an edge or blade over a club - the better to slice their enemy's belly or to bleed and weaken their fleeing prey. |
| Ogre Shamans Wandering ogre shamans summon the power of the Great Hunger in self-defence or to catch prey for their rituals. Though still enormous in size, ogre shamans are no fighters as such and prefer to keep at a distance, sending out their minions to fend off unwanted acquaintances while they slink away. |
| Orc Berserkers Orc Berserkers are very strong fighters. Their favourite tactic is the assault, where they can use their velocity and their halberds to kill their victim with a single stroke. |
| Phantasms Phantasms are said to be the dreams of madmen. Abducted from their dreamers on the backs of nightmares, they are unpredictable allies of chaos. Obviously destructive, their complete and absolute madness makes it hard to control them. |
| Pixies Pixies are small nature spirits and mythical creatures inhabiting the forests and plains of Feyrist. Like most of the fae, pixies love dancing and are often gathering in larger groups to dance on secluded glades. |
| Plaguesmiths There is nothing that pleases the dreaded Plaguesmiths more than rot and decay. Their main capability lies in the creating of poisons and plagues as well as to transform usually insubstantial things like despair, pain and agony into substantial tools and weapons. |
| Pookas Pookas love to play pranks on others, snitching and hiding things or telling made-up stories. If a traveller talks to a pooka, it may steal something from him or transform him into another creature temporarily. Pookas emerge from mortals' dreams about gems, treasures and gold. |
| Renegade Knights Groups of renegade knights are often associated with some of the darker cults that suit their style and provide some amount of mysticism that pleases the vanity of their leaders, who enviously look at the true knightly orders to which in many cases they once belonged. |
| Quara Mantassins Quara Mantassins have undergone massive modifications of their bodies which have made them an own subspecies. Especially in their native, maritime habitat, they are masters of camouflage and disguise. |
| Retching Horrors The Retching Horror is an abomination of dreams, twisted and contorted. Retching Horrors do not digest their prey, but absorb it, building it into themselves and perverting everything about it, trying to block out the eternal pain they are suffering, but only adding to it with every new victim. |
| Sea Serpents For a long time Sea Serpents were exiled into the world of fairy tales. However, during the years of the serpents, it became shockingly clear that Sea Serpents are a horrible reality. If they are able to wreck a whole ship, one can imagine what a single diver or swimmer has to expect from these beasts. |
| Seacrest Serpents Fiercely territorial and aggressive, Seacrest Serpents attack anything that looks edible or threatening. They only tolerate some of their smaller brethren and critters like jellyfish or sharks who live off their waste and pick their teeth clean for them. |
| Sight of Surrender Sights of Surrender see themselves as some kind of custodians of the walls of Roshamuul. Fighting them is extremely dangerous and wearisome as they are extraordinary battle-hardened with near impenetrable armour and only one weak spot - their eye. |
| Silencers The silencers are roaming in packs and will hunt down everything which is too loud for their sensitive ears and does not belong to their kin. Of course, only if their victim is smaller or weaker. It is rumoured that they actually communicate with each other. |
| Spidris Their endless assaults wear down any resistance and their senses are even more keen than those of other hive creatures. Spidris are perfect war machines that know no fear or mercy, yet, they display some cunning traits to retreat or to lure an opponent into ambushes when outnumbered or hard-pressed. |
| Twisted Shapers The Twisted Shapers still have an instinctive talent for the abilities of their forefathers. They bend raw magic to their will and hurl it into their enemies and their spell-like abilities rather destroy than create. |
| Undead Dragons It is said that the first Undead Dragons were created by the malicious bonelords who are known to meddle with undeath and necromancy. Created as a weapon in some ancient war, the first Undead Dragons proved to be so powerful that they could not be controlled by their masters. |
| Vulcongras As there seems to be no way to scare them off, Vulcongras often become a threat for gnomish holdings. As they do not seem to care what they eat, the Vulcongras shun away from nothing. They could equally destroy a gnomish house as they would devour precious tools or crystals. |
| War Wolves War Wolves are a race of fearsome beasts bred by orcs. They are much larger than their less dangerous cousins from which they evolved, reaching up to five feet in height, and in fact orcs often use them as mounts to ride on. |
| Warlocks Warlocks are among the most powerful magicians of Tibia. Nobody, however, knows what their plans are, hiding deep in the dungeons of Tibia and attacking and killing every intruder of their sphere, so that hardly any information about them can permeate. |
| Weepers Some see Weepers as surviving servants of a long extinct race. Others point out the possibility that they are the offspring of early gnomish experiments. Some see them more in the array of elemental beings, going so far as to say that the Weepers are the incarnation of a new and to date undiscovered element. |
| Werebadgers Werebadgers are humans under a curse - others claim infected with a disease - that causes them to transform into savage beasts. At the beginning, the transformation only takes place at full moon and the victim regains its human appearance the next morning. |
| Werebears Werebears are strong and tough, yet a bit slow and clumsy. They are predators nonetheless, and their appearance is a mix between a bear and a human being. Like bears, Werebears favour caverns as homesteads and are not delighted with visitors. |
| Wereboars Wereboars are wild and boisterous, though a bit imprudent. They are not true predators, but in their ferocity and aggressiveness they are as dangerous as any beast of prey. Their appearance is a mix between a boar and a human being. |
| Werewolves Werewolves are ferocious beasts who enjoy the thrill of a hunt. They are unnatural born hunters that have many traits of a wolf, but are much more dangerous and lethal. Like wolves, a Werewolf claims a large hunting ground as its own and everything alive is seen as a suitable prey. |
| Wyrms While it lacks the fire breath of a dragon, it is still a creature of heat that knows how to melt snow and ice while passing through it. The Wyrm indiscriminately eats minerals and meat alike, and it is said that you sometimes find valuable metals in the excrements in their lairs. |
| Wyverns Some scholars consider the Wyvern as a distant cousin of the dragons. This is far from truth though. The Wyvern we know nowadays are the result of constant breeding of some significantly smaller, only mildly poisonous flying lizards. |
| Yielothax It is safe to say that the Yielothax are not native to our world. They usually enter our world due to bizarre magical phenomenons, often the result of careless spell casting experiments. Sometimes dimensional travellers encounter them in what was perceived as their home dimension. |