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Sentient Races of Mystara

by Giampaolo Agosta and others from Threshold Magazine issue 13

Sentient Races of Mystara

Revised and expanded from the original work by Matthew Levy, with comments from David Knott, Giampaolo Agosta, and Andrew Theisen.

by Giampaolo Agosta


The Sentient Races list was first compiled by Matthew Levy on the Mystara Mailing List as a tool to ease transition from BECMI to AD&D 2E, before the AD&D Mystara Monstrous Compendium Appendix was published. Initially, as shown in the original introduction by Matthew, it included only intelligent monsters, excluding all undead. The list was complemented with comments on possible monster placement across Mystara, and their social structure. However, Matthew never completed the commentary. Later, I and a few other contributors took on the task of completing the G-Z entries, as well as revising the original entries. I have only recently been able to complete the task. All entries have now been revised, expanding them to include references from canon and non-canon works. The list aims at providing complete references for the appearances of lesser known monsters, while providing a concise introduction and references to major works only for more common races. As in the original work, the entries are limited to monsters from BECMI and AD&D, but sentient undead are covered in the revised list.

To whichever Mystarans it may concern:
It occurs to me that one of the problems with the transition to AD&D for Mystara (for those of us who accept it) is the confusion surrounding OD&D monsters versus AD&D monsters. The Mystara MC appendix makes matters worse instead of better; it seems to have been written mostly from a few of the old modules without ANY reference to the GAZ series. Entirely new monsters are given there with no context for placing them in various settings, and old ones are completely ignored or misused. Furthermore, the random encounter tables in the back are haphazard and generic. While I am not yet up to the task of a comprehensive list of EVERY monster species on Mystara, for purposes of character creation and campaign development I have compiled a list of all the Sentient races, sentient being defined as any monster with at least low intelligence which has free will, is not undead, and is capable of linguistic communication and/or complex social interaction. I have tried to include both all the monsters present in the GAZ series and modules and all the new ones from the MC appendix. In addition, I have included brief notes on all these monsters, plus a few AD&D monsters that I have thought it was appropriate from time to time to add to Mystara, with respect to culture, location, and viability as player characters. I would really, really appreciate any additions/subtractions/complaints/criticisms or comments that any of you might have.
--Matthew Levy


Some general monsters references and their presence across Mystara are provided in this section. Specific references for each monster are also provided within each entry.

Monstrous Atlas by S. Morris, Monster Manual by Robin, Razze di Mystara 1.5 by M. Dalmonte (BECMI), Consolidated Creature Conversion Index by G. Davies, S. Morris and T. Henry (3E), Monster Lore by G. Davies, Mystara 4E Creature Compendium by J. W. Biles, and Monster Manual by G. Welch (5E).



Unmentioned in any Mystaran source, these bird-men are quite similar to Faenare (q.v.) of the Flying City of Serraine. Matthew Levy alludes Aarakocra and Faenare are related species. The Aarakocra are commonly found throughout the Western mountains of Brun, though are quite rare elsewhere. According to the Mystaran adaptation of Princes of the Apocalypse by Giuliano Michelon, Aarakocra were created by Blackmoorian scientists and magicians subservient to the infamous Egg of Coot. David Knott, in The Rise of the Near-Humans, instead considers them descendants of giant eagles and ancestors of the Faenare.

Aarakocra also appear in UK7 Dark Clouds Gather, a TSR UK module by Jim Bambra and Phil Gallagher, easily adaptable to Norwold’s environment.


PC2 Top Ballista by Carl Sargent; UK7 Dark Clouds Gather by Jim Bambra and Phil Gallagher; The Rise of the Near-Humans by D. Knott; Principi dell’Apocalisse by G. Michelon (in Italian); Adventuring in the Northlands by G. Agosta, from Threshold Issue 6.


The Actaeon, or Elk Centaur, is a woodland guardian, most likely created by nature loving Immortals such as Djaea or Zirchev. Probable habitats include the Canolbarth Forest, Brun’s Northern taiga, and Southern Vulcania. It is also possible they exist within the Hollow World’s woodland areas. Actaeon are only found among large forest expanses; never settled areas.

Aside from established canon, it is probably Actaeon could appear in the Dreamlands as well. At least one Actaeon is purported to live in the Central Wendarian Range. Furthermore, the Actaeon Elkhorn appears in the Karawenn novels, which are based on BECMI, but not explicitly set in Mystara. Actaeons are mostly solitary, though tend to integrate within the society of the lesser forest beings they protect.


Central Wendarian Range, in Micky’s Glantri Project; Denizens of the Dreamlands by ripvanwormer.


Annis are a type of Hag (q.v.). Like all hags, they are solitary, or organized in a small coven. While no named Annis exist in canon, some are found in fanon works. Koldunya is an Annis inhabiting Norwold. Enyasha the Terrible dwells in the Kurrish Massif between Darokin and Glantri. Gwinney leads a coven in the Broken Lands.


The Skaufskogr and Beyond by G. Agosta, from Threshold Issue 7; Stone Mountain by Sean Meaney; Tales from the Broken Lands, by Greywolf-ELM.


Aranea are a race of intelligent arachnids. They have evolved into at least two different subspecies— some able to shapechange into humanoid form, and others only retaining their original, arachnid body.

The Aranea’s range runs from the Isle of Dawn to the Thanegioth Archipelago and the Western Savage Coast. According to M5 Talons of Night, Aranea discovered Mystara via a planar gate beneath the Isle of Dawn. It is possible the two colonies were founded simultaneously, but in either case they originated underground, only later emerging upon the surface and colonizing it. If Korotiku was indeed a mortal Aranea, then the arachnid race has existed for eons. Regardless, the Savage Coast Aranea founded a thriving civilization during the Age of Blackmoor. The presence of non shape-changing Aranea throughout the Thanegioth Archipelago, also leads assumption early Aranea colonies were founded in the region long before the Great Rain of Fire.

The Aranea nation of Herath is a magocracy. Nobles are either Wizards or Webmaster Druids. Their society includes many non-Aranea, who are unaware of the ruling aristocracy’s true nature. Outside Herath, Aranea are capable of passing as natives of human and mixed race nations, as does Mazrooth Al Yedom in Saragon. Aside from canon references, shape-changing Aranea are also found on Ochalea and Myoshima.

The non shape-changing Aranea on the Isle of Dawn live around the entire Great Escarpment, and are followers of the evil Immortal, Arachne Prime. For ages they have controlled Thothian society. Arachne Prime created a unique were-spider, to act as intermediaries with the Thothians. The current loss of their patron Immortal and overthrow of the Thothian puppet-government; Aranea of the Great Escarpment may be hard pressed to find alternate ways to contain the human expansion into their territory. More primitive, non-shape changing Aranea only form smaller forest communities, often allying with neighbouring Bugbear bands. They are also found in the Shadow Deep, threatening Shadow Elf territories from lairs in the Forest of Spiders. It is possible these Aranea are remnants of an ancient and powerful Aranea civilization that lay South of the Known World. Ruined temples in the Sea of Dread are perhaps the only relics of this once great kingdom. According to the Codex Immortalis, this Arachnid Empire controlled the Isle of Dawn’s Lost Plateau prior to the Age of Blackmoor. Aranea are additionally found on the Anathy Archipelago and Jomphur in the Hollow World.


X1 Isle of Dread by David Zeb Cook and Tom Moldvay; M5 Talons of Night by Paul Jaquays; Savage Coast Campaign Book by Tim Beach and Bruce Heard; XSOLO Lathan's Gold by Merle M.Rasmussen; Gaz 13, The Shadow Elves by Carl Sargent and Gary Thomas; The Black Vessel by Morris Simon; Isle of Dawn by Andrew Theisen; Gazetteer of Ochalea and Gazetteer of Myoshima by G. Agosta; Codex Immortalis Vol. II by Marco Dalmonte; Lost Civilizations of Thyatis & Alphatia by Francesco Defferrari, from Threshold Issue 11; The Lighthouse’s Guide to Unknown Cultures by Francesco Defferrari, from Threshold Issue 11.



These solitary humanoids are masters of illusionary magic. They fill much the same ecological niche as Dopplegangers and other shape-changers, but owing to their magical abilities, are more versatile. Due to their solitary nature, Baldandars are unlikely to create complex societies, but assimilate within humanoid societies. The Baldandars beginnings are unknown, yet they possibly originated on the outer planes.

The Crimson Fleet pirate captain in the Savage Tide Adaptation is a Balandar. Morak, the High Sorcerer of Kron, was recast as a Baldandar in the Bhut of Sind campaign scheme.


AC9 Creature Catalog Originally compiled by Jim Bambra, Phil Gallagher, & Graeme Morris; Revision by John Nephew; Savage Tide Adaptation by D. Keyser, from Threshold Issue 4; Bhuts of Sind by G. Agosta, Page 20 of this issue.


Bargda are cursed beings similar to Minotaurs. Like them, Bargda are descendants of the wingless Enduk. Nearly all Bargda are found upon Brun, following Eritteus North towards the Spine of the World Mountains after the wingless Enduks were ostracized from the Arm of the Immortals by Ixion’s wrath. A number have settled in the Klagorst regions, yet others have journeyed further. They sometimes subjugate bands of large humanoids, such as ogres or trolls, and occasionally even hill giants. They have since spread beyond Brun, being driven restless by their curse. On Ochalea and Myoshima, Bargda are known as Ox-Headed Demons.


Bargda - The Curse of Eritteus and Origin of Minotaurs by Giulio N. Caroletti, Gazetteer of Ochalea & Gazetteer of Myoshima by G. Agosta.


A prehistoric race existing on the Outer World before the Great Rain of Fire, Beastmen were created by Hel from evil reincarnated souls. Their given chaotic nature manifested as wild variations in size and shape. At that time, the Humanoid races did not yet exist, yet after the Great Rain of Fire, Beastmen evolved into modern humanoid races -- Goblins, Hobgoblins, Kobolds, Ogres Orcs, and Trolls. Beastmen only survive in modern times within the Hollow World, where they inhabit arctic regions in small hunting and fishing villages.


Hollow World Campaign Set by Aaron Allston, Poor Wizard’s Almanacs by Aaron Allston & Anne Dupuis.


Mugumba Mud-Dwellers are anthropomorphic beavers living in swamps of the Serpent Peninsula. While relatively primitive, the Mugumba possess respectable engineering skills, building great log fortresses.

Aside from canon sources, smaller Mugumba settlements are found on the Isles of Steam. In the Hollow World, they are found among the Animal Kingdoms.


Champions of Mystara by Ann Dupuis & Bruce Heard; Isles of Steam by Geoff Gander; The Lighthouse’s Guide to Unknown Cultures by F. Defferrari, from Threshold Issue 9.


Beholders are familiar monsters in most D&D campaign settings. Upon Mystara, Beholders are associated with the Immortal Arik, supposedly imprisoned for his cooperation with the alien Outer Beings.

An undead beholder is said to dwell deep under Stronghold, in the Minrothad Guilds. Otherwise, Beholders are rare yet widespread, and have been sighted throughout the Known World, Brun, and the Savage Coast. Typically solitary, they often subjugate weaker beings, setting themselves as the hidden masterminds within another race’s society.


Codex Immortalis Vol. I by M. Dalmonte; The Darkness Beneath by F. Defferrari, from Threshold Issue 3.


Bhuts are unusual shape-changers, which like the better known Thoul, share some undead characteristics. During the day, Bhuts appear human. As night falls, they assume bestial features, much like lycanthropes. Because they prey on humans and humanoids, Bhuts are parasites of humanoid societies. Hence, Bhuts form small bands masquerading as gypsy troupes, travelling merchants, or other itinerants. Occasionally, they seize roadside monasteries or inns, waylaying unsuspecting travelers.

Bhuts are present in Sind, the Great Waste, and Hule. However, since they travel widely, Bhuts may be present in neighbouring countries.


X4 Master of the Desert Nomads by Dave Cook; Bhuts of Sind by G. Agosta, on Page 20 of this issue; Atlante della Grande Desolazione by Omnibus (in Italian).

Blink Dog

According to the Mystaran Almanacs, Blink dogs appear in the Thyatian Hinterlands, as well as in Norwold forests North of the Great Bay. Being enemies of great cat-like Displacer Beasts, Blink Dogs are likely found in the same areas, such as the savannahs and jungles of Davania.


Mystaran Almanac 1016 AC

Brain Collector (Neh-Thalggu)

Known as Neh-Thalggu in their own language, Brain Collectors are nightmarish aliens, devouring the brains of hapless victims. Thereby acquiring their knowledge, possibly including the ability to use wizardly magic. Rumored natives of the Nightmare Dimension, some scholars link them with Outer Beings and the dimension behind the Vortex.

Luckily, Neh-Thalggu are solitary, likely being planar or space travellers, perhaps even being summoned by powerful wizards. One was found in Chateau d’Ambreville; while another was encountered by Haldemar of Haaken. Yet another was killed in space by Myoshiman forces, and a fourth crash-landed in Darokin in 1018 AC.


X2 Castle Amber by Tom Moldvay; Gazetteer of Myoshima by G. Agosta; It Came from Outer Space by J. Skytte; Mystaran Almanac 1018 AC.


Brownies are a type of faerie folk, and therefore native to the Dreamlands. Many are members of fairy society under High King Oberon. However, Brownies also fulfill roles in human society, being symbiotic with human households. Thus, Brownies are more common outside the Dreamlands than other fairies. Brownies are known as Zashiki-Warashi in Myoshima, Zaoshen in Ochalea, and Tonttu in Kaarjala.


Redcaps are evil Brownies having been slighted by Humans or Demihumans with which they used to cohabitate. Redcaps murder their victims, then dying their caps red with their victim’s blood. They are solitary, having rejected typical Brownie society.

Well known Brownies in Mystara include Jinimix, a Brownie found in Krystallac within the Koskatep mega-dungeon beneath Karameikos, and the Redcap Brogan, trapped in the Tomb of Thob Shanwood.


PC1 Tall Tales of the Wee Folk by John Nephew, Krystallac, the Crystal Heart by F. Defferrari, from Threshold Issue 11, The Kingdom of Kaarjala by Geoff Gander; A Gazetteer of Myoshima & Gazetteer of Ochalea by G. Agosta; The Tomb of Thob Shanwood by G. Agosta; Redcap’s Rampage by C. Perkins, from Dungeon Magazine 54.


Mystaran equivalents of Neanderthals, Brutemen exist almost entirely in the Hollow World. In addition to Hollow World settlements, Brutemen exist on the Isle of Dread, and possibly other outer surface lost world areas, such as Addakia. Though adventurers have reported similar humanoid sightings in Karameikos. Gathering in small hunter-gatherers bands, which number from ten to sixty members.

Denagoth Brute

Denagoth Brutes are a wild, nomadic people adapted to the colder climes of the Denagoth Plateau, living a band hunting existence, and believed to be descendants of the Hollow World Brutemen.

Wyrm Brutemen

More advanced than their brethren, Wyrm Brutemen are nonetheless closely related to Denagoth Brutes. Found only in the Wyrmsteeth region of Norwold, they are a vassal society of that dragon kingdom.


X1 Isle of Dread by David Cook & Tom Moldvay; Hollow World Campaign Setting by Aaron Allston; Denagoth Brute by Andrew Theisen; Who’s Who in the Wyrmsteeth Part 3 by F. Defferrari, from Threshold Issue 10; The Demography of Karameikos by Simone Neri, from Threshold Issue 1; Secrets of Davania by F. Defferrari, from Threshold Issue 5; In the Name of the Dragon by Francesco Defferrari, from Threshold Issue 7.


Bugbears are giant hairy versions of Goblins, found in Northern and Eastern Brun, and Alphatia. There are three main subspecies:

Ursus Bipedis Bugburbianus— Around three-hundred exist in Bugburbia, thirty in High Gobliny and an unknown number in Oenkmar.

Ursus Bipedis Vulgaris—Found throughout the Known World and Alphatia:

Ursus Bipedis Hyborianus— A Northern variant living in Hyborea and Norwold.


GAZ1 Grand Duchy of Karameikos by Aaron Allston; Expert Set by Frank Mentzer; X11 Saga of the Shadow Lord by Stephen Bourne; GAZ10 Orcs of Thar & GAZ3 Principalities of Glantri by Bruce Heard; PWA series by Aaron Allston & Anne Dupuis; X1 Isle of Dread by David Cook & Tom Moldvay, Goblinoid Tribes of Karameikos by G. Agosta, Page 20 of this issue; A Traveller’s Guide to Norwold by Simone Neri, from Threshold Issue 7.


An anthropomorphic frog-like species, the Bullywug canonically does not exist in Mystara. However, the Blackmoorian Order of the Frog did experiment with frog-like lifeforms, and Bullywugs might well be Frog-Folk. This being the case, Bullywugs would most likely be found only in the Hollow World. Though if adapted to Mystara, the Savage Tide campaign places them on the Isle of Dread -- which is appropriately, a lost world area -- and in the Thyatian Hinterlands jungle.


Savage Tide Adaptation by D. Keyser, from Threshold Issue 4.



These sentient saurians were originally one of the most powerful races upon Mystara, but were exiled to the Pits of Banishment prison dimension by the Immortals, as they had conspired with the Outer Beings. These original Carnifex are known as Greater Carnifex, distinguishing them from degenerate variants still existing on Mystara, and from primitive ancestors living in the Hollow Moon. Zealous in duty, Greater Carnifex are physically and magically powerful. Their once advanced complex society forged an empire, yet all knowledge of their existence has been lost to the ravages of time.

Y’hog Carnifex

While not as powerful as Greater Carnifex, Carnifex from the sunken city of Y’hog remain great warriors, mages, and priests. Still worshiping the Outer Beings, Y’hog Carnifex dream of their city’s rebirth, and plot revenge against the mammalian races. Though highly individualistic, Y’hog Carnifex cooperate, enforcing a strict hierarchy based on individual advancement.

Deep Carnifex

Weakest yet most prolific of Carnifex races, these sentient saurians inhabit caverns beneath the Addakian Mountains. Deep Carnifex have organized their society according to a rigid caste system. The Queen rules, served by a hierarchy of clerical, warrior and commoner castes. Each Queen controls a city-state, which is the largest block of Deep Carnifex society. Individual city-states may cooperate, but this is dependent on circumstance.


Trapped upon an isolated plateau in the Hollow Moon, the ancestors of the Greater Carnifex still survive; though reduced to just six tribes. These cannibalistic, primitive Carnifex are quite ferocious, and tend towards brutal infighting when not threatened by external enemies.


M3 Twilight Calling by Mark Lambert and Tom Moldvay; Hollow Moon Cultures: Ur-Carnifex Tribelands by Sharon Dornhoff; Y’hog Carnifex, Geoff’s Big Book of Unspeakable Outer Being Lore by Geoff Gander; Once in a Blue Moon by John Calvin, from Threshold Issue 2.


Centaurs are half-man half-horse hybrids created by Ixion as a gift to the centaur-like air elemental Nephele. They are quite common on Mystara. They are known to be found in all the major temperate forests and steppes of Brun, as well as in Alphatia, on the Isle of Dawn, in the Steppes of Jen, in the Hollow World, and in northern Davania. They usually live in small bands, and occasionally cooperate with other humanoids or join their society.

Larger centaur clans join in hetmanates in central Norwold and in the Vinisk valley at the border between Norwold and Essuria. There used to be a large hetmanate in Ethengar, too, but most centaurs left the area after the second war of succession, more or less at the same time as the Makistani. Ethengar centaurs migrated north to Norwold and Wendar and south to Canolbarth and Traladara.


PC1 Tall Tales of the Wee Folk by John Nephew; B10 Night’s Dark Terror by Graeme Morris and Jim Bambra; Poor Wizard’s Almanac III by Anne Dupuis; Centaurs of Ethengar by Lost Woodrake; The Dangers of the Dymrak Wilds by Havard, from Threshold Issue 1; Secrets of Davania, A Recent History of Davania, & The Izondian Deep by Francesco Defferrari, from Threshold Issue 5; A Traveller’s Guide to Norwold by Simone Neri, from Threshold Issue 7; The Skaufskogr and Beyond by G. Agosta, from Threshold Issue 7; The Demography of Karameikos by Simone Neri, from Threshold Issue 1; Centaurs in Mystara by Havard.


Chevalls are shape-changers able to switch between centaur and horse form. Created by the Immortal Zirchev to guide Centaur tribes, Chevalls exist primarily in Traladara. They are also rumored to live in Alfheim, the Sylvan Realms, and potentially other Centaur lands. Though not forming their own societies, Chevalls act as advisors or leaders in Centaur tribes and clans.

Chevalls of record include Loshad, druid and protector of Eastern Karameikan Centaurs; and the Hoof of Zirchev, dwelling among Centaurs of the Strelets Hetmanate in Norwold.


B10 Night’s Dark Terror by Graeme Morris and Jim Bambra; The Dragonlord Chronicles by Thorarinn Gunnarsson, Lords of the Cruth Lowlands by G. Agosta, The Skaufskogr and Beyond by G. Agosta, from Threshold Issue 7; The Dangers of the Dymrak Wilds by Havard, from Threshold Issue 1.

Couatl (Feathered Serpent)

A mythical creature upon Mystara’s outer surface, this feathered serpent is present in the Hollow World. Considered an Immortal messenger, the Couatl is associated with Oltec and Azcan cultures. Otzitiotl (Ixion), Kalaktatla (Ka), Atruaghin, and Atzanteotl may all appear as feathered serpents.

All Feathered Serpents live on the floating continent of Ashmorain in the Hollow World, having founded a civilization led by their progenitor; the Queen Mother. Immature serpents are non-sentient, and are found all over the Hollow World. In particular, throughout Azcan and Oltec lands.


HWA2 Nightrage by Allan Varney; Codex Immortalis Vol. I by Marco Dalmonte.


According to the Mystaran Almanacs, Crabmen are found in Tlik’kkil; a nation on Davania’s Northern Coast, far West of Kastelios. Like many AD&D aquatic races, Crabmen could appear as members of the underwater empires mentioned in the Savage Coast Monstrous Compendium Appendix.

Crabmen of Tlik’kkil have a loose society based along class. Clerics, rogues, wizards and warriors form four clans living in different regions. Their government is mostly unstructured, having only a wise crabmen council ruling over individual families. Crabmen are quite hospitable with foreigners.


Terra Incognita, A voyage to the Uncharted South by F. Defferrari; Mystaran Almanac 1018.

Crone of Chaos

Crones of Chaos are minions of entropic Immortals, appearing as old wizened women. Endowed with magical powers, Crones often disguise themselves as beautiful maidens. Crones of Chaos typically live alone in the wilderness, waylaying wanderers with their illusionary powers. However, Crones of Chaos covens are not unknown, particularly the Witches of Dymrak, a coven of nine Crones; among which Grizzelda, Esmeralda, and Gelphora are best known.

Crones of Chaos are known as Noita-akka in Kaarjala, a land plagued by hags and witches of many kinds.


B8 Journey to the Rock by Michael Malone; Dangers of the Dymrak Wilds by Havard, from Threshold Issue 1; The Kingdom of Kaarjala by G. Gander.


A race of bat-like Humanoids, Cryions live in arctic climes. Their society is organized in small communal groups called mnelds. Having limited technology and few shamans, they are found in Hyboria and Frosthaven. However, Cryions are more common in the Hollow Moon, where they make homes on the freezing crystalbarrens of Mare Procellarum. Hyborian Cryions are colonists and explorers from the Hollow Moon, as the original Cryions had become extinct on Mystara.


Creature Catalogue, revision & development by John Nephew; Once in a Blue Moon by John Calvin, from Threshold Issue 2, Central Brun by LoZompatore; Hollow Moon Planetology by Shannon Dornhoff; Mystaran Almanac 1016 AC; A Traveller’s Guide to Norwold by Simone Neri, from Threshold Issue 7.


Cyclopes are mainly solitary, yet sometimes live in small clans of herders. These one-eyed giants may be found from the Black Mountains to the West on Brun, and in Surshield on Bellissaria. Cyclops are also found throughout the Southern reaches of the Isle of Dawn, in areas dominated by Firbolgs and Fomorians. They also inhabit rocky islands in the Sea of Dread; such as Pirate’s Rock and Typhoons’ Island. In Ochalea, they are known as One-eyed Demons. On Davania, Cyclops are found in the Meghala Kimata region and in the Hollow World’s wildernesses near the Milenian Empire.


X5 Temple of Death by Dave Cook; An Atlas of the Isle of Dawn by Francesco Defferrari, from Threshold Issue 11; The Three Starflowers by Francesco Defferrari, from Threshold Issue 4; The Minor Islands of the Sea of Dread by Simone Neri, from Threshold Issue 3; History of the Isle of Dawn by James Mishler; Curse of the Cyclops by J. Andersen; Gazetteer of Ochalea by G. Agosta; Mystaran Almanac 1016 AC.



Winged nocturnal predators, living atop high mountain peaks in dark cavernous lairs, Darkwings are sentient, though not particularly intelligent. Their flock social organization bears a pecking order defining leadership. Flock leaders expect to be continuously challenged, and pecking order is subject to frequent upheavals.

It is hypothesized Darkwings are related to Deep Glaurants, and therefore native to the Nightmare Dimension.


Mystara Monstrous Compendium Appendix by Tim Beach & Jon Pickens.

Devilfish (Ixitxachitl)

Intelligent, evil manta rays, the Devilfishes have a complex civilisation on the floor of the southern reaches of the Sea of Dread known as the Abyss, as well as in Alphatian Sea. They frequently raided the Sunlit Sea in the past, and are still a threat to Undersea. Settlements, colonies, or missions can be found in northern seas as well, at least up to Lake Ashtagon in Norwold. Given their other name, Ixitxachitl, they might have come in contact with the Azcans or Oltecs in the past, and might be found in the Hollow World as well.

Devilfishes are organized in schools along a priestly hierarchy, which Matriarchs at the head. Devilfish leaders are invariably vampiric undead, who are also high priests of Saasskas the Destroyer.


PC3 The Sea People, M5 Four Coins for a Kingdom, Alphatian Undersea by H. Santos, The Vampiric Bloodlines of Mystara by G. Agosta, Advice for Traders in the Sea of Dread by LoZompatore in Threshold Issue 4, Adapting the Night Below to Mystara by D. Keyser in Threshold Issue 6, Timeline of the Sea of Dread by A. Theisen in Threshold Issue 3.


Diaboli are the counterpart of humans from the Nightmare Dimension. As such, they are nightmarish to behold, and the reverse is true as Diaboli find humans and other non-Nightmare beings repulsive. While Diaboli are generally well-meaning and intelligent, their society is very different from human ones, as they are inherently anarchistic. Their technology level is generally lower than that of Mystaran civilizations, but Diaboli are generally more advanced in arts and philosophy.

On Mystara, Diaboli are very rare. A community of Diaboli, Redhorn, is found in Norwold, led by Diablerus, who has been recognized as the local Baron by King Ericall according to the Mystaran Almanac. Due to their instinctive repugnance for anything not originally from the Nightmare Dimension, they tend to surround themselves with animals native of that dimension, which therefore populate the area of Redhorn.

In the adaptation of Princes of the Apocalypse to Esterhold, the Tiefling Vanifer is hypothesized to by of Diabolus descent. The Shadowelf spy Farrow, who is affected by a multiple personality disorder, has two Diaboli personalities.


Diaboli on Mystara by Håvard, Poor Wizard’s Almanac, Mystaran Almanac AC 1016, The Elemental Evil in Mystara by the EPiK Team in Threshold Issue 11, Farrow by Håvard.


Djinn are a race of air genies, native to the Plane of Elemental Air, but relatively common in Mystara. Djinn are magically powerful, so they are able to visit the Prime Material plane when they desire to do so, and are also often summoned by magicians. Djinn are found potentially anywhere in Mystara, but are particularly common in Ylaruam and Sind.

A djinni is rumored to live in the town of Threshold in Karameikos, and one guards the lair of Marudi the Blue Dragon in Ylaruam.


The Demography of Karameikos by S. Neri in Threshold Issue 1, Who’s Who Among Dragons by B. Heard.


Mystaran dolphins are sentient. They live in most seas, and are particularly friendly with the merrow of Undersea.


PC3 The Sea People, Codex Immortalis vol. 2 by M. Dalmonte.


Doppelgangers are natural shapechanger. They parasitise human and demihuman societies by taking the appearance of their victims. They are pretty common on Mystara, especially in the highly populated areas of the Known World and Alphatia, but also in the Great Waste and Hule. Thanks to their shapechanging abilities, they are often involved in criminal enterprises, including Thieves’ Guilds, and espionage. Thus, they have no society of their own beyond the occasional gang.

In the past, Doppelgangers were involved in the Chambahara regime in Sind, together with other shapechangers such as Mujina, Rakshasa, Randara, and Baldandars. With respect to them, Doppelgangers are less powerful, but more common.


Omens and Portents by V. Lädhe, Lair of the Changeling by D. Reid, The Division of the Five by V. Lädhe, Inns and Taverns of Mystara by J. Andersen, Riverfork Keep by J. W. Biles, The Streets of Landfall by J.T.R. (ed.).


Majestic flying reptiles with incredible firepower and magical prowess to boot, Dragons are one of the major sentient races of Mystara. They have at least one major nation, the Kingdom of Wyrmsteeth in central Norwold, and another, the Nation of Dragons, existed until 500 AC at least. Draconic societies need to balance the solitary nature of these beings with the need to avoid destructive warfare. Also, the magical nature of Dragons makes it so that vassalage ties are stronger than among other races, leading to a natural social pyramid with a dragon liege at the head, and vassals below them. Draconic kingdoms, petty or major, tend to overlap with those of other races, since Dragons require vast territories. Only truly vast kingdoms, such as Wyrmsteeth, where Dragons rule over other races as well, have recognizable boundaries from a human point of view. Dragons of all kinds typically participate to the same draconic society, freely mingling.

Chromatic Dragons

The five chromatic dragon types, White, Green, Black, Blue and Red, are the most commonly sighted. Greens tend to lair in forested lands, Blacks in marshes and swamps, Whites in arctic regions and glaciers, and Reds in mountains. Mystaran chromatic dragons are not necessarily evil, although Whites and Blues tend towards neutrality along the Law-Chaos axis, whereas the others are often Chaotic.

Metallic Dragons

Only Gold Dragons are relatively common in Mystara. Copper Dragons are known to exist in Davania, where they are hunted by the Sis’thik, and at least one, Vasylion the Younger, has a lair in the Kurish Massif. In addition to Copper Dragons, Bronze and Silver Dragons are mentioned in Glantri: Kingdom of Magic. These are probably either very rare, or present only in remote locales like Skothar or Davania. According to Who’s Who in the Wyrmsteeth, metallic dragons of the Brass, Bronze and Silver varieties are found in the Izondan region of Davania.

Gem Dragons

Gem Dragons are similar to chromatic and gold dragons, but their scales have a crystalline shine. Crystalline, Jade, Onyx, Sapphire, Ruby and Amber Dragons exist. Crystalline, Ruby and Sapphire Dragons are typically Lawful, whereas the Amber Dragon is Chaotic, and the Jade and Onyx Dragons are Neutral. Gem dragons arrived in Mystara during the invasion of the Overlord.

Undead Dragons

Two kinds of undead Dragons exist: the Undead Dragon proper, and the Night Dragon. Undead Dragons are dragon corpses animated by undead spirits, whereas Night Dragons are Dragons corrupted by the worship of Entropic Immortals. Undead Dragons are solitary, and barely sentient, whereas Night Dragons are cunning beings, able to infiltrate draconic and human societies, carrying out their own plans and the wishes of their Immortal patron.

Other Dragons

The Vermillion Dragon, of which only one, Pyre, is known, is a Red Dragon addicted to the consumption of the magical metal, Cinnabryl, which gives him a metallic shine and the powers of an Inheritor.

The Sea Dragon is an underwater variant of the Green (or perhaps Bronze) Dragon.

The Redhawk Dragon is a weird dragon-bird hybrid found on the mountains of the Arm of the Immortal, and believed to be a cross between Red Dragons and rocs. Contrary to most Dragons, they are social creatures, living in extended communities.

Ancestor species of the Dragons, such as the Flapsail, also exist, but they are not sentient.


Mystara Monstrous Compendium Appendix, Dragonlord Chronicles, Bestiary of Dragons and Giants, Poor Wizard’s Almanac III, Glantri: Kingdom of Magic, Who’s Who Among Dragons by B. Heard in Dragon Magazine 171, From Hatchling to Immortal Guardian by B. Heard in Dragon Magazine 170, The Mightiest of Dragons by G. Ziets in Dragon Magazine 158, Champions of Mystara, History of Dragonkind by S. Neri, Who’s Who in the Wyrmsteeth by F. Defferrari in Threshold Issues 8, 9, and 10, The Dragon Kingdom of Wyrmsteeth by G. Caroletti in Tome of Mystara Issues 2 and 4, Dragons of Mystara v2.0 by various authors.

Dragon Turtle

These creatures are extremely rare. They look like giant turtles, with a dragon’s neck and tail. They are solitary, although intelligent enough, and typically claim large tracts of sea as their hunting grounds.

The Dragon Turtle (or perhaps, a specific Dragon Turtle living in the Sea of Dawn) is known as Hafgufa to the people of Norwold and the Northern Reaches. Similarly, Dragon Turtles are called Kelonadraka by the Minaeans, who consider the creature sacred to Protius. A Dragon Turtle called Emraag lives in the southern reaches of the Sea of Dread. Finally, one Dragon Turtle is found in the Shadow Elven territories, living in a large underground lake.


Gaz 13 The Shadow Elves, Adventuring in the Northlands by G. Agosta in Threshold Issue 6, The Search: on the shores of Minaea by F. Defferrari, Savage Tide Adaptation by D. Keyser.


Drakes are shapechangers who resemble small dragons -- or more precisely small wyverns -- in their natural form, but can take on the form of a human or humanoid of some kind. There are two types of Drakes, Chaotic Drakes, who are related to the Wee Folk, and Elemental Drakes, who are actually natives of the Inner Planes.

Chaotic Drakes

Mandrakes, Wooddrakes and Colddrakes are respectively able to take the form of humans, elves or halflings, and dwarves or gnomes. They all remember the Great Rain of Fire and attempt to prevent its return by limiting the technological progress. The form a network, a kind of world-wide secret society of thieves and spies, to further their goals and protect themselves.

Naturally, Mandrakes are mostly found among humans, and Colddrakes are found among dwarves and gnomes. Wooddrakes are found among the elves and halflings, but also common in the Dreamlands.

The most famous Drake was Sir George Kirbey, a Mandrake and companion of the Immortal Dragon Diamond, who was later transformed into a gold dragon by his patron.

Elemental Drakes

Airdrakes, Flamedrakes, Earthdrakes and Waterdrakes can assume the form of young giants in the Prime Material, or of elementals in their native Inner Plane. They are rare in the Prime Material, since they do not have the ability of travelling across the planar boundaries. On the Prime Material, they are typically spies and agents of the elemental rulers among the giant kin.


Mystara Monstrous Compendium Appendix, Dragonlord Chronicles.


These wood nymphs are pretty common, especially in the forests of the Known World and northern Davania. In particular, Dryads are known as Omilayo in Tangor and the Tanagoro lands.

Known Dryads include the Queen of the Alphatian Kingdom of Limn, Mellora and Lotis, a Dryad from the Dreamlands.


PC1 Tall Tales of the Wee Folk, Dawn of the Emperors, African Monster Variants by Håvard.


Modern Dwarves are divided into two different races, the Rockborn and the Mordrigswerg. The original Dwarves (known as Kogolor) who lived in the Outer World before the Great Rain of Fire now survive only in the Hollow World. The dwarf race who lived on the Outer World before being reformed by Kagyar but after the Great Rain of Fire, which populated the Shimmering Lands, is completely forgotten in modern times, but may be preserved in the Hollow Moon.


These Dwarves were preserved in the Hollow World when the race dwindled in the Outer World. They live in the mountains, but are more likely to be surface dweller than the modern dwarves. Their communities are also less centered around metalworking, and their culture seems to be based on the Alpine regions of the real world, like German-speaking Switzerland or Tirol.


The main breed of modern Dwarves hails from Rockhome, which is by far the largest centre of Dwarven culture. The government is a sort of clan-based constitutional monarchy, where the power is shared between the King and the Senate. The population is divided in seven large clans, each having a major focus of interest (military, religion, administration, commerce, etc). The clans act as political parties, with senators being the head of the largest families. The Dwarven society is also quite complex, with a significant role given to Guilds, which seem to be social clubs.

The Rockborn Dwarves have also sent colonies to many lands. The largest is probably the Kingdom of Stoutfellow in Alphatia, but considerable numbers of Dwarves also live in the mountains of Norwold and in or around Oceansend. The Barony of Burohur in Thyatis is another Dwarven holding. There are dwarven clans in Karameikos and Minrothad, and Dwarven quarters in most Ylari towns. Dwarves probabily are quite common in Darokin, especially in Selenica. According to Lathan's Gold, a dwarven explorer where sent as far south as the Thanegioth Archipelago to look for prospective new colonies.

There are also a number of dwarves living in the Gulf of Hule and on the Savage Coast, up to Bellayne. These Dwarves came to the Savage Coast around 450 BC, after the end of the Dwarf-Goblinoid wars. From east to west, Dwarves appear in the City-State of Zvornik, in the Savage Baronies, mostly in Cimarron County, though one Dwarven Barony, Montoya, existed from 906 to 937 AC. In Robrenn, a Dwarven Duke holds Avernos, while many dwarves live in the County of Harstal in Eusdria. The westernmost dwarven settling in the Coast is a recently established community of coal miners in Penwick, Bellayne. These dwarves probably come from Cimarron County.

Finally, Højgylden in Thonia holds a sizable dwarven population, which came from Rockhome around 900 years ago.


These odd Dwarves live in caverns in the Northern Reaches. They were created alongside with the Rockborn, but are definitely different from several points of view: first, they have an affinity for weird magics, and are known as makers of wondrous item, most of which, though, seem to be myths or fakes. Second, they are as much asocial and prone to mental instability as the Rockborn are social and sound-minded. Their most important settlement is the Dwarf-Kingdom of Gråbjerge.


GAZ4 The Dwarves of Rockhome, GAZ7 The Northern Reaches, The Savage Coast Campaign Book, Hollow World, Dawn of the Emperors Boxed Set, GAZ1 The Grand Duchy of Karameikos, GAZ9 The Minrothad Guilds, XSOLO Lathan's Gold, The Shimmering Lands Player’s Guide and DM’s Guide by J. Calvin, The Chronicles of Dwarves by O. Shaham, Annals of the Denwarf Dwarves by G. Caroletti and History of the Dwarven Race by G. Caroletti and J. Skytte, Genealogy of the Dwarves, Mystaran Almanac 2018, Kingdom of Højgylden by I. Sarikhan.



Intelligent stork-like birdmen, the Eblis are found in marshes and swamps of subtropical and tropical climes, such as those along the course of the Yalu river. Eblis form small communities led by a spellcaster, typically capable of illusionist magic. They build small, well-hidden villages of straw huts.


Monster Manual by Robin.


Efreeti are genies from the Plane of Fire, and in particular the control the fabled City of Brass there, and portals from it to outposts in several regions, including the Vesperlands in the Hollow Moon. They are bitter rivals of the Djinni, as well as of the Sollux and Helions. On Mystara, Efreeti are found near volcanoes and elemental vortices such as the Arch of Fire, which hosts an Efreet kingdom in Norwold, or the volcanoes in the Thanegioth Archipelago. A single Efreet resides in the pool of magma known as the Eye of Zargon in Cynidicea. Efreeti also visit deserts such as those of Ylaruam or the Plains of Fire in the Great Waste.

Efreet are highly organized, as expected from a lawful race, with a noble caste of Amirs ruling over the commoners.


Gaz 2 The Emirates of Ylaruam, The Exodus of the Flaems by Ripvanwormer, The Firelord Saga by V. Lähde, A Traveller’s Guide to Norwold by S. Neri in Threshold Issue 7, Mystaran Almanac AC 1016, The Dungeon Master’s Guide to Cynidicea, Atlante della Grande Desolazione by Omnibus (Italian), Vesperland Atlas by J. Calvin in Threshold Issue 10.


Elementals are not native of Mystara, of course, but, due to the large number of elemental vortices, they are relatively common on this area of the Prime Material plane. In the Archaean Eon, they had an even greater presence as the world was devoid of other lifeforms, and more primal in its form.

Elemental can describe, in a general sense, the most common kind of natives of the Elemental Planes, which include non-sentient and semi-sentient beings such as the Fundamentals. More specifically, it refers to three classes of intelligent denizens of the Inner Planes: the Elementals proper, and the Elementals of Law (Anemo, Kryst, Helion and Hydrax) and Chaos (Eolian, Erdeen, Pyrophor and Undine).

Hydraxes are possibly the only type of Elemental to have an organized presence on Mystara, however, in the Kingdom of Greenkhlaawdaa in the Klagorst Region.


Mystaran Almanac AC 1018, Klagorst by G. Caroletti, The Borea Project by R. Burns, 99.9999985% Mystara history by F. Defferrari.


There are many elven subraces and cultures in Mystara, since the elves, who originally lived in Davania, splintered into several groups after contacting the humans. The three original groups were the Northern Elves who went to Blackmoor, the Grunland Elves, who remained in Davania, and the Aquatic Elves, who entered the sea. Later, the development of advanced technology caused another major rift, as Ilsundal led many elves away from Davania. These became the Sylvan Elves, while those who stayed perished -- except for the ancestors of the Blacklore Elves.

The Northern Elves were also hit by the Great Rain of Fire, but some clans survived, and reverted to a low-technology lifestyle.

Other clans formed as groups of elves broke off from the long migration of Ilsundal.

Elf, Sylvan

Sylvan elves are the elves that followed Ilsundal in his migration from Davania to the Sylvan Realm. They include the elves of Alfheim, the Sylvan Realm, Karameikos (Callarii and Vyalia), Minrothad (Forest Elves), Alphatia and Norwold (Shiye), and the Savage Coast (several clans). These clans, while displaying some physical and cultural differences, more or less fall into a basic social pattern of loose kingdoms where the king is usually balanced by the power of the clan elders.

Savage Coast elves, on the other hand, have adopted feudalism from the humans, and their clans are usually part of the local human or near-human kingdoms.

Some clans that have developed very unusual traits, like the Ee'aar or the Minrothad Water Elves, are described in separate entries.

Elf, Aquatic

These elves broke off from the original stock during the early Blackmoorian age, when they refused technology and chose to live under the sea, following the Immortals Calitha and Protius.

Elf, Blacklore

Saved from the Great Rain of Fire and the destruction of the advanced technology they relied on, these elves now survive only in the Hollow World, thanks to the Spell of Preservation that keeps their robots and tools functional. Their society appears advanced, but is actually very decadent.

Elf, Belcadiz

These elves are thought to be the descendants of ancient Glantrian elves that fled underground, and emerged beyond the Sea of Dread. They now live in the Principality of Belcadiz in Glantri, sharing most of the cultural traits of the other Glantrians. Their culture is remarkably similar to that of the Ispan people of the Savage Baronies. Whether they are related to the Espa-speaking elves of Torreón or not is uncertain.

Elf, Ee'aar

These winged elves were part of Ilsundal's migration, but now live in the highest mountains of the Arm of the Immortal, where they form a single kingdom, Aeryl.

Elf, Genander/Genalleth

These are the descendants of the Northern Elves of the Blackmoor era. They live in Wendar and, at least before the rise of the Shadowlord, in Denagoth.

Elf, Gentle Folk

These pacifistic elves live in the Hollow World. A dying culture in the Outer World, they probably survive in the Hollow World only thanks to the powerful Spell of Preservation.

Elf, Icevale

These elves live in arctic areas of the Hollow World. They are more hardy than other elves, but have much reduced knowledge of magic.

Elf, Shadow

These elves went underground after the explosion of a Blackmoorian artifact in what is now Glantri. They are divided in two branches, the Shadow Elves, followers of the Immortal Rafiel, who have a strongly religious culture and live below the Known World, and the Schattenalfen, followers of the Entropic Immortal Atzanteotl, who dwell in caves in the Hollow World. They are physically quite different from other elves, having large ears and pale hair and skin.

Elf, Sheyallia

These elves broke off from Ilsundal's migration in the Serpent Peninsula, but due to conflicts with the Tanagoro humans were pushed out into the Great Waste. They currently live in a dual-race nation under the desert, sharing the caves with the Grugraakh gnolls. Their society is more primitive than those of other elves, somewhat influenced by the shamanistic Gnoll culture.

Elf, Water

These elves, while similar in character to other Minrothaddan elves, bear an odd resemblance to Shadow Elves. They are one of the major powers in the Minrothad Guilds.


GAZ5 The Elves of Alfheim, GAZ1 Grand Duchy of Karameikos, GAZ3 The Principalities of Glantri, GAZ9 The Minrothad Guilds, GAZ13 The Shadow Elves, The Orc's Head, The Savage Coast Campaign Book, Dawn of the Emperors, The Hollow World boxed set, X11 Saga of the Shadowlord, DA1 Adventures in Blackmoor, DA4 City of the Gods.

Non-canon references are too numerous to mention. We will just point out that Threshold Issue 10 Elven Realms is mostly dedicated to the various elven lands and nations.


These are a race of aliens who are outwardly similar to humans but have green skin and plant-like features. They have their own nation hidden in the rain forests of northern Davania but are unknown elsewhere. They use biotechnology for many purposes, including growing cities, vehicles and tools. Their society is a form of dynastic monarchy, without a concept of private property.

Emerondians are descendents of the Pyrithians, and settled on Mystara to escape the destruction of their own homeworld. They may also be related to the Grens, or Federation Aliens, who were the source of the Blackmoor technology.


Dragon Magazine 166, History of the Grens and the Emerondians by G. Agosta, Mystaran Almanac, Grens: Source of Blackmoor Technology by D. Knott.


These winged minotaurs are apparently found only in the Arm of the Immortal, and more specifically in their own kingdom of Eshu, although they have recently established a foothold, Um Shedu, in the Orc’s Head peninsula, their original homeland. They once were responsible for creating the great nation of Nimmur, but have never been numerous. Enduk are a highly religious and philosophical race. They were created by the Immortal Ixion as a reward for one of his highest ranking proxies, the Greater Shedu Gildesh. Some of them, led by Minoides and Eritteus, betrayed their king, and were transformed into wingless Minotaurs or Bargda.


Orc's Head Peninsula Campaign Book, Savage Coast Monstrous Compendium, History of the Minotaurs by G. Caroletti.


Ettercaps are large humanoids with spider-like qualities. In Mystara, they are found in the forests of Esterhold. According to the Damocles documents, the Ettercaps were created there as a servant races by the Dark Pyrondians (who are known to the Modrigswerg as the nine Dock-Alfar).


Poor Wizard’s Almanac III, Damocles by G. Agosta.


A race of enchanted female creatures, the Faedornae act as protectors of the elven race, favouring especially elven heroes. They live in Shining Isles, floating high in the skies. The Faedornae do not appear to have a society, though being powerful magic users they do have the means to keep in touch, even if they do not leave their islands.


O2 Blade of Vengeance, Creature Catalogue.


The Faenare live on Serraine and in desolate mountaintops across the Known World, with a greater concentration in the Broken Lands. These bird-like humanoids are good flyers, which makes their villages difficult to reach -- thus they can live in the Broken Lands without coming in conflict with the more numerous goblinoids.

Some faenare are found in the Kingdom of Aeryl. Of these, Cabelle Windstreak is noteworthy as one of the Dreamers in the Vaults of Pandius.


PC2 Top Ballista, The Vaults of Pandius by Shawn Stanley in Threshold Issue 2, The Rise of the Near Humans by D. Knott.


These tiny humanoids (also known as Homunculi) are said to be manifestations of Immortals, who serve as familiars to powerful wizards or clerics of similar alignment. Other sources make them into less powerful extraplanar beings. There are five types of familiars, each specific to a Sphere of Power: the Aryth of Thought, the Bogan of Entropy, the Fylgar of Matter, the Gretch of Time, and the Ulzaq of Energy. Note that in AC9 Creature Catalog, there are only three Homunculi (Fylgar, Gretch and Ulzaq), associated with the alignments rather than the Spheres.


Mystara Monstrous Compendium Appendix, AC9 Creature Catalog, Homunculus by J. Baty.


Another Wee Folk race, these diminutive pixies are found in large clans on the fungi rings in the Emerlas, and likely in other woodland regions controlled by friendly elves, Wee Folk, or sylvan beings.


O2 Blade of Vengeance, Creature Catalogue.



A variant on the Treant theme, the Gakarak are solitary and brooding creatures, the last survivors of past ages. Only large, ancient (pre-Blackmoorian) forests are likely to host a Gakarak. There are probably not enough of them left to have a true society.


DA4 City of Gods, Creature Catalogue.

Galeb Duhr

These sentient, rock-based lifeform is found in Soderfjord, and possibly in other mountain areas such as Rockhome or Norwold. They are enemies of the chaotic Erdeens, so they may be originally native to the Elemental Plane of Earth.


Poor Wizard’s Almanac III, Mystara Monstrous Compendium Appendix.


Garls are a race of primitive humans quite similar to modern humans or brute-men, but much larger -- the typical garl is 3 m tall. They are likely extinct in the Outer World, although they did exist in the early Blackmoorian age, as well as in the prehistory of the parallel world of Aelos. They might be present in the Hollow World, although likely not in the relatively well explored continent of Iciria.

Garl have a simple tribal society, as they have only very crude language abilities and paleolithic-grade technology.


DA4 City of Gods, Creature Catalogue, CM6 Where Chaos Reigns, Arquen and Kolmedes Supremacy Gazetteers by Sean Meaney.


Geonids are small humanoids covered in a rock-like shell which allow them a high degree of protection and the possibility to hide, appearing as small boulders. Geonids are hunters and farmers and live in clans of 30 to 80 individuals, led by a single priest. The community is focused around a shrine built to honour the Geonids' Immortal patrons. Note that DA3 speaks of a single Geonid deity, while the MCA speaks of Geonid Immortals -- maybe in the millennia between the Blackmoor age and the modern era something has changed in the Geonid culture. On the other hand, Geonid technology never advanced beyond the Stone Age level.

In modern Mystara, Geonids are found in the Black Mountains and in neighbouring mountainous areas, though they leave their underground tunnels only at night, to mount hunting expeditions.

Geonids are an old race, and they were already found in the pre-industrial Blackmoor era. At the time, a large community of Geonids (2000 of them) dwelt in the Kerman Peaks area (south of Blackmoor). These geonids were controlled by a group of Fire Giants.


Mystara MCA, X5 Temple of Death, DA3 City of the Gods, Hulean Gaz by C. Constantin.


There are many species of Giants and Giant-kin on Mystara, and these species have a long history, having formed organized nations since the early ages of the world. The Kingdom of Gandhar is the first known large-scale giant society, and held sway over a large portion of the Isle of Dawn and parts of eastern Brun before and during the Blackmoorian age. After the Great Rain of Fire, Gandhar progressively declined, fragmenting in numerous Giant Kingdoms. Among these, Frosthaven, a kindgom of Frost Giants to the north of Norwold, is the only one to have survived to this day. Grondheim, a Fire and Frost Giant kingdom ruled by the Troll Queen, which covered much of the Known World and extended even into the Dreamlands, fell in 1700 BC, as did the Land of the Fomorians in the Altan Tepes.

Starting from Frosthaven, the Frost Giants attempted to conquer northern Norwold multiple times, creating the short-lived Kingdom of Nordenheim, and the longer lived Kingdom of Snorri, which finally fell in 280 BC after being defeated by the Alphatians.

In modern times, the major giant kingdoms are Frosthaven and Cirrinembis, a Cloud Giant state in the Endworld Spine region.

True Giants

Storm, Sea, Cloud, Mountain, Fire, and Frost are the true giants. The first three are essentially the same species, as they can interbreed freely. Most Storm Giants actually mate with either Sea or Cloud Giants, since Storm Giants are few and prevalently male.

Mountain Giants are closely related -- they are probably the closest type of giant to the ancestral form, and Fire and Frost Giants are more distantly related, as they split from the other giants in early times, possibly due to the interference of Immortals such as Surtr and Hel.

Nowadays, Cloud Giants dwell mostly on mountaintops or floating castles, as well as in the nation of Cirrinembis in the Endworld Spine, Sea Giants are found in Undersea, Fire Giants in the Arc of Fire and other volcanic regions of Norwold and the Sea of Dread, and Frost Giants have the largest presence, with the Kingdom of Frosthaven being the best-known giant nation in Mystara.

While hostility is typical between Fire and Frost Giants, the true giants, together with the Hill and Stone giants, form a special kind of society where each subrace has its own craft, an artisan skill at which it excels -- for example, Fire Giants are known as smiths, and Storm Giants as loremasters. Cloud Giants, with the mobility given by their floating castles, acts as merchants, keeping the whole society cohesive to some extent.

Hill Giants

Hill Giants are considered a form of lesser giant, probably related to the largest Beastman races, such as the ogres, or to primitive humanoids such as the Garls, as much as to true Giants. However, like Stone Giants, Hill Giants are part of the the giantish society, with their leathercrafting skills providing a useful craft to the larger community.

Fomorian and Giant-Kin

Fomorian giants include several subspecies of giants, primarily the Verbeeg and Athach, characterized by their misshapen forms. The Verbeeg are found in the Black Mountains, although they were more widespred in the times of Taymora. Athach giants are found in the forests of Davania, and in the central areas of Brun (Midlands, Hule, Black Mountains, Adri Varma). Fomorians are also present in the Isle of Dawn.

Other giant-kin, which include the Cyclopes (see separate entry) and the Fir Bolg. The latter are found primarily in the Isle of Dawn.

Stone Giants

The oviparous Stone Giants are unrelated to other giants, having been created by the Immortal Ka using giants as a template, but with a different physiology, more related to that of the carnosaur species to which Ka himself belonged in his mortal life. However, they do participate to the giant society, in their role of stonemasons.

A red-skinned subrace, the Hunakoi, lives near Thothia in the Isle of Dawn.


Hephaestons are powerful, iron-skinned giants. These unusual members of the giant family are well known for their smithing ability. Some are found in Norwold.


Bestiary of Dragons and Giants, Mystara Monstrous Compendium Appendix, The Black Vessel, M5 Talons of Night, The Age of Blackmoor by J. Mishler, Taymora: Land of the Dead by G. Agosta in Threshold Issue 12, Lords of the Cruth Lowlands by G. Agosta, The Free City of Oceansend by JTR, A Traveller’s Guide to Norwold by S. Neri in Threshold Issue 7, Poor Wizard’s Almanac AC 2013, Porteui & Cirrinembis by G. Caroletti, The Kingdom of Littonia by G. Gander, Giantcraft by M. Dalmonte, Mystara 2300 BC Setting Overview by J. Calvin and G. Gander, Adri Varma Plateau by G. Leblanc, African Monster Variants by Håvard, History of the Isle of Dawn by J. Mishler.

Gith Races

Githyanki and Githzerai are non-canon races in Mystara, though there has been at least one attempt to set them here (Arentela, in the Great Waste). Since the two races wage a plane-spanning war, it is entirely possible that one of the two has decided to set up a base in some deserted region of Mystara. It is more likely that a Mystaran base belongs to Githzerai than to Githyanki, who are more aggressive, and whose presence on the planet would be more easily detected. Githzerai fortresses could be present in any desertified, depopulated region. Davanian deserts (Arypt, e.g.) seem the best candidates for such a settlement.


Gith of Mystara by A. Nowack, Arentela by G. Caroletti in Tome of Mystara volume 4.


Glaurants are large, winged, demonic-looking humanoids. They live in the Shadowdeep under the Five Shires. The commonly encountered Deep Glaurants are mostly predators of low intelligence but significant cunning. However, the Great Glaurants, a more intelligent variety, are rumored to have a civilization and possibly nations in the lowest reaches of the Shadowdeep.


Gaz 8 The Five Shires, Halflings and Blackflame and Glaurants by A. Theisen, Regions of the Shadowdeep by A. Theisen, Adapting the Night Below to Mystara part 2 by D. Keyser in Threshold Issue 8.


One of the major goblinoid race, the Gnolls are not direct descendants of the Beastmen, and more closely related to Hutaakans and Lupins, although their origin is shrouded in mystery -- the traditional version says they are a magical crossbreed of gnome and troll, but seems more related to the name than the actual.

They are found in a large area of Brun extending east of Soderfjord and the Emirates of Ylaruam up to the Grande Carrascal in the Savage Coast. They seem to disappear right north of the Broken Lands and Graakhalia, so they are limited to temperate or hot, arid climates. However, a northern subspecies, probably living in the Midlands of Brun, is reported in the Orcs of Thar Gazetteer.

Major Gnoll societies are modelled on the local strongest model--desert nomad tribes in Ylaruam, shamanistic hunter-gatherers in Graakhalia, and human baronies in the Savage Coast.


Orcs of Thar Gaz, Savage Coast Campaign Setting, Champions of Mystara, Northern Reaches Gazetteer, The Black Vessel, Gnollheim by P. Sullivan, History of Lupins by G. Agosta, The Demography of Karameikos by S. Neri in Threshold Issue 1.


Mystaran Gnomes are quite rare, but present in many regions. They all belong to the same race, but cultural differences have divided them into various subraces.

Best known are the Rock Gnomes, present in Karameikos and neighbouring Known World nations, as well as in the Alphatian Kingdom of Stoutfellow. Their only nation is Highforge, whose government form seems closely related to the Dwarven clanic monarchy of Rockhome. There were gnomes in the Wendarian range, but they were later displaced by dragons. The gnomes in Ierendi and the few gnomes in Glantri may be their descendants. In the Endworld Spine, the city of Porteui hosts a Rock Gnome community.

Sky Gnomes live only in the Flying City of Serraine, under a quasi-democratic political system (before the Grey Front takes the power, that is). In the Hollow World, a floating continent holds the Sky gnomish community of Oostdock. The Gnomes of Thimhallan might also be Sky Gnomes (or perhaps Vulcanian Fire Gnomes).

Ice (or Water) Gnomes are supposed to have been living in Soderfjord at some point in the past, and in Southern Davania. They may survive in submarine cities, or in high mountains, as well as in the Kingdom of Højgylden in Skothar.

Fire (or Steam) Gnomes were in the past known as the builders of the gigantic robots, the Earthshakers. They were originally from Davania, and the spartan-like Gnomes of the Snartan Empire are likely Fire Gnomes who have been in contact with the Milenian culture.


Gazetteer 1 The Grand Duchy of Karameikos, Gazetteer 2 Kingdom of Ierendi, Northern Reaches Gaz, PC2 Top Ballista, Snartan Empire by Bruce Heard, History of the Sea Gnomes by O. Shaham, Gnomish Timeline by F. Paoli, The Ice Gnomes by A. Jones in Tome of Mystara volume 3, Porteui & Cirrinimbis by G. Caroletti, Kingdom of Højgylden by Isabelle Sarikhan, City of Thimhallan by E. Deneault.


Goatmen are native to the Black Mountains and the eastern coast of the Gulf of Hule. According to Bruce Heard, there are several Goatman races (Goatling, Ovinaur, etc.). Most of them have tribal societies, led by shamans.

Some more advanced Goatmen may have copied neighbouring human societies (Hule, the Traladaran City-States). Some Goatmen (or perhaps even all) are locked in a war against Braatnee, a fiend that attempts to dominate their society.


Savage Coast MCA, Goatmen of Kavaja by Bruce Heard.


Another major goblinoid race, Goblin are common everywhere in the Known World, in Hule and in the Yazak Steppes, and may appear in northern settings, as do most Beastmen-descended races.

Their nations are usually primitive, and goblins do not seem to be the most advanced among the goblinoids, taking on whatever culture is imposed by the dominant races. High Gobliny in the Broken Lands is the only known goblin nation, and even it is a vassal of King Thar.

Their only known achievement is wolf-mounted cavalry, which seems to be common among all goblin tribes, and is likely to be the most common and successful goblinoid cavalry.


Orcs of Thar, B10 Night's Dark Terror, Savage Coast Campaign Setting.


These Chaotic Wee Folk are too disorganised to exist as nation, or even small social forms. They are likely to be present mostly in magic-rich environments, as Castle Amber and Serraine.


X2 Castle Amber, PC2 Top Ballista.


Gyerians are found along the western coast of Brun, from the Arm of the Immortal up to the Sylvan Realm. They are likely to live in small tribes, with a primitive lifestyle (probably aeneolythic-level technology, as well as shamanic and wokanic magic).

More advanced nations like the Ogrekin nations and the Yezchamenid Empire may have dislodged tribes of Gyerians. Due to this, Gyerans have also migrated to north-western Davania.

A Gyerian is also reported on the Isle of Dawn, so it is possible that Gyerian communities exist there.


CM5 Mystery of the Snow Pearls, Mystara Monstrous Compendium Appendix, the Yezchamenid Empire by Adrian Mattias, Gyerians as PCs by combatmedic and Håvard, Northwestern Davania by F. Defferrari, The Izondian Deep by F. Defferrari in Threshold Issue 5.



These evil race is hopefully too rare to have a culture of itself, but is likely to be present almost everywhere, thanks to its spellcasting and illusionist abilities. Hags are divided in two subraces, Black and Sea Hags. Black Hags are sometimes known as Annis (q.v.).

A Sea Hag is rumored to lair along the coast of the Emirates of Ylaruam, near the village of Hariq.

It is also possible, but not confirmed, that hags have some relation with the Witch Queen of Pojaara (also known as the Rimal Hag), which would explain their presence in Norwold and the Sea of Dawn.

Finally, Crones of Chaos (q.v.) may be a lesser form of Hag.


Mystaran Almanac AC 1018, Kaarjala, Land of the Saamari by J. Mishler, The Kingdom of Kaarjala by G. Gander, The Streets of Landfall by JTR (ed), The Heldannic Order by JTR and C. Wilson, The Free City of Oceansend by JTR and G. Gander (eds).


Modern Mystaran Halflings (more properly known as Hin) originally hail from Davania,which they left around 1500-1300 BC. Nowadays, a few tribes of nomadic Hin may still be present in eastern Davania (Aryptian Desert), but otherwise the major Halfling civilisations reside in Brun. The most relevant Halfling settlements include the Five Shires in the Known World, Leeha in Norwold, and the surface of the Kingdom of Stoutfellow in Alphatia. Smaller Hin communities are present among the humans of Ierendi, Darokin, the Savage Coast (in particular Cimarron and Robrenn, but also elsewhere in the Gulf of Hule, Eusdria, and Herath), Norwold, and Karameikos.

They seem to be quite conservative: both Hin nations follow the same basic government model - clan elders ruling through elected Sheriffs, and both share a similar technological and cultural level. However, Halflings do not seem to be very interested in imposing, or even preserving, their own traditional government and culture. Wherever Halfling and Big Folk coexist, the first have little say in the governmental matter, and are likely to adopt the culture and language of the other group, as seen in the Savage Coast, but also in Ierendi and Stoutfellow. The original Hin language is all but forgotten, except for the use of some loanwords in the (prevalently human) languages in everyday use.


Gaz 8 The Five Shires, CM1 Test of the Warlords, Dawn of the Emperors, Savage Coast Campaign Book, Gaz 4 The Kingdom of Ierendi, Gaz 1 The Grand Duchy of Karameikos, Five Shires Gazetteer Alternate Edition by J. Biles (ed), Global Hafling History by F. Defferrari, The Dark Shire by G. Gander, Land and Races of Leeha by JTR in Threshold Issue 7, The History of Leeha by JTR in Threshold Issue 6.


Dark-skinned Half-Ogres (or more properly, Demi-Ogres) are a common race in the Far East of Skothar (Tangor, in particular, and likely Zyxl), and they have expanded their influence up to the Arm of the Immortal, founding the Kingdoms of Gombar and Sumag there, as well as attempting the colonization of northwestern Davania. The Half-Ogres of Gombar and Sumag are a civilized, mercantile race, relatively peaceful and orderly.

The N'djatwa of Davania are a different form of Half-Ogre. They have a primitive, tribal culture and are known for their cannibalistic habits.


Dragon Magazine 189, Orc's Head Sourcebook, Codex Immortalis volume 2 by M. Dalmonte, A recent history of Davania by F. Defferrari in Threshold Issue 5, Northwestern Davania by F. Defferrari, Skothar Overview by Håvard.


The Aerial Servant usually appear on Mystara when summoned by a priest, but they could probably be found in the fabled city of clouds, where flying and air-borne creatures live. However, due to their evil disposition and enmity with the Djinn, they are not likely to be common even there. Haoou are also enemies of the Helions.


Harpies are social, birdlike creatures. They live in large flocks, also known as screams. Thirty Harpies are reported living in the Flying City of Serraine. Harpies are also found in Karameikos, and in other areas along the Sea of Dread -- sea cliffs, small islands, but also secluded forests and mountain crags (in particular in the Black Mountains and the Thyatian Hinterlands), and probably in other temperate environments. A large scream is found in Platea in Davania. Harpies are also found in Limn and along the coasts of Minaea.


PC2 Top Ballista, D&D Basic Set (Red Box), Northwestern Platea by LoZompatore, A Gazetteer of Limn by H. Santos and A. de Luna in Threshold Issue 11, A Karameikos Companion by G. Agosta, The Sear: on the shores of Minaea.

Hermit, Sea

Sea Hermits are sages and spies of an unknown undersea kingdom. They probably have a very complex society of their own, but nothing is known of it, except for their interest in the Savage Coast. Jorries (q.v.) are aware of the nature of sea hermits, so it is likely that their undersea kingdom is located somewhere off the Savage Coast. When near or on the coast, the sea hermits appear as hermits living in huge shells.


Savage Coast Monstrous Compendium Appendix.


One of the most organized and powerful goblinoid races, Hobgoblins of the Goblinus Grandis subrace are common in the Broken Lands, Karameikos and other regions of the Known World, Norwold, and the Black Mountains, while the Goblinus Fortis is more common in desertified regions and steppes, such as the central Yazak Steppes and Ethengar.

Member of the former subrace are usually organized in small bands under a powerful warrior, who styles himself a King, and often control larger bands of goblins. Goblinus Grandis tribes are led by Khans.

The major hobgoblin nations include Hobgobland in the Broken Lands and the Hupkur Khanate in the Yazak Steppes. In the past, Leptar was a major hobgoblin in the area of Traladara.

The fact that Orcs of Thar does not mention an arctic Hobgoblin subrace leads to think that the Hobgoblins, as a race, developed later in the history of goblinoids, probably from goblins after the hordes left their native territories in Hyborea.


Orcs of Thar Gazetteer, B10 Night's Dark Terror, Savage Coast Campaign Book, A Traveller’s Guide to Norwold by S. Neri in Threshold Issue 7.


Hsiao are forest dwelling owl-priests. They are found together with other forest creatures as Treants, or cooperating with Druids, more or less everywhere in Brun and likely beyond.

Their numbers seem too low to allow them to form true societies larger than close family groups, but they often act as collectors of knowledge and hired or allied spellcasters for other races.

Hsiao are known as Kurin in the Converted Lands of Great Hule.


PC1 Tall Tales of the Wee Folk. Once in a Blue Moon by J. Calvin in Threshold Issue 2, The Fall and Rise of Canolbarth by Robin, Great Hule and Kavkaz by C. Constantin and Omnibus.


Hutaakans were created by the Immortal Pflarr during the height of the Nithian Empire. At the fall of the Empire, they established their own theocracy in modern Karameikos, but this nation collapsed under the Gnoll Invasion.

In modern times, they can be found in small numbers in the Lost Valley of Hutaaka, but a much larger community exists in the Hollow World. Other than these two groups, and a possible survival of an Hutaakan on the Savage Coast, mixed among the Carrascal Gnolls, there are no other Hutaakans, though many Lupins have Hutaakan blood.


B10 Night's Dark Terror, Hollow World Boxed Set, The Black Vessel, The Hutaakan Valley Hollow World Reference by M. Gelman, A. Theisen, M. Wang and Håvard, History of Specularum by G. Agosta, Hutaakans on the Savage Coast by A. Pires dos Santos, History of the Lupins by A. Pires dos Santos in Threshold Issue 2.



While Mind Flayers are not canon monsters in OD&D, one of them is found in Mark of Amber. Some people consider this an error, and suggest that it be replaced with a Brain Collector, as in the original X2 Castle Amber module. Others simply assume that the Illithid in Mark of Amber is a lone explorer from another world.

In the latter case, one would probably assume that Mind Flayers do not come to Mystara for some specific reasons -- perhaps linked to the absence (or rarity) of psionics on this world1.


Mark of Amber, Glantri: Kingdom of Magic, Adapting the Night Below to Mystara by D. Keyser in Threshold Issue 6.


There are two unrelated types of Imps on Mystara. Wood, Bog, and Garden Imps are fey folk, whereas Blue and Red Imps are outer planar servants of the Immortals.

Wood and Bog Imp

Wood Imps are a degenerate race of malevolent fey, native to the Stalkbrow region of Alfheim. They are slowly expanding outwards through Alfheim and the neighbouring woodlands. Bog Imps are a swamp subspecies of the more common Wood Imp. Both types form feral tribes, and hate all other creatures with a passion.

Garden Imp

The Garden Imp is possibly the ancestor of the Wood and Bog Imp, and is closely related with the Brownies, with whom it shares the symbiotic relation with a human or demihuman household. Garden Imps are otherwise typically solitary.

Red and Blue Imp

These imps are sent to wizards as familiars by Immortals of the Sphere of Entropy (Red) or Matter (Blue). The Red Imp typically attempts to strike a contract with its victim, offering his services in return for the victim’s soul. Successful Red Imps may eventually become lesser fiends. Blue Imps work to undermine the Red Imps.


PC1 Tall Tales of the Wee Folk, Gaz 2 The Principalities of Glantri, Wood Imp Racial Writeup by Jamie Baty.



The Jorri is a kind of intelligent, otter-like creature. It is found along the Savage Coast, where it is well liked by the local sailors, since Jorries will rescue victims of shipwrecks and warn sailors of incoming bad weather.

The Jorries live in family groups, but do not create larger societies.


Savage Coast Monstrous Compendium Appendix



An intelligent sea turtle, the Kla'a-Tah acts as a protector of the Tortle tribes. It is not a social creature, however.


The evil counterpart to the Kla'a-Tah, the Cläurin is not very social, but often requires goods and services from the Snappers.


Savage Coast Monstrous Compendium Appendix.


One of the sea people, the Kna look like giant, more-or-less-humanoid goldfish. They are nomadic traders, and their society seems to be based on family groups, which can be as small as a single couple, and as large as a four-generations clan.

Kna were in the past part of the Empire of Adhuza in the Sea of Dread and Northern Davania. Nowadays, they are found in the Kingdom of Undersea and in the Katonate Confederacy -- both of which are sort-of successor states to Adhuza. They are also found in the Sea of Dawn.


PC3 The Sea People, Katonate Confederacy by C. Cherrington, Mystara 2300 BC Setting Overview by J. Calvin.


The Koalinth is normally a marine form of Hobgoblin. The monster present in the original Blackmoor Supplement. Therefore, in Mystara it is likely to have been present only before the Great Rain of Fire, and to be unrelated to actual Hobgoblins. It is unknown in modern times.


OD&D Blackmoor Supplement, Koalinth by Jamie Baty.


A minor goblinoid race, Kobolds are common in the Known World, from the Kol in the Broken Lands to the Kobold tribes in the Darokinian mountains south of Alfheim, to the larger tribes in Soderfjord. There are no Kobolds west of the Black Mountains, and they do not seem to be common anywhere outside the Known World and some neighbouring regions, as the northern Isle of Dawn. Kaarjalan kobolds are known as koirankuonolainen, and are the only furry kobolds known.

Kobold society is less likely to be based on physical power than any other goblinoid society: Kobold rulers are more often tricksters, charismatic, or magically strong individuals. Their society varies from chaotic clanic tribes to lawful near-democracies.

It is worth noting that Kobolds are likely in part related to the Aardovai or early Lupins.


Gaz 10 Orcs of Thar, Gaz 7 The Northern Reaches, Glantri: Kingdom of Magic, D&D Expert Set (Blue Box), Goblinoid Tribes of Karameikos by G. Agosta, Stone Mountain by S. Meaney, History of the Lupins by A. Pires dos Santos in Threshold Issue 2.


These intelligent but quite evil creatures once ruled much of the Sea of Dread from their home volcanoes. Their society, the Empire of Adhuza, was one based on slavery, which the Kopru enforced through their powerful mind control powers. Nowadays, there are few Kopru, and they tend to be loners. A few of them have moved to the Triton kingdom, where they act as independent entrepreneurs.


PC3 The Sea People, X1 Isle of Dread, Mystara 2300 BC Campaign Setting by J. Calvin, Adapting the Savage Tide Adventure Path to Mystara by C.R. Davies and D. Keyser in Threshold Issue 4, Adapting the Night Below to Mystara by D. Keyser in Threshold Issue 6, Secrets of Alphaks’ Volcano by R. Burns, Hollow Moon: Nation Overview by J. Calvin.


A giant intelligent squid, most likely to be found in the northern waters, off the coast of Norwold. I think these are solitary creature, with no society to speak of.

A (probably non-intelligent) tropical variety lives in the Sea of Dread.


PC3 The Sea People


These diminutive, human-like beings exist only in the Hollow World.

They seem to have a militaristic, matriarchal society, with Alphatian and Milenian influences.


Hollow World Boxed Set, Kubitts Reimagined by A. Theisen.


An evil marine humanoid. They do not appear in any canon source for Mystara, but since their habitat are underground seas and lakes, it is possible that some communities live in the caverns that dot the crust of the planet. The Kuo-Toan society is usually theocratic, devoted to non-good Immortals of the Sea and Elemental Water.

A somewhat comparable fan-created Mystaran monster which could fill the niche of the Kuo-Toa is the Hresha-rhak.


Adapting the Night Below to Mystara by D. Keyser in Threshold Issue 6.



Also known as a Lamia Noble in AD&D, the Lamara is a solitary desert creature which looks like a hybrid between man and snake. It has notable illusion powers, and tends to surround itself with charmed victims as a first layer of defense. As such, it has no society to speak of.


This Wee Folk race dwell in the Fairy Court, an extradimensional space with strong links to certain areas of Mystara. Therefore, they are likely to appear in small numbers in those areas accessible through the Court.

They are part of the society of all immortal fairies, but also have their own kingdom, the Protectorate of Faylinn, ruled by the Leprechaun King Iubadan. Faylinn is organized more as a craft guild than as a true kingdom. A Leprechaun kingdom in Central Davania, Poposhishowlilacakazoo, is located within High Shire and ruled by Shim Littlefoot.
Leprechauns are known as Kakkiainen in Kaarjala by G. Gander.


PC1 Tall Tales of the Wee Folk, The Fey Kingdoms of Mystara by Håvard, High Shire & Poposhishowlilacakazoo by C. Diamond and C. Diamond, The Kingdom of Kaarjala.


Liches are not especially social, and it can be hoped that their number is not great enough to allow them to form societies. There are several variants of the Lich, most of which are thankfully reported only as unique individuals, or very small groups.

Notable variant liches of Mystara include Doomrider and Death Flame, the Inheritor Liches of the Savage Coast; two forms of lich-like Aranea undead, the Arashaeem and the Yeshom; the Radiance Liches, like the Glantrian Prince Brannart McGregor; and a number of Nithian Liches (though it is always difficult to tell whether these are actually Liches, or very powerful specimens of the Ancient Dead). A unique druidic Lich, Jaimie Honey-Creeper Ahua is found in the island of Elegy in Ierendi. Another Lich-like unique undead is the Shadowlord, Landryn Teriak.

Among the more common (but still rare) Liches, Prince Hashaburminal is a Nithian Lich trapped in Alfheim. Another Nithian Lich, Hazar, is at the heart of a plot to summon an avatar of Thanatos in Karameikos. Trinkla the Black Seer is locked in the process of becoming a Lich in her tomb in the Blight Swamp of Karameikos. Oirtulev is a Traldar Lich in the Altan Tepes, as well as a Saint of the Cult of Halav.

Koshchey the Deathless in central Norwold, whereas Pajauta is a lich queen and a pawn of the Rimal Hag of Pojaara. An unnamed Lich heads the fleet of Alphaks’ Volcano. Another unnamed Lich captains Prince Zandor’s flying castle in Alphatia. Among other Liches in Alphatia there is Zynillith, who has a tower in Blackheart.

Rishardian, an Alphatian General in Thyatis, became a Lich after an unsuccessful bid for Immortality in the Sphere of Entropy. The King of Thyatis, Lucinius Trezantebium, became a Lich after being assassinate by his general, Zendrolion Tatriokanitas. A King of Cynidicea, Gaius, became a Lich in 274 BC. Deimos the Lich lairs in the Sable Tower in the Broken Lands in AC 1014.

Kakureshi Kuromaru is a Rakasta Lich hiding out in the Empire of Myoshima. Atzri-Voca, the leader of the first Azcan rebellion against the Oltecs became a Lich after being executed by the Oltec emperor. Vezhyra is an Aranea Lich from Herath who operates as a high-level spy in Bellayne. Maga Hephzibah is a lich queen in the Nightmare Dimension correspondent of Glantri. In 2053 BC, the elf lich Ektarmorag conquered a vast portion of Vulcania, but was destroyed by the Gnomish Earthshakers in 1790 BC. Dhalgesh-K’ha is a Carnifex Lich buried in a ruin 60 miles south of Ravenscarp in the Thyatian Hinterlands. Jurandis is a lich who threatens the outer reaches of the Empire of Selhomarr in the Hollow World.

The only steady source of Liches on Mystara would be the Secret Craft of Necromancy, but its Master is not likely to use this power, nor to step down any soon.


Savage Coast Campaign Setting, Savage Coast MCA, Gaz 3 The Principalities of Glantri, Gaz 4 Kingdom of Ierendi, Gaz 5 Elves of Alfheim, M1 Into the Maelstrom, M2 Vengeance of Alphaks, X11 Sage of the Shadowlord, Gazetteer of Myoshima by G. Agosta, Secrets of the Skaufskogr by G. Agosta in Threshold Magazine Issue 7, Kingdom of Littonia by G. Gander, Dark Glantri Revisited by A. Theisen in Threshold Issue 2, The Central Altan Tepes Mini-Gazetteer by S. Neri, Lords of the Cruth Lowlands by G. Agosta, A recent history of Davania by F. Defferrari in Threshold Issue 5, Atzri-Voca, Azcan Lich by C. Cherrington, The Foresters of Thyatis by K. Zal in Threshold Issue 11, The Dungeon Master’s Guide to Cynidicea by G. Gander (ed), Mystaran Almanac AC 1015 and AC1017, Timeline of Thyatian History by J. Ruhland and G. Caroletti in Tome of Mystara volume 3, The Division of the Five by V. Lähde, Ancient Civilizations of Northern Davania by G. Gander, Notes on Various Selhomarrian Cities by G. Gander.


Lizard-Kin are a group of ancient reptilian races, still quite common on Mystara. Their great Kingdom, Mogreth, flourished around 2300 BC, and was broken in the cataclysm that destroyed Taymora.


Cayma are diminutive lizard-kin that live in the Kingdom of Cay, near Herath in the Savage Coast. They are technologically more advanced than their Gurrash and Shazak neighbours, but their culture isn't yet a match for the old Malpheggi civilisation. Cayma have been created by the Herathian wizards, so they are unlikely to be found anywhere but in the vicinity of their nation.

Chameleon Man

Chameleon men, or Wallara, are as much related with Dragons as they are with other Lizard-Kin. They are an old race, but their current level of technology does not go beyond stone age. They have a tribal, deeply involved in religious ceremonies and strongly supported by a set of rituals and beliefs linked to the Wallara draconic ancestry and their affinity for the Dreamworld.


Gator-men were a race of barbarian fighters in the age of Blackmoor. Apparently, they became extinct during the Great Rain of Fire, just like the Malpheggi. However, in the last centuries a race of Lizard-Kin very similar to the Gator-men appeared in the Bayou of the Orc's Head Peninsula. These new Gator-men are called Gurrash, and have a crude society, based on the might-makes-right principle. The Gurrash of the Bayou worship Demogorgon as did the Gator-men, so it is hypothesised that the evil reptilian Immortal interfered with the Herathian magic processes that created the Gurrash in order to restore the Gator-man race.


These winged breed of Lizard-Kin is found mostly in the Arm of the Immortal. Many members of this race are mercenaries in foreign, more advanced nations, but this apparently hasn't helped the race to grow beyond its current technology level. Krolli are not as common as other Lizard-Kin, and they tend to be spread in many countries beyond their own, so they don't have been able or willing to create a kingdom like the other Lizard-Kin of the Savage Coast.

Lizard-Man, Shazak

Lizard-men were once a widespread race with an advanced civilisation, Mogreth, centred around what now is the Malpheggi Swamp in Darokin, and spreading east to Ylaruam and south to Ierendi. When the Great Rain of Fire changed the weather pattern, and the Taymoran cataclysm sundered the coasts of the Sea of Dread, the Malpheggi Lizard-men became near-extinct, and the Nithian colonists finished the job a few centuries later.

Nowadays, the Malpheggi culture survives only in the Hollow World, while only primitive tribes of Lizard-men live on the planet's surface (mostly in the Known World and in the Savage Coast). Their organisation is almost exclusively tribal, and the tribe is lead by a king, or more often a queen, advised by shamans and wokani.

The Shazak are just a breed of Lizard-men who have been enslaved to the Herathian wizard-kings for a time. They have now a primitive kingdom, and are quickly assimilating the technology and culture of the more advanced Savage Coast nations.


These are desert-dwelling Lizard-Kin. They are quite primitive and have tribal society, and live in Aryptian desert.


Orc's Head, Savage Coast Campaign Setting, Savage Coast Monstrous Compendium Appendix, Savage Coast Monstrous Compendium Appendix, Children of Ka in Dragon Magazine 318, Malpheggi Hollow World Reference by M. Gelman, Mogreth: Empire of the Lizard Kings by G. Gander.


Lupins are one of the major civilised races on Brun, though they do not seem to have spread beyond the sea, except in the nation of Ochalea. Lupins coexist fairly well with humans and demihumans, less so with Rakasta and Goblinoids, and they hate lycanthropes with a passion. They appear to have developed somewhere in central Brun, from the Aardovai races, which now survives only in the Aardovai Rilles on the Hollow Moon.

This canine race has developed its own society, a feudal monarchy, in the Kingdom of Renardy, which in any case shows strong Glantrian and Baronial influences. More primitive Lupins along the Savage Coast still adopt a nomadic hunter-gatherer lifestyle. Lupins are also very common in Ochalea, where they have adopted fully the local customs (of Rakastan origin!), as they have done in the Traladaran City-States of the Gulf of Hule.

In Glantri, Lupins are likely the third most common race beyond humans and elves, though the native races tend to keep apart from Glantrian society. Lupins are also found in good numbers in Thyatis, Norwold, the Heldannic Territories and the Northern Reaches, and in smaller numbers elsewhere in the Known World.


Campaign Classics: Lupins of Mystara, by B. Heard; Savage Coast Campaign Book, X2 Castle Amber, Gazetteer of Ochalea by G. Agosta, Mystara 2300 BC by J. Calvin and G. Gander, History of Lupins by A. Pires dos Santos, Once in a Blue Moon by J. Calvin in Threshold Issue 4.


Lycanthropes of several species live on Mystara. The known (and canon) phenotypes are the wolf, boar, bear, tiger, rat, shark, fox, swine, and bat. Other lycanthropic strains became extinct through the efforts of were-hunters of various humanoid races, as was the case of the werehawks, exterminated by Ruaidhri Hawkbane.

Yet other species may appear here and there as results of specific lycanthropic curses, but are usually too few to survive and develop into true were-species (for example, in Glantri, the wereraven Edgar Beaumarys-Moorcroft and the werehawk Marcantonio Odilone).

Most lycanthropes are just parasites with no society of their own, but there are at least a couple of notable exceptions, including the Principality of Morlay-Malinbois in Glantri and one of the Orc tribes of the Orc's Head, where the tribal leaders are chosen among an elite of devil swines. In the past, lycanthropes took part in the chambahara regime in Sind.


PC4 Night Howlers, Glantri: Kingdom of Magic, Gaz 3 The Principalities of Glantri, The Orc's Head, Treatise on Lycanthropy by J. Calvin, John Beaumarys-Moorkroft by K. Navarro, Free Province of Two Volcanoes by Giovanni Porpora in The Glantri Interactive Map.



This intelligent constructs are the creation of the d'Ambreville wizards. They are common only in Chateau Sylaire in the Principality of Nouvelle Averoigne, but since the d'Ambreville returned after their 30 years long disappearance, the Gens Magica has probably found its way in other Principalities. Occasionally, they are created by other mages such as Kavorquian Penhaligon and Prince Zandor.

The Magen make good servants, since they are reliable as any construct, but much more intelligent and good-looking than living statues and gargoyle.


X2 Castle Amber, B12 Queen’s Harvest, Mystaran Almanac AC 1018.


The main manscorpion civilisation on Mystara is located on the Orc's Head Peninsula in Western Brun. The Nimmurian Manscorpions have conquered their land from the Enduks (q.v.) and have adopted their language, architecture, and many other cultural traits. However, their theocracy is devoted to Menlil (Atzanteotl) instead of Idu (Ixion), with Nin-Hurabi (Nyx) as the patroness of the subterranean lands. Nimmurian Manscorpions, cursed by Ixion, suffer grave damage from sunlight, which forces them to retreat to the subterranean regions or to wear special protections.

Manscorpions lived in the past in other hot, dry regions of Western Brun (e.g., the Great Waste north-west of Sind), and small tribes survive to this day in the subterranean areas below those lands. They are uncommon or unheard of in other areas, probably because their vulnerability to sunlight prevents them from travelling far. In eastern regions, they know Atzanteotl as Skorpios instead of Menlil.

In the Hollow Moon, the Sohktar, ancestors of Nimmurians, still survive.


Savage Coast Campaign Book, Orc's Head Peninsula, X4 Master of the Desert Nomads, Pride of the Sky in Dungeon Magazine 20, The Sting and the Sun in Dragon Magazine 192, Hollow Moon: Nation Overview by J. Calvin.


Manticores are held to be solitary, aggressive monsters, and they are not overly intelligent. I think they are present in various borderlands or savage regions of Mystara, but there is no Manticore society. At one time, manticores were fairly common in the Alphatian Kingdom of Ar.


Ar: Into the Manticore’s Lair by B. Heard.


Medusae are typically lonely monsters. Their patron, Bachraeus, is of Nithian origin, but his cult spread to the Milenian city-states. It can be therefore inferred that medusae are more likely to appear in Milenian lands, both in the Outer World and in the Hollow World. South-eastern Brun and Minaea are other appropriate regions.


Codex Immortalis volume 1 by M. Dalmonte, Shield of the Winds by G. Sprigg, Eye of Ka by J. Skytte, The Elemental Evil in Mystara by EPiK Team in Threshold Issue 11.


The standard AD&D Mermen -- half-men, half-fish beings -- do not exist on Mystara. Mystaran Mermen are more correctly called Merrow (q.v.).


PC3 The Sea People.


The name Merrow is used on Mystara to address a race of two-legged, half-men half-fish beings, not Aquatic Ogres (who do not exist here, at least in the Sea of Dread). The Merrow of the Sunlit Sea are nomadic hunter-gatherers and herders. They have occupied the shallow regions of the Sea of Dread since the sinking of Taymora. The Merrow of the Twaelar Empire are more aggressive, and control a vast territory around the Thanegioth Archipelago.


PC3 The Sea People, Gaz 4 Kingdom of Ierendi, The Twaelar Merrow Empire in Mystaran Almanac AC 1017, Undersea Timeline by A. Nowack, The History of Ierendi and Minrothad by S. Neri in Threshold Issue 6.


Mystaran Minotaurs are the descendants of cursed Enduks who, lead by Minoides, betrayed the Shedu-King Gildesh to get his treasure, and were banished to from the Arm of the Immortal. From their original homeland of Nimmur, they may have spread over large regions of Brun and Davania.

Minotaurs have been sighted even in Karameikos, but it is not known whether these are descendants of Minoides and his Enduks or cursed humans. In Davania, there is a Minotaur nation, the land of Mis, and a City-State controlled by Minotaurs appears in Skothar (Erech, within the Minean lands).


Savage Coast Campaign Book, Orc's Head Peninsula, B10 Night's Dark Terror, The Last Haven of Mis by F. Defferrari, Confederated Kingdom of Minaea in Mystaran Almanac AC 1017.


These monstruous humanoids are the result of hideous magical experiments, so the forests of Alphatia and Herath could hide a number of Mongrelman tribes, and individuals could appear elsewhere, including as creations of the Dark Pyrondians on Damocles.


Damocles Q&A by G. Agosta.


These powerful shapechanging warriors are often travelling mercenaries and/or assassins. If they have a large scale civilisation, it is well hidden from the sight of the non-shapechangers. Central Brun might be their centre of diffusion (as for other shapechangers), and they were certainly involved in the chambahara regime of Sind.

Note that Mujina are said to hunt down Psionicists--which could account in part for the rarity or non-existence of this character class on Mystara.

A band of Mujina is located in Port Shireton. Others can be met in Hule. Volund Forkbeard is a Mujina masquerading as a huskarl of Jarl Vagn Ozurson of Hedmark in Ostland.


Five Shires Gazetteer, X5 Temple of Death, The Twelve Aspects of Sundara by P. Sullivan, The Domain of Hedmark by J. Skytte.

Mythu’nn Folk

These tiny bear-like humanoids live in the mountains of the Arm of the Immortals. They live in large villages of carved ice with mountain caves, and have a fairly well organised society.


Savage Coast Monstrous Compendium Appendix.



These serpentine beings are not canon Mystaran monsters. However, they can easily fit in lands such as Selimpore or Shajahpur, or in Ochalea.


Gazetteer of Ochalea by G. Agosta, Adapting the Savage Tide Adventure Path to Mystara by C. R. Davies and D. Keyser in Threshold Issue 4.


Nagpa hail from Varellya, and are the result of a centuries-lasting curse laid on the original Varellyans, who keep reincarnating into this half-man, half-vulture form. Many Nagpa are plain evil, and all are definitely chaotic. Their primary motivation is to end their curse. To this end, they collect knowledge and items. The latter are sacrificed to the Immortals, hoping that they would lift the curse.

A group of Nagpa live in the Flying City of Serraine, the Sky Gnomish city that travels over the Known World. Other Nagpa have found their way through Davania to other arid, desolate regions, like the Sind Desert. They prefer to keep apart from humans, and often dwell in abandoned crypts and tombs. Nagpa do not gather in large numbers, and their society takes the form of a secret network of scholars. The Grey Front leadership is the only known example of Nagpa society outside Varellya.

Within Varellya, Nagpa gather every year at the spot where their curse was created to sacrifice all their riches to the Immortals. Moreover, they collect the cocoons that contain the immature form of their reincarnated relatives and store them in caverns, where the reborn Nagpa will complete their growth in the following months. Due to their reincarnation cycle, there is a fixed number of Nagpa, which amounts to the part of the population of Varellya that survived to the end of the civil war that destroyed the nation.

The Mystara Monstrous Compendium Appendix (MCA) presents a different take on Nagpa. While the Varellyan Nagpa is barred from using magic (except for its special powers) and is a reincarnated Varellyan human, the MCA Nagpa is just a powerful mage, cursed to assume a half-man half-vulture shape. There are also a number of other differences -- MCA Nagpa do not (and, indeed, cannot) sleep or eat, while Varellyan Nagpa do. There are several possible interpretations to this differences, including the following:

  1. The MCA Nagpa is simply inaccurate;

  2. The MCA Nagpa is a variant of the Nagpa curse that is sometimes inflicted by Immortals who know of the fate of Varellya.

The first option, while less inclusive, keeps a single source for the Nagpa, which may make for a better story.


PC2 Top Ballista, X4 Master of the Desert Nomads, The Voyage of the Princess Ark, 5: As they fed on a nation, so were they cursed in Dragon Magazine 157, Creature Catalogue, Mystara Monstrous Compendium Appendix CA.


Nereids hail from the Elemental Plane of Water. Since Mystara has got an unusually high number of Elemental Vortices, it is likely that some exiled Nereid has found its way to the planet's oceans.

Outside their home plane, Nereid are solitary, and there is no Nereid society on Mystara.


Nereid by A. Bertolli.


A sort of intelligent primate, the Neshezues are primitive and chaotic, living in villages ruled by a dominant couple -- a warrior male and his mate, usually a poisoner of great skill. In some way, the Neshezues ape pirate societies and use the same tools and weapons of the humanoid pirates - including firearms, if available.

The only known population of Neshezues is found in the jungles of Herath, although the Bakoto swamp in the Tanagoro lands of the Hollow World may hide another.


Savage Coast Monstrous Compendium Appendix, The Lighthouse’s Guide to Unknown Cultures by F. Defferrari in Threshold Issue 9.


These are powerful beings from the Negative Energy Plane. They appear on Mystara only when summoned by powerful magics, or sent by an Entropic Immortal. Nightshades tend to attack everything else, except other Nightshades or a summoner, so it is highly unlikely that they have any society -- at least on Mystara.

The demon Joramurrak summons a nightwing in Zuyevo in AC 1018.


Mystaran Almanac AC 1018.


Nixies are female water sprites -- contrary to other worlds, in Mystara there are no male Nixies. They live in shallow waters, in small tribes. They often keep charmed male servants, humans or other land dwellers.

Nixies are found as part of the Kingdom of Undersea in the Sunlit Sea. Queen Hildur rules a Faerie Court along the coast of the Heldannic Territories, and a Nixie kingdom is found in the Hypparq Sea in the Hollow Moon. Nixies make up a large part of the Faerie Court of the Achelos Woods, led by their speaker, Mavka. Nixies also find their way to the from Annwn to the Water Court of Kundrak in Koskatep.


PC3 The Sea People, Lords of the Cruth Lowlands by G. Agosta, The Heldannic Order Gazetteer by JTR and C. Wilson, Koskatep: Shadows of Kundrak by F. Defferrari in Threshold Issue 8, Vesperlands Atlas by J. Calvin in Threshold Issue 10.


Nymph are nature spirits, much like the Hamadryads. Although they are not mentioned in canon, there is no reason why there should not be Nymphs on Mystara, and Water Nymphs were at least present in Blackmoor times. However, they are a solitary race, so there is no Nymph society to speak of, except as part of the wider Faerie Courts.

Three nymphs are found in Fey Realm of Ancepes Trigeminus, a peak of the Altan Tepes north and east of Goldleaf.


OD&D Supplement II: Blackmoor, Beyond Ancepes Trigeminus by J. Calvin.



This is a race of cyborgs, dwelling in a dimension called Aelos, where technology is prevalent on magic. They are basically the Mystaran version of the Borgs from Star Trek.

In Mystara, they may be present as infiltrators trying to pave the way for a full scale invasion. For example, the oard Viktoria von Drachenfels controls the Free Anachronic Society of Aalban to collect technological artifacts from the Blackmoorian age.


CM6 Where Chaos Reigns, Mystaran Almanac AC 1018 & AC 1019, Arquen & Kolmedes Gazetteers by S. Meaney, Oard Adventures in Mystara by S. Meaney, Oard: Prologue & Politica Tempora by N. Hudson, Forestkiller by R. Burns.


Ogres are one of the less intelligent and social goblinoid race. The only known Ogrish nation is Ogremoor in the Broken Lands. Large numbers of Ogres are known to dwell in the Mengul Mountains to the north of Wendar.

There are smaller Ogre tribes in North-Western Karameikos as well, and Ogres must have reached a wide diffusion in the past, as testified by the existence of half-ogre races like the N'djatwa (see below).

Ogre Mage

This intelligent, magic-using subrace of the Ogre is common only in Ochalea, and possibly in other oriental lands. The Ogre Magi are carnivorous, and eat preferably human, demi-human, or lupin flesh. They are also slavers, and might have contacts with other slaver societies, like the Iron Ring or Jaibul.


Ogrekin (also known as demi-ogres) are the result of extensive hybridization between Ogres and humans. They are common in the eastern reaches of Skothar, and have founded two colonies on the Arm of the Immortal, Suma’a and Gombar. Ogrekin of Suma’a and Gombar have an advanced, philosophical and mercantile culture, although not all the Ogrekin of Skothar need be as pacifistic as them. Another type of half-ogre is the Oghriz of the Adri Varma plateau. Compared to Tangor Ogrekin, the Oghriz are much more primitive, although they have started a process of settling, shifting away from their original nomadic lifestyle.


An half-ogre, half-orc breed, the Ogrillon is not per se a canon Mystaran monster, just like the other Ogre-Orc halfbreed, the Orog. However, goblinoid hybrids are relatively common wherever the different goblinoid races coexist.


A race of half-ogres, half-elves of Southern Davania, the N'djatwa are cannibalistic savages, and follow the lead of tribal Druids. Due to their elven ancestry, they are more magically adept than typical ogres.


Gaz 10 The Orcs of Thar, The Voyage of the Princess Ark series, X11 Saga of the Shadowlord, Gazetteer of Ochalea by G. Agosta, Lords of the Cruth Lowlands by G. Agosta, The Akropolis of Kotesh by F. Defferrari in Threshold Issue 3, Adri Varma Gazetteer by Omnibus, A Traveller’s Guide to Norwold by S. Neri in Threshold Issue 7.


Perhaps the most common and important goblinoid race, the Orcs are common almost everywhere in Brun. There are several Orc subraces, with vast cultural and even physical differences. The major Orcish nations are in the Broken Lands (Orcus Rex, Red Orkia, Yellow Orkia, plus the Tangut nomads in neighbouring Ethengar); in the Yazak Steppes and in Hule; and in the Orclands of the Savage Coast (various tribes of Swamp Orcs).

Other tribes and subraces live in the northern regions (Orcus Hyborianus) and in Nentsun (Skotharian Orcs, of the Ondonti subrace). In Davania, Mokghar was an orc nation, until it was conquered by Izonda in AC 999. The Bogdashkan jungle orcs live along the Jungle Coast of Davania. Other orcish tribes are found across the northern reaches of Davania as well.

In the Hollow World, the Krugel Horde is a nation of Orcish raiding and mercenary horsemen.

Orcish nations are usually nothing more than glorified hordes and tribes. The command chain is mostly based on fighting prowess, but intelligent Orcs like Thar and Krugel have been introducing new concepts to the orcish society, so that it is likely the most successful among all goblinoid societies--as shown by the fact that Orcs tend to be in command in multi-racial hordes, as in the Broken Lands.

Half-orcs also exist, although in small numbers. Angus McClintock, a Glantrian wizard, is an example.


Gaz 10 The Orcs of Thar, Gaz 12 The Golden Khan of Ethengar, Gaz 3 The Principalities of Glantri, Gaz 5 The Elves of Alfheim, B10 Night’s Dark Terror, Savage Coast Campaign Book, Orc's Head Peninsula, Hollow World Boxed Set, Chronicles of Nentsun by G. Caroletti, HWR5-F Krugel Orcs by M. Gelman, Goblinoid Tribes of Karameikos by G. Agosta, The Izondian Deep by F. Defferrari in Threshold Issue 5, Sentient Races of Davania by G. Gander.


Omm-wa are intelligent, lamantine-like creatures. They live in the seas around the Orc's Head and in the rivers of that region. They trade with the Herathians and Shazak, and occasionally war with the Gurrash. The Omm-wa society is matriarchal, with females leading the family and acting as shamans. Males form a warrior society, with frequent challenges and duels for positions of prominence.

Omm-wa are also said to be found in the oceans of the Hollow World.


Savage Coast Monstrous Compendium Appendix, The Lighthouse Guide to Unknown Cultures by F. Defferrari in Threshold Issue 9.



These centaur-like crossbreeds of elf and pegasus are highly intelligent and social, though limited in numbers. They are found in good numbers in at least two locales, namely the Flying City of Serraine in the skies of the Known World, where they make up an important, if small, part of the population, and the Satrapy of Pazarkan in the Yezchamenid Empire in Western Brun.

They can be found in other high mountains in the temperate or tropical regions, such as among the Ee’aar in the Arm of the Immortal, and in airborne lands like Floating Ar. They seem to fit well with other races, even though they might behave somewhat arrogantly towards non-fliers, and do not have a very distinct society, probably due to their low numbers.

On the other hand, the Pegataurs have influenced the Yezchamenid society quite heavily, so it is possible that part of the Yezchamenid culture is originally due to the Pegataurs themselves.

Finally, some Pegataurs are found in Thonia.


PC2 Top Ballista, Yezchamenid Empire by A. Mattias, The Kingdom of Floating Ar by G. Gander, Mystaran Almanac AC 1018.


These small, somewhat humanoid flying squirrels are common in the Thanegioth Archipelago and have a kingdom of their own, Jibarú, in the Orc's Head Peninsula. It can be supposed that jungle regions near and between these two major Phanaton settlements have seen, or still hold, minor Phanaton communities, as is the case of the Baronato de Bênção. Some Phanatons are also found in the Lost Plateau near Thothia as a result of their ancient servitude to the Aranea.

The Phanaton society is tribal, with a King or Queen at the head, followed by the warrior and shamanic castes.


Orc's Head Peninsula, Savage Coast Campaign Book X1 Isle of Dread, The Lost Plateau by M. Dalmonte, The Isles of Steam by G. Gander.


A being of Elemental Fire, the Phoenix is not a common Mystaran race, though an individual Phoenix could well be found on the Planet-not enough to create a Phoenix society, though. It could appear anywhere other fire elemental-kin dwells (Sollux encampments, e.g.), or in Ochalea and other Oriental Lands.

The Egg of the Phoenix is an artifact created by Mealiden before reaching Immortality, which allows the user to summon a Phoenix.


Gaz 5 The Elves of Alfheim.


One of the Fairy races, the Pixie live mostly in the Dreamlands. However, they are also one of the most warlike and best fitted for life outside the Dreamlands of the smaller fairies, and it is possible to find Pixie clans in various enchanted locales, as the Lake of Lost Dreams. They seem to have a clanic society outside the Dreamlands, similar to the demihuman clans.

As part of the Fairy society, the Great Olde Woode in the Western Alliance region is ruled by Pluto, King of the Fairies, a pixie.


PC1 Tall Tales of the Wee Folk, B10 Night's Dark Terror, The Demography of Karameikos by S. Neri in Threshold Issue 1, The Western Alliance Gazetteer by JTR (ed).


The Plasm is a monster native to the Ethereal. Plasm haunt the elemental vortices that link Mystara to the Elemental Planes, but do not come to Mystara itself, since their ethereal frame would not last long in the Prime Material plane. They are intelligent, though evil, but probably not common enough to gather in societies, at least on Mystara.


Companion Set, A Guide to the Ethereal Plane, Mystara Monstrous Compendim Appendix.


Another member of the Wee Folk, the Pooka is one of the less humanoid Fairy in appearance. Pooka are usually chaotic, but good natured, and quite adventuresome. They fit well with the Fairy society, but do not have much interest in organisation or political power, and have little need of help from their fellows (pooka are quite powerful, even by Wee Folk standard). In Myoshima, Pooka may take the form of a tanuki or a cat.

Important Pooka include Chuarbhidhe, an extremely powerful fey and a notable at the court of High King Oberon, Wyghn-Rae el-Nawz, Queen of Annwn, and the Brown Bear of the Open Glen, who resides in the Great Olde Woode in the Western Alliance region. Finally, an unnamed Pooka resides in the house of don Iban Delvado in Ciudad Morales, Torreón.


PC1 Tall Tales of the Wee Folk, NPCs of Annwn by Lost Woodrake, Gazetteer of Myoshima by G. Agosta, The Western Alliance Gazetteer by JTR (ed), Mini-Gazetteer of Torreón by G. Agosta.


The Pseudodragon is an intelligent flying lizard, probably evolved from the Flapsail. I think it could be extinct on the surface, but present in some regions of the Hollow World.



One of the most common non-human race, save for goblinoids2, the Rakasta have evolved from primitive clans of hunters and herders to great civilised nations.

The largest Rakastan nation is the Empire of Myoshima, located on the invisible moon of Mystara. The culture of this empire is an original creation of the Rakasta, and has influenced not only the Rakastan nations and tribes of Mystara itself, but also some human nations, such as Ochalea, and the Warrior's Code on the Savage Coast. Other Rakasta nations are found on Myoshima, including the merchants of Selimpore, the fragmented states of Rajahstan, the pirates of Surabayang, the headhunters of Malacayog, and the spiritual Kompor-Thap.

Bellayne, a modern feudal monarchy, is the most advanced Rakastan nation on the planet, having successfully merged the traditional Rakastan culture with that of humans and demihumans. The nation is undergoing a fast economic and political development.

However, the strongest Mystaran Rakasta, and the cradle of Rakastan civilisation, are the Simbasta of Davania. These powerful nomadic warriors, while apparently less civilised than their settled brethren, were indeed able to soundly defeat even the Heldannic Knights, who are equipped with the most advanced human technology and clerical magic. Other, less powerful Rakasta breeds are also found in Davania, typically on the fringes of the Simbasta territory.

The last of the major Rakastan societies is that of Skotharian Rakasta, which is divided in many branch, most of which follow a tribal organisation, mid-way between the nomadic Simbasta and the settled Myoshimans and Bellayneses. Two Rakasta kingdoms, Zeshuita and Einikushagi, is also found in Nentsun, and smaller Rakasta populations are found in all nations of the region.

More primitive Rakasta societies are found almost anywhere, from the Lynxmen and Snow Pardasta of Norwold to the sabretooth-riding hunters of the Isle of Dread to jungle-dwelling breeds of the Arm of the Immortal. Pardasta are also found in a wide range of territories, from Ochalea to Bellissaria.


Savage Coast Campaign Book, Rakasta of Mystara, The Voyage of the Princess Ark ep. 7, Champions of Mystara, X1 Isle of Dread, X2 Castle Amber, History and Evolution of Rakastas by S. Neri, History and Origins of the Rakasta by G. Agosta in Threshold issue 5, Gazetter of Myoshima by G. Agosta, Gazetteer of Ochalea by G. Agosta, The Skaufskogr by G. Agosta in Threshold Issue 8, Chronicles of Nentsun by G. Caroletti, Patera Project by A. Theisen.


These evil shapeshifting spirits have plagued the Sindhi and Rakasta society for centuries. After having been purged out with the other shapeshifter by the Sindhi humans, their influence on Mystara has been severely reduced.

Nowadays, most Rakshasa are found in Skothar, among the Tagh and Harimau-Belang tribes, and in Myoshima, where some kindgoms of Rajahstan are still under their influence. While the Sherkasta loathe them, they often fall under Rakshasa domination, due to the powerful magic and intellect of the evil spirits. Individual Rakshasa may appear elsewhere, such as in Ochalea, Nentsun, Sind, as well as in the Shadowdeep.

Rakshasa enjoy despotic rule, supposing they are the rulers, and practice slavery.


HWA3 Nightstorm, Rakasta of Mystara, History and Evolution of Rakastas by S. Neri, Gazetter of Myoshima by G. Agosta, Patera Project: Rajahstan by A. Theisen, Chronicles of Nentsun by G. Caroletti, History and Origins of the Rakasta by G. Agosta in Threshold issue 5, Sindhi History by J. Menchaca, Adapting the Night Below for Mystara by D. Keyser in Threshold Issue 6.

Rock Man

Rock Men are mountain dwellers, probably of elemental origin. They live in small clans, lead by elder councils. Since Dwarves can detect them more easily than other race do, I suppose there are at least some Rock Men clans in Rockhome.

Other clans may dwell in any mountain chain in the temperate regions--the Arm of the Immortal, the Black Mountains, and the mountain ranges in Tangor all look like potential habitats for Rock Men.

A variant subrace, the Stone Folk, is found on the Great Escarpment of the Isle of Dawn.


The Stone Folk by J. Mishler.



An aquatic race from AD&D, the Sahuagin are present in Mystaran seas, although not in Undersea. The Sahuagin were known as Sar-Aigu in Blackmoor, and may have survived the Great Rain of Fire. In modern times, they are present in the Twaelar Empire and possibly in more distant seas (such as the underwater empire the Sea Hermits come from, q.v.).


Dungeons of Castle Blackmoor, Twaelar Empire in Mystaran Almanac AC 1017-1019.


Salamanders are reptilian-looking, elemental beings. There are two varieties, Frost and Fire. None of the two is particularly at home in the Prime plane, but sometime they are summoned by conjurers for various purposes -- usually combat.

They may also reach Mystara through one of the Elemental Vortices, establishing lairs in suitable areas. In particular, Fire Salamanders are sometimes found in or near volcanoes or underground lava channels and lakes, whereas Frost Salamanders are found in polar regions.


X4 Master of the Desert Nomads, Outlining Karameikos’ Underdeep by F. Defferrari, The Styrdahl Terror by R. Burns, Terra incognita, a voyage to the uncharted south by F. Defferrari, Secrets of Davania by F. Defferrari.


The Sasquatch, also known as Bigfoot or Yeti, is not especially intelligent. It lives in primitives tribes in lands where there is little or no danger of attack from more intelligent humanoids. A known Sasquatch territory is south of the ruined city of Jhyrrad in Rockhome.

The forest variety appears in Western Brun, west of Hule, and in the forested regions of Alphatia and southern Norwold, while the mountain variant would be at home in the mountains of Norwold, in the Wendarian Ranges and Western Brun. The Ice Peaks in Davania could also host Mountain Sasquatch clans.

Forest Sasquatches are known as Hibagon in Myoshima and as Kangmi in Kompor-Thap, and Mountain Sasquatches are found in the Lands of the Beastmen as well as in the Kogolor Dwarf-Lands in the Hollow World.


Gazetteer of Myoshima by G. Agosta, Codex Immortalis by M. Dalmonte, Mystaran Almanac AC 1019, A Traveller’s Guide to Norwold by S. Neri in Threshold Issue 7, Wendar: A Mini Gazetteer by T. Tait (ed).


Satyrs, or Fauns, are woodland beings who embody Chaos, which is more a nature than a philosophy for them. Therefore, Satyr society can be considered the paramount of anarchy.

Satyrs live in woodland areas, like Canolbarth, of temperate or warmer climate. They have been sighted in the wildernesses of Karameikos and Alfheim, as well as in neighbouring lands.


PC1 Tall Tales of the Wee Folk, The Satyrs of Karameikos by J. Menchaca, Hytiliaph’s Mountain: Secundancepes by J. Calvin, Shadows of Kundrak by F. Defferrari in Threshold Issue 8.


A sort of mutant ochre jelly, scamilles have reached sentience. However, they have no interest in long term cooperation: each scamille does what it wants, without interference by other scamilles.

Since they are not aggressive, this way of life works well for them, so they can be considered to have an anarchic society.

A unique scamille is found in the aboleth city of Golismorga.


Adapting the Savage Tide Adventure Path to Mystara by C. R. Davies and D. Keyser in Threshold Issue 4.


As a general consideration, shapeshifters often behave as parasite, therefore they adapt to the human society rather than creating a racial society.

However, certain little known legends speak of an hidden city which would be the centre of a civilisation of shapeshifter races.


Adaptor are a race of technologically advanced planar travellers. Their origins are unknown, but their ability to survive in any environment suits perfectly their taste for travelling.

It is not known what form of society they have on their home planet, supposing they do have one. On Mystara, a community of 200 Adaptors is found in the village of Bakkedyb in Gotland (Ostland). The Bakkedyb Adaptors are mostly related to the leader of that community, Ofeig.


A race of good or neutrally aligned shapeshifters, the Metamorph are clanic, and share many traits of the woodland folk, with whom they are usually friendly. They are found in the Outer Plane of Eloysia, and might be found in the central regions of Norwold and the Western Alliance as well.


A variant of the Doppelganger, much stronger but solitary. Not much is known about them. One Randara has been trapped for centuries in the ruins of an Alphatian research facility on Sklogtir Island.


M5 Five Coins for A Kingdom, Adjacent Solar Systems/Crystal Spheres by Håvard, The Clan Domain of Gotland by J. Skytte, Adventures in the Frozen North by M. Fleet in Threshold Issue 2.


Probably a Fairy who has lost memory, the Shargugh is a near-immortal, simple-minded but sometimes deep and prophetic, inhabitant of the woods of Canolbarth, and other woodlands, typically those visited by the fey folk.

It is too addled to have a society, but it often enters a symbiotic relation with a human village, much like brownies do, though downsized to the Shargugh limited intellect.


O2 Blade of Vengeance.


Shark-kin are nomadic hunter-gatherers of the Sea of Dread. They live in small tribes, and train sharks. Shark-kin are also found in the Hollow Moon seas, Mare Crisium and Mare Humorum. In the past, they used to serve as shock troops for the empires of Aduzha and Twaal.


PC3 Sea People, Types of Shark-kin by A. Theisen, Mystara 2300 BC Campaign Setting by J. Calvin and G. Gander, Hollow Moon Timeline by J. Calvin.


A sea dwelling female only race - a sort of marine nymph - the sirine (or siren) is not very social, its only form of society being the family. The aristocratic Sirenides family of Actius is composed of half-sirines.


The Demography of Ierendi & Minrothad by S. Neri in Threshold Issue 3, Thyatian Senators part 3 by G. Caroletti in Threshold Issue 5.


The Sun Brothers, of Sollux, are elemental beings of the Plane of Fire. Their Brotherhood wages a constant war against the Efreeti Sultanate, and often scout the Prime for traces of Efreeti activity.

Their society is -- at least on the Prime Material -- very militant, and resemble more an army than a civilian society. Sun Brothers are found in Pelatan and in the Arch of Fire, where the Sollux commander Feudelance works to free the local elementals from the Efreeti oppression.


X2 Castle Amber, Sollux Timeline by Håvard, Koskatep by F. Defferrari in Threshold Issue 1, Mystaran Almanac AC 1018.


Sphinxes are not uncommon on Mystara. Great lovers of riddles, they may be found alone, or at most in small family groups, due to the need for extensive hunting grounds. The hill regions of the former Milenian Empire, the south-eastern tip of Brun and Thothia are all adequate for some Sphinx settlements.

Some Sphinxes mix with the humanoid societies, and can be found in Serraine, Floating Ar and, probably, in Limn. Among the known Sphinxes, Mesharra is the viceroy of the Sphinx district of Floating Ar. A mated pair of sphinxes, Demosthenes and Neria, are found in the Final Range in Norwold. A solitary sphinx dwells on rocky reefs in the Gulf of Halag, and one is rumored to guard ancient secrets in a canyon in Minaea.


M4 Five Coins for a Kingdom, The Demography of Karameikos by S. Neri in Threshold Issue 1, Ar: In Search of the Sphinx by B. Heard, The Search: on the shores of Minaea by F. Defferrari.

Spider, Planar

Planar Spiders are spider-like intelligent beings hailing from an unknown Demiplane hidden in the Deep Ethereal. As there are many nations of Planar Spiders, it is likely that they have developed a number of different societies, and judging from their magic and technology, it is likely that these societies are very advanced.
Planar spiders are rumored to be the ancestors of the Aranea.


Mystara Monstrous Compendium Appendix, M5 Talons of Night, Aranea’s Mystaran ancestors by Ripvanwormer, History of Thothia and Aran by J. Calvin, Lost Histories: Empire of Aran by A. Theisen.


Sprite are faeries with a strong affinity for magic, and are closely related to Pixies (q.v.). They are part of the Faery society, and can be found in the Dreamlands and in other lands of the Wee Folk, though they are probably less common than Brownies or Pixies in the human lands.

Robin Goodfellow is one of the most powerful Sprites in Oberon’s court. Tairyc is an agent of the Fairy Queen of Skothar, Morganna, in Krystallac, a level of the megadungeon of Koskatep in western Karameikos occupied by the Wee Folk. Maeva ap Lywell Van Gwernach is a companion of Zoltan Hytaxius, a prospective Lord of Norwold.


PC1 Tall Tales of the Wee Folk, Krystallac, crystal heart by F. Defferrari in Threshold Issue 11, Rogues, Barons and Pretenders by S. Neri et al. in Threshold Issue 8.


The Invisible Stalkers are elemental beings from the Plane of Air. They have a society of their own on their home plane, but appear on Mystara as summoned servants, so it is unlikely that they have formed societies here--though they probably appear in Djinn holdings in the skies of Mystara.


Stalwarts are large humanoids whose life focuses around physical prowess and athleticism. They are otherwise quite similar to humans, and likely follow the same social structures, albeit biased by their propension for physical confrontation. Their technology level is relatively low, as they favor simple weapons and armor. They could be found in any area, although borderlands and wildernesses are more likely. No major Stalwart nation is known.


AC9 Creature Catalog.



This feline humanoids look much like Rakasta. They live in clans, often lead by a Tabaxi Lord--a sort of intelligent great cat, having some blood relation to the Tabaxi themselves. They could actually be a race of savage jungle Rakasta fallen under the sway of some dark power. They are generally enemies of the Pardasta, who share the same habitat.


Rakasta of Mystara, by B. Heard in Dragon Magazine 247.


Tabi are small flying humanoids that look like monkeys. They have a certain affinity for magic, and are silent and dexterous, but have very short attention span, and a primitive technology level.

They live in extended tribes in the jungles of northern and eastern Davania, but the Nagpa (q.v.) have conceived magics that allow them to summon and bind Tabi as familiars. As a result, Tabi are also found in the Flying City of Serraine, far from their native lands, and individual Tabi may be encountered anywhere a Nagpa can be found.


PC2 Top Ballista, X4 Master of the Desert Nomads.


Tasloi are small, somewhat rat-like, humanoids. They appear in the wildernesses of Bellissaria, in particular in the Kingdom of Surshield and the Territory of Turmoil. They are unlikely to originate in Bellissaria itself, and may have arrived from Skothar, Thanegioth or elsewhere. They might also be found on the planet Damocles, as servants of the Dark Pyrondians (the Dark Elves of Northern Reaches myth).


Mystaran Almanac AC 1016-1019, Damocles Q&A by G. Agosta.


A nightmarish mix of troll and ghoul over an hobgoblin frame, the Thouls are limited in numbers, but powerful in single combat, thanks to the natural abilities. Possibly due to the presence of undead blood in their makeup, Thouls reproduce slowly, and are not overly intelligent, even for goblinoids. Thoul are often employed by hobgoblin Kings as bodyguards, otherwise they live as outcasts in large hobgoblin hordes or in small, isolated communities. The only exception is Denagoth, were Thoul are more common and organized.


Denizens of Denagoth Gazetteer by JTR (ed).


A Titan is an Immortal being, a creature of status even higher than the Exalted beings, though not as powerful as a true Immortal. Titans are major servants of the Immortals, and should appear rarely, if ever, on the Prime.


Wrath of the Immortals boxed set.


There are two races of turtle-like humanoids living along the Savage Coast, the pacifistic Tortles and the savage Snappers.


Tortle are, rather unsurprisingly, intelligent, humanoid turtles. They have a limited technology (Stone Age, though this has changed where the Tortle lands have been colonised by the Baronial humans and the Lupins of Renardy), and are often looked upon by the more advanced races of the Savage Coast.

Tortle once had an advanced cultural level, as testified by the mysterious monuments their civilisation left, like the Monoliths of Zul, but now they are just peace-loving primitives, living in the free, but resource poor, Tortle Tribelands, or peasants in the haciendas of the human Baronies.


Snappers are aquatic Tortles of evil disposition. They are even more primitive than their land-dwelling cousins, and their tribe are often dominated by powerful cläu-rin (intelligent but evil sea turtles).


Savage Coast Campaign Book, Savage Coast Monstrous Compendium Appendix, Tortles of the Purple Sage in Dungeon Magazine 6 & 7. The Dravish Civilisation by LoZompatore, The Companions of the Shell by T. Dunigan, The Rise of the Near-Humans by D. Knott.


These sentient plants look like large trees with humanoid faces, often bearded. They live in large forests, like Canolbarth in the Known World, sharing their territories with other woodland being. They form small clans, lead by the elders. They are found almost everywhere on Mystara, from the jungles of Davania to the Converted Lands of Great Hule (where they are known as Musail).

The treants Doak Evergreen and Watt Woodchip live in the Emerlas on the northern border of Canolbarth. The Old King of the Woods is a ancient treant in Forest of Selinar, within Canolbarth. Elmbeard is found on the Great Escarpment. A Treant druid, Master Temor, trained Loshad, the chevall druid. Finally, Travestis is an evil treant and an Immortal candidate in the sphere of Entropy.


PC1 Tall Tales of the Wee Folk, O2 Blade of Vengeance, CM5 Talons of Night, CM7 The Tree of Life, The Dangers of the Dymrak Wilds by Håvard in Threshold Issue 1, Great Hule and Kavkaz by C. Constantin and Omnibus, Mystaran Almanac AC 1016.


An highly civilised and magically powerful aquatic race, the Tritons have formed a large kingdom in the Sea of Dread, with a feudal structure. The Triton society has historically been divided along the wizards-priests line, so nowadays the King or Queen is always a wielder of both kinds of magic. Tritons are highly organized and even militaristic, probably due to their continuous struggle with the devilfishes.

Looking at their language, it can be safely supposed that there have been, at some point in the past, heavy contacts between the Kingdom of Undersea and the Empire of Thyatis. It is also likely that these contacts ended badly (see the battle of Aquapopulus won by the Thyatians).

Besides Undersea, Tritons are found near the Thanegioth archipelago, within the Twaelar Empire, near the coasts of Ochalea, where they are known as ningyo.


PC3 The Sea Peoples, XSOLO Lathan's Gold, Mystaran Almanac AC 1019, Gazetteer of Ochalea by G. Agosta.


These cave-dwelling reptiles are considered a creation of the long lost Carnifex. They are not overly common, nor culturally advanced enough to form complex societies--at least not the Troglodytes found in the better known regions.

Troglodytes are present in the Thanegioth Archipelago, and as slaves of the lizard-men in Davania. A nation of more advanced Troglodytes, the Grand Duchy of Stygia, is found in the Klagorst region.


X1 Isle of Dread, Poor Wizard’s Almanac II, Mystaran Almanac AC 1017-1018, Mogreth: The Empire of the Lizard Kings by G. Gander, Mystara 2300 BC Campaign Setting by J. Calvin and G. Gander, Dark Worship in the Known World by G. Gander, Hollow Moon Cultures: The Marsh of Putrescence, Cities in the Addakian Sound region by G. Gander.


Trolls are near mindless, ravenously hungry humanoids. They are considered descendants of the Beastmen, even though they are largely different from other goblinoids. Troll minds are too limited to understand concepts as complex as that of society. The Troll domain in the Broken Lands is actually in complete anarchy, since the Queen only controls what passes near enough to her to be eaten.

Trolls are found in relatively large numbers in a region that goes from the Broken Lands to the Northern Reaches, but some can be found in other regions, including the Savage Coast, Norwold, and Alphatia.


Gaz 10 Orcs of Thar, Gaz 7 The Northern Reaches.



Utukku are fiends from Carceri (also known as Tartarus), where they serve an imprisoned Immortal, an enemy of Ixion.

On the Prime Material, they are solitary. They are mostly found in the barren regions of the Orc's Head Peninsula.


Savage Coast Monstrous Compendium Appendix.



There are several monster types belonging to the Vampire class on Mystara. The origin of many modern bloodlines can be traced to the Necromancer Kings of Taymora, and various Entropic Immortals. Vampires are found everywhere on Brun and Alphatia, and many populated locations of Davania. The most important Vampiric societies are located in the Glantrian Principality of Boldavia, and the Devilfish hierarchy in the Sea of Dread’s greater depths.


These undead are closely related to Vampires, but show less prowess in combat, yet have much stronger skills in other areas. Moreover, they suffer less from the limitations typical of Vampires, so that they can better mix with the human society.


These are aquatic Vampires. They come in smaller numbers, due to the inability to create new Velyas by just draining a victim dead, and are solitary. They routinely use wights as minions, creating small bands.


Gaz 3 The Principalities of Glantri, X7 War Rafts of Kron, Gaz 1 Grand Duchy of Karameikos, Night of the Vampire, Revised Vampire Rules & Bloodlines by Bleakcabal, Vampires of Mystara by G. Agosta, Lords of the Cruth Lowlands by G. Agosta, The Heldannic Order Gazetteer by JTR (ed), Vampire Queens of Taymora by J. Calvin in Threshold Issue 12.



The Chameleon men live in the Orc's Head Peninsula, where they form small tribes led by elders. However, all tribes bow to Bakaloo Sunskin, overchief of the Wallara and leader of the only Wallara city, Risilvar. Except those in Risilvar, most Wallara are nomadic hunter-gatherers.

In the distant past, the Wallara civilization was much more advanced, and the current primitivism is due to a Herathian curse. To save the Wallara civilization, the Immortals moved some of them to the Hollow Moon, in the Wallaran Dreamscapes.


Orc's Head Peninsula, Savage Coast Monstrous Compendium Appendix; Savage Coast Campaign Book by Tim Beach & Bruce Heard; B8 Journey to the Rock by Michael Malone The Rise of the Near Humans by D. Knott; Once in a Blue Moon by John Calvin, from Threshold Issue 2; Hollow Moon: Nation Overview by John Calvin.


Zombie, Lightning

These intelligent undead are reanimated right after death by powerful Radiance energies. They retain the basic personality they had in life, but lose all memories, and acquire common undead immunities (including agelessness).

They are very uncommon (and unheard of before WotI), but the few observed groups keep human-like behaviours, including societies, usually led by a powerful specimen (a Greater Lightning Zombie).


Wrath of the Immortals boxed set.

The Dirty Dozen

The following monsters have been removed from the list as they did not prove relevant to Mystara. They are documented here as they were in Matthew Levy’s original list.

Monsters not eligible for the list

The Bloodseeker is a homebrew monster from Matthew Levy’s campaign.

The Boobrie is not intelligent, so it does not fit the criteria for inclusion in the list.

Monsters not found on Mystara

These monsters are typically obscure critters from the Fiend Folio, and have not found any use in Mystara.

The Dark Creeper, Dark Stalker, Firenewt, Quaggoth and Qullan are obscure Fiend Folio monsters that are not normally found on Mystara.

The Jermlaine, Mite, and Snyad are variants of Gremlins which are not part of Mystara canon. They can be easily adapted, though. See Gremlin for more information.

The Xvart is a variant on the Kobold theme, typically associated with Greyhawk and Forgotten Realms.

The Grimlock is a subterranean race, so they could be living in any remote underground complex. However, it is typically associated with the Illithid, who are not normally found on Mystara.

The Meazel fit the same niche as the Boneless from the Rockhome Gazetteer.

Monsters from other settings

These monsters are typically found in other settings, such as Greyhawk and the Forgotten Realms. However, some of them can be adapted to Mystara, or at least deserve an explanation of why they should not be adapted (as is the case of the drow).


The drow are not native to Mystara, and are typically associated with Greyhawk and the Forgotten Realms, although the Mystaran Monstrous Compendium Appendix mentions them as a possible wandering monster. Note that the Dark Elves mentioned in the Northern Reaches Gazetteer are unlikely to be drow -- options for them include outer planar servants of Hel or Loki, or aliens (e.g., from Damocles). The drow are closely tied to their goddess, Lolth or Lloth, whose role is taken by Arachne Prime in Mystara. At the same time, their role as underground elves opposing the surface elves is already filled by the Shadow Elves and the Shattenalfen. Thus, they are not particularly useful in Mystara.


The Giff race comes from the Spelljammer setting, but some of the previous entries say that the author has decided to put Giff communities in the Yalu Bay region. Since Giffs need smokepowder, the Haze would mark the boundaries of their activity on Mystara. Note that Spelljamming races would have a hard time trying to reach or leave the planet, if you go by the canon structure of the Mystaran universe (that is, no Crystal Sphere -- or at least a very big, perhaps infinite one).


The Ki-rin is an Oriental unicorn. It is of Outer Planar origin, and could be found in Oriental lands like Ochalea and Myoshima. I would not consider it common enough to have an organized society of its own.


An aquatic form of gargoyle, the Kopoacinth is not a canon Mystaran monster, nor it is known to have been used in unofficial Mystaran material. However, being a construct it poses little problems, as there are several Sea People spellcasters who could create constructs of this kind.


A Greyhawk goblinoid, similar to an hobgoblin. Since an article from Dragon Magazine reports Norke as an Orc-like monster from Swiss folklore, it could be assumed that Norke or Norker is just the name given by the Kogolor Dwarves to the Krugel Orcs. Another option is to consider the Norker a crossbreed between goblins and other goblinoid races--most probably hobgoblins or bugbears, much like the orog and ogrillon (orc-ogre crossbreeds).


Possibly a step behind the doppelganger in the evolution ladder, the Skulk is a nocturnal, underground humanoid. However, it is not a canon Mystaran monster (it is linked to the Greyhawk setting). If used on Mystara, it could be set as an ancestor of the doppelganger, living in some underground areas of the Hollow World, or in the Hollow Moon.

Troll, Scrag

These are aquatic Trolls. They are not known on Mystara, but would not be particularly difficult to use in distant or unknown undersea kingdoms.


This is an aquatic Umber Hulk. Note that the Umber Hulk exists on Mystara since at least the Blackmoor era, although it is known as the Hulker. Hulkers are not intelligent enough to form societies or even tribes beyond the hunting pack, but can be found in the Shadowdeep. Therefore, Vodyanoi could perhaps be found in underground lakes.

1Which in turn is associated to the fact that Mujina and other shapechangers hunt down people with psionic powers.

2It is worth noting that Rakasta are likely more numerous than demi-humans, if Myoshima is included in the count, and certainly more numerous than dwarves, gnomes, or halflings even considering only the Mystaran population.