The poisonous Centipede is a pest that is native of the Tiquandan jungle. Somehow a few of the creatures managed to sneak on ships and spread all over the world. Being mainly a scavenger, the Centipede rarely hunts actively for prey; but if it runs into a creature, it will attack it nonetheless. Given the fact that it does not have to kill for a living, the Centipede is astonishingly tough and challenging in combat. Being fast and poisonous, the Centipede can be quite dangerous, and its fertility causes its appearance in large numbers. This creature seems ineradicable, several extermination campaigns have already failed. Wherever a carrion is laying, a Centipede is close. However, it prefers to live in caves and narrow tunnels. Mould and decay seem to attract it and not little made their homes in the sewers of the cities.
Centipedes have 70 hitpoints. They are immune to earth damage. Moreover, they are strong against energy and ice damage. On the other hand, they are weak against fire damage. It takes 335 mana to summon these creatures but they cannot be convinced.
Centipedes yield 34 experience points. They carry centipede legs and gold coins with them.
The famous knight Apoc once wrote: "Demons are the most malevolent, powerful, and dangerous creatures in Tibia. In addition to their awesome physical strength, they can also use powerful spells, such as fireballs and fire fields. Especially dangerous is their gaze, which can produce beams of pure energy to annihilate their poor victims. Moreover, they drain mana off their victims, heal themselves and summon fire elementals as their vassals. Fortunately, Demons usually live in the deepest dungeons near hell but sometimes they appear also on the surface. When they do, they leave a track of death and destruction behind them. Nobody has ever been able to slay even one of these entities and only very few adventurers have survived an encounter with them."
Demons have 8200 hitpoints. They are immune to fire damage and cannot be paralysed. Moreover, they are strong against death, earth, energy and physical damage. On the other hand, they are weak against holy and ice damage. These creatures can neither be summoned nor convinced. In addition, they are able to sense invisible creatures.
Demons yield 6000 experience points. They carry assassin stars, demon horns, demonic essence, fire mushrooms, gold coins, great mana potions, great spirit potions, platinum coins, small amethysts, small emeralds, small rubies, small topazes, ultimate health potions and sometimes other items with them.
Werecrocodiles are humans under a curse - others claim infected with a disease - that causes them to transform into savage beasts. At the beginning, the transformation only takes place at full moon, and the victim regains its human appearance the next morning. In the course of time, the transformation lasts longer and the full moon is no longer a necessary condition for the transformation. At a certain point, the beast takes over more and more often. Werecrocodiles are strong and bulky, yet a bit clumsy and not very quick on land. They are dangerous predators nonetheless and their appearance is a mix between a crocodile and a human being. Like crocodiles, Werecrocodiles favour warm and humid areas such as jungles with larger bodies of water as homesteads. They behave very aggressively towards intruders. Feral Werecrocodiles have black scales and are rarer but stronger than their green-scaled counterparts.
The curse of the Full Moon, as it is frequently called, is usually spread by the infectious bite or scratch of other were-creatures. Forbidden books also tell about methods that allow to turn somebody into a were-creature with the help of dark rites. Some twisted individuals even call the curse upon themselves in the hope of using their new powers to avenge an injustice or insult.
Feral Werecrocodiles have 6400 hitpoints. They cannot be paralysed. Moreover, they are strong against death, earth, fire and physical damage. On the other hand, they are weak against energy, holy and ice damage. These creatures can neither be summoned nor convinced. In addition, they are able to sense invisible creatures.
Feral Werecrocodiles yield 5430 experience points. They carry gold coins, platinum coins, werecrocodile tongues and sometimes other items with them.
Hunters are outlaws that dwell in the large forests of Tibia. They do not only hunt animals but also attack travellers and adventurers. Although they are not strong, they are very deadly due to their quickness and their bows.
Hunters have 150 hitpoints. They are strong against holy damage. On the other hand, they are weak against physical damage. It takes 530 mana to convince these creatures but they cannot be summoned.
Hunters yield 150 experience points. They carry arrows, hunter's quivers, oranges, rolls and sometimes other items with them.
The lava lurker seems like a creature just created for mayhem and destruction. It's a creature that seems to be in a constant, highly agitated frenzy, hell-bent on hurting, destroying and devouring. Though arguably more an elemental then a creature the lurker is mostly encountered close to volcanic activity, some even claim to be born or created by it. Despite it's aggressive nature it can become dormant for an unknown time and even blend it with other lave or magma environment being perfectly camouflaged. It's unknown it's actively lurks for prey in this state or becomes somehow awake as soon as a potential victim comes close but the outcome is the same. The lava lurker coms into action and viciously attacks every potential victim like the raging fire that might have given birth to it. With no obvious organs it is unknown how lukers feed. Due to their eagerness to burn and sear thing, it's assumed that ashes of organic matter gives then some sort of sustenance. Though it's theorized that the lurker reproduces like the common slime, this is only wild speculation and not backed up by any evidence at all. The whole comparisons to slimes might be highly misleading and create more questions than it provides answers. How exactly they fit into the rooster of those bellow is also highly speculative. Some evidence suggest that their appearance might only be a side effect of the heat that comes with the advance of the hordes from bellow. Yet they mostly show no aggression towards the forces of those bellow, they are rarely part of attacks on outposts and when they do, it's almost more as if they are some force of nature then part of an army. This puts their whole sentience into question. Scientists and sorcerers that are fascinated by this creature but are just on the brink of their studies of the lava lurker. Only time will tell what valuable lessons can be made by their analysis. Given the destructive nature of the lava lurker though, a steep price might have to be paid in that process.
Lava Lurkers have 5900 hitpoints. These creatures can neither be summoned nor convinced. In addition, they are able to sense invisible creatures. What is more, they are healed when fire damage is used against them.
Lava Lurkers yield 4000 experience points. They carry small enchanted rubies with them.
Even more bloodthirsty than the other quara and even feared by their own kind for their murderous frenzy, Quara Predators are usually found in the first lines of a battlefield whenever the quara decide to fight their sworn enemies (which basically means all non-quara). Obviously a mixture of quara and sharks, they share the most disgusting and most lethal attributes of both. Ruthless and vicious they know no mercy and no surrender. Quara Predators are known to fight until the last spark of life leaves their bodies. Sometimes they even fight against each other after slaying all enemies in sight.On shore they are somewhat weaker, losing their speed and agility, but their huge jaws are still fatal.
Quara Predators have 2200 hitpoints. They are immune to fire and ice damage. On the other hand, they are weak against earth and energy damage. These creatures can neither be summoned nor convinced. In addition, they are able to sense invisible creatures.
Quara Predators yield 1600 experience points. They carry gold coins, quara bones and sometimes other items with them.
Legend has it there was once a race of mischievous black rodents who were close cousins of the squirrels. They loved to fool around and to tease others all day long. However, one day they went too far. Angered by one of their tricks, a powerful fairy cursed the whole race. From that fateful moment on, these creatures were marked with a white stripe and,more importantly, with an overwhelming stench that was unbearable to most creatures who live and breathe. However, it did not take the clever critters long to work out that they could use their nauseating stench as a weapon of self-defence. Today, these rodents are known as Skunks, and few creatures dare to anger them because of their feared smell.
Skunks have 20 hitpoints. It takes 200 mana to summon or convince these creatures.
Skunks yield 3 experience points. They rarely carry items with them.
To avoid that always the same creature types are hunted and so eventually exterminated, the Tibian gods came up with the idea of the boosted creature. Every day one creature is chosen which is particularly rewarding for this day. This way adventurers from all over Tibia should be attracted to hunt a larger variety of monsters.
Hunting a boosted creature is extra lucrative. Boosted creatures contain more loot and yield more experience points. Moreover, they spawn at a faster rate.