Hytale Creatures & Mobs — Complete Wiki
All 85 known entities of Orbis — wild animals, aquatic life, NPCs, tribes, monsters and bosses. Updated Hytale creature wiki.
Showing 85 of 85 creatures
Hytale Animals — Wildlife of Orbis
21Bear
NeutralA large omnivorous predator found in the forested lands of Zone 1 and the icy reaches of Zone 3. It will only attack if provoked, but its powerful claws make it a formidable foe.
Wolf
NeutralPack hunters that roam the woodlands of Zone 1 and the arid edges of Zone 2. Wolves are cautious of lone travelers but become dangerous in numbers.
Fox
FriendlyA nimble and curious creature common in the Emerald Wilds. Foxes are harmless and may occasionally lead players to hidden items.
Rabbit
FriendlySmall and swift, rabbits are found hopping through the meadows of Zone 1. They scatter at the first sign of danger and drop basic crafting materials.
Deer
FriendlyGraceful creatures that graze in the peaceful glades of the Emerald Wilds. Deer are skittish but pose no threat to players.
Boar
NeutralStout and short-tempered, boars will charge at anyone who gets too close. They are a valuable source of meat and leather.
Penguin
FriendlyWaddling through the frozen tundra of Zone 3, penguins are curious and unafraid of players. They are non-combative and can be found near icy shores.
Reindeer
FriendlyHardy animals that roam the snowy plains of Zone 3 in large herds. Reindeer are peaceful and can occasionally be interacted with.
Yeti
HostileA massive snow-dwelling beast that rules the mountain peaks of Whisperfrost. Yetis are territorial and will aggressively defend their frozen domain.
Crocodile
HostileAncient reptilian predators lurking in the warm coastal waters and rivers near Zone 2. Crocodiles are ambush hunters with a devastating bite.
Camel
NeutralWell-adapted to the scorching heat of the Howling Sands, camels are docile creatures often found traveling the desert dunes.
Hyena
NeutralOpportunistic scavengers found throughout Zone 2. Hyenas are not aggressive unless players interfere with their feeding.
Crab
NeutralHardy crustaceans that inhabit the rocky shorelines and ocean floors of Orbis. They are generally harmless unless cornered.
Whale
FriendlyMajestic giants of the deep seas surrounding Orbis. Whales are peaceful creatures that can occasionally be spotted breaching the surface.
Sabertooth Tiger
HostileA fierce apex predator adapted to the harsh terrain of the Howling Sands. Sabertooth Tigers are fast, aggressive, and hunt alone.
Macaque
NeutralClever primates that live in the tree canopies of Zone 1's forests. Macaques are mischievous and may steal small items from players but rarely cause real harm.
Jackalope
NeutralA rare horned rabbit found at the border of Zones 1 and 2. Jackalopes are elusive and considered a good omen by many travelers of Orbis.
Cave-Rex
BossA titanic prehistoric predator discovered in the deepest caverns of Zone 4. The Cave-Rex is an ancient apex boss whose roar shakes the very stone around it.
Dimetrodon
HostileA large sail-backed reptile that prowls the arid wastes of Zone 2 and the ruins of Zone 4. Dimetrodons are ambush hunters that strike with terrifying speed.
Raptor
HostileSwift feathered predators that hunt in coordinated packs through the ruins of Zone 4. A single Raptor is manageable — an entire pack is lethal.
Trillodon
NeutralA docile three-horned herbivore that grazes in the overgrown areas of Zone 4. Trillodons are non-aggressive but will charge violently if their young are threatened.
Aquatic Creatures in Hytale — Ocean Life of Orbis
13Catfish
NeutralLarge bottom-dwellers lurking in the rivers and lakes of Zones 1 and 2. Catfish are peaceful unless cornered and can be caught for food.
Clownfish
FriendlyBrightly colored fish found among the sea anemones of Orbis's coastal reefs. Clownfish are entirely harmless and add vivid color to underwater biomes.
Shark
HostileApex predators of the open seas surrounding Orbis. Sharks are fast, powerful, and will aggressively pursue players who venture too deep into the ocean.
Piranha
HostileRazor-toothed fish that swarm in the warm rivers of Zones 1 and 2. Individually weak, a school of piranhas can strip anything to the bone within moments.
Anglerfish
HostileA monstrous deep-sea predator that lures prey with a glowing bioluminescent bulb. Anglerfish lurk in the darkest depths far beneath Orbis's surface.
Stingray
NeutralFlat, graceful creatures that glide along the sandy ocean floor near Orbis's shores. Stingrays are passive but will deliver a venomous sting if stepped on.
Jellyfish
NeutralTranslucent drifters carried by ocean currents around Orbis. Their trailing tentacles deliver a mild sting to any swimmer who brushes against them.
Octopus
NeutralHighly intelligent cephalopods that dwell in the rocky crevices of Orbis's ocean floor. Octopuses can camouflage and spray ink when threatened.
Sea Turtle
FriendlyAncient and slow-moving, sea turtles drift through the warm coastal waters of Orbis. They are entirely harmless and can carry players short distances.
Puffer Fish
NeutralSmall fish that inflate into a spiky ball when threatened. Their spines deliver a venomous sting, making them dangerous despite their small size.
Eel
HostileSlithering predators that lurk in underwater caves and rocky crevices. Eels deliver powerful electric shocks to stun prey before striking.
Seahorse
FriendlyTiny, delicate creatures that cling to sea grass and coral in Orbis's shallow reefs. Seahorses are completely passive and prized for their rarity.
Manta Ray
FriendlyMassive yet gentle filter-feeders that soar through Orbis's open ocean. Manta Rays are docile and will sometimes allow players to swim alongside them.
Hytale NPCs & Tribes — Factions of Orbis
31Rootling
Kweebecs
FriendlyA young Kweebec sprout from Zone 1's ancient forests. Rootlings are the most novice members of their tribe and tend to remain close to the safety of the village.
Sapling
Kweebecs
FriendlyA slightly more experienced Kweebec who tends to the tribe's plant-based resources. Saplings are knowledgeable about the herbs and flora of the Emerald Wilds.
Seedling
Kweebecs
FriendlyA helpful Kweebec civilian who spends their days tending to crops and gathering seeds from the Zone 1 forests.
Sproutling
Kweebecs
FriendlyA youthful Kweebec with boundless energy who roams the outskirts of the village. Sproutlings often have interesting observations about the surrounding wilderness.
Brawler
Trorks
HostileA hulking Trork warrior who relies on raw physical strength in combat. Brawlers are the frontline fighters of Trork raiding parties.
Chieftain
Trorks
HostileThe fearsome leader of a Trork clan, the Chieftain commands fierce loyalty from his warriors. He is significantly more dangerous than common Trork fighters.
Guard
Trorks
HostileA disciplined Trork soldier stationed to protect Trork encampments in Zone 1. Guards are more alert and tactical than common Trork fighters.
Warrior
Trorks
HostileA seasoned Trork fighter skilled in close-range combat. Warriors form the backbone of Trork raiding forces in Zone 1.
Shaman
Trorks
HostileA Trork practitioner of dark magic who supports his clan with curses and arcane attacks. Shamans are best dealt with at range before they can empower their allies.
Boss
Goblins
HostileThe cunning leader of a Goblin band. The Goblin Boss is smarter and far more dangerous than his minions — defeating him may cause remaining Goblins to scatter.
Miner
Goblins
HostileA Goblin who excavates tunnels and mines in search of ores and valuables. Miners are weaker fighters but are often accompanied by guards.
Scrapper
Goblins
HostileA resourceful Goblin who fashions crude weapons from salvaged materials. Scrappers are quick and unpredictable in combat.
Thief
Goblins
HostileA sneaky Goblin adept at stealing from unsuspecting players. Thieves are fast and will attempt to flee once they have grabbed their prize.
Ogre
Goblins
HostileA massive Goblin variant towering over its kin. The Goblin Ogre hits hard and takes significant damage to bring down.
Burrower
Ferans
NeutralA burrowing Feran who digs tunnels beneath the sands of Zone 2. Burrowers are reclusive and non-threatening unless their tunnels are disturbed.
Civilian
Ferans
NeutralAn ordinary Feran inhabitant going about their daily life in Zone 2's arid settlements. They carry useful information and sometimes trade with travelers.
Longtooth
Ferans
NeutralA Feran elder or hunter distinguished by impressive elongated fangs. Longtooths are respected within their community and tend to be more wary of strangers.
Sharptooth
Ferans
NeutralAn aggressive subset of Feran characterized by razor-like teeth and a combative temperament. Sharpteeth patrol the borders of Feran territory.
Berserker
Outlanders
HostileA frenzied Outlander warrior who charges into battle with reckless abandon. Berserkers deal heavy damage but leave themselves open to counterattack.
Cultist
Outlanders
HostileA zealous Outlander devoted to dark rituals and forbidden powers. Cultists can curse players and summon minor undead reinforcements.
Hunter
Outlanders
HostileA skilled Outlander archer who attacks from a distance in Zone 2 and Zone 4. Hunters are mobile and will reposition frequently to avoid close combat.
Sorcerer
Outlanders
HostileA powerful Outlander magic user who commands destructive spells. Sorcerers are dangerous at any range and often support other Outlander units.
Broodmother
Scaraks
HostileThe terrifying queen of a Scarak hive in Zone 4. The Broodmother can spawn new Scaraks and is one of the most dangerous beings in the Devastated Lands.
Defender
Scaraks
HostileA heavily armored Scarak tasked with protecting the hive's inner chambers. Defenders are slow but can withstand enormous amounts of damage.
Fighter
Scaraks
HostileA standard combat Scarak that makes up the bulk of any hive's military force. Fighters are fast and attack in swarms.
Seeker
Scaraks
HostileA specialized Scarak scout that detects intruders and relays their location to the hive. Seekers are quick and will alert nearby Scaraks if they spot you.
Elder
Slothians
FriendlyA wise and ancient Slothian who serves as spiritual guide for the tribe in Zone 3. Elders share knowledge about the history of Orbis and the mysteries of the frozen north.
Monk
Slothians
FriendlyA disciplined Slothian practitioner of ancient techniques. Monks are revered by their community and can sometimes teach players special abilities.
Scout
Slothians
FriendlyA nimble Slothian ranger who patrols the frozen wilderness of Zone 3 to watch for threats. Scouts are excellent guides in the treacherous Whisperfrost terrain.
Villager
Slothians
FriendlyAn ordinary Slothian going about village life in Zone 3. Villagers may offer quests, trades, or useful information about the surrounding area.
Warrior
Slothians
FriendlyA seasoned Slothian fighter who protects the tribe's village from the dangers of Zone 3. Warriors are strong allies and can assist players in combat if befriended.
Hytale Monsters & Bosses — Hostile Mobs of Orbis
20Skeleton Knight
HostileAn armored undead warrior risen from the Devastated Lands. Skeleton Knights are slow but heavily protected, requiring precise attacks to defeat.
Skeleton Archer
HostileA reanimated archer who harasses players from a distance in Zone 4. Skeleton Archers are fragile but dangerous in groups.
Skeleton Mage
HostileAn undead spellcaster who commands dark energy in Zone 4. Skeleton Mages prefer to stay at range and are best countered by closing the distance quickly.
Zombie
HostileA shambling undead creature wandering the corrupted wastes of Zone 4. Zombies are slow but relentless, and may appear in large hordes.
Ghoul
HostileA fast and feral undead predator lurking in the ruins of Zone 4. Ghouls are far more agile than ordinary zombies and attack with frenzied speed.
Golem
HostileA massive construct animated by dark magic in Zone 4. Golems are extremely durable and deal crushing blows, requiring powerful gear to overcome.
Spider Cave
HostileGiant arachnids that nest in dark caves across Zones 1 and 4. Cave Spiders can web players in place and are dangerous in enclosed spaces.
Wraith
BossA ghostly boss entity that haunts the most desolate reaches of Zone 4. The Wraith is immune to physical damage and requires magical or enchanted weapons to defeat.
Necromancer
BossA powerful undead spellcaster who controls the undead armies of Zone 4. The Necromancer constantly revives fallen enemies, making it essential to defeat him first.
Void Crawler
HostileA creature born from the corrupted energies of Zone 4. Void Crawlers are fast, erratic, and can briefly phase through obstacles.
Void Eye
HostileA floating entity that channels void energy into destructive beams. Void Eyes hover above the battlefield and are difficult to reach with melee weapons.
Bramblekin
NeutralA small plant-like creature found in the thickets of Zone 1. Bramblekin are generally passive but will attack with thorny limbs if disturbed.
Grooble
HostileA bizarre and aggressive creature native to the deserts of Zone 2. Groobles burrow into the sand and ambush unsuspecting travelers from below.
Klops
HostileA scorpion-like predator adapted to the icy climate of Zone 3. Klops are venomous and highly territorial, attacking anything that enters their domain.
Cactee
NeutralA living cactus creature that roams the sands of Zone 2. Cactee are mostly passive but launch volleys of needles when startled, making them an unexpected hazard.
Skrill
HostileA winged electricity-generating predator that nests in the frozen peaks of Zone 3. Skrills are fast, aggressive, and shock anything that approaches their territory.
Undead Chicken
HostileA reanimated chicken raised by dark magic in Zone 4. Individually harmless, undead chickens swarm in large flocks and can overwhelm careless adventurers.
Undead Cow
HostileA corrupted bovine shambling through the Devastated Lands of Zone 4. Undead Cows are slow but durable, and their festering bodies can inflict poison on contact.
Undead Pig
HostileA rotting pig animated by necrotic energy in Zone 4. Undead Pigs charge recklessly at players and explode on death, releasing a cloud of toxic gas.
Undead Horse
HostileA skeletal steed used by undead riders across the ruins of Zone 4. Undead Horses are faster than other undead and can trample players who fail to move in time.