The Alphas are the first of their respective species. Alpha Creatures are bigger and stronger versions of creatures and they are not tameable. As the first and oldest, they are also the most powerful monsters and are regarded as the parent of their respective race, since they were the ones who began populating each monster. Due to their age and power, they possess very few weaknesses, often being immune to or less affected by major weaknesses that hold true for their respective species.
An angel is a supernatural being in various Circum-Mediterranean religions. Abrahamic religions often depict them as benevolent celestial intermediaries between God (or Heaven) and humanity. Angels are powerful celestial beings of light created by God. They are superhuman beings superior to mortals in both power and intelligence. Angels are responsible of maintaining Heaven and guard the souls of righteous humans. They power Heaven and at full potential they are imbued with considerable power. Abrahamic religions describe angelic hierarchies, which vary by sect and religion. Some angels have specific names (such as Gabriel or Michael) or titles (such as seraph or archangel). Those expelled from Heaven are called fallen angels, distinct from the heavenly host.
Chapter 20 of the Book of Enoch mentions seven holy angels who watch, that often are considered the seven archangels: Michael, Raphael, Gabriel, Uriel, Saraqael, Raguel, and Lucifer. The Life of Adam and Eve lists the archangels as well: Michael, Gabriel, Uriel, Raphael and Joel. They are far more powerful than any other angelic rank, being imbued with near unimaginable and immeasurable power and authority. Furthermore, they are some of the strongest beings in all of Creation.
Baku are capable of inducing a terrible nightmare in their victims.
Descriptions and beliefs in the Baku have changed throughout the years. In ancient Chinese legends, the Baku was an animal that was hunted for its pelt. Whoever killed a Baku would use a blanket made from the pelt as a talisman, or an object with magical powers, which would protect them from evil spirits. This practice evolved into one where a pelt was not necessary, and the display of a Baku image over the bed would repel evil spirits. It wasn't until the Baku legends made their way to Japan that the figure was viewed as a dream-eater. With this transition, the stories of Baku became consistent, and he has continued to be viewed as a dream-eater to this day. Legend has it, that a person who wakes up from a bad dream can call out to Baku. A child having a nightmare in Japan will wake up and repeat three times "Baku-san, come eat my dream. Baku-san, come eat my dream. Baku-san, come eat my dream." Legends say the Baku will come into the child's room and devour the bad dream, allowing the child to go back to sleep peacefully. However, calling to the Baku must be done sparingly, because if he remains hungry after eating one's nightmare, he may also devour their hopes and desires as well, leaving them to live an empty life. The Baku can also be summoned for protection from bad dreams prior to falling asleep at night.
Chimera, being constituted of multiple parts from multiple random animals and humans, are very formidable threats. Its mutation effects are also very dangerous, because it will transform human to human-animal hybrids to the point that cannot be recovered from. Chimera blood is highly infectious, and could induce mutations to humans. Every human that came into contact with its blood will get infected and mutated into random animal parts. Chimera could induce mutation processes, making humans into human-animal hybrids. Chimeras are very overwhelming. A strike of a chimera is capable of ripping a human's spine out of their back. They have a variety of built-in weapons thanks to their hybrid nature, including the fangs and claws of a lion, a ram's horns, and snake fangs.
Culling the infected will slow down the mutation process, but if the blood has been spread too far inside the human bodies, it will be unable to save them.
Beheading the chimera effectively kills them and any turned humans. Beheading the head chimera will cure the newly turned. But if the infection has been take a long while, killing them is the only solution, since there is no cure for the infection.
The Chimera (/kᵻˈmɪərə/ or /kaɪˈmɪərə/, also Chimaera (Chimæra); Greek: Χίμαιρα, Chímaira "she-goat") was, according to Greek mythology, a monstrous fire-breathing hybrid creature of Lycia in Asia Minor, composed of the parts of more than one animal. It is usually depicted as a lion, with the head of a goat arising from its back, and a tail that might end with a snake's head, and was one of the offspring of Typhon and Echidna and a sibling of such monsters as Cerberus and the Lernaean Hydra.
The term chimera has come to describe any mythical or fictional animal with parts taken from various animals, or to describe anything composed of very disparate parts, or perceived as wildly imaginative, implausible, or dazzling.
The seeing of a Chimera was an omen for disaster.
Deities better known as pagan gods, or more accurately, The Old Gods - are a race of immortal supernatural entities, with each being a prime authority in the religion or pantheon that they established or belonged to. Despite having a role in the human ancient religions and possessing free will, the plurality of them are cruel, petty, uncaring, and only concerned with themselves and their survival. Some of them are neutral or indifferent to humans, and a handful of them have even been shown to be acting in accordance to the well being of humanity (like Prometheus), but most who appeared so far were evil. Many of them were known to have a taste for human flesh and were confirmed to use humans as a food source, as well as accepting offerings like virgin sacrifices. They are worshiped by mortals and can procreate with them to birth Demigods.
As the oldest entities, deities possess many superhuman powers which make them far superior to mortals.
Nigh-Omnipotence - Deities have the power to do almost anything.
Immortality - Deities are not subject of age, disease, time and death.
Divine Form
Ichor
Decelerated Aging
Immune to pimples, alcohol, drugs, limb lose, poison, digit lose, Eye lost, ear lost, evils, Skin/Muscle/Organ damage, nose lost, diseases, decapitations, sight-lost/decrease, hearing loss/decrease, blindness & all forms of every planetary/omniversal diseases/infections/allergies
Invulnerability - They are invulnerable, to a degree, to physical attack. Only supernatural weapons can harm them.
Superhuman Physiology:
Superhuman Physical Attributes:
Super Strength - They possess great strength. The weakest of deities can lift 30 tons with ease.
Super Speed - They can move faster than the human eye.
Super Stamina - They do not overheat or sweat.
Super Durability - They possess superhuman resistance to injury and pain.
Super Agility - They possess superhuman agility.
Superhuman Endurance: Gods can withstand enormous amounts of damage and injury from harm.
Pagan deities often masquerade as normal humans. However, many of them have true forms that are more monstrous than human, similar to angels and demons.
Some of the deities of different religions are from the Ancient Greek religion: Zeus, Apollo, Athena, Ares, Aphrodite, Poseidon, Hades, Thanatos, Dionysus, Hera, Artemis, Hephaestus, Hermes, nymph.
From the Ancient Norse religion: Thor, Odin.
The basic demonic powers of a demon are possession, superhuman strength. A demon is a supernatural being, typically associated with evil, prevalent historically in religion, occultism, literature, fiction, mythology, and folklore; as well as in media such as comics, video games, movies and television series. In Ancient Near Eastern religions and in the Abrahamic traditions, including ancient and medieval Christian demonology, a demon is considered a harmful spiritual entity which may cause demonic possession, calling for an exorcism. In Western occultism and Renaissance magic, which grew out of an amalgamation of Greco-Roman magic, Jewish Aggadah and Christian demonology, a demon is believed to be a spiritual entity that may be conjured and controlled. Demons are malevolent spiritual entities that are the direct opposites to angels. They are created from human souls that have endured extensive torture in Hell.
Demons are the result of human souls going to Hell and being tortured until no humanity is left in them, thus turning into demons - dark, malicious spirits that revel in pain, chaos, and death. Most demons forget what it means to be human. Some have even forgotten that they were once human. In general, demons engage in torture and destruction because it is fun or to avoid being tortured themselves. Some demons, however, are true believers in Lucifer's agenda to "cleanse" Earth, and actually consider themselves morally superior to humans. Once a soul becomes a demon, it gains the basic demonic powers (possession, superhuman strength, etc.) and from there, it can work its way up the ladder to positions of greater authority and power within Hell. In folk magic and mythology, crossroads may represent a location "between the worlds" and, as such, a site where supernatural spirits can be contacted and paranormal events can take place. Symbolically, it can mean a locality where two realms touch and therefore represents liminality, a place literally "neither here nor there", "betwixt and between".
The Testament of Solomon
The Testament of Solomon is a pseudepigraphical work, purportedly written by King Solomon, in which the author mostly describes particular demons whom he enslaved to help build the temple, the questions he put to them about their deeds and how they could be thwarted, and their answers, which provide a kind of self-help manual against demonic activity. The date is very dubious, though it is considered the oldest surviving work particularly concerned with individual demons.
Princes of demons
The Book of Abramelin, possibly written in the 14th or 15th century, lists four princes of the demons: Lucifer, Leviathan, Satan and Belial. There are also eight sub-princes: Astaroth, Maggot, Asmodee, Beelzebub, Oriens, Paimon, Ariton (Egin) and Amaymon.
The Royal Hierarchy of Demons
Ruler of Hell - The King of Hell is the position and top title authority in Hell.
Princes of Hell - They are said to be the next at the throne of Hell.
Ruler of the Crossroads - The King of crossroads is the position which is the Leader of all crossroads demons.
Djinns, also spelled Jinns and sometimes even called Genies (Jinni), are a rare race of supernatural cave dwelling hermits that have the power to produce powerful hallucinations inside the minds of humans. Djinn are supernatural creatures in early pre-Islamic Arabian and later Islamic mythology and theology. Like humans, they are created with fitra, born as believers, their surroundings then change them. Since djinn are neither innately evil nor innately good, Islam acknowledged spirits from other religions, and was able to adapt spirits from other religions during its expansion. Djinn are not a strictly Islamic concept; they may represent several pagan beliefs integrated into Islam. Both devils and djinn feature in folklore and are held responsible for misfortune, possession and diseases. However, the djinn are sometimes supportive and benevolent. They are mentioned frequently in magical works throughout the Islamic world, to be summoned and bound to a sorcerer, but also in zoological treatises as animals with a subtle body.
Djinns are very powerful monsters that possess phenomenal psychic powers superior to most of the supernatural species. Their power can be a low level version of Reality Warping.
Hallucinogenic Touch - The Djinns' main ability. By touching someone, they can induce a series of delusions on the mind of their target, typically causing them to enter in an unconscious, dream-like state. Inside it, a person can re-live their deepest dreams and desires, over and over again, akin to an endless loop. These delusions can also be induced in a more mild fashion, leaving the person awake, but at the risk of having them break on a mental level due to the mix of reality and illusion.
Pyrokinesis - When they activate their hallucination ability or feeding on their victims they form blue psychic-flames around their hand. This may also be the same energy that illuminates their eyes when using their powers. Though it does not physically damage their victims, but acts more like a side affect on their powers.
Telepathy - They can read people's minds and learn their greatest desires or fears.
Dream Walking - They can go into their victims' dreams and manipulate them to the point that they can create a Fantasy Universe.
Super Strength - Djinns are notably stronger than humans, able to easily over power them. Even a teenage Djinn is able to overpower a grown man. However, at the time, the person he was fighting was weakened as well.
Super Speed - Djinns can move incredibly fast, able to suddenly appear and ambush others.
Super Senses - A particular type of Djinn that feeds on fear instead of human blood, can smell human fear and can track their prey by following their scent.
Invulnerability - Djinns can only be killed by a silver knife dipped in Lamb blood, or extreme brain damage.
Shapeshifting - Djinns can change their form to pass as humans.
Immortality - Djinns possess a longer life span than humans and can potentially live forever.
Super Agility - Djinns are more agile than humans, while waiting to attack Dean three hid in a tree like birds.
Silver and lamb blood - A silver knife dipped in lamb blood can kill a djinn.
Djinns are humanoid creatures with tattooed skin that prefer to live in large ruins with a lot of places to hide. They feed on human blood and can poison their victims with a touch. The poison can be used either to kill their victims quickly, or to leave victims in a coma-like state while the djinn feeds on their blood over a long period of time. Djinns are depicted in the Quran as beings with powers. Contemporary lore depicts them as genies and are able to read a person's mind to learn their deepest desires; however, the djinn do not truly grant wishes like the genies of lore. Instead, using their poison, the Djinn causes hallucinations so powerful that the immobilized victim thinks he or she is actually living in the reality the Djinn implanted.
Dragon is a large, serpentine legendary creature that appears in the folklore of many cultures around the world. Beliefs about dragons vary considerably through regions, but dragons in western cultures since the High Middle Ages have often been depicted as winged, horned, four-legged, and capable of breathing fire. Dragons in eastern cultures are usually depicted as wingless, four-legged, serpentine creatures with above-average intelligence.
Enhanced speed – Dragons can move with incredible speed, able to suddenly appear, especially when flying. Flight – While in their true form, dragons have bat-like wings which they use to fly and capture prey. Dragons have unnatural healing and even spears are useless against the healing. Dragons are resistant to fire, their scales can protect them from fires as hot as napalm or even lava. Before adolescence, the dragon's bodies are weak and fragile but are mostly covered in feathers.
The earliest attested dragons all resemble snakes or bear snakelike attributes. Jones therefore concludes that the reason why dragons appear in nearly all cultures is because of humans' innate fear of snakes and other animals that were major predators of humans' primate ancestors.
Standard Western Dragon
Oriental Dragon
Dragonnet
Wyvern
Quetzalcoatl
Cockatrice
African Dragon
Hydra
Wyrm
Amphiptere/Amphithere
Knucker
Drake
An elf (plural: elves) is a type of humanlike supernatural being in Germanic mythology and folklore. In medieval Germanic-speaking cultures, elves seem generally to have been thought of as beings with magical powers and supernatural beauty, ambivalent towards everyday people and capable of either helping or hindering them. However, the details of these beliefs have varied considerably over time and space, and have flourished in both pre-Christian and Christian cultures.
Elves possess unique and extraordinary abilities - keen intellect, superhuman physical agility and senses, and natural magical talents. Though not immortal (nor immune to physical injury), they live for centuries, gaining experience and Power as they age. Elves are also Lawful in nature.
Elves think they know everything, can do anything, and are better than mortals. Their greatest weakness is their constant underestimation of their foes. No one knows as much as they say they do, they can't do what they think they can, and sometimes those pesky mortals one-up them.
There are numerous different subraces and subcultures of elves, including aquatic elves, dark elves (drow), deep elves (rockseer), grey elves, high elves, moon elves, snow elves, sun elves, valley elves, wild elves (grugach), wood elves and winged elves (avariel).
A fairy (also fay, fae, fey, fair folk) is a type of mythical being or legendary creature found in the folklore of multiple European cultures (including Celtic, Slavic, German, English, and French folklore), a form of spirit, often described as metaphysical, supernatural, or preternatural.
Shapeshifting: Fairies can disguise themselves as beautiful humans. A fairy's true form can have variety's of forms they can be beautiful flower faeries to dryads who are the souls of trees
Healing: Fairies have the ability to cure broken or withered plants; wounds, broken bones, low vitality, and even diseases and restore the emotions and spirits of others.
Photokinesis: Fairies have the ability to project and control light and nature. Fairies and witches are the only species shown to possess this power. A Fae with this ability can channel nature through their body and project it in a concentrated and powerful blast of light which seems to manifest as kinetic force, conclusively throwing or repelling objects a considerable distance. Most fairies use this ability to attack an enemy. They can even turn the energy into an explosive ball that they can throw at their enemies, somewhat like a grenade.
Mesmerization: Fairies can make humans do their bidding. The fairy only needs to have eye contact in order to seize your mind with a simple phrase or change in tone of voice.
Chlorokinesis: Fairies can manipulate vegetation. Fairies can grow plants to enormous proportions in nearly any environment, and use them as weapons that can grab and attack with vines and roots, grow or retract thorns.
Superhuman Strength: Fairies are much stronger than any human. They're strong enough to toss a fully grown human across a room with great force possibly killing the human.
Superhuman Durability: Fairies can take far more trauma than humans can without much discomfort or injury.
Supernatural Knowledge: Fairies are much older and wiser than humans and even other supernatural creatures like vampires, werewolves, and shapeshifters.
Telepathy: Fairies have the ability to read each others' minds and can read other peoples' minds as well.
Glamour: Able to cast vivid and convincing illusions in order to trick others as demonstrated with the illusion on the fae world, making it appear more appealing and beautiful.
Oneirokinesis: They are shown to be able to enter peoples dreams and converse with that person when fairies both entered their slumber. For a vampire, drinking large amounts of fae blood might trigger oneirokinesis. Fairy/human hybrids seem to receive dreams while they are in a coma.
Longevity: Fairies can live much longer than most other creatures, but they are not immortal, implying that they eventually face natural death. They can, however, be injured or drained of their blood to the point of their deaths. Upon dying, a fairy returns to their original appearance and their corpse dissolves into glittering dust.
Oath: When Fairies make an oath or promise the fairy and other person must touch fingers and a photokinetic light with come through the promiser's arm. It is possibly that if the oath is broken the promiser may die.
Lemons and Limes: Lemons and limes are poisonous to fairies.
Silver: This can be used against dark fairies--as they burn when they are touched with silver.
Iron: Fairies hate iron as it is proven to be harmful against them.
Sugar/Salt: If someone pours salt or sugar in front of them, they have to stop to count each grain one by one.
Cream: They also love cream, which, like alcohol, intoxicates them.
Sunglasses: The only way to combat fairy Mesmer is to wear reflective sunglasses or not look them in the eye.
Poisonious Bugs: Fairies are seen to be very close with nature but if something as small as a bug comes in their way and attacks them, they could face a serious illness and die.
Myths and stories about fairies do not have a single origin, but are rather a collection of folk beliefs from disparate sources. Various folk theories about the origins of fairies include casting them as either demoted angels or demons in a Christian tradition, as deities in Pagan belief systems, as spirits of the dead, as prehistoric precursors to humans, or as spirits of nature.
Ghosts, also called Spirits, are souls of deceased humans that did not go with their reaper to Heaven or Hell and are stuck on Earth. The word Ghost is a common term for a soul that did not move on to an afterlife after they perished. They typically reside in The Veil, but they can occasionally appear in the physical plane. Descriptions of the apparition of ghosts vary widely: the mode of manifestation can range from an invisible presence to translucent or wispy shapes, to realistic, life-like visions. A Ghost is the spirit of a deceased person that, for some reason or another, was unable to pass on to the next life, or whose rest had been disturbed. Ghosts are neither good nor evil, as their behavior is ultimately dictated by who they were in life and how they died. Normally, a Ghost will start out confused and disoriented before realizing they are dead. In some cases, the trauma of sudden death can be so great that a Ghost will think that they are still alive and continue in a routine from their lives, oblivious to the fact they are dead.
Environment Manipulation - Most ghosts have shown to have the ability to manipulate the elements like wind, fire, electricity, water, and dropping temperature. Affinity to fire or water is usually because of the manner of a person's death and the ghost's origin.
Salt - Ghosts can be repelled by salt and can't cross a line made of salt. Some hunters use rock shot rounds to dissipate ghosts by blasting them with it. Salt is also useful whenever a ghost is possessing a human. Feeding salt in the mouth of the person a ghost is possessing, will cause the ghost great pain and force the ghost out and free the human from the ghost's control. Shooting the person with rock salt will also break a ghost's possession.
Iron - Like salt, iron keeps spirits at bay. Some hunters use an iron crowbar or fire poker. Contact with it will dissipate a ghost for a couple of minutes. Touching iron to the skin of a person possessed by a ghost will break their possession.
There are generally four ways to permanently defeat a ghost by putting them to rest:
Salting and Burning the Bones - The best and most common method to put a ghost to rest. Digging up a ghost's remains and salting and burning the bones, will help the spirit to cross over to the next life. When a ghost's bones are successfully salted and burned, it will go up in flames. This method is used for violent and vengeful spirits.
Destroying the Haunted Object - Salting and burning the object the ghost is using to stay active in the human world, will put a ghost to rest if there are no bones to burn, or if the objects they considered to be extensions or remains of the spirit.
Resolving the ghost's issues - Helping a ghost to resolve its issues can put a ghost to rest. This method is rare but is used to help benevolent spirits find peace.
On rare occasions, it is possible to summon a spirit back to earth for any reason. However, this is a risky practice considering the unpredictable nature of ghosts. Ghosts summoned through black arts can turn violent if the summoner loses control of them, usually as a result of having their rest disturbed and being forced to do things against their will.
In folklore, a ghost (sometimes known as an apparition, haunt, phantom, poltergeist, shade, specter or spectre, spirit, spook, and wraith) is the soul or spirit of a dead person or animal that can appear to the living. In ghostlore, descriptions of ghosts vary widely from an invisible presence to translucent or barely visible wispy shapes, to realistic, lifelike forms.
Ghoul is a demon-like being or monstrous humanoid originating in pre-Islamic Arabian religion, associated with graveyards and consuming human flesh. Ghouls are a race of monsters that feed mainly on the flesh of the dead and assume the form of their victims. In modern fiction, the term has often been used for a certain kind of undead monster.
Ghouls are scavenger creatures that live in graveyards and traditionally feed on the flesh and blood of the dead. At times ghouls will change their diet and will feed on living humans instead of the dead. Ghouls can also take the form of any person they have eaten, whether the person is still alive or already dead.
The only thing that can kill a ghoul is decapitation or complete destruction of the head. Bashing their brains in works as well.
Shapeshifting - Ghouls have the power to transform into any human, though they can only transform into humans they've fed off of, regardless of whether they are still living or dead. Like shapeshifters, ghouls also obtain the memories of the person they are mimicking.
Super Speed - Ghouls are said to move faster than humans, at least enough to escape unseen after a surprise attack.
Super Strength - Ghouls are stronger than humans. They can overpower a human, but they can also be fought off.
Super Agility - Ghouls are more agile than humans.
Enhanced Durability - Ghouls are more durable than humans, as one was able to take a shotgun blast to the torso and was only stunned. However, they are far from invulnerable.
Super Senses - Ghouls have a degree of enhanced senses, such as taste.
Decapitation - Complete removal or destruction of the head is lethal to a ghoul.
Extreme Brain Damage - Enough damage to the head, even without decapitation, can kill a ghoul.
Giants (from Latin and Ancient Greek) are beings of human appearance, but are at times prodigious in size and strength or bear an otherwise notable appearance. Some modern perception of giants as stupid and violent monsters, sometimes said to eat humans, while other giants tend to eat the livestock.
Most obvious changes are increased size (ranging from relatively normal-sized but big to huge to closer geological scale), strength and endurance. Generally, giants lack any real supernatural abilities, but they can have the same ability to learn as, for example, humans, and some have truly impressive powers.
My best guess at a general weakness of giants is tying up their legs and making them trip a la Empire Strikes Back. ... In norse mythology the Giants are defeated by the Gods because of wisdom, Giants are impulsive, another weak: goddesses. Giants are lustful and luxurious.
The origins of Giants is unclear, conflicting and sometimes disputed. Although their tapered ears bear a resemblance to that of mer, some scholars believe they actually share an ancestral relationships with the Nords, through the Atmorans.
God is conceived of as the supreme being, creator deity, and principal object of faith. God is usually conceived as being omnipotent (all-powerful), omniscient (all-knowing), omnipresent (all-present) and omnibenevolent (all-good) as well as having an eternal and necessary existence. These attributes are used either in way of analogy or are taken literally. God is most often held to be incorporeal (immaterial). Incorporeality and corporeality of God are related to conceptions of transcendence (being outside nature) and immanence (being in nature) of God, with positions of synthesis such as the "immanent transcendence". Some religions describe God without reference to gender, while others use terminology that is gender-specific and gender-biased. God has been conceived as either personal or impersonal. In theism, God is the creator and sustainer of the universe, while in deism, God is the creator, but not the sustainer, of the universe. In pantheism, God is the universe itself. Atheism is an absence of belief in God, while agnosticism deems the existence of God unknown or unknowable. God has also been conceived as the source of all moral obligation, and the "greatest conceivable existent". Many notable philosophers have developed arguments for and against the existence of God.
A hellhound is a supernatural dog in folklore. A wide variety of ominous or hellish supernatural dogs occur in mythologies around the world. Features that have been attributed to hellhounds include mangled black fur, glowing red eyes, super strength and speed, ghostly or phantom characteristics, and a foul odor. In cultures that associate the afterlife with fire, hellhounds may have fire-based abilities and appearance. They are often assigned to guard the entrances to the world of the dead, such as graveyards and burial grounds, or undertake other duties related to the afterlife or the supernatural, such as hunting lost souls or guarding a supernatural treasure.
They have razor sharp teeth, super strength, and speed, and are commonly associated with graveyards and the underworld. Hellhounds are called The Bearers of Death because they were supposedly created by ancient demons to serve as heralds of death. According to legend, seeing one leads to a person's death. In some legends, hellhounds have the following abilities:
Invisibility - Hellhounds are invisible to humans, except under special circumstances. However, supernatural creatures, such as demons and angels, can see them. They can also be seen by the humans they are assigned to hunt and through an object scorched with Holy Fire.
Invulnerability - Hellhounds cannot be killed by conventional means or weapons.
Salt - It serves as a barrier which they cannot pass. Salt also harms hellhounds.
Goofer Dust - It can be used to create a barrier, like salt.
Devil's Shoestring - This herb can serve as a barrier preventing Hellhounds from passing through a door it's placed over.
Certain European legends state that if someone stares into a hellhound's eyes three times or more, that person will surely die. In European legends, seeing a hellhound or hearing it howl may be an omen or even a cause of death.
The Four Horsemen of the Apocalypse (usually referred to as the Four Horsemen) are figures in Christian faith, appearing in the New Testament's final book, Revelation, an apocalypse written by John of Patmos, as well as in the Old Testament's prophetic Book of Zechariah, and in the Book of Ezekiel, where they are named as punishments from God.
Death
Famine
War
Conquest
In John's revelation, the first horseman is on a white horse, carrying a bow, and given a crown, riding forward as a figure of Conquest, perhaps invoking Pestilence, Christ, or the Antichrist. The second carries a sword and rides a red horse and is the creator of War. The third is a food merchant riding upon a black horse, symbolizing Famine. The fourth and final horse is pale green, and upon it rides Death accompanied by Hades. "They were given authority over a quarter of the earth, to kill with sword, famine, and plague, and by means of the beasts of the earth."
Shapeshifting - They can take on the form of any human.
Telepathy - The Horsemen can see into the minds of men and know their thoughts.
Resurrection - They can raise the dead either as fully alive or as undead zombies.
Possession - They can take on human vessels.
The four horsemen are traditionally named after the powers they represent: War, Famine, Pestilence and Death; only Death, however, is directly named in the Bible.
Ifrit, also spelled as efreet and afrit, is a powerful type of demon in Islamic mythology. The afarit are often associated with the underworld and also identified with the spirits of the dead, and have been compared to evil geniī loci in European culture. In later folklore, they developed into independent entities, identified as powerful demons or spirits of the dead who sometimes inhabit desolate places such as ruins and temples. Their true habitat is the underworld. They generally marry one another, but they can also marry humans. While ordinary weapons and forces have no power over them, they are susceptible to magic, which humans can use to kill them or to capture and enslave them. As with the jinn, an ifrit may be either a believer or an unbeliever, good or evil, but he is most often depicted as a wicked.
Ifrit are in a class of infernal Djinn noted for their strength and cunning. An ifrit is an enormous winged creature of fire, either male or female, who lives underground and frequents ruins. At this time Ifrits were also said to have the power to turn humans into animals themselves.
Dimeritium Bomb
Northern Wind
Elementa Oil
Aard
Stories of ifrits were highly prevalent in Egyptian culture up until the Second World War. British soldiers visiting the pyramids reported that they had been warned by the locals of ifrits living in the desert in the form of a dog which would lead them astray until they became lost. At this time Ifrits were also said to have the power to turn humans into animals themselves.
The jackalope is a mythical animal of North American folklore (a fearsome critter) described as a jackrabbit with antelope horns. The word jackalope is a portmanteau of jackrabbit and antelope. Many jackalope taxidermy mounts, including the original, are made with deer antlers. One of the rarest animals in the world, it is a cross between a now extinct pygmy-deer and a species of killer-rabbit. However, occasional sightings of this rare creature continue to occur, with small pockets of jackalope populations persisting in the American West.
Enhanced dexterity: Jackalopes are able to control their muscles, limbs, and digits with ease. Enhanced hearing: Jackalopes are able to hear with amazing clarity, detail, distance, and even in frequencies that most others may or may not be able to hear.
Whiskey: Jackalopes are easily lured into traps when one sets out a cup of whiskey, their drink of choice.
Kappa (Japanese: 河童 or かっぱ, meaning "River child") are aquatic reptilian humanoids who inhabit the rivers and streams found all over Japan. Clumsy on land, they are at home in the water, where they thrive during the warm months. They are excellent swimmers, and despite their small size they are physically stronger than a grown man.
Kappa are generally the size and shape of a human child, with scaly skin ranging in earthy hues from deep green to bright red, even blue. Their bodies are built for swimming, with webbed, thumbless hands and feet, and a turtle-like beak and shell. Their elastic, waterproof skin reeks of fish, and is said to be removable. They possess three anuses, allowing them to pass three times as much gas as a human. Kappa forearms are attached to one another inside of their shells, and pulling on one arm will cause it to lengthen while the other one contracts. A dish-like depression lies on top of their skulls. This dish is the source of a kappa’s power and must be kept wet at all times; should the water be spilled and the dish dry up, the kappa will be unable to move and may even die.
They are amphibious creatures and have superios swimming abilities. Kappas reside in lakes and other inland water sources. They are not sea-creatures. It is possible for a Kappa to leave bodies of water, but their time outside of their pond is limited.
Adult kappa often live solitary lives, although it is common for them to befriend other yokai and even humans. Younger kappa are frequently found in family groups. Kappa are proud and stubborn, but also fiercely honorable; they never break any promises that they make. Kappa possess keen intelligence and they are one of the few yokai able to learn human languages. They are also highly knowledgeable about medicine and the art of setting bones; according to legend, these skills were first taught to humans by friendly kappa.
They will eat almost anything, but they are particularly fond of raw innards –particularly human anuses – and cucumbers. They love mischief, martial arts like sumo wrestling, and games of skill like shogi.
Leviathan is a creature with the form of a sea serpent from Jewish belief, referenced in the biblical Book of Job, Psalms, the Book of Isaiah, the Book of Amos; it is also mentioned in the apocryphal First Book of Enoch. The Leviathan of the Book of Job is a reflection of the older Canaanite Lotan, a primeval monster defeated by the god Baal Hadad. Parallels to the role of Mesopotamian Tiamat defeated by Marduk have long been drawn in comparative mythology, as have been wider comparisons to dragon and world serpent narratives such as Indra slaying Vrtra or Thor slaying Jörmungandr.
Leviathan is often considered to be a demon or natural monster associated with Satan or the Devil, and held by some to be the same monster as Rahab. Leviathan can also be used as an image of Satan, endangering both God's creatures—by attempting to eat them—and God's creation—by threatening it with upheaval in the waters of Chaos.
Immortality - Death reveals that the Leviathans were God's first creations, being before angels and humans.
Shapeshifting - Upon physical contact, they can transform into the person they are in contact with. They can also use hair instead of physical contact to assume a person's identity. Soon after changing, they eat the original person. They are also able to take on the memories of not only those they possess, but those they shapeshift into.
Healing Factor - Leviathans can heal from injury quickly.
Superhuman Strength - They are stronger than guardian angels and can overpower them with ease. The Leviathan's have proven to be extremely stronger then humans as they can over power them while feeding on their flesh.
Invulnerability - So far, it hasn't been revealed what can kill a Leviathan. However they can be weakened with Borax.
Possession - They can take over any one by a touch.
Resistances - It is slightly resistant to Magic overall. It's also resistant to Ice, and greatly resistant to Fire.
Leviathan is weak only to Lightning
A mermaid is an aquatic creature with the head and upper body of a female human and the tail of a fish. Mermaids appear in the folklore of many cultures worldwide, including the Near East, Europe, Asia, and Africa. In ancient Assyria, the goddess Atargatis transformed herself into a mermaid out of shame for accidentally killing her human lover. Mermaids are sometimes associated with perilous events such as floods, storms, shipwrecks, and drownings. In other folk traditions (or sometimes within the same tradition), they can be benevolent or beneficent, bestowing boons or falling in love with humans. The male equivalent of the mermaid is the merman, also a familiar figure in folklore and heraldry. Although traditions about and sightings of mermen are less common than those of mermaids, they are generally assumed to co-exist with their female counterparts. The male and the female collectively are sometimes referred to as merfolk or merpeople.
Mermaids are expert swimmers, capable of swimming as fast or faster than a fish. Mermaids have the power to change into a human when dry. They can remain in human form until their legs are exposed to water or till low tide which causes their legs to involuntarily change back into a fish tail.
Mermaids are weak against fire and take twice the time to heal from burns than other injuries. They losing all abilities associated with being a mermaid. Essentially making them human. When in their human form they are prone to dehydration more easily than most species.
The Ancient Babylonians had a mergod called Era who was depicted as half man, half fish. He was the god of the sea (handy that being part fish and all) the Syrians decided to copy the Babylonians and created their own merged, Derketo. Derketo was depicted in the more traditional way of top half of a lady and bottom half of a fish. This idea was in turn nicked by the Ancient Greeks, who came up with the idea of Sirens. Siren’s in Greek mythology often get cited as a starting point for the more recognisable mermaid mythology. Half female, half bird creatures, they morphed into sexy fish fancies, luring sailors to their death on the rocks by singing sweet songs and flashing their knockers.
Nephilim are a supernatural race of half angels and half humans. They are created when an angel impregnates a human woman. All Nephilim appear completely human and generally, don't possess any great moral obligation to good, naturally. The Nephilim were the offspring of the "sons of God" and the "daughters of men" before the Deluge. Nephilim, in the Hebrew Bible, a group of mysterious beings or people of unusually large size and strength who lived both before and after the Flood. The Nephilim are referenced in Genesis and Numbers and are possibly referred to in Ezekiel. The Hebrew word nefilim is sometimes directly translated as “giants” or taken to mean “the fallen ones” (from the Hebrew naphal, “to fall”), but the identity of the Nephilim is debated by scholars.
The Nephilim are portrayed as tall, muscular demigods capable of incredible power, such as shapeshifting into giant demons and possessing incredible advanced weaponry.
Longevity - Nephilim have a slower aging process and while they will die eventually, a nephilim can live up to five hundred years, although most of them never make it that far, considering how often they're hunted.
Regeneration - Nephilim heal from most injuries within seconds of being hurt. With the exception of weapons being dipped in holy water or being burned in holy fire.
Extrasensory Perception - All nephilim, like many other supernatural races are able to sense other supernaturals nearby, feeling their power as if through a strange headache. However, this sense does not give them the knowledge of what they're sensing. Each supernatural race has it's own "feeling", and if a nephilim has sensed that race before, they will most likely recognize it. If they haven't, then all they know is that the person is supernatural, not what they are exactly.
Super Strength - Nephilim are capable of feats of strength that rival even some vampires. A nephilim will grow stronger, and unlike most other races that possess super strength, can "work-out" to improve their strength. Though what a nephilim needs to use to get stronger are considerably different than what a human needs.
Invulnerability - Nephilim are naturally more durable and more resilient than an average human. While they can still be shot by a bullet, something like being hit it in the head in an attempt to knock them out will probably not work.
Heaven’s Enmity - Angels regard nephilim as the worst kind of abominations, more detestable than even demons and devils. An angel will always react negatively to a nephilim, and will always interpret the angel’s words and actions in the worst possible light. Nephilim can never benefit from healing or other miracles from angels. While hunting nephilim is not a perrogative of angels, many do not think twice about smiting a nephilim if they come across one. Nephilim are in no way held in any regard by angels, and thus no angel will look down on another for killing a nephilim.
Lamb's blood - Angels and nephilim are incapable of crossing a line drawn in lamb's blood. Additionally, any weapon soaked in lamb's blood can inflict a wound on a nephilim that will only heal as fast as a human's wound would.
Hellfire - While very rare, a ritual can be used to create a type of brimstone that when lit, burns what is known as "hellfire". This magical fire acts like kyptonite for angels and nephilims alike. For angels, it can be used to evict them from their host, and for nephilims, it temporarily stips them of all their powers.
Ôkami is the Japanese name for the creature commonly called the Japanese wolf (Canus lupus hodophylax), which became extinct in 1905, though there have been many sightings since, mostly concentrating around the Kii Peninsula. Because of its small size and stature, there is some dispute as to whether it was an actual wolf, the term "wolf-dog" being given as a possible alternate. In fact, the term yama inu (山犬, "mountain dog") is a common Japanese term for the wolf. In folklore, the wolf was associated with the mountains (山, yama) and was thought to be both benevolent and malevolent. An anonymous Japanese said that "[no animal] is as frightening as [the wolf] is." (Knight, 136) It is quick and agile, and Yanagita Kunio, the father of Japanese folklore studies, said that "the wolf can hide even where there is only a single reed". In Edo period Japan, the word yama-inu became slang for a rabid dog.
Regeneration – An okami was capable of healing it's wounds.
Super strength – Okami can overpower full grown humans with ease.
Superhuman agility – Okami are faster and more agile than humans, and in one instance was capable of clinging to a ceiling while stalking its prey.
Fangs – Okami have sharp fangs, which they use to tear their prey apart.
Bamboo dagger blessed by a Shinto priest – To properly kill an okami, they must be stabbed seven times with the specially blessed dagger. Anything less, and an okami will be able to regenerate it's wounds.
Wood chipper – Pretty much trumps everything.
Okami hunt and feed on humans and usually develop a preference for a certain type -- for example, single white females while they sleep. They are usually only seen in Japan, but Rufus Turner hunted one in Billings, Montana.
In "Leaky Roof in an Old House", a wolf is listening outside of a house, where a man and a woman are discussing what they feel is the most eerie, spooky thing in the world. The man says "a leaky roof in an old house is something to fear more than a [wolf]." Meanwhile, a thief is also outside, about to break into the house. The wolf, remembering what the man said, thinks that the thief is the thing called "leaky roof in an old house", and runs away. While this story is more about comic misunderstanding than the wolf itself, it is telling that the man uses a wolf to describe just how fearful a leaky roof was to him. (A leaky roof in a ruined house was thought to create a spooky, otherworldly atmosphere.)
In "The Wolf's Eyebrows", a suicidal man goes into the mountains in order to find a wolf to devour him. When he meets one, he falls to his knees, and, shortly after, demands to know why the wolf does not eat him. The wolf replies that they do not eat just anyone; only those who are actually animals disguised as humans. When asked how the wolf distinguishes the two groups when they both look like men, the wolf replies that his eyebrows show him a man's true form, and lends the man an eyebrow hair. The man goes off, and toward nightfall begs for shelter at the nearest house. The old man there is kind, but his old wife refuses. Remembering the eyebrow hair, the man decides to test it, and holds it to his eye: instead of two people, he sees the old man standing next to an old cow. This folktale expresses the notion, again, that wolves are judges of character, and can somehow tell who is a good person and who is a bad person (an animal).
A phoenix, also called Immortal Bird Mimicry, Phoenix/Phoinix/Phoenician Mimicry or Quqnus Mimicry, is a mythological bird that cyclically regenerates or is otherwise born again. Associated with fire and the sun, a phoenix obtains new life by arising from the ashes of its predecessor. Some legends say it dies in a show of flames and combustion, others that it simply dies and decomposes before being born again. Most accounts say that it lived for 500 years before rebirth. Herodotus, Lucan, Pliny the Elder, Pope Clement I, Lactantius, Ovid, and Isidore of Seville are among those who have contributed to the retelling and transmission of the phoenix motif. The phoenix symbolized renewal in general, as well as entities and concepts such as the Sun, time, the Roman Empire, Christ, Mary, and virginity.
Their tears have healing powers. Phoenixes are amongst the strongest and most durable of supernatural creatures. They are quite powerful and almost impossible to kill. Spontaneous Combustion/Incineration Touch - In human form, a Phoenix can incinerate anyone/anything with a single touch.
The phoenix is a mythical bird that is the true spirit of fire with a colorful plumage and a tail of gold or yellow and red. It was said to have eyes as blue as sapphires. It was said to be the spirit of Ra himself because its fire was so fierce. It has a 500 to 1000 year life-cycle, near the end of which it builds itself a nest of incense and sacred materials that it then ignites; the bird burned fiercely then was reduced to ashes, from which the new, young phoenix arises, reborn anew to live a better life than the previous one. The phoenix looked like a giant fiery eagle with a flame trail behind it wherever it flew. The new phoenix is destined to live as long as its previous incarnation.
In some stories, the new phoenix embalms the ashes of its old self in an egg made of myrrh and deposits it in the Egyptian city of Heliopolis (literally "sun-city" in Greek). It is said that the bird's cry is that of a beautiful song. The Phoenix's ability to be reborn from its own ashes makes it essentially immortal. In very few stories, they are able to change into people and other birds. There is only ever one phoenix at a time. The tears of the phoenix have ability to heal any wound or infection and raise the dead. The phoenix's size is not definite since it can change size, but its regular size is the size of a house.
Qareens are a type of creature, similar to a genie, that can be controlled to do the bidding of a master, who is in possession of their heart. Qareens are shapeshifters and will take on the form of a person's deepest, darkest desire to seduce and then kill the victim. The only way to kill a Qareen is by stabbing its heart. Based from some stories, their existence was known since ancient Aramaean and Arabian era. And the lore book itself, was written in old Arabian text.
Its true appearance was unknown. In some stories, it is humanoid, but with darker and demonic appearance. The only known body part that was shown was their heart, which was colored in dark and was roughly similar in shape to human hearts. It appears they are able to live without a heart, but only if the heart is safely removed without injuring it, so it can be separated so they can be enslaved. If a witch owns it and by using a proper spell, they can control the respective Qareen. When the heart is killed, the Qareen will dispatch.
Shapeshifting - The Qareen was able to shift into the form of its target's deepest darkest desire. They can mimic the person's appearance down to their clothing.
Telepathy - The Qareen could read a person's mind and learn who their deepest, darkest, desire is so they can take their form.
Empathy - A Qareen may read people's heart.
Super Strength - The Qareen have an immense level of strength. As well as throwing around full-grown humans, one was able to punch through a person's chest and rip out their hearts effortlessly. It could also punch through wood and even a thick metal cover with no apparent effort.
Super Stamina - They appear to have enhanced stamina, as some Qareen would keep following its intended target until said target was eliminated.
Invulnerability - The Qareen can only be killed by a stab to its heart. Silver bullets to one's chest caused it no real harm, but it could be briefly stunned. Being hit in the head with a vase and later a chair stunned it momentarily but it quickly recovered.
Destruction of its heart - The only known way to kill a Qareen is to destroy its heart.
Retinal flare - Like shapeshifters, they can be identified by a retinal flare that shows when they are filmed.
In Islamic lore, a qareen or qarin (Arabic: قرين qarīn) is a kind of Djinn. Qarins are unique to each individual. Qarin literally means 'constant companion'. A qareen pushes a person to do evil things and to disobey Allah, with the exception of prophet Muhammad. Conflicting opinions exist on the faith of the Qarin. One opinion is that the qarin, being a jinni-type creature, if not guided by his human companion on the right path, becomes a shaytan by the command of God. The companion will be what its guide is or more than what the guide is. However the second opinion is that the Qareen is evil and having one's Qareen become a Muslim was something that was unique to prophet Muhammad. In real lore however, because of his genie-like nature, a qarin is unkillable. The lore about the Qarin appears since in pre-Islamic literature as well. One of the seven mu'allaqat—Arabic poems recognized as masterpieces during the pre-Islamic period—uses the word as a metaphor. To describe his tribe's excellence in battle, poet Amr bin Kulthum says that "every tribe has taken fear of us as a qarin [or "constant companion"]," meaning that their fear of Amr's tribe is always present. This goes further to show the origin of the word Qareen, as described in the Arabic dictionary as a 'Companion'.
Reapers are beings that serve Death. They assist in maintaining The Natural Order and used to be thought as completely neutral, aligned with neither Heaven nor Hell nor Purgatory. Reapers will sometimes appear in mass gatherings in prelude to a great disaster such as the eruption of Mount Vesuvius in Pompeii.
The most well-know reaper is the grim reaper, it is a hooded skeletal figure that carries around a weapon used to collect souls and transfer them to the after life. Some times he is even depicted as carrying an hourglass, waiting for your time to run out. The Grim Reaper, as he is often named, is the personification of death. He is portrayed, usually in western cultures, as a skeletal figure in a long hooded robe tied around the middle and carrying a scythe or a sickle. He uses this tool to collect the souls of the dead and to carry them to their after life. The term "Grim reaper" along with the now near universal image of him came about during the Middle Ages in various paintings and writings of the time. He is also known as one of the four Horsemen of the Apocalypse.
Invisibility - Reapers can become invisible to the physical universe and can only be seen if they are dealing with the deceased or if they choose to. Spiritual beings, like angels, demons and deceased humans can see them.
Astral Perception - Reapers can see ghosts, angels and demons within the Veil.
Teleportation - Reapers can teleport from one place to another anywhere in the universe instantly. They can travel to any afterlife realm easily. It is also possible for them to take living humans with them, although it runs counter to their role in the natural order, and is therefore offered only by rogue reapers. However even with their teleportation skills, they couldn't reach out and deliver souls to Heaven when it was closed by Metatron.
Dimensional Access - They can access Heaven, Hell, Purgatory and the Veil. Also they can take others with them as a spirit, a soul or even alive. However, they cannot enter spiritual realms if they have been closed, such as when Metatron closed the gates of Heaven, preventing Reapers from entering and ferrying souls until his defeat.
Resurrection - Reapers can resurrect deceased humans, though their dedication to the natural order usually prevents them to.
Cosmic Awareness - Reapers have an incredible amount of knowledge of the universe, they know when a person is supposed to be born and die. They also understand many concepts, including the limits of power.
Chronokinesis - Reapers are able to stop time, causing objects that measure time to permanently break.
Astral Projection - Reapers can project their astral form.
Super Stamina - Reapers do not grow tired, and will nag their victims incessantly, unless a supernatural event disturbs them. However they do sometimes eat for pleasure.
Invulnerability - Reapers are highly resistant to pain and hard to kill. Higher beings, certain divine weapons and magic can be used to kill them.
Killing Touch - Reapers can kill humans by touching them.
Telekinesis - Reapers can move objects/beings with their minds.
Immortality - Reapers are not subjected to hunger, disease, or age.
Flight - In their true form, they can hover or levitate.
Perception Altering - Reapers can perceptually alter how humans perceive them, appearing in apparently anyway they want to be perceived. They do this to spirits to hide their more frightening form, enabling the reapers to communicate more effectively with their targets.
Disease/Death Transference - Reapers can use their powers to heal disease and injuries; however, they have to give the injury or disease to someone else.
Memory Manipulation - Reapers can make mortals forget things and can also restore memories.
Intangibility - In their true form or in vessels, reapers can pass through anything physical on Earth without any injury.
Electromagnetic Interference - The appearance of a Reaper can cause lights in a room to flicker or go out. A Reaper was also able to cause a car to lose power and stop.
Wind Manipulation - A reaper's arrival can cause sudden gusts of wind.
Biokinesis - Reapers can manipulate human biology; one angry Reaper once infected a person with a mental condition, giving them an early death in revenge.
Possession - Reapers can manifest on their own or use a vessel.
Dream Walking - Some Reaper was able to talk with people in their subconscious when they were in a coma.
Death - As their boss, Reapers were under Death's control.
Higher-tier Demons - Higher demons can overpower/possess Reapers.
Death's Scythe - It is capable of killing Reapers.
Reaper trap - A reaper trap will hold a Reaper, even two, in place and prevent them to escape and depowering them.
Reapers are required for death to occur. They wait until a person meets the end of his or her life (either through accident, or simply the natural end point of that person's life) and then touch the person causing them to die, they then escort their souls to Heaven or Hell. They do not however possess the power to force souls to go with them. It's unknown if they are required for death to occur to all beings or simply humans.
Reapers are completely neutral beings, not caring for deals, fate or even each other at times, all they care about is maintaining the "Natural Order" of life and death. Although sometimes uncaring, Reapers generally sympathize with their victims, but refuse to make allowances, regardless of who or why. As they can't force anyone to go with them, Reapers must convince the souls to leave with them, which they normally achieve by forewarning the fate of the souls if they refuse they will be transformed into ghosts and trapped on Earth forever.
Reapers are also impartial in other ways, and rarely interfere in any manner other than performing their duties, and although they have the power to, they do not kill people before their time. However, there is one possible account of a Reaper ignoring the Natural Order, when that one Reaper who had been bound was freed, he quickly turned on and killed the person who bound him. This is the only known occasion of any Reaper ever being the cause of a person's death. As the person in question had forced the Reaper to go against the natural order by taking those in the place of others whose times were up, this can be an exception.
One version of The Grim Reaper , from ancient Greek mythology, is named Thanatos. "He was the god of non-violent death. He was depicted as an old man or as a young boy with a gentle demeanor. He was considered kind and was the twin brother to Hypnos (Sleep). He had sisters named Keres, who were goddesses of violent death." (retrieved from: http://www.theoi.com/Daimon/Thanatos.html)
He would escort the souls of the dead to Charon so that he could transfer them to the underworld.
Shapeshifters, or just called shifters for short, are a race of supernatural creatures who can take the form of any human being. Shapeshifting is the ability to physically transform through an inherently superhuman ability, divine intervention, demonic manipulation, sorcery, spells or having inherited the ability. The idea of shapeshifting is in the oldest forms of totemism and shamanism, as well as the oldest existant literature and epic poems such as the Epic of Gilgamesh and the Iliad.
They can shapeshift their form, transforming and reshaping themselves potentially down to their genetic and cellular structure. They can impersonate others or enhance their own body for combat, either by turning into animals, humanoids, monsters, etc. or by making the body stronger.
Shapeshifting - Shapeshifters can take on a living or dead person's physical appearance by shedding their skin. When they shift, they literally become the person they're mimicking, gaining everything, including fingerprints and DNA; they can also mimic wounds, even very serious ones. Once a Shapeshifter transforms into that person, they can access the thoughts and memories of the person they are mimicking provided that the person is still alive. At least some Shapeshifters share their Alpha's ability to change shape without shedding.
Regeneration - As they change their form easily, Shapeshifters can heal non-fatal wounds, and even replace body parts such as ears or a big piece of skin.
Telepathy - Shapeshifters have a telepathic link with the people they mimic, making them able to "download" the memory and thoughts of this person as long as she/he is alive, which explains why they keep their victims alive.
Voice Mimicry - The shapeshifters are able to mimic people's voice without taking on they form as well.
Super Strength - Even though they appear human, shapeshifters do possess amazing physical strength. They can easily overpower and kill human beings. One was able to rip a woman apart with his bare hands while in the form of a young child.
Invulnerability - Shapeshifters are unaffected from most physical injuries, unless caused by silver.
Super Speed - Shapeshifters seem to be able to run faster than humans; on several occasions, shapeshifters have managed to easily escape from pursuers. One was able to run faster than a gun could be aimed.
Super Agility - They possess quicker reflexes than typical humans. One of them was able to dodge a bullet, jump out of a house without hurting itself, and left a bloody footprint on a telephone pole, indicating that Shapeshifters can climb.
Silver - They can be killed by a silver bullet or silver blade to the heart. Injuries caused by silver are incredibly painful to them while contact with a silver object will burn a shapeshifter and can be used as a method of identification of one.
Dogs - Like certain supernatural phenomena, certain animals such as dogs can sense Shapeshifters regardless of the form they take. The sight of one turned one dog from harmless to vicious, while the Alpha Shapeshifter's presence caused multiple dogs to howl. This does not seem to apply on all shapeshifters though, as some were seen near dogs and those remained perfectly calm.
Heart Extraction - Shapeshifters can be killed by having their hearts ripped out.
They are human-like creatures that start out human, but later learn how to change their form to look like anyone they want. When exactly they learn is not consistent, some can learn from infancy, while others do not learn until much later in their lives. Due to starting off as humans, shapeshifters can have human urges and vices, such as greed, lust, etc. They are also arguably the most human monsters there are. Due to having human impulses and desires, shapeshifters are not driven by an instinct like vampires and werewolves and commit their acts by choice. When a shapeshifter takes the shape of the person they choose, they shed their skin, teeth and nails. When they change into the person's physical appearance, they access the thoughts of the person they are mimicking. Some shapeshifters are known to change their shape in a matter of seconds while others are known to take up to several hours. They can also take the forms of fictional characters or inhuman characteristics, such as vampire fangs or werewolf claws. They can also alter their eyes so they resemble their retinal flare. Some shapeshifters have displayed the ability to seamlessly shift into whoever they want without shedding their skin, similar to their Alpha. In videos and cameras, a shifter's eyes will be a glowing silver-gold color.
A skin-walker is a type of harmful witch who has the ability to turn into, possess, or disguise themselves as an animal. The term is never used for healers. Animals associated with witchcraft usually include tricksters such as the coyote, but can include other creatures, usually those associated with death or bad omens. They might also possess living animals or people and walk around in their bodies by locking eyes with them. Skin-walkers may be male or female. Skin-walker stories told among Navajo children may be complete life and death struggles that end in either skin-walker or Navajo killing the other, or partial encounter stories that end in a stalemate. Encounter stories may be composed as Navajo victory stories, with the skin-walkers approaching a hogan and being scared away. Non-Native interpretations of skin-walker stories typically take the form of partial encounter stories on the road, where the protagonist is temporarily vulnerable, but then escapes from the skin-walker in a way not traditionally seen in Navajo stories that take place away from home. Sometimes Navajo children take European folk stories and substitute skin-walkers for generic killers like The Hook.
Enhanced Strength - Their strength seems to be greater than the average human's, they are able to kill humans. Their strength appears to increase with rank (much like vampires), as the Pack Leader was able to beat the normal skinwalkers around with no difficulties. It seems that it's only in their canine form that they possess their strength.
Super Speed - Skinwalkers, in their animal form, can run and move faster than humans.
Accelerated healing - They appear to be able to heal themselves much faster than humans. A skinwalker was hit by a minivan, but when he returned to his human form he appeared to have no physical harm. The same skinwalker was shot with a bullet later, but the wound healed extremely quickly.
Invulnerability - Like many other shapeshifters, skinwalkers can only be killed by silver bullets to the heart or head. They can, however, be injured.
Super Senses - They can smell far better than humans, in either form. Using this ability, they can tell if they are being followed or if someone is in the vicinity, within an approximate range of 100 yards or more. Also, a skinwalker's hearing is comparable to that of a dog.
Infectious Bite - Like Werewolves, skinwalkers possess a venomous bite; if someone is bitten by a skinwalker, he or she will also become a skinwalker.
Shapeshifting - Like werewolves, skinwalkers possess the ability to transform into canines. Unlike werewolves, however, skinwalkers transform completely into an animal rather than a hybrid man/wolf creature. Skinwalkers can change from their human to animal forms anytime without a full moon.
Silver - Like all other shapeshifters, skinwalkers are vulnerable to and can only be killed by weapons made of silver. Either a silver bullet or knife in its heart or head will kill it.
Skinwalkers are considered by hunters to be werewolf cousins because they have similar characteristics. They shape shift into an animal, they are killed by silver weapons, they infect people with a single bite, and they feed on human hearts. Unlike werewolves, skinwalkers' transformation into a canine is complete and they are not limited by the phases of the moon. Skinwalkers can change into their animal form at any time, day or night. Skinwalkers also mostly change into canines instead of a wolf-human hybrid like werewolves. Like other creatures such as vampires, and real canines, they seem to have a pack mentality, as they are led by a pack leader, who in turn answers to the Alpha Skinwalker. Other common features similar to werewolves is the fact that they always eat the heart of their victim and they have an infectious bite, they can turn humans into skinwalkers simply by biting them and passing on the infection to the person. Silver has been shown to be the only thing that can kill a skinwalker. Whenever a skinwalker is killed by a silver bullet or knife in its animal form, it reverts to its human form.
Tricksters are a type of mischievous beings or demideities with the ability to warp reality and make real-looking objects and people out of thin air. In mythology and the study of folklore and religion, a trickster is a character in a story (god, goddess, spirit, human, or anthropomorphisation) which exhibits a great degree of intellect or secret knowledge and uses it to play tricks or otherwise disobey normal rules and defy conventional behavior. Tricksters are rather rare but their powers are greater than most beings; they are able to warp reality, create people and objects out of thin air and create time loops. According to Bobby, they can take the form of anything but most of the time they appear as humans. They generally have a sweet tooth, and enjoy sugary treats, as they have the "metabolism of an insect". They commonly have a mischievous personality, and generally go after the high and mighty, and enjoy taking them down a peg, normally in ironic ways.
Tricksters, as gods, are very powerful beings capable of warping reality to an immense degree. However, their power to do so is not on par with an archangel's.
Immortality - Tricksters can live for thousands of years without aging or dying.
Invulnerability - Tricksters are invulnerable to most forms of harm.
Highly Advanced Reality Warping - A Trickster's main power, they can warp reality to fit their own desires both for their tricks and their personal use.
Conjuration - Tricksters could create things out of thin air including constructs of other beings and realistic projections of themselves that could harm others but suffer no damage in the process.
Shapeshifting - They can assume any form they want.
Super Strength - Tricksters are superhumanly strong.
A Stake of Wood Dipped in the Blood of a Trickster Victim - A stake of wood dipped in the blood of a Trickster's victim sticked in the heart of this same Trickster, is one way to kill them.
Archangels - At full power, archangels would have been effortlessly able to kill trickster.
Snake Venom
Tricksters, as archetypal characters, appear in the myths of many different cultures. Lewis Hyde describes the trickster as a "boundary-crosser". The trickster crosses and often breaks both physical and societal rules: Tricksters "violate principles of social and natural order, playfully disrupting normal life and then re-establishing it on a new basis." Often, this bending/breaking of rules, takes the form of tricks or thievery. Tricksters can be cunning or foolish or both. The trickster openly questions, disrupts or mocks authority. They are often male characters, and are fond of breaking rules, boasting, and playing tricks on both humans and gods. Many cultures have tales of the trickster, a crafty being who uses cunning to get food, steal precious possessions, or simply cause mischief. In some Greek myths Hermes plays the trickster. He is the patron of thieves and the inventor of lying, a gift he passed on to Autolycus, who in turn passed it on to Odysseus. In Slavic folktales, the trickster and the culture hero are often combined. Loki cuts the hair of the goddess Sif. Frequently the trickster figure exhibits gender and form variability. In Norse mythology the mischief-maker is Loki, who is also a shape shifter. Loki also exhibits gender variability, in one case even becoming pregnant. He becomes a mare who later gives birth to Odin's eight-legged horse Sleipnir. In a wide variety of African language communities, the rabbit, or hare, is the trickster. In West Africa (and thence into the Caribbean via the slave trade), the spider (Anansi) is often the trickster.
The unicorn is a legendary creature that has been described since antiquity as a beast with a single large, pointed, spiraling horn projecting from its forehead. The unicorn was depicted in ancient seals of the Indus Valley Civilization and was mentioned by the ancient Greeks in accounts of natural history by various writers, including Ctesias, Strabo, Pliny the Younger, Aelian and Cosmas Indicopleustes. The Bible also describes an animal, the re'em, which some versions translate as unicorn.
Unicorns are said to have healing powers, and drinking the blood of one can keep you alive when you are sick. They are also believed to have other powers which they do with their horns, e.g spells and enchantments.
Petty.
Cravings for Small Sun Dogs.
Jealousy.
Pride.
Being in love with itself.
Has a weird obsession of stealing other hero's beauty supplies.
Unicorns can be captured only by a maiden.
It walks so softly, its hooves make no sound (Chinese unicorn lore)
Their horns have magical healing qualities.
The Sin-you unicorn can distinguish right from wrong, helping judge offenses.
Unicorns symbolize prosperity and peace.
In European folklore, the unicorn is often depicted as a white horse-like or goat-like animal with a long horn, cloven hooves, and sometimes a goat's beard. In the Middle Ages and Renaissance, it was commonly described as an extremely wild woodland creature, a symbol of purity and grace, which could be captured only by a virgin. In the encyclopedias, its horn was said to have the power to render poisoned water potable and to heal sickness. In medieval and Renaissance times, the tusk of the narwhal was sometimes sold as unicorn horn.
A vampire is a creature from folklore that subsists by feeding on the vital essence (generally in the form of blood) of the living. In European folklore, vampires are undead creatures that often visited loved ones and caused mischief or deaths in the neighborhoods they inhabited while they were alive. They wore shrouds and were often described as bloated and of ruddy or dark countenance, markedly different from today's gaunt, pale vampire which dates from the early 19th century. Vampiric entities have been recorded in most cultures; the term vampire was popularized in Western Europe after reports of an 18th-century mass hysteria of a pre-existing folk belief in the Balkans and Eastern Europe that in some cases resulted in corpses being staked and people being accused of vampirism. Local variants in Eastern Europe were also known by different names, such as shtriga in Albania, vrykolakas in Greece and strigoi in Romania.
They live forever, and several depicted vampires are hundreds of years of age or older. They also mate for life. Their diet is based strictly on blood. Although they prefer human blood, humans aren't the only animals that they can drink from. Vampires must keep their victims alive or else their blood becomes toxic to them. However, some vampires will live off of donated blood bags because they don't want to kill a living being. Vampires can only be killed by beheading, where they leave behind a corpse that can be examined to find their vampire teeth. In some tales, Vampires are typically organized into nests, with eight to ten vampires residing in each, with a mate for life. However, some nests are smaller, and some vampires prefer to live solitary lives. The younger members of the nest typically do the hunting for their elders, bringing back humans to be fed upon for days or even weeks. Each nest has a leader, typically the oldest vampire and most often the one who turned the others.
Super Strength - Vampires possess strength that is greater than humans. Young vampires experience a formidable increase in physical strength; able to lift heavy objects and overpower grown humans. Older vampires, however, can overpower their own makers and other creatures.
Fangs - Vampires possess a set of retractable fangs. Their teeth are superhumanly strong and can rip open a human's neck and leave huge bite marks on the corpse of the victim it has fed on.
Super Speed - Vampires can move at greater speeds than humans. It is possible that a vampire's speed, like their strength, increase with age.
Super Agility - Vampires possess amazing agility. They can climb up walls and jump off buildings without hurting themselves. Vampires also have greater reflexes than humans.
Super Senses - Vampires have extremely keen senses that are superior to those of humans. They can see in the dark, hear a human's heart beat, and possess enhanced sense of smell. A vampire can track a human's blood over long distances.
Immortality - Vampires can potentially live forever. They can't grow old and don't acquire conventional diseases that affect humans.
Invulnerability - Vampires can not be killed by conventional methods, such as stab wounds or gunshots. Vampires have an extreme resilience to pain.
Regeneration - As long as they have enough human blood, vampires can quickly heal any wound that does not include amputation.
Super Stamina - Despite their hunger, vampires don't tire easily.
Stealth - Vampires are often shown sneaking up on their victims without making a sound.
There are different weaknesses of the vampires in different stories.
Dead man's blood - The use of blood from the recently deceased can also be used as a method to incapacitate vampires briefly.
Sunlight - While sunlight can hurt them. For this reason, vampires are primarily nocturnal, and will not go out while the sun is still on the horizon. They can also find other types of light uncomfortable, as vampires have increased sensitivity to light.
Scent-blocking Mixture - A mixture of saffron, skunk cabbage, and trillium into a fire or dusting one's clothes with the ashes of this mixture will cover a human's scent to attack vampires. This will even cover another vampire's scent. However older vampires with their stronger senses, may be able to overcome this.
Serious Physical Injury - While vampires can't be killed by serious physical injury and can heal, they are still susceptible to harmful injuries.
Decapitation - Beheading is the most commonly used method to kill vampires, considered the only method for a long time. The head does not necessarily need to be removed; doing sufficient damage seems just as effective a method of killing, if somewhat more elaborate.
Stake in heart
Burn with silver
Burn with fire
Sever the head
Strike with holy symbols
Repel with garlic
Bite by werewolves
Wendigos are a type of cannibalistic creature whose name means "evil that devours." Wendigos were once humans, but after being forced to eat human flesh to survive, they become monsters that retain little of the human features they once possessed. After their transformation, they begin to crave human flesh and feed solely on it. Although their name is described as an 'evil spirit', it is technically a creature. At the same time, Wendigos are embodiments of gluttony, greed, and excess; never satisfied after killing and consuming one person, they are constantly searching for new victims. It is also common that wendigos just capture humans to hoard their food, and then eat when hungry. Wendigos are rarely seen out of Minnesota or the north of Michigan. They are hundreds of years old, and they also have hibernation behavior during the long, cold winters they must survive—meaning they must hoard food if it is scarce. In addition, they keep their victims in dark and isolated places, such as caves or abandoned mines.
Wendigos are humanoid, standing at over six feet. They appear emaciated with bones visible under their pallid skin, a symbol of their unquenchable hunger. Wendigos eyes are pushed back deep in their sockets, and have many layers of crooked, sharp, teeth. They are equipped with razor-like claws used to rip prey to shreds. They are sometimes said to have matted fur and have chunks of skin and flesh missing, due to consumption.
Voice Mimicry - Wendigos can imitate the voices of humans to lure unsuspecting victims.
Immortality - Wendigos can live forever.
Super Speed - Wendigos possess inhuman speed (108km/h), enough to move from one place to another in seconds. Wendigos are arguably one of the fastest monsters.
Superhuman Strength - Wendigos are incredibly strong, even by monster terms, they can tear humans limb from limb, snap necks and carry two people at once and even drag them up a tree with ease. They are considered to be among the strongest of monsters.
Superhuman Agility - Wendigos can jump from tree to tree without being deterred by the foliage.
Invulnerability - Wendigos are invulnerable to (albeit irritated by) normal knives and guns.
Claws - Wendigos have giant claws, which they use to hunt or to attack.
Super Senses - Wendigos possess enhanced senses, making them perfect hunters, they can see perfectly in darkness, and have similarly enhanced hearing.
Super Stamina - Wendigos possess stamina superior to that of humans, and tire less easily.
Hibernation - Wendigos can hibernate many years at a time.
Wendigos are difficult creatures to kill or even harm. There are few possibilities to defeat them during the day, but it is almost impossible to defeat them at night, since it is their favorite period to hunt. Despite the beast's immeasurable amount of power, there are ways to protect oneself from the Wendigo.
Fire - One of two only known ways to kill a Wendigo is to burn them to death. Wendigo are so sensitive to heat, they will even shun potential prey that they find sitting before an open flame.
Anasazi Symbols - Special Anasazi symbols, drawn in protective circles, will keep a Wendigo away, much as salt does with demons and ghosts.
Iron - The Pad of Definitons mentions that wendigos can only succumb to a few metals, one of them is iron, although it dosen't states that it can in fact kill them.
Steel - The Pad of Definitons mentions that wendigos can only succumb to a few metals, one of them is steel, although it dosen't states that it can in fact kill them.
Silver - The Pad of Definitions states that silver (and certain silver weapons) are one of the few metals that wendigos succumb to, it states that with some effort, silver weapons can also be used to kill wendigos by retaliating their boddies.
Silver Stakes - The most gruesome method of killing a wendigo is to shatter their hearts with a silver stake before dismembering them.
Silver Axes - After shattering a wendigos heart with a silver stake, it is necessary to dismember the body with a silver axe.
The Wendigo (also known as Windigo, Weendigo, Windago, Waindigo, Windiga,Witiko, Wihtikow, and numerous other variants) is a mythical creature appearing in the mythology of the Algonquian people. It is a malevolent cannibalistic spirit into which humans could transform, or which could possess humans. Those who indulged in cannibalism were at particular risk, and the legend appears to have reinforced this practice as a taboo.
Wendigo psychosis is the name conventionally given to a culture-bound disorder which involves an intense craving for human flesh and the fear that the sufferer would turn into a cannibal. This once occurred frequently among Algonquian Native cultures, but has declined due to the Native American urbanization.
Werewolves, also known as Lycanthropes, are a race of partially-human supernatural creatures, able to morph into a combination of human and wolf. It has been stated that werewolves and skinwalkers are cousins. In the early stages it can sometimes be cured with a transfusion of live blood from the sire werewolf.
Werewolves are humanoid carnivores, the ultimate combination of wolves and humans. They feed on prey found nearby, which, due to the increase of urban areas, are mostly people. When they devour the flesh of a victim they leave a recognizable trace on the prey: they always eat the heart, although they do sometimes eat more of the body. The transformation only occurs after one bites a victim, the way werewolves continue the spread of lycanthropy. However, they are also capable of having children who are born werewolves. In their form, their bodies change rapidly, changing into a fitting definition of predators. Their nails increase to sharp, long claws, fangs increase in size and eyes resemble those of a wolf rather than of a human. Some of those who are bitten don't survive the change and the timing of the change can range from the next full moon to anytime at all with purebloods.
Shapeshifting - Werewolves transform into a wolf-like creature only under a full moon.
Infectious bite - While in beast form, a werewolf can turn another person into a werewolf through a bite. Purebred werewolves are capable of doing this at will.
Claws and Fangs - Werewolves have powerful claws and are able to cut through solid walls. Their fangs can tear human flesh and can rip out a human heart right out of their chest cavity. Pureblood werewolves are able to transform just their claws without transforming fully.
Super Strength - A werewolf's strength is much greater than a human. They can easily overpower humans and can rip flesh and bones with amazing force, their strength is notable even for monsters, as they have been observed as being able to smash stone with their bare hands. Even while in human form, werewolves have incredible strength, as one newly-bitten werewolf saw no challenge in lifting an adult woman high above his head using only one hand, and would accidentally rip a door off its hinges also using virtually no effort. All werewolves seem to have a similar level of strength, however a possible exception to this would be the Alpha Werewolf, as Alphas are naturally stronger than their descendants.
Enhanced Agility - Their agility is greater than humans, often allowing them to perform leaps across incredible heights and distances, and can even scale vertical surfaces. Their agility also allows them to easily and rapidly sprint.
Super Speed - A werewolf can move very fast; they are able to move from place to place in seconds. The recently turned Brian Wilcox was able to cross an entire room in seconds, being able to appear in front of the then human Kate before she could react.
Super Stamina - Werewolves do not tire easily, allowing them to physically exert themselves for longer, and in a superhuman physical capacity.
Super Senses - All werewolves are able to see better than humans in darkness, similar to actual wolves, their sense of smell and hearing is equally enhanced. This allowed the werewolf Garth to focus his hearing to clearly hear a conversation in a different room. Werewolves are well known for being excellent trackers, being capable of using their sense of smell to track targets.
Invulnerability - Werewolves cannot be killed by conventional means and weapons. Certain supernatural weapons, as well as silver however, can kill them. Werewolves can also be killed by decapitation, as well as certain supernatural beings.
Regeneration - Werewolves can regenerate all non-lethal damage, purebloods are even able to completely heal their original bites. Werewolves can even heal damage that would be fatal to humans such as injuries from a car wreck. Even if they are turned into a werewolf after suffering such an injury, they can heal.
Silver - A werewolf's main weakness is their vulnerability to silver or any substance containing silver, as they can be killed with a silver knife or bullet. Contact with silver will hurt them. An injection of silver nitrate was able to kill one. Grace-enhanced werewolves are immune to silver.
Regular Werewolves-Regular werewolves can only turn into a werewolf during nights coinciding with the peak of the lunar cycle during their sleep. Despite having no control over and during their transformation, certain fragments of their personality and fears can be imbibed by the werewolf's mind, especially strong ones. Aside from hunger, suppressed fears or aggression can drive them to kill in their beast form. As such, a werewolf's attack may be controlled by these emotions, depending on which one is dominant.
Pure-blood Werewolves-Werewolves that are closer to the Alpha up to the fourth generation are referred to as Purebloods. Their human side retains more control over their animal side, and they can remember afterwards what happens during their transformation. They can transform any time they want. Pure-bloods can also access some of their powers such as enhanced strength and speed while in human form. Purebloods can also feed on just animal hearts, but if they get a taste of human hearts, it is harder to control themselves. They will be drawn to eating human hearts, the temptation escalating with each heart eaten. It is still difficult for them to eat animal hearts even if they can resist (one stated he had to force himself to swallow them). It is indicated that purebloods are both those bitten by a first, second and third generation werewolf and those who are offspring as it has been shown werewolves can have children and one existed that was a fourth generation werewolf.
Grace-Enhanced Werewolves-By combining their blood with angelic grace and letting them drink it, the archangel Michael was able to create werewolves with enhanced abilities. These werewolves were stronger and faster than their normal brethren and had an immunity to silver. They were still vulnerable to decapitation however, which is confirmed to be the only way to kill them.
Xelhua is one of the seven giants in Aztec mythology who escaped the flood by ascending the mountain of Tlaloc in the terrestrial paradise and afterwards built the Great Pyramid of Cholula. Xelhua was a giant of the "time of the universal deluge". He was one of seven giants in Aztec culture.
Before the great inundation which took place 4,800 years after the erection of the world, the country of Anahuac was inhabited by giants, all of whom either perished in the inundation or were transformed into fishes, save seven who fled into caverns. When the waters subsided, one of the giants, called Xelhua, surnamed the 'Architect,' went to Cholula, where, as a memorial of the Tlaloc which had served for an asylum to himself and his six brethren, he built an artificial hill in the form of a pyramid. He ordered bricks to be made in the province of Tlalmanalco, at the foot of the Sierra of Cecotl, and in order to convey them to Cholula he placed a file of men who passed them from hand to hand. The gods beheld, with wrath, an edifice the top of which was to reach the clouds. Irritated at the daring attempt of Xelhua, they hurled fire on the pyramid. Numbers of the workmen perished. The work was discontinued, and the monument was afterwards dedicated to Quetzalcoatl.
Yacumama means "Mother of water" (from Quechua yaku "water" and mama "mother"), referring to an enormous serpent believed to live in the Peruvian Amazon Rainforest. The Yacumama is believed to be the mother of all creatures of the water. According to legend, the Yacumama would suck up any living thing that passed within 100 steps of it. To protect themselves, the local indigenous peoples would blow on a conch horn before entering the water, believing that the yacumama would reveal itself if it was present. It is sometimes believed to be a giant snake or caecilian known as the Minhocão. Some people believe this creature to be the extinct snake known as titanoboa, a snake that grew around 12 meters, and some scientists speculate that it may have grew larger.
A zombie is a fictional undead corporeal revenant created through the reanimation of a corpse. Zombies are most commonly found in horror and fantasy genre works. The term comes from Haitian folklore, in which a zombie is a dead body reanimated through various methods, most commonly magic. Modern depictions of the reanimation of the dead do not necessarily involve magic but often invoke science fictional methods such as carriers, radiation, mental diseases, vectors, pathogens, parasites, scientific accidents, etc.
Real Zombies-When first raised, their memories and personalities may be intact, and they can behave like normal, rational beings for several days before becoming violent and cannibalistic. Methods of dispatch generally involve beheading, staking, or fire.
Virus Zombies- They lose their sense of reason and become unthinking murderous creatures. Widespread distribution of the virus is planned using a new vaccine being produced by Niveus Pharmaceuticals, one contaminated with the virus. The vaccine is being rushed to stem an outbreak of flu caused by Pestilence.
Hell Zombies-A type of zombie created when God released all of the souls from Hell. Unlike other zombies, they are not the reanimated corpses of the people who died, but rather reanimated corpses possessed by the souls who escaped from Hell. This type of zombie proves to be fairly easy to dispatch with blows from iron fence posts downing them as well as angel blade stabs and angel smitings. When the zombie is taken down, the soul is released from the reanimated corpse.
Being the walking dead, zombies are incredibly powerful in their strength and agility, and are highly regenerative.
Super Strength - Are inhumanly strong, are able to easily overpower humans, despite this they're quite weak in comparison to most monsters.
Super Senses - They have enhanced hearing and possibly sight. This includes having an enhanced sense of smell.
Invulnerability - Although they can be harmed, they are very difficult to re-kill.
Regeneration - While their body can receive damage, their wounds heal at a rather accelerated rate. Also, despite being effectively dead, they don't rot away.
Super Stamina - While they get incredibly hungry, they do not tire easily.
Head shot - Kill them by shooting them in the head.
Decapitation - Zombies can be killed by decapitation.
Silver - necromancy-raised zombies can only be killed by driving a silver stake to the heart or by staking them in their graves. Silver bullets can wound a necromancy-raised zombie, but not kill it. On another occasion, silver handcuffs were able to restrain a zombie so he could be taken to his grave and staked to his coffin.
Zombie is a term used to describe a hypnotized person bereft of consciousness and self-awareness, yet ambulant and able to respond to surrounding stimuli. Of voodoo origin, the word initially referred to a curse cast by sorcerers (or bokors) allowing them to take control of a person's mind, therefore affecting his or her actions. However, due to significant influence of Haitian Vodou and New Orleans Voodoo on witchcraft mythology, this meaning soon morphed into that of a human corpse mysteriously reanimated to serve the undead. Since the late 19th century, zombies have acquired notable popularity, especially in North American and European folklore.
In popular culture, zombies take a number of forms. There are those raised from the dead by a spell or ritual or reanimated by some supernatural event (such as the movies of George Romero), or people turned into mindless violent cannibals by a virus (such as in the movie 28 Days Later or the Resident Evil franchise). Some are mindless, shuffling monsters, others cunning and quick. Methods of dispatch generally involve beheading, staking or fire.