Database · Creatures & monsters
Gothic 1 Remake Bestiary: Every Creature in the Colony
The word bestiary means two things in the Gothic 1 Remake: the 60+ creatures that want you dead, and the in-game Bestiary of Khorinis books that teach you to profit from them. This Gothic 1 Remake bestiary covers both — every creature’s HP, XP and trophy in one sortable table, then the books, the quest and the hunting economy built on top.
Interactive tool
Every creature, one table
| Threat | Trophy | |||
|---|---|---|---|---|
| Apocalyptic TemplarHuman | 250 | 1000 | Deadly | — |
| BiterBeast | 80 | 120 | Mid-tier | — |
| Black GoblinBeast | 80 | 120 | Mid-tier | — |
| BloodflyBeast | 50 | 70 | Starter | — |
| BloodhoundBeast | 160 | 220 | Mid-tier | — |
| Bridge GolemMagical | 250 | 500 | Deadly | — |
| Dam LurkerBeast | 90 | 200 | Mid-tier | Reptile skin · claws |
| Demon LordDemon | 400 | 1000 | Deadly | — |
| Fanatic TemplarHuman | 250 | 500 | Deadly | — |
| Fire GolemMagical | 150 | 1000 | Deadly | — |
| Fire LizardBeast | 200 | 200 | Mid-tier | Reptile skin · claws |
| Goblin WarriorBeast | 105 | 150 | Mid-tier | — |
| Grash Varrag ArushatUndead | 300 | 10000 | Deadly | — |
| Green Goblin (Club)Beast | 40 | 60 | Starter | — |
| Green Goblin (Sword)Beast | 40 | 60 | Starter | — |
| HarpyBeast | 200 | 200 | Mid-tier | — |
| High Temple GuardianUndead | 400 | 400 | Deadly | — |
| Ice GolemMagical | 150 | 1000 | Deadly | — |
| Lesser DemonDemon | 250 | 600 | Deadly | — |
| LizardBeast | 80 | 80 | Mid-tier | Reptile skin · claws |
| LurkerBeast | 90 | 170 | Mid-tier | Reptile skin · claws |
| Meat BugBeast | 10 | 10 | Starter | — |
| MinecrawlerBeast | 90 | 120 | Mid-tier | Mandibles |
| Minecrawler QueenBeast | 400 | 2000 | Deadly | — |
| Minecrawler WarriorBeast | 200 | 200 | Mid-tier | Mandibles |
| MoleratBeast | 40 | 50 | Starter | Teeth |
| Orc Clan WarriorOrc | 250 | 350 | Deadly | — |
| Orc FighterOrc | 210 | 250 | Mid-tier | — |
| Orc HoundBeast | 160 | 120 | Mid-tier | Teeth |
| Orc HunterOrc | 200 | 200 | Mid-tier | — |
| Orc Hunter (Cemetery)Orc | 200 | 180 | Mid-tier | — |
| Orc ShamanOrc | 200 | 500 | Deadly | — |
| Orc SlaveOrc | 200 | 150 | Mid-tier | — |
| Orc Temple WarriorOrc | 300 | 400 | Deadly | — |
| Orc WarriorOrc | 230 | 300 | Mid-tier | — |
| Possessed NoviceHuman | 250 | 300 | Deadly | — |
| RazorBeast | 200 | 200 | Mid-tier | Teeth |
| ScavengerBeast | 40 | 50 | Starter | Teeth · skull plate |
| ShadowbeastBeast | 200 | 400 | Deadly | Shadowbeast hide |
| SkeletonUndead | 300 | 250 | Deadly | — |
| Skeleton (Stonehenge)Undead | 300 | 250 | Deadly | — |
| Skeleton MageUndead | 300 | 500 | Deadly | — |
| Skeleton ScoutUndead | 300 | 250 | Deadly | — |
| Skeleton WarriorUndead | 300 | 300 | Deadly | — |
| SleeperDemon | 1000 | — | Boss-tier | — |
| SnapperBeast | 160 | 220 | Mid-tier | Teeth |
| Stone GolemMagical | 600 | 1000 | Deadly | — |
| Stonehenge GuardianUndead | 250 | 1500 | Deadly | — |
| Swamp SharkBeast | 300 | 400 | Deadly | — |
| Temple GuardianUndead | 412 | 250 | Deadly | — |
| Temple MinecrawlerBeast | 300 | 250 | Deadly | Mandibles |
| TrollBeast | 1000 | 2000 | Deadly | — |
| Undead OrcUndead | — | 250 | Boss-tier | — |
| Varrag HashorUndead | 1000 | 8000 | Deadly | — |
| Varrag KasorgUndead | 1000 | 8000 | Deadly | — |
| Varrag RuuushkUndead | 1000 | 8000 | Deadly | — |
| Varrag UnhilqtUndead | 1000 | 8000 | Deadly | — |
| WolfBeast | 80 | 90 | Mid-tier | Teeth · wolf fur |
| Xardas's DemonDemon | 300 | 500 | Deadly | — |
| Young MoleratBeast | 40 | 40 | Starter | — |
| Young ScavengerBeast | 35 | 40 | Starter | Teeth · skull plate |
| Young TrollBeast | 600 | 1000 | Deadly | — |
| ZombieUndead | 250 | 200 | Deadly | — |
HP and XP trace to one early community database and may shift with patches. The threat band is derived from those numbers — your gear and build matter more than any label. Trophies list only drops with a sourced harvesting skill behind them.
Use the Gothic 1 Remake bestiary the way you would use a field guide: before a trip, filter the family you expect and sort by HP to see what you can take. Creature positions live on the interactive colony map, and the Gothic 1 Remake combat guide covers the blocking and spacing that turn these bestiary numbers into wins.
Field notes
The six creatures that define a first run
Sixty Gothic 1 Remake bestiary entries make a database; these six are the ones that actually shape your early decisions — where you can walk, what you can farm, and when the colony opens up.
The colony’s wildlife does not scale to your level. That is the single most important fact in the Gothic 1 Remake bestiary: a Snapper at level 2 and a Snapper at level 20 are the same animal — only you change. So the early game is really a geography lesson, learning which bestiary creatures own which routes.
Goblins are the perfect example of the colony’s ambush logic: individually weak at 40 HP, they camp the rocky passes in groups and punish anyone who rushes through. The wide-swing answer to groups — and every other matchup — lives in the combat guide.

Where: Everywhere — the spawn maps count over 400 scavenger spawn points, thickest around the Swamp and Old Camp.
The fight: Your tutorial enemy. Fight one at a time and never a flock — they screech to flank you in packs. Each one drops teeth and a skull plate once you learn the skills.
Where: Pack hunter of the routes between camps; spawn clusters sit around the monastery ruins, the old mine and the troll canyon.
The fight: The main reason travel feels dangerous. Fast, leaping, and never alone — pull singles with a bow or walk away. The XP is excellent once you can duel one safely.
Where: Shallow water and riverbanks across the colony, plus the dam.
The fight: An ambusher that wants you in the water, where it wins. Fight it on dry land and the modest 90 HP makes it an early-mid kill — and a reptile skin with the right skill.
Where: Deep caves and dens off the main paths — only around 44 spawn points exist, including near the Old Fortress and Stonehenge.
The fight: The classic first wall. The paper HP looks beatable; the damage is not. Leave it until your build matures, then claim the 400 XP and a valuable hide.
Where: Orc territory in the colony's south — the Chapter 4 frontier.
The fight: Blocks, combos and punishes greed. Treat every orc fight like a duel against a trained NPC, not a beast — and don't go there before the story sends you.
Where: The troll canyon — you will hear it before you see it.
The fight: A late-game stat check with 1000 HP. Its swings break blocks, so this is a dodge-and-punish marathon. The 2000 XP is the colony's biggest non-boss prize.
Numbers echo the table above (early single-source database); spawn pointers follow early community spawn maps. Patches may move both.
The in-game books
Bestiary of Khorinis books & the Beasts of Khorinis quest
The remake hides an actual Gothic 1 Remake bestiary inside the game: five Bestiary of Khorinis volumes, and a hunter who pays you for reading them.
The first volume starts the chain. Grab the Bestiary of Khorinis I from Janek’s hut by the lake outside the New Camp, then carry it to Cavalorn — the lone hunter camped between the Old and New Camp. He asks three questions about the book’s scavenger chapter and rewards you with experience plus a free hunting skillSingle source.
That reward, Take Skull Armor, turns every scavenger in the colony into loot on the spot — which is why this is one of the best early quests in the game. The other volumes cover minecrawlers, natural armour and swamp sharks; how quests like this slot into a chapter plan is covered in the quests & chapters guide. Read every volume and you have filled in the Gothic 1 Remake bestiary the way the game intends — page by page, kill by kill.

| Volume | Subject | Where players found it |
|---|---|---|
| Bestiary of Khorinis I | Scavengers | Janek's hut by the lake just outside the New Camp — starts the Beasts of Khorinis quest for Cavalorn.Single source |
| Bestiary of Khorinis II | Minecrawlers | Reported in the Old Mine near Aleph — players also report a copy in Wolf's hut in the New Camp.Single source |
| Bestiary of Khorinis III | Natural armour | Orc territory — a cave on the left after passing the two orc guards.Single source |
| Bestiary of Khorinis IV | Swamp Sharks | A hut near the gatherers' spot in the western swamp, close to the Swamp Camp.Single source |
| Bestiary of Khorinis V | — | Reported at Xardas's tower late in the game.Single source |
Book locations are player-reported within days of launch — treat them as strong leads rather than gospel until the wikis settle.
The hunting economy
Turning the Gothic 1 Remake bestiary into ore: trophies & hunting skills
Every creature you were going to kill anyway can pay you — teeth, claws, furs and skins — once you buy the right harvesting skill.
The trophy column in the table above is gated: without the matching skill, a dead wolf is just a dead wolf. Learn Remove Fur and the same wolf funds your next stat point. The teachers are hunters — Drax north of the Old Camp and Aidan — and each skill costs a single Learning Point plus oreSingle source.
Whether that point is worth it depends on your plan — see the skills & Learning Points guide for where hunting sits in a build, and the trainer locations guidefor finding Drax and Aidan before a faction choice complicates your map. The safe way to farm a wolf pack is to pull singles with a bow, and the New Camp’s bow merchant Wolf trains that archery and sells the bow to do it. Every row of the Gothic 1 Remake bestiary table tells you which beast carries which trophy, so plan your hunting around the creatures you already fight.

| Skill | Cost | Teacher | What it harvests |
|---|---|---|---|
| Take Skull Armor | Free | Cavalorn — reward for delivering Bestiary of Khorinis I | Skull plates from Scavengers |
| Remove Teeth | 1 LP + 175 ore | Drax (north of Old Camp) or Aidan | Teeth from Scavengers, Wolves and similar beasts |
| Remove Claws | 1 LP + 150 ore | Drax or Aidan | Claws — low value early (about 1 ore from Lizards) |
| Remove Fur | 1 LP + 250 ore | Drax or Aidan | Wolf furs and Shadowbeast hides |
| Skin Reptiles | 1 LP + 250 ore | Drax or Aidan | Reptile skin from Lizards and Lurkers |
Farming the colony
Do Gothic 1 Remake creatures respawn?
The remake quietly changed one of the original's oldest rules — and it makes the whole Gothic 1 Remake bestiary farmable.
In the 2001 original, new monsters only appeared when a chapter turned. Early reports say the remake moved to natural respawns: cleared areas repopulate after several in-game hoursSingle source. For the hunting economy above, that changes everything — a good wolf route or scavenger field is now a renewable income source, not a one-time harvest. That one rule turns the Gothic 1 Remake bestiary from a kill-list into a farm route you can run again and again.
It also means a cleared road does not stay safe. Treat every trip between camps as live, even on routes you have already swept — the same survival habits that protect a fresh character protect a rich one carrying fifty skull plates.
Quick answers
Gothic 1 Remake bestiary FAQ
How many creatures are in the Gothic 1 Remake bestiary?
Early databases disagree on the exact count — one catalogue lists 63 creatures, another 65 — so the honest answer is 60-plus. They span six families: beasts, orcs, undead, demons, magical constructs like golems, and hostile humans. The range runs from the 10 HP Meat Bug to 1000 HP monsters like the Troll, the Sleeper and the four Varrag temple guardians.
Do monsters respawn in the Gothic 1 Remake?
Yes — early reports say enemies respawn naturally after several in-game hours, a change from the 2001 original where new enemies only appeared at chapter transitions. That means cleared areas repopulate over time, so you can farm experience and hunting trophies without pushing the story forward.
How many Bestiary of Khorinis books are there and where do they start?
Players have located five Bestiary of Khorinis volumes so far. The first — found in Janek's hut by the lake outside the New Camp — starts the Beasts of Khorinis quest: bring it to the hunter Cavalorn, answer his three questions about the book, and he rewards you with experience and the free Take Skull Armor hunting skill. The later volumes are tied to minecrawlers, natural armour and swamp sharks.
What is the strongest creature in the Gothic 1 Remake?
By raw numbers in early databases, the 1000 HP tier: the Troll, the Sleeper and the four named Varrag temple guardians (each worth 8000 XP). The single biggest XP prize listed is Grash Varrag Arushat at 10000 XP. Among creatures you meet in the open world early, the Shadowbeast is the classic first wall — modest 200 HP on paper, but its damage ends unprepared characters instantly.
Are hunting skills worth Learning Points?
Generally yes, with one free shortcut: Take Skull Armor costs nothing — it is the reward for delivering Bestiary of Khorinis I to Cavalorn — and immediately makes every Scavenger drop sellable skull plates. The paid skills (Remove Teeth, Remove Fur, Skin Reptiles at 1 LP each) pay for themselves because you fight those beasts constantly anyway; Remove Claws is the weakest early buy since claws sell for almost nothing.
Which creatures should you fight first?
Start with Young Scavengers and Molerats — around 35-40 HP, slow, and ideal for learning attack timing. Adult Scavengers are fine one at a time. Wolves are the first real test and Snappers hunt in packs between the camps, so leave both until you have trained a weapon skill. Anything beyond that — Shadowbeasts, orcs, the undead — belongs to the mid and late game.
Keep exploring
More Gothic 1 Remake guides
Gothic 1 Remake Guide
Know the creature before it knows you
The colony’s wildlife never scales down to meet you. Check the Gothic 1 Remake bestiary, pick fights you can win, and turn every one of them into experience and ore.