About this mod

Official pack of Mihail's High Fantasy themed creations. Turn Skyrim into a magical world, filled with ancient mysteries and exciting challenges, populated by everything from raging Minotaurs to mischievous Goblins, ancient Woodland Spirits to venomous living Slimes. 132 new creatures, 22 weapons, 11 spells, 41 new ingredients and 35 new areas.

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Official pack of Mihail's High Fantasy themed creations. Turn Skyrim into a magical world, filled with ancient mysteries and exciting challenges, populated by everything from raging Minotaurs to mischievous Goblins, ancient Woodland Spirits to venomous living Slimes.

This pack contains mostly monsters (sentient or not), minor aedric beings and spirits of nature. However, it also includes some daedra that are inspired by franchises like D&D. Another release, called Dark Fantasy Pack, is also in the plans, and will include creatures and beings more connected to the dark fantasy universe.

In the current version, it features new 132 creatures, 22 new weapons, 11 new spells, 41 new ingredients/misc items and more than 35 new areas (including camps, ships, ruins and interior cells).

(for more information about each creature/weapon/armor/etc. included on this mini-pack, check the respective
individual mod page description of each mod merged on this compilation. Check FEATURES tab for links)

Frequently Asked Questions (FAQ)

How do mini-packs work? -They are packs that compile individual mods of mine, be they creatures, armor, weapons, etc., by classifications in common between these files, whether they are dwarven automatons, undeads, daedra, player homes, robes, daedric weapons, etc., thus facilitating the use of more mods, taking up less space, and making everything simpler.

What will be the frequency of these? -Variable, I will only compile mini-packs when I have the amount I consider sufficient of individual files, for a consistent and complex pack, that fulfills the purpose of immersion that is proposed. For example, a mini-pack of animals from the megafauna, due to the greater extent of the terrain where they appear, needs to have a large number of mods launched individually prior to the merge, so that it pays to form a mini-pack, while a mini-pack of dwarven automatons for example it requires much less, because the places where these occur are much smaller, and it is easier to fill all the gaps in that sector in the vanilla game.

Do I need to keep the individual mods here merged in this mini-pack? -No, check in features what mods are merged in this mini-pack, and you can delete all files related to them, or just the esps if you want, since meshes, sounds, textures, etc. will naturally be replaced, and if asked during the installation of this mini-pack if you want to replace files, click "Yes for all".

Will individual mods continue to be released? -Of course, and after a while of the launch of an individual mod, it will also be included in the respective pack, if it is already released, then stay tuned for updates on the mini-packs, but as the creation of a mini-pack only occurs when I consider that the pack attends well to what it proposes, it can take a while until I consider that a new update is justified, when I already have a good number of new individual creations released, which can take many months, so, keep downloading mods that I release, even if I already have the old ones compiled in this mini-pack.

Why should I use your creations, especially the creatures? -My mods are the result of hard hours and hours a day of work for years to give you the best job possible, to give you allways the best i can. Unlike a lot of available content, I try to cover all the spectrum of each mod I propose to launch, mainly in creatures, where I revolutionized the way to produce this type of mod years ago. I am not limited to making models and textures and throwing them into the game without any care and without concern for your immersion. All my creatures, for example, have their own abilities, be they magic, melee, also the way they move, their speed, acceleration, AI, etc., is the most unique possible within Skyrim's limitations, which are many. I also learned how to modify skeletons and add complementary external skeletons, thus allowing to do things until then considered impossible, such as Imps, Centaurs, Beholders, and much more. I add sounds and unique loot to all new creatures, and several interesting new areas in many of my mods. New music and battle mechanics are present in many of these mods as well, making my mods, especially those of creatures, stand out drastically in relation to what had been produced in this area until then. And I say this without any pretense, I speak as someone who knows the product and just being realistic, and happy with what I managed to produce to make this community richer in experiences and immersion.

Are all your creations lore-friendly? -First, let's define Canon, Lore-friendly and Immersive: Canon- is part of the official TES lore, presented in official games, books, trailers, etc., and in the case of TES, we can say that it is a partially open-canon franchise, as presented by C0DA, later confirmed at ESO, for the disgust of some fans, and the happiness of the majority; Lore-friendly- something that is friendly and compatible with lore, not necessarily Canon, but something that could be, since it follows the pre-established canonical rules. The partially open-canon feature that allows fans to expand the lore of TES, fits like a glove in the concept of Lore-friendly; Immersive- something that, in the field of mods, whether Canon or Lore-friendly, is inserted into the game in a logical, fluid and interesting way for players. So, are mihail mods Lore-friendly? Absolutely always, for my great respect and love for the franchise and its lore, but they are not always Canon, and they are always as immersive as possible. When not canonical, I create a lore-friendly background to insert them immersively, and due to the partially open-canon feature of TES, they fit like a glove, without spoiling anyone's gameplay. I know that there are very purist people who don't like this, but my mods follow my own philosophy, and obviously being my creations, they will always follow that line.

But you sometimes bring content inspired by other franchises, isn't that a problem? - No, because other franchises are other universes not related to TES and you have full intellectual and creative capacity to disassociate a concept from another franchise from that same original franchise, and see it adapted to the TES universe in an immersive and lore-friendly way without it affecting your immersion and enjoyment, because, as I said before, you are an intelligent player and not a limited individual. It is important to think outside the box.

How does the ingame implementation of the new elements you add work? - I rarely edit leveled lists, because it interferes a lot in the compatibility with mods of other authors. You will rarely need a batched patch, only in rare case of mods such as rustic weapons (and any mini-packs that include it), but I will always warn you beforehand. Armors are generally placed as possible to forge with the logical requirements of perks for this, and in cases of more common armor it is possible to find them on the map randomly too, while in some rare sets I usually spread a set in pieces around the world, very difficult to find, but it also becomes a very rewarding treasure hunt. And so on, but as most mods of mine are creatures, this is where I should explain in detail how I implement them: I am an old-time prg player, and absolutely disgusted with the current rpg mentality where everything is leveled with you, and you can conquer anywhere and destroy any enemy regardless of your level and skill, because everything is done to bring instant satisfaction, because the company is very afraid of losing the player if he gets frustrated or needs to work hard and think. This is the way Skyrim works, and even trying to get around it is frustrating because mechanics, especially combat, do not help. But, a lot of what I do in mods, and everything different I was able to do, was because I am stubborn, and I also bring that stubbornness to the implementation. So, expect difficulties like an old RPG, but justice too, and balance. Not everything will be leveled, but everything will be logical, for example:You will find many Goblins or Imps all over the map, they vary in power, but they are all weak enemies and you should be able to handle them easily at low level. As you evolve, they evolve a little too, but never to absurd levels, because it would make no sense at all; You will find less Ogres, they will also evolve with you, but obviously start at a more advanced level than Goblins, and are much stronger. Contrary to the stupidity of the vanilla game, they do not start to appear only when you are already strong, but are there from the beginning, as it would be in a real world, but they just stay inside ruins, caves, or in isolated places, hardly showing in the middle of roads or open fields, being avoidable until you can face them. Even so, some may eventually decide to ambush on the roads, representing a real danger for low-level players, thus increasing risk and realism, and in such a case, it is up to you to just run away, until you get stronger.This need to admit when you need to escape, or create a strategy, instead of always going up to battle like crazy, is difficult to accept for many players used to current rpgs, but when they understand how it is and works, everything is more fun and immersive, they tend to start to value this concept. Minotaurs for example are found more easily than Ogres, and are just as or more powerful than these, however, they are slow, and you only enter into combat with one if you really want to;Continuing, animals are there as part of the scenery, most are weak, predators are aggressive and large megafauna, although generally peaceful, can kill you with a few stomps, all normal as it should be; Necromantic aberrations and daedric monsters are inside caves and ruins, or guarding their entrance, rarely being seen outside. Many are too much for weak players, but entering these places is optional, and the taste of getting stronger and finally defeating them is very rewarding afterwards.Eventually you can be unlucky enough to find a cultist walking randomly in the outside world, he can summon something powerful, this is realistic, unpredictable, and you can fight, run away, or even attack the cultist instead of the summoned thing, making the battle easier, and making the beast disappear in the air. And this is an important point, everything I create has weaknesses, resistances, each boss battle has strategies that you can use, always explore it, and everything will be fair, and sometimes just assume that you must run and escape, as you would in the real world. When you win, the loot will also pay off. Start to move away from the current childishness of the role-playing world where you can destroy everything in front of you, you are not playing God of War; It is also worth remembering that creatures with status of boss and sub-boss are usually in very specific places, guarding them, or protecting those in them, often even in new areas added by me, being even more optional and avoidable than all my other creations, and most of them can also be dodged and not faced, being you able to intelligently go through them and complete quests and objectives without drawing a sword;
Plus, you can totally disagree, dislike it, think that you can't do that in Skyrim, etc., and it's okay, you think what you want, I think what I want, but in this case, the mods are mine, so obviously they follow my philosophy.

Will you make a modular option for mini-packs, allowing me to choose what I want, and disable what I don't want?
-No, it totally goes against my philosophy regarding my mods and their immersion. Things are thought and implemented with a view of using everything. For example, artificial intelligence and positioning, mainly of creatures, are linked to the use of my other creatures, they are made to be used all together. Ultimately, if you want to pick and choose, individual mods are available.


Sentient beasts:

Minotaurs: Minotaur, Minotaur Lord, Minotaur Shaman, Minotaur Gladiator, The Maze Guardian (unique);

Cyrodilic Minotaurs: 
Cyrodilic Minotaur, Cyrodilic Minotaur Lord, 

Bolgans: Bolgan Thug, Bolgan Butcher, Bolgan Charger, Bolgan Beastmaster, Bolgan Tanker
Extras: Tamed Boars (alongside Bolgan Beastmasters);

Centaurs: Centaur, Centaur Wildhunter, Centaur Marauder, Legionnaire Centaur Deserter,
Legionnaire Centaur Renegade, Legionnaire Centaur Apostate;

Imps: Imp, Charged Fire Imp, Charged Shock Imp, Sparky Vile Imp, Fiery Vile Imp;

Goblins: Goblin, Goblin Archer, Goblin Skirmisher, Goblin Berserker, Goblin Shaman, Goblin Warlord
Extras: Durzogs (alongside Goblins);

Riekrs: Riekr, Riekr Harrier, Riekr Snowstalker, Riekr Toothbreaker,
Riekr Frostbiter, Riekr Chieftain
Extras: Snowsnarl Durzog (alongside Riekrs);

Ogres: Savage Ogre, Ogre, Armored Ogre, Savave Snowhills Ogre, Snowhills Ogre;

Ettins: Ettin;

Ice Titans: Ice Titan, Bloodlust Ice Titan;

Giant Younglings: Giant Youngling;

Giantesses: Giantess (variant 1), Giantess (variant 2), Giantess Matriarch; 

Sea Giants:
 Sea Giant Icepounder, Sea Giant Bulwark, Sea Giant Winter Warrior;

Half-Giants: Half-Giant Glacier Scout, Half-Giant Tidebreaker,
Half- Giant Snowraider, Half-Giant Frostcaller;

Werebears: Werebear;

Harpies: Swarming Harpy, Harpy (variant 1), Harpy (variant2), Harpy Matriarch;

Non-sentient beasts:

Grahls: Grahl;

Wampas: Wampa;

Dracolizards: Blind Dracolizard, Slyzard, Slyzard Mother, Archslyzard, Forktail, Royal Forktail;

Blood Drakes: Blood Drake;

Griffins: Griffin (variant 1), Griffin (variant 2), Archgriffin;

Cockatrices: Female Cockatrice, Cockatrice Matriarch, Male Cockatrice, Alpha Cockatrice;

Thri-Kreen Warriors: Thri-Kreen Warrior
Extras: Shellbugs (alongside Thri-Kreen Warriors);

Giant Centipedes: Blackreach Centipede, Giant Centipede, Pale Widow, Centipede;

Arachas: Young Arachas, Arachas, Venomous Arachas, Armored Arachas;

Voriplasms: Voriplasm;

Gelatinous Cubes: Gelatinous Cube;

Minor aedric beings/ nature spirits:

Lurchers: Lurcher/ Strayed Lurcher, Guardian Lurcher, Enraged Lurcher, Ancient Lurcher, Briarheart Lurcher;

Old Gods of the Hunt: Old God of the Hunt 
Extras: Crows (summoned by the Old Gods of the Hunt);

Leshens: Leshen (fall forest variant), Leshen (pine forest variant), Leshen (forsworn variant)
Extras: Crows (summoned by the Leshens);

Indriks: Dawnwood Indrik, Frostlight Indrik, Rimedusk Indrik, Mossheart Indrik, Crimson Indrik, 
Ebonglow Indrik, Spectral Indrik, Indrik Patronus, Luminous Indrik, Glacial Indrik, Igneous Indrik;

Will-o-the-Wisps: Will-o-the-Wisp;

Sprites: Sprite;

Magic Anomalies: Magic Anomaly;


Beholders: Frenzied Beholder, Deranged Beholder, Darkheart Beholder, Enthralled Beholder,
Beholder Souleater, Vile Beholder, Beholder Tyrant;

Nekkers (alongside Leshens): Nekker, Nekker Beater, Nekker Soldier,
Nekker Crawler, Nekker Warrior, Nekker Chief;

Briarheart Trees: Briarheart Sapling, Briarheart Tree, Skeleton (new variant);


Snow Whales: Snow Whale; 

Snowrays: Snowray;

Minotaur Axe, Minotaur Hammer, Minotaur Iron Mallet, Steel Spiked Maul, Imperial Sledgehammer, 
Bolgan Axe, Bolgan Hammer, Bolgan Mace, Bolgan Sword, Iron Guisarme, Forsworn Spear, Steel Halberd,
Reinforced Steel Halberd, Goblin Shaman Staff, Riekr Staff, Ettin Stone Club, Ettin Staff, Ice Titan Anchor,
Stalhrim Staff of the Frost Breath, Thri-Kreen Guisarme, Forsworn Staff of the Lurcher, 
Forsworn Staff of the Ancient Lurcher, 


Player magicka:
Summon Indrik, Summon Lurcher (using staff), Summon Ancient Lurcher (using staff), Conjure Frenzied Beholder, Conjure Deranged Beholder, Conjure Beholder Souleater, Conjure Darkheart Beholder, Conjure Enthralled Beholder, Conjure Beholder Tyrant, Conjure Vile Beholder, Ettin Fire Magic (using staff), 

Ingredients/ misc loot:
Minotaur Horns, Cyrodilic Minotaur Horns, Imp Gall, Ogre Teeth, Harpy Egg, Harpy Feathers (variant 1), Harpy Feathers (variant 2), Harpy Matriarch Feathers, Grahl Tusks, Grahl Eyeballs, Wampa Hide, Wampa Horns, Dracolizard Guts, Griffin Beak, Griffin Feathers, Archgriffin Feathers, Cockatrice Feathers, Cockatrice Saliva, Cockatrice Egg, Giant Centipede Mandible, Giant Centipede Poison, Arachas Acid Sap, Arachas Sporangium, Arachas Poison, Voriplasm Slime, Cube Slime, Corrupted Taproot, Concentred Wild Hunt Sap, Nekker Arm, Beholder Remains, Leshen Resin, Indrik Antlers, Indrik Feathers, Indrik Essence, Sprite Orb, Will-o-the-Wisp Dust, Snowray Powder, Durzog Meat (variant 1), Durzog Meat (variant 2), 

(just the spell tome books for some of the summons mentioned above)

World objects:
Sea Giant ships used on the Sea Giant camps, Nature Corruption Totems, Riekr and Goblin architecture used on Riekr and Goblin camps, Harpy Nests used on Harpy nidification areas, 

Goblin camps, Bolgan camps, Riekr camps, Minotaur camps, Vileburg Chamber, Deathmoure, Cragfall Tower, Bloated Man's Haunt, Harpy  nidification areas, Gromgralmaulgr Cave, Gromgralmaulgr Camp, Grulgjauddang Camp, Draugrmidyr Camp,

Player homes:


Demented and Manic Mages NPCs as random encounters (as summoners of certain types of beholders),

There are currently no known incompatibilities with this mod.


-Because they are closely related (confirmed at ESO), Goblins and Riekrs share the same primitive language as the Rieklings. Due to some reason related to Solstheim's worldspace, the Rieklings' lines of dialogue are only available after you've traveled to the island for the first time. For this reason, Goblins and Riekrs only have voice lines after you have traveled to Solstheim;

- Although rare, it may happen that eventually some random secondary quest sends you to a place to kill some creature that has already been killed by some monster of this mod, or it's not even there anymore. This doesn't happen very often, but if it does happen to you, use a console command to skip the quest step, or just disable the mod, complete the objective, and re-enable it again;

- Some mods that affect the AI ​​of orcs and orc factions can make the ogres in the strongholds hostile to the player, or to the orcs themselves. This is because these mods basically modify things they shouldn't, without thinking about the consequences in relation to other mods that also affect strongholds but in a more sensible and respectful way to the player;

- The last Skyrim Update

- DLC Hearthfire
- DLC Dawnguard
- DLC Dragonborn



- minotaur models, textures, animations, sounds, loot, effects, game implementation;
- cyrodilic minotaur models, textures, sound, animations, weapons, game implementation;
- bolgan model and textures, animations, sounds, camps and game implementation;
- boar re-modelling, animations, sound, game implementation;
- centaur models, textures, animations, sounds, some of the weapons, game implementation;
- imps models, textures, effects, animations, sound, loot, game implementation;
- goblins and durzogs models, textures, animations, sounds, loot, camps, game implementation;
- riekrs and snowsnarl durzogs models, textures, animations, sounds, loot, camps, game implementation;
- ogres models, textures. animations, sounds, loot, game implementation, ogre weapon re-texture;
- ettin model, texture, animations, sounds, weapons, magic, game implementation;
- re-modeling of the original  ice titan model and weapon, animations, sound, game implementation, effects;
- giant youngling model and texture, animations, game implementation;
- giantess models, textures, sounds, weapons, animations, game implementation;
- sea giants and half- giants models, textures, animations, loot, effects, spells, sounds,
new areas and objects, new weapon, game implementation;
- werebear sounds and game implementation;
- harpies models, textures, sounds, animations, nests, loot, game implementation;
- grahl model, texture, sounds, loot, animations, game implementation;
- wampa model, textures, animations, loot, sounds, game implementation;
- re-modelling of original dracolizard models, animations, sound, spells, effects, game implementation;
- re-modelling of the original griffin models, some of the textures, animations,
sounds, loot, effects, game implementation;
- re-modelling of the cockatrice models, animations, sounds, loot, effects, game implementation; 
- thri- kreen model, textures, animations, effects, spells, sounds, weapon, game implementation;
-  giant centipede re-modelling, animations, loot, sound and game implementation;
- arachas re-modelling, mounting of the variants using the re-modeled original
parts, animations, effects, loot, sounds and game implementation; 
- will-o-the-wisp models, textures, sounds, loot, effects, animations, game implementation;
- sprites models, textures, sounds, loot, effects, animations, game implementation;
- voriplasms models, textures, sounds, loot, effects, animations, game implementation;
- lurchers models, textures, effects, sounds, loot, animations, game implementation;
- briarheart trees models, textures, effects, sounds, loot, animations, game implementation; 
- re-modeling of the original ancient leshen model, re-texture of the original ancient leshen texture, parts of the new model, animations, spells, sounds, scripted events, effects, loot, game implementation, minions effects,
-animations, sound and re-modeling of the leshen's crows and little re-texture on it;
-  re-modelling of the leshens and nekkers, part of the nekkers outfits, parts of the fallforest leshen model and textures, animations, effects, loot, sounds, leshen camps, game implementation;
- indrik models, textures, animations, spells, effects, sounds, loot, game implementation;
- magic anomaly magical effects and sound effects, game implementation,
- beholder models, textures, animations, effects, spells, sounds, new areas, game implementation;
-re-modelling of the original blood drake model, teeth model and texture, normal and
specular maps, animations, sounds, loot and game implementation;
- snow whale model, textures, sounds, animations, game implementation;
- snowray model, textures, sounds, loot, effects, animations, game implementation;

Some assets used on this mod belong too:

RustyShackeFord- he helped me with more lore info about several of the creatures on this mod;
tamu75- for the giant hammer used by the common minotaur variant;
lolikyonyu and Oaristys- for some of the clutter the minotaurs carry on their backs;
CD PROJEKT RED- the original boar model and texture; i made the minotaur gauntlets using as base a gauntlet model from witcher 3 game; in order to save time i used and modified 3 hallberds from them to make them the weapons used by 3 of the centaur types; for the piece of raw pork meat that Ogres and Ettin wear at the waist, and for the leather bag that some of them wear at the breast; original ice titan model and texture, original ice titan loot model and texture;  original models and textures of dracolizards and dracolizard's loot; original griffin models and textures; original cockatrice models and textures; original giant centipedes models and textures; arachas original model parts and textures;  the corpse pile bellow the briarheart tree roots and the porting and conversion of it to skyrim; for the original ancient leshen model and texture, and for the battle soundtrack; original leshen and nekker model and textures; 
one of the totems the goblins and riekrs use on their camps; 
m150- the weapons bolgans use and drop;
Anton0028- for the animations i used for the wing flap of harpies and imps;
LorSakyamuni- for the conversion of the CD PROJEKT RED's goblim and riekr totem to be used in Skyrim; the conversion also to skyrim of the corpse pile bellow the briarheart tree roots;
Ole Gunnar Isager- for the wood club weapon some of the ogres use;
Reaperix- wind spells used by harpies;
Achronos11- texture of the lurcher corrupted taproot;
Hendrix- for the original crow model and texture summoned by Leshens (released as public domain
on ZT2 Round Table, initially for mods made for the game Zoo Tycon 2);
RoboBirdie- the sabrecat skull used as helmet by the nekker chief; 
Ubisoft and associates
- original blood drake model and textures  (disclaimer bellow regarding this specific crediting);

Another special thanks:

Dungeons & Dragons developers- i made Thri-Kreen, Gelatinous Cube and Beholder creatures inspired on the ones of same
created by them on the Dungeons & Dragons series, so thank you very much for the inspiration and for years playing with the amazing D&D content.




If you like my work, don't forget to endorse this mod. 

It's free, fast and very important for the continuation of this nonprofit work.



I do not supervise or test translations made by other users for my mods, not even those linked 
on my mod pages. So, before using them, make sure they are in the same version as the current 
version of my mods, if not, do not install them or they will mess with my current official version.
The same applies to ports for XBOX, I do not do the ports or test them myself, 
so you should also make sure they are up to date with my official PC releases.


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