Monsters found throughout the Crypt of the NecroDancer differ in their movement patterns, attack behavior, the damage they cause, and the amount of hit points they possess.
A number of monsters can be encountered as "lords". These monsters are twice the size of their normal counterparts and have their damage and HP doubled. These monsters drop a Scroll of Gigantism or a base of 24 gold.
The gold dropped by bosses depends on the zone, not which boss, and appears near the stairs. The base amount is 50, 125, 200, 250, 300 for zones 1, 2, 3, 4, 5 respectively, and is affected by coin multiplier.
Monsters are listed in the Zone in which they appear at the Beastmaster. This does not exclude the possibility of them appearing again in later Zones. The enemies in the "Unused" tab are not at the Beastmaster and will not spawn during normal play, but are available to use in the level editor.
Monster | Guide | Health | Attack | Drop | Movement Pattern |
Bat |
.5 | 2 | Can move in a random cardinal direction every second beat. | ||
Red Bat |
1 | 3 | Can move in a random cardinal direction every beat. Does not appear when playing as Bolt, Aria, or Coda. | ||
Ghost |
1 | 2 | Can move cardinally every beat, pursuing the player. Stationary and cannot be attacked unless the player has their back turned. | ||
Monkey |
(4 when grabbing) |
0 | 1 | Can move cardinally every beat, pursuing the player. Grabs the player and prevents movement until killed (does not require weapon). This grabbing also breaks the Groove Chain.
While grabbed, the player is protected from explosives and fireballs, whose damage will be dealt to the monkey instead. Killing a monkey while grabbed does not count as a kill toward e.g. spell cooldowns or Tempo's counter. White Monkeys spawn only on 1-3, and sustain knockback when damaged. | |
White Monkey |
(6 when grabbing) |
0 | 3 | ||
Skeleton |
.5 | 2 | Can move cardinally every second beat, pursuing the player.
When reduced to 1 HP, yellow and black skeletons lose their head and run away from the last attack, moving in that direction every beat. Their decapitated bodies are affected by directional trap tiles and can still harm the player via collision. | ||
Yellow Skeleton |
1.5 | 3 | |||
Black Skeleton |
2 | 4 | |||
Green Slime |
50[1] | 1 | Passive. Has no movement pattern, but still susceptible to fear. | ||
Blue Slime |
1 | 2 | Can move every second beat, jumping vertically between two tiles. | ||
Orange Slime |
.5 | 2 | Can move every beat, jumping clockwise in a 2 by 2 square. Can spawn starting on 1-2. | ||
Wraith |
.5 | 2 | Can move cardinally every beat, pursuing the player. They appear an even number of spaces away from the player. A Monocle shows where they will spawn, while the Nazar Charm prevents it altogether. | ||
Zombie |
1 | 1 | Can move every second beat in a straight line (either vertical or horizontal), moving in the opposite direction if it encounters an obstruction (attacks if player). |
Monster | Guide | Health | Attack | Drop | Movement Pattern |
Armadillo |
1.5 | 2 | Stationary until it sees the player up to six tiles away cardinally, upon which it will curl up and roll in that direction every beat. While curled, it is protected from harm, but any impact will alter its direction. When it hits an obstruction, it is stunned for two beats. Strikes terrain it hits with 2 (4 for "lords"). | ||
Yellow Armadillo |
2.5 | 5 | |||
Armored Skeleton |
.5 | 2 | A Skeleton with a shield. Behaves identically to their non-shielded variety but will block attacks in front of it, suffering knockback but no damage. Can be attacked like normal from their sides/behind and lose their shield along with their head when reduced to one HP.
Shield is lost when damage dealt is equal to or greater than their max HP. | ||
Yellow Armored Skeleton |
1.5 | 4 | |||
Black Armored Skeleton |
2.5 | 6 | |||
Clone |
1.5 | 2 | Mirrors the player's movement, looks like player character or player 1 in local co-op. | ||
Golem |
5 | 2 | 4 | Can move cardinally every fourth beat, pursuing the player. Can destroy walls with 2 and pursue from far away. | |
Dark Golem |
7 | 3 | 7 | ||
Mole |
1 | 3 | Can move cardinally every beat while underground, pursuing the player and destroying any traps and gold along its way. Can only attack or be attacked when above surface (when adjacent to the player). Does not appear when playing as Eli. | ||
Light Mushroom |
0 | 0 | Passive, stationary. Drops 1 when playing as Monk or Coda. | ||
Exploding Mushroom |
2 | 0 | Stationary. Explodes (3x3 area) three beats after receiving damage or upon death. Cannot be killed in one hit; only ever takes one damage per hit. | ||
Mushroom |
1 | 2 | Stationary. Emits spores on the tiles around it every fourth and third beat for the normal and Purple Mushroom respectively. When afflicted with Fear, attacks every beat. | ||
Purple Mushroom |
2 | 3 | |||
Skeleton Mage |
1 | 2 | Can move cardinally every second beat, pursuing the player. During its beat, attacks (if the player is one tile away) or uses a wind spell (if the player is two tiles away) to draw them one tile closer. | ||
Yellow Skeleton Mage |
2 | 4 | |||
Black Skeleton Mage |
2.5 | 6 | |||
Tar Monster |
(4 when grabbing) |
1.5 | 3 | Spawns in tar pits, pursuing the player. Becomes visible if the player is within a 2 tile radius (excluding corners) of it and appears in full view if adjacent to the player (cannot be attacked unless recently escaped from tar). When outside of tar, continues pursuing the player, attemping to grab and drag them to the nearest tar pit (like monkeys, this grabbing protect damage from explosives and fireblast); if successful, deals damage every second beat. Creates tar on the tile it's killed. If the nearest tar pit is frozen, it will not move. | |
Wight |
1 | 3 | Can move cardinally every beat, pursuing the player. Can phase through walls and is protected when inside the wall. A Monocle shows where they will spawn, while the Nazar Charm prevents it altogether. | ||
Fake Wall |
1 | 3 | Can move cardinally every beat, pursuing the player. Only becomes active if the player is adjacent to it. Cannot be attacked on the next beat after becoming active. Renamed to "Wall mimic" |
Monster | Guide | Health | Attack | Drop | Movement Pattern |
Coal Cauldron |
0 | 0 | Passive. Leaves a patch of hot coals when destroyed. Drops 1 when playing as Monk or Coda. | ||
Ice Cauldron |
0 | 0 | Passive. Leaves a patch of ice when destroyed. Drops 1 when playing as Monk or Coda. | ||
Shove Monster |
.5 | 1 | Can move cardinally every beat, pursuing the player. Pushes the player one tile back and deals damage only if the player can no longer be pushed (either the tile behind the player is occupied with a wall, other entity or if the player is frozen by a Blue Dragon's breath, or stoned by a Gorgon). If frozen or stoned, the Shove Monster will break the ice/stone upon dealing damage. | ||
Gray Shove Monster |
.5 | 1 | |||
Fire Slime |
1.5 | 1 | Can move every beat. Jumps counterclockwise in a diamond shape. Leaves a patch of hot coals when killed. Will dig with 2 if walls are blocking it. | ||
Ice Slime |
1.5 | 1 | Can move every beat, jumping clockwise in a diamond shape. Leaves a patch of ice when destroyed. Will dig with 2 if walls are blocking it. | ||
Fire Beetle |
1.5 | 2 | Can move cardinally every second beat, pursuing the player. If hit, gets knocked back and leaves behind a 5-tile (plus-shaped) patch of hot coals where it lands. If adjacent to player, loses its shell (leaving behind a patch of hot coals) and becomes vulnerable. | ||
Ice Beetle |
1.5 | 2 | Can move cardinally every second beat, pursuing the player. If hit, gets knocked back and leaves behind a 5-tile (plus-shaped) patch of ice where it lands. If adjacent to the player, loses its shell (leaving behind a patch of ice) and becomes vulnerable. | ||
Fire Elemental |
1.5 | 2 | Can move cardinally every third beat, pursuing the player and leaving behind patches of hot coals. Can dig through walls with 2. | ||
Ice Elemental |
1.5 | 2 | Can move cardinally every third beat, pursuing the player and leaving behind patches of ice. Can dig through walls with 2. | ||
Hellhound |
1.5 | 2 | Can move cardinally or diagonally every second beat, pursuing the player. Leaves behind a patch of hot coals when killed. | ||
Goblin |
2 | 2 | Can move cardinally every beat, pursuing the player only when their back is turned (flees if not). Can attack while fleeing if adjacent. If cornered into a wall with nowhere to flee, it'll attack as soon as it is cornered. | ||
Gray Goblin |
3 | 4 | |||
Ghast |
1 | 2 | Can move cardinally every beat, pursuing the player. Phases through walls; cannot be hit inside one unless the player has a Dagger of Phasing. Evades once, teleporting behind the player. A Monocle shows where they will spawn, while the Nazar Charm prevents it altogether. | ||
Skeleton Knight |
1 | 2 | Can move cardinally every beat. Becomes an Armored Skeleton of the corresponding color when hit. | ||
Yellow Skeleton Knight |
2 | 4 | |||
Black Skeleton Knight |
3 | 6 | |||
Yeti |
1.5 | 3 | Can move cardinally every fourth beat, pursuing the player. Does a clap as it moves, causing a shockwave affecting all surrounding tiles. Can dig walls with 2. | ||
Coal Cauldron Mimic |
1 | 2 | Can move cardinally every beat, pursuing the player. Only becomes active if the player steps on an adjacent tile. Cannot be attacked on the next beat after becoming active. Leaves a patch of hot coals when destroyed. | ||
Ice Cauldron Mimic |
1 | 2 | Can move cardinally every beat, pursuing the player. Only becomes active when the player steps onto an adjacent tile. Cannot normally be attacked on the next beat after becoming active. |
Monster | Guide | Health | Attack | Drop | Movement Pattern |
Black Bat |
1 | 4 | Can move cardinally every beat, attacking the player when possible (unless they are wearing the Ring of Luck or Lucky Charm). Does not appear for Bolt, Aria, or Coda. | ||
Ghoul |
.5 | 4 | Can move cardinally or diagonally every beat, pursuing the player. Can phase through walls (cannot be hit while in one). When hit, teleports to a tile adjacent to the player and makes illusions of itself on the other tiles surrounding the player. Attacking the real one will kill it while doing anything else will make the copies disappear. This is only done once. A Monocle shows where they will spawn, while the Nazar Charm prevents it altogether.
Where it teleports is determined by the ghoul's relative position to the player when hit. The real ghoul teleports 90 degrees clockwise around the player. If hit on the left, it teleports above and if on the top-right, it teleports down-right; any direction not cardinal is treated as diagonal for this calculation. If, for example, it's hit with a whip when 2 down 1 left of the player, the ghoul will teleport to the top-left. If hit by non-player damage, such as a bomb trap, the ghoul will not teleport but still enters its post-teleport state and so will die to a single hit. | ||
Goblin Sentry |
.5 | 1 | Starts out sleeping, and wakes up when approached. When awake, it runs straight away from the player until it hits a wall, where it will dig out that wall and the three walls adjacent to the struck wall with 2 and lie down. Once awake, will always run away from the player, no matter where on the level it is. | ||
Goblin Bomber |
2 | 13 | Can move diagonally every second beat. If it comes in contact with the player, the bomb detonates instantly, but when killed, drops a lit bomb that explodes after three beats. | ||
Apprentice Blademaster |
.5 (1 when lunging) |
3 | Can move cardinally every second beat, pursuing the player. Parries all non-piercing weapon damage and Boots of Pain's damage. When attacked while directly adjacent, it will attempt to step backward and then lunge two tiles toward the player, striking for double damage if it hits. After lunging, it is vulnerable for one beat. Can lunge diagonally under specific circumstances when playing as Melody. | ||
Blademaster |
1 (2 when lunging) |
5 | |||
Green Monkey |
(4 when grabbing) |
0 | 1 | Can move cardinally every beat, pursuing the player. Upon grab, confuses (inverting player movement) until killed (does not require weapon) but does not prevent moving or attacking other enemies. Getting grabbed does not break the Groove Chain. Does not appear for Aria.
While grabbed, the player is immune to explosions, Red Dragon's fireblast, and roofpig (but not Ogre's club), freeing the player upon hit and kills the monkey. | |
Magic Monkey |
( when grabbing) |
0 | 2 | Can move cardinally every beat, pursuing the player. Upon grab, teleports you to a random location within the level if you attempt to break free (but not if killed by a bomb or Red Dragon's fireblast). This Grabbing does not break the Groove Chain. Gets knocked back when damaged. Does not appear for Aria. | |
Sarcophagus |
0 | 20/8/5 | Every 12 beats, it will attempt to spawn random type of its color of Skeleton. If the last-spawned skeleton is still alive, nothing will happen and it will wait 12 more beats to try again. Spawned skeleton knights will wait one beat before they start moving.
The amount of gold it will drop is reduced when the second skeleton spawns, and again when the third spawns. The first three skeletons spawned will drop gold as usual, but all spawns starting with the fourth will drop zero gold. Note that the total potential gold from the sarcophagus and its spawns goes down with each value drop. To maximize gold, kill the sarcophagus after it has spawned exactly one skeleton. | ||
Yellow Sarcophagus |
0 | 25/10/6 | |||
Black Sarcophagus |
0 | 30/12/7 | |||
Lich |
1 | 3 | Can move cardinally every second beat, pursuing the player. During its beat, attacks (if the player is one tile away) or uses a confusion spell (if the player is two tiles away and not confused) to invert their movement. The confusion effect lasts for four beats. | ||
Red Lich |
1.5 | 3 | |||
Black Lich |
2 | 3 | |||
Warlock |
1.5 | 2 | When defeated with a weapon, exchanges the contents of its space and the player's. | ||
Neon Warlock |
2 | 3 | |||
Harpy |
1.5 | 2 | Can move up to three tiles cardinally every second beat, pursuing the player. Can leap over other monsters, but not wall tiles. | ||
Spider |
1 | 3 | Can move cardinally every second beat on wall tiles (excluding ones with torches), pursuing the player. Can jump at the player at any time if stationary for two beats or more beats. If the wall segment it resides on is dug up, it can move diagonally every beat. When attacking, it dies in the process. (except when the attack parried by a Cutlass) On Aria, it appears in Zone 1 instead of Zone 4. | ||
Ooze Golem |
5 | 2.5 | 9 | Can move cardinally every fourth beat, pursuing the player. Can dig through walls with 2. Creates ooze on the tile the player was occupying prior to attacking.
Can only create ooze once, effectively turning into a regular Zone 2 golem in the process. | |
Orange Armadillo |
1.5 | 4 | Stationary until it sees the player up to six tiles away cardinally or diagonally, upon which it will curl up and roll in that direction every beat. While curled, it is protected from harm, but any impact will alter its direction. When it hits an obstacle, it is stunned for two beats. Strikes terrain it hits with 2. | ||
Pixie |
2 | 0 | Can move cardinally every beat, pursuing the player. If it comes in contact with the player, heals a heart and disappears, but if attacked, explodes and deals damage like a Bomb. | ||
Gargoyle (Large wings spread out) |
Special | 2(via collision) | 0 | When the player steps on one of the four adjacent tiles, its large wings generate a gust of wind that push the player one tile away. If there is an obstruction or the player is heavy (wearing lead boots or heavy plate), then the gust will do nothing. If attacked, it will be knocked back one tile. Immune to all normal damage, but dies in one hit to any other damage type. | |
Gargoyle (Large wings held in close) |
2 | 2 | The only gargoyle that moves. Just like a mimic (eg. fake chests and cauldrons), it becomes active only if the player moves onto an adjacent tile (upon which it will open its eyes and begin pursuit), can move cardinally every beat, and cannot be attacked on the next beat after becoming active. | ||
Gargoyle (Pointed tail, but no wings) |
Special | 2 | 0 | Proximity mine. Opens its eyes as the player approaches, and explodes one beat later. Attacking it with any normal damage will knock it back one tile and make it explode two beats later instead. If attacked again, the explosion will be delayed by another two beats. The explosion can be delayed indefinitely by repeating this. Attacking it with any amount piercing or phasing damage will destroy it without an explosion. | |
Gargoyle (Pointed tail and small wings) |
Special | 2 | 0 | Counter-attacking mine. Does nothing on its own. When attacked with anything, it immediately explodes. | |
Gargoyle (Small wings, but no tail) |
Special | 2(via collision) | 1 Item. | Completely passive and identical in behavior to a crate. Piercing and phasing attacks can destroy it with any amount of damage, but will not drop an item if the attack was for less than three damage.
Cannot be destroyed by piercing or phasing attacks of less than three damage. | |
Gargoyle (Statue of the Necrodancer) |
Special | 2(via collision) | 1 Item. |
Monster | Guide | Health | Attack | Drop | Movement Pattern |
Electric Zombie |
.5 | 1 | Can move every beat following a set path on an electric wire, moving in the opposite direction if reaches the end or encounters an obstruction (attacks if player). Impervious to damage from attacks (unless player is also standing on a wire) but is susceptible to knockback. When knocked off the wire, its movement pattern becomes that of a regular Zombie's. | ||
Water Ball |
0 | 1 | Can move cardinally or diagonally every beat, pursuing the player. Becomes a water tile when attacked or collides with the player (trapping them). This can overwrite other tiles such as conduits or travel runes. Groove chain is not reset if it hits you. Will only drop gold if killed by a weapon or spell. | ||
Devil |
1 | 3 | Can move cardinally or diagonally every third beat, pursuing the player. Its shell protects it from damage once then breaks; once broken, can move every beat. | ||
Green Devil |
2 | 5 | |||
Orc |
.5 | 2 | Can move every beat, pursuing the player. Is protected up front by a shield and is only vulnerable by the sides. Will turn around to face the player with its shield if the player is beside it. | ||
Red Orc |
1 | 3 | |||
Purple Orc |
1.5 | 4 | |||
Purple Electric Mage |
.5 | 2 | Can move cardinally every second beat, pursuing the player. During its beat, attacks (if the player is one tile away) or casts a lightning orb (if the player is two or more tiles with no enemies in between) which moves in a straight line until it hits an obstruction (only damages the player). | ||
Red Electric Mage |
1.5 | 3 | |||
Gold Electric Mage |
2 | 4 | |||
White Skull |
.5 | 0 (2x3 for spawning skeletons) |
Can move cardinally every second beat, pursuing the player. Splits into three Skeletons of the corresponding color when hit. If a wall occupies a space, the wall will be destroyed but not if by an enemy or object.
Each skeleton drops its normal amount of gold. | ||
Yellow Skull |
1 | 0 (3x3 for spawning skeletons) | |||
Black Skull |
2 | 0 (4x3 for spawning skeletons) | |||
Green Evil Eye |
.5 | 3 | Stationary. If player is seen within three tiles cardinally, it will dash three tiles towards them the following beat, dealing damage if they're in its path and strikes terrain it hits with 2. Loses sight of player after dash. | ||
Pink Evil Eye |
1 | 5 | |||
Green Gorgon |
0 | 2 | Can move cardinally every beat, pursuing the player. Does not inflict damage if it hits the player but instead, immobilizes the player for three beats, without breaking the Groove Chain. Turns into a motionless statue after it comes into contact with the player or is otherwise killed. The statue behaves identically to a crate in that it can be moved around by hitting it.
Normal Gorgons will only drop gold if killed by a weapon or spell, and their statues are impervious to all damage except phasing. The statue will appear on the next floor if pushed through a trapdoor. Gold Gorgons never drop gold when killed. Their statues can be broken by attacking them three times. The number of attacks is unaffected by damage; its 3 attacks whether you are doing 999 phasing damage or have no weapon at all. The gold statue always drops 30 gold, regardless of your multiplier or which character you are using. Also, like a crate, colliding to a player deals 0.5 damage. | ||
Gold Gorgon |
0 | Special | |||
Cursed Wraith |
Special | 3 | Can move cardinally every beat, pursuing the player. When it comes into contact with the player, turns all of the player's normal hearts into cursed hearts and then vanishes. A Monocle shows where they will spawn, while the Nazar Charm prevents it altogether. |
Monster | Guide | Health | Attack | Drop | Movement Pattern |
Chest Mimic |
1 | 1 Random Item | Can move cardinally every beat, pursuing the player, becoming active if the player moves onto an adjacent tile. Cannot attacked on the next beat after becoming active.
Locked Chest Mimics carry rarer items. White Chest Mimics flee the player instead and are also able to move diagonally. They can only damage the player if they step on a confuse trap. | ||
Locked Chest Mimic |
1.5 | 1 Random Item | |||
White Chest Mimic |
1.5 | 1 Random Item | |||
Green Bat |
1.5 | 20 | Can move in any random cardinal or diagonal direction every beat. Extremely rare; only has a 0.25% chance to spawn in a run.[2] | ||
Shop Wall Mimic |
1 | 10 | Can move cardinally or diagonally every beat. Only becomes active if the player moves onto any of its surrounding tiles. Cannot be attacked on the next beat after becoming active.
Always drops 10 gold, same as a regular shop wall, regardless of your multiplier. Still drops 10 gold for Eli, even though he gets no gold from shop walls. | ||
Crate Mimic |
1 | 1Bomb | Can move cardinally every beat, pursuing the player. Only becomes active if the player steps onto an adjacent tile. Cannot normally be attacked on the next beat after becoming active. | ||
Barrel Mimic |
1 | 1Bomb | |||
Shrine Mimic |
1 | 1 Rare Random Item | |||
Purple Slime |
1.5 | 2 | Can move every beat, jumping in an hourglass shape: right > down-left > right > up-left.
Very rare enemy. |
Monster | Guide | Health | Attack | Drop | Movement Pattern |
Direbat |
1.5 | 10 | Can move cardinally every second beat.
Direbats can appear on first and second levels, starting with 1-1. Gray Direbats will not spawn on 1-1 unless it is in an Arena. | ||
Gray Direbat |
2 | 15 | |||
Minotaur |
2 | 10 | Can move cardinally every beat, pursuing the player. Can dig through walls with 2 and pursue from far away. Upon spotting the player in a direct line, it will charge straight forward. Dig strength increases to 3 while charging. When it hits an obstruction, it becomes stunned and can be hit without danger for 2 beats.
Minotaurs can appear on all levels, starting with 1-1. Gray Minotaurs cannot spawn on 1-1 unless it is in an Arena. | ||
Gray Minotaur |
5 | 2.5 | 15 | ||
Green Dragon |
4 | 2 | 15 | Can move cardinally every second beat, pursuing the player. Can dig through walls with 4 and pursue from far away. Stomps loudly. Can appear on first and second levels, starting with 1-1. | |
Red Dragon |
6 | 3 (2.5 for fireball) | 20 | Can move cardinally every second beat (resets after fireball), pursuing the player from far away. Stomps loudly. Can dig through walls with 4. Charges up a fireball (similar to Fireball spell) anytime player is directly horizontal and not within melee attack range that it releases on the next beat (has a cooldown of two beats). Can appear on second and third levels, starting with 1-2. Because of the Red Dragon's fireball attack, it's best to attack from above or below, so be sure to clear out vertical space if you hear any stomping nearby. Alternatively, you can learn to do the Red Dragon Dance. The Red Dragon's fireball will deal 5 damage to monsters (few can survive). The Shopkeeper will flee if damaged in this way. | |
Blue Dragon |
6 | 3 | 20 | Can move cardinally every second beat (resets after freeze breath), pursuing the player from far away. Stomps loudly. Can dig through walls with 4. If the player is within a triangular range of three tiles (similar to the blunderbuss) from the direction it's facing and it cannot attack, it will charge up a freeze breath (similar to Freeze spell) that it releases on the next beat. The freeze lasts 4 beats and also affects other entities. Taking damage releases the player immediately. | |
Earth Dragon |
8 | 3 | 20 | Can move cardinally every second beat, pursuing the player. Can dig through walls with 4 and pursue from far away. Stomps loudly. Spawns catacomb walls (similar to Earth) behind the player on first hit. Appears in Zone 5, starting with 5-1. | |
Nightmare |
2 | 10 | Can move cardinally every second beat, pursuing the player. Can dig through walls with 4. Darkens the area around it, hiding anything within range (including enemies, but their eyes can still be seen).
Nightmares can appear on first and second levels, starting with 2-1. Blood Nightmares can appear on second and third levels and in Arenas, starting with 2-2. | ||
Blood Nightmare |
5 | 2.5 | 15 | ||
Banshee |
2 | 10 | Can move cardinally every beat, pursuing the player. Upon getting hit, it releases a deafening scream and is knocked back. The player will remain deafened until the Banshee is defeated.
Banshees can appear on first and second levels as well as Arenas, starting with 2-1. Green Banshees can appear on second and third levels, starting with 2-2. | ||
Green Banshee |
4 | 3 | 15 | ||
The Mommy |
6 | 2 | 15 | Can move cardinally every fourth beat, pursuing the player. Also spawns a Mummy (if there isn't one), which pursues the player cardinally or diagonally every second beat. Appears starting in zone 4.
The Mummy spawns directly below the Mommy. If blocked, it spawns in the first available location according to the order below instead: K E*F IBACJ GDH The Mommy is most easily engaged from above or below. The Mommy Dance can be used to fight the Mommy from the side. | |
Ogre |
5 | 2.5 | 15 | Can move cardinally every fourth beat (resets after attack), pursuing the player. Prepares attack with club if player is within a range of three tiles during the third or fourth beat that it unleashes on the next beat. Appears starting in zone 4. While pursuing, it can dig through walls with 2. While attacking, its club will destroy walls with 4. The club attacks will do 5 damage to other monsters, and will destroy crates, barrels, and urns in a single strike. | |
Metrognome |
2 | 10 | Can move cardinally for the first three beats and then stops on the fourth beat to attack in a 3x3 area around it. Teleports back to the stairs when it takes damage. After teleporting back, it'll move cardinally for two beats and stop on the third to attack in a 3x3 area, before going back to its regular 4-beat pattern.
Metrognomes appear in Zone 5, starting with 5-1. Green Metrognomes appear in Zone 5, starting with 5-2. | ||
Green Metrognome |
5 | 2.5 | 15 |
King Conga | You are faced with 2 conga lines of Zombies. Watch out for the rhythm or you will anger the King! | |
Death Metal | You are fighting Death Metal at a fast pace. It is guarded by 4 enemies and has 4 phases. | |
Deep Blues | You are faced with an entire chessboard of enemies. Defeat the King to win. | |
Coral Riff | You are fighting Coral Riff in a water-filled arena. Defeat the tentacles, then take down the Octoboss! | |
FortissiMole | You are fighting a rap star while he gives a concert. | |
Dead Ringer | You are fighting against Dead Ringer and a multitude of minibosses (Cadence only). | |
The Necrodancer | (Solo Cadence) You are fighting against the Necrodancer with help from Dorian.
(Solo Melody) Your fight against the Necrodancer is timed. | |
Golden Lute | You are fighting the Golden Lute as Aria. | |
Frankensteinway | You are fighting Frankensteinway as Nocturna. | |
The Conductor | You are fighting The Conductor as Nocturna. |
Monster | Guide | Health | Attack | Drop | Movement Pattern |
Leprechaun |
4 (5 for Eli) |
Charm of Luck |
Appears the first time a gold pile of 50 coins or more is unoccupied for eight consecutive beats, including the beat it appears. On the eighth beat, the Leprechaun replaces the gold pile. Can move cardinally or diagonally every beat away from the player. Picks up (removes) existing gold that it touches. If attacked, it will be knocked back and chase after the player, dropping 25 coins per beat for 16 beats before disappearing. If it attacks the player, it takes all of their gold and disappears immediately. If not attacked, disappears on the 40th beat of existing, including the beat it appeared. Gets knocked back every hit. Never spawns on boss floors, even in a miniboss arena before a boss fight. | ||
Shopkeeper |
9 | 10 | Crown of Greed |
Can move cardinally or diagonally every beat. Pursues the player if harmed, unless by a monster (eg. Red Dragon's fireball or Goblin Bomber's bomb), in which case it flees. If it leaves the shop for any reason, all items become free. Shops on subsequent levels become empty if the Shopkeeper dies, but not if it falls down a trapdoor. | |
Ghost Shopkeeper |
5 | Nothing | If the Shopkeeper has died, appears exactly one zone later. Can move cardinally or diagonally every beat, pursuing the player. Can phase through walls. | ||
Monstrous Shopkeeper |
5 | 2.5 | Nothing | Very rare. Sings off-key before the player approaches. Once the player enters its shop, it screams like a Direbat and pursues the player like a provoked Shopkeeper. When damaged, teleports back into the shop. Once killed, all items in its shop become free. This does not affect the rest of the shops in the run. | |
Blood Shopkeeper |
8 | 10 | Blood Drum |
Can move cardinally or diagonally every beat, pursuing the player if provoked. Teleports to a random spot in the shop every time it takes damage. Once killed, all items in its shop become free. This does not affect the rest of the shops in the run. | |
Glass Shopkeeper |
8 | 10 | Glass Jaw |
Can move cardinally or diagonally every beat, pursuing the player if provoked. Teleports to a random spot in the shop every time it takes damage. Once killed, all items in its shop become free. This does not affect the rest of the shops in the run. | |
Health Shopkeeper |
Gluttony Charm |
Will summon two bombs when killed; one on the tile to the right of the player (explodes on next beat) and the other a tile down and left of the player (explodes in two beats). If the player is adjacent to a wall above or below them, only one bomb will spawn to their right (exploding in one beat). If the player is adjacent to a wall to their left or right, one bomb will spawn on the tile below them instead (also exploding in one beat). If the player is in a corner, one bomb will spawn on the same tile that explodes in two beats. The bomb timers are one beat shorter if the shopkeep is killed using a Blast Helm bomb.
Once killed, all items in its shop become free. This does not affect the rest of the shops in the run. | |||
Pawnbroker |
6 | 10 | Coupon
|
When damaged, transforms the entire shop area into tar, affecting only the player. Can move cardinally or diagonally every beat, pursuing the player. Gets knocked back every hit. Pawning tiles are replaced by tar, so they can't be used. | |
Transmogrifier |
5 | 10 | Scroll of Transmute |
Can move cardinally or diagonally every beat, pursuing the player. Transmogrification tiles will not work if the shopkeeper is dead. | |
Conjurer |
Pack of Holding |
Conjuring tiles will not work if the shopkeeper is dead. | |||
Dungeon Master |
10 | 100 * Groove Chain multiplier Gold |
Immune to weapon damage and regenerates all health instantly, so 10 or more damage must be dealt by a single move that is not a weapon. This is possible with Greater Pulse, Greater Bomb, or the Earth spell to crush the Dungeon Master against a wall. (Technically, using more than one move (such as Greater Fireball and a Bomb together) is possible but only if done on the exact same frame, not just the same beat.) | ||
Shrine Seller |
Nothing | Upon killing with either a ranged weapon or a bomb, Green, Red and Blue dragons spawn inside the room. sealing the exit until they are killed (Also happens if shrines are destroyed). | |||
Undead Elf |
Official christmas mod only. Replaces White Skeletons. | ||||
Undead Santa |
Official christmas mod only. Replaces all dragons. |
Monster | Health | Attack | Drop | Movement Pattern |
Black Slime |
1.5 | Can move every beat, jumping in a parallelogram shape: right > down-left > left > up-right. | ||
White Slime |
1.5 | Can move every beat, jumping in a big square shape: right > right > down > down > left > left > up > up. | ||
Crystal Skeleton |
1 | Can move cardinally every second beat, pursuing the player. Spawns Crystal Shards on death. | ||
Crystal Shards |
n/a | .5 | Spawned after Crystal Skeleton's death. Start blinking after 1 turn, disappear on the next turn. This damage can be prevent by Lead Boots or Winged Boots. | |
Crystal Armored Skeleton |
1 | A Skeleton with a shield. Behaves identically to their non-shielded variety but will block attacks in front of it, suffering knockback but no damage. Can be attacked like normal from their sides/behind and lose their shield along with their head when reduced to one HP.
Shield is lost when damage dealt is equal to or greater than its max HP. | ||
Crystal Skeleton Knight |
2 | Can move cardinally every beat. Becomes a Crystal Armored Skeleton when hit. | ||
Crystal Skull |
.5 | 0(X*3) | Can move cardinally every second beat, pursuing the player. Splits into three Crystal Skeletons when hit. If a wall is in a space a skeleton would take, then that wall is destroyed, though if a space is currently occupied by an enemy or object, a Crystal Skeleton will not spawn.
Each skeleton drops its normal amount of gold. | |
Tar Ball |
0 | 1 | Can move cardinally or diagonally every beat, pursuing the player. Does not inflict damage if it hits the player but instead, destroys itself and traps the player in a tar puddle. Groove chain is not broken if it hits you. Will only drop gold if killed by a weapon or spell. | |
Skeleton Spearman |
.5 | 2 | Can move cardinally every second beat, pursuing the player.
Can throw spear from a tile away and become a regular skeleton, spear can not be dodged and will result in the skeleton moving instead | |
Mother Slime |
2 | 15 | Can move every beat, jumping in a big square shape: right > right > down > down > left > left > up > up.
when killed spawns 4 tiny slimes, on the tiles adjacent to it
| |
Tiny Slime |
.5 | 1 | Moves cardinally randomly every 4 beats | |
Troll |
3 | 2 | 2 | Can move cardinally every second beat, pursuing the player.
if hit will run from the player every beat the next three beats, after the third beat the Troll will heal back to full health |
File:Toad.png Toad |
1 | 1.5 | 2 | Can move up to three tiles cardinally every fourth beat, pursuing the player. Can leap over other monsters, but not wall tiles. |
References[]
- ↑ This is not a typo. The Green Slime's damage value is set to fifty (50).
- ↑ https://twitter.com/NecroDancerGame/status/512247548178743296