Steinway.gif

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, Amplified dlc.png 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.png
Bat
Cam.png Small Heart.png .5WeaponsPortal.png 2Coin.png Can move cardinally every second beat.
Bat red.png
Red Bat
Cam.png Small Heart.png 1WeaponsPortal.png 3Coin.png Can move cardinally every beat. Does not appear when playing as Bolt, Aria or Coda.
Ghost.png
Ghost
Cam.png Small Heart.png 1WeaponsPortal.png 2Coin.png Can move cardinally every beat, pursuing the player. Stationary and cannot be attacked unless the player has their back turned.
Monkey.png
Monkey
Cam.png Small Heart.png
(4Small Heart.png when grabbing)
0WeaponsPortal.png 1Coin.png 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.

Monkey white.png
White Monkey
Cam.png Small Heart.pngSmall Heart.png
(6Small Heart.png when grabbing)
0WeaponsPortal.png 3Coin.png
Skeleton.gif
Skeleton
Cam.png Small Heart.png .5WeaponsPortal.png 2Coin.png 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.

Skeleton yellow.png
Yellow Skeleton
Cam.png Small Heart.pngSmall Heart.png 1.5WeaponsPortal.png 3Coin.png
Skeleton black.png
Black Skeleton
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 4Coin.png
Slime green.png
Green Slime
Cam.png Small Heart.png 50WeaponsPortal.png[1] 1Coin.png Passive. Has no movement pattern, but still susceptible to fear.
Slime blue.png
Blue Slime
Cam.png Small Heart.pngSmall Heart.png 1WeaponsPortal.png 2Coin.png Can move every second beat, jumping vertically between two tiles.
Slime orange.png
Orange Slime
Cam.png Small Heart.png .5WeaponsPortal.png 2Coin.png Can move every beat, jumping clockwise in a 2 by 2 square. Can spawn starting on 1-2.
Wraith.png
Wraith
Cam.png Small Heart.png .5WeaponsPortal.png 2Coin.png 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.png
Zombie
Cam.png Small Heart.png 1WeaponsPortal.png 1Coin.png 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.png
Armadillo
Cam.png Small Heart.png 1.5WeaponsPortal.png 2Coin.png 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 2Tool shovel.png (4Tool shovel.png for "lords").
Armadillo yellow.png
Yellow Armadillo
Cam.png Small Heart.pngSmall Heart.png 2.5WeaponsPortal.png 5Coin.png
Armoredskeleton.png
Armored Skeleton
Cam.png Small Heart.png .5WeaponsPortal.png 2Coin.png 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.

Armoredskeleton yellow.png
Yellow Armored Skeleton
Cam.png Small Heart.pngSmall Heart.png 1.5WeaponsPortal.png 4Coin.png
Armoredskeleton black.png
Black Armored Skeleton
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2.5WeaponsPortal.png 6Coin.png
Clone.png
Clone
Cam.png Small Heart.png 1.5WeaponsPortal.png 2Coin.png Mirrors the player's movement, looks like player character or player 1 in local co-op.
Golem stone.png
Golem
Cam.png 5Small Heart.png 2WeaponsPortal.png 4Coin.png Can move cardinally every fourth beat, pursuing the player. Can destroy walls with 2Tool shovel.png and pursue from far away.
Golem dirt.png
Dark Golem
Cam.png 7Small Heart.png 3WeaponsPortal.png 7Coin.png
Mole.png
Mole
Cam.png Small Heart.png 1WeaponsPortal.png 3Coin.png 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.
Mushroom light.png
Light Mushroom
Small Heart.png 0WeaponsPortal.png 0Coin.png Passive, stationary. Drops 1Coin.png when playing as Monk.
Mushroom exploding.png
Exploding Mushroom
Small Heart.pngSmall Heart.png 2WeaponsPortal.png 0Coin.png 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.png
Mushroom
Cam.png Small Heart.png 1WeaponsPortal.png 2Coin.png 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.

Mushroom super.png
Purple Mushroom
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 3Coin.png
Skeleton mage white.png
Skeleton Mage
Cam.png Small Heart.png 1WeaponsPortal.png 2Coin.png 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.
Skeleton mage yellow.png
Yellow Skeleton Mage
Cam.png Small Heart.pngSmall Heart.png 2WeaponsPortal.png 4Coin.png
Skeleton mage black.png
Black Skeleton Mage
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2.5WeaponsPortal.png 6Coin.png
Tarmonster.png
Tar Monster
Cam.png Small Heart.png
(4Small Heart.png when grabbing)
1.5WeaponsPortal.png 3Coin.png 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.png
Wight
Cam.png Small Heart.png 1.5WeaponsPortal.png 3Coin.png 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.
Fakewall.png
Fake Wall
Cam.png Small Heart.png 1WeaponsPortal.png 3Coin.png 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.

Amplified dlc.png Renamed to "Wall mimic"

Monster Guide Health Attack Drop Movement Pattern
Cauldron coals.png
Coal Cauldron
Small Heart.png 0WeaponsPortal.png 0Coin.png Passive. Leaves a patch of hot coals when destroyed. Drops 1Coin.png when playing as Monk.
Shovemonster.png
Shove Monster
Cam.png Small Heart.pngSmall Heart.png .5WeaponsPortal.png 1Coin.png 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 or 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.
Shovemonster gray.png
Gray Shove Monster
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png .5WeaponsPortal.png 1Coin.png
Slime fire.png
Fire Slime
Cam.png Small Heart.png 1.5WeaponsPortal.png 1Coin.png Can move every beat. Jumps counterclockwise in a diamond shape. Leaves a patch of hot coals when killed. Will dig with 2Tool shovel.png if walls are blocking it.
Slime ice.png
Ice Slime
Cam.png Small Heart.png 1.5WeaponsPortal.png 1Coin.png Can move every beat, jumping clockwise in a diamond shape. Leaves a patch of ice when destroyed. Will dig with 2Tool shovel.png if walls are blocking it.
Beetle.png
Fire Beetle
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 1.5WeaponsPortal.png 2Coin.png 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.
Beetle2.png
Ice Beetle
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 1.5WeaponsPortal.png 2Coin.png 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 elemental1.png
Fire Elemental
Cam.png Small Heart.pngSmall Heart.png 1.5WeaponsPortal.png 2Coin.png Can move cardinally every third beat, pursuing the player and leaving behind patches of hot coals. Can dig through walls with 2Tool shovel.png.
Ice elemental1.png
Ice Elemental
Cam.png Small Heart.pngSmall Heart.png 1.5WeaponsPortal.png 2Coin.png Can move cardinally every third beat, pursuing the player and leaving behind patches of ice. Can dig through walls with 2Tool shovel.png.
Hellhound.png
Hellhound
Cam.png Small Heart.png 1.5WeaponsPortal.png 2Coin.png Can move cardinally or diagonally every second beat, pursuing the player. Leaves behind a patch of hot coals when killed.
Goblin.png
Goblin
Cam.png Small Heart.png 2WeaponsPortal.png 2Coin.png 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.
Goblin2.png
Gray Goblin
Cam.png Small Heart.pngSmall Heart.png 3WeaponsPortal.png 4Coin.png
Ghast.png
Ghast
Cam.png Small Heart.png 1WeaponsPortal.png 2Coin.png 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.
Skeletonknight.png
Skeleton Knight
Cam.png Small Heart.png 1WeaponsPortal.png 2Coin.png Can move cardinally every beat. Becomes a Armored Skeleton of the corresponding color when hit.
Skeletonknight2.png
Yellow Skeleton Knight
Cam.png Small Heart.png 2WeaponsPortal.png 4Coin.png
Skeletonknight3.png
Black Skeleton Knight
Cam.png Small Heart.png 3WeaponsPortal.png 6Coin.png
Yeti.png
Yeti
Cam.png Small Heart.png 1.5WeaponsPortal.png 3Coin.png 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 2Tool shovel.png.
Cauldron coals mimic.png
Coal Cauldron Mimic
Cam.png Small Heart.png 1WeaponsPortal.png 2Coin.png 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.

Monster Guide Health Attack Drop Movement Pattern
Black Bat.png
Black Bat
Cam.png Small Heart.png 1WeaponsPortal.png 4Coin.png 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.png
Ghoul
Cam.png Small Heart.png .5WeaponsPortal.png 4Coin.png 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.png
Goblin Sentry
Cam.png Small Heart.png .5WeaponsPortal.png 1Coin.png 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 2Tool shovel.png and lie down. Once awake, will always run away from the player, no matter where on the level it is.
Goblin Bomber.png
Goblin Bomber
Cam.png Small Heart.png 2WeaponsPortal.png 13Coin.png 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.png
Apprentice Blademaster
Cam.png Small Heart.png .5WeaponsPortal.png
(1WeaponsPortal.png when lunging)
3Coin.png 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.
Monster Blademaster.png
Blademaster
Cam.png Small Heart.pngSmall Heart.png 1WeaponsPortal.png
(2WeaponsPortal.png when lunging)
5Coin.png
Green Monkey.png
Green Monkey
Cam.png Small Heart.png
(4Small Heart.png when grabbing)
0WeaponsPortal.png 1Coin.png 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. This Grabbing does not break the Groove Chain. Does not appear for Aria.

While grabbed, the player is explosives, red dragon's fireblast and roofpig (but not ogre's club), freeing the player upon hit.

Magic Monkey.png
Magic Monkey
Cam.png Small Heart.pngSmall Heart.png
(Small Heart.png when grabbing)
0WeaponsPortal.png 2Coin.png 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.png
Sarcophagus
Small Heart.png 0WeaponsPortal.png 20/8/5Coin.png 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.png
Yellow Sarcophagus
Small Heart.pngSmall Heart.png 0WeaponsPortal.png 25/10/6Coin.png
Black Sarcophagus.png
Black Sarcophagus
Small Heart.pngSmall Heart.pngSmall Heart.png 0WeaponsPortal.png 30/12/7Coin.png
Lich.png
Lich
Cam.png Small Heart.png 1WeaponsPortal.png 3Coin.png 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 confusd) to invert their movement. The confusion effect lasts for four beats.
Red Lich.png
Red Lich
Cam.png Small Heart.pngSmall Heart.png 1.5WeaponsPortal.png 3Coin.png
Black Lich.png
Black Lich
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 3Coin.png
Warlock.png
Warlock
Cam.png Small Heart.png 1.5WeaponsPortal.png 2Coin.png When defeated with a weapon, exchanges the contents of its space and the player's.
Neon Warlock.png
Neon Warlock
Cam.png Small Heart.pngSmall Heart.png 2WeaponsPortal.png 3Coin.png
Harpy.png
Harpy
Cam.png Small Heart.png 1.5WeaponsPortal.png 2Coin.png Can move up to three tiles cardinally every second beat, pursuing the player. Can leap over other monsters, but not wall tiles.
Spider.png
Spider
Cam.png Small Heart.png 1WeaponsPortal.png 3Coin.png 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.png
Ooze Golem
Cam.png 5Small Heart.png 2.5WeaponsPortal.png 9Coin.png Can move cardinally every fourth beat, pursuing the player. Can dig through walls with 2Tool shovel.png. Creates ooze on the tile the player was occupying prior to attacking.

Amplified dlc.png Can only create ooze once, effectively turning into a regular Zone 2 golem in the process.

Orange Armadillo.png
Orange Armadillo
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 1.5WeaponsPortal.png 4Coin.png 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 2Tool shovel.png.
Pixie.png
Pixie
Cam.png Small Heart.png 2WeaponsPortal.png 0Coin.png 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 Consumables bomb.pngBomb.
Large-wings gargoyle
Gargoyle

(Large wings spread out)

Special 2WeaponsPortal.png(via collision) 0Coin.png 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.
Folded-wings gargoyle
Gargoyle

(Large wings held in close)

Small Heart.png 2WeaponsPortal.png 2Coin.png 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.
Tail-only gargoyle
Gargoyle

(Pointed tail, but no wings)

Special 2WeaponsPortal.png 0Coin.png 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.
Tail and tiny wings gargoyle
Gargoyle

(Pointed tail and small wings)

Special 2WeaponsPortal.png 0Coin.png Counter-attacking mine. Does nothing on its own. When attacked with anything, it immediately explodes.
Tiny-wings gargoyle
Gargoyle

(Small wings, but no tail)

Special 2WeaponsPortal.png(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.

Amplified dlc.png Cannot be destroyed by piercing or phasing attacks of less than three damage.

Necrodancer gargoyle
Gargoyle

(Statue of the Necrodancer)

Special 2WeaponsPortal.png(via collision) 1 Item.

Monster Guide Health Attack Drop Movement Pattern
Zombie2.png
Electric Zombie
Cam.png Small Heart.png .5WeaponsPortal.png 1Coin.png 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.png
Water Ball
Cam.png Small Heart.png 0WeaponsPortal.png 1Coin.png 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.
Devil1.png
Devil
Cam.png Small Heart.png 1WeaponsPortal.png 3Coin.png 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.
Devil2.png
Green Devil
Cam.png Small Heart.pngSmall Heart.png 2WeaponsPortal.png 5Coin.png
Orc1.png
Orc
Cam.png Small Heart.png .5WeaponsPortal.png 2Coin.png 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.
Orc2.png
Red Orc
Cam.png Small Heart.pngSmall Heart.png 1WeaponsPortal.png 3Coin.png
Orc3.png
Purple Orc
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 1.5WeaponsPortal.png 4Coin.png
Lightning mage1.png
Purple Electric Mage
Cam.png Small Heart.png .5WeaponsPortal.png 2Coin.png 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).
Lightning mage2.png
Red Electric Mage
Cam.png Small Heart.pngSmall Heart.png 1.5WeaponsPortal.png 3Coin.png
Lightning mage3.png
Gold Electric Mage
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 4Coin.png
Skull1.png
White Skull
Cam.png Small Heart.png .5WeaponsPortal.png 0Coin.png
(2Coin.pngx3 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.

Skull2.png
Yellow Skull
Cam.png Small Heart.png 1WeaponsPortal.png 0Coin.png
(3Coin.pngx3 for spawning skeletons)
Skull3.png
Black Skull
Cam.png Small Heart.png 2WeaponsPortal.png 0Coin.png
(4Coin.pngx3 for spawning skeletons)
Evil eye1.png
Green Evil Eye
Cam.png Small Heart.png .5WeaponsPortal.png 3Coin.png 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 it's path and strikes terrain it hits with 2Tool shovel.png. Loses sight of player after dash.
Evil eye2.png
Pink Evil Eye
Cam.png Small Heart.pngSmall Heart.png 1WeaponsPortal.png 5Coin.png
Gorgon.png
Green Gorgon
Cam.png Small Heart.png 0WeaponsPortal.png 2Coin.png 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 multiplier. 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; it's 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.png
Gold Gorgon
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 0WeaponsPortal.png Special
Cursed wraith.png
Cursed Wraith
Cam.png Small Heart.png Special 3Coin.png 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
Trapchest.png
Chest Mimic
Cam.png Small Heart.png 1WeaponsPortal.png 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.

Trapchest locked.png
Locked Chest Mimic
Cam.png Small Heart.png 1.5WeaponsPortal.png 1 Random Item
Trapchest white.png
White Chest Mimic
Cam.png Small Heart.png 1.5WeaponsPortal.png 1 Random Item
Bat green.png
Green Bat
Cam.png Small Heart.png 1.5WeaponsPortal.png 20Coin.png Can move in any cardinally or diagonally every beat.
Extremely rare; only has a 0.25% chance to spawn in a run.[2]
Fakewall2.png
Shop Wall Mimic Amplified dlc.png
Cam.png Small Heart.png 1WeaponsPortal.png Special 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.png
Crate Mimic Amplified dlc.png
Cam.png Small Heart.png 1WeaponsPortal.png 1Consumables bomb.pngBomb 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.png
Barrel Mimic Amplified dlc.png
Cam.png Small Heart.png 1WeaponsPortal.png 1Consumables bomb.pngBomb
Shrine mimic.png
Shrine Mimic Amplified dlc.png
Cam.png Small Heart.png 1WeaponsPortal.png 1 Rare Random Item
Slime purple.png
Purple Slime Amplified dlc.png
Cam.png Small Heart.png 1.5WeaponsPortal.png 2Coin.png 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
Bat miniboss yellow.png
Direbat
Cam.png Small Heart.pngSmall Heart.png 1.5WeaponsPortal.png 10Coin.png 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.

Bat miniboss.png
Gray Direbat
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 15Coin.png
Minotaur.png
Minotaur
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 10Coin.png Can move cardinally every beat, pursuing the player. Can dig through walls with 2Tool shovel.png and pursue from far away. Upon spotting the player in a direct line, it will charge straight forward. Dig strength increases to 3Tool shovel.png 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.

Minotaur2.png
Gray Minotaur
Cam.png 5Small Heart.png 2.5WeaponsPortal.png 15Coin.png
Green dragon.gif
Green Dragon
Cam.png 4Small Heart.png 2WeaponsPortal.png 15Coin.png Can move cardinally every second beat, pursuing the player. Can dig through walls with 4Tool shovel.png and pursue from far away. Stomps loudly. Can appear on first and second levels, starting with 1-1.
Red dragon-0.gif
Red Dragon
Cam.png 6Small Heart.png 3WeaponsPortal.png (2.5WeaponsPortal.png for fireball) 20Coin.png Can move cardinally every second beat (resets after fireball), pursuing the player from far away. Stomps loudly. Can dig through walls with 4Tool shovel.png. Charges up a fireball (similar to Spell fireball.pngFireball spell) anytime player is directly horizontal and not within melee attack range that it releases on the next beat. 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.
Dragon blue.png
Blue Dragon
Cam.png 6Small Heart.png 3WeaponsPortal.png 20Coin.png Can move cardinally every second beat (resets after freeze breath), pursuing the player from far away. Stomps loudly. Can dig through walls with 4Tool shovel.png. 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 Spell freeze enemies.pngFreeze 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.png
Earth Dragon Amplified dlc.png
Cam.png 8Small Heart.png 3WeaponsPortal.png 20Coin.png Can move cardinally every second beat, pursuing the player. Can dig through walls with 4Tool shovel.png and pursue from far away. Stomps loudly. Spawns catacomb walls (similar to Spell earth.pngEarth) behind the player on first hit. Appears in Zone 5, starting with 5-1.
Nightmare.png
Nightmare
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 10Coin.png Can move cardinally every second beat, pursuing the player. Can dig through walls with 4Tool shovel.png. 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.

Nightmare2.png
Blood Nightmare
Cam.png 5Small Heart.png 2.5WeaponsPortal.png 15Coin.png
Banshee.png
Banshee
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 10Coin.png 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.

Banshee2.png
Green Banshee
Cam.png 4Small Heart.png 3WeaponsPortal.png 15Coin.png
Mommy.png
The Mommy
Cam.png 6Small Heart.png 2WeaponsPortal.png 15Coin.png 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.png
Ogre
Cam.png 5Small Heart.png 2.5WeaponsPortal.png 15Coin.png Can move cardinally every fourth beat, pursuing the player. Its club attack has a range of three tiles. Appears starting in zone 4. While pursuing, it can dig through walls with 2Tool shovel.png. While attacking, its club will destroy walls with 4Tool shovel.png. The club attacks will do 5 damage to other monsters, and will destroy crates, barrels, and urns in a single strike.
Metrognome.png
Metrognome Amplified dlc.png
Cam.png Small Heart.pngSmall Heart.pngSmall Heart.png 2WeaponsPortal.png 10Coin.png 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.

Metrognome2.png
Green Metrognome Amplified dlc.png
Cam.png 5Small Heart.png 2.5WeaponsPortal.png 15Coin.png

King conga.png
Zombie snake.png
King Conga You are faced with 2 conga lines of Zombies. Watch out for the rhythm or you will anger the King!
Death metal.png
Death Metal You are fighting Death Metal at a fast pace. It is guarded by 4 enemies and has 4 phases.
Deep blue.png
Deep Blues You are faced with an entire chessboard of enemies. Defeat the King to win.
Coral Riff.png
Coral Riff You are fighting Coral Riff in a water-filled arena. Defeat the tentacles, then take down the Octoboss!
Fortissimole.png
FortissiMole Amplified dlc.png You are fighting a rap star while he gives a concert.
Dead Ringer.png
Dead Ringer You are fighting against Dead Ringer and a multitude of minibosses (Cadence only).
The Necrodancer.png
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 dragon.png
Golden Lute You are fighting the Golden Lute as Aria.
Steinway.gif
Frankensteinway Amplified dlc.png You are fighting Frankensteinway as Nocturna.
The Conductor.png
The Conductor Amplified dlc.png You are fighting The Conductor as Nocturna.

Monster Guide Health Attack Drop Movement Pattern
Leprechaun.png
Leprechaun
4Small Heart.png

(5Small Heart.png for Eli)

Charm lucky.png
Charm of Luck

100Coin.png (0Coin.png for Monk and Coda)

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-0.gif
Shopkeeper
9Small Heart.png 10WeaponsPortal.png Head crown of greed.png
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.
Shopkeeper ghost.png
Ghost Shopkeeper
Small Heart.png 5WeaponsPortal.png 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.
Shopkeeper monstrous.png
Monstrous Shopkeeper
5Small Heart.png 2.5WeaponsPortal.png 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.
Shopkeeper2.png
Blood Shopkeeper
8Small Heart.png 10WeaponsPortal.png Blood drum.png
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.
Shopkeeper3.png
Glass Shopkeeper
8Small Heart.png 10WeaponsPortal.png Head glass jaw.png
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.
Shopkeeper4.png
Health Shopkeeper
Small Heart.png Charm gluttony.png
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.

Npc pawnbroker.png
Pawnbroker
6Small Heart.png 10WeaponsPortal.png Misc coupon.png
Coupon

Coin.png
100 * Groove Chain multiplier Gold

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.
Npc transmogrifier.png
Transmogrifier
5Small Heart.png 10WeaponsPortal.png Scroll transmute.png
Scroll of Transmute
Can move cardinally or diagonally every beat, pursuing the player. Transmogrification tiles will not work if the shopkeeper is dead.
Npc conjurer.png
Conjurer
Small Heart.png Bag holding.png
Bag of Holding
Conjuring tiles will not work if the shopkeeper is dead.
Dungeon master.PNG
Dungeon Master
10Small Heart.png Coin.png
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.)
Shrineseller.gif

Shrine Seller
Small Heart.png Nothing Upon killing with either a ranged weapon or a bomb Green, Red and Blue dragon spawn inside the room sealing the exit till they are killed (Also happens if shrines are destroyed).
Undead elf.png
Undead Elf
Official christmas mod only. Replaces White Skeletons.
Undead santa.png
Undead Santa
Official christmas mod only. Replaces all dragons.

Monster Health Attack Drop Movement Pattern
Cauldron ice.png
Ice Cauldron
Small Heart.png 0WeaponsPortal.png 0Coin.png Passive. Leaves a patch of ice when destroyed. Drops 1Coin.png when playing as Monk.
Cauldron ice mimic.png
Ice Cauldron Mimic
Small Heart.png 1WeaponsPortal.png 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.
Leaves a patch of ice when destroyed.

Slime black.png
Black Slime Amplified dlc.png
Small Heart.png 1.5WeaponsPortal.png Can move every beat, jumping in a parallelogram shape: right > down-left > left > up-right.
White black.png
White Slime Amplified dlc.png
Small Heart.png 1.5WeaponsPortal.png Can move every beat, jumping in a big square shape: right > right > down > down > left > left > up > up.
Skeleton crystal.png
Crystal Skeleton Amplified dlc.png
Small Heart.png 1WeaponsPortal.png Can move cardinally every second beat, pursuing the player. Spawns Crystal Shards on death.
Crystal shards.png
Crystal Shards Amplified dlc.png
n/a .5WeaponsPortal.png 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.
Armoredskeleton crystal.png
Crystal Armored Skeleton Amplified dlc.png
Small Heart.png 1WeaponsPortal.png 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.

Skeletonknight crystal.png
Crystal Skeleton Knight Amplified dlc.png
Small Heart.png 2WeaponsPortal.png Can move cardinally every beat. Becomes a Crystal Armored Skeleton when hit.
Skull Crystal.pngSkull Crystal Fanmade.png
Crystal Skull Amplified dlc.png
Small Heart.png .5WeaponsPortal.png 0Coin.png(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.png
Tar Ball Amplified dlc.png
Small Heart.png 0WeaponsPortal.png 1Coin.png 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.

References

  1. This is not a typo. The Green Slime's damage value is set to fifty (50).
  2. https://twitter.com/NecroDancerGame/status/512247548178743296
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