Snake
Patrols its ledge and charges the moment it spots you.
- HP
- 2
- DMG
- 1
- SPD
- 40
Forty-three creatures stalk the depths of Twin Wyrms. With the release of Update v1.5.0 (Bestiary Wave 3), twenty new lore-grounded denizens have arrived from the four severed realms, the Siphon, and the Living Dungeon. From elusive shades that snatch your iron keys to void entities that invert gravity itself — learn their tells and weaknesses before the descent.
The Hollow Thief steals your carried keys and flees across rooms until tackled, while the Rune-Scribe Wraith inscribes clockwork detonation seals on stone floors.
The Tincture Ooze devours dungeon potions to grow in size and speed, and the Frost-Glass Thrall strains against starlight chains to lunge across cavern floors.
The Fold-Warden inverts local gravity to send heroes walking along ceilings, while the elusive Loom-Moth weaves threads to swap positions in mid-air.
The ancient brick labyrinth above, haunted by the vanguard of Aethel-Gard and ruled by the Fire Dragon.
Patrols its ledge and charges the moment it spots you.
A stationary sentry that hurls spears down the corridor.
Looses arcing arrows, collapses to bones, and revives unless struck again.
Weak to Voidbind
A frontal shield eats your spells — flank it, or break it open.
Sits perfectly still as a treasure chest until you reach for the loot.
A fast pack lunger that sprints, crouches, and dash-bites — hunts in pairs.
A dormant statue until you step close — then it wakes into slow, heavy melee.
Weak to Iceshard
A kiting caster: lobs aimed fire and backpedals until a wall stops it.
A dormant ceiling ambusher — hangs still until spotted, then wakes and homing dive-bombs.
Weak to Voidbind
Phases between tangible and intangible — hit it only in its solid window.
Patrols high corridors and hurls arcing javelins. Javelins that strike vertical walls embed as temporary climbable ledges.
Stalks in near-invisibility until it snatches carried or floor keys, fleeing into darkness across rooms until intercepted with a physical tackle.
Weak to Fireball
A blood parasite of the Siphon that crouches and leaps onto you, latching on to drain vitality over time until shaken loose by jumping repeatedly.
Weak to Iceshard
A smouldering pit born of demonic siege fire that continuously spawns leaping ash-hoppers until quenched cold.
Weak to Fireball
A floating scholar of the scriptorium that drifts through stone halls, inscribing three delayed-detonation arcane floor sigils beneath you.
A stationary shrine guardian sweeping a wide amber searchlight cone. Spotting you unleashes a blinding flash bolt and alerts the entire room.
Weak to Voidbind
Living dungeon masonry disguised as stone wall. Inhales with crushing vacuum force to drag you straight into its razor-sharp granite bite.
Weak to Fireball
Kites at range while chanting sacred litanies, bestowing protective runic shields upon nearby monsters that absorb incoming spell projectiles.
Weak to Voidbind
Tears open dual spatial rifts across the chamber, firing void bolts into one tear that emerge instantaneously from the other to strike your flank.
Weak to Fireball
Lurks concealed within rustling briar bushes, projecting creeping root lines across the floor that snare you in place until flushed out with fire.
The frozen deep below the Abyss, where drifting planar horrors lurk beneath the Ice Dragon's rime.
Weak to Iceshard
Teleports to your blind side and swipes, then blinks away again.
Weak to Fireball
A slow, drifting phantom of cold that floats through the dark.
Patrols the ceiling and fires webs to slow you — drops to the floor when cornered.
Weak to Stoneshape
Hangs as a harmless-looking stalactite, then drops straight onto your head.
Weak to Fireball
Rooted in place, puffing damaging spore clouds — and a bigger one when hurt.
Curls into an armored ball and charges in a straight line until it crashes.
Weak to Fireball
Splits into two faster slimelings on death — unless fire incinerates it first.
Erratic, zig-zagging flyers that swoop in clusters of two or three.
A camouflaged ambusher whose glowing lure reads as loot — then bites hard.
Weak to Iceshard
Its shell deflects everything; the core only vents for a moment between slams.
Chained to a grounded anchor stake by starlight links. Lunges explosively when you approach and periodically drags its iron anchor forward.
Weak to Fireball
Shielded in an impenetrable crystalline frost aura while wailing, coating the cavern floor in treacherous frictionless ice slicks.
Weak to Iceshard
An alchemical slime that slithers toward room potions and devours them to heal, grow in scale, and gain move speed. Drops every eaten potion on death.
Deflects frontal spells with a mirror guard, thrusting with a rapier up close and retaliating with a reflected copy of the last spell you cast.
Weak to Fireball
An elemental cold vortex that hovers overhead and unleashes bilateral gale corridors, pushing you backward and deflecting all spell projectiles.
Weak to Fireball
Ejects aerodynamic homing seed pods into cavern updrafts that steer toward you and sprout persistent, damaging prickle bramble fields on the floor.
Weak to Stoneshape
Burrows beneath cavern ice, pursuing you as a surface ripple before violently erupting in an icy explosion. Forcing it up with Stoneshape leaves it dazed.
Weak to Voidbind
Flutters out of phase, perching on stone ledges before casting silk tethers to forcibly swap physical positions with you across the room.
Weak to Iceshard
Submerged in stone water pools with only bubble motes giving it away. Surfaces to discharge an obscuring ink cloud before lunging for a heavy bite.
Weak to Voidbind
An ethereal rift entity that channels vertical warp corridors, inverting the dungeon's gravity field to send you walking upside down along the ceiling.
The ancient guardians that stand between your descent and the Gates of Infinity.
Weak to Iceshard
Guardian of Layer 1. Sleeps on its central platform until provoked, approached for parley, or bypassed via smoke stealth. Awakened combat triggers the subterranean Volcano, shattering arena platform tiles.
Weak to Voidbind
A fixed cavern horror that lobs arcing water orbs across the lake. Reached via the lake currents traversal screen or bypassed when currents steer to the Dwarven Sanctuary.
Weak to Fireball
The final guardian of Layer 2. Resting in the frozen deep. Resolve through multi-phase combat against frost whirlwinds, quiet stealth above brittle ice floors, or answering the lore riddles to reach the Gates of Infinity.