Skip to main content
Twin Wyrms
[ MENU ]

Bestiary

v1.5.0 Expanded Edition

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.

What's New in v1.5.0 · Bestiary Wave 3
19 → 39 Basic Monsters (Base 11 → 21)

Key Snatchers & Sigils

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.

Potion Gluttons & Chains

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.

Gravity Fields & Swaps

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.

Sunken Vaults — Layer 1

20 Creatures

The ancient brick labyrinth above, haunted by the vanguard of Aethel-Gard and ruled by the Fire Dragon.

Snake

Patrols its ledge and charges the moment it spots you.

HP
2
DMG
1
SPD
40

Guard

A stationary sentry that hurls spears down the corridor.

HP
3
DMG
1
SPD
30

Skeleton Archer

Looses arcing arrows, collapses to bones, and revives unless struck again.

HP
2
DMG
1
SPD
35

Shield Knight

Extended

Weak to Voidbind

A frontal shield eats your spells — flank it, or break it open.

HP
5
DMG
2
SPD
25

Mimic Chest

Sits perfectly still as a treasure chest until you reach for the loot.

HP
4
DMG
2
SPD
—

Crypt Hound

A fast pack lunger that sprints, crouches, and dash-bites — hunts in pairs.

HP
2
DMG
1
SPD
70

Animated Armor

Extended

A dormant statue until you step close — then it wakes into slow, heavy melee.

HP
6
DMG
2
SPD
22

Flame Cultist

Extended

Weak to Iceshard

A kiting caster: lobs aimed fire and backpedals until a wall stops it.

HP
2
DMG
1
SPD
45

Gargoyle

A dormant ceiling ambusher — hangs still until spotted, then wakes and homing dive-bombs.

HP
3
DMG
2
SPD
90

Wailing Specter

Extended

Weak to Voidbind

Phases between tangible and intangible — hit it only in its solid window.

HP
3
DMG
1
SPD
30

Vanguard Javelineer

v1.5.0

Patrols high corridors and hurls arcing javelins. Javelins that strike vertical walls embed as temporary climbable ledges.

HP
3
DMG
1
SPD
30

Hollow Thief

v1.5.0

Stalks in near-invisibility until it snatches carried or floor keys, fleeing into darkness across rooms until intercepted with a physical tackle.

HP
2
DMG
0
SPD
45

Marrow Tick

v1.5.0

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.

HP
1
DMG
1
SPD
40

Ash-Spawn Nest

v1.5.0

Weak to Iceshard

A smouldering pit born of demonic siege fire that continuously spawns leaping ash-hoppers until quenched cold.

HP
4
DMG
0
SPD
—

Rune-Scribe Wraith

v1.5.0

Weak to Fireball

A floating scholar of the scriptorium that drifts through stone halls, inscribing three delayed-detonation arcane floor sigils beneath you.

HP
3
DMG
1
SPD
25

Lantern Sentinel

v1.5.0 Extended

A stationary shrine guardian sweeping a wide amber searchlight cone. Spotting you unleashes a blinding flash bolt and alerts the entire room.

HP
5
DMG
1
SPD
—

Vault Maw

v1.5.0 Extended

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.

HP
5
DMG
2
SPD
—

Hymnwarden

v1.5.0 Extended

Weak to Fireball

Kites at range while chanting sacred litanies, bestowing protective runic shields upon nearby monsters that absorb incoming spell projectiles.

HP
3
DMG
0
SPD
35

Riftcaller

v1.5.0 Extended

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.

HP
3
DMG
1
SPD
30

Rootsnare Dryadling

v1.5.0 Extended

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.

HP
3
DMG
0
SPD
40

Glacial Caverns — Layer 2

20 Creatures

The frozen deep below the Abyss, where drifting planar horrors lurk beneath the Ice Dragon's rime.

Displacer Beast

Weak to Iceshard

Teleports to your blind side and swipes, then blinks away again.

HP
3
DMG
1
SPD
—

Frostflake Wraith

Weak to Fireball

A slow, drifting phantom of cold that floats through the dark.

HP
2
DMG
1
SPD
20

Cave Lurker

Patrols the ceiling and fires webs to slow you — drops to the floor when cornered.

HP
2
DMG
1
SPD
50

Stalactite Lurker

Extended

Weak to Stoneshape

Hangs as a harmless-looking stalactite, then drops straight onto your head.

HP
3
DMG
2
SPD
—

Spore Mushroom

Weak to Fireball

Rooted in place, puffing damaging spore clouds — and a bigger one when hurt.

HP
3
DMG
1
SPD
—

Boulder Beetle

Extended

Curls into an armored ball and charges in a straight line until it crashes.

HP
4
DMG
2
SPD
30

Caustic Slime

Weak to Fireball

Splits into two faster slimelings on death — unless fire incinerates it first.

HP
3
DMG
1
SPD
35

Cave Bats

Erratic, zig-zagging flyers that swoop in clusters of two or three.

HP
1
DMG
1
SPD
90

Glow Angler

Extended

A camouflaged ambusher whose glowing lure reads as loot — then bites hard.

HP
4
DMG
3
SPD
—

Crystal Golem

Extended

Weak to Iceshard

Its shell deflects everything; the core only vents for a moment between slams.

HP
5
DMG
2
SPD
20

Frost-Glass Thrall

v1.5.0

Chained to a grounded anchor stake by starlight links. Lunges explosively when you approach and periodically drags its iron anchor forward.

HP
4
DMG
1
SPD
30

Rime Weeper

v1.5.0

Weak to Fireball

Shielded in an impenetrable crystalline frost aura while wailing, coating the cavern floor in treacherous frictionless ice slicks.

HP
3
DMG
1
SPD
15

Tincture Ooze

v1.5.0

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.

HP
3
DMG
1
SPD
25

Mirrorglass Duelist

v1.5.0

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.

HP
4
DMG
1
SPD
35

Downdraft Wisp

v1.5.0

Weak to Fireball

An elemental cold vortex that hovers overhead and unleashes bilateral gale corridors, pushing you backward and deflecting all spell projectiles.

HP
2
DMG
1
SPD
30

Thornseed Bloom

v1.5.0 Extended

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.

HP
3
DMG
1
SPD
—

Permafrost Borer

v1.5.0 Extended

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.

HP
3
DMG
2
SPD
45

Loom-Moth

v1.5.0 Extended

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.

HP
2
DMG
0
SPD
50

Krakenling

v1.5.0 Extended

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.

HP
3
DMG
2
SPD
—

Fold-Warden

v1.5.0 Extended

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.

HP
4
DMG
0
SPD
30

The ancient guardians that stand between your descent and the Gates of Infinity.

Fire Dragon

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.

HP
12
DMG
2
SPD
50

Kraken

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.

HP
10
DMG
2
SPD
—

Ice Dragon

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.

HP
12
DMG
2
SPD
50