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1[[WMG:[[center:''VideoGame/DontStarve'' [[Characters/DontStarve Character Index]]\
2[-[[Characters/DontStarvePlayableCharacters Playable Characters]] | [[Characters/DontStarveAllies Allies]] | '''Monsters and Hostile Mobs''' | [[Characters/DontStarveNeutralAndPassiveMobs Neutral and Passive Mobs]] | [[Characters/DontStarveBossesAndGiants Bosses and Giants]] | [[Characters/DontStarveOtherCharacters Other Characters]] -]]]]]
3
4This character sheet is about the various hostile mobs found in ''VideoGame/DontStarve''.
5
6[[foldercontrol]]
7
8[[AC:Introduced in the base game]]
9
10[[folder:Spider]]
11
12[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/spider_ds.png]]
13
14->'''Wilson:''' ''"I hate spiders."''
15
16Hostile creatures that live in spider dens. They stay inside during the day unless the player walks into their territory. They come out at night. The dens evolve over time if left alone. Spiders can be killed for their silk or healing glands. They are neutral to Webber and can even be befriended by him.
17----
18* AchillesHeel: When taking on a nest, it can be fairly dangerous with multiple spiders attacking you at once. However, they're small enough to be caught by traps, which can easily, cheaply and safely kill them.
19* AlliterativeName: The '''D'''angling '''D'''epth '''D'''wellers.
20* BigCreepyCrawlies: These spiders are around half the player size.
21* CuteMonster: They're certainly cute as even the more monstrous looking spider variants like the Cave Spiders and Spitters all have a cute cowering animation when exposed to light and purr when asleep. If a spider is pacified by Webber, they'll all have big happy smiles on their faces. They're also one of the only hostile mobs available as plushies in the official store, together with the Deerclops.
22* DishingOutDirt: Shattered Spiders have the ability to create spikes on the ground to attack enemies.
23* EliteMook: The Spider Warriors and Dangling Depth Dwellers, who are only different from regular Spiders by having slightly more HP, immunity to being stun-locked, and having a leap attack.
24* FrozenFace: They keep their mouth wide open all the time. Except when they sleep or are eating.
25* GiantSpider: Around half the player's size.
26* TheGoomba: One of the most common type of enemy.
27* HeelFaceTurn: With Webber's Den Decorating Set, any spider den decorated with it will turn all spiders in the den neutral to other players. Their expression also change from a frown to a smile.
28* TheMedic: Nurse Spiders create webs that heal Spiders (including Webber) in an area of effect.
29* PoisonousPerson: The Spider Warriors can poison the player in ''Shipwrecked''.
30* RedEyesTakeWarning: Dangling Depth Dwellers, Cave Spiders and Spitters all have red eyes and are stronger than regular spiders.
31* UndergroundMonkey: Cave Spiders, Dangling Depth Dwellers, and Spitters are variants of the normal spider that only live underground. ''Don't Starve Together'' also introduced Shattered Spiders, who live in the Lunar Isles, and Nurse Spiders, who are birthed by the [[KingMook Spider Queen]].
32* ZergRush: They're barely a threat to a player individually as any attack will stun-lock them to death. Their real strength however lies in their numbers. A whole den of angered spiders can release 6-9 spiders at once, which is not to be underestimated. Add additional spiders that are roaming outside helping out, along with the stronger spider variants in the mix and they can easily kill any player even if they're fully armored.
33----
34[[/folder]]
35
36[[folder:Merm]]
37[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/merm.png]]
38[[caption-width-right:143:''"Blut gloppy Glurtsu!"'']]
39
40->'''Woodie:''' ''"What foul sea did that crawl out of?"''
41
42Strange vegetarian, fish-like humanoid creatures that are usually found in Marshes. They act hostile to anyone approaching their houses or attacking them. Wurt can not only befriend them, but can also convince them to help the other survivors.
43----
44* ArchEnemy: You can find Merm heads near Pig houses, and Pig heads near Merm houses, implying that they hate each other.
45* DecapitationPresentation: Merm villages are usually decorated with Pig heads impaled on sticks. Likewise, Pigs will display Merm heads on sticks around their own villages.
46* EliteMook: The Loyal Merm Guards, only available from Wurt via her Merm Flort-ifications. They're slightly stronger than Merms when they have a king but become weaker than regular Merms when they don't have a king.
47* EvilCounterpart: They are this to the Pigs. Acting similar minus the friendliness to the player and are also enemies with the formers.
48* FishPeople: They resemble hulking, upright, vaguely humanoid fish. They even drop fish when killed.
49* GoodCounterpart: ''Shipwrecked'' introduced the Fishermerm, which does not attack the player and instead runs from them. They also catch Tropical Fish from Tidal Pools, which the player can collect, meaning that they help you save on fishing rod durability.
50* HeelFaceTurn: After that Wurt befriends the survivors and improves their living conditions in ''Don't Starve Together''. Of course this applies in game only if someone is playing as Wurt to create and keep alive a Merm King, whose presence causes all the Merms to become neutral to the player characters. It's also downplayed in that the other survivors still won't be able to hire Merms as followers other than by Wurt even after the King of the Merms is present... unless they're wearing a [[PaperThinDisguise Clever Disguise]] to fool the Merms into thinking that they're also Mermfolk.
51* ShoutOut: Appear to be this to Creator/HPLovecraft's Deep Ones, as they are found in run-down houses just like them.
52* SpeakingSimlish: They appear to have their own language, as shown in their dialogue. Oddly they'll also speak in some English as well, especially if they've been befriended by a player.
53* ViralTransformation: Merms are made by people being stricken by the plague of the Gnaw and being transformed into one. [[spoiler:The same fate can fall on the player too, if they fail on their quest in The Gorge.]]
54* XenophobicHerbivore: Downplayed. Merms are vegetarians just like the Bunnymen, but they don't hate meat-eaters because of their eating habits like the Bunnymen do. They just hate the Pigmen, and they attack all the other creatures just because they are extremely protective of their territory.
55----
56[[/folder]]
57
58[[folder:Hound]]
59[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/hound_2.png]]
60
61->'''Webber:''' ''"That's an angry puppy!"''
62
63Wolf-like creatures that frequently appear to attack the player in packs that grow in number. They can also be found in the desert, living around mounds of bones. During Winter, blue Hounds will freeze their surroundings on death, while in Summer red Hounds will explode into flames when they die. They drop monster meat and occasionally hound teeth.
64----
65* AnIcePerson: The Blue Hound will freeze anyone nearby when killed.
66* FireKeepsItDead: On the Lunar Island, burning a Hound’s corpse will make sure it doesn’t get back up as a Horror Hound.
67* HellHound: A monstrous, highly aggressive dog-like monster. Wickerbottom even notes they smell like sulfur.
68* HellIsThatNoise: One of the main signs the hounds will come to attack will be the sounds of their demonic barks, which sound like a steamtrain about to leave the station in the distance, or if the characters comment on it.
69->'''Wilson:''' "Did you hear that?"
70* NoSell: The Red Hound is immune to any fire-based attacks, while the Blue Hound cannot be frozen by the Ice Staff. The Red Hound can technically be frozen but requires the player to land so many hits that it isn't usually worth trying.
71* OurZombiesAreDifferent: When a Hound dies on the Lunar Island there is a chance for it to revive as a Horror Hound.
72* PaletteSwap: Red hounds appear in the summer, and blue ones in the winter.
73* PlayingWithFire: When a Red Hound dies, it bursts into flame.
74----
75[[/folder]]
76
77[[folder:Frog]]
78[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/frogger_ds.png]]
79
80-> '''Walani:''' ''"Keep your tongue to yourself, bucko."''
81
82Frogs that live in ponds. They will attack the player with their tongue, pulling items out of their inventory and dropping them on the ground. They can be killed for their edible legs. Spring occasionally has Frog Rain.
83----
84* BanditMook: They can knock items out of a player's inventory.
85* DiurnalNocturnalAnimal: Even though they go outside at night in real life, they are only seen in the day in ''Don't Starve''.
86* MultipurposeTongue: Their very long tongues are also their main weapons, and they wield them like whips when attacking enemies.
87* RainOfSomethingUnusual: There is a possibility of a Frog Rain, when frogs will drop from the sky during heavy rainfalls.
88----
89[[/folder]]
90
91[[folder:Lureplant]]
92[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/lureplant_ds.png]]
93
94->'''Woodie:''' ''"Is that meat?"''
95
96A huge meat bulb that lures prey by hanging leafy meat. It is surrounded by eyeplants, which attack anyone approaching and then devoures them. Once the bulb is killed, the eyeplants disappear and any undigested meat is dropped.
97----
98* ExtremeOmnivore: It will eat any item and digest it, with the exception of items that only spawn once such as the Eye Bone or Lucy the Axe.
99* FacelessEye: The Eyeplants. They're giant, disembodied eyeballs sprouting from the ground, with nothing around them save for a few leaves at their base. They don't ''appear'' to have mouths, but when something comes near them the eye splits down the middle into two sets of jagged protrusions in order to bite it.
100* HelpfulMook:
101** The Eyeplants can harvest saplings and grass tuffts should they spawn near them, making them a useful tool for farming should you know how to position them.
102** Neutralizing the Eyeplants by planting the Fleshy Bulbs over turf they can't spawn on makes harvesting the leafy meat a breeze, turning them into a helpful food source.
103* ManEatingPlant: It generates a shank of "leafy meat" as a lure to draw creatures close to it. When something gets close enough, the eyeplants that it generates will attack it and attempt to consume and digest whatever their prey is carrying.
104* MookMaker: It makes small eyeplants around itself as long as its lure is intact.
105* StationaryBoss: A lureplant cannot move nor attack on its own, relying on its summoned eyeplants to attack for it.
106----
107[[/folder]]
108
109[[folder:Mosquito]]
110
111->'''Wheeler:''' ''"You don't deserve to fly."''
112
113Flying creatures that suck blood. Found near ponds.
114----
115* ActionBomb: They can explode if they suck too much blood.
116* EliteMook: The poisonous mosquitoes in ''Shipwrecked''.
117----
118[[/folder]]
119
120[[folder:Tentacle]]
121[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/tentacle_ds.png]]
122
123-> '''Maxwell:''' ''"I'm glad the rest of it is still down there."''
124
125Large tentacles that can be found in marshes and the underground. They are hidden in the ground and only come out to attack anything approaching them. Tentacles will often engage in fights with spiders and merms, so the player can just pick up the loot left after a fight if they're careful. They can drop tentacle spots and tentacle spikes, which make for good weapons.
126----
127* AttackOfTheMonsterAppendage: It's implied they are part of something larger, but what that might be is never seen. All you can see when you go underground is a bigger part of the tentacle.
128* BizarreAlienReproduction: According to somes dialogues, their spots are actually their reproductive organs.
129* CombatTentacles: Their entire visible body is a giant, aggressive tentacle. If there's anything else to them, it isn't seen.
130* EldritchAbomination: Giant tentacles covered in spikes. They seems to reproduce between each other, which implies that the full body is a giant mess of tentacles without a face.
131----
132[[/folder]]
133
134[[folder:Clockwork Monsters]]
135-> '''Webber:''' ''"You don't play by the chess rules grandpa taught me."''
136
137Clockwork machines appearing in Chesslands. There are three types: the knight, who simply attacks by jumping, headbutting and kiting; the bishop, who shoots electric orbs from a distance, and the rook, who is large and ram into the player and destroy everything in its way. They can also be found protecting the Wooden Thing.
138----
139* ChessMotifs: They are based on the Rook, Bishop and Knight pieces.
140* EliteMooks: Some of the stronger opponents the player will face.
141* MechaMooks: The only robotic enemies in the game.
142* MetalSlime: They're hard to find on the surface, as their spawn areas are small and subject to RNG. It can take days if you're unlucky to encounter one, since their gears go into some important crafts, like the Icebox. It's averted with their Damaged Variants, though, who are everywhere in the Ruins.
143* MookDepletion: They're one of the few mobs with no ways of respawning, at least on the surface. Underground, the Damaged Clockworks can be brought back after fighting the Ancient Fuelweaver.
144* UndergroundMonkey: Damage variants of the Clockworks exist in the Ruins in great numbers. They have the same attack and behaviour patterns, with the main difference being their drops.
145----
146!!Clockwork Knight
147[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/clockwork_ds.png]]
148
149->'''Woodie:''' ''"Maxwell's own mounted police."''
150
151An automaton based on the "knight" piece that serves as the most basic chess enemy.
152----
153* ArmlessBiped: Two legs, zero arms.
154* MechanicalHorse: One based on the "knight" chess piece, so it only has two legs.
155----
156!!Clockwork Rook
157[[quoteright:194:https://static.tvtropes.org/pmwiki/pub/images/clockwork_rook.png]]
158->'''Wendy:''' ''"A rook? Or is it a castle?"''
159
160An automaton based on the "rook" pieces that is considerably stronger and tougher than the Knight.
161----
162* HelpfulMook: The Rook's charge can be used to knock down trees and break boulders, as well as deal with enemies.
163* HoistByHisOwnPetard: You can trick the Rook into slamming into other Chess monsters, killing them.
164* SmashMook: Has a very simple-minded AI that can easily be tricked into hurting other enemies or chopping down trees for you.
165----
166!!Clockwork Bishop
167[[quoteright:127:https://static.tvtropes.org/pmwiki/pub/images/clockwork_bishop.png]]
168->'''Maxwell:''' ''"I'm especially proud of that piece."''
169----
170* ArmlessBiped: Even more humanoid than the Knight, yet it also lacks arms.
171* LongRangeFighter: Unlike the other pieces, it doesn't need to get close to the player to inflict serious damage.
172* ShockAndAwe: The Bishop can fire electricity from its head.
173[[/folder]]
174
175[[folder:[=MacTusk=] n' Son]]
176
177[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/mactusk.png]]
178
179->'''Wortox:''' ''His horns are on the wrong way!"''
180
181A walrus hunter and his son, accompanied by two Blue Hounds. They only appear during winter.
182----
183* CowardlyMooks: [=MacTusk=] will avoid the player as much as possible, firing away with his blowdart.
184* LongRangeFighter: [=MacTusk=] only uses a blowdart in combat. He's much easier to fight if the player can get into melee range somehow.
185* ManInAKilt: [=MacTusk=] is apparently Scottish, and such wears a kilt.
186* ViolentGlaswegian: [=MacTusk=] is implied to be Scottish, what with his name and dress, and is quite aggressive towards the survivors.
187* WeUsedToBeFriends: [=MacTusk=] and Maxwell used to know each other, and the latter is audibly angry when the former doesn't recognize him when attacking.
188----
189[[/folder]]
190
191[[folder:Krampus]]
192[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/krampus_7.png]]
193
194->'''Wortox:''' ''"Heh heh. No hard feelings?"''
195
196A monster (actually race of monsters) who appears when the player has been 'too naughty' by killing innocent creatures such as rabbits, Tallbirds or Glommer. He steals items from the player and flies away with them in his bag. One of them used to be friends with Wortox, until they had a falling out that led to Wortox accidentally absorbing Krampus' soul.
197----
198* AmbiguouslyEvil: He appears to punish the player for killing too many innocent critters, suggesting that he's on the side of good. However, he also fights alongside Klaus, and in the ''Possessions'' short he stole from the survivors unprovoked and tried to kidnap a baby Beefalo.
199* BanditMook: He will steal anything near your base, including chests and backpacks.
200* DeathIsCheap: Assuming the Krampus in game is the same one in ''Possessions'', he seems to have recovered very well from having his soul absorbed.
201* EvilFormerFriend: One particular Krampus was one to Wortox until the latter refused to go along with the former's plan to capture a Beefalo calf.
202* HawaiianShirtedTourist: He wears a Hawaiian shirt in ''Shipwrecked''.
203* HellishPupils: Used to have slit pupils before his redesign, which gave him none at all.
204* HellIsThatNoise: Before he appears, he makes a creepy hissing noise every time you kill an innocent creature, getting steadily louder as the counter goes up.
205* {{Hypocrite}}: Punishes the player for killing innocent creatures, but was willing to steal a baby Beefalo from its mother [[ItAmusedMe just for his own amusement]].
206* ItAmusedMe: Seems to be his motivation behind stealing things from the survivors, at least in ''Possessions''.
207* KarmaMeter: Every time you kill an innocent mob, it adds up, unless you take a break.
208* AKindOfOne: The ''Possessions'' short refers to Krampus as an individual, but multiple Krampii can appear at once in-game. Wortox's compendium entry clears things up by showing that Krampus is indeed a species, with the one he was friends being just a particular individual.
209* TheKrampus: The classic hooved goat-demon that hunts down people who commit wicked deeds -- which in this case means killing innocent creatures -- to punish them -- which in this case means stealing their stuff.
210* LoopholeAbuse: Using traps or setting enemies on fire will not alert Krampus, as the trap or fire is considered the killing blow. (Fire is the less useful of the two, because it also turns the items dropped into ashes and, if applicable, cooked meat.) Also, the player can get around racking up naughtiness points for killing Pigs or Bunnymen by leading them into hopeless battles or making them attack their kin.
211* PermanentlyMissableContent: He normally won't steal things that can only be found once per world, like the Things or the Eye Bone, but if they're in a backpack, he can steal the backpack. If you fail to kill him before he escapes, you'll never get those items again.
212* RareRandomDrop: When killed, he has a 1% chance to drop the very useful Krampus Sack.
213* SignatureScent: A few characters mention that the Krampus Sack smells of goat.
214* {{Unishment}}: Krampus is meant to punish the player for being 'naughty', but most players see Krampus spawning as a good thing because he has a chance to drop the best backpack item in the game.
215* YellowEyesOfSneakiness: He originally had yellow eyes with slit pupils before his redesign, and he still does in ''Possessions''.
216----
217[[/folder]]
218
219[[folder:Ewecus]]
220[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ewecus.png]]
221
222->'''Wortox:''' ''"Ptoo to you too!"''
223
224An aggressive sheep that may be encountered instead of a Koalefant when tracking Suspicious Dirt Piles.
225----
226* BewareTheSillyOnes: It's just plain ''goofy'' looking but don't be fooled. It's hostile, packs a punch, and encountering this in place of a Koalefant is very dangerous.
227* {{Gonk}}: Deliberately designed to be an ugly looking creature.
228-->'''Willow:''' I don't like your face!
229* LoopholeAbuse: Getting hit by their spit attack when riding a Beefalo won't stun the player, making them useful when trying to hunt it solo without followers.
230* {{Portmanteau}}: Its name is combination of ewe (a female sheep) and mucus.
231* SuperSpit: One of its attacks involves hacking phlegm at the player. Players caught in the phlegm are left immobile, which leaves them vulnerable to the Ewecus' melee attacks.
232----
233[[/folder]]
234
235[[folder:Batilisk]]
236
237->'''Woodie:''' ''Who taught that rat to fly?"''
238
239A bat-like hostile creature that dwells in caves and produces guano. It also surfaces through opened sinkholes. It drops its wings, which can be used for crafting weapons.
240----
241* BatOutOfHell: A vicious, inherently aggressive beast resembling a monstrous bat with prominent fangs and glowing red eyes.
242* FragileSpeedster: It's very fast, but has low hp.
243* PunnyName: Bat + Basilisk.
244* RedEyesTakeWarning: The eyes of this vicious predator are a solid, pupil-less red.
245----
246[[/folder]]
247
248[[folder:Depths Worm]]
249[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/depths_worm.png]]
250
251->'''Wigfrid:''' ''"A snake beast fröm the depths!"''
252
253A giant worm that periodically attacks underground, acting as the cave counterpart to hounds. They follow the player from below and only come out to attack, briefly making themselves vulnerable in the process.
254----
255* BigCreepyCrawlies: They are gigantic monstrous worms.
256-> '''Webber:''' ''"Creepy crawly!"''
257* BossInMooksClothing: One of the most difficult enemies to defeat, with 900 hp and 75 damage.
258* FastTunnelling: Their digging works more like swimming than anything else. They burst from the ground and dive back in like fish jumping in and out of water, without leaving any tunnel -- or even just disturbed dirt -- behind them as they move through the soil.
259* LuringInPrey: The basis of their hunting strategy. They usually lurk beneath the ground, with only their stalked, luminescent lure visible in the darkness of the caves. When someone comes along to investigate, the Depths Worm bursts from the ground and attacks.
260* SandWorm: Huge, massive evil worms that burrow underground, breaching like sharks to devour prey walking on the surface.
261* SchmuckBait: If you see a glowing blue berry sprouting from the ground in the Caves, don't try to pick it. It will give you a useful Glow Berry... after you defeat the massive, aggressive predator using it as a lure.
262----
263[[/folder]]
264
265[[folder:Splumonkey]]
266[[quoteright:147:https://static.tvtropes.org/pmwiki/pub/images/splumonkey.png]]
267
268->'''Winona:''' ''"No monkeying around on the job."''
269
270Strange monkeys that live underground in the Ruins. They're a considerable nuisance to players, as they'll stalk players, chuck manure at them, and steal items from their backpacks. During the nightmare phase of the Ruins, they'll turn into Shadow Splumonkeys and become hostile to everything.
271----
272* AxCrazy: When they turn into Shadow Splumonkeys, they turn hostile to everything in sight.
273* DarkIsEvil: They turn into a wispy black as Shadow Splumonkeys and drop beard hair when killed in this form. Oddly, they'll always drop Nightmare Fuel even if they haven't transformed into a Shadow Splumonkey.
274* DungFu: They'll chuck manure at their foes.
275* EvilCounterpart: To Prime Apes in ''Shipwrecked''. While Prime Apes can be befriended, Splumonkeys can't and will just live to annoy players to no end. They also won't obey Wilbur, as they don't recognize him as their king. And that's not even getting to when they transform into [[ManiacMonkeys Shadow Splumonkeys]].
276* ManiacMonkeys: The Shadow Splumonkeys. They drop the mischief and poop-throwing like they usually do and just go straight to trying to kill instead.
277* MischiefMakingMonkey: Encountered them in the Ruins? Congratulations, you're now they're living target for poop throwing and having your stuff robbed.
278* ZergRush: When they turn into Shadow Splumonkeys, they have a very large aggro radius so this usually results in Splumonkeys quite a few distances away all trying to rush the player. You do not want to be stuck in the middle of a Splumonkey village during the nightmare phase.
279----
280[[/folder]]
281
282[[folder:Slurper]]
283[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/slurper_ds.png]]
284
285->'''Maxwell:''' ''"Simple creatures. They exist only to sleep and feed."''
286
287Creatures that live in the deep ruins below. They will try to jump onto the player's head, and then drain hunger. They can be captured and used to makes a Belt of Hunger.
288----
289* CartoonCreature: It's not really clear ''what'' they're supposed to be. They're best described as a rolling ball of fur with a face.
290* FaceHugger: They attack by latching on the head of the player. They can be removed by right-clicking to unequip them like a hat, although they'll just try to jump back onto your head after a short pause.
291* HelpfulMook: They produce light, which can help keep the darkness at bay.
292* LifeDrain: An interesting variation of it. When attached to a player, they'll drain their hunger stat instead until they're satiated. Played straight when a player's hunger stat is zero, or if it attaches to another mob like Bunnymen where it will start draining their HP instead.
293----
294[[/folder]]
295
296[[folder:Shadow Creatures]]
297
298[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/crawling_horror.png]]
299
300->'''Maxwell:''' ''"I don't know what they want. They... they just watch."''
301
302Hallucinations that slowly appear as sanity decreases, until they start attacking the player. They can also appear in the Ruins during Nightmare Cycles. The hostile ones include the Terrorbeak, the Crawling Horror, and the sea-exclusive Swimming Horror. They drop nightmare fuel upon death.
303----
304* TheDarknessGazesBack: The Eyes, a type of shadow creature that manifests as nothing more than glowing eyes in the darkness. They start out small and round, becoming larger, more pointed, more numerous and more menacing as a player's Sanity drops.
305* EldritchAbomination: All of them are strange monsters that apparently are drawn to insanity. They also drain sanity with their very appearance.
306* FourFingeredHands: The Night Hand, a shadow creature that will attempt to put out your fires, takes the form a giant, disembodied hand with only four fingers.
307* LochNessMonster: The Swimming horror resembles most images of the monsters, and is only found in the water.
308* NonActionGuy: Of the Shadow Creatures, Mr. Skitts, the Eyes, the Shadow Watchers and the Resting Horror are the only passive ones, simply appearing around you as your sanity starts to dip into the low numbers. The Resting Horror itself exists solely for you to kill it in order to get a blueprint for making the ancient chairs it sleeps on.
309* UndergroundMonkey: Crawling Horrors and Terrorbeaks have variants that exist in the caves called Crawling Nightmares and Nightmarebeaks. They're identical in most every way to the ones spawned by the player, with the main difference being that they spawn out of fissures and nightmare lights, and therefore don't need the player to be at low sanity to attack them. They also don't restore sanity when killed.
310* VillainTeleportation: They will teleport away when attacked.
311* VoluntaryShapeshifting: The Terrorclaws in ''Don't Starve Together'' aren't just alternate versions of the land bound shadow creatures that spawn at sea, they're actual Terrorbeaks shapeshifted into a different form. If you leave or enter a boat while they're chasing you, you can see them transform into the other form to resume their chase.
312* WasOnceAMan: [[spoiler:In ''Don't Starve Together'' and the Metheus puzzles, the Shadow Creatures are heavily implied to once have been the Ancient Civilization that once ruled in the Constant.]]
313* YourMindMakesItReal: They become increasingly more visible as your sanity gets lower, until they eventually become fully solid and can attack you.
314* ZergRush: A real problem in the ruins during the peak of the Nightmare Cycle, where so many nightmare fissures and lights are opened that they leave a ton of shadow creatures roaming around all at once.
315----
316[[/folder]]
317
318[[AC:Introduced in ''Reign of Giants'']]
319
320[[folder:Poison Birchnut Tree]]
321
322[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/poison_birchnut_tree.png]]
323
324->'''Wolfgang:''' ''"Is big and angry tree."''
325
326Aggressive, purple-leaved and semi-mobile tree monsters that spawn when birchnut trees are cut down. Unlike the otherwise fairly similar treeguards, they are rooted to their spots, and rely on the small mobile birchnutters they can spawn for ranged defense and attack.
327----
328* CombatTentacles: They can use their roots as this, making them burst out of the ground to attack players. It's the only way they can directly attack players, and relies on them being within fairly close range of the tree.
329* GaiasVengeance: They're birchnut trees that transform and attack in response to players cutting down too many of their kind. You will need to plant new saplings to replace the trees you cut to get them to calm down.
330* HeelFaceTurn: Planting birchnuts has a chance of pacifying them, and there's a chance they will calm down on their own after a day or more has passed.
331* MookMaker: They spawn waves of birchnutters, small mobile plant creatures, to defend themselves and to attack players beyond their own limited reach.
332* TakingYouWithMe: If you burn down a poison birchnut tree, it will spawn a final wave of birchnutters to attack you.
333* WhenTreesAttack: They start out as normal trees until you start chopping down their kin, at which point they transform, come to animate life and start vigorously trying to return the favor by attacking you with their mobile roots and hordes of small, mobile plant creatures they spawn themselves.
334----
335[[/folder]]
336
337[[folder:Varg]]
338[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/varg.png]]
339
340->'''Wigfrid:''' ''"Be that yöu, Fenrir?"''
341
342A large, wolf-like creature that can sometimes be accidentally encountered when looking for the Koalephant by examining foot prints. It can summon Hounds to help it in battle.
343----
344* CanisMajor: Definitely. Even standing on all fours, a Varg is twice as tall as a player.
345* EnemySummoner: It will howl to summon a pair of Hounds, Blue Hounds or Red Hounds, which will then fight you alongside the Varg. Unless you can kill it very quickly or keep it frozen with an ice staff, it'll probably do that more times during the fight.
346* HellHound: Between their highly vicious natures, their solid red eyes and their overall monstrous appearances, they have far more in common with this trope (the Hunter variation, specifically) than with anything like a real canid.
347* KingMook: To Hounds. It's a giant and stronger variation on the same theme of monstrous hounds or wolves, and it can summon the smaller canids to aid it in battle.
348* SavageWolves: Monstrous, highly dangerous, gigantic wolf-like monsters that you most certainly don't want to run into if you don't have to. Their name is outright the Swedish word for "wolf", and literally means "killer" or "murderer".
349----
350[[/folder]]
351
352[[AC:Introduced in ''Shipwrecked'']]
353
354[[folder:Sea Hound]]
355
356[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/seahound_ds.png]]
357
358->'''Wendy:''' ''"Terror of the sea!"''
359
360Shark-like creatures that used to periodically attack the player in the ''Shipwrecked'' if they were out at sea prior to the Home Sea Home update. While Crocodogs take their place in periodic attacks they still appear when meat based foods drop onto the ocean.
361----
362* DemotedToExtra: They were the ''Shipwrecked'' answer to Hound attacks when the player was out at sea but this role has since been given to the more amphibious Crocodogs. They can still be encountered in-game, albeit very rarely.
363* NonIndicativeName: In spite of being called hounds, they resemble small sharks more.
364* ThreateningShark: As their design would suggest.
365----
366[[/folder]]
367
368[[folder:Crocodog]]
369
370[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/crocodog_ds.png]]
371
372->'''Wagstaff:''' ''"A barking reptile?! I must examine it closer!"''
373
374Hostile crocodiles that periodically attack the player as a pack in the world of ''Shipwrecked'', with more of them coming each time. They serve as a replacement to hounds. Unlike the sea hounds, they can actually attack on land.
375----
376* AllAnimalsAreDogs: Meant to be crocodiles, but true to their name, they also bark and whine like dogs.
377* MakingASplash: Blue Crocodogs can create puddles on land, potentially flooding structures and spawning posinous mosquitos from them.
378* NeverSmileAtACrocodile: Crocodiles that attack anything in sight.
379* NoSell: Being poisonous creatures, Yellow Crocodogs cannot be poisoned themselves.
380* PoisonousPerson: Yellow Crocodogs can poison with their attacks.
381----
382[[/folder]]
383
384[[folder:Snake]]
385
386[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/snake_5.png]]
387
388->'''Wigfrid:''' ''"Never trust thöse whö slither."''
389
390Small, weak creatures that slither in the jungle, emerge from viney bushes, or chopped jungle trees. While they can be dispatched with a few swings of the basic machete, beware of the yellow Poison Snake.
391----
392* EliteMook: The venomous yellow variant, but poison aside, it's only as strong as the normal red snake.
393* TheGoomba: Generally the weakest and most common enemy found in the ''Shipwrecked'' DLC.
394----
395[[/folder]]
396
397[[folder:Stink Ray]]
398
399->'''Wheeler:''' ''"Swell. The most horrible parts of skunks and sting-rays put together."''
400
401Flying skunk/sting ray creatures that hide underwater, emerging only when the player is nearby. Keep your distance or they'll spray you with their toxic fumes.
402----
403* AirborneMook: Is able to fly in the air, something neither skunks nor sting rays are capable of doing.
404* {{Gasshole}}: They attack by farting poison gas at their enemies, complete with flatulent noises.
405* MixAndMatchCritters: Half sting ray, half skunk, all venomous.
406* NoSell: Their poison gas attack can be completely nullified by wearing a Particulate Purifier or Gas Mask, essentially rendering them harmless as that's the only attack they have in their disposal.
407* {{Portmanteau}}: Stink + sting ray = Stinkray.
408----
409[[/folder]]
410
411[[folder:Swordfish]]
412
413[[quoteright:269:https://static.tvtropes.org/pmwiki/pub/images/waswordfish.png]]
414
415->'''Wilba:''' ''"PUT UP THY SWORD."''
416
417Agressive swordfish that only spawn in certain areas of the ocean. A very impressive cutlass can be crafted from its body.
418----
419* PunBasedCreature: A swordfish like the real-world animal, except that it ''literally'' has a sword for a face.
420----
421[[/folder]]
422
423[[folder:White Whale]]
424[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/white_whale.png]]
425
426->'''Woodlegs:''' ''"Now ye arr a devil fit ta claim ol' Woodlegs!"''
427
428A hostile whale that can be encountered by investigating Suspicious Bubbles.
429----
430* AlbinosAreFreaks: Unlike the Blue Whale, it is naturally hostile and will attack the player without being provoked. Some of the characters comment that it is filled with hatred, and Warly and Woodlegs outright call it a devil.
431* EvilCounterpart: To its passive cousin, the Blue Whale.
432* MobySchtick: A clear reference to ''Literature/MobyDick'', complete with a harpoon sticking out of it.
433* WorthyOpponent: Woodlegs sees the whale as this, likely as a nod to Captain Ahab.
434----
435[[/folder]]
436
437[[folder:Dragoon]]
438[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/dragoon_6.png]]
439
440->'''Webber:''' ''"It's a trailblazer!"''
441
442Strange creatures that are a mix between a dragon and a muscled beach-goer. They live by the volcano and are hostile to everything in their sight. When the volcano erupts during Dry Season, their eggs are launched and any that remain intact will hatch into a Dragoon if left alone.
443
444----
445* BeatStillMyHeart: They have a chance of dropping their intact beating heart as part of their OrganDrops. It is a key ingredient in making [[IncendiaryExponent Obsidian equipment]] and can also be used to refuel Moggles for some reason.
446* FragileSpeedster: It's surprisingly fast when it runs but it's prone to being stun-locked when attacked, making it an easy kill if you do get to land some hits on it.
447* GoodOldFisticuffs: Though they can use fire, they attack solely by punching stuff.
448* JerkJock: They're designed to be a stereotypical bodybuilder and their lairs are littered with weights and gym equipment.
449* PlayingWithFire: They spit fire and leave a trail of flames when running.
450----
451[[/folder]]
452
453[[AC:Introduced in ''Hamlet'']]
454
455[[folder:Vampire Bat]]
456[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/vampirebat_ds.png]]
457
458->'''Wilson:''' ''"I'd prefer to keep all of my blood"''
459
460Aggressive bats that periodically attack the player in larger swarms each time. They replace the hounds in ''Hamlet''. They can also be found in cave clefts, and drop wings and 'Pigskin?'.
461----
462* BatOutOfHell: Even though their name implies that they are just regular vampire bats, they're a bit TOO aggressive and monstrous for that.
463* NonindicativeName: Amusingly enough, the skin they dropped is called "Pigskin?" with several characters remarking how unusual it is for the skin to have come from a bat. In addition Pigskin? can be used in place of regular Pigskin when crafting items that call for it.
464----
465[[/folder]]
466
467[[folder:Snaptooth]]
468[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/snaptooth_flytrap.png]]
469
470->'''Wendy:''' ''"Consume me and be done with it."''
471
472Carnivorous plants that grow in the jungles of the world of ''Hamlet''. The Flytrap is a big stationary plant that spawns Seedlings.
473----
474* ManEatingPlant: They will automatically aggro any nearby mobs and players, barring Wormwood if he isn't carrying any meat. In addition they'll eat any meat items left on the ground, with Seedlings growing in stages for each meat item they eat until they grow into Flytraps.
475* MookMaker: Snaptooth Flytraps reproduce by creating Seedlings around them.
476* StationaryBoss: Flytraps cannot move from their position but will attack anyone within range of them.
477----
478[[/folder]]
479
480[[folder:Mant]]
481[[quoteright:101:https://static.tvtropes.org/pmwiki/pub/images/mant.png]]
482[[caption-width-right:101:''"CHR'IK TIVIK"'']]
483
484->'''WX-78:''' ''"ERROR: INSECT/HUMAN HYBRIDS DO NOT COMPUTE"''
485
486Ant-like humanoids found in the world of ''Hamlet''. They live in the Mant Hills and are aggressive to all outsiders. Players disguised as Mants can befriend them and turn them into followers. There are also Mant Warriors, who are more powerful and defend the queen. They speak their own language, which is incomprehensible without the Pherostone.
487----
488* DecapitationPresentation: Like Merms, the outside of the Mant Hills are usually decorated with the decapitated heads of Pigs.
489* EliteMook: The Mant Warriors, who are more powerful than the regular Mants. They're also not fooled by the Mant disguises and will attack on sight. During the Aporkalypse, all Mants become Mant Warriors.
490* {{Expy}}: To Merms, who they share roles as a xenophobic race that are at war with Pigfolk.
491* InsectoidAliens: Comes across as an advanced race of ants.
492* WhyDidItHaveToBeSnakes: If the drones spot the player wielding a magnifying glass, they'll all panic and run away from the player.
493* YouAreNumberSix: They have randomly generated names, though the names are usually just comprised of "Drone" or "Warrior" followed by a random six digit number.
494----
495[[/folder]]
496
497[[folder:Thunderbird]]
498[[quoteright:120:https://static.tvtropes.org/pmwiki/pub/images/thunderbird.png]]
499
500->'''Wigfrid:''' ''"This bird calls upön the mighty Thör!"''
501
502Birds that live in the Painted Desert biome. Approaching one will cause it to call several lightning strikes at the player.
503----
504* AbnormalLimbRotationRange: They'll rotate their heads 360 degrees while stationary and watching the player.
505* GlassCannon: It attacks with powerful lightning strikes but otherwise only has a measly 50 Hit Points.
506* HelpfulMook: If playing as WX-78, the lightning strikes they do can be used to attain [[SuperMode System Overload]] easily and heal WX-78. [[NecessaryDrawback Of course it's not without its drawbacks]]; triggering System Overload also damages WX-78's sanity by 33 points and since they shoot 3 lightning bolts at once, they'll drain their sanity by 99 points, which is nearly all of their sanity when not upgraded. And if it's the Aporkalypse, Thunderbirds will do 10 lightning bolts in one strike which will instantly drain WX-78's sanity straight to zero even if fully upgraded.
507* ShockAndAwe: A bird that somehow has the ability to call lightning strikes.
508* {{Thunderbird}}: Though unlike the usual portrayal, Thunderbirds here are flightless, owl-like, and rather small.
509----
510[[/folder]]
511
512[[AC:Introduced in ''Don't Starve Together'']]
513
514[[folder:Cookie Cutters]]
515
516->'''Woodie:''' ''"That thing's hankering for a bite of my boat!"''
517Crustaceans that hang around the salt formations at sea, with a particular taste for making holes in your boats.
518----
519* ZergRush: They come in large numbers, though usually spread apart enough that you can aggro only a few at a time. Woe betide the poor sods who alert the whole pod to come after their boats, though.
520[[/folder]]
521
522[[folder:Rockjaw]]
523Hostile sharks of the sea, who make big leaps into players boats in order to chomp down on seafarers.
524----
525* BossInMookClothing: It's a painfully persistent shark that is vulnerable for very little time and nigh impossible to outrun (outsail?).
526* ShoutOut: Whenever a Rockjaw is near, you can hear a music cue that sounds a lot like the ''Film/{{Jaws}}'' theme.
527* ThreateningShark: They're hostile to whatever catches their attention.
528[[/folder]]
529
530[[folder:Ancient Sentrypede]]
531
532-> '''WX-78:''' ''"ANCIENT INSECTOID AUTOMATON"''
533
534Ancient machines found in the Ancient Archives. They're inactive, at first, but once the Archives are re-activated, they come back to life and attack any intruders in sight.
535----
536* InvincibleMinorMinion: They never leave the archives, and that is the only place you will ever find them. They're also unkillable, as knocking them down to zero health simply causes them to collapse into a husk that can be revived later. They can be kept dead so long as their HP is kept below a certain threshold, but they'll eventually regenerate to a point where they can be re-activated.
537
538[[/folder]]
539
540[[folder:Powder Monkeys]]
541-> '''Wilson''': ''"Don't you dare monkey around with my boat!"''
542A band of pirate monkeys accidentally summoned into the Constant by Wagstaff. They roam the seas around the Moon Quay island, looking for hapless survivors to pillage and plunder of their belongings.
543----
544* BanditMook: Powder Monkeys can knock items out of your inventory and steal it for themselves, stashing them away in a hidden stash somewhere in the overworld. This is actually a trait inherent to their Cutlasses, as you can do the same if you acquire one.
545* GodGuise: An unintentional case, but they seem to have taken to worshiping Wagstaff in some way. The Moon Quay island is designed in a way to resemble his face, and their pods resemble the machine used to generate the Unnatural Portal.
546* TreasureMap: Defeating the Prime Mate during a pirate raid will net you one of these. They work like back in ''Shipwrecked'', revealing an "X Marks the Spot" somewhere on the mainland. Finding it can net you several goodies, including all of the loot they may have stolen from you.
547[[/folder]]
548
549[[folder:Deadly Brightshade]]
550[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/deadly_brightshade_7.png]]
551->'''Wurt:''' ''"Hey, it not sharing! Wicker-lady say we have to share!"''
552Plants possessed by the Brightshade Gestalts that emerge from Lunar Rifts, attacking anything near them with their tunneling vines. They drop Brightshade Husks that are necessary for crafting the Brightshade equipment.
553----
554* CombatTentacles: Their main attack is to send a tunneling vine after you to slap you around. Knocking it out will stun the Deadly Brightshade and leave it vulnerable.
555* DemonicPossession: Plants posessed by Brightshade Gestalts. They will form around any plant or crop you've planted and keep them imprisoned until you kill it.
556* ShieldedCoreBoss: You can't attack the main body until the tunneling vine is destroyed.
557* TheSpiny: If you try to attack them without knocking out their tunneling vines, they'll retaliate by puffing out spikes that knock you back a fair distance.
558[[/folder]]
559
560[[folder:Ink Blights]]
561[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/shriek_2.png]]
562 [[caption-width-right:1000:Shriek]]
563[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/rasp.png]]
564 [[caption-width-right:1000:Rasp]]
565[[quoteright:796:https://static.tvtropes.org/pmwiki/pub/images/jitters.png]]
566 [[caption-width-right:796:Jitters]]
567A trio of Shadow Creatures that spawn from Nightmare Fissures plugged with Dreadstone Outcrops. Shriek flies and fires projectiles, Rasp tries to devour you, and Jitters jumps around. They drop the Dark Tatters and Pure Horror necessary to craft the Void Gear from the Shadowcraft Plinth.
568----
569* AmbiguouslyRelated: They wear and drop the same Dark Tatters as the Ancient Herald from ''Hamlet'', implying they're related to each other in some way.
570* BigThinShortTrio: Rasp is Big, Jitters is Thin, and Shriek is Short.
571* CombatTentacles: Rasp has two giant tentacle arms it attacks with if you're close.
572* EatenAlive: Rasp will sometimes try and lunge at the player to devour them. Getting caught is essentialy a death sentence, even with armors as the planar damage it deals can pierce through it.
573* FighterMageThief: Each slots nicely into an archetype:
574** Rasp is the Fighter, the bulkiest Ink Blight and capable of dealing the most damage if it gets to eat you.
575** Shriek is the Mage, the squishiest Ink Blight who attacks by fiering several projectiles at you at a distance.
576** Jitters is the Thief, being in between Rasp and Shriek in terms of health, and being capable of covering ground quickly with its rolling.
577* GlassCannon: This applies to all three of them, even with their Planar Entity Protection reducing the damage dealt to them, having a combined 3,000 health between them. They make up for it by dealing a lot of damage thanks to their Planar attributes.
578* GivenNameReveal: At first, all of them are simply referred to as Ink Blights, but any character who specs into the Shadow Affinity branch of their skill trees will be able to read their names.
579* InTheHood: Shriek wears its Dark Tatters this way.
580* MultipleHeadCase: Jitters has a face on both ends of its body, with a hand sticking out each head, and both being separated by its Dark Tatter scarf.
581* NoOntologicalInertia: Defeating them without mining the Dreadstone Outcrop will cause it to disappear.
582* WingsDoNothing: Wilson and Wickerbottom note that Shriek's wings are just for show, at most helping it with propulsion. It flies under its own power.

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