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Click here for the main character index, here for the denizens of the Hamlet, and here for monsters introduced in the DLC.

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The Bosses and other Creatures

Brought into existence/turned into horrors by the Ancestor's meddling, these villains, monsters, and cannons lead and create the lesser monsters to do their bidding, making them the biggest threats to the Hamlet's safety.

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     The Brigand Bloodletter 
https://static.tvtropes.org/pmwiki/pub/images/375px_brigand_bloodletter.png
A huge bandit serving as a boss during the tutorial, he recurs later in the game as one of the more powerful members of the Brigand faction.
  • Badass Normal: Like all the Brigands, the Bloodletter has no supernatural powers, just size, gunpowder, and a mean streak.
  • Degraded Boss: This kind of enemy occasionally reappears as a regular enemy after the tutorial. At this point, you normally have a more powerful team.
  • Dented Iron: His bare chest is covered in scars.
  • Giant Mook: A huge brute of a man, he fills two spaces and looms over all the other Brigands and the players alike.
  • In the Hood: Wears a green hood, like his fellow bandits.
  • Large and in Charge: He is noticeably taller and larger than any other humans, to the point that he occupies two positions in the formation system.
  • No Range Like Point-Blank Range: Like the Highwayman, he carries a flintlock and sometimes uses it at point blank range.
  • Outside-Genre Foe: A heavily armed highway robber isn't high on the list of bosses one expects in a game about eldritch horrors and other supernatural beings.
  • A Taste of the Lash: Two of his attacks, Punishment and Rain of Whips. One is single-target, the other hits your whole party, and both inflict bleed.
  • Wake-Up Call Boss: He first appears in the second fight of the game, during the tutorial. Some of his attacks inflict bleeding effects. If unlucky or frankly unprepared for the game's challenges, you can outright lose the fight and be thrust into the town with no starting party members!
  • Walking Shirtless Scene: Wears nothing above his belt, except a hood on his head.

     The Hag 
"Twisted and maniacal, a slathering testament to the powers of corruption."
https://static.tvtropes.org/pmwiki/pub/images/the_hag.png
"She quaffed all manner of strange fungi, herbs and concoctions, intent on gaining some insight into the horror we both knew to be growing beneath us. The change in her was appalling..."
There was once a young woman who came to the Ancestor, offering him mastery of alchemy and medicine. However, the woman was prone to experimenting on herself, and said experiments twisted her into a cannibalistic monster. Disgusted, the Ancestor exiled her into the Weald, where she continues her experiments.
  • Arc Symbol: The antler crown she wears bears a similar resemblance to the stress symbol.
  • Crown of Horns: Her minions, the crones, are also fond of this trope.
  • Drop the Hammer: Her main attack, aside from the pot, is to smash the party with a giant meat tenderizer.
  • Evil Makes You Ugly: Played entirely straight. The Hag's constant experimenting turned her from an attractive young woman into a fat, hideous cannibal. The change was drastic and horrifying enough to gross out the Ancestor.
  • Fat Bastard: Not only is she a depraved cannibal, but she's also quite large. She takes up two spaces in the enemy formation.
  • I Am A Humanitarian: Her M.O. is to toss your heroes into her cooking pot and try and turn them into stew. One of her attacks is her tasting the stew while a hero boils inside, which will understandably stress a hero out, and the multiple turns she can take at once will stack it up fast.
  • Improbable Weapon User: Fights with a ladle, a meat tenderizer, and seasoning.
  • I Was Quite the Looker: According to the Ancestor, she was quite attractive when she was still human. Her hideous transformation was what drove him to exile her.
  • The Leader: Of the Fungal faction.
  • Mad Scientist: Much like the Ancestor, though her fields of expertise were botany, alchemy, and chemistry.
  • Mind Screw: How does a cook pot dodge an attack? As of the August 18, 2015 patch, the pot no longer dodges.
  • Nonstandard Game Over: Normally, the cook pot spits out its victim when they reach Death's Door. But if there's a character in the pot and the rest of the party is dead, the mission is lost — presumably because the Hag finishes cooking the last one.
  • Professor Guinea Pig: The Ancestor mentions that she had a penchant for self-experimentation, which is likely the cause of her current appearance and diet.
  • Puzzle Boss: Requires very careful planning and specific team composition for defeating her to be possible. In particular, teammates who can only attack the front ranks will have trouble pulling their weight.
  • Squick: Causes this in the characters by tasting her stew while one of the heroes is boiling in there.
  • Stewed Alive: A very non-comedic example. She does this to the heroes during the battle, and if you flee while someone's in the pot, they're dead.
  • Was Once a Man: The narration before the start of the mission to kill her mentions a comely young woman who constantly sought your dead relative's attention. It's heavily implied that this "young woman" is now the Hag you hunt.
  • Wicked Witch: Goes without saying. She's also a fan of throwing whatever character is in front of your party into her pot to cook them alive.

     The Brigand Cannon 
"A marvel of technology - an engine of destruction!"
https://static.tvtropes.org/pmwiki/pub/images/brigand_cannon.png
"These mercenaries brought with them a war machine of terrible implication."
When word of the Ancestor's experiments reached the ears of the locals, they became infuriated. In order to keep them in check, the Ancestor hired a band of brigands, who brought a great cannon of immense power along with them. Now that the Ancestor is dead, they continue to use it to terrorize the hamlet.
  • And Then What?: The brigands and their cannon were hired by the Ancestor to keep the increasingly restless townsfolk of his estate in line. What a heavily armed group of psychopaths might do after achieving that didn't interest him.
  • Badass Normal: An ordinary cannon, crewed and defended by ordinary men, and yet it's every bit the match of the other, more-occult horrors in terms of the danger it poses to the hamlet.
  • BFG: It's a gigantic cannon that can deal a lot of damage and stress to the party if it's allowed to fire. Make sure you kill the Brigand Lighter to prevent it from going off.
  • Bigger Stick: The most sophisticated piece of technology in the setting, it's a match for the various supernatural beings who serve as the other bosses.
  • Epic Fail: Sometimes, the cannon may misfire, causing it to deal no damage while giving stress relief to your party... and you too.
  • Flunky Boss: Constantly uses the move "Reinforcements!" to call brigands to its side.
  • Made of Iron: Literally and figuratively. In addition to the unique Ironwork enemy type, the Cannon has a huge protection stat and is immune to any type of Status Effect. It's perfectly possible for one of your weaker heroes to attack it and do literally nothing.
  • Mechanical Monster: Needs a Brigand Lighter alive in order to attack, but by itself is able to summon more if you've killed them.
  • Outside-Genre Foe: A colossal cannon crewed by outlaw mercenaries is a very different flavour of enemy from the witches, demons, undead, and other supernatural foes that comprise most of the other bosses in the game.
  • Psycho for Hire: The money's long since dried up, yet the Brigand Cannon crew continue to terrorise the region.
  • Secret Weapon: It served as one for the Brigands at first, being deployed when resistance from the townsfolk became too much for them.
  • Shoot the Mage First: If the Brigand Lighter is alive, it will allow the cannon to fire and deal heavy damage and stress damage to your entire team. Thus it needs to be killed each time it's spawned.
  • Squishy Wizard: The Brigand Lighter has low health and is very easy to take out, but let him live unstunned for a single turn and your entire party is in for a world of hurt.

     The Necromancer 
"Towering. Fierce. Terrible. Nightmare made material."
https://static.tvtropes.org/pmwiki/pub/images/the_necromancer.png
The Ancestor invited several scholars to study with him, only to murder them in their sleep. To show off his newfound powers, he had them brought back through necromancy, with their skills and knowledge intact to boot. This proved to be yet another of the Ancestor's grievous mistakes, as the undead sorcerers began raising the dead themselves of their own volition. The Necromancer now lurks within the ruins among their ever-growing army of corpses.
  • Achilles' Heel: A Crusader with an Unholy Slayer's Ring trinket is more or less all you need to trivialize the skeletons he summons at Apprentice difficulty and leave the rest of the party free to wail on him, and two will probably achieve a similar result even at harder difficulties. Four Crusaders are actually a pretty good method to kill him, though getting to him with such a party may be a bit awkward.
  • Arc Symbol: His robe's collar is identical to the stress symbol.
  • Black Speech: Hisses in a horrible, hoarse voice whenever he takes a hit or delivers one.
  • Chained by Fashion: The Necromancer has a giant steel collar around his neck, and his belt looks like chains wrapped around his waist.
  • Death of a Thousand Cuts: Most of his attacks are Area of Effects attacks, either hitting the two front characters, the two back characters, or all of the characters for significantly less damage. However, this is part of his strategy to slowly grind the party into dust, as he summons a minion every time he attacks.
  • Flunky Boss: Summons undead minions to support him with every blow, while shuffling back and forth between their ranks.
  • Gone Horribly Right: They are one of few, if not the only things, that the Ancestor managed to get right in his pursuit for the dark secrets of the world as he brought them back completely intact. Unfortunately, their resurrection came back to bite him later on.
  • Humanoid Abomination: Whatever he is, between the claws and hidden tentacles, he's definitely not human any more.
  • In the Hood: Has his face completely covered by one.
  • The Leader: Of the Undead faction.
  • Monster Progenitor: They are the source of all the unholy undead haunting the ruins and Hamlet in general.
  • Necromancer: Goes without saying.
  • Our Liches Are Different: While never refered to as one, they do fit the trope.
  • Was Once a Man: The Necromancer was one of the many scholars and visiting sorcerers that came to the estate at the Ancestor's invitation. He later killed them and raised them as the creatures they are now.

     The Prophet 
"The mad man hides there, behind the pews, spouting his mindless drivel."
https://static.tvtropes.org/pmwiki/pub/images/gibberingprophet.jpg
Once there was a man, a homeless lunatic who dwelt in the Hamlet, who decried the Ancestor as a harbinger of doom. Nothing the Ancestor did could stop this prophet, and all murder attempts failed as well. Drowning, poison, blades; seemingly nothing could kill the maddened prophet. So the Ancestor gave the man exactly what he wanted; he told him everything. Everything. The prophet's mind snapped, and he tore out his own eyes and fled into seclusion. He continues his apocalyptic ravings in the darkness of the Ruins, as the leader of the cultists there, and it is the task of your heroes to do what your ancestor could not — kill him.
  • Achilles' Heel: The Man-at-Arms guarding and shooting him with mark-benefiting attacks. The former will make his normally-fearsome rubble little more than an annoyance (aside from the instances when he decides to mark two heroes that aren't the Man-at-Arms at once...), and the Prophet is otherwise fairly simple to kill outside of being immovable way back in the last rank. To a lesser extent, put some stun resistance on the Man-at-Arms to limit him being stunned when you really don't want him to be (which is always) and bring a Plague Doctor or antivenom to deal with the other most threatening attack he provides — blighting everyone.
    • Another possibility is bringing at least one Occultist with Curse of Weakness, as the damage debuff will enormously reduce the danger posed by the collapsing rubble. Two occultists with a well-trained Curse can quickly destroy his offensive capability entirely.
  • Arc Symbol: The knives protruding out from his hunchback form the shape of the game's stress symbol; five spikes embedded through an arc.
  • Blind Seer: He clawed out his own eyes, but still receives visions. He also holds them in his hands while he fights.
  • Broken Smile: Possesses a rather deranged grin.
  • Cassandra Truth: Averted; he was a threat precisely because the people of the hamlet believed him. Only the Ancestor ignored his warnings.
  • Collapsing Ceiling Boss: One of his attacks causes two large blocks of stone to fall on the party from the Ruins' ceiling, dealing heavy damage to two heroes.
  • Crazy Homeless People: He wasn't the picture of mental health to begin with, and the Ancestor's Breaking Lecture broke him completely. Perhaps he had some contact with eldritch forces in the past...
  • Crosshair Aware: He marks two character positions with red light via one of his attacks. The following turn, rubble will drop on those positions for huge damage. And getting someone tough to take the hit will either damage your formation or take up their turn to set up their guard skill.
  • Eye Scream: Tore his own eyes out during his revelation.
  • Fallen Hero Antagonist: He repeatedly risked death to warn the Ancestor against his excavations. He was then exposed to the portal, went insane, tore his own eyes out, and began serving the horrors beyond the portal, which is where you come in...
  • Go Mad from the Revelation: How the Ancestor finally disposed of him — he showed him the excavations, "The Thing", and told him everything he planned. The prophet promptly tore his eyes out and ran away, screaming and blind. Now he is the leader of the cultists, seeking only to hasten the end.
  • Implacable Man: The ancestor tried to murder him multiple times, and each time he miraculously survived. He still carries the stocks and knives in his back as taunting mementos.
  • Implausible Deniability: The Ancestor, even in death, claims his warnings are 'mindless dribble'. Despite the fact the Prophet was one hundred percent right and the evidence is...well, the entire plot of the game.
  • The Leader: Of the Cultist faction.
  • Monster Progenitor: The source and spearhead for the unholy cult which stalks the surroundings of Hamlet in search for sacrifices.
  • Puzzle Boss: Relatively straightforward, as bosses go... but protected by three ranks of tough wooden pews. They're worth a lot of money chopped up, and doing so exposes him to your melee heavy hitters... but it also causes your party to be subject to the collapsing ceiling for that much longer.
  • Rasputinian Death: He was locked in the stocks to die of thirst or exposure, plunged into icy waters to drown or freeze, and in a final act of exasperation, the Ancestor repeatedly stabbed him in the back with several different knives. Each time the Prophet returned, and even now he clings to a twisted facsimile of life in death.
  • Stock Punishment: Is restrained this way, although his left arm is free to hold his eyes in his hand.
  • The Undead: He's marked as an Unholy enemy, so either he's undead or being kept alive by dark magic. Notably, the cultists he leads are all still marked as Human.
  • The Unintelligible: Makes gurgling sounds when he attacks or as he gets hit.
  • Wisdom from the Gutter: He quite accurately predicted what the Ancestor's digging would lead to despite being, by all appearances, just a random homeless person.
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     The Swine King 
"It is a travesty, a lumbering mountain of hatred...and rage."
https://static.tvtropes.org/pmwiki/pub/images/the_swine_king_and_wilbur.png
"The great thing I had managed to bring through was brutish... and stupid."
The Ancestor attempted to summon beings from the "outer spheres," with his initial attempts failing. He decided to try using pigs as vessels, resulting in the creation of the swinefolk. He eventually managed to summon a particularly powerful entity, and the pig it possessed grew to a gargantuan size. While the entity was indeed powerful, it was also brutish and stupid. The Ancestor moved the resulting abomination into the Warrens, where it now rules over the swine due to being larger and stronger than the rest of them.

     The Formless Flesh 
"Squirming, contorting, and ever expanding, this horror must be unmade!"
https://static.tvtropes.org/pmwiki/pub/images/the_flesh.png
"A mountainous mass of misshapen flesh, fusing itself together in the darkness..."
The Ancestor eventually got tired of his disastrous attempts at demonic summoning, with his most successful creation being the uselessly stupid and ravenous Swine King. He was left with the problem of a massive amount of demon-possessed pig flesh that couldn't easily be disposed of. The Ancestor found the solution to this problem once his excavations broke into a vast, ancient system of tunnels and aqueducts. He poured the nightmarish, shape-shifting flesh into the Warrens, and promptly forgot about it as it mutated together into increasingly-hideous and deadly forms.
  • Achilles' Heel: The Formless Flesh's forms are nigh impossible to debuff or stun effectively with them constantly shifting, have powerful attacks that can inflict bleed or blight, and are usually highly resilient to damage; aside from that, it can heal itself. But because it is mechanically treated as four separate enemies that share one health bar, multi-target attacks are particularly effective against it, and multi-target Damage Over Time attacks supremely effective. Special mention goes to the Houndmaster's Hound's Harry ability, which can potentially plop a bleed on every segment of the flesh at once every turn.
  • A.I. Roulette: How it transforms is entirely random, so what you're fighting shifts to something with different resistances each turn. It's by no means certain it will generate a weak spot. At the same time, it has been known to put a given component in a position where it cannot actually attack.
  • Ass Kicks You: One of its body parts is the backside of a hog... with multiple tentacles sticking out of it.
  • Attack Its Weak Point: It is possible to harm the flesh at any point, but all but one of its spots are armored and will absorb some of the damage thrown at it, with many being armored quite heavily. The only nonarmored point is the gigantic heart-shaped lumps that it uses to heal and regenerate, so it's advisable to attack these whenever they show up.
  • Barrier Change Boss: Its four different parts shift into different forms randomly, each of which have different resistances to different statuses. Only one "form" has no protection, however.
  • Body Horror: No shit. Even the Ancestor tells you it is more horrible than he can describe when you begin the mission to kill it.
  • Combat Tentacles: The main form of attack from its rear end.
  • Eldritch Abomination: A beast with a pig's head, multiple eyes, a spine jutting out from its back, and a body composed of a single large tentacle. Sometimes. Sometimes it's one, none, or all of those things. Clue's in the name.
  • Shared Life Meter: It's technically made of four enemies, with a single life meter for the whole thing.
  • Standard Status Effects: All of the Flesh's attacks inflict either Bleed, Blight, or stun.
  • Transformation Horror: Spread across the whole of the enemy formation, it is a many-mouthed pile of diseased, mutant pig-flesh that shapeshifts every round so that something different but equally abhorrent is in each rank. It's actually even worse to look at than that sounds.

     The Siren 
"The aquatic devils have remade the poor girl in their image. She is their queen, and their slave."
https://static.tvtropes.org/pmwiki/pub/images/the_siren.png
"Hideous matriarch, vile queen of the aphotic depths..."
Before he went fully off the deep end, a young village lass had a crush on the Ancestor, and followed him everywhere he went. While he originally found it charming, she eventually became a nuisance when his darker and more secret experiments were going on. When he needed some extra money, he gave her to the Pelagic fish-men who infest the Cove. Now, she is their queen... and their slave.
  • Achilles' Heel: Debuff resistance and bleed cures. Unlike the Necromancer or Brigand Cannon, she can only summon a minion as one of four specific attacks instead of constantly every turn, and her other two attacks are rather low in damage aside from one of them inflicting bleed. Fighting her while generally prepared for the Cove along with using plenty of Holy Water on your heroes will probably have you find little trouble.
    • If you want to mix this with a vicious A.I. Breaker, you can bring just enough Holy Water for three people, and bring an Antiquarian as the fourth. Due to prioritizing characters with low debuff resistance, chances are the Siren will waste plenty of turns charming someone whose offensive capability is an utter joke and who is more likely to pass damage on to her than anything else.
  • Alluring Anglerfish: She has a glowing lure on her head and can control people's minds.
  • Bi the Way: She appears as a beautiful, naked woman to enthrall your heroes... any of your heroes.
  • Brainwashed and Crazy: She inflicts this upon your heroes, enthralling them to fight by her side. Thankfully, the effect is only temporary, and the hero rejoins your side after a few turns.
  • Cute Monster Girl: How she appears when brainwashing people. At all other times, NO.
  • Heroic Willpower: Her mind control has a fixed chance to land on a hero only for them to resist her call.
  • Enthralling Siren: She has the ability to enchant your teammates and turn them against you. When she uses "Song of Desire," she briefly assumes a form much more attractive than her true appearance.
  • Fish People: Has a fish tail below her waist and an anglerfish for a head.
  • Flunky Boss: On top of her Charm Person powers, she can use "High Tide" to call a pelagic monster to fight for her. Thankfully, she can't summon more than one at a time.
  • Get a Hold of Yourself, Man!: Low-damage skills with a high stun chance are very valuable in the fight, since they have a chance of locking down any charmed teammates until they come to their senses.
  • He Knows Too Much: Right after the Ancestor finished bargaining with the fish-men, he noticed the village girl had been watching.
  • Instrument of Murder: The whelk-shell horn she uses to summon minions and tides holds a nasty surprise.
  • The Leader: Both the leader and the slave of the Pelagic faction.
  • Making a Splash: She can also summon a tidal surge that damages and stuns the entire party.
  • Mix-and-Match Critters: She used to be human, and now has traits of sailfish, anglerfish, and sea monsters as well as a starfish in her hair.
  • Mercy Kill: Considering the rather nasty implications of her new state, it’s not hard to think that the prospect of killing her is more or less euthanasia.
  • Necromancer: Not as much as the actual Necromancer, but still present. There are enemies in the cove called Thralls, people that were apparently so enthralled by the Siren their bloated bodies continue serving her even in death.
  • Nonhumans Lack Attributes: Zig Zagged Trope, notable in that she used to be human, but now she's covered with scales that conceal her skin. Her brainwash-induced Cute Monster Girl form has what seems like the outlines of her nipples under her scales.
  • Nonstandard Game Over: As with the Hag's cookpot, if three of your heroes are dead and the last is under Song of Desire, you lose the battle and the quest is a failure.
  • Stalker with a Crush: The Ancestor describes having noticed her watch him make a deal with ancient things in the waters during a specific phase of the moon...that is probably not a location or time of day that someone would happen upon it accidentally.
  • Tragic Monster: The Ancestor repaid her crush by giving her to the Pelagics. As he states, she is now their queen — which is the same thing as being their slave. And the fact that she is repeatedly called a "matriarch" has horrific implications.
  • Was Once a Man: She used to be a young girl with a crush on the Ancestor.

     The Drowned Crew 
"They are cursed to float forever, deep in the swirling blackness, far beyond the lights reach."
https://static.tvtropes.org/pmwiki/pub/images/darkestdungeoncrew.jpg
"Even in death, the captain shouts his orders, and the crew obeys..."
Once the roads got too dangerous and busy, the Ancestor would have his more exotic materials and artifacts shipped in by smugglers. A particular crew were his favorites, until they began asking for too much money to keep quiet. He arranged "alternative" payment: a cursed anchor that dragged them under the sea. But they didn't stay dead: now they cluster atop the flotsam of their ship, ready to drag in chains any who cross their path to Davy Jones' Locker.
  • Achilles' Heel: A party that is able to act or move around with their skills easily from any rank, stun the first rank, and apply blight. The anchorman isn't particularly hard to stun and the crew is rather dependent on him grabbing a hero to heal and protect themselves. The crew will constantly pull someone forward as they summon an anchorman, but that isn't much of an issue if the party's skills are chosen with knowledge of this. Blight will ignore the main crew's protection while someone is grabbed. The Shieldbreaker can also bypass the anchorman's PROT bonus.
  • And I Must Scream: As a result of their anchor being hexed, they are sent to drown forever at the bottom of the sea. At least, until you come along, of course.
  • Arc Symbol: The crew's anchor that cursed them into drowning forever is designed exactly like the stress symbol.
  • A.I. Breaker: The anchorman was always immune to movement skills before he throws the anchor, but his crewmen were not. Using pull skills to drag them in front of him would break the encounter, since he doesn't have the ability to move in front of them and must pass every turn, leaving the crew vulnerable to being blasted to death by the heroes as they ignore the battle's core mechanics. An update changed both the crew and the puller to have 200% resistance to shuffle, which prevents this from happening now.
  • Anchors Away: If one isn't out, they always lead by summoning the anchorman, which binds up and immobilizes the first hero in line with the cursed anchor anchorline, forcing them to experience the crew's horrible death. While the hero is free to attack, his or her stress will increase rapidly over time, and the crew will feed on their terror and regenerate health every round. And the same attack that calls up the anchorman pulls a random hero into the front rank.
  • Blade on a Stick: The crew's most direct attack is a slash from a long boarding-hook that deals damage and inflicts bleed.
  • The Dividual: The main boss is three undead smugglers that fight as one unit, with one health bar and three actions per turn. They also summon a fourth.
  • Disproportionate Retribution: When the crew was running errands for the Ancestor, they asked for a raise as the tasks got more difficult. The Ancestor paid them with a cursed anchor that dragged them and their ship to the bottom of the ocean and doomed them to drown forever.
  • Emotion Eater: While someone is tangled in the anchor and suffering through the horrific experience they did as they first drowned, the undead crew will feed on their terror and despair to regenerate health every time someone takes a turn of any kind.
  • Ghost Pirate: Technically smugglers and of the undead corpse persuasion, but they fit most of the tropes anyway.
  • Glowing Eyelights of Undeath: Combined with their equally-glowing Ghostly Gape to give them an ominous atmosphere.
  • Hoist by His Own Petard: The anchorman's attack builds up stress as it forces heroes to relive the Drowned Crew's last moments. If a hero reaches 100 Stress but becomes Virtuous instead of Afflicted, they immediately throw the anchor off, and all subsequent attempts to use the anchor on them will fail, denying the Drowned Crew an opportunity to heal using the anchor.
  • Jacob Marley Apparel: Swaddled in the chains that killed them, they each use attacks appropriate to what they were in life.
  • Mind Rape: The Drowned Crew specialize in building up stress, whether via using the anchorman to inflict visions of how they died, or one of the crew members coaxing a member of the party to "drink with the dead." The captain's main attack, Mutiny!, deals a heavy debuff without directly affecting stress unless it crits.
  • Nigh Invulnerable: While the anchorman can be taken out before it gets a chance to throw the anchor, doing so is a tricky task, since it comes into play with a powerful buff that gives it high armor and makes it very resistant to other sources of damage. Even stunning it is a chancy proposition. And after throwing the anchor, that same effect transfers to the rest of the crew while it's still alive.
  • You Have Outlived Your Usefulness: When the crew demanded higher payment for their services, the Ancestor decided to kill them by enchanting their ship's anchor to drag them underwater. Unfortunately for the heroes, they still stalk the Cove as monsters.

     Brigand Vvulf 
"Flames on the horizon, sulfur in the air, the wolves are at the door!"
https://static.tvtropes.org/pmwiki/pub/images/600px_vvulf.png
"The Vvulf has rallied his men! Push through the Brigand hordes, defeat him!"
Vvulf is the leader of the Brigands who plague the land surrounding the Hamlet, and has long been planning an invasion of the town itself. He is a dangerous and versatile foe, and can easily stand toe-to-toe with your hardest warriors. Armed with his Tower Shield and a barrel full of bombs he is able to deal massive damage and guard his men from any attacks your heroes try to dish out. When he and his Brigands decide to invade the Hamlet, prepare for war!
  • Achilles' Heel: The Man-at-Arms guarding. The Man-at-Arms can easily ensure Vvulf will never hit his bombs on anyone but the Man-at-Arms himself, and the protection it will grant him will make him shrug it off. To a lesser extent, a Vestal specializing in healing will probably be necessary to keep the Man-at-Arms going, and stress heals are probably vital to get to Vvulf at all, since the Brigands and Madmen in his dungeon will otherwise definitely build up stress to your party before ever fighting him.
  • Animal Motifs: Wolves. He wears the pelt of a wolf over his back, and his forces are like a pack of wolves hunting down their prey, with him as their alpha. The mission to fight him is appropriately named "Wolves at the Door".
  • Arc Symbol: Vvulf painted the game's stress symbol over a skull on his massive shield.
  • Arc Villain: Of the Brigand Incursion event. He has no relation to the horrors beneath the manor, and instead is using the opportunity you're away from the Hamlet to sack it of its riches.
  • Badass Normal: Like the rest of the Brigands, he's human. A very formidable human, but a human nonetheless. A human boss fought on Darkest difficulty, which means that he's able to stand on the same ground as the hellish monstrosities in the Darkest Dungeon itself.
  • Beard of Evil: He's got a pretty big one.
  • Big-Bad Ensemble: As the leader of the Brigands, Vvulf is the one enemy in the game who has nothing to do with the Heart of Darkness, competing with it to destroy the heroes and the Hamlet.
  • Big Bad Wannabe: While Vvulf is a threat to the hamlet itself, and a very formidable boss, he has the misfortune of being put in a Cosmic Horror Story, and it's hard to view him as the same threat as the Eldritch Abomination that's currently poised to destroy all of creation.
  • Crosshair Aware: Not unlike The Prophet, he'll place a bomb on a character spot in your formation at the beginning of the round that will blow up at the end of the round, dealing massive damage to the character in that spot unless they destroy the Barrel of Bombs that accompany him each round.
  • Elite Mooks: Leads his own personal cohort of outlaws, identifiable by their wolf pelts. Better equipped, and better trained then your average bandit, not only can they take a lot of damage, they can dish out a ton!
  • Evil Laugh: Lets one out when you encounter him, and more if he gets a Critical Hit on your heroes.
  • Flunky Boss: He'll summon beefed up versions of Brigand Cutthroats to assist him in the battle.
  • Killed Off for Real: Unlike most bosses, Vvulf can only be killed once. Doing so will prevent the Brigand Incursion from happening again for the rest of the current playthrough.
  • Large and in Charge: The leader of the Brigands and far larger than the average man, at least in appearance. Gameplay-wise, he's actually Average-sized and only takes up one enemy slot in the field.
  • Luckily, My Shield Will Protect Me: Carries a massive tower shield as his primary weapon, which humorously is dwarfed by his own size in comparison. Works both for him and against him. On one hand, the Brigand Raiders he summons can become nearly untouchable with his skill Tower Shield, where he redirects the damage meant for them towards himself instead. On the other hand, though, this gives your front-line heroes a way to still reliably deal damage to Vvulf, as he'll move backwards and away from the frontline as he summons more Raiders.
  • Mad Bomber: His primary form of attack is tossing bombs at your heroes. You can temporarily deprive him of his ammunition by destroying his Barrel O' Bombs, but he'll summon a new one every turn it's destroyed.
  • Make Me Wanna Shout: Aside from throwing Bombs, he only directly attacks the heroes through his battle shouts. One skill named Get Them! has Vvulf shout at the heroes for Scratch Damage, but it summons a Brigand to join the fight to add to the damage he can deal. His other skill, called War Cry, has him roaring at the heroes, intimidating them and dealing stress damage.
  • Outside-Genre Foe: The only faction leader to be a regular human being, albeit a heavily armed one. In a game filled with eldritch horrors, cults of the old gods, witches, undead sorcerers, demonic pigs, and fish people, the bomb-throwing bandit chieftain is a decided oddity.
  • Psycho for Hire: He was a notorious mercenary, hired by the Ancestor to keep the townsfolk in line. Now he's turned bandit and plans to burn the Hamlet down and take what little the townspeople have left, all for his own profit and amusement.
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     The Collector 
"The twisted faces of the damned, piled high, and cloaked in malice"
https://static.tvtropes.org/pmwiki/pub/images/collectorpic.jpg
"The sparkling eyes of youth - twisted and made merciless!"
An elusive being with a hobby more sinister than gathering harmless trinkets, it travels through the corridors of the dungeons, collecting the severed heads of fallen heroes he comes across. A tall and terrifying figure – a King in Yellow, Desecrator of Graves and Bodies, Beheader of Corpses. The Collector is shaped like a man, dressed as a man, has the skull of a man, but the similarity ends there. What is hidden underneath that yellow cloak is an inhuman monster, a horrid amalgamation of severed heads and torn-out spines twisted together into a nightmarish mass of flesh and skulls. You have a 5% chance of stumbling onto him in any given dungeon, and if you do...well, you're in for a rough one.
  • Achilles' Heel: Stuns. Because of the Collector's low stun resistance, it is very easy to get him down to half his health or below before he is able to summon his heads for support, particularly if you get surprise.
  • Body of Bodies: Body of Heads, to be precise.
  • Boss in Mook Clothing / Bonus Boss: A random encounter in dungeon hallways, he has about as much health as a Shambler and can summon some fairly potent Mooks, but killing him gives you some fairly powerful trinkets.
  • Collector of the Strange: Of Human Heads.
  • Dem Bones: Downplayed, his head is only a skull but his body is composed of his collection of severed heads. Fittingly, he lacks the Unholy enemy classification.
  • Flunky Boss: Summons the severed heads of the Vestal, Man-at-Arms, and Highwayman to fight by his side. The heads float with their spines dangling down, and create a body out of blue energy when they act.
  • Ghostly Glide: Simply levitates off the ground with his body hunched forward.
  • Glowing Eyelights of Undeath: The Collector himself gains them when he uses his Life Steal attack, and all the heads he's collecting have glowing blue eyes.
  • Humanoid Abomination: It's got the general shape of a human, but that's where the similarities end. Even the human skull that acts as his head may not have originally been his to begin with.
    • Fittingly, it is of the Human/Eldritch type, rather than the Unholy type.
  • Hurricane of Puns: Almost all of his and his minions attacks' names are puns. ("Collect Call," "Gnawing Sensation," "Head Games...")
  • Life Drain: His aptly named Life Steal attack.
  • Metal Slime: A rare and powerful enemy, though not quite as much as the Shambler, who drops one of three powerful trinkets or a very valuable gem each time you beat him.
  • Shout-Out: He wears a crown and tattered yellow robes.
  • The Spook: Compared to all the horrors in the Estate. Even the Shambler has some documentation, the ritual for its summoning is known, and it's mostly related to what's beneath the Manor. The Collector is just something else, and from his appearance, fighting style, and everything involved in his existence, it's not clear what his connection is to everything happening in the Manor, or even if that connection exists. The Ancestor has nothing on it, either, and the Hamlet's denizens and the missions never bring it up. As far as you know, it's just something from Beyond that caught wind of the misery in the Estate and wanted in, having no stake in the entire battle between the heroes and what's beneath otherwise. Barring, perhaps, the ever-growing number of corpses in the vicinity, and thus the opportunity to add to its collection...
  • Your Soul Is Mine: It's implied that he collects not only the heads of his victims, but their souls as well.

     The Shambler 
"Behold the infinite malignity of the stars!"
https://static.tvtropes.org/pmwiki/pub/images/shambler.jpg
"The space between worlds is no place for mortal men."
A primeval nightmare summoned from the darkest recesses of the unknown, a star-spawned horror, an infinite malignity of the stars that inhabits the Void between Worlds that was never meant to be seen by mortal men. The Shambler is a truly nightmarish beast that lurks in the shadows, waiting until all forms of light are extinguished so that it is able to enter our world to hunt its prey and feed its spawn. Is guaranteed to drop an Ancestral Trinkets upon defeat.
  • Achilles' Heel:
    • Parties that can move around a lot won't have an easy time, but they'll definitely have an easier time. The Shieldbreaker is particularly notable for this; both the Shambler and its Spawn can gain quite high Protection ratings, and the Shieldbreaker can bypass it. The minions are also vulnerable to Damage Over Time; their stacking PROT doesn't help against bleeds and blights.
    • The Shambler's skills hit the entire party at once, which makes it vulnerable to a party rife with Riposte skills. The counterattacks it triggers will allow the party to maintain the offensive on its Tentacles without needing to worry about using extra turns to damage the Shambler.
  • Boss in Mook Clothing / Bonus Boss: It's a random encounter at zero torchlight, but can also be summoned at its altars, if you have a torch in your inventory. Fighting one is entirely optional. There is a very good reason why it's optional. It will also ALWAYS surprise your party upon encounter, disrupting formations. The Shambler is perhaps one of, if not the most brutal bosses in the game, as the encounter is wildly different than most others and as such, is quite confusing to many players. It's best to be prepared if you decide to take the plunge.
  • Captain Ersatz: Bears a heavily physical resemblance to a Shoggoth, but functions more or less like a lesser Great Old One.
  • Casting a Shadow: If summoned from an altar, the Shambler will automatically bring your torchlight to 0 and will prevent you from lighting your torches while fighting it.
  • Combat Tentacles: Summons them to attack the player, it also uses the many slithering ones on its body to inflict high stress on any heroes unlucky enough to be touched by it.
  • Dark Is Evil: Heavily associated with dim lighting and darkness in general. The creature itself is bathed in shadow, and coloured like the night itself.
  • Darkness = Death: Utter darkness signals the Shambler's appearance, which more often then not heralds death for the heroes. But the implication is that it's been hunting you the entire time, but can only come out when there's no light.
  • The Dreaded: Feared immensely by both players and the heroes themselves!
  • Eldritch Abomination: Most likely the first of many the player will encounter in the estate, and ironically one of the most dangerous, the Shambler truly is a creature of nightmare. A being from the elder days that continues to haunt humanity from the shadows, the Shambler is a multi-tentacled horror, that constantly delivers endless stress damage on the heroes for simply existing. It also has the most obviously Lovecraftian inspired creature design in the game.
  • Eyes Do Not Belong There: Absolutely covered in many glowing red eyes, which are all visible like any other eldritch creature despite the game's otherwise Hidden Eyes artstyle.
  • Foreshadowing: The battle against the Shambler teleports you to a cosmic realm, hinting at the true nature of the Final Boss and the game's true Cosmic Horror Story.
  • Hero Killer: Already has a reputation for ruining thousands of runs, but the true qualifier for this trope is all the heroes it's devoured in In-Universe diary entries.
  • Magikarp Power: The reason why this boss is considered so rage inducing. Not the Shambler itself, but the Shambler Spawn it creates gain powerful buffs every time they attack, and they can radically stack truly horrifying PROT and damage capabilities if left to their devices.
  • Metal Slime: A rare and powerful monster which drops high-tier trinkets when killed.
  • Mook Maker: Can summon its spawn, Shambler Tentacles. They do both stress damage as well as blight, making them annoying at the start of the fight, but the worst part is they get more powerful as the fight progresses, making them a top priority to target.
  • Primal Fear: Much of the Flavor Text surrounding it talks about how humanity has always feared the dark, and offers the suggestion this thing is the reason for that fear.
  • Super-Persistent Predator: If you summon it but then run away, it WILL appear again as the next encounter. Don't summon it unless you're ready to kill it. Justified, as it is an Eldritch Abomination.
  • Weaponized Offspring: Possibly. "They are its larval offspring." is one of the first possible explanations that comes to mind for the Shambler Spawn, and it's difficult to think of a better one.

     The Shrieker 
"Avian horror!"
https://static.tvtropes.org/pmwiki/pub/images/800px_shrieker.png
"Reclaiming these items will not be easy, for the Shrieker will defend its Nest from any intruders."
Deep within the heart of the Weald stands a gigantic tree that towers above all other trees, and hidden within the gnarled and twisted branches of this tree is the Shrieker's Nest. Like the Noble Raven depicted on the Heir's family’s coat of arms, this poor creature has seen better days, for the corruption that plagues the estate has twisted this feathered bird into a feathered fiend. Despite being corrupted, this feathered fiend is still a raven at heart and has an eye for everything that glitters and shines. The Shrieker scavenges corpses of your fallen heroes for trinkets, and may even directly steal from the Hamlet's Trinket Inventory on occasion. You can pursue it in a town event quest to retrieve your belongings.
  • Animalistic Abomination: It was previously a normal raven, but the corruption of the Weald has twisted it into a hulking, multi-eyed otherworldly monster. Fittingly, it's of the Eldritch/Beast type.
  • Collector of the Strange: Collects Trinkets. Justified, since as a raven, it is attracted to shiny objects. It has its own horde of stolen trinkets, which it stores within its nest.
  • Creepy Crows: A mutated, thieving raven, who will attack you if you try to retrieve the trinkets it stole from you. Can also summon a whole murder of the things to mob your party.
  • Dirty Coward: While the Shrieker is horrifying, it still has the mentality of a crow, if it knows it can't win, it'll fly away, screaming.
  • Feathered Fiend: An avian monstrosity that wants nothing more than to feast on your heroes' cadavers, and steal their glittering baubles from their corpses.
  • Hold the Line: Although a difficult boss that can turn up before you have a party capable of defeating it outright, completing the quest only requires that you outlast the Shrieker. After four turns have passed, it will simply fly away, allowing you to retrieve the trinkets it took so long as at least one of your heroes survived.
  • Lightning Bruiser: The Shrieker has an absolutely ridiculous Dodge attribute which makes even laying a glove on it a challenge. Meanwhile, it can inflict all manner of mischief to your party, including the ever-popular method of disease-laden projectile vomit.
  • Make Me Wanna Shout: Has three skills of this nature that all deal massive stress damage: Caw, which is Exactly What It Says on the Tin; Call the Murder, a loud caw that summons a horde of ravens to swarm your party; and Shrieking Flight, which makes the Shrieker let out a deafening caw while fleeing from the battle.
  • Screw This, I'm Out of Here!: Once the fight turns against it, the Shrieker will simply fly away from the battle, ending it immediately.
  • Thieving Magpie: Occasionally steals from your Trinket Inventory, forcing you to engage in a boss battle against it if you want your valuable trinkets back.
  • Time-Limit Boss: Downplayed; To complete its related quests you simply have to survive for four turns, after which it flees the battle and you can reap the rewards. However, if you want even better rewards, the trope plays itself in full — in these four turns you have to either kill the Shrieker or destroy its nest. Doing the former gives you better odds of gaining powerful quirks, while doing the latter will yield valuable treasure.

     Shuffling Horror 
https://static.tvtropes.org/pmwiki/pub/images/shuffle.png
A boss battle encountered in the first Darkest Dungeon mission, it is a corrupted version of the Shambler. Despite their relation, it has a different fighting style to its healthier relative, preferring to inflict bleed damage and shuffle party formations.
  • Achilles' Heel: A party that can attack from multiple positions can easily overcome the Shuffling Horror's main gimmick of scattering your formation. Highwaymen, Jesters, a Crusader with Holy Lance in his moveset, Hellions, any character that isn't bound to a single spot can do well against it.
  • Damage Over Time: What the Shuffling Horror will use primarily to harm targets, since by itself it isn't terribly damaging with its direct attacks, relying mostly on the Cultist Priests it summons to do the damage.
  • Eldritch Abomination: Slightly more of one than the Shambler, this one has fleshy growths with extra mouths and eyes scattered on its body.
  • Enemy Summoner: Will summon either a Cultist Priest or a Defensive Growth to assist it in the fight whenever possible.

     That which came from the portal (SPOILERS
https://static.tvtropes.org/pmwiki/pub/images/sans_titre_11.png
"Behold the Heart of the World! Progenitor of life, Father and Mother, Alpha and Omega — our creator and our destroyer!"

"Far below, life-laden shadows pulse to the unrelenting rhythm of a beating heart."

The true Big Bad, and the thing responsible for the horror plaguing the Hamlet.

The Heart of Darkness is the source of all the horror and corruption plaguing the state, an eldritch god of unknown origin. Through the shade of your Ancestor, it claims it created humanity, then went to sleep in the depths of the world until it was roused during the Ancestor's foolish quest for knowledge. It is a slumbering, ethereal, and omnipresent deity manifested through your Ancestor's misdeeds, whose form became a vessel for the creature to cross over, and is revered by the cultists and priests of the Darkest Dungeon who have, under the influence of its cosmic power, became distorted entities of multiple mouths, eyes, and tentacled appendages.


  • Achilles' Heel: Since status effects transfer between its' different forms, the right team can give it a ridiculous amount of Blight and Bleed.
  • Always Accurate Attack: "Come Unto Your Maker", an unavoidable, unblockable, can't be Death's Door'd One-Hit Kill. At least it only uses this twice, and you get to choose who dies to it.
  • The Assimilator: It absorbs other beings and/or makes them more like itself, and might have been the shade of the Ancestor all along, goading you into feeding it with dead heroes and accelerating its resurrection. Its cultists also come to resemble it more and more in the final dungeon. From its perspective, after all, it is only recalling something that used to be a part of it.
    "You still foolishly consider yourself an entity separate from the whole, but I know better. And I. will. show you."
  • A God Am I: Claims to be the god of the world, and the Ancestor mentions that it's the creator of humanity.
  • Arc Symbol: What's in all likelihood its symbol, it also fits in one more subtle representation with its bony forehead.
  • Big Bad: Its existence is why you're here in the first place.
  • Break Them by Talking: Gives a Breaking Lecture at the beginning while disguised as the Ancestor. The appropriate response is listed below.
  • Broke Your Arm Punching Out Cthulhu: Even if you defeat the Heart of Darkness, it will almost certainly cost you two of your heroes in the process, unless you manage to deal tremendous damage to the monster, preventing it from triggering either instance of Come Unto Your Maker.
  • Dead Person Impersonation: Takes the Ancestor's form during the first two phases of the final battle. It may or may not be his voice guiding you throughout the game.
  • Didn't Think This Through: On the Heart's side, having given the Occultist character class eldritch powers, only to possibly have them aid in its defeat. Justified, in that the Heart probably knew any defeat would never be permanent.
  • Do Not Taunt Cthulhu: A number of the heroes will attempt to taunt it when about to be sacrificed to its "Come Unto Your Maker" attack. Naturally, it won't end well for them if they're chosen.
  • Eldritch Abomination: An unspeakable nightmare from the earliest days of the universe, awakened from its eternity of slumber because the Ancestor Dug Too Deep. Its unique enemy type is Cosmic, and it's implied that, even assuming some other fool doesn't wake it, the "stars will align" and cause it to explode from the earth like an egg, destroying humanity one way or another. Assuming that it's telling the truth.
  • Evil vs. Evil: The thing in the Comet is an infant of the same tier of Eldritch Abomination as it, and if it were to mature, the two would fight for dominion of the planet. Humanity likely wouldn't survive.
  • Final Boss: Its existence is why you're here in the first place.
  • Final-Exam Boss: Bosses in this game are generally best defeated by specific strategies and precautions that you wouldn't use for normal battles. This one being a Sequential Boss, the ideal team is one that is ready for anything: hero shuffling, enemy shuffling, morale damage, health damage, blight effects, multiple targets, single targets. The difficulty level is not actually that high, but the wrong team makeup can get completely stonewalled.
  • God Is Evil: Claims it created humanity and is all too willing to try to wipe it out.
  • Greater-Scope Villain: Your ancestor might be the reason everything went to hell in the estate, but this being is the reason things kept getting worse without him.
  • Hoist by His Own Petard: Was the one who brought the player to the estate, who was the cause of its (possibly temporary) demise.
    • Double points if it's the Occultist who deals the killing blow.
  • I Have Many Names: The Ancestor gave it at least four names.
  • Jerk with a Heart of Jerk: Assuming it sent the letter drawing you to the estate. It ate the ancestor, demonically possessed his spirit, and then goaded you on this wretched journey; not for the sake of redemption, but because all the slaughter and sacrifice you caused to defend your home made it stronger.
  • The Maker: According to the Ancestor, it created the human race. For what reason, or even if it was voluntary, nobody knows.
  • Mind Rape: The final phase has an attack called "Know This", which causes no physical damage, but does tons of stress, presumably by overloading the victim's mind with eldritch truths.
  • Mook Maker: Its first phase focuses on spawning reflections, both perfect and imperfect, which are the things that actually attack you, as well as healing them. The boss himself is immune to all sources of damage, and the only way to harm him is by destroying the imperfect reflections.
  • No Saving Throw: There's no way to protect from "Come Unto Your Maker"; no amount of avoidance, defence, or Death's Door will save a character from suffering a One-Hit Kill when it's used. The only way to survive it is to avoid it, which is something that takes an extremely specific strategy which may just be a bug (bleed and blight damage is ignored for purposes of Come Unto Your Maker).
  • No-Sell: The first form displays "IMMUNE" if hit with any attack. The only way to injure it is to destroy its reproductions — when enough Perfect Reproductions are destroyed, it has no choice but to create Imperfect Reproductions, which are bound to its health.
  • One-Hit Kill: The bad news: The final phase has an attack that will insta-kill one of your heroes without fail. The not-so-bad news: It uses it only twice, once when its hit points reach 2/3 and 1/3 each; and you are at least given a choice of who's going to face it.
  • Our Gods Are Different: If the Ancestor is right, this is the creator, this is God Himself staring you in the face.
  • Sadistic Choice: When its hit points reach the 2/3 and 1/3 mark, it will perform the attack "Come Unto Your Maker", which forces you to choose a hero who will be devoured, killing them instantly.
  • Sequential Boss: It has a whopping four phases.
    • At first, it takes the form of the Ancestor and is, for the most part, a Mook Maker.
    • After you defeat the Ancestor's first form, he takes a second form that is more of a direct attacker, paired with non-attacking, perfectly-dodging mobs to try and reduce your ways of hitting him.
    • After that, it takes the shape of a fleshy cocoon that has no ways of causing direct damage, and in fact heals whoever hits it, but also has a chance of inflicting them with blight, and possesses a party-wide blight attack.
    • Finally, from the cocoon emerges the Heart of Darkness's true form, and the true final battle begins.
  • Shut Up, Hannibal!: Apparently it never considered the idea that mere mortals could strike it down. The fact you managed to defeat it somehow seems to enrage and confuse it.
  • The Topic of Cancer: If the Polyps, Malignant Growths, and Large Cysts are really part of its body, this thing's not very healthy.
  • Unreliable Narrator: It and the Ancestor's claims of it being the setting's god (which may in fact be the same thing) would fit the Cosmic Horror Story setting, but the Prophet receiving visions trying to prevent it from being released, several classes having holy based powers, and even Holy Burns Evil being in effect (especially the case with the Vestal) does raise questions about if it's as all powerful as it seems. This makes it even harder to tell whether or not it's telling the truth when it claims that its birth is inevitable and will result in the destruction of the planet.
    • Color of Madness reveals this to be a lie. With the existence of the Sleeper, an alien Eldritch Abomination of the same level as the Heart, and something the Heart actually fears, it turns out the Heart is just another fish in a cosmos-wide pond. It may be the creator of humanity, but it isn't the father of the universe. This throws everything else it says into immense doubt.
  • Walking Spoiler: This being is, literally, a Thing Man Was Not Meant To Know.

Dungeon Enemies

Along your adventure to clear up the Ancestor's loose ends, your heroes will be facing the hostile monsters and corrupted beasts that have taken over the Estate, most of them exclusive to the dungeon they call home, and others that wander around.

     They Lurk Within Every Shadow 
These foes don't stick to one dungeon, instead preferring to wander around the Estate, and as such can be encountered pretty much anywhere except the Darkest Dungeon. Bandits, Cultists, giant bugs, the undead, they can all be found stalling your progress in between hallways.

Look in the Darkest Dungeon folder information about the Cultist Brawler and Acolyte, as their upgraded versions are Moveset Clones to the ones you can encounter normally.

Brigands
https://static.tvtropes.org/pmwiki/pub/images/cutt.png
Eventually, the Ancestor's reputation got to the ears of the people of the Hamlet. When rumors of his experiments and rituals stopped being fascinating and became heretical, they started to rebel against him. To ease the pressure on him, the Ancestor hired bands of mercenaries, killers, and bandits to suppress and cut down the population, most terrifyingly with the help of their giant cannon and commanding leader. Now that the Ancestor is dead and there's no one to pay them, they've set up camp and are there to milk the Estate for all it is worth. These bandits can be encountered most commonly in the Weald, but they're capable of popping up anywhere.

For more information about the Brigand Bloodletter, see the Boss Folder.


  • Badass Normal: They're not cultists blessed with dark magic, undead warriors, or even eldritch things from the far beyond, just bandits who can lay down the pain just as effectively as everything else plaguing the Estate.
    • Taken a step further with the upgraded Brigand Raiders and Hunters that show up in the Wolves At The Door quest, which has the same difficulty rating as the Darkest Dungeon itself.
  • Bandit Clan: The hired thugs formed one to more effectively steal from the region when their payroll ended.
  • Color-Coded for Your Convenience: A Brigand's toughness can be determined by the color of their attire. Weak Brigands wear green, tougher variations wear brown, even tougher ones wear a dark blue, and the strongest of them all wear wolf pelts and coats in dark blue.
  • Combination Attack: The Bloodletters and Cutthroats assist each other, where the Cutthroat will issue multi-target bleed debuffs while the Bloodletter will deal a multi-target bleed attack.
  • Glass Cannon: The Brigand Cutthroats don't sport a whole lot of health or protection, but their knives are capable of inflicting huge amounts of damage thanks to their increased critical hit chance and good bleed damage.
  • Knife Nut: The Brigand Cutthroats wield two large knives to shank their opposition with.
  • Long-Range Fighter: The Brigand Fusilier wields a blunderbuss, but rather than taking precise and damaging shots, they prefer to lay down some Blanket Fire to damage everyone in the enemy party modestly. It's normally not very dangerous until their Bloodletter and Cutthroat allies manage to put multiple heroes on Death's Door with their multi-target attacks, giving them a high chance to deal killing blows on several characters at once.
  • Outside-Genre Foe: The other factions contain the undead monsters, pig-demons, fishmen, fungal monstrosities, and cosmic horrors one would expect from a game like Darkest Dungeon. The Brigands, as a heavily armed goon squad of highwaymen, thugs, and hired guns, go decidedly against the grain. Tellingly, they're the one faction in the game that the Cultists will not work alongside.
  • Psycho for Hire: They were an army of brutal mercenaries, in it for the pay and the chance to lord it over the townsfolk. They've now gone rogue, and are as mad as the rest of the enemies around the Estate.
  • Support Party Member: Oddly enough, the Fusilier are this for the Brigands, who are there to debuff your chances to dodge stronger incoming attacks with Blanket Fire, and at the highest levels act as their stress dealer with each Blanket Fire having the ability to stress the entire party out.

Madman
https://static.tvtropes.org/pmwiki/pub/images/madman6.png
Madmen driven insane by the thing in the manor, they shamble around the Estate spouting apocalyptic ravings and accusing the sane of terrible things. Madmen can appear randomly with other monsters in any dungeon. Though physically unimposing, their crazed rants deal massive stress damage, and they're infuriatingly evasive. It's worthwhile to fight them; they always drop loot, and, once in a blue moon, intricate music boxes of uncanny power...
  • Damage-Increasing Debuff: His "Accuse" move will make its target take more stress damage until the next camp, or if you have no camp, the whole quest!
  • Institutional Apparel: He wears a straitjacket with its straps ripped apart, freeing his arms that will be clutching his head while he's not shouting at your heroes.
  • Mad Oracle: He shouts terrible revelations and accuses your heroes of their deepest, darkest sins.
  • The Unintelligible: Constantly shouts in panicked gurgles and moans.

Maggots
https://static.tvtropes.org/pmwiki/pub/images/magg.png
Giant Maggots that have grown large from the corruption, they will show up in the hallways of the Weald, Ruins, and Warrens between rooms to nibble at your heroes for stress damage and a chance to spread disease.
  • Big Creepy-Crawlies: Maggots about the size of a torso who love to leap up for a bite out of their targets.
  • Color-Coded for Your Convenience: A Maggot's difficulty depends on its shade, the weakest being white, the Veteran dungeon Maggots being shaded yellow, and the toughest being orange.
  • The Dividual: Two Maggots take up one space and act as one unit.
  • Fragile Speedster: Very quick, but it's not uncommon at all for them to be taken out in one hit from most attacks.
  • The Goomba: Very easy to take out in one turn and weak in their attacks, though encountering them runs the risk of mounting stress and disease that can hinder you later.

Spitters and Webbers
https://static.tvtropes.org/pmwiki/pub/images/spi.png
Giant spiders that resulted from the corruption, they are encountered in hallways in Warrens, Weald, and Ruins where they'll ambush your heroes, the Spitters attacking with blighted spit and fangs and the Webbers with their movement-slowing webs.
  • All Webbed Up: Webbers will try to do this to make targets more vulnerable by slowing their speed down or even stunning them for a turn.
  • Big Creepy-Crawlies: Giant fanged spiders.
  • Color-Coded for Your Convenience: Spitters and Webbers distinguish themselves by being colored either green or orange, Spitters as the former and Webbers as the latter.
  • Combination Attack: The move Web will mark targets for the Spitters to focus down with blight attacks.
  • Fragile Speedster: The spiders are fast, have high Dodge, but have so little health that they can get squashed in one hit.
  • Target Spotter: Webbers function as one for a Webber-Spitter combination. They mark a target, stunning them, and encouraging the whole spider group to gang up on the helpless hero.

Bone Rabble
https://static.tvtropes.org/pmwiki/pub/images/rabb_8.png
A skeleton come to life again, they're common encounters in the Ruins but can show up in the hallways of the Weald and the Warrens. Unlike their soldier counterparts, though, they're not very well-armed or protected in the slightest.
  • Carry a Big Stick: A large bloodied club, though they aren't very good with it.
  • Dem Bones
  • The Goomba: Probably the straightest example in the game, having lackluster stats and pose a very small threat with their weak attacks that don't even have the benefit of dealing stress damage or debuffs at lower levels. The only saving grace they get is a low chance to apply a dodge debuff with the move Bump In The Night at the highest-leveled dungeons.

Gargoyles
https://static.tvtropes.org/pmwiki/pub/images/gar_61.png
Stone Gargoyles animated by evil forces lurking in the Estate, they can be encountered often in the Ruins but rarely appear in the hallways of the Weald and the Warrens.
  • Achilles' Heel: Like other high protection/low HP monsters, Damage Over Time is the bane of their existence. Eroding them away with blight damage usually ends them quickly without the hassle of trying to break a stone statue.
  • Living Statue
  • Red Eyes, Take Warning
  • Stone Wall: High protection, low-damaging attacks that help their party with formation-ruining moves and stuns.
  • Tail Slap: The move Lash Of The Tail is this, with a chance to stun and move targets.

Ghouls
https://static.tvtropes.org/pmwiki/pub/images/ghoul.png
Huge, bloodied undead monsters that are said to have been men transformed into something horrible after an unfortunate encounter. They can be encountered everywhere in the Estate, preferring no single location.
  • Ballistic Bone: Their Skull Toss skill involves them hurling a skull at the target, which does damage, stress, and has a chance of stunning.
  • Glowing Eyelights of Undeath: Their wide eyes glow bright yellow.
  • Lightning Bruiser: Quite fast and durable and can eviscerate heroes with a few swipes of their claws.
  • Make Me Wanna Shout: The move Howl has them roar at the heroes to snuff out their torchlight, stress them out, and spread disease all at the same time.
  • Our Ghouls Are Creepier: They sure are. And bigger than most other examples, too.
  • Was Once a Man: Whatever happened to them, it turned them into towering monsters that want nothing more than to tear prey apart.

     They Haunt The Ruins 
https://static.tvtropes.org/pmwiki/pub/images/skeleton_6.png
"The fiends must be driven back. And what better place to begin, than the seat of our noble line?"
After the Ancestor's short-sighted revival of the powerful Necromancers he had just killed, they moved into the Ruins that once housed your family’s lineage. There they desecrated the graves of the soldiers and nobles that once served there, and brought them back as a mindless skeletal horde to serve as their undead army.
  • Achilles' Heel:
    • The Crusader class, who has a damage bonus against all Unholy classed enemies in the game. Being a dungeon that's occupied almost entirely by the Unholy, the Crusader is at his best here where he can one-to-two-shot most enemies with his sword.
    • Blight damage to a lesser extent. They might have a skyrocketed bleed resist, but their blight resistance is pitifully low, meaning they can be eroded away by the toxins very easily. As such, The Ruins are where an offensively built Plague Doctor can thrive and melt the opposition.
  • Hell Is That Noise: Let the torchlight fade too much, and the chittering and hissing of reanimated bones stalking your heroes can be heard in the ambiance.
  • No-Sell: In regards to attacks and characters that rely on bleed damage, such as the Houndmaster and offensive Jesters. Being skeletons, they are incapable of bleeding to death.

Bone Soldier
https://static.tvtropes.org/pmwiki/pub/images/bone_soldier_0.jpg
The standard rank and file soldiers of the Estate's army in their past life, now they're under the control of their new Necromancer masters.
  • Boring, but Practical: Even though their low HP can qualify them as The Goomba, the damage they can deal in a sword swing is fairly average all around, and gets the job done when it comes to adding to the DPS that the skeletons can deal.
  • The Goomba: Only a step above the wandering Bone Rabble in terms of health and protection, with the only huge difference being that they deal way more damage than their club-swinging allies, and as such are usually low-priority targets that can felled with one or two hits.

Bone Defender
https://static.tvtropes.org/pmwiki/pub/images/bone_defender.png
The Shieldbearers of the army, their low damage and slow speed is made up for with very good protection and the ability to protect their allies with their own bodies.
  • Achilles' Heel: Their high protection buffs can be pierced very easily by Damage Over Time, which ignores protection and gets straight to dealing damage every round. With their very low blight resistance, it's very easy to pull off.
  • An Axe to Grind: They're armed with an ax. It's not very damaging, but at higher-leveled dungeons it can issue a Stun/Move resistance debuff, leaving the target vulnerable to their Shield Bash.
  • Evil Counterpart: Is basically a diluted version of the Man-At-Arms. They both make up for their lowered damage with good protection and ally Guarding, can Shield Bash for a stun/disruption of formation, and are meant to establish a nigh-unmmovable Stone Wall for their parties.
  • Luckily, My Shield Will Protect Me: The shield isn't just there to add flavor to the skeletal ranks, they will likely use their better armor and shield to their advantage by using the move Foul Warning, which guards a potentially more powerful but fragile ally, redirecting most forms of damage towards themselves instead.
  • Shield Bash: One of their attacks, called Dead Weight. It has a chance to stun and a chance to move the target backwards, potentially ruining your formation.
  • Stone Wall

Bone Courtier
https://static.tvtropes.org/pmwiki/pub/images/bone_courtier.jpg
Once noblemen for the royalty of the Estate, now they're the Ruins' premier stress dealer with their wine-filled goblets. What they lack in raw damage, they make up for in speed, dodge, and the ability to drive parties to the brink of insanity with just a few splashes of wine.
  • Emergency Weapon: Making a Courtier move to the front 2 positions one way or another forces them to forfeit their Tempting Goblet and instead use the pitifully weak move Knife In The Dark instead. And unlike other backrow supports, this move doesn't move them back to their favored position.
  • Food Slap: That wine must be really bad if it causes physical harm when splashed in a hero's face...
  • Fragile Speedster: Fast enough that most rounds in a fight will begin with the Bone Courtiers attacking first, unless your party is built with buffed speed in mind. Additionally, their low HP is compensated with a higher-than-average chance to dodge any incoming attacks.
  • Improbable Weapon User: Wields a goblet filled with wine that they love to splash on their victims when they aren't drinking from it.
  • Rare Random Drop: Killing Bone Courtiers at Champion leveled dungeons could very rarely reward you with their Tempting Goblet. Letting a hero hold it lets them move faster, dodge better, and gives them an HP buff, but gives them a 50% increase in stress damage taken.
  • Shoot the Mage First: If you value your party's sanity, the Courtiers need to be removed ASAP.
  • Squishy Wizard: They can completely wreck a team's sanity left if unchecked, but their HP and protection is severely lacking compared to the actual bone soldiers.
  • Wine Is Classy: Fitting for a former blue-blooded noble.

Bone Arbalist
https://static.tvtropes.org/pmwiki/pub/images/bone_arbalist.jpg
The arbalists for the army, they have the simple job of remaining as far away from your attacks as possible while sniping your backrow heroes.
  • Bayonet Ya: Their Emergency Weapon in a pinch. It's not very strong, but it does allow them to retreat back to their effective range where they can get back to sniping your heroes.
  • Critical Hit Class: While the damage from their regular shots are nothing to scoff at, they can quickly turn the tide of an encounter thanks to their increased Critical Hit chance.
  • Evil Counterpart: To the Arbalest class you can recruit, both wield similar weapons, can cause loads of precise damage at range, and are equally as helpless when forced to the front of the formation.
  • Long-Range Fighter: They're in their prime in the back rows of their parties, but once moved up they're only able to use a weak move called Bayonet Jab.

Bone Captain
https://static.tvtropes.org/pmwiki/pub/images/bone_captain.png
A hulking leader in their past lives, they still retain the position of leadership over their smaller allies now that they've been reanimated. While they can certainly deal a Crushing Blow to a single target, their main threat comes from their party-wide stun capabilities.

Bone Spearman
https://static.tvtropes.org/pmwiki/pub/images/spearman.png
Dedicated damage dealers of the Unholy army, they're capable of attacking from any position in their party with their trusty lance, whether it's a single-target stab or a party-wide impalement.
  • Boring, but Practical: They have no gimmicks to their moves, they exist solely to deal great damage to your heroes from any position they find themselves in.
  • Blade on a Stick: A lance to be exact.
  • Critical Hit Class: What makes them so frightful when combined with their ability to deal damage wherever they stand. They have an increased chance to score a Critical Hit that can easily wipe out half of an HP bar on a hero, or erase it entirely when a light class is targeted.
  • Impaled with Extreme Prejudice: Their specialty, and they do it well enough that they can drive their lance through 4 armored adventurers at once.

Bone Bearer
https://static.tvtropes.org/pmwiki/pub/images/bone_bearer.png
A Champion leveled enemy added in the Radiant Update, the Bone Bearer acts as the Ruins' deadliest support unit. Their mere presence alone is enough to inspire the undead army to hit harder, which can be bolstered even further with an empowering blow through their bugles. If their allies still die, even with a nearly 50% boost in damage aiding them, the Bone Bearer can bring them right back to life and on duty again.

     They Hide Within The Weald 
https://static.tvtropes.org/pmwiki/pub/images/fungal.png
"Nature herself, a victim of the spreading corruption, malformed with misintent."

When the Ancestor banished The Hag to the Weald after being disgusted by her appearance, she began to use her discovery of an odd, parasitic fungus to transform the woodland into something more sinister. Now the road leading to the town is blighted with a fungal infestation that has taken over the ecosystem, hiding the hordes of zombified victims under the control of the fungus being spread by the witches that serve under The Hag.


  • Festering Fungus: A particularly nasty and toxic infestation.
  • Fungus Humongous: The woods leading to the Hamlet have been blighted by mushrooms of varying size, sometimes even thick enough to replace the trees entirely.
  • No-Sell: On account of them being a fungus that specializes in spreading blight, they have a high resistance to the poison themselves.
  • Hell Is That Noise: If the torchlight goes too low, the growling, gurgling, and howling of the fungal horde and the Wealds monsters will slowly take over the ambiance.
  • Mushroom Man: From possessed humans to animal-like crawlers. The Viragos that work for The Hag have the luxury of being only hunchbacked from a mass of fungal growths instead of losing their entire heads and bodies.
  • Our Zombies Are Different: Unfortunate victims of a fungus that's taken over their bodies. Seems to range from being obviously dead skeletons, represented by the Fungal Artillery, to living bodies under siege by the fungus, represented by the Fungal Scratcher and Unclean Giant.

Fungal Scratcher
https://static.tvtropes.org/pmwiki/pub/images/scratcher.png
A bloated body that's now host to a fungal infection, these zombies now serve as the frontline attackers of the horde.
  • Body Horror: A bloated, leathery body that has had its head replaced with a huge poisonous mushroom, along with smaller growths scattered about the rest of of its body.
  • Stone Wall: Under normal circumstances, they're a slow but sturdy mob of enemies with an inaccurate set of attacks that don't deal a dangerous amount of damage, and thus only serve to block your frontline heavy hitters from getting at the threats in the back row. However, if a hero is Marked by an enemynote , then they can use the move Rend The Marked for a sizable damage bonus, turning them into Mighty Glaciers.

Fungal Artillery
https://static.tvtropes.org/pmwiki/pub/images/fungal_artillery_4.png
The infestation in the Weald doesn't always need a fresh living host to thrive; it can do just fine with even skeletal remains. The Fungal Artillery serves as the horde's most common and reliable blight dispenser and as one of its many target markers, allowing their two-legged allies to do their work.
  • Body Horror: A corpse that has had its limbs twisted into walking upside down in a spider-like manner. Its head is missing its skin and lower jaw, as well.
  • Shoot the Mage First: Their strategy of melting your heroes with blight and marking them for increased damage means that taking them out first is the best idea.
  • Smoke Out: One of their attacks is called Escape Cloud; though they won't leave the fight, it does allow them to retreat to the back rows while potentially blighting one of your heroes.
  • Target Spotter: When they aren't raining blight down upon your heroes, they're using the move Mark Prey to allow their Scratcher allies to use their Always Accurate Attack.

Unclean Giant
https://static.tvtropes.org/pmwiki/pub/images/unclean_8.png
Sometimes the infection is unable to completely overtake a body, though that doesn't mean that they're free from its mutations and mind control. The Unclean Giant is the result of the fungal infection causing its host to grow to gigantic proportions. These Giants can issue party-wide shuffles, blighting heroes from the growths in their back and the occasional swing of a tree to send a hero to the back of the line.
  • A.I. Roulette: While present in all enemies, the Giants are an especially obvious case, they might use their poison spores attack which hits only one character for what amounts to Scratch Damage with a possible blight, or they can use their Treebranch Smackdown and wallop away half to three quarters someone's health with a shuffle and stun added on for measure.
  • Body Horror: Along with their gigantism, the skin on their backs can split open to reveal more fungal growths, which then dispels toxic spores towards your party.
  • Creepy Souvenir: Is wearing a necklace of toes/fingers.
  • Giant Mook
  • Mighty Glacier: Infamous monsters known for their massive amounts of HP and tide-turning attacks.
  • Powerful, but Inaccurate: Treebranch Smackdown not only takes away a large chunk of its target's health, but can smack them out of the front lines. Mercifully, this move is not used that often, and it's very likely to miss.
  • Telephone Polearm: Has a move called Treebranch Smackdown, where they'll swing an uprooted tree they use as a weapon. It's the attack they're least likely to use and it's fairly inaccurate, but it hurts like all hell when it hits.

Crones
https://static.tvtropes.org/pmwiki/pub/images/crone.png
As the servants of The Hag, these witches move around the Weald to help further the spread of the fungal infestation taking over the land. In battle, they can slowly snuff out your torchlight while stressing your party out, mark them for death so their fungus-ridden allies can deal killing blows, and spread blight and disease with their censers if they need to defend themselves.
  • Crown of Horns: Has two antlers wrapped around their heads with a clothe; not nearly as impressive as their Hag leader's headdress, though.
  • Hell Is That Noise: In a game filled with masterfully horrible audio, it takes a lot for the Crone's death scream to be on a different level of unpleasant.
  • The Napoleon: Are rather short, and definitely capable of issuing debilitating blights and insanity with their herbal mixtures and dark magic.
  • Shoot the Mage First: As another Target Spotter for the fungal hordes, it's important to wipe her out of the picture before she can ensure that the Scratchers she's fighting with can reliably hit your party.
  • Wicked Witch: They don't quite fit the expected appearance like their Virago sisters, but they can cast wicked magic just the same.

Rabid Gnasher
https://static.tvtropes.org/pmwiki/pub/images/gnasher.png
The wildlife itself isn't free from the corruption spreading in the woods. Packs of beasts have gone rabid as a result, traveling in groups with an eye out for any adventuring party to devour.
  • Beware of Vicious Dog
  • Blessed with Suck: Capable of inflicting Rabies on any hero they attack. There's a sizable damage boost in contracting the disease, but the victim's accuracy suffers as a result.
  • Color-Coded for Your Convenience: Normal Gnashers encountered in lower-leveled dungeons will show them as a brown-colored dog. More dangerous Gnashers will be colored white in the Champion dungeons.
  • Death of a Thousand Cuts: The only attack they're capable of doing, Rabid Rush, deals rather low damage and can issue a modest bleed, but due to the chances that you'll always encounter at least 3 at once, the damage and bleeding will stack up very quickly.
  • Fragile Speedster: They have one of the highest speed stats in the game, and thus are able to move first in nearly every encounter. Their HP is low enough that they can usually be removed in one hit, though that'd mean managing to hit them past their dodge rating first.

Ectoplasm & Giant Ectoplasm
Though weak on their own, these corrosive blobs of corruption that can easily turn a situation From Bad to Worse by constantly multiplying themselves every other turn. A seemingly easy battle against a lone, weak blob can quickly turn into an exhausting brawl against a massive gelatinous menace.
  • Blob Monster
  • Death of a Thousand Cuts: They might not deal the best damage all around, but let them linger for too long, and you'll be taking damage every turn as they continue to multiply as they're killed.
  • Giant Mook: The Giant Ectoplasm that can appear. Unlike its frailer and weaker brethren, this one's a Mighty Glacier.
  • Mook Maker: The Ectoplasm can use the move Cytokinesis to summon more of their kind, but if they're feeling particularly evil, they can use Ectoplasmic Profusion to merge into a much stronger version of themselves.
  • Oh, Crap!: The reaction your party will have if the Ectoplasm decides to start multiplying their numbers before them. Each time they use Cytokinesis to multiply is another small bit of stress added to the heroes' Sanity Meter, and witnessing them summon a Giant Ectoplasm will freak them out quite a bit. It's all an accurate mirror to what the player might be feeling.

Hateful Virago
https://static.tvtropes.org/pmwiki/pub/images/hateful.png
A new Champion enemy added in the Radiant Update, these vile witches are the devoted enforcers of the Hag's experiments. They secretly slip through the Weald, spreading more of the infestation wherever they go. If confronted, though, they have an array of Ruinous Hexes to mark their enemies for death, making them an easier target for the fungal horde to maul. Unlike the crone, though, their condition allows them to grow the Necrotic Fungus whenever a suitable corpse shows itself, which blocks all methods of healing.
  • Anti-Magic: The Necrotic Fungus will block all forms of healing, effectively rendering Vestals and certain other moves useless until it's destroyed.
  • Breath Weapon: Has a move called Putrefying Breath where they'll cough out a thick cloud of blight on a hero.
  • Body Horror: Their transformation process in the Hag's cauldron has made them tall and lanky, gave their skin a sickly tone, and allowed a severe growth of the fungus to live on their backs, giving them a hunchback. Unlike the other horrors of the Weald, though, this was what they wanted.
  • The Faceless: You'll never see what their faces look like behind their sack hoods and skull masks. The closest there is in their corpse sprite, but by then it's been reduced to a bloody, mangled skull from the killing blow.
  • Shoot the Mage First: Like the Bone Bearer, they're capable of making your life hell until they're dead.
  • Sinister Schnoz: It's hard to see thanks to their headwear and the gloomy atmosphere the Weald has, but they sport a very long Wicked Witch nose. It's easiest to see when they're attacking.
  • Target Spotter: And probably the most dangerous target spotter in the Weald. When using Ruinous Hex, the affected heroes will gain a -20 to their dodge stat and suffer a penalty to their accuracy, further ensuring that they won't be able to avoid any attacks anytime soon, especially from the Fungal Scratchers' Rend The Marked.
  • Voodoo Doll: Wields one made of straw in one hand. When using Ruinous Hex, they'll stab into it with their knife, causing damage to the targeted heroes and debuffing their accuracy and ability to dodge.
  • Wicked Witch: Fits the bill entirely.

     They Rule The Warrens 
https://static.tvtropes.org/pmwiki/pub/images/peegs.jpg
"They breed quickly down there in the dark, but perhaps we can slay them even faster!"
While the Ancestor was trying his hand at blood rituals, he used the ancient Warrens as a dumping grounds for his failures and underwhelming results. By the time the Heir arrives, the Warrens are now home to the descendants of those experiments called The Swine, a warrior race of pig-men whose only desire is to butcher and feed on any human they can get their hooves on.
  • Achilles' Heel:
    • The Warrens are populated almost entirely by Beasts, meaning that the Houndmaster's damage bonus against Beast-class enemies can be put to its best usage. The dungeon itself is populated by a good amount of low-HP Squishy Wizards, so there's potential for many enemies to be killed in one Hound's Rush in lower-leveled dungeons.
    • Bounty Hunters also come out to shine the most, as nearly every Swine is a human half-breed, letting the Bounty Hunter get a damage bonus to his already impressive DPS.
  • Animalistic Abomination: The Swinefolk: once humble pigs that were used as vessels for demon-summoning rites by good ol' Ancestor.
  • Arc Symbol: The game's stress symbol is scattered everywhere in the Swines' home, from flags hung up on the walls to stone statues erected in the center of rooms; even the Swine Drummer carries it around on their backs. One of the possible missions to do in the Warrens is to find and destroy the effigies that they worship in an effort to demoralize them.
  • Big Eater: The Swine have colossal appetites, and while they love to eat human flesh, they'll settle for more conventional foodstuffs like grain. One possible mission in the Warrens is to loot the Swine's grain stores both to starve them out and to fortify the Hamlet's food supplies.
  • Hell Is That Noise: Let the torchlight go too low, and the sounds of squealing pigs closing in on you will slowly begin to take over.
  • I'm a Humanitarian: It's no secret that they love to dine on human meat; the fact that their home is absolutely littered with human remains only confirms it.
  • Nausea Fuel: In-universe, the Warrens and The Swine are described as horrible smelling due to all of the rotting flesh and sewage that the Swine live in and leave everywhere. One of the town events even implies that the stench is so strong that the side of the Hamlet that faces the Warrens can smell it from there.
  • Nothing but Skulls: All that's usually left of the victims eaten, which you can encounter in the hallways between rooms.
  • Pig Man: And are just as ravenous as you'd expect one to be.
  • Shout-Out: While most of the monsters in the game are inspired by the Cthulu Mythos, the swinefolk have their roots in William Hope Hodgson's The House on the Borderland.
  • Stealth Pun: They're very vulnerable to bleed...as in the old expression "bleeding like a stuck pig."

Swine Chopper
https://static.tvtropes.org/pmwiki/pub/images/chopper.png
The Swine are simultaneously meat butchers and warriors, so a fighter armed with a serrated butcher's cleaver was inevitable. The Swine Chopper serves as the Swines' front-row damage-dealer, issuing heavy bleed damage with their chops and using their trusty flail to knock the back row out silly.
  • The Butcher: The clue's in the bloodied meat cleaver.
  • Epic Flail: They can use their flail in a move called Ball & Chain to stun any heroes in the back row, with a chance to move them backwards in the formation.
  • Mighty Glacier: Slow in terms of speed, but they're still the primary damage dealers of the Swine, who can take a hit as well as they can deal it.

Swine Drummer
https://static.tvtropes.org/pmwiki/pub/images/drummer_2.png
Being a primitive warrior race, the Swine have trained members of their kind into learning how to play the war drum. The Swine Drummers act as the rallying point for the pig monsters, exciting them with the sounds of their makeshift drums as the signal for new prey spotted.
  • Arc Symbol: Wears the game's stress symbol on their backs.
  • The Bard: Their only two attacks are Drum of Debilitation and Drum of Doom; the former Marks a target for death while the latter issues a party-wide stress attack.
  • Brown Note: Drums of Doom inflicts stress damage on its listeners.
  • Combination Attack: Though their marks make targets a more tempting target in general, Carrion Eaters gain a damage bonus from attacking marked heroes. A common team composition that can be encountered is 3 Carrion Eaters and a lone Drummer that marks a target in an attempt to sic the Eaters on one person for a huge amount of damage.
  • Cruel and Unusual Death: Whoever was killed had the unfortunate fate of having their face peeled from their skull and stretched out to act as the drum head for the Swine's war drum.
  • Shoot the Mage First: With a beat of their drum, they can stress the whole party out and encourage the other Swine to focus on one particular target, meaning they should be taken care of quickly.
  • Target Spotter: Their primary usage in a battle is to Mark a target for death, reducing their ability to dodge attacks.

Swine Wretch
https://static.tvtropes.org/pmwiki/pub/images/swine_wretch.png
Either the result of the Ancestor's failed rituals or years of inbreeding, the Swine Wretch is the Swines' premier stress-dealer and disease spreader. Offensively, they pose little threat, but their true danger lies in the permanentnote  debuffs they can spread through their disease-ridden vomit.
  • Body Horror: The Swine weren't the picture of health to begin with, but the Wretch takes the cake with its atrophied legs, disproportionately long arms, and the human skull embedded through its torso.
  • Fragile Speedster: Similar to the Bone Courtier, they have a speed stat high enough to ensure that they go first most of the time and a high dodge chance, but are lacking in HP and protection.
  • Shoot the Mage First: A first move in any fight should be taken to killing the Wretches before they can do their work.
  • Squishy Wizard: Horrible at taking hits, but can really put the pressure on your heroes with stacking stress damage and a chance at debuffing their overall effectiveness with debilitating diseases.
  • Vomit Indiscretion Shot: Their one and only attack, which can spread an array of diseases if they aren't resisted.

Swine Slasher
https://static.tvtropes.org/pmwiki/pub/images/slasher_2.png
The Swines' attempt at augmenting their flesh bodies with metal has created the Slasher, a vicious bundle of rusty spikes and disease-spreading hooks.
  • Achilles' Heel: They have enough protection to classify them as Mighty Glaciers, but they also have pitifully low health, maximizing at 16 HP. Stacking bleed damage instead of bothering to break through their defenses makes very short work of them.
  • Body Horror: The Slashers' limbs have been replaced with metal spikes embedded through their flesh, including a particularly large metal hook they use as a weapon.
  • Combination Attack: Their hook synergizes with both the Chopper and the Wretch with the debuff it can apply, allowing their allies to throw out bleeds and diseases a little easier.
  • Hooks and Crooks: The weapon they use is a large meat hook they use for a hand, which is capable of dealing a good amount of damage, but also serves as a combo weapon for the Swine Chopper and Wretch, as it can apply a debuff to the target's resistance towards bleeding and disease.
  • Luckily, My Shield Will Protect Me: Wields a wooden shield, to further improve their protection.

Swinetaur
https://static.tvtropes.org/pmwiki/pub/images/swinetaur.png
The champions for the Swine, these hulking beasts will charge and impale their prey with one savage stab with their lance, assuming they have the room to maneuver.
  • Crippling Overspecialization: The Swinetaur relies on his party to move backwards for charging room to unleash their most devastating attack, with them either being alive and fighting or as corpses taking up space. If the rest of their party has been killed and their bodies were cleared, their overall threat diminishes greatly, as they're forced to use their less effective attack.
  • Impaled with Extreme Prejudice: Their best attack, Boar Rush, has the Swinetaur charge and impale a hero for a huge amount of damage and a chance to send them flying to the back of the formation. Their second-most destructive attack, Pig Spear, lets them run through the entire party.
  • Logical Weakness: A large, equine-like pig with a lengthy lance? He suffers from the same weakness as any large cavalry with a lance: he's deadly at a distance where he can set up a devastating charge, but if you lock him in close combat he's much more vulnerable.
  • Mighty Glacier: Sports a great amount of health, a devastating attack, compensated with very low speed and the need to spend turns telegraphing those strong attacks. The moment all of their allies are dead and their bodies get swept away is the moment they become Stone Walls instead, losing their best moves while they're bound to a single spot.
  • Our Centaurs Are Different: A towering pig centaur, though there's more pig than man in this example.

Carrion Eater
https://static.tvtropes.org/pmwiki/pub/images/carrion_5.png
The Carrion Eaters were originally a meek, smaller scavenging species that lived in the Warrens. When The Swine occupied their home and started to leave a much more generous amount of scraps for them to eat and thrive off, they started to grow bigger and more predatory. Now The Swine has domesticated them into fighting alongside them, a partnership where both species get a share of the prey.

Following the introduction of the Crimson Court, they can now also be found in The Courtyard.


  • Attack Animal: Are these for The Swine, helping them spread blight and disease to any intruders.
  • Big Creepy-Crawlies: A very large lamprey with large, sharper teeth and capable of surviving on land.
  • The Goomba: Are rarely expected to grant any problems on their own thanks to their average speed and modest health, though their blight damage and ability to single out a marked target when working with their Swine masters comes into play when it's time to attract your attention.
  • Lamprey Mouth: Ring of teeth inside, bordered by a a much larger set of fangs that stick out, capable of secreting blight to its prey.
  • Took a Level in Badass: Their transition from a small scavenging species to a predatory attack animal would be considered this.

Large Carrion Eater
https://static.tvtropes.org/pmwiki/pub/images/large_carrion.png
Carrion Eaters thrive off of eating the deceased, so when their Swine masters die, it's only natural for them to capitalize on the opportunity for more meals. The Swine, though, no matter how many generations down they go, are still the products of demonic blood ritual summons, meaning their flesh is possessed with eldritch things from the unknown. As a result, the Carrion Eaters that have a wholesome meal on the Swine will grow into something much bigger and more horrifying.

Following the introduction of the Crimson Court, it can now also be found in The Courtyard.


  • Body Horror: One for the Carrion Eaters, who have turned into something completely unnatural and tentacle-ridden.
  • Combat Tentacles: The tentacles surrounding their jaw are there to snare prey, as in your heroes, and weaken their ability to fight back with massive debuffs to their damage output and accuracy.
  • Combination Attack: Large Carrion Eaters are usually accompanied by their smaller, regular Carrion Eater brethren, who join in the effort to focus a single target down after the Large Carrion Eater has both marked them and hindered their ability to fight back as effectively.
  • Eyes Do Not Belong There: They've grown eyes all along the ends of their heads, but also around the base of their Nested Mouths, which reveal themselves when they decide to start feeding.
  • Nested Mouths: What they primarily use to attack your heroes with, a hidden bloodied jaw that'll try to take a huge bite out of their victims.

Swine Skiver
https://static.tvtropes.org/pmwiki/pub/images/skiver.png
A new enemy added in the Radiant Update, the Swine Skiver is the result of The Swine taking the time to acknowledge their slow, lumbering nature when it comes to chasing down intruders. To alleviate this, they've breed and trained members of their kind into mastering the art of the javelin, and how they can be used to cripple their prey from a distance. Experts of impaling targets and fond of tipping their weapons with poison, they're ready to end conflicts with just the throw of a javelin.
  • Full-Boar Action: Rather than looking like a farm pig crossed with a human like most of the other Swine, the Skivers resemble bipedal boars with their tusks and hairy bodies.
  • Impaled with Extreme Prejudice: Are very fond of their javelins, and are capable of doing huge amounts of damage with them.
  • Javelin Thrower: What they were born for.
  • Lightning Bruiser: A stark contrast to their Swine brethren, the Skivers are sturdy, capable of outpacing a good portion of your roster, and can deal horrendous amounts of damage in the process.
  • Long-Range Fighter: Their best move, a multiple target attack called Cripple Them, is exclusive to their back rows. Unlike other fighters in the game, though, they'll actually move forward every few turns to use Spit To Roast, a single-target attack that deals a massive amount of damage before moving back to the back rows.
  • Poisoned Weapons: The tips of their javelins have been tipped with blight, meaning they can blight 3 heroes at once.
  • Rain of Arrows: The attack animation for Cripple Them is a flurry of javelins landing on the heroes. True to the move's name, the attack hinders the heroes ability to outpace the Swine and their ability to dodge.

     They Inhabit The Cove 
https://static.tvtropes.org/pmwiki/pub/images/pelagic.png
"The smell of rotting fish is almost unbearable!"
The Ancestor once used the Cove as a means to deliver some of his more controversial artifacts, as well as a location to perform his pacts with the ancient beings in the water when money was scarce. The ancient fishmen that lived there were roused by the activity around their home, making it a habit to sink and kill any sailors that comes near their domain, making them a threat to the marine shipments of provisions that the Hamlet relies on.
  • Achilles' Heel:
    • As the sea life here is classified as Eldritch, an Occultist can turn into quite the potent Combat Medic in this environment. Equip him with Eldritch-Killing Incense and watch him score crit after crit as he slices them to ribbons.
    • While the fish folk are resistant to bleed, they're vulnerable to blight, so a Plague Doctor or Shieldbreaker can work their magic, especially against the heavily-armored enemies.
  • Fish People: They come in 2 variations, from piranha-like swordsmen and shaman to shield-bearing Cephalopods. The odd members out are the Ucas, who are Giant Enemy Crabs.
  • Hell Is That Noise: Let the torchlight fall too low, and the gurgling of the very agitated Pelagic society will replace the ambiance.
  • Human Sacrifice: If sailors and trespassers aren't killed on the spot, they're captured and sacrificed for the Pelagics' own purposes.
  • Sea Monster: Various tentacled beasts reside in The Cove, ranging from man-sized trappers residing under the water to leviathans dragging down sea craft. Thankfully, you'll only ever see the tentacles of a smaller monster trapping your heroes in the hallways for a moment to give them a long-lasting and serious debuff.
  • Terrestrial Sea Life: The Pelagic and the sea creatures trailing are this, minus the Ucas, who have the justification of being crabs.
  • Was Once a Man: According to some notes left behind by a previous expedition, one of the members was attacked by a sea creature and slowly turned into one of the Pelagic horrors overnight, which suggests that some of the Groupers were once human.

Pelagic Grouper
https://static.tvtropes.org/pmwiki/pub/images/groupers.png
These green Fish People act as the Pelagics' soldiers; armed with a sword in one hand and a spear gun ready to be drawn, they're The Cove's most versatile fighters.
  • Boring, but Practical: One of the more dangerous enemy formations in The Cove isn't a balanced team of supports, defenders, and attackers, but instead a 4-fish party of Groupers capable of attacking from any position for a considerable amount of damage.
  • Harpoon Gun: If they're not slicing up your front rows with their swords, they'll be shooting and dragging your back row heroes forward with these.
  • Jack-of-All-Stats: The Groupers have a mixture of stats that allow them to do well in any composition you'll find them in. They're not as healthy as the Guardians, but they're definitely not frail. They're not as fast as a Deep Stinger, but they aren't slow. The only real distinction they bring is that their sword and harpoon guns provide the monsters there their most consistent source of damage.
  • Piranha Problem: They're bipedal piranhas, who are just as ravenous and capable of grouping up in packs to tear up intruders as their Hollywood counterparts.
  • You Will Not Evade Me: An effect that the move Spearfishing can have, as in they'll pull a hero in the back of the party towards the front and disrupt the synergy, or pull them in range of their stronger Seaward Slash.

Pelagic Shaman
https://static.tvtropes.org/pmwiki/pub/images/shaman_7.png
The spiritual leaders for the Pelagics, they perform the human sacrifices and deep-sea rituals for their kin. In battle, they'll use their magic to terrorize intruders, heal and augment their allies' combat capabilities, and if the need arises, stab an intruder that's gotten too close for comfort.
  • Black Magic: What they'll be using for their benefit and your suffering.
  • Emergency Weapon: If they find themselves in the front rows of the formation, they'll use their sacrificial knives for a Ceremonial Cut.
  • Piranha Problem: Like the Groupers, they're piranhas that have gone upright, and are extremely vicious and territorial over their salty homes.
  • Sanity Slippage: They're capable of making your heroes experience this with the move Stress Wave.
  • Shoot the Mage First: They have a massive amount of utility for the Pelagics with their magic, making them high priority targets in any fight. Also, unlike most other enemy supports in the game, they're actually capable of healing.
  • Squishy Wizard: As usual, they can employ magic to their side's benefit but don't have much in the way of HP.
  • Witch Doctor: Resembles one, though with an undersea theme.

Pelagic Guardian
https://static.tvtropes.org/pmwiki/pub/images/guardian.png
The protectors for the Pelagics, these octopus-like creatures will make their priority to guard their allies with their shields so that they can decimate the intruders in safety.
  • Achilles' Heel: Like all high-protection characters, Damage Over Time is great for ignoring their protection in favor of stacking damage. Blight in particular works well since they're fairly resistant to bleeding.
  • Luckily, My Shield Will Protect Me: Capable of guarding an ally and themselves for a great damage reduction.
  • Red Eyes, Take Warning: Has blood-red eyes, though they're serving for the slightly more noble role of protecting their allies.
  • Stone Wall: Like the Bone Defender, they make up for their lack in damage and speed with a huge shield capable of giving considerable protection through a move called Barnacle Barrier to both themselves and an ally.
  • Tentacled Terror: They're hostile octopus standing upright.

Ucas
https://static.tvtropes.org/pmwiki/pub/images/uca_9.png
Among the society of the Pelagics are the Ucas, a race of gigantic crabs who adorn themselves with the pieces of shipwrecks. In battle, they trade their direct damage capabilities for a more defensive approach, preferring to play a long waiting game filled with stunning blows so their enemies can bleed themselves out while they desperately try to damage their sturdy shells.

Sea Maggot
https://static.tvtropes.org/pmwiki/pub/images/maggot_8.png
Either the society where the Pelagics come from has different creatures from our own, or the sea life around The Cove has taken a more eldritch form as a result of the corruption. The Sea Maggot exists to absorb damage while spitting out slime at the heroes to issue speed and dodge-lowering debuffs with a chance of a debilitating disease.
  • Achilles' Heel: Like the Uca, they have a very generous amount of protection, but the similarities end right there, as they have, at most, 10 HP. A good dosage of Damage Over Time, which ignores protection in favor of raw damage, can end them in moments.
  • Non-Indicative Name: Sea Maggots are giant sea snails.
  • Scratch Damage: Don't be surprised to see attacks dealt to it deal 1 damage at most, though this is mitigated by their low HP.
  • Stone Wall: A ridiculous amount of protection thanks to their shell, but unlike other Stone Walls, they lack the HP to make the best use out of it.

Deep Stinger
https://static.tvtropes.org/pmwiki/pub/images/stinger_6.png
Floating, giant jellyfish that roam around The Cove, they attack and immobilize their prey with paralyzing stings and then drain them of their blood with spiked appendages.
  • Color-Coded for Your Convenience: Tougher Stingers will be colored differently, with green and blue being weaker than their violet counterparts.
  • Combat Tentacles: Inevitable since they're massive jellyfish, though they hold a spike in the tips of their tentacles to give a surprise to prey.
  • Electric Jellyfish: Though their main damage comes from retractable spikes that bleed targets out, their other attack, Shocker, is also there to administer a stunning shock to targets.
  • Fragile Speedster: Boasts a high speed and dodge chance to compliment their role of stunning heroes and bleeding them out for their allies, but tend to be easy to take out.

Drowned Thrall
https://static.tvtropes.org/pmwiki/pub/images/thrall.png
Sailors and adventurers that die in The Cove risk being reanimated by the Pelagics to serve as another soldier for their wicked goals. These particular victims were drowned in the ocean, and then revived mid-decomposition. They walk among their fish allies, ready to detonate themselves in one gory burst over any intruders.
  • Action Bomb: They'll always use the move The Revenge on their second turn, exploding all over your party for a huge amount of damage and stress.
  • Color-Coded for Your Convenience: The more dangerous Thralls tend to be shaded blue and purple, over their less sturdy green-shaded relatives.
  • Dead Weight: While probably not overweight in its time while alive, time spent decomposing in the water has made them big and bloated.
  • Glass Cannon: They have very little-to-no protection to their HP, which means that getting rid of them is an easy sword swing or two away. Which is convenient, because you really don't want them to explode over your party.
  • Our Zombies Are Different: A drowned corpse that's been reanimated through the fish-men's magic to serve them.
  • Shoot the Mage First: Being an Action Bomb, they're important targets if you don't want to risk your party taking a huge amount of damage. An easy task since they're slow and fragile, but this can bring up the problem of letting the enemies' support make a move while you focus on the Thrall.

Squiffy Ghast
https://static.tvtropes.org/pmwiki/pub/images/squiffy.png
A new enemy added in the Radiant Update, the Squiffy Ghast is a ghostly being cursed with undeath, similar to the Drowned Crew. In the deepest and darkest parts of The Cove, the Ghast wanders around the caverns, constantly playing its fiddle accompanied by a limitless liquor supply. Any adventurer who encounters the Ghast risks being driven to insanity by hearing its cursed music, and it's said that those who dance to its tune are doomed to dancing with it forever.
  • The Bard: They have no offensive ability, but their drunken music is fully capable of stacking a horrifying amount of stress damage to heroes.
  • Brown Note: The music they play is this in its entirety.
  • Chill of Undeath: Their breath lets out a blue, ghostly cold air.
  • Dreadful Musician: Dreadful enough to induce insanity and heart attacks, but also the names of their moves implies that they're playing rather poorly.
  • Evil Counterpart: To the Jester. Both have extremely high mobility, play stringed instruments and spend a lot of their time changing the party's stress levels. As if to recognise this, there's an achievement called "Mine Goes To 11" for killing a Squiffy Ghast with a Jester attack.
  • Ghost Pirate: Of the shanty music-playing variety.
  • Glowing Eyelights of Undeath: Like the Drowned Crew, their eyes are missing in favor of a blue light coming from their sockets.
  • Shoot the Mage First: It's imperative that you try to kill the Squiffy Ghast if you're expecting a long battle, as they have a status effect called Horror, shared with the Ghoul, which inflicts 5 stress damage to heroes every turn for the next 4 rounds. Add that to the stress of their other attack, and the stress gained from battle in general, and it's a recipe for madness.

     The Things that await you at the End of the World (SPOILERS
When the Ancestor finally managed to dig up the Hell Gate under his manor, he was horrified and Driven to Suicide from the cosmic entity he unleashed. Others, though, saw this creature as a deity that’s to be worshiped and protected. Now devoted Cultists patrol around the estate, making a pilgrimage to join their much more powerful brothers and sisters in the manor. There, they give their lives to protect their God and its spawn of fleshy monstrosities.
  • Anti-Frustration Features: Even though the dungeon itself seems like hell on earth with the sudden difficulty spike, it does balance itself out with a few changes to how things work;
    • Enemies will never perform a nighttime ambush on camping heroes, meaning that camping in the Darkest Dungeon is risk-free of waking up to a mob of enemies surprising your party.
    • Hunger checks are much less frequent than in other dungeons, letting you save your stacks of food for your stress-relieving and HP-filling camps instead of losing most of it to heroes who want more food every other hallway.
    • While other dungeons are randomized with their enemy encounters, the Darkest Dungeon has scripted encounters in both hallways and rooms. This means that someone can memorize the spots where they encountered trouble and what kind of enemies populate those locations and build their team accordingly, if they were wiped out the first time.
    • The third Darkest Dungeon is the largest in the whole game and is the only dungeon classified as Exhausting, and as such you'll be given 4 campfires to set up at any time to heal up and buff your party in, if you're having a particularly rough time.
  • Body Horror: The Cultists who patrol the halls of their temple are not quite human anymore. Taken Up to Eleven with the Cultist Priests, though, who aren't even classified as Humans anymore, but as Beast and Eldritch.
  • Damage Over Time: The enemies here adore inflicting heavy bleed damage, with 6 being the average amount inflicted for most attacks.
  • Demonic Spiders: A whole dungeon filled with them, done intentionally to drive the point home that this is The Very Definitely Final Dungeon.
  • Eldritch Abomination: The Cultists that pestered your party in the regular dungeons are now this. Additionally, other hellish non-human creatures can be found in the deeper parts of the Dungeon.
  • Eyes Do Not Belong There: Most of the creatures have multiple, smaller black eyes scattered across their bodies.
  • Lovecraftian Superpower: People who give themselves to protecting and worshiping whatever it was that came from the portal are rewarded with grotesque new forms and terrifying powers.
  • Money Spider: Averted. Unlike the usual twisted wildlife in the other dungeons, the encounters in the Darkest Dungeon, barring the Shuffling Horror, yield no loot on defeat.
  • Took a Level in Badass: Those Cultists that liked to annoy your party with their bleed and stress damage? Their Ascended siblings are far more terrifying with their much more potent movesets.

Ascended Brawler
https://static.tvtropes.org/pmwiki/pub/images/brawler.png
A Cultist Brawler who was rewarded with a powerful new form for his loyalty by his eldritch god. Their attacks are identical to the regular Brawlers that can be found in any dungeon, save for the fact that they've been given new names and were given a huge power boost to fit in with the difficulty of the Darkest Dungeon. In battle, they'll inflict heavy bleeding with a swipe of their claws, specifically targeting any hero marked by their Witch allies.
  • Arc Symbol: The symbol of their god is their headdress.
  • Body Horror: Their bodies have been augmented with a fleshy profusion that forms into a serrated scythe appendage when they attack.
  • Combination Attack: The move Rend For The New God has a good chance to inflict a +20% stress damage debuff on targets, a great opening attack to compliment their Witch allies' Fate's Reveal, a sanity-draining attack.
  • Lightning Bruiser: Is packed with a passable speed stat, good HP, and a dangerous ability to cause heavy bleeding for your party so as long as they're on the front rows.

Ascended Witch
https://static.tvtropes.org/pmwiki/pub/images/witch_9.png
A Cultist Acolyte who was rewarded with a powerful new form for her loyalty by her eldritch god, like the Ascended Brawler. Also like the Ascended Brawler, their attacks have been powered up and renamed to fit with the difficulty of the Darkest Dungeon. In battle, they prioritize in driving party members to insanity, preferring to target the heroes who have taken more stress damage than the others. They'll also attempt to ruin formations by dragging heroes forward or pushing them backwards with the usage of Black Magic.
  • Arc Symbol: Wears the symbol of their god as a headdress.
  • Body Horror: Their bodies were augmented with tentacles that seep out from their robes and wrap around their arms.
  • Combination Attack: Heroes hit with Fate's Reveal will be Marked in addition to taking heavy stress damage. The Brawlers that accompany the Witches will then capitalize on the increased damage with powerful hits from the move Rend For The New God.
  • Go Mad from the Revelation: Will try to inflict this on your party with enough usage of the move Fate's Reveal.
  • Target Spotter: In addition to stressing heroes out, the move Fate's Reveal will mark its targets so the Brawlers can deal increased damage against them while targeting them in particular.
  • You Will Not Evade Me: The move Fate's Pull will have the Witch summon a tentacle through a portal to drag a hero to the front of the party.

Rapturous Cultist
https://static.tvtropes.org/pmwiki/pub/images/cultist_5.png
Deranged worshipers of the thing under the manor, they'll give their lives away to protect their fellow Cultists while healing them, acting as the Darkest Dungeon's dedicated support unit.
  • Broken Smile: Has their mouth agape in fanatical devotion to their god.
  • Eyes Do Not Belong There: Multiple black eyes are scattered on their chests and legs.
  • Fragile Speedster: They have an impressive speed stat, but are lacking in HP, and are especially devoid of dodge and protection.
  • Human Shield: Rapturous Cultists will use the move Flesh Wall to provide a turn of protection to the target.
  • Shoot the Medic First: Any turn not spent on getting rid of these Cultists is a turn where they make their much more dangerous allies immune to direct damage or possibly even undo your progress with a heal. Thankfully, they have nonexistent stats to protect themselves with, so it's fairly easy.
    • On the other hand, though, bearing through their heavy healing and protection and leaving one Rapturous Cultist alive means a few turns to heal risk-free, thanks to their complete lack of fighting power unlike other supports.
  • Support Party Member: Has no offensive capabilities whatsoever, only the abilities to protect their allies or heal them.

Cultist Priest
https://static.tvtropes.org/pmwiki/pub/images/cultist_priest_8.png
Some of the most devoted and righteous Cultists in the temples are blessed by their god with a new form that ascends them beyond humanity, with increased durability, speed, and ferocity. These Priests rank highest in the Cultist hierarchy, which in turn makes them the most dangerous of the non-boss enemies in the first two Darkest Dungeon missions.
  • Body Horror: And how!
  • The Faceless: Their hoods completely shadow whatever counts as their face.
  • High Priest: They serve as these for the Cultists.
  • Lightning Bruiser: Is possibly one of the toughest standard enemies in the dungeon, sporting a good amount of HP, high damage and heavy bleeding, and a speed that ensures they can move first against most of the damage dealers in your party.
  • Was Once a Man: The Priests were apparently once human, but a granted favor from their god has turned them into something nearly unrecognizable. Notably, they're the only Cultist who aren't classified as a Human in any way.

Malignant Growth and Defensive Growth
https://static.tvtropes.org/pmwiki/pub/images/growth.png
The fleshy spawn of the Darkest Dungeon tend to grow on anything they can latch onto. Unlike the growths that'll haunt your party in the background, these growths will take the initiative to attack your party while supporting their own. The Malignant Growth dedicates itself to the offensive, stunning and bleeding your party dry. The Defensive Growth, meanwhile, will protect, heal, and buff their allies with the occasional stress attack against your party.
  • Arc Symbol: The growths have attached themselves to broken parts of the arc symbol.
  • Anti-Frustration Feature: A rare one for the game, but the Defensive Growth will only ever use the move Grand Guard once every 3 turns, which is understandable as they're capable of absorbing a ridiculous amount of damage for their allies.
  • Desperation Attack: When the Defensive Growth is the last unit standing, they'll use the move Unbearable Tremors to deal a party-wide stress attack against your team.
  • Early-Bird Cameo: The Growths appear only once as encounters in the first Darkest Dungeon mission before they become common enemies in the second mission.
  • Mighty Glacier: The Malignant Growth is a powerful and sturdy unit thanks to the statue it's attached to, and capable of inflicting heavy damage and stuns.
  • No-Sell: Being made mostly from stone, they have a bleed resistance just barely behind the skeletons in The Ruins, making bleed-reliant attacks next to useless on them.
  • Shoot the Medic First: It's difficult to pull off on the Defensive Growth without the usage of blight damage, though, meaning that either stun-locking them or killing off the rest of their allies can be more worthwhile than wasting turns hitting a stone statue.
  • Stone Wall: The Defensive Growth is exceptionally sturdy, even more than the Malignant Growth, making them perfect for defending their damage-dealing allies.
  • Support Party Member: The Defensive Growth, contrary to the Malignant Growth, are dedicated protectors, damage buffers, and healers for their parties, and are deceptively fast enough to pull their tricks off before most of your party can move.

Templar Warlord and Impaler
https://static.tvtropes.org/pmwiki/pub/images/265px_templar_warlord.png
https://static.tvtropes.org/pmwiki/pub/images/281px_templar_impaler.png
The Templars are monstrosities commonly found guarding important ritual sites in the deeper parts of the Dungeon. Though significantly stronger than the usual mobs scattered around the Dungeon, their number usually has them classified as mini-bosses.
  • Arc Symbol: The Stress symbol forms the frame of their golden headdress.
  • Degraded Boss: The third Darkest Dungeon mission also contains Templars — the Templar Gladiator and Sniper. These lack the minibosses' headdress, cannot use Revelation, and take only one action per turn.
  • Dual Boss: One of the Iron Crowns is guarded by both the Templar Warlord and Impaler, forcing the player to deal with two rounds of Revelation each turn.
  • Eyes Do Not Belong There: Besides the usual numerous black eyes typical to Darkest Dungeon enemies, they have a particularly large one beneath their human torso, which they use for their Revelation attack.
  • Scary Scorpions: They have a general scorpion motif throughout their design and their manner of attack.
  • Signature Move: The Templars are scripted to use Revelation on the first of their two actions each turn, which deals massive physical and stress damage.
  • These Are Things Man Was Not Meant to Know: It is implied their Revelation attack exposes the target's awareness to incredibly stressful things.

Flesh Hound
https://static.tvtropes.org/pmwiki/pub/images/fleshy.png
When the Cultists fail to stop the intruders in the first two sections of the Dungeon, the animal-like monstrosities found in the deeper sections will take over. The Flesh Hound is one of them, who specializes in biting into heroes for a damaging Gnash, and lashing out at heroes in the back to Fetch them all the way to the front with their long tongues.
  • Animalistic Abomination: Vaguely resembles a dog with its form and attack names.
  • Early-Bird Cameo: Flesh Hounds make an early appearance in the second Darkest Dungeon mission to accompany the Templars, before they become the standard enemy in the third mission.
  • You Will Not Evade Me: The move Fetch has the Hound lash their tongue out to try and yank a targeted hero to the front of the formation. As an added bonus, it also has a chance to stun the same hero.

Polyp
https://static.tvtropes.org/pmwiki/pub/images/pol.png
Vaguely bat-like spawn of what's hiding under the manor, these flyers dedicate themselves to spreading their Venomous Phlegm to your party and using Banish to toss heroes to the back rows.
  • Blown Across the Room: Their specialty and main source of drawing hatred from you, if they manage to get a front-row hero away from their position.
  • Early-Bird Cameo: Polyps can be encountered fighting alongside the Templars in the second Darkest Dungeon mission before they become regular enemies later on.
  • Long-Range Fighter: From a distance, they can easily spread blight and ruin formations, but they're incapacitated for a turn should they find themselves in the front, as they'll have to use Violent Hack to push themselves back to their preferred spots.

Antibody
Stationary stalks sprouting from the walls of the Darkest Dungeon, functioning as a self-defense mechanism. Often paired with Flesh Hounds and Polyps, Antibodies are more annoyances than threats, only capable of spouting Stunning Secretions.
  • Meaningful Name: Like real-life antibodies, they form part of a biological self-defense mechanism.
  • Palette Swap: Highly similar to the White Cell Stalk, shown below.

Mammoth Cyst and White Cell Stalk
https://static.tvtropes.org/pmwiki/pub/images/teleports_you_away_heh_nothin_personelkid.png
Flesh walls that are scattered across the hallways in the belly of the Darkest Dungeon. These minibosses can be encountered at any time to block your progress to the center of the dungeon until they're dealt with. Their main source of danger comes from the unique enemy they can summon, though; the White Cell Stalk, who aids the Cyst by healing it and displacing heroes. Most importantly, though, it can Teleport your party into a random room in the Dungeon to ruin any progress you might've made when trying to reach the center. note 
  • Anti-Frustration Features:
    • The White Cell Stalk will never use Teleport the first turn to avoid possibly every encounter immediately opening up with a teleport. Instead, the chances for the move to be used gradually increases with every turn before the inevitable happens, if they're not killed.
    • Despite Teleport taking you out of the battle, it does not reset the fight; if they were almost dead when you were Teleported, they'll still be almost dead when you get back there.
  • Boss in Mook Clothing: There are multiple Mammoth Cysts in the dungeon, yet they're built like boss battles in each and every encounter.
  • Big Guy, Little Guy: For a loose definition of 'guys', but the Mammoth Cyst takes up 3 spaces while their support Cell Stalk takes up only one.
  • Enemy Summoner: The Mammoth Cyst will summon new White Cell Stalks as they're killed, who support the Mammoth with healing when they're not teleporting your party away.
  • Expy: Visually very similar to the beholders from Dungeons & Dragons, they can even attack your party by gazing at them with their large central eye.
  • Meaningful Name: The White Cell Stalk acts like a real White Blood Cell in a body, venting and wiping out intruders to protect the body. In this case, you're the sickness that has to get past the White Cells to find and kill what came from the portal.
  • Mighty Glacier: As well as hitting like a truck, Mammoth Cyst sports a hefty protection stat that it can buff... and both it and White Cell Stalk can heal it. This is a fight designed to be gruelling.
  • Random Transportation: The White Cell Stalk's specialty, where it'll teleport your party into a random room in the largest dungeon in the game.
  • Shoot the Mage First: Unless you want to try your luck and see if you'll land somewhere close to the objective, it's best that the White Cell Stalk is killed as soon as possible.

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