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Characters / Kingdom Hearts: Enemy Creatures

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Due to lengthy periods between releases and the prevalence of Late Arrival Spoilers, spoilers from installments before 2010 may be unmarked. Read at your own risk.

Throughout the Kingdom Hearts franchise, the Keyblade wielders face a variety of monsters created from darkness and hearts falling to it. This is a listing of those creatures.
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The Heartless


The Nobodies

"A Nobody doesn't have a right to know. Nor does it even have the right to be."
Appearances: I Final Mix | Chain of Memories | II | Birth by Sleep | 358/2 Days | coded | Dream Drop Distance | III
The Nobody emblem

What's left behind when a heart is lost. Don't take "Nobody" literally: they are the body (and ill-defined "soul") of the person, though usually warped to something unrecognizable as human. Those who had the strongest will before losing their heart, however, can retain human form: see Organization XIII. Because they lack hearts, they have no emotions, only putting on the illusion of feeling based on their memories of how they expressed themselves when they were human. Of course, come KH3D, we now know that the strongest of them (Organization XIII) will eventually grow new hearts naturally).

They come in far fewer 'types' than the Heartless; Dusks and Creepers fill the 'generic mook' role, while every other type corresponds to an Organization XIII in some way and certain types appear whenever and wherever the member who lords over that particular type appears.

  • Ambiguous Gender: While certain varieties are noted below to have rather feminine designs, the rest tend more towards being androgynous. Their nature as Nobodies makes it unclear if they can even be described as having any sort of biological gender.
  • Attractive Zombie: The human-form Nobodies in Organization XIII are indistinguishable from normal humans. Many of them retain their good looks from when they were human.
  • Chuck Cunningham Syndrome: Quite a few types of them are absent in III, despite the Organization still actively using lesser Nobodies as soldiers.
  • Eldritch Abomination: All of the lesser Nobodies count (see Humanoid Abomination below), but the Twilight Thorn stands out due to its massive size coupled with its unnatural movements.
  • Eldritch Starship: The Nobody Gummi enemies. Whether they're alive like the Heartless is unknown. Also, the Dreadnought and the fleet escorting it, which look like flying castle towers.
  • Elite Mooks:
    • Compared to the Heartless. Nobodies are only born when particularly strong hearts are lost, so they're not as common as Heartless but are more powerful and have some minor form of intelligence instead of just going on instinct. Indeed, whenever Nobodies and Heartless clash with each other in cutscenes, almost always the former are subjecting the latter to a Curb-Stomp Battle.
    • The Nobodies are an unusual example of this trope in that most Nobody varieties qualify, with there being thirteen high-ranking types that serve particular organization members.
  • Empty Shell: They're the bodies of people whose hearts were stolen by the Heartless. They have no emotions of any kind, but the Nobodies of people with particularly strong hearts retain their memories and human appearance.
  • Evil Weapon:
    • Berserkers wield "cursed hammers". This probably explains the "Berserk" Reaction Command and the fact that it seems to drag them around.
    • Creepers can turn into these.
  • The Faceless: Most varieties, but look closely at the Dragoons.
  • Fantastic Racism: Not by them, but rather of them. Most anyone who talks about Nobodies, up to and including Sora, talks about them as being emotionless abominations that do not deserve to exist, often in arguments with members of the Organization XIII themselves. This is most prominent in II but is toned down in later ones, to the point where in 3D and with Sora's next outing with Riku, Sora is outraged by injustices done to the Organization XIII by Xemnas himself and tells Roxas that he always wanted to tell him he deserves as much as anyone to be his own person, not just to be Sora.
  • Hidden Eyes: Half of the mook varieties have their eyes covered by their attire. The other half is The Faceless. The Organization members often wear their hoods in a manner that hides their eyes from the audience.
  • Hoist by Their Own Petard: How Reaction Commands around lesser Nobodies seem to operate, using their own powers against them.
  • Humanoid Abomination: In direct opposition to The Heartless (who take on more monstrous forms as they become stronger), the strongest Nobodies are human-like in appearance. They also move and walk in ways that highlight how un-human they are, such as "swimming" through solid matter or walking on air. Characters in II also comment that by the nature of their existences, they are unnatural abominations that should not exist, though later games have toned down the Fantastic Racism.
  • Intangible Man: Assassins can phase through solid objects.
  • It Can Think: As Yen Sid explains in II, this is the main differences between the Heartless and the Nobodies. While the Heartless are essentially mindless animals who function on instinct, the Nobodies retain their intelligence and can think and plan.
  • It Was with You All Along: As 3D reveals, Xemnas lied about the nature of Nobodies to further Master Xehanort's schemes. Nobodies do start without hearts, but as they connect to others, they develop emotion, and can grow new ones. By refusing to accept their own emotions and connections the hearts are suppressed, allowing others like Master Xehanort to put their own in their place.
  • Living Clothes: Subverted. The lesser nobodies all wear bodysuits and move and shape-shift like there is nothing inside of them, but there is a shadowy body in there. The Dusk uses a zipper as "teeth", but has another mouth behind that. The Dragoon shows its eyes.
  • Nice Hat: Dancers wear one.
  • Nonindicative Name: Just like the Heartless are corrupted hearts, the Nobodies are heartless bodies.
  • Our Zombies Are Different: Believe it or not, they are reanimated corpses... very powerful, intelligent corpses that can fly, walk on walls, and contort their bodies in downright impossible fashions.
  • Power of the Void: Sorcerers attack with Hard Light cubes of Pure Energy, being Xemnas' personal type. Also technically, all Nobodies are beings born of Nothingness.
    • The Twilight Thorn's main attack, which fires thorned streamers at its target, is similar to one of Xemnas's attacks.
  • Shapeshifter Weapon: Creepers shapeshift into various forms freely, including swords and spears.
  • Sigil Spam: A white, inverted Heartless / Mark of Mastery logo based on Master Xehanort's armor. Every lesser Nobody type has it emblazoned somewhere on their bodies, some of them are even shaped like one (Twilight Thorn and the Gamblers, for example), most of the Organization XIII members have it on their person (for example, Demyx's sitar's basically a giant, blue Nobody symbol), and the Organization's castle is pretty much made entirely out of them.
  • Theme Naming: Except for Dusks and Creepers, all the "lower" Nobody types are named after Final Fantasy job classes.
  • Uncanny Valley: An Invoked Trope in how the lesser Nobodies move: elongating and compressing their limbs; curling themselves up into various shapes; and bending and twisting their bodies in ways that're wholly unnatural.
  • Undying Loyalty: Implied in the Dusk fight in II if taking into account Roxas' actions at the end of Days. The Dusk Roxas fights still calls him "my liege", in spite of the fact that Roxas abandoned the Organization. Also, late in II, upon coming to The World That Never Was, Roxas still has control of Samurai Nobodies, in spite of fighting them on the way out of the Castle That Never Was weeks prior. An exception seems to have been made for Axel and his Assassins, however, so perhaps it was just Roxas, or because the situation was less dire for the Organization XIII as a whole at the time.
    • As of III, when first coming to Twilight Town and Team Sora ask around about Roxas, they appear and speak again, saying "You wish to find our liege?", implying they still have loyalty in spite of technically being enemies. The Nobodies in service to Roxas, Axel, Xaldin, and Demyx do not appear, suggesting they were only loyal due to their own liege. A group of Dusks is later shown to save Hayner and attack Ansem SoD despite being part of the Seekers, having joined Vexen in his betrayal.
  • The Usual Adversaries: To a lesser degree than the Heartless, but they still qualify for this in II and III.
  • Villain Team-Up: Perfectly willing to fight against the heroes in tandem with the heartless, especially in III where the strongest Heartless and Nobody serve the Real Organization XIII. Since Vanitas is also part of that group, you can add in the Unversed as well.
  • Was Once a Man: Downplayed when it comes to the lesser Nobodies, but there's generally a large focus on the Bishōnen Line Nobodies who are attempting to become whole again, and the lesser ones are still implied to be much more sentient than the Heartless.
  • Weapon of Choice:

Individual Nobody descriptions

Appearances: II

The weakest of the Nobodies, Creepers are strange crawling creatures which can shape shift into different forms of weapons and objects. Despite being the weakest variant of Nobody, they are not the first encountered nor the most common; that honor goes to the slightly stronger Dusks.

  • Chuck Cunningham Syndrome: Not a single one appears in III.
  • The Goomba: They're basically the Nobody equivalent of Shadows, though markedly less ubiquitous.
  • Shapeshifter Weapon: Can turn into a spear to teleport and slam down onto a target similar to one of Xaldin's attacks, or turn into a sword and swing itself around.

"We have come for you, my liege."
Appearances: II | 358/2 Days | III

The most common of the Nobodies, Dusks are nimble creatures who move in erratic patterns and attack with their limbs. They also can be the punishment transformation for any Organization member by Xemnas.

The Reaction Command for Dusks is "Reversal", which is unique in that it can be triggered at any time. It allows Sora/Roxas to slide behind a targeted Dusk, confusing it and any other Dusks nearby.

  • Baleful Polymorph: Errant Organization members are threatened with being turned into Dusks.
  • Jagged Mouth: Hidden behind the zipper on its face.
  • Mooks: The most seen flunky of the entire Organization, though still not the weakest. Like the Shadows you will see Dusks around the worlds most often.
  • Mauve Shirt: A single dusk gets focus in the manga version of 358/2 Days, displaying fascination towards Xion's kindness and appreciation of its work and frustration towards Saïx for his harsh, constant demands to the point where it beats up a Saïx doll. It's implied to perish after being ordered to "slow down" Riku but not before leaving behind Aster Tataricus flowers also known as "Shion" for Xion as a reference to her name.

Appearances: II

A type of Nobody controlled by Axel. Assassins are thin humanoids with spiked arms and spindly legs and can "dive" into the ground to ambush targets, making them difficult to hit. Their Reaction Command is "Fail-Safe", which allows Sora to grab an Assassin attempting to use a Suicide Attack and throw it away.

While Assassins are first fought by Roxas during the prologue of II, they do not fight Sora until the final visit to Twilight Town.

  • Action Bomb: Can do this once their health starts getting low. A reaction command causes the resulting blast to hit enemies instead.
  • Blade Below the Shoulder: Their arms are covered in these.
  • Chuck Cunningham Syndrome: Make no appearance in III though Axel/Lea's complete defection from the Organization may contribute to this.
  • Guide Dang It!: Random drops from Assassins are the only source of twilight gems in the game, which you'll need if you plan to get Save the King for Goofy. Too bad they'll only spawn in one room after a certain point in the story.
  • Intangible Man: They have a strange habit of "swimming" through the floor while attacking.
  • Taking You with Me: Assassins can explode, which destroys them and deals a large amount of damage to anybody nearby. They may attempt to blow up in Sora's face to kill him.

    Twilight Thorn
Appearances: II

A giant Nobody that appears in Roxas's Dive into the Heart and the counterpart to the Darkside Heartless faced by Sora. Roxas encounters the Twilight Thorn at the beginning of II, where it act as a tutorial for Reaction Commands.

  • Astonishingly Appropriate Appearance: Basically, it's a giant, animated Nobody symbol.
  • Beam Spam: It constantly shoots thorny tendrils of energy.
  • Chekhov's Skill: Using Reversal to dodge around thorns, which comes back during the final battle.
  • Enemy Without: Its true nature is strongly implied to be Roxas' heart struggling to break through Diz's memory manipulation. Played With in that, while it does fight Roxas, its more about memories violently trying to resurface than duplicity in the character's soul:
    • Roxas' model with the black hood up is seen very briefly standing behind him before Twilight Thorn inexplicably appears in Dive to the Heart as the boss.
    • If you allow the fight to go on long enough, Twilight Thorn will go into a phase where it contorts itself into a circular shape and floats above the arena, making the light but eerie sound of a heartbeat.
  • Expy: It has the same role in Roxas' Awakening that the Darkside did in Sora's; a giant, Mook summoning horror that serves as the game's first boss.
  • Giant Space Flea from Nowhere: Beyond the thematic similarity to the Darkside Heartless, it's never explained why it's in Roxas's Dive to the Heart and we never see another one.
    • Its strongly implied that Thorn is a reflection of Roxas' Nobody identity trying to reawaken while in the simulation detailed in Enemy Without.
  • Hoist by His Own Petard: At the start of the battle, it will ensnare Roxas with energy suspending him in mid-air and begin a sequence of Reaction Commands. Should you do them all correctly, Roxas will be turning every one of its attacks against it.
  • Humanoid Abomination: Can inexplicably stretch and contort its arms (along with every other part of its body, even its HEAD) in various ways. And it just gets more random and more disturbing as its fight with Roxas goes on...
  • Lightning Bruiser: Can very quickly slither across the battlefield when it needs to.
  • Sphere of Destruction: Tries to nail Roxas with one of these should Roxas successfully knock it off the arena with Reaction Commands. It literally blow up in its face during the Reacation Command where Roxas tosses his keyblade into it.
  • Theme Naming: The katakana indicate that its name is probably actually meant as Twilight Zone (this is possibly a Writing Around Trademarks situation), meaning it and the Darkside Heartless are named after the horror anthology series The Twilight Zone and Tales from the Darkside.

Appearances: II

These kinds of Nobodies follow Demyx's orders in the Organization. They seem to move around a lot in a dancing pattern. They debut in Hollow Bastion in II, during the turning point in the story. Dancer are notable for having no Reaction Command and sporting a color scheme that's brighter than other Nobodies.

Dancers are first fought in Hollow Bastion after visiting Space Paranoids, and they can later be found in Twilight Town and The World That Never Was.

Appearances: II

These Dragon Knight Nobodies serve under Xaldin, taking heavy inspiration from the recurring Final Fantasy Character Class of the same name. Dragoons fight by flying around the battlefield, using their lances along with a jumping ability. Their Reaction Command is "Learn", which temporarily replaces Sora's normal "Attack" command with "Jump".

  • Blade on a Stick: They wield bladed lances, and occasionally drop one that Donald can use.
  • Chuck Cunningham Syndrome: Absent in III, presumably due to their master Xaldin having been defeated and recompleted as the far less villainous Dilan.
  • Draconic Humanoid Abomination: Their "armor" gives them a silhouette and appearance similar to a dragon, which is an exaggeration of how Final Fantasy Dragoon armor usually looks. Their "helmets" are basically an entire dragon head and neck, rather than the typical "normal" Dragoon helmets with dragon motifs.
  • Cool Helmet: Take a close look at those dragon heads. Their ‘‘real’’ faces are at the base.
  • Dynamic Entry: They appear lance first and dive at the ground for a Shockwave Stomp.
  • Flash Step: Their movements are technically this rather than actual teleportation, but the difference is academic. Then again, there's a visible shattering effect in the space around them when they do it, so it could be a mix of the two.
  • Rare Random Drop: Whenever a Dragoon is killed, there's a small chance that it will drop its lance. A Nobody Lance can be used as a decently strong wand for Donald.
  • Shockwave Stomp: Their "jump" attack has them slam into the ground and create a shockwave. The Jump reaction command that you can learn from them lets you in on the action.
  • Spin Attack: They can do a vertical spinning slash that also lets you learn their Jump attack.
  • Teleport Spam: One of their attacks has them Flash Step up to you before slashing you, moving this way repeatedly if necessary. Blocking it lets you learn and use their jump attack as a reaction command. They also teleport into the air for their own jump attack.
  • Too Many Belts: It has like a dozen pink belts around its "dragon head".

Appearances: II | III

Nobodies controlled by Xigbar who can use their guns to attack from far away. They appear for the first time during Sora's second visit to the Land of Dragons. Their Reaction Command is "Warp Snipe", which allows Sora to kick their laser bolts back at them with some Teleport Spam.

  • Automatic Crossbows: They wield laser crossbows, and occasionally transform into larger ones.
  • Gravity Is Purple: They look like purple bodysuits and have a cap of the same color covering the top half of their heads. Fittingly, they utilize powers over gravity much like Xigbar.
  • Eyepatch of Power: The design of their eye-covering caps references the eyepatch that their master Xigbar wears. May be something of a subversion though if that black spot is actually supposed to be a hole for them to see through.
  • Laser Sight: While charging up their projectiles, their crossbows aim using a red laser sight.
  • Space Master: Like their master, they can stand on air and warp around the battlefield at will.
  • Teleport Spam: See above.
  • Tennis Boss: Their shots can be bounced back when hit normally or up to three times with the Warp Snipe reaction command.

Appearances: II | III

Nobodies who serve under Luxord that first appear during the second visit to Port Royal, Gamblers appear as animate clothes that wield dice and cards to fight. They are easily tempted into games of chance using the "Play Game" Reaction Command, which stuns all ground-bound Gamblers and causes them to drop Munny and items if they lose.

  • Astonishingly Appropriate Appearance: Much like Twilight Thorn before it, it's pretty much an animate Nobody symbol.
  • Baleful Polymorph: If you fail their "Play Game" Reaction Command, Gamblers will turn Sora into a card or die temporarily.
  • Call-Back: Their cards have pictures of four of the Organization members from Castle Oblivion.
  • Floating Limbs: Difficult to tell until III, but their head, shoulders and body are separated.
  • Improbable Weapon User: They alternate between using floating cards and rolling boulder-sized dice to attack.
  • Piñata Enemy: Whenever you succeed at the "Play Game" Reaction Command, every grounded Gambler in the room will drop at least 100 munny on the spotnote . Their coffers are bottomless, so it's possible to farm them for munny indefinitely as long as you don't kill them.
  • Rare Random Drop: Gamblers have a small chance to drop the Nobody Guard, a decently powerful shield for Goofy.
  • Tennis Boss: Their dice can be bounced back at them for multiple hits.

Appearances: II | 358/2 Days

Samurai are sword-wielding Nobodies who once took orders from Roxas, first appearing during the first visit to Hollow Bastion in the beginning of II. As their name suggests, they resemble kendoka and use a pair of katanas and their scabbards in tandem. Their Reaction Command is "Duel Stance", which can be triggered by blocking or parrying a Samurai so it enters a mediating position. Sora will engage them in a Single-Stroke Battle that deals a large amount of Splash Damage if done properly, but failing will only lead to giving the Samurai a free hit that can potentially kill.

Samurai are one of the few Nobodies that appear in 358/2 Days, where they act as a rare enemy only seen in a small selection of missions in The Castle That Never Was. They have far more health than in II, though their attack patterns are somewhat less aggressive and their Reaction Command is not available for use. Due to their significant power advantage over Roxas when first encountered, Samurai act largely as obstacles that initially should be avoided instead of fought.

  • Chuck Cunningham Syndrome: They still made regular appearances in II despite the defection of their master but not a single one appears in III.
  • Diagonal Cut: The Duel Stance reaction command results in either Sora or the Nobody doing this depending on the player's reflexes. If Sora does it, it also hits surrounding enemies.
  • Dual Wielding: With katanas, of course. They even use the scabbards, so they're technically quadruple wielding.
  • Informed Attribute: They were supposedly Roxas’ subordinates during his tenure as a member of Organization XIII, yet as we see in Days, he only ever encountered them as enemies. The only time Roxas ever seemingly showed any sort of dominion over them was when they attacked Donald and Goofy as he confronted Sora in II. And even then, it’s ambiguous as to whether or not he actually summoned them or that their appearance had simply been a coincidence. Somewhat Justified since Roxas' missions did not require him to summon them and Xemnas has control over all Nobodies in case any of the Organization were to turn on him.
  • Katanas Are Just Better: It'd be odd if an enemy based of Samurai didn't wield them.
  • Mook Chivalry: Their reaction command results in a one-on-one standoff with Sora while the rest of the battlefield freezes.
  • Sheath Strike: Their combo attack adds the katanas' scabbards to an already large flurry of attacks, allowing them to quadra-wield briefly.
  • Time Stands Still: Their reaction command causes this while in progress. Allies and enemies alike will freeze in mid-attack and projectiles stop in their tracks until either Sora or the Nobody performs their move.

Appearances: II | III

Nobodies under the command of Saïx that wield large hammers. Berserkers are very strong, have the most HP out of the Nobodies variants, and can deflect attacks from the front thanks to how they hold their hammers. Their Reaction Command is "Berserk", which allows Sora to commandeer one of their dropped hammers to swing at surrounding foes.

  • BFS: Their weapons are even taller than their bodies.
  • Bonus Boss: A minor example in the postgame of III, where a lone Berserker acts as the final opponent in the Arendelle Battlegate. It's the only one in the base game, but it makes up for it with how much tougher it is than its II counterparts or any Nobody encountered in the main game.
  • Dynamic Entry: They’ll occasionally spawn with a diving attack, much like the Dragoons.
  • Degraded Boss: Downplayed since they were Mooks to begin with, but while only one appears as a Bonus Boss in III's base game, Re:Mind has them appear as regular enemies in Scala Ad Caelum.
  • Evil Weapon: Berserkers wield "cursed hammers" that seem to drive their rage, as if Sora steals one with a Reaction Command he too goes into a mad frenzy.
  • Giant Mook: Easily the biggest regular Nobodies, second only to the Twilight Thorn.
  • Ground Pound: One of their more devastating attacks, where they shrink themselves, but enlarge their hammers to massive size and pound the ground with them in a jackhammer-like fashion. The last leg of this attack counts as a Shockwave Stomp, and it can take of a HUGE chuck of health off Sora, too.
  • Jagged Mouth: It's obscured by their helmets but it's there.
  • Mook Promotion: The Battlegate Berserker in III has the strength of its average brethren amped up to the level of a boss.
  • Sizeshifter: Capable of completely shrinking their bodies mid-combat.
  • Shield-Bearing Mook: The Berserkers' large hammers deflect melee attacks from the front.
  • Weapon Wields You: Their hammers appear to be dragging them around much of the time. Their bio in III even asks, "Is the Nobody swinging the hammer, or the hammer swinging the Nobody?"

Appearances: II | III

Appearing as pulsating robed figures, Sorcerers are Nobodies under the command of Xemnas, the superior of Organization XIII. They don't attack directly, using invulnerable cubes of Hard Light to fight. They're the last of the Nobody types encountered in II and the rarest, for they only appear the game's final world, the World That Never Was and the penultimate room of the Cavern of Remembrance.

  • Bonus Boss: A lesser example in the postgame of III, where a single Sorcerer appears at the end of the Battlegate in Twilight Town, and is much stronger and healthier than the ones in II.
  • Degraded Boss: Somewhat Downplayed since they were originally Mooks to begin with, but Re:Mind has them appear as regular enemies in Scala Ad Caelum
  • Elite Mook: They're completely immune to all forms of elemental magic, have no Reaction Command, only appear in the final world, and can DEMOLISH you with their cubes if you're not careful.
  • Hard Light: Their cubes are holographic light constructs, but they still hurt.
  • Immune to Flinching: Sorcerers are extremely difficult to stun, as they're still able to manipulate their Hard Light cubes to attack while taking damage.
  • In the Hood: They appear to be wearing hooded robes, with the hoods closed over their faces.
  • Kung Fu-Proof Mook: Sorcerers are completely immune to standard offensive magic. You have to rely on your other attacking options to hurt them.
  • Metal Slime: They're the only enemies in II that drop Twilight Crystals, a material needed to create the Ultima Weapon. But they're also exceedingly rare, to the point where they only appear in the final world and among the last wave of enemies in the last section of the Transport to Remembrance and nowhere else. Once you've cleared Xemnas's final battle, no more than TWO Sorcerers exist, and they only appear in Naught's Approach, the third-to-last section of the World That Never Was, and nowhere else (at least in the original game, they also appear in the Cavern of Remembrance in Final Mix). In III, they became even rarer as they only appear in the battle gate next to the Twilight Town mansion and it's also a single enemy with a massively inflated health bar akin to a Mini-Boss (though they do appear as semi-regular enemies in Re:Mind).
  • Mook Promotion: Only a single Sorcerer shows up the base game ofIII and it’s a postgame boss.
  • Powers Do the Fighting: They prefer to float at a distance while using their cubes to attack.
  • Power of the Void: Sorcerers attack with Hard Light cubes of Pure Energy, being Xemnas' personal type.
  • Sinister Geometry: They attack with floating cubes and are the strongest of the Nobodies.
  • Teleporters and Transporters: They can teleport short distances to break out of a combo, and leave their cubes behind to attack.

Appearances: III

Introduced in Kingdom Hearts III, Reapers are Nobodies under the command of Marluxia, which first appear during Sora's visit to the Kingdom of Corona. Like their master, they combine use of their scythes with floral motifs.

Appearances: III

Introduced in Kingdom Hearts III, Ninjas are Nobodies under the command of Larxene, which first appear in Arendelle. Like their master, they are capable of cloning themselves, but defeating the real one will destroy its clones.

  • Blade Below the Shoulder/Knife Nut: They have knives in place of hands, but are capable of launching them and creating more at-will.
  • Braids of Action: Built into their helmets.
  • Combat Pragmatist: Fittingly. Their first appearances are in the ice labyrinth, where the arena itself attempts to attack you, allowing the Ninjas to free themselves from your combos.
  • Confusion Fu: As mid-range combatants, most of their tactics involve running circles around their targets and creating distance while summoning clones to distract, then electing either to shoot enemies from relatively close-up or dash in for a Spin Attack.
  • Flechette Storm: Like Larxene, they are capable of firing silos of kunai to attack.
  • Fragile Speedster: While they have higher than average run speed and can launch themselves across the battlefield, they also pause to open themselves to attack and are easily locked into combos.
  • Me's a Crowd: Their main gimmick, but defeating the real one will destroy the others.
  • Hartman Hips: The most feminine aspect of their design.
  • Highly Visible Ninja: While they wear the traditional black, they have little in the way of stealth, preferring to stay at mid-range of their victims and instead send in clones as distractions.
  • Ninja Run: Their run animation uses this.
  • Shock and Awe: They charge their weapons with electricity before shooting them, and can emit an electrical charge while airborne to break out of a combo.
  • The Smurfette Principle: As with the Dancers in II (albeit less obviously so), Ninjas are the only feminine Nobody Mooks in III.
  • Spin Attack: They can jump into melee range and perform a pirouette with their knives extended to attack.

Organization XIII

    Organization XIII 

The Unversed

"The negativity took shape as these monsters. They are what I feel -— a horde of fledgling emotions under my control."
Appearances: Birth by Sleep | III
The Unversed emblem

The Unversed are a horde of fledgling emotions that feed on negativity and have taken monster form. When Yen Sid informs him of their appearance, Eraqus charges Terra and Aqua with wiping them out and discovering their source.

  • Emotion Eater: They apparently feed on negative emotions, though this is largely an Informed Ability.
    • III demonstrates this better, as they appear exclusively in Monstropolis, where they take advantage of the Monster's Inc. facility in order to scare kids and feed on their fear.
  • Expy/Suspiciously Similar Substitute: In terms of appearance and behavior, there really isn't much that separates the Unversed from the Heartless. Of course, Birth by Sleep takes place before the Heartless were a world-spanning threat, so the Heartless themselves couldn't be used.
    • One could argue that they are extremely similar to The Noise, after all; both of them are extensions of negative emotions and appear to be very similar in design.
  • The Heartless: Ironically, they're more true to the trope than the trope namers themselves; the Unversed are actually born from emotions (in this case, just Vanitas's emotions) whereas the eponymous Heartless don't originate from the host themselves, but from being forcibly transformed.
  • Made of Evil: They're composed of negative emotions.
  • No Ontological Inertia: Subverted. Once Vanitas is destroyed, the Unversed vanish from the worlds, only for III to reveal they survived and went into hiding to find a world viable to reviving Vanitas.
  • Red Eyes, Take Warning: In contrast to the Heartless's Supernatural Gold Eyes, the Unversed have red ones.
  • Resurrective Immortality: They cannot truly permanently die and can be replaced ad infinitum, at least while Vanitas is still alive.
  • Things That Go "Bump" in the Night: Play this role in Monstropolis in order to generate enough screams, fear and other negative emotions to restore Vanitas' heart as well as create the Lump of Horror.

Individual Unversed descriptions

Appearances: Birth by Sleep | III

The fodder of the Unversed. These strange, inky, twitchy creatures sink into the ground fairly often to avoid attacks, in a manner very similar to Shadow Heartless. They can be found on a variety of worlds.

  • The Goomba: Floods are the most common and basic Unversed faced, found in just about every world in Birth by Sleep.
  • The Heartless: Specifically, based on their entry and movements, they appear to represent antsy-ness and impatience.
  • Living Shadow: They appear out of the shadows on the ground and can hide back in them as well.
  • Suspiciously Similar Substitute: Floods act suspiciously similar to Shadow Heartless. They are both the most basic enemy type and are able to sink into the ground to avoid damage.

Appearances: Birth by Sleep

Unversed that run forward and attack with various claw swipes.

  • Artificial Stupidity: On purpose, judging by the journal. Scrappers always move in straight lines before stopping to change direction or attack, which allow them to be wide open for attacks.
  • Suspiciously Similar Substitute: Of the Soldier heartless. The weakest of the more advanced types, bipedal unarmed fighters that are also ridiculously common.

    Bruiser and Buckle Bruiser
Buckle Bruiser
Appearances: Birth by Sleep

Jiggly brutes who punch, charge and jump to fight. Buckle Bruisers are dressed up with shields and gladiator armor as an upgraded variation. Very similar to Large Body Heartless, though Bruisers can be damaged from the front just fine.

  • Jiggle Physics: Unlike most other heavy-set enemies like Large Bodies and Berserkers, Bruisers can be hit from the front, allowing their stomachs to wobble every time they are hit.
  • Shockwave Stomp: They can belly flop to create a large shockwave.
  • Suspiciously Similar Substitute: Both are very similar to the Large Body Heartless. They are bulky enemies that are difficult to stun, with Bruckle Brusiers also having the Large Body's trait of deflecting frontal attacks.
  • Top-Heavy Guy: Their main feature is their large, jiggly bellies suspended upon tiny legs.

Appearances: Birth by Sleep

Monotruckers are Unversed with pickaxes instead of hands and ride around in wheelbarrows. They're not the most threatening of foes.

Ventus encounters Monotruckers in Dwarf Woodlands, while Terra fights them at Olympus Coliseums during the Games. Aqua will never encounter them in the story, only the Mirage Arena.

Appearances: Birth by Sleep

Archravens are what they sound like: ravens. They aren't very aggressive and prefer to fly out of your reach, but they will dive down to try and steal any loot dropped by other Unversed. They're also weak to Fire magic.

Archravens first appear in Enchanted Dominion, and can later be found in Radiant Garden and Neverland.

  • Airborne Mook: Since they're based on birds, they can fly. They generally use this ability to stay out of your reach.
  • Bandit Mook: Archravens will do they best to swipe any kind of loot dropped by other Unversed, and then proceed to fly away.
  • Palette Swap: Archravens are normally black, but the Final Mix version makes gives them a green tint.

Appearances: Birth by Sleep

These Unversed are covered in a single, giant shoe, which they use to attack or defend themselves.

Shoegazers are generally found in the Castle of Dreams.

Appearances: Birth by Sleep

These Unversed disguise themselves as large treasure chests, waiting for foolish Keyblade wielders to come and open them. They are found in a variety of worlds.

  • Chest Monster: Spiderchests pretend to be large treasure chests. They attack when you "open" them.
  • Four-Legged Insect: While they are called Spiderchests, they only have 3 legs instead of 8.
  • Money Spider: Spiderchests drop large amounts of Munny when killed.
  • Poisonous Person: They can spew sludge that inflicts Poison.

Appearances: Birth by Sleep

These Unversed look like floating mushrooms and can be found in a variety of colors. They have little HP and aren't very threatening on their own, but they are often encountered in large numbers.

  • Palette Swap: Jellyshades come in a number of colors (blue, orange, purple, yellow, red, green, and pink), but these are purely aesthetic differences.
  • Zerg Rush: To make up for the fact that individual Jellyshades aren't going to do much, they may be fought in very large numbers to overwhelm you. These swarms are often treated as Boss Battles in their own right.

Appearances: Birth by Sleep

Mandrakes look like little anthropomorphic weeds with legs. They start off rooted into the ground and fire off leaves from a distance, but once you get close they will jump out and try to poison or confuse you.

Mandrakes are first encountered in Radiant Garden, and are later found in Olympus Coliseum, Neverland and the Keyblade Graveyard.

  • Long-Range Fighter: They shoot leaves over a VERY long distance, which only works to their advantage since they're generally there well before you're close enough for the other enemies to spawn around them.
  • Palette Swap: Mandrakes are mostly green in Birth by Sleep, but the Final Mix version of the game makes them orange.
  • Plant Mooks: They're evil, anthropomorphic plants.
  • Poisonous Person: Mandrakes can release a purple powder that will poison you on contract.

    Chrono Twister
Appearances: Birth by Sleep

Chrono Twisters are Unversed shaped like giant hourglasses. Like their name suggests, the are Time Masters that can inflict you with the Stop status.

Chrono Twisters are first encountered in Radiant Garden, and they proceed to appear as semi-common enemies for the rest of the game.

    Sonic Blaster
Appearances: Birth by Sleep

Sonic Blaster look like UFOs with laser dishes attached to them. They have two modes, Seek and Attack, which determine their attack patterns. They are somewhat weak to Blizzard and Thunder magic.

Sonic Blasters are generally found in Deep Space.

  • Energy Weapon: Their main form of attack is to fire lasers from their dish.
  • Palette Swap: They're predominantly blue in Birth by Sleep, but the Final Mix version of the game makes them red.

    Triple Wrecker
Appearances: Birth by Sleep

These Unversed look like totem poles with three ever-shifting heads: one red, one blue, and one yellow. Each head has an elemental affinity (Fire, Blizzard, or Thunder), but only the middle head will utilize its specific magic.

Triple Wreckers are found mainly in Neverland.

  • Color-Coded for Your Convenience: Each head is a color corresponding to the type of magic it uses (red is Fire, blue is Blizzard, and yellow is Thunder), so you'll know how a Triple Wrecker will attack based on which head is in control.
  • Fire, Ice, Lightning: Triple Wreckers use Fire, Blizzard, and Thunder magic.
  • Multiple Head Case: Each Triple Wrecker is made up of three heads, which alternate between each other to determine who's in control of the body.
  • Shared Life Meter: The three heads only have one pool of HP between them.

Appearances: Birth by Sleep

Blobmobs are jellyfish-esque Unversed with the ability to split into smaller copies when defeated. They are very rare, only appearing in two rooms in the entirety of Birth by Sleep (one in Deep Space and one in Neverland), but they also grant large amounts of EXP when defeated.

  • Asteroids Monster: When a Blobmob is defeated, it splits into two smaller copies. Once the copies get small enough, they just die normally.
  • Blob Monster: As their name would suggest, Blobmobs are large, antagonistic blob creatures that vaguely resemble jellyfish.
  • Piñata Enemy: Killing a single Blobmob gives you a lot of EXP. Since Blobmobs split into two when defeated, you can earn a very substantial amount of EXP from fighting them.
  • Suspiciously Similar Substitute: They are basically a land-based version of the Sheltering Zone Heartless, being jellyfish-like monsters that split into smaller versions of themselves when defeated.

    Prize Pod
Appearances: Birth by Sleep

These rare purple Unversed aren't much of a threat, but they drop Ice Cream ingredients whenever you attack them. They only spawn in specific locations in every world, and even then they won't always appear.

  • Cowardly Mooks: They don't fight and will actively run away from you, eventually despawning.
  • Metal Slime: Prize Pods only spawn in a specific spot in each world, though they are not guaranteed to appear when you reach said spot. Once they show up, they will try to flee instead of fight, eventually teleporting away if you don't kill them quickly. They also drop ice cream ingredients, which cannot be obtained from anywhere else.
  • Piñata Enemy: They drop ice cream ingredients whenever you hit them.

Appearances: III

An Unversed that looks like a cross between a turtle and a toad, making their only in Monstropolis. Unlike the Spiked Turtletoad (which appear before them), they don't have spiky shells nor the ability to eat Sora, but this doesn't make them any less dangerous.

    Spiked Turtletoad
Appearances: III

An Unversed that looks like a cross between a turtle with a spiky shell and a toad. First appearing in Monstropolis, they can eat Sora if they catch, or absorb a Flowersnake to get a turret. Their shells prevent them from being attacked in that area.

  • Balloon Belly: This Unversed can fill its belly with air and bounce around the battlefield to attack enemies.
  • The Spiny: The spiky shell on its back prevents attacks to that area.
  • Eating the Enemy: The Spiked Turtletoad can eat Sora if he's not careful.

Appearances III

Snake-like Unversed that make their appearance in Monstropolis. They can be eaten by a Spiked Turletoad, granting it a turret. They can also pump out poison while clinging to pipes and poles.

  • Make Me Wanna Shout: These Unversed can let out a sonic scream that can stun the target.
  • Poison Is Evil: These creatures made from negative emotions can pump out poison.


    Wheel Master
Appearances: Birth by Sleep

A giant Unversed that faces Terra in the Enchanted Dominion. It has the appearance of an anthropomorphic spinning wheel, using its thread and wheel to attack.

  • An Arm and a Leg: Each arm is breakable, which can disable certain attacks.
  • Animate Inanimate Object: It looks like a giant angry spinning wheel.
  • Deadly Disc: A very large wheel with spikes on it that bounces off any surfaces it encounters.
  • Foe-Tossing Charge: Once it Turns Red from its spindle and wheel being destroyed, it will gallop around the room to ram you.
  • Fisher Kingdom: It takes appearance of spinning wheel, a reference to the spinning wheel that Aurora touched and cursed her to deep sleep.
  • Red and Black and Evil All Over: The original version, the Wheel Master sports a predominantly red and black color scheme. Its Final Mix palette uses white and blue instead.
  • Shockwave Stomp: It can jump into the air and then slam down on top of you, creating a shockwave that can hit you if it doesn't nail the landing.
  • You Will Not Evade Me: Its spindle arm can shoot entangling threads.

    Symphony Master
Appearances: Birth by Sleep

An Unversed which attacks the Castle of Dreams while Terra is present, putting a temporary end to the ball. It prefers to let its floating instruments attack, but will engage Terra itself once they are destroyed.

    Mad Treant
Appearances: Birth by Sleep

An Unversed that faces Ventus in the Dwarf Woodlands. Like its name suggests, it's a walking tree.

Appearances: Birth by Sleep

A giant Unversed that Ventus encounters while traveling between the worlds, which he chases into Deep Space.

    Cursed Coach
Appearances: Birth by Sleep

An Unversed that appears to be a demonic version of Cinderella's pumpkin carriage. It shows up at the Castle of Dreams after being attracted to the darkness exuding from Lady Tremaine and her daughters, where it attacks Cinderella and fights Aqua.

    Trinity Armor
Appearances: Birth by Sleep

A trio of robotic Unversed that transform themselves to combine into a large mecha, though they separate after taking enough damage. They serve as the boss of Radiant Garden, faced by all three protagonists at once.

  • Beam Spam: It can spin in place to send lasers in all directions.
  • Combining Mecha: Its main gimmick. Each component resembles a flying vehicle, and their combined form is vaguely robotic.
  • Detachment Combat: It can freely combine and separate during battle, and the pieces each have their own HP bars.
  • Energy Weapon: In a number of flavors, including electric.
  • Expy: Its appearance, name, and battle style have a lot in common with the Guard/Opposite Armor from KH1.
  • Playing with Fire: The torso armor and combined form can shoot fireballs.

    Mimic Master
Appearances: Birth by Sleep

An Unversed fought solely in the Mirage Arena that's dressed like a college student attending their graduation. It wields a large book, which it uses to cast various spells and attack.

    Iron Imprisoner
Iron Imprisoner I
Iron Imprisoner II
Iron Imprisoner III
Iron Imprisoner IV
Appearances: Birth by Sleep

An Unversed fought solely in the Mirage Arena. It has four different forms, with each being more powerful than the last.

  • Bonus Boss: Fighting it is entirely optional along with the rest of the Mirage Arena, though clearing II's event as Terra is required to unlock the True Final Boss.
  • Chained by Fashion: It is covered in chains that restrain its power.
  • Drop the Hammer: It wields a hammer as its main weapon.
  • Meaningful Name: "Iron Imprisoner" refers both to its own imprisonment, and the fact it can trap the player in the cage it wields on its hammer.
  • Playing with Fire: It attacks primarily with fire-themed abilities.
  • Rage Helm: The first three forms wear one. Its actual face is even angrier.
  • Red Eyes, Take Warning: As with all unversed, it has red eyes.
  • Sealed Evil in a Can: It starts off sealed, with its arms chained to its chest and its legs in a gibbet.
  • SNK Boss: Iron Imprisoner IV. It can easily stunlock you into certain death unless you have abilities to stop it, it attacks furiously with little chance to counter attack, and its attacks do heavy damage and are difficult to avoid.
  • Spin Attack: All of them can rapidly spin around to attack.
  • Took a Level in Badass: Each incarnation gradually frees itself from its bindings, becoming stronger and faster, until its fourth form is unrestrained.

    Vanitas Remnant
Appearances: Birth by Sleep

A shade of Vanitas that spawns in the Keyblade Graveyard after his destruction. It has low HP for a Bonus Boss with only one bar, but it takes very little damage and will heal itself whenever Cure magic is used.

  • A.I. Breaker: An infamous one involves leading him along until you run behind a certain big rock, opposite of Vanitas Remnant, and he'll try to get you by running into the rock instead of around it like an idiot. You can then proceed to spam Strike Raids (which naturally clip through the environment) until he dies.
  • Boss Banter: Like the original Vanitas, he'll constantly taunt you.
  • Casting a Shadow: Most of his attacks are darkness based.
  • Glass Cannon: Played with; visually, he has only one health bar and a relatively pitiful amount of HP, but he has defense ratings that border on nigh-invulnerable and resists everything. That being said, having a Fixed Damage Attack like Tornado, on the other hand...
  • No Cure for Evil: Famous for averting it; he heals himself to full HP if the player heals themselves.
    • Loophole Abuse: But only with Cure commands, items and attack commands that also heal get no reaction.
  • Playing with Fire: He can use Dark Firaga.
  • Sword Beam: Of both the slashing and the beam from the tip of the sword variety.
  • Teleport Spam: It has moves that make it teleport all over the place.

    Lump of Horror
Appearances: III

An Unversed Vanitas created through numerous canisters full of scream energy. It is fought in Monstropolis, where it attacks Sora's party on Randall's orders.

  • Blob Monster: This Unversed's body is mostly made of a black ooze-like substance.
  • Eldritch Abomination: The Lump of Horror is easily the most monstrous-looking out of the Unversed bosses.
  • Evil Is Burning Hot: It mainly attacks with the element of fire and can scorch Sora with steam from the vents in its armor.
  • Red and Black and Evil All Over: Aside from some gray pieces of machinery lodged into its surface, the Lump of Horror is primarily black with its eyes and the interior of its gaping mouth being a glowing red.
  • Stance System: Its normal form seen in the image is a Mighty Glacier, only moving for its charge attack and boasting extreme defense. At certain HP thresholds, it will shed its armor, grow, and summon a bunch of hands to attack for it, at the cost of its defense and ability to hurt you directly. After enough time has passed, or after a use of Goofy Bombardier, it will switch back to its main form.

The Dream Eaters


"You could say they're like cats or dogs. And they'll be your loyal pets. Every wielder will have one of these adorable little guys at their side. They're here to help, so play nice!"
Master of Masters
Appearances: χ [chi] | Dream Drop Distance | III

The Dream Eaters are the Heartless to the worlds in sleep. Sleeping worlds can't be invaded by the Heartless, so when a Heartless would normally be born in such worlds, a Dream Eater is created instead. They come in two varieties — Spirits, who are friendly, and Nightmares, who are malicious. Before the Keyblade War, Spirits were assigned to Keyblade Wielders in training to assist them in battle. But if, and when, a wielder falls to darkness, their Spirit would become a Nightmare and plant even more darkness in people's hearts.

  • Adorable Evil Minions: Zigzagged. Spirits are all cute or at least friendly-looking, but Nightmares run the gamut from just as cute to genuinely threatening.
  • Adventurer Outfit: As its name would suggest, Iceguin Ace's attire resembles an ace pilot.
  • Ambiguous Gender: Most Dream Eaters, but especially Meow Wow and its cousins Flowbermeow and Meowjesty, based on their journal entries.
  • Balloon Belly: Some Dream Eaters become visibly stuffed upon eating the oversized treats you feed them.
  • Cephalothorax: Pricklemane is a feline head with feet and a tail.
  • Chest Monster: Jestabocky, which is very annoying when looking for chests you possibly missed. Perhaps in this form he's a Chestabocky.
  • Cool Board: 2.8 adds a Zolephant variant based on Reaper Beat that wields a black skateboard.
  • Cool Pet: Not only are Spirit-Type Dream Eater recruitable and can be raised like pets, Sora and Riku also develope quite adorable relationships with their starter Dream Eaters, Meow Wow and Komory Bat, the first of which Sora ends up lovingly nicknaming "Eata". In χ, the browser game, the player is accompanied by a Dream Eater named Chirithy that can speak.
  • Dark Is Not Evil: They're expressions of darkness, just like the Heartless, but many are perfectly non-antagonistic.
  • Dem Bones: Skelterwild is a skeletal dinosaur, while Fishboné is a skeletal version of Fin Fatale.
  • De-Power: Staggercep Dream Eaters have an attack that can prevent Sora and Riku from using commands.
  • Demoted to Extra: After Dream Drop Distance, they're reduced to being a usable summon/spell in III. Can be justified since Sora returns from the sleeping worlds in III.
  • Dinosaurs Are Dragons: Tyranto Rex and Skelterwild are based on dinosaurs but can breathe fire.
  • Elemental Embodiment: Of Darkness, albeit they aren't actually corrupted hearts like the Heartless, but seem to be creations of Darkness itself, devoid of any foreign influence. Each Dream Eater is also associated with one element, which will determine its strengths and weaknesses as appropriate:
    • Ducky Goose, Iceguin Ace, Juggle Pup, R & R Seal, and Skelterwild are all associated with ice.
    • Fishbone, Frootz Cat, Ghostabocky, Keeba Tiger, Komory Bat, Majik Lapin, Necho Cat, Peepsta Hoo, Toximander, and Woeflower have darkness-themed powers.
    • Aura Lion, Flowbermeow, Halbird, and Pegaslick, as well as the boss Spellican are all associated with the Light element.
    • Fin Fatale, Sir Kyroo, Tatsu Steed, Wheeflower, and Zolephant, as well as the boss Chill Clawbster, have powers over water.
    • Chef Kyroo, Drak Quack, Eaglider, Hebby Repp, Ryu Dragon, Sudo Neku, Tatsu Blaze, Tyranto Rex, and Yoggy Ram, as well as the boss Char Clawbster, all have fire attacks.
    • Cyber Yog, Electricorn, Jestabocky, Lord Kyroo, and Thunderaffe, as well as the boss Commantis, have control over electricity.
  • Elemental Rock–Paper–Scissors: Fire > Blizzard > Thunder > Water > Fire... Light and Dark-type Dream Eaters are both strong and weak against each other. Fire-type Dream Eaters also have a slight weakness against Blizzard, while Blizzard-type Dream Eaters have a slight resistance against Water. The seventh type of Dream Eaters don't really have a weakness or resistance, but may be a little weak against all elements if they are physically inclined.
  • Exactly What It Says on the Tin: The Japanese names of the different species tend to be very cut-and-dried or bilingually redundant—for instance, "Kōmori Bat" is simply the word "bat" repeated in Japanese, then English. The English version's names, when not adapting puns, retain this redundancy, but tend to go for odd spellings for the Japanese portion of the name, such as adapting "Kaeru Chef" as "Chef Kyroo".
  • Exotic Eye Designs: Spirits' eyes take on a variety of weird shapes, which can change depending on their disposition, unlike Nightmares, who all share the same flat red disks.
  • The Gambler: Juggle Pup and R & R Seal attack by rolling giant dice. If they're unlucky, a particularly bad roll can backfire on them.
  • The Heartless: Much like their Trope Namer cousins. Inverted for Spirits, who are born of powerful positive emotions, and it shows.
  • Japanese Beetle Brothers: KO Kabuto is a rhinoceros beetle, Kab Kannon is a Hercules beetle, Staggerceps is a stag beetle.
  • Knight in Shining Armor: The Kyroo series of Dream Eaters. Sir Kyroo is a winged frog that wields a lily pad and cucumber-like vegetable, which gives the appearance of a knight. Chef Kyroo gives off the same imagery, but with a chef's hat and wielding a pan and a pot lid. Lord Kyroo is a frog who is also a proper knight, wearing a cape and wielding an actual Rapier and shield. In addition to the usual movements of the other Kyroos, he blows a kiss with a visible heart coming out. He's also a Bonus Boss, and the only Nightmare (if he is one) that doesn't seem to want to kill you, but rather says "I challenge thee", something the player can decline, and leaves the battle once the player deals a fair amount of damage. The actual fight has him running away pretty cowardly, ironically enough, but once defeated he gives the recipe for a spirit version of himself that fights like a proper knight. They're Knights Errant, travelling with the player.
  • Light 'em Up: Dream Eaters such as Pegaslick can use light based attacks such as Spark.
  • Light Is Not Good: The Nightmare versions of light-aligned Dream Eaters retain the same photokinetic abilities as their good counterparts.
  • Lighter and Softer: Unlike the other creatures on this page, they're not a threat to the universe at large, and some of them are willing to help the player as Mons. There's also the fact that most of them come in the form of technicolor cartoony animals regardless of whether they're Spirits or Nightmares.
  • Lucky Translation: A little bit of column A, a little bit of column B. Wandanyan's name doesn't simply mean Wonder Meow, but it is also a pun on the onomatopoeia for a dog's bark, (wanwan). By using the English onomatopoeia "bow wow" for the pun, they were able to keep the spirit of Wandanyan's name as Meow Wow.
  • Mascot Mook: Meow Wow is THE Dream Eater, with a giant balloon based on Flowbermeow in Traverse Town and its face adorning all the icons in the spirits menu and the trophy in the Flick Rush. It's also the only Dream Eater from 3D to reappear in III.
  • Mini-Boss: A normal Dream Eater will occasionally serve as this. The Tyranto Rex is an especially good example of this.
  • Monster Clown: Jestabocky. Their Japanese name, "Obake Pierrot", is basically a direct translation of the trope's name.
  • Mons: The Spirits, which very similar to Spectrobes (another Disney property interestingly enough), can be created and used as your party fighting alongside you. They grow stronger with battle, but can also be trained using Toys and simply petting them. In return, they get more competent AI and can unlock commands.
  • Mood Ring Eyes: All Spirits have yellow eyes by default, but they can change to numerous other colors to match the Dream Eater's disposition.
  • One-Gender Race: Ducky Goose,Aura Lion, Drill Sye and the Kyroo triplets' journal entries hints that they are all male.
  • Palette Swap: The Spirits and Nightmares are this to each other. They're both brightly colored, but Spirits tend to be pink, turquoise, and white while Nightmares tend to be purple, yellow, and black. There are also special Nightmare variants that use paler colors than regular Nightmares.
  • Personality Powers: A Spirit's "disposition", aka personality, directly dictates its AI behavior and which of its abilities it will use. It can be changed by petting them in certain spots.
  • Pun: A great many of their names amount to this, with varying degrees of lameness. For example, "Holey Moley".
  • Punny Name: The word "Drak" in Drak Quack is derived from "drake" which can either mean dragon or male duck. Fittingly, Drak Quack looks like a Mix-and-Match Critter between dragon and duck. The Japanese name, Doragon Modoki, is less obvious as it simply means "Fake Dragon".
  • Repetitive Name: Many of them have names that consist of the English name of the animal they resemble followed by a phonetic variant of the equivalent Japanese word (or vice versa).
  • Seahorse Steed: Sora can invoke this trope with Tatsu Steed and Tatsu Blaze.
  • Sigil Spam: Like Emblem Heartless, all Dream Eaters are branded with a distinctive logo. Notably, there are two different versions of the emblem for Spirits and Nightmares: the former is pink and rounded while the latter is purple with sharp lines and a bat-wing motif and looks a lot like the Heartless sigil.
  • Stock Dinosaurs: Three: the T. rex-based Tyranto Rex and Skelterwild, and the Triceratops-based Cera Terror.
  • Tomato Surprise: The nature of the Dream Eaters is not really elaborated in Dream Drop Distance. They sorta just exist as creatures that inhabit people's dreams and everybody's fine with that. It takes until the finale for Union χ to actually show what exactly those things are: Daybreak Town Keyblade Wielders from eons ago fused with their Chirithys, currently in a state of deep sleep.
  • Yin-Yang Bomb: Implied to be the actual reason for the Spirits' Dark Is Not Evil. They come from positive emotions (often associated with Light) instead of negative ones (unlike the Obviously Evil Nightmares), Riku — a Light-leaning character (despite his Casting a Shadow proficiency) — temporarily becomes one to save Sora from a Nightmare, and χ reveals a Wielder's Spirit partner will become a Nightmare if he/she's corrupted by Darkness.


Brute form
Mage form
Appearances: Dream Drop Distance

A mandrill Nightmare that Young Xehanort summons in Traverse Town. It has two forms: the Brute form and the Mage form, who fights Sora and Riku respectively. The Brute form is also the first of the Nightmares summoned by Spellican to fight Sora on his second visit to Traverse Town.

  • Bilingual Bonus: The "Hocko-" is derived from "hako", Japanese for "box".
  • Cognizant Limbs: The Mage form's hands. The Mage form can also split up into hands that attack you with various things from the arena. Defeating all the hands allows you to attack Hockomonkey without it retaliating for a while.
  • Floating Limbs: The Mage form shows this the most, though the Brute form can also do this.
  • Playing with Fire: The Mage form can shoot Fireballs.
  • Recurring Boss: Faced once with Sora and once with Riku. Then faced once again with Sora on your second visit to Traverse Town.
  • Stage Magician: Hockomonkey's Mage form is reminiscent of these.
  • Wake-Up Call Boss: The Mage form that Riku faces is more difficult to handle than the Brute form whom Sora faces. And on the second visit, the Brute form's stats have been boosted, in addition to the fight taking place in a smaller area that makes its attacks harder to avoid.

    Queen Buzzerfly
When faced by Riku
When faced by Sora
Appearances: Dream Drop Distance

A bee Nightmare that is only faced during Dive sequences. Faced first by Riku, then much latter by Sora.

  • Flunky Boss: Spawns Buzzerflys to attack you, and you have to destroy them to expose its weak spot.
  • Giant Space Flea from Nowhere: Almost too literally. The only hint you get that you're going to have to fight it is that the music for the Dive sequence is different than normal.
  • Recurring Boss: Faced by Riku in his Dive to La Cité des Cloches, and later by Sora in his Dive to The World That Never Was.

When faced by Riku
When faced by Sora
Appearances: Dream Drop Distance

A gargoyle Nightmare under the command of Frollo, who can appear with or without wings. The wingless version eventually fights Sora, while the winged version assaults Riku. The wingless version is also the second of the Nightmares summoned by Spellican to fight Sora on his second visit to Traverse Town.

  • Gameplay and Story Integration: Depending on what order you beat it at least: when beaten by Riku, it loses its wings and seemingly falls to its death, and when first confronted by Sora it falls from the same area without its wings into the Church's square.
  • Recurring Boss: The wingless version is faced once with Sora, while the winged one assaults Riku before fighting him for real. The wingless version is also one of the boss Nightmares summoned by Spellican to fight Sora on the second visit to Traverse Town.
  • Unskilled, but Strong: Noticeably, while flying its very agile and has some graceful movements, when fighting Sora on the ground, It trips itself up a lot more with its strongest attacks, but is still just as powerful.

When faced by Sora
When faced by Riku
Appearances: Dream Drop Distance

An octopus Nightmare that is only faced during Dive sequences. Faced first by Sora, then later by Riku.

  • Combat Tentacles: Can be used for head-on attacking, as well as laser-firing. Including a really big one that can only be avoided by going behind rocks that appear during the fight with Riku.
  • Giant Space Flea from Nowhere: Almost literally. The only hint you get that you're going to have to fight it is that the music for the Dive sequence is different than normal.
  • Recurring Boss: Faced once by Sora during the Dive sequence for the Grid, then latter by Riku during the Dive sequence for Country of the Musketeers.
  • Tentacled Terror: He is based on an octopus, with blades on several of its tentacles.
  • Wave-Motion Gun: For its second fight against Riku, it gains access to a huge laser beam, which you have to avoid by hiding behind a rock.

Appearances: Dream Drop Distance

A mantis Nightmare commanded by CLU-2, which Riku faces in the Grid.

  • Big Creepy-Crawlies: It's based on a praying mantis.
  • Brainwashed and Crazy: Concept art implies that the Commantis used to be a Spirit Dream Eater before CLU-2 got his hands on it. When it's left vulnerable to a Reality Shift attack, as well as when the final blow is dealt in its boss fight, Commantis changes color schemes to match those of his Spirit Dream Eater form.
  • Dying as Yourself: As it is derezzed, Commantis' eye color briefly changes to that of his Spirit Dream Eater form, just before the boss disappears.
  • Recurring Boss: Faced once by Riku while on a hoverbike, then again at the very end of his story in the Grid.
  • Shock and Awe: A lot of its attacks use electricity.

    Chill Clawbster
Appearances: Dream Drop Distance

A giant lobster Nightmare with ice lasers that show up out of nowhere in Prankster's Paradise when Pinocchio and Jiminy are swallowed by Monstro. It proceeds to freeze Monstro alive and fought by Sora immediately after that.

  • An Ice Person: Uses mostly ice attacks and froze Monstro alive.
  • "Get Back Here!" Boss: Tends to move about on the battlefield, and attempts to flee once weakened. It does not flee in rematches, where you have to take its HP down the normal way.
  • Giant Space Flea from Nowhere: With no foreshadowing whatsoever, when Sora reaches Monstro he finds it frozen by this Dream Eater.
  • Heli-Critter: Can use its tail as a propeller, as well as its front two claws.

    Char Clawbster
Appearances: Dream Drop Distance

A giant lobster Nightmare with fire projectiles that Riku encounters inside Monstro. It is also the last of the Nightmares summoned by Spellican to fight Sora on his second visit to Traverse Town.

  • "Get Back Here!" Boss: Uses the large area it has to its advantage, and can switch to the ceiling as well. It doesn't have as big advantage during its fight with Sora on his second visit to Traverse Town.
  • Heli-Critter: It doesn't fly due to the more confined space compared to Chill Clawbster, but it does still possess the ability to spin its claws and tail like its counterpart to speedily move and attack.
  • Playing with Fire: Uses mostly fire attacks.
  • Recurring Boss: Faced once with Riku in Monstro, then once with Sora as one of the Nightmares summoned by the Spellican.

    Holey Moley
Appearances: Dream Drop Distance

A mole Nightmare faced by Riku in Country of the Musketeers.

  • Floating Limbs: An unusual case. At first Holey's Arms appear to be attached, but after a while it teleports its head underground, and many arms sprout from holes. Should you beat those, Holey reveals itself again, but won't have his arms for a little bit.
  • "Get Back Here!" Boss: Whack-A-Mole style: It pops out of portals spread across the arena to attack, then fless immediately after, forcing the player to chase it down. The area it fights in is pretty large as well, to give it the advantage.
  • Improbable Weapon User: Keeping with its goofy look, two of Holey's attacks are summoning Carrots that home in on you, and some sort of bomb it tosses when you're closer to it.
  • Knight in Shining Armor: Styled after a musketeer, but acts more like a less-benevolent trickster.

Appearances: Dream Drop Distance

A pelican Nightmare first encountered during the heroes' second visit to Traverse Town, where it summons Nightmares to stop Sora, Riku, and the TWEWY cast. It latter appears in Symphony of Sorcery, where it interferes with Yen Sid's reckless apprentice at the time: Mickey Mouse.

  • Death from Above: Can bombard you with stars and meteors.
  • Evil Sorcerer: It's a Nightmare that attacks with magic and can summon others to fight for it.
  • Flunky Boss: Summons Nightmare Dream Eaters to deal with Sora and Riku and the TWEWY cast. It can also summon brooms during its fight with Sora in Symphony of Sorcery.
  • "Get Back Here!" Boss: The first stage of its boss battle has Sora chasing after it in a road of light. Once the player catches up to the Spellican, the second phase begins and the monster can be damaged.
  • Ignored Enemy: When Riku first comes across it fighting Beat and Rhyme, They stop mid-battle to talk about insults, jokes and introductions. At first its reasonably calm, looking back forth between its chatting adversaries, but as the conversation drags on, it quickly gets mad and brings their focus back to it by summoning another wave of Dream Eaters to attack.
  • Laser Blade: Can turn its broomstick into one.
  • Soundtrack Dissonance: After finally being cornered at Symphony of Sorcery, Sora must fight and defeat it... To the tune of Paul Dukas' L'apprenti sorcier, as it was played in Fantasia. This is keeping with the theme of this particular world, in which the melody and sound effects take front stage, utilizing classical pieces played in the Disney movie.

    Anti Black Coat
Appearances: Dream Drop Distance

A mysterious entity shrouded in a black longcoat, it is a Nightmare spawned from the darkness in Sora's heart, and is the one trapping him in a nightmare in Dream Drop Distance. It wears a black coat but has magenta patterns on the edges and never shows its face.


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