Castle Crawler - enemies
Every picture on this page is the enemy's resting pose in the game, captured by --enemyshot (see the end of the page): the enemies are code-drawn block-outs for now.
Every enemy, what it does, how to beat it, where it appears and what it
drops. The implementation (the shared Enemy core, replication, the hooks a
new enemy overrides) is in game-prototype.md, "Enemies". Stats are the
constants at the top of each script; damage is before the player's armour.
Loot sources (Items.SOURCES, Items.GOLD_DROPS, Subweapons.DROP_CHANCE,
Scrolls.DROP_CHANCE): husk 30 % an item, spitter 40 %, bat 20 %,
brute 60 %, mimic always one Uncommon or better like a chest, miniboss
one Uncommon or better and a phial 60 % of the time, boss two Rare or better.
Stage types are the type an entity has in a stage JSON (Level.ENTITY_SCENES).
Normal enemies
| Picture | Enemy | Type | HP | What it does | Counterplay | Found in | Loot |
|---|---|---|---|---|---|---|---|
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Husk | zombie |
30 | Walks, turns at walls and ledges, 15 on touch. | Hit it. | Everywhere | husk |
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Hound | hound |
20 | Trots; sprints at you when it sees you (12 on touch). | Hit it as it comes. | Hollow Keep, prologues | husk |
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Spitter | spitter |
20 | Stationary; winds up 0.6 s and spits a shot (15) at where you stood. | Step aside; a hit during the wind-up cancels. | Everywhere | spitter |
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Brute | brute |
50 | Armoured club swing (25) after a 0.5 s wind-up, then 0.7 s slumped. | Back off, punish the recovery. | Hollow Keep, prologues, Clock Tower | brute |
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Bat | bat |
12 | Hangs from the ceiling; swoops (10 on touch), pulls away, swoops again. | Hit it in the air. | Everywhere | bat |
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Blighted Wolf | wolf |
40 | Patrols; runs at you, crouches, pounces (18). | Hit it while it crouches, or jump the pounce. | Hollow Keep | brute |
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Wind-up Knight | windup |
40 | Winds its key, charges (22); then runs down for 1.4 s taking double damage. | Jump the charge, hit it run down. | Clock Tower | brute |
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Tickwraith | tickwraith |
30 | Blinks behind you on the clock's tick, then slashes (18). | Turn around when it fades. | Clock Tower, Silent Abbey | bat |
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Swinglamp | swinglamp |
18 | A lantern hanging on a 96 px chain from the ceiling. It sways until a standing player comes within 300 px, then swings wider and wider like a pendulum (12 on touch) and flicks an ember down (10) every 1.6 s at the end of a swing on your side. | A hit knocks most of the swing out of it; hit it low in its arc. | Clock Tower, Silent Abbey | bat |
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Grave Toad (leaper) | leaper |
25 | Crouches, leaps at you (12), lands flat for 0.6 s. | Hit it while it crouches or when it lands. | Hollow Keep | husk |
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Wisp | wisp |
10 | Homes in and bursts (18 within 72 px); a hit sets it off too. | Hit it from range, or run. | Hollow Keep | bat |
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Rampart Husk | rampart |
45 | A husk behind a door: hits from the front clang off; 12 on touch; a 0.4 s shove (14, big knockback) when you stand in front of it. | Jump behind it, or take 4 blocked hits to break the guard (1.4 s staggered). | The Menagerie; Hollow Keep R02; Silent Abbey R01 | brute |
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Cinder Lobber | lobber |
24 | Stationary; 0.75 s wind-up, then an ember that arcs over obstacles to where you stood (16). | Step off the mark; a hit during the wind-up cancels. | The Menagerie | spitter |
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Veil Shade | shade |
26 | A ghost that drifts through walls and cannot be hurt until it takes form: 0.5 s wind-up, a claw (16), then 1.1 s solid and open. | Hit it while it shows itself; a hit during the wind-up breaks the claw. | The Menagerie; Hollow Keep R13; Clock Tower R23; Silent Abbey R02 | bat |
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Ceiling Dripper | dripper |
22 | Clings to the ceiling, creeps over you, drops an acid blob (12) every 1.7 s after a 0.55 s swell. | Look up; jump and upward attacks. | The Menagerie; Clock Tower R26; Silent Abbey R02 | spitter |
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Powder Thrall | thrall |
28 | A husk with a keg; runs at you (10 on touch). The killing hit leaves it at 1 HP and lights a 1.3 s fuse; then it bursts (28 within 96 px). | Hit it from range, or hit and run. | The Menagerie; Hollow Keep R02; Clock Tower R16; Silent Abbey R01 | husk |
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Bone Chanter | chanter |
20 | Keeps its distance; every 2.6 s heals the hurt enemies within 260 px by 12 (0.8 s chant); with nothing to heal it flicks a bone (8). | Kill it first; a hit cancels the chant. | The Menagerie; Hollow Keep R07; Clock Tower R28; Silent Abbey R01 | spitter |
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Rolling Grinder | grinder |
40 | A spiked wheel: 1.3 s wind-up, then 2.6 s rolling the floor (16 on touch), bouncing off walls; hits do 40 % while it rolls. | Jump it; hit it while it winds. | The Menagerie; Hollow Keep R19; Clock Tower R08 | brute |
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Lantern Archer | archer |
18 | Stationary, long range: a beam follows you 0.9 s, locks white 0.35 s, then a fast bolt (18). | Step off the beam when it turns white; a hit while it aims cancels. | The Menagerie; Clock Tower R19; Silent Abbey R03 | spitter |
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Gilded Mimic | mimic |
55 | Looks like a chest. Within 56 px (or when hit) it opens on teeth and lunges (22); then it hops after you (14 on touch). | Hit chests you do not trust; it pays like a chest. | The Menagerie; Hollow Keep R06; Clock Tower R22; Silent Abbey R03 | mimic |
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Crypt Burrower | burrower |
35 | Under the floor (untouchable, only a crawling mound) it gets under you and erupts (20, thrown high) after a 0.5 s swell; then 1.7 s up and open. | Step off the mound; hit it while it is up. | The Menagerie; Hollow Keep R12; Clock Tower R25 | husk |
Mini-bosses
Group miniboss: the HUD shows a small bar while one is engaged. No arena;
the chapter goes on when they die. They sleep until they see you and go back
to sleep after 6 s alone.
| Picture | Mini-boss | Type | HP | Attacks | Openings | Found in |
|---|---|---|---|---|---|---|
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Ossuary Sentinel | sentinel |
220 | Shield bash (18), overhead cleave (30), a fan of three bone shards (12). Blocks front hits (40 %) until 6 of them break the guard. | Hits from behind; the guard break (1.8 s); during the cleave the shield is down. Enraged under 30 %. | Hollow Keep R10, Silent Abbey R04 |
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Iron Jailer | jailer |
300 | Stomp (22 in front + two floor waves, 14), the double lash (chain over and down, 24; then back low, 18), the hook (10, drags you to its feet, then a lash). | After a stomp it rests 1 s (staggers); a hook that catches nobody leaves it recoiling 1.5 s, hits x1.5. Enraged under 35 %. | The Menagerie R06; Clock Tower R21 (Gear Lift Hall) |
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Glass Cantor | cantor |
260 | Hovers 150 px up. Wail (a ring of 8 glass shards, 12; 12 shards enraged), shriek (a fan of three fast shards, 14), dive (drops to your locked x: 20 around the landing). | Airborne it never staggers (jump attacks still land); after a dive it kneels 1.8 s on the floor, hits x1.5. Enraged under 35 %. | The Menagerie R07; Silent Abbey R03 (Gallery of Glass) |
Bosses
Group boss: the HUD's boss bar, the boss music layers follow the phase, the
exit crystal opens where it falls. They wake when you walk into the arena,
leash home after 4 s alone, and reset on a team wipe.
| Picture | Boss | Type | HP | Phases and attacks | Openings | Stage |
|---|---|---|---|---|---|---|
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The Warden | boss |
400 | Slam (25 + two waves), charge (30), volley (3 shots; 5 in phase 2 at half HP). | Exposed 1.2 s after a charge: double damage. | Prologue, Hollow Keep |
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The Sunken Colossus | colossus |
600 | Hand slam (30; twice in phase 2), floor sweep (25), falling rocks (6; 9), eye beam (phase 2). | Only the head can be hurt; strained 1.8 s after a sweep: x1.5. | The Colossus Pit |
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The Midnight Engine | midnight |
720 | Hand sweep (26), rolling gears (16), chime ring (phase 2), blink, gear rain (phase 3), a toll on each new phase. | Overwound 1.8 s after a sweep, sagging low: x1.5. | The Clock Tower |
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The Pale Huntsman | huntsman |
900 | 1 (mounted): charge (32), leap onto your spot (26 + two waves, 18), spear volley from above (5 spears, 18). 2 (below two thirds, dismounted): sweep (24, then 18), a returning spear throw (22 out, 18 back), dash (20), volley. 3 (below one third): a howl on entering (10 shots + waves) and in the deck, 7-spear volleys, everything 30 % faster. | Staggered 1.2 s on the wall after a charge, and during the dismount: x1.5. | The Huntsman's Glade |
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The Glass Saint | saint |
820 | Hovers 170 px over the floor. All phases: light pillars (three marked columns, 24), halo (ring of 10 glass, 13), glass rain (8), descent (22 + two waves, 16). 2 (below 60 %): the gaze: a beam that sweeps one half of the floor (26); a choir ring on entering. 3 (below 30 %): mirror (blinks across the arena straight into a halo), double halos, 30 % faster. | Kneeling 2.2 s after each descent (every 2nd attack in phase 1, 3rd in 2, 4th in 3): x1.6. The wall ledges and the dais put jump attacks in reach and lift you over the gaze. | The Nave of Glass |
Where to meet the new ones
- Bestiary: The Menagerie (
--stage bestiary): eight pens in a row, two of each enemy, then the Iron Jailer, then the Glass Cantor, then the exit crystal. Built bylevels/make_bestiary.py. - In the chapters (2026-10-19): Hollow Keep has seven of them
(
levels/add_bestiary_hollow_keep.py, since its JSON has no generator), the Clock Tower eight plus the Iron Jailer in the Gear Lift Hall (make_clock_tower.py), the Silent Abbey seven plus the Glass Cantor in the Gallery of Glass (make_silent_abbey.py). The Cinder Lobber is only in the Menagerie so far. - Boss: The Huntsman's Glade (
--stage huntsman_glade) and Boss: The Nave of Glass (--stage saint_nave): one arena each, built bylevels/make_boss_arenas.py. - Test: Enemy Arena (
--stage enemy_arena): the console's roster (EnemyConsole.ROSTER) lists every enemy in this file, the bestiary included, so any of them can be called up alone, with god mode on.
The headless checks are bestiarytest, jailertest, cantortest,
huntsmantest and sainttest (scripts/test_bestiary.gd, run by
tools/ci/run_tests.py).
Regenerating the pictures
godot --path game -- --host --stage enemy_arena --enemyshot <folder> (windowed, solo host) calls up every enemy of EnemyConsole.ROSTER in turn, freezes it, crops the screen around it and saves <folder>/<type>.png. The pages use wiki/game/images/enemies/. Run it again after an enemy is redrawn or a new one joins the roster (scripts/test_bestiary.gd, _run_enemyshot).




























