Creatures & Bestiary
Who lives where
Each region of the world has its own creatures. A monster's body is picked by where it lives and stays fixed: the same monster keeps the same body every time its area wakes up. Underneath, its name, health, damage and loot are still decided the usual way, and any of them can roll as a champion.
The Rolling Grasslands
One of four looks per monster, fixed so it keeps the same body every time its area wakes. Ranged enemies keep their old bodies. On top of them all, the Giant Chicken.

Barbarian
Fights with swords.

Brute
Fights with axes. Named raider leaders wear this body.

Dark Mage
Unarmed; fights with his fists.

Villain
Unarmed brawler.

Giant Chicken
Half size, all attitude, and he pecks. His five-times-bigger self, the Furious Giant Chicken, can guard the boss room of a Biome Random Dungeon, still in development.
Ashreach Desert
Every melee spawn is a skeleton, a third each.

Skeleton Warrior
A bone club and a big overhead swing.

Skeleton Archer
A bow: shoots from up to 300 units, bashes up close.

Skeleton Caster
A crystal staff: magic bolts from range that burst on impact, a staff smash up close.
The Ember Wastes
Every melee spawn here is the Lava Spawn.

Lava Spawn
From up to 600 units his swipe locks the ground where you stood and blasts it a moment later, so keep moving. Up close, the swipe hits directly.
The Craglands
Half the melee spawns are Hill Giants, half Mountain Trolls.

Hill Giant
Swings a mossy broken log two-handed. Spots you from 400 units.

Mountain Troll
Quick alternating punches, and a leap that lands on you from up to 300 units away. Hits 1.5x harder than his old body.
Murkmire
Two in five are the Bogfen Shambler, the rest the Moss Raptor.

Bogfen Shambler
Throws mud from up to 400 units; it splashes 80 units wide. Swipes up close.

Moss Raptor
A sprinter with a lunging bite.
The Frostmarch
Half Ice Golems, half Frost Yetis. Both spot you from 600 units and chase a long way.

Ice Golem
A two-fisted overhead smash.

Frost Yeti
Big, wide swipes.
The Emerald Forest
Half Forest Spiders, half Venom Spitters.

Forest Spider
Rears up and strikes down with his front legs and fangs.

Venom Spitter
Spits acid from up to 400 units; it leaves a pool that burns for 2 seconds. Bites up close.
Threat tiers
Every creature carries a threat tier so you can read what you are looking at before committing to the fight. The nameplate colour is the tell:
| Tier | Nameplate reads | Colour |
|---|---|---|
| Normal | “Enemy” | Grey |
| Ranged | “Ranged Enemy” | Green |
| Champion | “Champion” + its real name | Orange |
| Boss | “Boss” + its real name, on a larger plate | Red |
| WorldBoss | “World Boss” + name, larger plate | Purple |
| Citizen | Its name only — no threat category | Friendly blue |
WorldBoss is planned — the tier exists and is styled, but the source describes it as reserved for later.
Reading a nameplate
Ordinary enemies show a category only. Champion and above earn a real name, and bosses get a physically larger plate so they register from across the screen. Citizens are the inverse: a name, no threat line.
How enemies are built
Creatures are role-based, not species classes. A creature's look is a model and a name attached to a generic enemy; a tougher one is a champion. Quest and clear logic keys off an encounter assignment rather than what a monster looks like.
Creatures also belong to a universe: 0 means omniversal (bosses and citizens exist
everywhere), while a higher number means that creature belongs to one universe's population.
Source & verification
Source status: generated from the current BONKERS repository on November 8, 2026. Every figure on this page was read out of the files below at generation time — nothing is estimated, remembered or predicted.
Verification: Implemented and playtested. Every share, range and region above was read from the files at generation time; every behaviour stated is asserted against the source. WorldBoss is declared but reserved, per source comment.
Code/Enemy/ThreatTier.csCode/World/WorldZoneManager.cs — which region gets which creaturesCode/World/EnemySpawner.cs — how a spawn picks its bodyCode/Enemy/*Body.cs — each creature's model, shares, sizes and rangesassets/img/bestiary/ — rendered from the game's Assets/models/enemies and models/weapons by tools/render_bestiary.py, finished by tools/finish_bestiary.py
Regenerate with
python tools/make_wiki_articles.py after the code changes, then
python build.py.