Monsters

Monsters are hostile entities and serve as the main threat to Survivors. There are 29 Monsters currently in the game. You can get information about them in the Logbook. By killing Monsters, there is a chance to unlock their information in the Logbook.

Bosses (not to be confused with Teleporter Boss) are a type of Monster with much higher health and damage output, and offers much more threat to the player than most regular Monsters.

All Monsters except for Magma Worms, Overloading Worms, Aurelionite, the Alloy Worship Unit and the Twisted Scavengers can spawn as an Elite monster.

Any given Monster has a 1% chance to drop a Monster Log if any player in the lobby has not yet acquired the Monster's Logbook Entry. If the Monster is a Teleporter Boss (and not a Horde of Many) this drop chance is 3% instead. These drop chances are affected by the 57 Leaf Clover of their killer.

Elites
Elite Monsters are similar to their basic comrades, except they have a different color and added abilities. Elites have increased health pools and reduced effectiveness of any crowd control affecting them. Elites are recognized by their appearance and a symbol on their health bar.

Elite Monsters have a chance to drop their buff as an Equipment. The drop chance for this is 0.025%, or 1 in 4000. This is affected by the 57 Leaf Clover.

The Blazing, Glacial and Overloading Elite monsters have 4.7 times the health and twice the damage of a normal variation of that Monster, while Malachite and Celestine Elites have 23.5 times the health and six times the damage.

All Monsters can be Elite, even Bosses. However, not all enemies will normally be spawned as Elites. A notable example of this is the Magma Worm. See also the notes.

Blazing

 * Red Elites receive a "Blazing" name prefix and are colored red.
 * Leaves behind a fiery trail that ignites players on contact.
 * Attacks ignite the player for 4 ticks, dealing 100% damage total. See Damage over time.
 * Equipment item: Ifrit's Distinction

Overloading

 * Blue Elites receive an "Overloading" name prefix and are colored blue.
 * 50% of their health is replaced by shields that rapidly recharge 7 seconds after they've stopped taking damage.
 * Attacks attach a bomb that explodes after 1.5 seconds with 100% damage.
 * Equipment item: Silence Between Two Strikes

Glacial

 * White Elites receive a "Glacial" name prefix and are colored white and/or light blue.
 * Attacks apply an 80% slow on hit for 1.5 seconds. See Movement Speed.
 * On death, they leave behind an ice bomb that explodes after 2 seconds. The explosion hurts all players in radius by 150% and freezes them for 1.5 seconds.
 * Equipment item: Her Biting Embrace

Malachite

 * Poison Elites receive a "Malachite" name prefix and are colored blackish green, like Malachite crystals.
 * Periodically releases 3-4 spiked balls, that sprouts spike pits from where they land.
 * Attacks nullify the player's healing for 8 seconds.
 * On death, has a chance to spawn a Malachite Urchin that shoots spikes at the player until it expires.
 * Equipment item: N'kuhana's Retort

Celestine

 * Haunted Elites receive a "Celestine" name prefix and are colored sky blue, like Celestine crystals.
 * Grants enemies inside its spherical aura invisibility; however, you can still damage enemies inside the sphere.
 * Attacks apply an 80% slow on hit for 3 seconds. See Movement Speed.
 * Equipment item: Spectral Circlet

Unreleased Elites
( Note: This section presents unreleased content that could change when/if it is released.)

Fortune

 * Gold Elites sparkle. It is entirely cosmetic.
 * Equipment Item: Coven of Gold

Frenzied

 * Yellow Elites move three times as fast and have a 50% attack speed increase.
 * These attributes are shared by the Frenzied Elites from the original Risk of Rain.

Trivia

 * When some Monsters have nothing to do, they jump up and down repeatedly or go to the nearest Shrine of Combat or Shrine of Chance and dance around it. This is due to pathfinding not knowing where the player is.