Name |
Icon |
Description
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Chorister
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- Follows Isaac.
- Occasionally stops and creates a pattern of Crack the Sky beams around itself.
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Enlightened
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- Chases Isaac, does not deal contact damage.
- Periodically fires four homing projectiles in cardinal directions, followed by additional homing projectiles in ordinal directions.
- Occasionally will stop and launch Inner Eye in the air.
- The Inner Eye will attempt to land on Isaac and will create a large pool of damaging creep after it touches the ground.
- While Inner Eye is out, Enlightened will be immobile and invulnerable to damage.
- Upon death, Enlightened will release Inner Eye permanently.
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Inner Eye
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- Hops around randomly, leaving behind pools of damaging creep and firing homing projectiles towards Isaac.
- If there are any Unenlighted it will move to posses them.
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Effigy
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- Attaches itself to another enemy with a short cord.
- Occasionally screams, causing six homing shots to spread out of the attached enemy.
- If the attached enemy dies, the Effigy dies instantly.
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Primemind
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- Floats around the room.
- Connects itself with another enemy using a purple Technology laser.
- While connected, slowly follows the connected enemy to keep the connection.
- The laser can connect to other enemies, creating a chain of lasers.
- If there are no other enemies, floats around harmlessly.
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Deadfly
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- Floats around the room.
- Spawns with three Eternal Flies.
- Spawns Eternal Flies that move towards other enemies and then start orbiting them.
- If there are no other enemies, will spawn three Attack Flies.
- Occasionally will start bouncing around the room, spreading homing shots around for a while.
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Holy Clotty
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- Spawns with an Eternal Fly.
- Slides around the room randomly, periodically firing out 4 homing projectiles in the cardinal directions.
- On death creates a cross pattern of Crack the Sky beams.
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Holy Wobbles
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- Floats around and makes short dashes towards Isaac.
- Occasionally, makes a faster dash and inflates its body, sending it floating farther.
- When doing so, leaves a cloud of sparkling yellow incense behind.
- The incense creates multiple small beams of light that can damage Isaac.
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Cherub
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- Flies around the room by performing short, quick flaps in random directions.
- Occasionally will stop to fire a purple laser at Isaac, sweeping the laser towards him in a cone.
- Immediately after the attack ends, fires a single homing projectile with a Rubber Cement effect towards Isaac.
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Warden
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- Floats around the room, avoiding Isaac.
- Periodically fires a long-ranged star-shaped projectile that homes in on Isaac.
- If Isaac gets hit with the projectile, a darkening effect will appear on screen with only a circle of light in the location Isaac was hit by the projectile.
- Isaac cannot leave the circle.
- The circle will disappear after a while, freeing him.
- Warden will not attack if Isaac has already been trapped.
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Cherubskull
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- Spawns chained to a skeletal hand emerging from the ground.
- Floats around the room diagonally, blocking shots.
- When it reaches the maximum length of the chain, it will drag the hand for a short distance and then, it will begin to move in the opposite direction.
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Armoured Looker
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- Floats around the room erratically.
- After taking enough damage, turns into a regular Looker.
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Looker
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- Floats around the room erratically, creating floating purple shots.
- Sends these shots with high shot speed after Isaac after a short while.
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Seeker
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- Slides across the room.
- Fires a precise line of seven homing tears towards Isaac, which angle around corners.
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Watcher
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- Teleports in random locations in the room, leaving Watcher Eyes behind each time it teleports.
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Watcher Eye
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- Remains immobile, periodically firing homing projectiles at Isaac.
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Dogrock
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- Remains stationary.
- When Isaac is nearby, it will rapidly cause him to gain a large all stats down.
- The stats reset to their original value shortly after Isaac backs away.
- While nearby, the background of the room rapidly changes colors and a looping sound can be heard.
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Congression
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- Moves across the room on a predetermined path.
- After it leaves the room, it reappears on the opposite side.
- Does not disappear after the room is cleared.
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Specturn
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- Starts attached to a single enemy in the room, orbiting it.
- Causes other enemies in the room to also orbit the attached enemy.
- Disappears upon killing the attached enemy.
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