Name |
Icon |
Description
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Spooter
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- Scuttles around, moving towards Isaac if close.
- Periodically fires single projectiles towards him.
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Super Spooter
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- Scuttles around, moving towards Isaac if close.
- Periodically fires two projectiles in a V shape towards him.
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Skuzz
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- Moves around by making high jumps, waiting for a while after each jump.
- Will hop towards Isaac if close.
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Ring Skuzz
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- Moves around by making high jumps, waiting for a while after each jump.
- Attempts to arrange itself with others of its kind in a circle shape.
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Army Skuzz
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- Moves around by making high jumps, waiting for a while after making 3 consecutive jumps.
- Will follow other Army Skuzzes, forming a line of him jumping one after another.
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Baby Spider
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- Scuttles around, following Isaac if close.
- Does not deal contact damage, but will push Isaac slightly.
- Dies when stepped on.
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Sticky Sack
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- Stays in one place, periodically spawning several Baby Spiders at once.
- Will regenerate its health slowly if not killed fast enough.
- Spawns a swarm of Baby Spiders on death.
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Walking Sticky Sack
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- Roams around, periodically spawning several Baby Spiders at once.
- Spawns a swarm of Baby Spiders on death.
- Unlike the regular Sticky Sack, it does not regenerate.
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Ransacked
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- Stays in one place, beginning to twitch more and more as time passes.
- Will eventually burst open, spawning:
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Coby
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- Slowly chases Isaac.
- Upon death, spawns five Cobwebs in a plus shape, along with a single Baby Spider.
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Nanny Long Legs
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- Remains stationary by default.
- If Isaac stands on any Cobwebs in the room, will rapidly chase him until he leaves the Cobwebs.
- If attacked while stationary, retaliates by spitting a singular projectile at him.
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Brood
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- Buzzes around the room, following Isaac.
- After a while, it will throw the egg it is holding at him.
- The egg will burst into two Spiders, alongside creating a single Cobweb.
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Zingling
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- Flies towards Isaac, periodically firing a projectile at him.
- When damaged, instead launches its stinger towards him which bounces off of walls and rocks.
- After launching its stinger, falls and remains on the floor, twitching and leaving a small puddle of damaging creep underneath itself.
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Beeter
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- Slowly flies towards Isaac.
- If close enough, begins to quickly fires bursts of three short-ranged projectiles around itself.
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Hover
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- Buzzes towards Isaac, attempting to line up diagonally.
- When lined up, it will perform a short lunge towards him.
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Honey Eye
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- Floats erratically around the room, occasionally lobbing large, arcing projectiles at Isaac that leave puddles of slowing creep.
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Stingler
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- Bounces around the room, firing bouncing stingers whenever it takes damage.
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Homer
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- Shortly after spawning, will launch its stinger at Isaac.
- The stinger is invulnerable and will constantly give chase, slowing down when turning.
- When its stinger is out, Homer will actively avoid Isaac.
- When Homer dies, its stinger is destroyed.
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Honeydrip
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- Bounces around the room.
- Periodically slams into the ground with its stinger, creating a small rock shockwave ring, alongside spawning a single Dart Fly.
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Marge
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- Slowly chases Isaac.
- Upon death, spawns several Swarm Flies.
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Haunted
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- Slowly chases Isaac, occasionally firing single spectral projectiles towards him.
- Spawns a Yawner upon death.
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Yawner
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- Relentlessly chases Isaac, flying across obstacles with slippery movement.
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Crotchety
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- Chases Isaac, retaliating with singular projectiles towards him upon taking damage.
- On death, becomes a ghost that releases a wide spread of three spectral projectiles at Isaac before disappearing.
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Dim
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- Relentlessly chases Isaac.
- On death, spawns a ghost that behaves similarly to Yawner but cannot take damage.
- The ghost will disappear after a while.
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Spoop
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- Floats around the room, seemingly avoiding Isaac.
- After a set amount of time, transforms into a Purgatory projectile, rapidly charging at Isaac and creating a ghostly explosion on landing.
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Shirk
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- Remains stationary, periodically firing single spectral projectiles at Isaac.
- Upon taking damage, or when Isaac draws too close, teleports to another spot within the room.
- These spots are not random, and are determined by the room layout.
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