Name |
Icon |
Description
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Shaker
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- Moves around by leaping off-screen and landing elsewhere, prioritizing locations that cross over Isaac.
- While it jumps, it rains down slow falling projectiles along with a trail of cosmetic salt.
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Rancor
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- When Isaac is lined up in a cardinal direction, charges in that direction until it hits an obstacle.
- If it has not sighted Isaac, it leaps offscreen to land near his location.
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Clergy
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- Hovers around the room, with three projectiles orbiting it.
- When Isaac is in sight, launches one of its projectiles, which homes in at high speed.
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Alfil
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- Roams around the room, charging at Isaac when lined up cardinally.
- Is granted a shield while other enemies are alive in the room, making itself invulnerable.
- Whenever Alfil blocks damage taken, causes a random enemy in the room to fire projectiles in the ordinal directions.
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Zealot
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- Remains stationary, backing away from Isaac if he draws too close.
- After a moment, creates a white crosshair which attempts to target Isaac, gaining speed as it follows until it's beneath him.
- Eventually stops and after a delay calls down a large beam of light from the sky which lingers for a while.
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Psychoknight
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- Roams around the room only moving in the cardinal directions.
- Makes a slight charge when sighting Isaac, picking up a small amount of speed and stopping upon hitting an obstacle.
- Only vulnerable from behind.
- When the eye on its back is open, following from behind causes Psychoknight's eyes to glow, and its head to shake.
- After staying behind for long enough, Psychoknight teleports to another cardinal direction close to Isaac, quickly charging towards him.
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Pale Gaper
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- Chases Isaac quickly.
- Roars after a moment, greatly increasing its speed for a period.
- Continuously roars afterwards maintaining a high speed.
- Upon death, turns into a Pale Gusher.
- Can be Magnified into a Mag Gaper.
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Pale Gusher
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- Wanders around and fires a stream of arcing projectiles in random directions.
- If close to Isaac then it will chase him and aim the projectiles towards him.
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Pale Horf
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- Floats in place and fires projectiles towards Isaac at a quick rate.
- Has an infinite detection range.
- Can be Magnified into a Mag Horf.
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Pale Clotty
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- Slides around the room randomly, periodically firing out 4 long-ranged waving projectiles in the cardinal directions.
- Can be Magnified into a Mag Clotty.
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Sixth
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- Chases Isaac, lobbing a large homing projectile, which splits into a ring of 6 smaller homing projectiles while in the air.
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Arcane Creep
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- Crawls alongside one of the walls to line up with Isaac.
- Shoots a large projectile directly forward that splits into two perpendicular shots when Isaac is to the side of it.
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Psycho Fly
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- Bounces around the room slowly.
- On death, shoots a homing tear at Isaac, with all other Psycho Flies in the room doing the same.
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Psystalk
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- Remains stationary.
- Spits a tear which slowly moves along either the vertical or horizontal axis, and attempting to follow Isaac at the opposite axis.
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Stolas
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- Remains stationary.
- Occasionally spits a star projectile which moves around in an angular pattern, following Isaac and leaving a trail of smaller tears.
- Each projectile is connected to each other with a Technology Zero laser.
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Morvid
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- Spawns perched on pillars, or on the ground, walking towards Isaac when grounded.
- After a moment, all Morvids in the room will simultaneously spread their wings and fly around the room above Isaac, and unable to be hit by attacks.
- One by one, Morvids in the room will spit a single feather projectile at Isaac.
- After enough time, Morvids will land back onto the ground, or perch back onto any pillars in the room.
- Morvids which perch on pillars will instead land on the ground if the rest of the enemies in a room have been killed.
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Acolyte
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- Chases Isaac, utilizing teleporters in the room to reach him quicker.
- When one is killed, all others in the room will do a short lunge and gain a permanent speed boost.
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Skulltist
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- Floats around the room.
- Occasionally activates the on-death effect of an enemy in the room that's closest to Isaac, without killing the enemy.
- If there is no valid enemy, spawns a Sucker to use instead.
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Zissuru
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- Wanders around the room.
- Scatters a ring of flour around itself, before a purple smog begins filling the room outside the circle.
- If Isaac is not standing within the salt circle at the right time, he will take unavoidable damage.
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Madhat
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- Floats around the room.
- Occasionally fires a colored projectile, leading it ahead of Isaac if he is moving.
- If the projectile hits Isaac, deals damage and applies a temporary debuff depending on its color:
- Purple projectiles applies Fear, preventing Isaac from firing tears.
- White causes Slowness, slowing down Isaac.
- Black applies a Curse of Darkness effect on the room.
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Psyclopia
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- Chases Isaac, frequently spitting a projectile at him when in sight.
- After the projectile lands, Psyclopia will teleport to the point of that projectile's impact.
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Alderman
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- Chases Isaac, sometimes spitting a homing projectile at him when in sight.
- After the projectile lands, Alderman will teleport to the point of that projectile's impact, producing a wave of fire in the 4 cardinal directions where it teleports.
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Lunksack
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- Remains stationary, targeting enemies in the room one by one with a reticle, and placing a floating needle above them.
- After enough windup, stabs its voodoo doll bringing the needle above the enemy down, killing the enemy and shooting 8 needle projectiles from point of impact.
- If there's no enemies left to target, targets Isaac with its needle instead.
- The needle will narrowly miss Isaac if he is moving, but still shoots 8 needle projectiles from where it lands.
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Shi
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- Floats towards Isaac, placing floating needle projectiles aimed at Isaac in cardinal directions, which launch forwards after a delay.
- If it gets close enough to Isaac, it will aggressively swipe at him with its claws.
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Empath
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- Floats around in place.
- When an enemy in the room dies, makes a shocked expression before shrieking, firing 4 fast homing tears in the diagonal directions.
- Upon death, shrieks and causes all other enemies in the room to shoot 4 blood projectiles in the cardinal directions.
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Grimoire
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- Floats around the room.
- Periodically opens up, revealing an eye which enchants an enemy in the room.
- Enchanted enemies leave behind cascading fire waves in the 4 cardinal directions on death.
- After enchanting an enemy, spits a homing fireball at Isaac, which explodes and creates cascading fire waves in the 4 cardinal directions upon landing.
- If there is no more enemies left to enchant, only uses the fireball attack.
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Nihilist
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- Attempts to move towards enemy projectiles in the room, otherwise wanders aimlessly.
- Possesses an aura which causes all enemy tears passing through it to gain the Continuum effect, and greatly increases their range.
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Looksee
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- Peeks from behind a random pillar in the room, spitting projectiles at Isaac which explode into a ring of 8 smaller shots on impact.
- Hides when Isaac attempts to attack it, or draws too close.
- Cannot be killed, and disappears when the room is cleared.
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Temptress
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- Waits until all other enemies are killed or after some time passes, then emerges from a wall.
- Relentlessly chases Isaac, occasionally stopping to slam the ground and release two rings of blood shots that spiral outwards, while increasing in speed.
- On death, its head explodes, releasing a large volley of projectiles in the direction its facing.
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Grievance
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- Spawns stationary, with a circular red zone centered around it.
- If Isaac enters this zone, the Grievance immediately dashes towards his direction, bouncing off walls and obstacles, before slowing to a stop.
- Cannot be killed, and deactivates when the room is cleared.
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