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Monsters

MKI edited this page Oct 21, 2026 · 7 revisions

Monsters

Gates are filled with vanilla monsters that fit the area, plus the mod's own creatures – four per area, a fifth one in four areas, the Riftling everywhere and the Shadow Knight from rank B. Together they make up about 40% of the normal enemies (gateCreatureShare). All gate monsters are scaled by the gate rank (see Gates and Ranks), so the base values below are only the starting point.

Note

The creatures are built in Minecraft style (cuboids, pixel textures) and use GeckoLib for their animations. Parts of them glow in the dark, each one leaves its own particle trail, has its own sounds, and instead of tipping over it crumbles into particles when it dies.

Each area also has two bosses of its own – see Bosses below.

Area Own creatures
Deep Cave Cave Crawler, Crystal Golem, Tunnel Miner, Burrow Worm (+ Bog Toad)
Ice Wasteland Frost Ripper, Frost Yeti, Frost Wraith, Glacier Beetle
Sand Temple Dune Scorpion, Tomb Mummy, Jackal Guard, Desert Cobra (+ Magma Crab)
Volcanic Depths Ember Salamander, Cinder Imp, Lava Hound, Ash Elemental (+ Magma Crab)
Overgrown Ruin Thorn Brute, Spore Shambler, Vine Lasher, Moss Stag (+ Bog Toad)
Abyssal Void Void Stalker, Sculk Hound, Void Mantis, Void Leech
Everywhere Riftling, Shadow Knight (from rank B), Treasure Goblin (secret)

Cave Crawler

Area: Deep Cave · Health: 22 · Damage: 4 · Speed: fast

A six-legged chitin hunter with glowing spines. It climbs walls and pounces like a spider.

Frost Ripper

Area: Ice Wasteland · Health: 26 · Damage: 5 · Speed: very fast

A wolf-like predator with ice spikes on its back. Its bite slows you (Slowness II, 2 s).

Dune Scorpion

Area: Sand Temple · Health: 24 · Damage: 4 · Armor: 4

An armored ambush hunter. Its glowing stinger poisons (Poison, 3.5 s).

Ember Salamander

Area: Volcanic Depths · Health: 28 · Damage: 5 · Fire immune

A basalt lizard with glowing cracks. Whatever it bites catches fire (4 s).

Thorn Brute

Area: Overgrown Ruin · Health: 44 · Damage: 7 · Speed: slow

A giant of bark and moss with antlers and glowing mushrooms. Hits hard and roots you in place (Slowness III, 3 s).

Void Stalker

Area: Abyssal Void · Health: 30 · Damage: 6 · Speed: fast

A gaunt shadow figure with long claws. Its touch weakens you (Weakness, 4 s). At a distance it hurls void orbs (3.5 damage).

Crystal Golem

Area: Deep Cave · Health: 50 · Damage: 8 · Armor: 8 · Speed: slow

A stone giant with amethyst growing from its back and shoulders. Hard to knock back – and its blow sends you flying.

Frost Yeti

Area: Ice Wasteland · Health: 48 · Damage: 7

A shaggy white giant with a blue face and ice horns. Its swing throws you into the air and slows you (Slowness II, 2.5 s). Mind the fall damage. At a distance it throws ice shards (4 damage).

Tomb Mummy

Area: Sand Temple · Health: 30 · Damage: 5 · Armor: 2

A bandaged guardian with a golden collar and glowing eyes. Its touch drains you (Hunger II, 7 s) and blinds you for a moment.

Cinder Imp

Area: Volcanic Depths · Health: 14 · Damage: 3 · Speed: very fast · Fire immune

A small fire devil with glowing horns, bat wings and a tail. Weak on its own, but quick: it leaps at you and sets you on fire (3 s). At a distance it flings embers (2 damage).

Spore Shambler

Area: Overgrown Ruin · Health: 34 · Damage: 5

A walking giant mushroom with a glowing cap. Its spores poison you and make you dizzy (Poison 3 s, Nausea 5 s). At a distance it throws spore clumps (3 damage).

Sculk Hound

Area: Abyssal Void · Health: 26 · Damage: 5 · Speed: very fast

An eyeless hunter with sculk plates and glowing feelers. It leaps at you, and where it bites, darkness falls (Darkness, 4 s).

Shadow Knight

Area: all areas, from rank B · Health: 60 · Damage: 9 · Armor: 10

A knight in dark plate armor with a glowing visor, a cape and a greatsword. One of the toughest regular enemies – its blade withers you (Wither, 3 s).

Riftling

Area: all areas · Health: 10 · Damage: 3 · Speed: very fast

A small creature born from the gate itself, with one big eye and purple crystal spikes. It leaps at you, and whoever it hits floats for a moment (Levitation, 1 s).

Bog Toad

Area: Deep Cave, Overgrown Ruin · Health: 30 · Damage: 4

A bulky toad with warts and bulging eyes. It leaps far – and its tongue pulls you in.

Magma Crab

Area: Volcanic Depths, Sand Temple · Health: 40 · Damage: 6 · Armor: 12 · Fire immune

An obsidian crab with lava glowing in its cracks. Slow but very heavily armored, and its claws set you on fire (3 s).

Tunnel Miner

Area: Deep Cave · Health: 18 · Damage: 4 · Throws rocks (3 damage)

A small goblin miner with a helmet lamp, a pickaxe and a sack of stones. Its hits make your arms heavy (Mining Fatigue II, 5 s); its rocks slow you briefly.

Burrow Worm

Area: Deep Cave · Health: 28 · Damage: 5 · Armor: 2

A pale, segmented worm with chitin plates, glowing spots and a round mouth full of teeth. Its bite poisons (3.5 s).

Frost Wraith

Area: Ice Wasteland · Health: 22 · Damage: 4 · Throws ice shards (3 damage)

A floating ghost in a tattered robe, ice shards circling around it. Its touch freezes you (the frost overlay of powder snow, Slowness II 3 s).

Glacier Beetle

Area: Ice Wasteland · Health: 36 · Damage: 5 · Armor: 14 · Speed: slow

A flat beetle with an ice shield on its back and an ice horn. Very hard to hurt, and its charge throws you back.

Jackal Guard

Area: Sand Temple · Health: 30 · Damage: 6 · Armor: 4

A temple guard with a jackal head, a golden collar and a spear. It leaps at you, and its thrust slows and weakens you (Slowness II 2.5 s, Weakness 3 s).

Desert Cobra

Area: Sand Temple · Health: 20 · Damage: 4 · Spits venom (3 damage, Poison II)

A raised cobra with a spotted hood. Its bite poisons hard (Poison II, 5 s).

Lava Hound

Area: Volcanic Depths · Health: 26 · Damage: 5 · Speed: fast · Fire immune

A basalt hound with lava cracks and a mane of flames. It leaps at you and sets you on fire (4 s).

Ash Elemental

Area: Volcanic Depths · Health: 30 · Damage: 5 · Flings embers (3.5 damage) · Fire immune

A glowing core inside floating basalt plates, with stone fists. Its ash blinds you (2.5 s).

Vine Lasher

Area: Overgrown Ruin · Health: 32 · Damage: 4

A figure of twisted vines with a carnivorous bud for a head. Its whip pulls you in and slows you (Slowness II, 3 s).

Moss Stag

Area: Overgrown Ruin · Health: 40 · Damage: 6

A mossy stag with glowing mushrooms in its antlers. Its charge hurls you far away – watch out near cliffs.

Void Mantis

Area: Abyssal Void · Health: 30 · Damage: 8 · Speed: fast

An upright mantis with glowing scythe arms. It leaps at you, hits very hard, and its scythes wither you (Wither, 3 s).

Void Leech

Area: Abyssal Void · Health: 24 · Damage: 4

A violet worm with a glowing ring mouth. It withers you (2.5 s) and heals itself with every bite.

Treasure Goblin

Area: any · Health: 10 · Never attacks

The treasure thief. In some runs it appears with a sack of gold and runs away from you. After 40 seconds it tries to vanish: it swirls for 2 seconds – hit it to stop the escape. It stumbles and tries again 10 seconds later; you can stop it three times. Catch it and the loot is yours. See Secrets and Traps.

Tip

Ranged attackers (Frost Yeti, Spore Shambler, Cinder Imp, Void Stalker, Tunnel Miner, Frost Wraith, Desert Cobra, Ash Elemental) throw when you are 5–16 blocks away and they can see you. Their shots never hit other gate monsters and never damage the terrain. Close the distance or break line of sight.

Bosses

Every area has two rulers; each gate rolls one of them (a boss gate with several bosses always gets the same kind). The first ruler of each area is a giant, crowned version of an area creature, the second has a form of its own. Their name appears as a title on screen when they arrive, and each ruler has its own signature attack that it uses often, on top of the shared boss abilities. Base values: 100 health, 9 damage, 8 armor, immune to knockback – then multiplied by the boss factor (5×) and the gate rank. On top come the boss abilities and phases described in Running a Gate.

Brood Queen

Area: Deep Cave · Melee only

A giant cave crawler with a pink crest. Her bite poisons hard (Poison II, 4 s).

Signature – Brood Swarm: calls 2–4 Cave Crawlers around her target.

Frost Colossus

Area: Ice Wasteland · Throws ice shards (6 damage)

A towering yeti. Its blow launches you high into the air and freezes you in place (Slowness III, 3 s).

Signature – Avalanche Leap: leaps onto its target; the landing hurts, throws everyone near it back and slows them.

Sand Pharaoh

Area: Sand Temple · Melee only

A crowned mummy king with glowing eyes. His touch drains you (Hunger III, 8 s) and blinds you (2 s).

Signature – Royal Guard: calls Tomb Mummies and a Jackal Guard to his side.

Magma Tyrant

Area: Volcanic Depths · Flings embers (5 damage) · Fire immune

A giant basalt lizard with horns and a crest of embers. Its bite sets you on fire for 5 seconds.

Signature – Molten Charge: charges in a straight line to its target – whoever stands near the path is hit, set on fire and thrown aside.

Elder Treant

Area: Overgrown Ruin · Throws spore clumps (5 damage)

An ancient giant of bark and moss with blossoming antlers. Its grip roots you (Slowness IV, 4 s).

Signature – Root Grasp: roots grab everyone nearby and hold them almost in place for a few seconds.

Void Lord

Area: Abyssal Void · Hurls void orbs (6 damage)

A towering shadow with violet veins. Its touch weakens you and brings darkness (Weakness II 5 s, Darkness 3 s).

Signature – Void Pull: drags everyone nearby towards it and covers them in darkness.

Deep Wyrm

Area: Deep Cave · Melee only

An armored giant worm with an amethyst crest and a four-part pincer maw. Its bite throws you up and poisons you (Poison II, 4 s).

Signature – Burrow Strike: dives into the ground and bursts out right beneath its target, hurling everyone nearby into the air.

Frost Queen

Area: Ice Wasteland · Throws ice shards (6 damage)

A tall figure in a gown of ice with an ice crown and a staff. Her touch freezes you solid (Slowness III, 3 s).

Signature – Frost Nova: a ring of 12 ice shards (16 when enraged) flies out in every direction; everyone close to her freezes.

Sand Sphinx

Area: Sand Temple · Melee only

A lion body of sandstone and gold with a pharaoh's head. Its swipe drains you and throws you back (Hunger III, 8 s).

Signature – Sand Vortex: a whirl of sand pulls everyone nearby towards the sphinx and blinds them.

Lava Giant

Area: Volcanic Depths · Melee only · Fire immune

A massive golem of obsidian with lava in its joints and glowing fists. Its blow sets you on fire and knocks you up (6 s).

Signature – Eruption: the ground around the giant bursts open – everyone within 6 blocks is hurt, set on fire and thrown into the air. Keep your distance when it winds up.

Thorn Witch

Area: Overgrown Ruin · Throws spore clumps (5 damage)

A hunched witch in a cloak of leaves, with a crown of thorns and a blossoming staff. Her touch roots and poisons you (Slowness IV 4 s, Poison 3 s).

Signature – Thorn Summons: calls Vine Lashers from the ground and roots her target.

Abyss Eye

Area: Abyssal Void · Hurls void orbs (6 damage)

A floating giant eye with a crown of spikes and hanging tentacles. Its touch lifts you up and brings darkness (Levitation 2 s, Darkness 4 s).

Signature – Gaze Beam: a beam from the eye strikes its target – damage, levitation and darkness.

Tip

Signature attacks are announced like every boss ability: particles and a sound at the boss, 1.5 seconds before they hit. That is your moment to dodge.

Note

Server owners can switch back to the classic strengthened vanilla bosses with gateBosses: false (see Configuration). With World Bosses installed, its bosses can still appear as gate bosses at the highest ranks.

Elite guardian

The elite guardian is one of the area's own creatures, enlarged by half – a giant Frost Yeti, a giant Dune Scorpion and so on. It appears in higher-ranked gates after all normal monsters have fallen. See Running a Gate. With eliteCreatures: false it is a strengthened vanilla monster instead.

Vanilla monsters by area

Gate creatures make up about 40% of the normal enemies; the rest are vanilla monsters that fit the area:

Area Vanilla monsters Classic elite / boss (when switched off)
Deep Cave Zombies, skeletons, spiders, cave spiders, drowned Cave spider, ravager / Ravager
Ice Wasteland Skeletons, strays, spiders, zombies Stray, polar bear / Polar bear
Sand Temple Husks, skeletons, spiders, zombies Husk, ravager / Ravager
Volcanic Depths Zombified piglins, magma cubes, blazes, wither skeletons Blaze, piglin brute / Ravager
Overgrown Ruin Zombies, spiders, cave spiders, witches, skeletons Witch, ravager / Ravager
Abyssal Void Wither skeletons, skeletons, cave spiders, vindicators, zombies Vindicator, wither skeleton / Wither skeleton

More monsters can be added with solomining_custom_mobs.json (see Configuration).

Other special enemies

  • Cave Guardian – from rank S, the deepest chamber of a cave may hold a guardian (60%).
  • Mimic – the chest in the hidden vault sometimes bites back (30%).
  • Event monsters – waves from the Trial Shrine and the Ambush (see Running a Gate). They are optional and do not count towards the monsters you must defeat.
  • Gate breakout – an ignored gate in your world lets its creatures out (see Gates and Ranks).

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