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Creatures

Dangerous creatures: what to fight and what to avoid

Animals mind their own business, monsters hunt you, and a few big ones bite back only if you hit them. Here is who is who, with health and damage.

In short

  • Every creature has a temper: passive flees when hurt, neutral fights back when hurt, hostile hunts you on sight.
  • Monsters appear in the dark: at night, or under a roof or in a cave at any hour, and never within 14 m of a torch or a lantern you placed. At dawn, the ones caught in the open burn away.
  • Most walkers are slower than you: a zombie chases at 3.1 m/s, you walk at 4.25 m/s. Walls stop walkers; ghosts and bats ignore them.
  • Damage is in health points (you have 100) and the difficulty multiplies it. Easy has no monsters at all.
On this page
  1. What do passive, neutral and hostile mean?
  2. When and where do monsters appear?
  3. Which monsters are dangerous?
  4. How do I fight them, or avoid them?
  5. Questions

What do passive, neutral and hostile mean?

  • Passive: cows, sheep, rabbits, hens, most birds and fish. They flee when you hurt them.
  • Neutral: dogs, goats, kangaroos, bears, yetis, spiders and others. They leave you alone until you hit them, then fight back (angry for 20 seconds at Normal), and their fellows may join in.
  • Hostile: the monsters. At Normal they see you from 28 m, hear you from 10 m, come to the noise of a block you break, and give up beyond 36 m.
  • Monsters never breed: they only spawn. Animals can be tamed and bred.

When and where do monsters appear?

  • The game brings creatures near each player in the dark: at night, or anywhere covered (a cave, a closed room) at any hour. Outside it picks a spot 24 to 64 m away, never closer; in caves and rooms, 16 to 40 m.
  • Each species has its own place: the zombie any dark place, the ghost the open sky on a true night, the bat deep caves, the imp and the magma golem the edge of lava, the mushroom-men three mushroom blocks, the scarecrow crops.
  • Light keeps a base safe: no monster spawns within 14 m of a torch, a lantern, a fireplace or a lit lamp you placed (8 m for a candle), and one that stays 3 s in that light goes up in smoke. See lighting.
  • At dawn, a night walker or floater with open sky over its head smokes and burns away in 3 seconds, leaving no loot. A roof or a tree saves it. Golems, bats, mimics, plants and sea creatures do not burn.

Which monsters are dangerous?

Health and blow are before the difficulty. All of these come at night, in the biomes listed.

CreatureHealthBlowWhereHow to handle it
Zombie8015Any dark place: night, caves, closed roomsSlow. Groups of up to 3. Walk away, or fight one at a time.
Slime6010Swamp, forest, cavesHops. Drops gel.
Shroomer5010Near mushrooms (dark forests, swamps), cavesDrops spores.
Pumpkin fiend5010Forest, plainsGlows like a lantern, so you see it coming. Spits.
Ghost7010Open sky, at nightFloats through walls. A tamed cat chases it away.
Scarecrow7015Near cropsCannot move while you look at it. Keep it in sight.
Shadow cat7015Forest, taigaFast (6.5 m/s) and blinks behind you. Turn around when it vanishes.
Imp4010Near lava, cavesFast, in groups of 2 to 4.
Bomb toad3030SwampSwells for about a second next to you, then bursts. Kill it from a distance.
Bat205Caves, forestFlocks of 2 to 5 that fly over walls. Not burned by the sun.
Sand djinn8015DesertFloats and glows.
Anglerfish7020OceansGlowing lure in the water.
Troll18030Mountains, taiga, snow, cavesSlow blows, 2 seconds apart: hit, step back, hit.
Cactus golem, Ice golem, Magma golem, Coral golem, Mud golem110 to 15015 to 25Desert, snow, near lava, beach, swampSlow and heavy, no burn at dawn. Do not fight them in the open: leave. They drop bones only.

Some monsters are out at any hour, and some neutral creatures hit very hard if you attack them:

CreatureKindHealthBlowWhereHow to handle it
Mimic chestAny hour9020Caves, forestWaits motionless, disguised as a chest, until you come close.
FlytrapAny hour8020Jungle, swampRooted: it never moves. Stay out of its reach (about 1 m).
Whip vineAny hour7015Jungle, swampRooted. Its whips reach about 1.5 m.
SandwormAny hour15025DesertHides under the sand and erupts near you.
Sea serpentAny hour13020OceansFast swimmer. Stay out of deep water.
BehemothNeutral25035Savanna, plainsLeave it alone.
YetiNeutral17025Snow, mountainsLeave it alone.
Stump bruteNeutral17025Forest, taigaLeave it alone.
Crystal golemNeutral16020Mountains, cavesLeave it alone.
BearNeutral15025Forest, taiga, snow, mountainsTerritorial. Gives bear meat and fur if you can win.
Giant crabNeutral14025BeachLeave it alone.
Moss golemNeutral13020JungleLeave it alone.
Giant octopusNeutral11020SeasLeave it alone.
DragonlingNeutral10020MountainsBreathes fire.

How do I fight them, or avoid them?

  • Build before dark, and light it. Walkers hop up about a block, no more, so a wall taller than that stops them; torches inside and around stop any spawning there. Ghosts and bats fly over walls.
  • Wear armor and carry a sword, plus a bow for anything that explodes. See weapons and armor. An iron sword kills a zombie in three blows.
  • Walk away from slow monsters: zombies and golems are slower than you at Normal. Terrible difficulty changes that: a zombie then runs at 4.8 m/s.
  • Sleep in a bed to skip the night: see death and respawn.
  • Neutral creatures are safe if you do not hit them: do not attack a bear or a yeti unless you can win.
SpeciesTemperHabitatHealthActive
CatPassiveOn land40By day
DogNeutralOn land50By day
SheepPassiveOn land50By day
CowPassiveOn land60By day
GoatNeutralOn land50By day
RabbitPassiveOn land20By day
KangarooNeutralOn land70By day
SnakeNeutralOn land30Day and night
ScorpionNeutralOn land40Day and night
SpiderNeutralOn land60Day and night
SparrowPassiveFlying15By day
ParrotPassiveFlying20By day
SeagullPassiveFlying20By day
FlamingoPassiveFlying30By day
ClownfishPassiveIn water15Day and night
Tropical fishPassiveIn water15Day and night
SalmonPassiveIn water20Day and night
PufferfishNeutralIn water20Day and night
DolphinPassiveIn water70Day and night
ZombieHostileOn land80At night
SlimeHostileOn land60At night
ShroomerHostileOn land50At night
Cactus golemHostileOn land120At night
GhostHostileFlying70At night
TrollHostileOn land180At night
Ice golemHostileOn land130At night
Magma golemHostileOn land150At night
Crystal golemNeutralOn land160Day and night
Coral golemHostileOn land120At night
Moss golemNeutralOn land130Day and night
Mud golemHostileOn land110At night
Stump bruteNeutralOn land170Day and night
ScarecrowHostileOn land70At night
Sand djinnHostileFlying80At night
Will-o’-the-wispPassiveFlying10At night
JellyfishNeutralIn water30At night
SnowballNeutralOn land40Day and night
Mimic chestHostileOn land90Day and night
Pumpkin fiendHostileOn land50At night
FlytrapHostileOn land80Day and night
BatHostileFlying20At night
ScarabNeutralOn land60Day and night
SandwormHostileOn land150Day and night
Sea serpentHostileIn water130Day and night
Feathered serpentNeutralFlying70By day
Fire salamanderNeutralOn land60Day and night
YetiNeutralOn land170Day and night
BehemothNeutralOn land250Day and night
Shadow catHostileOn land70At night
DragonlingNeutralFlying100Day and night
Whip vineHostileOn land70Day and night
SporelingPassiveOn land20Day and night
Cactus hogNeutralOn land50Day and night
ImpHostileOn land40At night
Giant crabNeutralOn land140Day and night
Bomb toadHostileOn land30At night
AnglerfishHostileIn water70At night
Giant octopusNeutralIn water110Day and night
BearNeutralOn land150Day and night
HorsePassiveOn land110By day
HenPassiveOn land20By day
BeeNeutralFlying15By day
CodPassiveIn water20Day and night
In the guidesNight monsters: what comes out after dark, and how to make it to morningWhen the Sun sets on Openworld's round planet, monsters come out. Which ones, where, what they fear, and how to make it to morning: light, walls, armor.

Questions

Why do monsters appear in the day?

Monsters come wherever it is dark: caves, and closed rooms without light, at any hour. A few species, like the mimic and the sandworm, are out at any hour too. Light the place.

How do I make monsters go away?

Set the difficulty to Easy: no monster spawns and the ones around vanish.

What stops a monster?

Light first: nothing spawns within 14 m of a torch you placed. Then a solid wall a block or more high stops walkers, not ghosts or bats. The sun burns most night walkers at dawn.

Updated