STS2 Enemy Bestiary
Complete database of 94 enemies in Slay the Spire 2:12 bosses,12 elites,70 normal monsters across all 4 acts. Click any enemy for detailed movesets, stats, and strategy tips.
👑 Bosses
(12 enemies)
Ceremonial Beast
250-280 HP
Multi-phase boss. Ceremonial phases add new abilities over time.

The Kin
220-240 HP
Family of enemies that buff each other. Focus one at a time.

Vantom
240-260 HP
Phantom thief. Steals your cards and uses them against you.

Lagavulin Matriarch
270-290 HP
Evolved Lagavulin. Stronger debuffs and can summon offspring.

Soul Fysh
220-240 HP
Ethereal fish that manipulates Souls. Counters Soul-based strategies.

Waterfall Giant
280-300 HP
Massive HP pool. Endurance fight — manage resources carefully.

Aeonglass
250-270 HP
Time-manipulating entity. Rewinds your progress.

Kaiser Crab
300-340 HP
Massive armored crab. Extreme Block values. Patience is key.

Knowledge Demon
240-260 HP
Outsmarts you. Counters predictable patterns with perfect blocks.

Queen
260-280 HP
Ruler of the Hive. Commands all Hive enemies on the field.

Test Subject
270-290 HP
Mutates throughout the fight. Adapts to your damage type.

The Insatiable
280-310 HP
Consumes everything. Grows stronger each time it eats a card.
⭐ Elites
(12 enemies)
Bygone Effigy
80-90 HP
Siphons your stats to empower itself. Kill before it drains you completely.

Byrdonis
70-80 HP
Flying enemy. Ground it with attack chains to deal full damage.

Phrog Parasite
44-52 + 90-100 HP
Lives inside another enemy. Kill the host to expose the parasite.

Phantasmal Gardener
80-90 HP
Plants deadly flora. Destroy the plants before they bloom.

Skulking Colony
Multiple 20-30 HP
Swarm of small creatures. AoE damage is essential.

Terror Eel
70-82 HP
Shocks you with Lightning Orbs. High energy damage.

Decimillipede
100-120 HP
Massive segmented creature. Each segment has a different attack, destroy segments to weaken it.

Entomancer
70-80 HP
Insect summoner. Floods the battlefield with bugs.

Infested Prism
60-70 HP
Crystal entity with rotating auras. Different colors = different effects.

Mecha Knight
100-110 HP
Armored mechanical knight. High Block values require sustained offense.

Mysterious Knight
90-100 HP
Chivalrous but deadly. Challenges you to honorable combat.

Soul Nexus
80-90 HP
Consumes Souls to power devastating attacks. Deplete its Soul pool.
Normal Monsters
(70 enemies)Act 1: Overgrowth(21 enemies)

Assassin Raider
34-40 HP
Applies Vulnerable before dealing heavy damage. Block the follow-up.

Axe Raider
38-44 HP
Pure damage dealer. No fancy mechanics, but hits hard.

Brute Raider
50-60 HP
High HP tank. Blocks frequently. Use burst damage windows.

Crossbow Raider
32-38 HP
Ranged attacker. Deals consistent damage every turn.

Cubex Construct
44-52 HP
Shifts between attack and defense modes. Attack during defensive phases.

Eye With Teeth
34-40 HP
Multi-hit attacks that scale with Strength. Block is essential.

Flyconid
30-35 HP
Summons minions to overwhelm you. Focus the Flyconid first.

Fogmog
40-48 HP
Creates fog that reduces visibility. Damage ramps over time.

Fuzzy Wurm Crawler
44-50 HP
Deals moderate damage and applies debuffs. Prioritize after more dangerous enemies.

Inklet
24-28 HP
Low HP but can apply Blind (reduced accuracy). Kill quickly.

Leaf Slime (M)
34-40 HP
Stronger Slime variant with more HP and higher damage.

Leaf Slime (S)
20-24 HP
Frail debuff makes blocking harder. Focus down before debuffs stack.

Mawler
48-56 HP
High HP tank enemy. Deals heavy single-target damage.

Nibbit
32-38 HP
Low damage but buffs itself over time. Kill quickly.

Shrinker Beetle
30-36 HP
Reduces your max HP temporarily. Kill before HP reduction becomes permanent.

Slithering Strangler
42-50 HP
Applies debuffs and moderate damage. Target priority depends on team composition.

Snapping Jaxfruit
28-34 HP
Thorns damage when attacked. Use multi-hit attacks carefully.
Tracker Raider
36-42 HP
Marks you for increased damage from other enemies.

Twig Slime (M)
38-44 HP
Stronger Twig Slime with more HP. Weak stacking is dangerous in longer fights.

Twig Slime (S)
22-26 HP
Applies Weak debuff. Kill before debuff stacking cripples your offense.

Vine Shambler
50-60 HP
Tanky enemy that entangles you. Kill before it locks down your entire strategy.
Act 2: Underdocks(16 enemies)

Calcified Cultist
48-54 HP
Ritual-based enemy. Gains Strength over time. Kill before scaling gets out of control.

Corpse Slug
40-48 HP
Leaves behind harmful residue on death. Manage positioning.

Damp Cultist
44-50 HP
Applies debuffs instead of pure damage. Less dangerous alone, deadly in groups.

Fat Gremlin
44-52 HP
Tanky Gremlin. Absorbs hits for the squad.

Fossil Stalker
50-58 HP
Ancient predator with high HP. Gains Block from killing your summons.

Gas Bomb
30-36 HP
Explodes on death dealing massive AoE. Manage final hit carefully.

Gremlin Merc
32-38 HP
Hired muscle. Buffs other Gremlins. Kill the leader first.

Haunted Ship
60-70 HP
Summons ghostly crew. Boarding party buffs the ship.

Living Fog
36-44 HP
Intangible on some turns. Time your attacks for vulnerable windows.

Punch Construct
50-60 HP
Pure melee construct. Hits harder as its HP drops.

Seapunk
30-36 HP
Applies debuffs through water-themed attacks. Kill before debuffs spiral.

Sewer Clam
30-40 HP
Defensive enemy. Opens up to attack after blocking.

Sludge Spinner
42-50 HP
Webs slow you down. Kill before your entire deck is clogged.

Sneaky Gremlin
28-34 HP
Evades your attacks. Use AoE or guaranteed damage.

Toadpole
20-26 HP
Fragile but buffs other enemies. Kill first in group fights.

Two-Tailed Rat
28-34 HP
Fast and evasive. Steals gold on hit.
Act 3: Hive(17 enemies)

Bowlbug (Egg)
24-30 HP
Egg variant. Hatches into stronger enemy if not killed quickly.

Bowlbug (Nectar)
28-34 HP
Nectar variant. Heals itself and allies.

Bowlbug (Rock)
40-46 HP
Rock variant. High Block values. Use consistent damage to break through.

Bowlbug (Silk)
32-38 HP
Silk variant. Webs and slows you down.

Chomper
50-60 HP
High damage single-target attacks. Block or die.

Exoskeleton
60-70 HP
Heavily armored. Plated Armor reduces all damage taken.

Hunter Killer
42-50 HP
Targets the lowest HP ally. Protect your weak summons.

Louse Progenitor
36-44 HP
Spawns Louse minions every few turns. Kill the Progenitor first.

Myte
16-22 HP
Tiny but appears in large swarms. AoE damage clears them efficiently.

Ovicopter
30-38 HP
Drops eggs that hatch into enemies. Destroy eggs before they hatch.

Parafright
40-48 HP
Fear-based enemy. Applies debuffs that worsen if you don't attack.

Slumbering Beetle
50-62 HP
Starts asleep. Waking it up enrages it. Prepare before attacking.

Spiny Toad
34-42 HP
Thorns damage when attacked. Use fewer, bigger hits.

The Obscura
44-52 HP
Mysterious enemy that manipulates your deck. Unpredictable attack pattern.

Thieving Hopper
30-36 HP
Steals a card each turn. Kill quickly to get your cards back.

Tough Egg
20-26 HP
Hatches into a dangerous enemy after 3 turns. Destroy immediately.

Tunneler
44-52 HP
Burrows underground, becoming untargetable. Wait for it to surface.
Act 4: Glory(16 enemies)

Axebot
50-58 HP
Automated axe-wielding robot. Predictable but high damage pattern.

Devoted Sculptor
44-52 HP
Shapes the battlefield. Can buff allies or debuff you.

Fabricator
40-48 HP
Builds constructs each turn. Limit its production or face overwhelming odds.

Frog Knight
52-62 HP
Noble amphibian warrior. Leaps between offense and defense stances.

Globe Head
36-44 HP
Map-like enemy that reveals future threats. Control the fight.

Guardbot
30-38 HP
Protects other enemies. Block-focused construct.

Living Shield
40-50 HP
Mobile barrier. Protects the most dangerous enemy.

Noisebot
24-30 HP
Disrupts your strategy with status cards. Annoying but fragile.

Owl Magistrate
42-50 HP
Wise but deadly. Counters specific card types.

Scroll of Biting
20-26 HP
Living scroll that applies lingering damage-over-time effects.

Slimed Berserker
60-72 HP
Rages as HP drops. Finish with burst damage to avoid maximum rage.

Stabbot
28-34 HP
Fast attacker with multi-hit capabilities. Block reduces damage significantly.

The Forgotten
50-60 HP
Ancient entity. Grows stronger the longer it's ignored.

The Lost
46-54 HP
Wandering soul. Phases in and out of reality.

Turret Operator
38-44 HP
Deploys turrets that deal passive damage each turn.

Zapbot
24-30 HP
Lightning-based robot. Channels Orbs that deal passive damage.