How a monster enters your run
Monsters do not wander in at random. Each movement roll resolves a tile, and some tiles are monster-spawn events that announce themselves with a rhyme above the board. When a spawn event fires, that monster stays in the manor for the rest of the run, so a squad that rolls carelessly ends up sharing the house with six threats by the final trial.
Three rules follow from that:
- The first event of a board is fixed. Community guides report that each board theme is built around a signature monster that spawns as its first event — the official Yeti board is the one Ludogram has named publicly.
- Spawns are permanent. Killing a monster removes the current threat; it does not undo the room it was using.
- Noise is the shared trigger. Most hunting behaviour reacts to sound, line of sight or held idols rather than to aggro radius.
Ludogram publishes no monster numbers. Damage values and weaknesses below are player-tested and cross-checked between two community guides on build V0.44.13 (October 18, 2026). Where the guides disagree, the page says so instead of picking a winner.
The roster
| Monster | Tested behaviour | Damage | Weakness |
|---|---|---|---|
| Alligator | Large, fast and aggressive; patrols and attacks anything it finds. Reported immune to fire | 60 | Boom dice, Cocoon dice |
| Carnivorous Plant | Starts asleep and wakes to nearby movement; avoid sprinting past it | 60 | Fire dice, Boom dice |
| Dress Mannequin | Only moves when no player is looking at it; creaking sound when it moves | Instant death | Fire, Boom dice, Cocoon dice |
| Horsemen (also called Knights) | Giant chess pieces that appear as a black-and-white pair; only one hunts at a time while the other rests | Not published | Cocoon dice, Freeze dice |
| Huntsman | Extremely sound-sensitive; even crouch-walking too close alerts him. One guide says he is immune to fire, another lists fire as a weakness | 70 | Fire dice, Boom dice, Cocoon dice (conflicting) |
| Ice Miner | Appears in its own spawn event; reported to tangle players in a rope | Not published | Not published |
| Mimic Door | A door that damages you when opened; listen for heavy breathing | Trap damage | Approach suspicious doors with the squad |
| Money Man | Short, not immediately hostile, but chases anyone carrying an idol and attacks with a cane | Not published | Fire dice, Boom dice, Cocoon dice |
| Mummy | Drags a long bandage; entering its line of sight starts a chase with a long horizontal sword swing | 60 | Standing at least two feet off the ground, Fire, Boom, Cocoon |
| Penguin | Clockwork monster with a fuse that starts when a player gets close; can be picked up and thrown | 100 explosion | Throw it into a pit or at another monster |
| Player Mimic | Looks exactly like a lobby player, repeats phrases recorded from proximity voice chat and throws dice at the squad | Dice, not melee | Treat any sudden “teammate” as hostile until proven |
| Sandworm | Travels underground and reacts to running or loud noise; rumbles before it lunges | 70 | Stop running; no dice weakness published |
| Shadow Man | Emerges from televisions showing static | Not published | Turn off the active television |
| Snowman | Several copies roam; only one is hostile. Harmless copies break if an object is thrown through them | Not published | Thrown objects (copies), Fire, Boom, Cocoon |
| Spider | Hides on ceilings; walking underneath cocoons the player | Cocoon, not damage | Not published |
| Yeti | Huge, loud and highly aggressive; fast linear charges | Not published | Fire dice, Boom dice, Cocoon dice |
Names above are the ones both community guides use. Other sites publish tier ratings, “Tier 1 lethal chargers” and formal archetypes such as “Cocoon Lurker” or “Pharaoh Entity” that no patch note, store page or gameplay capture supports; they are not repeated here.
Spawn events
Each monster-spawn event has a rhyme, and the rhyme is the only warning you get.
| Event | Rhyme (first line) | Effect |
|---|---|---|
| Alligator | Keep your feet up above the mud | Alligator spawns permanently |
| Carnivorous Plant | Hidden in leaves, it lays in slumber | Plant spawns permanently |
| Dress Mannequins | Red light, green light, they want to play | Mannequins spawn permanently |
| Huntsman | He sees no light, but hears it all | Huntsman spawns permanently |
| Ice Miner | Once he tangles you in his rope | Ice Miner spawns permanently |
| Mimic Door | A fake door waits with hungry breath | Mimic Doors spawn throughout the manor |
| Money Man | Guarding his bank, looking for gold | Money Man spawns permanently |
| Mummy | Don't trip over his bandages | Mummy spawns permanently |
| Player Mimics | One of you may not be true | Player Mimics spawn permanently |
| Penguins | A cranky bunch to babysit | Penguins spawn permanently |
| Sandworm | Don't let your footsteps make a sound | Sandworm spawns permanently |
| Shadow Man | Don't let the TVs play the tape | Shadow Man and his televisions spawn |
| Snowmen | Copies gather, harmless and cold | Snowmen spawn, one of them hostile |
| Spiders | On the ceiling, they walk around | Ceiling Spiders spawn |
| Yeti | A trail of footsteps in the snow | Yeti spawns permanently |
The other events
Not every roll summons a monster. The remaining events are minigames and traps, and several of them leave a permanent mark on the manor.
| Event | What happens |
|---|---|
| The Floor is Lava | All players are dropped into a room where lava rises. Stack 10 boxes in a 1-2-3-4 formation to reach the balcony. Afterwards, lava continues to flood the manor for the rest of the run |
| Trapdoor Game | A 5×5 grid of symbol tiles; a wall wheel picks the safe symbol each round and every other tile drops. Three rounds, with more symbols each round |
| Chessboard | Cross a giant chessboard while the pieces move and try to crush you, and carry the idol back |
| Fire Pillar | A pillar rises in the centre releasing flame jets, spinning quickly and alternating direction |
| Rolling Boulder Trap | Taking the idol in the hallway arms a boulder that chases the squad back to the game room |
| Dice Spawn | The board ejects dice onto the floor. They count as already rolled, so good and bad effects fire immediately |
| Ballerina | Cross a hall where a ballerina spins; move while she is stopped and spikes rise from the floor |
| Mannequin Attic | A door opens onto a cramped attic full of Dress Mannequins, with idols at the back |
| Shell Game | Three doors and three shuffling cards: follow the idol card. The other two doors are Mimic Doors |
| Game Completion | Fires when the token reaches the centre: all dead players revive, everyone is teleported deep into the manor and the Game Master's Soul must be carried back |
Dying, respawning and staying reachable
- Mirrors are the respawn system. Saving your image in a mirror lets you respawn at that mirror; each mirror works once and breaks afterwards.
- Dead players are not silent. Their portraits hang in the game room, they can speak through them, and a chargeable meter lets them whisper to one player they are spectating.
- A wipe is not always fatal. The shop's Old Clock (2000, or 1400 discounted) is reported to stop a total team death from ending the run.
Monster questions
How many monsters does Invokyr have?
Ludogram says 15+ monsters at launch and 10+ more planned. Community guides document 16 named threats in the launch build, counting the Mimic Door, which behaves like a hazard rather than a hunter.
Can monsters be killed?
Some can: fire, Boom dice and Cocoon dice appear as tested weaknesses for most of the roster. Others cannot be damaged at all — the Horsemen pair can only be cocooned or frozen, and the Shadow Man is removed by switching off the television he spawned from.
Do monsters stay for the whole run?
Yes. A spawn event adds the monster to the manor permanently; killing the current one does not remove the event's effect.
What is the most dangerous monster for a new squad?
Dress Mannequins: they kill instantly and only move when nobody is watching them. The counter is a two-player watch-and-move routine, or backing away solo until you cannot see one.



Official Invokyr screenshots via Steam — © Ludogram
Where these facts come from
Claims on this page are checked against the list below. Community guides are labelled as player-tested, not official.
- GG Guides — Invokyr monsters, events, dice and idols — Monster behaviours, attack damage and tested weaknesses, spawn-event rhymes and the manor event list. Player-tested on the Early Access build, updated October 19, 2026.
- ninewiki — Invokyr guide: monsters, events, dice and idols — Independent write-up used to cross-check monster damage, weaknesses and event rules. Runs three days behind GG Guides on the same content.
- Steam store listing — Invokyr (app 3883570) — Official wording: “Face bizarre, unique creatures: each with their own way of hunting”, traps, curses and chaos on every turn. No monster stats are published.
- Ludogram — Early Access launch announcement and roadmap — 15+ monsters at launch, 10+ more planned, and the four launch board themes.
Keep reading
Verify it at the source
The Steam listing is the only place to confirm the price, platform and current build.
