Static Hollow official wiki

Bestiary

everything that walks, crawls, drifts or watches

On this page
  1. Chapter one: the Nine
  2. Chapter two: the killers and the things from the woods
  3. Chapter three: the glasshouse
  4. Chapter four: the Flesh
  5. Chapter five: the static
  6. Chapter six: the Door at the End of the World
  7. Chapter seven: the First Signal
  8. Chapter eight: the Dead Water
  9. The deep oceans
  10. Minecraft's own creatures

Every creature in Static Hollow, in the order you meet them, across all eight chapters. Bosses and the creatures with the most to them have their own case files; everything else is here. Each chapter's creatures are marked in that chapter's colour.

Almost everything has its own 3D model, sounds, attacks and death, its own drop, and a spawn egg in the Static Hollow creative tab. Since 1.48.0 nearly all of them can also be taken over by the parasite and turned into something else: see the Turned. The twenty creatures of chapters one to three that have heads (the nine creepypastas, the nine killers and cryptids, the Gardener and the Rootlings) drop theirs the first time you kill each, then at 10% plus 5% a level of Looting. The Hollow Saint has no head to drop.

Chapter one: the Nine

They hunt everyone once the Forsaken Altar is awake, mostly in the dark. All nine are dragged back down when the Breach Altar wakes.

??? (the Watcher)

Never attacks

Stares, waves, points, peeks, and sometimes stands right behind you. It speaks at every turning point in the story.

The Hollow Saint

Boss of chapter one

What the nine were all pieces of. Raised at the cathedral's reliquary with one head from each.

Hollow Neighbor

Hostile to players only

Stalks you, vanishes and reappears behind you, knocks on doors and whispers. Every few minutes it sends you a chat message pretending to be a friend, and if you're indoors near a window it rises up behind the glass, taps on it and says it to your face. Its pinprick pupils follow you, even on its placed head.

Attacks: The Long Neck (its neck stretches across the gap and its mouth drags you in) and Turn Around (it's gone in a puff of smoke and its hands are on your shoulders from behind).

Stitchjaw

Hostile to everything

Crawls flat like a lizard and climbs walls. Every bite that lands opens the wound further: Bleeding I, II, III.

Attacks: Death Roll (jaws locked on you, rolling like a crocodile) and Seam Burst (every stitch tears at once in a ring of thread, bone and blood).

Weeping Shepherd

Neutral, fights back

Weeps, and stares if you stare. Hunts the undead. A rusted bell tolls as it walks.

Attacks: The Toll (three rings of pale light along the ground that burn the undead) and The Crook (a crack of pale fire torn along the ground).

Lullaby Mother

Neutral by day, hostile at night

Steals villagers and whispers a broken lullaby. Her hits can drag you into the Hollow, a sealed black room under the world, for 15 seconds. When she dies she draws a kitchen knife and drives it into her own eye.

Attacks: Hush Now (she rocks you like a baby while the life runs out of you; hurt her to make her drop you) and The Knife (five stabs, fast).

Broadcast

Hostile to players

A man with an old CRT television for a head, its screen crawling with live static. It skips toward you like a dropped video frame. Don't look at it: staring at the screen burns you every second. Don't touch it: it shocks. Its antenna tips glow green once it has seen you, burn red while you look at it, and flash red when it strikes.

Attacks: Dead Air (a flickering line pins where it's aiming, then a beam of raw static) and Frame Skip (it drops three frames and is beside you, behind you, in front of you).

Little Lamb

Neutral until you hit it

A crying child that follows you. Hit it and it shows its real face and gets fast. Hunts livestock.

Attacks: The Shriek (a cone of scream) and Pounce and Gnaw (it clings to you, chewing).

The Hymnal

Hostile to players and iron golems

Floats. Its song slows and weakens you and heals the other creepypastas. At Bleeding III blood wells up along the stitches over its eyes, but it never stops singing.

Attacks: The Page Storm (pages with edges like razors) and The Rapture (a chord from a choir that isn't there lifts you off your feet).

The Underneath

Waits

Buried with only its hands showing; stand near it too long and it claws its way out. It breathes under your bed and comes up for you when you lie down. Get out of bed within about four seconds. Never in Creative or on Peaceful.

Attacks: Hands From Below and Burrow (a ridge of earth tears toward you and it bursts up under your feet).

Antlerkin

Hunts everything

Imitates cows, pigs and sheep to lure prey. Faster in the dark, and fastest at night, when it calls and runs its prey down until dawn with its eyes burning ember to amber in its skull.

Attacks: The Charge (let it hit a wall and it stands there dazed) and The Toss.

The Antlerkin on snow at night: a deer skull with burning red eyes, antlers, on long dark legs
The Antlerkin, close.

Mourners

In the cathedral's pews

Praying, their heads turning after you. Hurt one, or play the organ, and they all stand up. At nightfall the dead are back in their pews. At the Soul Well they kneel round the altar as its keepers.

The Interred

In the undercroft's tombs

Open a sarcophagus and what was buried in it might be the Interred, who sits up and climbs out. The sealed ones open by themselves when you come close.

The Lullaby Mother, the Broadcast, the Underneath, the Hollow Neighbor, the Watcher and the Antlerkin have no blood left to lose and never bleed.

Chapter two: the killers and the things from the woods

Five killers and four cryptids come up once the Breach Altar is awake. They stalk first and only come for you once they've watched long enough, or you hit them.

The Mended

Boss of chapter two, 750 health

All nine sewn into one thing by the Watcher at the Mending Altar.

The Bunnyman

Killer, in the dark, near water

A tall man in a filthy rabbit suit with a fire axe. Catch him watching and he stops dead, tilts his head and waves. When he comes, it's a crouch and a spring with the axe coming down as he lands. Chops through wooden doors on Normal and Hard. Throws a hatchet, and goes into a frenzy of chops when badly hurt.

The Hookman

Killer

A starved giant in a torn straitjacket, gauze round his head, a rusted meat hook for a hand. He flings the hook on a chain, catches you and reels you in, and pulls riders off horses, boats and carts. Every cut bleeds. He also sweeps the hook low and impales you on it.

The Hogshead

Killer, 90 health, armoured

A butcher the size of a doorway in a rotting pig's head. He squeals, lowers his head and charges; if he reaches you he takes you by the throat. Sidestep and he slams into the wall, stunned: hit him then. Also slams the ground and gores.

The Porcelain Man

Killer, indoors

A life-size porcelain doll in a tailcoat. While anyone is looking at him he doesn't move, only his glass eyes; look away and he's closer, in a different pose. He opens doors. He can only be hurt from behind. His music box slows and blinds whoever isn't looking at him.

The Harvestman

Killer, plains and savannas at night

A scarecrow on a post in a field, a crow on its shoulder. Walk close and it climbs down at you. Look away for long and the post is empty. Its scythe sweeps wide: get out of the arc. It calls its crows down and tears roots up out of the ground. Killed, it falls apart into straw and the crow flies off.

The Harvestman up close in a dusk field: a scarecrow in a hat and plaid shirt with glowing eyes, a crow on its shoulder, its scythe raised
The Harvestman, down off its post.

Mothman

Cryptid, under the night sky

Red eyes in the night sky. It circles high and hangs still when you look up at it. Then it screeches (darkness at the edge of your sight, legs heavy), dives claws-first, and sometimes takes you up and lets go. Most of all by rivers and on boats. Bring a bow.

Mothman hanging in grey fog, wings spread, its eyes glowing red
Mothman, hanging still in the fog.

The Jersey Devil

Cryptid, pine forests at night

Goat legs, bat wings, a horse's skull on a long neck. It screams when it starts hunting (weakness, nausea), springs into the air and glides down onto you; up close it rears and kicks. Breathes fire and sweeps you with its tail.

Dogman

Cryptid, forests and taiga at night

A wolf that walks like a man. It runs on all fours, faster than you, stands up to howl (it roots you to the spot), pounces and mauls: claw, claw, then a bite that bleeds. It drags you down by the leg and flings you.

The Flatwoods Monster

Cryptid, hills and woods in the dark

A tall shape in a spade-shaped hood with a glowing red face. It glides, never hurrying, leaving a burning mist. Stare into its face too long and you're sick and slow. Up close it breathes the mist at you; its claws poison.

A tall shape in a spade-shaped dark hood with a glowing red face, standing in a village at dusk beside a villager
The Flatwoods Monster in a village.

Out in the Void

The Hand

Catches what falls

Pale grey going violet, bigger than a man, on an arm going down and down into the dark. It catches anyone who falls off an island and sets them back down. It hurts.

Driftlight

Harmless

A bell of pale flesh the size of a lantern, lit from inside, swimming like a jellyfish. It drops Drift Jelly: Slow Falling for 40 seconds and sight in the dark for 20.

Lamprey

Hostile

A long eyeless eel with a glowing lure. It coils, flares six toothed lips and comes at you straight as a whip, then fastens on and drags you out over the dark. Hit it hard to make it let go. Drops Lamprey Teeth and sometimes its lure, still lit.

Chapter three: the glasshouse

The Gardener

Boss of chapter three

The Head Gardener, grown into by the flower he tended.

Rootling

The Gardener's children

Knee-high things with a pale bulb for a head, red pinprick eyes and a grin of thorns. They chatter, leap at you and burrow away to come up somewhere else. They drop Knotted Roots, which make the Gardener's Weeds.

The Great Flower

Under the dome

A parasitic bloom the size of a room, its tendrils feeling about. Get close and it latches on: you're Sapromyiophilous, carrion flies swarm you, and it feeds. Its tendril drags things in and swallows them whole. Three good hits tear its tendril and free you.

Giant Flytrap

In the garden beds

A Venus flytrap that snatches you up and chews. Mash E to force the jaws open.

The Great Bloom

What the flower really is

Far down under the islands of the Bloom, and later risen through the glasshouse.

Tentacle of the Great Bloom

The giant tentacles

Eight of them round its mouth, thick as trees, or towers.

Chapter four: the Flesh

Every one of the Flesh's infected has a split jaw that swings apart sideways, glowing veins, no nose, three sinews out of its back and a blister bursting out of one shoulder. They shamble until they hunt, then sprint with their arms flailing. They hear you running. Their hits get the Flesh into you.

Bosses and mini-bosses

The Congregation

Mini-boss, 400 health, Rosemont

The commuters on the crashed bus, fused into one thing that wears the bus as a shell, their legs under it for wheels, their faces in every window. It sleeps until something hits it. Bus Ram: its headlights flash twice and it charges; if it ends against a wall it's stuck for three seconds and the driver takes three times the damage. Window Hands grab you at its sides. Choir: every mouth screams and three of them climb out.

Specimen Zero

Mini-boss, 350 health, the Laboratory

The Flesh's first host, the night technician who cut a sample from the root's end, grown for weeks against the Reactor Core: arms far too long, a second mouth in his chest with his ribs for teeth. Tendril Lash, Pool Surge and Absorb (it eats the staff's bodies to heal 25 each; burn them first). At half health it tears itself off the pool floor and hangs from the ceiling. Fire and Flower Ash Bombs burn it twice as hard.

The Warden of Shelter No. 4

Boss, 400 health, Bunker B

The shelter's Civil Defence warden and everyone who sheltered with him, grown into one mass on four legs.

Infected Squad Leader

Mini-boss, 120 health, Bunker B

Its whistle sends the operators round your flanks; it fires five-round bursts and throws a flashbang every fifteen seconds. At half health it splits open and the Spine-Runner comes out (70 health): a skinless thing on all fours with a bladed tail.

The Gardener, Reborn

Boss, 600 health, then Reborn Again

What was left of the Gardener, grown back together by the Bloom.

Broodmother

Nest boss, 340 health

The Flesh's own great flower: five petals of raw muscle round a womb, and what's left of a woman. She never moves, but gives birth (Crawlers, sometimes a Stalker), lets out Flesh Flies, slams a petal down and spits bile. At half health every sac in the nest bursts at once. She hates the flowers: the Bloomshears cut her half again as hard, and a Flower Ash Bomb burns her two and a half times as badly. Drops her heart, the Brood Heart.

Bellwether

Leads the horde, 70 health, armoured

A Civil Defence warden in a long navy greatcoat, the gas mask grown into its face, four brass bells on a yoke of bone. It walks at the head of its horde ringing its handbell. Seeing you, it whirls its gas rattle and the horde charges. Kill it and the horde loses its way. Drops the Bellwether's Bell.

The infected

Infected

The town's people

A shopper, an office worker, an old man in a cardigan, a road worker, a villager, in the clothes they died in. Villagers, zombies and witches the Flesh takes get up as these.

Infected Police

Still armed

Fires its pistol at you, arm out, head cocked over. With TaCZ installed the police carry the Mended SMG.

Infected Soldier

Holding Rosemont

Machete flurry up close; a screaming charge from further off. Becomes a Splitter.

Infected Firefighter

Fire won't touch it

Drags its axe and brings it down two-handed. Hit its air tank three times and it hisses, then goes up two seconds later.

Infected Paramedic

Kill it first

Every infected within six blocks of it heals. Up close it slams the defibrillator paddles on you.

Infected Pharmacist

Keeps its distance

Throws syringes (poison and the Flesh) and bottles of pills (your stomach turns). Drops them too.

Infected Construction Worker

Nail gun and sledgehammer

Fires four nails from a distance; close in, heaves the sledgehammer overhead.

Infected Officer

Calls for backup

Fights like the soldiers, and every thirty seconds holds its radio to its split ear and calls in two to four more.

Infected Heavy

Nothing knocks it back

A soldier the Flesh grew huge, with a cleaver as long as a man: an overhead blow (10) or a sweep to both sides (6).

Infected Researcher

The Laboratory

Comes in fast with its syringe, then scuttles back out of reach on all fours. Sometimes carries a Level 2 Keycard or a later tape.

Infected Hazmat Trooper

The Laboratory

Its suit still on, fire won't touch it, and its flamer burns a cone in front of it.

Spitter

Keeps its distance

Its throat swollen into a sac of bile. The bile bursts into a puddle that burns, slows you and infects you.

Shelter Resident

Shelter No. 4

In pyjamas, a tracksuit, a blanket round them, hiding in bunks and lockers, sobbing. Get within three blocks, hit one or open its locker and it bursts out.

Civil Defence Warden

Shelter No. 4

White W helmet. Blows its whistle and every infected within 16 blocks comes running, faster.

Infected Operator

Special forces, 40 health

Flanks you, climbs walls, fires four-round bursts, throws flashbangs, slides in under you.

Infected Sniper

Special forces, 28 health

Its laser finds you first with a climbing tone; a second and a half later, the shot (12). Break its line of sight.

Infected Breacher

Special forces, 45 health, armoured

A riot shield grown onto its arm blocks everything from the front. Get round it, or hit it with an axe and the shield drops for five seconds.

Infected You

If you die of the Flesh

What gets up where you fell is you, as one of the infected, with your skin, your armour, your weapon and everything you were carrying. It comes for you first. Kill it and you get it all back. It never despawns.

What the infected become

Left alive on the Flesh's ground for ten minutes (five on the thickest of it), one of the infected changes. What it becomes depends on what it was.

Stalker

From townspeople

Starved to skin and rib, on arms and legs twice as long and bent like a spider's. Climbs walls and drops on you; pounces from up to nine blocks. Drops a Stalker Talon.

Bloater

From townspeople and workers

Swollen wider than it is tall. Close enough, it swells and bursts, and a cloud of red gas hangs there for six seconds. Drops a Bloater Gland.

Screamer

From police and CD wardens

Its face opens four ways like a flower. Its call brings every infected within sixty-four blocks. Drops a Screamer Sac.

Brute

From firefighters and heavies, 140 health

Three blocks of muscle. Smashes both fists into the ground and throws you ten blocks. Drops a Brute Knuckle.

Splitter

From soldiers

Split from throat to belt; its chest swings open like a mouth. Killed, it comes apart into three Crawlers (unless it burnt). Drops Splitter Sinew.

Hive

From paramedics

Bent under a hump of lidded cells that let out Flesh Flies, a dozen at a time, each bite infecting you. Drops Hive Comb.

Pharmacists and researchers become Spitters; the special forces' operators become Spine-Runners.

After the Bloom changes

The Changed Bloom

Only the Omni ends it

Ten times bigger, blue, and hungry.

Parasite and Parasite Host

From Blackwater Station

Six legs and a mouth that opens like a flower. It goes for the back of the neck.

The Omni

The gun, and SENTINEL

Listed here at the wiki owner's request; in the mod it's a weapon.

Chapter five: the static

Static Hound

Packs, at night

What the parasites made of the wolves. Packs of three to five behind a Pack Leader with a brood sac on its back. The leader howls and the pack gets faster and fiercer; the rest flank you. Kill the leader and the pack breaks.

The Hollowed

One in every village

A villager with violet pinprick eyes, muttering static. At night, alone with you, it turns: taller, arms to its knees, its head split open in four. It shrieks, rakes, grabs, and sometimes puts one in you.

The Amalgam

Boss, at Relay 6

Everyone who came to the relay, grown together into one heap at the mast's foot.

Afterimage

At the Starlite Drive-In

Grey figures made of scan lines and static, see-through, their faces only dark gaps. They drift through cars and walls. You can't hurt one unless you're Tuned In, it's reaching for you, or the last reel is running. They can't leave the Null. Killed, one leaves a Frame of the Last Reel.

The Carrier

Boss of part four

What carried them all, in the crater in the middle of the Null Static Zone.

The outbreak

From 1.48.0, anything the parasite gets into is slowly taken over, and turns. After Signing Off it gets worse.

The turned

Anything at all, two or three days on

Ruined, writhing versions of what they were, a mouth of five petals split open in their chests, hunting everything that isn't theirs. Thirty-two of the Hollow's own have a turned form of their own, from the Saint Unmade to the Pod, Hatched.

The infested bosses

Golems, the Warden, ravagers and more

The game's bosses and mini-bosses, gone wrong, each with new moves and a bar of its own. Since 1.61.1 the Ender Dragon is always one of them.

The parasite's kinds

Born of where they were

The Tide Parasite (in the water), the Burrowing Parasite (deep in the stone), the Winged Parasite (out of anything with wings), the Ember Parasite (the Nether) and the Void Parasite (the End).

Biomass and the pure forms

What's left of the turned

A heap of violet flesh where one of the turned fell, that gets up a minute or two later as a Stalker Form, a Ranged Form, a Tank Form or a Brood Sack. They change from one to another to suit the fight. Burn the heap and nothing gets up.

The Hive and the Deep

The Chorus

Boss of part five, 900 health

The mind the parasite grew for itself in the Hive's pit, out of everything it took: a mound of bodies, a great head with a split maw, and the faces of all of them speaking with one voice.

Hive Hand

Seven round the Hive's pit, 140 health

An arm as tall as a tree, braided chitin round a core of flesh, a palm with eyes and a mouth in it and three hooked fingers. It slams its claw down where the ground lights up, sweeps you aside, or grabs you, lifts you high, squeezes and throws you. More.

The Reach

Every few nights, at your home

While the Chorus lives down in the Deep, one of its hands tears up out of the ground where you live, half again as big as the hive's, its things climbing out after it. Kill it, or it sinks back after four minutes. More.

The Listener

The Deep's older ones, 60 health

Tall, starved, cave-white, on long dog's legs, with no eyes: only fans of skin either side of its head. It hears every step, every block, every door, and goes to the sound fast. Sneak. Its ears make Hushed Boots. More.

The Deaf King

Boss in the Deep, 420 health

The oldest thing in the Deep, a hulk on its knuckles with plugs of stone in its ears. It feels you through the floor. Stand still and you aren't there.

The Chorus, Whole

Final boss of chapter five, 1024 health

The Chorus made again in the Warm Heart, up out of a lake of blood. It dies, really this time, and leaves the Last Voice.

Chapter six: the Door at the End of the World

Past the Door, the Stalls; behind the screen, the Watcher's Vault; and past the stage on the other side, what he kept out.

The Audience

The Stalls' seats, 16 health

Grey people in grey clothes, faces up to the screen, a ticket in their laps. They hear you, get up with a finger to their lips, and hold you where you are. Sneak. Some carry a Ticket Stub. More.

Usher

Walks the aisles, 44 health

Tall, faceless, in maroon and brass, swinging a lamp over the rows. If its light finds you, the SHHH goes through the house. Show it a Ticket Stub and it looks away. Often drops its lamp. More.

The Crowd

Boss of part one, 800 health

The whole house gone into each other at the front, under the screen. Its Hush: stand still.

The Tuned

The Vault's stacks, 24 health

People from the neck down, an old television set for a head. They only move while you're looking at them. More.

The Projectionist

Boss of part two, 900 health

A coat of film and a cinema projector for a head. It came into the Vault behind you, for what he kept.

Rerun

The Projectionist's

An old boss projected onto the air, grey and flickering, doing again the one thing everyone remembers: the Saint's beam, the Gardener's thorns, the Deaf King's fists, the Carrier's beam.

The Viewer

The last boss, can't be killed

What he kept out: sat in the dark past the stage, so big you only ever fight its eye and its hands.

Stand-In

The Other Side, 10 health

A painted plywood cut-out of a person that hops out of the wings. It doesn't hurt you; it points, and the eye comes. More.

Chapter seven: the First Signal

The First Signal

Not fought yet

Your shape, your size, its skin crawling static, a white mask. It was here before the Watcher, before the first picture. It came through a rift into his Hub and said one word.

Chapter eight: the Dead Water

Everything in the Dead Water's twelve waters swims like something that lives in water: speeding up and slowing, banking into turns, schooling, keeping to its depth, bolting when startled. Small things are eaten by bigger things. Since 1.63.2 they get hungry and go looking for food, a wound in the water draws the hunters, a school balls up tight when a hunter's near, and a still diver draws the curious ones in to circle and look. Out of the water they flop, gasp and die. Where each one lives is from the mod's own lists of each water.

The gentle ones

Pipeye

3 health

A thumb-sized ball of a man's eye in a cup of flesh, lidded with shells that swing down over it. Little schools come and look at you, all the eyes turning together, and dart off if you move at them. The Grey Shelf, the Haemal Reach, the Wireweed, the Ossuary Flats, the Drowned Mycelia, the Carrier Wave.

Lanternlet

2 health

A deep, thin lanternfish, big-eyed, two rows of lights down each flank. Big glowing shoals that ball up tight and turn when something hunts near. The Grey Shelf, the Wireweed, the Lantern Fields, the Molar Reef, the Carrier Wave.

Hum Skate

8 health

A little spotted ray near the floor, in pairs, its smiling face underneath and a barbed whip of a tail. It hums one low note. The Grey Shelf, the Wireweed, the Ossuary Flats, the Ember Vents, the Carrier Wave.

Puffbloat

6 health

Round, blotched, green-eyed. Frighten it and it swells into a ball of spines; touch it then and they go in. The Haemal Reach, the Brine Sink, the Molar Reef.

Thimble Jelly

2 health

A domed bell lit from inside, its canals and pink horseshoes glowing, frilled arms under it. It drifts in blooms, pulsing. Brush its threads and it stings. The Lantern Fields, the Brine Sink, the Drowned Mycelia.

Stiltfin

6 health

Stands on three long fin-rays on the deep floors, facing the current, long feelers sweeping up over its head. Swims off when you come. The Grey Shelf, the Ossuary Flats, the Rime Shelf, the Ember Vents.

Grinner

5 health

A pretty banded reef fish with human eyes, full lips over a grin of human teeth, and a tall spined sail. Little groups; it chatters and giggles. The Haemal Reach, the Wireweed, the Molar Reef.

The Hymnback

220 health

A gentle giant: a whale's long head, a hanging lower jaw, fringes of baleen, long knobbed flippers, and a reef of corals, lit anemones and kelp on its back. Its song carries a long way. The Grey Shelf, the Lantern Fields, the Rime Shelf; lost ones wander into the Black Below, where the Undertow eats them.

The hunters

Clotfish

6 health

Shoals of little blood-dark fish with a fence of crooked needles in their underbite. Quiet until there's blood in the water; then the whole shoal boils at it in a frenzy, biting in turns, and you bleed. The Haemal Reach, the Brine Sink, the Molar Reef.

Choir Eel

30 health

Lies along the floor humming chords out of the mouths down its flanks. Touch it, linger on it or hit it and it coils, lights up and sings a shock through the water round it. The shock kills lights. The Wireweed, the Ember Vents, the Carrier Wave.

Hookjaw

34 health

A gaff of a jaw-hook, hooked bones raked down its head, a torn tail. It follows you at the edge of sight, circling and clicking, comes in fast the moment you look away, hooks you and is gone. It steals your metal and keeps it until it's killed. The Grey Shelf, the Wireweed, the Ossuary Flats, the Molar Reef.

Gulper

60 health

A warty head that's all mouth, a comb of needles round it, lying still on the floor with a light on a stalk over its jaws. Whatever comes close enough it lunges at and swallows (little fish whole). The sea's light-lovers come to its light. The Lantern Fields, the Ossuary Flats, the Drowned Mycelia.

Mantlecrab

40 health

Jointed spined legs, big claws, a spiked rim to its shell. It hates light: a lamp, a lit submarine, a torch in your hand. Its pulse puts out every light near it (darkness on you, the submarine's power gone), then it comes in with its claws. The Ember Vents, the Carrier Wave.

Frostjaw

24 health

A shark's tail, five gill slits, glass teeth, frost-crazed. Packs on the cold shelf spread out round you, their flank-lights flashing to each other, and come in one at a time from wherever you aren't looking. The Rime Shelf.

Siphon

8 health

A leech of an eel, a ringed body and a toothed sucker. It fastens on and drinks until you hit it off or get out of the water. The Grey Shelf, the Haemal Reach, the Brine Sink, the Drowned Mycelia.

The eldritch

The Mouth of the Floor

Buried in the floor, 140 health

Nothing showing but a ring of rocks. Pass over it and eight jaws open out of the sand round a throat, and the water rushes in, and you with it.

The Static Leviathan

Boss, 320 health

Deep down in the Dead Water, now and then one comes up out of the dark after you. It sings on the Remote's frequency, and its Signal Organ mends the Remote. More.

The Undertow

The Black Below; nothing hurts it

Three thousand blocks long. It stalks you, learns you, and eats when it's hungry. The only way to live is to leave the Black Below.

The deep oceans

Since 1.62.0 the Overworld's oceans fall away past the shelf to about 2,000 blocks deep, in three depths: the Sunless Drop, the Hadal Dark and the Trench (see the Hollow's own country). Three things live down there. Two of them, the Needlemaw and the Static Leviathan, turn up in the Dead Water too.

Shroud Ray

The Sunless Drop and the Hadal Dark, 40 health

A ray as wide as a cart is long, pale as a burial sheet, the face its gills and mouth make on its underside, a fringe of pale blue lights round its wings. It glides on slow beats and lets you be, until you hurt it. Then it comes in fast and low and comes down over you like a sheet: its wings fold round you, everything goes dark, and it beats down and down, taking you with it, the cold biting. Hit it hard enough and it lets go. Drops Shroud Hide.

Needlemaw

All three depths, 18 health

A fish the length of a man's arm and leg, nearly all head: a jaw lined with glass needles too long to close over, six pin-eyes on its brow. It hangs dark and still. When you come near, all its lights come on at once: it backs off with its jaw dropping open, darts in, bites (you bleed), recoils and comes round again. In the Dead Water it's in the Grey Shelf and the Ember Vents too. Drops 1 to 3 Needle Teeth.

The Static Leviathan

The Hadal Dark and the Trench

Its home water. See its case file.

Minecraft's own creatures

Every vanilla animal and monster is redrawn as a jointed 3D model with its own animations, bleeding (or sparking, or shedding goo, splinters, ash or spores) when hit and dying its own way. By night, if you look at one, it stops what it's doing and looks back at you, its eyes shining. A few highlights:

  • The Enderman is one of the Hollow's own: far too tall and thin, a too-wide grin of needle teeth. Look at it and it freezes, cocks its head and trembles; anger it and its jaw unhinges into a scream. It whispers backwards.
  • The Warden claws its way out of the ground, and its real heart beats half out of its chest, faster as it gets angrier.
  • The creeper swells and flickers before it bursts; charged ones crackle with static. Spiders walk on eight legs and rear up at you. Slimes are see-through jelly with things floating in them.
  • The Ender Dragon has torn wings with real finger bones and a ridge of bone plates down its back. Since 1.61.1 it's always the Infested Ender Dragon.