All Monsters and Enemies in Blood of Dawnwalker: Complete Bestiary List
Every monster and enemy in Blood of Dawnwalker: the full bestiary of beasts, undead, and folklore creatures, plus which ones only appear at night.
How the Bestiary Works
Coen’s journal fills in as he encounters creatures, and the entry text is worth reading — it is the game’s most atmospheric lore delivery. Statistically, enemies fall into families: ordinary animals, beasts twisted by blood, undead, humans under vrakhiri orders, and named bosses. Many entries describe several tuned variants, and several night-only creatures never appear in daylight at all. This list covers every documented entry and what each family demands in combat.

Ordinary Animals (Day and Night)
- Wolf — pack fighters; strength in numbers. Largest reported pack: thirty.
- Rabid Dog / Dog — strays and the knyaz’s deliberately starved hunting dogs, kept sharp outside Svartrau.
- Bear — miniboss-grade mauler; the “Into the Den” target unlocks the Silver Trader.
- Boar — charges, knocks down, and mauls even larger prey.
Beasts and Folklore Monsters
- Tatzelwurm — lizard-like swamp ambushers that drag prey from peat bogs; four guard a cave in the Briar Sloughs and drop armor-crafting materials.
- Kobold — mine spirits that attack in groups; deeper tunnels hold their unhinged cousins, the Wrongs.
- Psoglav — dog-headed men straight from regional folklore.
- Uriash and Uriash Matriarch — tall, horned folk the valley fears; playable-faction-adjacent through Ocha’s storyline.
- Vidmo — spectral figures rumored near murder sites and mass graves; far stronger than campfire ghosts.
- Likho, Murohn, Sanzhani, Salamander, Wisps — night hauntings and burrow-dwellers from Slavic tale; several exist as journal lore more than farmable encounters.
- Feral Uriash, Terracotta Warrior, Anachora Warrior — constructs and Anachora-realm fighters tied to the late game.
The Undead
- Zombie / Summoned Zombie / Undead — walking corpses that telegraph slowly but hit lethally; five variants documented.
- Undead Dog — loyal beyond death, guarding masters’ treasures.
- Undead Nun — something horrible happened at Saint Tyna’s.
- Ancient Undead — legend says kings and heroes were buried with their servants.
- Sphere — a curiosity entry; minimal data. Community verification in progress.
Humans Under the Knyaz
- Soldier — ordinary men camped across the valley in vrakhiri service, in three tunings.
- Bandit — fifteen camps of opportunists; twelve documented tunings, the valley’s most farmable fight.
- Witch, Castaway, Civilian — low-threat entries that flesh out the world’s texture.
Named Bosses
The journal tracks the valley’s rulers and lieutenants separately: Brencis (three tunings, 137k health at level 50 — the wall of the run), Bakir, Ambrus, Xanthe, Mihai (two tunings), Lacra, Leonica, Isbrand, Muron (two tunings), Pieter, Gargoyle, Blood Slave (three tunings), Mare (three tunings), Alpha Wolf, and Uriash Matriarch. Strategy for each lives in our bosses hub; the recommended kill order and Ambrus and Beast of Balaur pages are the usual starting points.
Combat Notes Across the Bestiary
Two systems interact with everything on this list. First, blood: beast and human enemies both feed the Corruption meter when drained, so bestiary farming is also build progression. Second, daylight: night-only entries like the Likho and Psoglav change the risk profile of travel after dark — plan routes with skip-time shrines if you are not hunting them.
Farming Notes by Family
Each bestiary family doubles as a resource route. Wolves and bears are the early-game crafting backbone — hides and claws fund the armor upgrades that carry you into the court campaign, and bear dens are fixed, fast, and repeatable. Bandit camps are the valley’s cash crop: fifteen camps across twelve tunings means a cleared camp pays out on schedule, and their human blood feeds the Corruption meter faster than beast blood at the same effort. The Briar Sloughs Tatzelwurm cave is the single best farming spot of the mid game — four ambushers, guaranteed armor-crafting materials, and a short loop from the nearest skip-time shrine. Undead clusters around Saint Tyna and the mass-grave sites drop ritual components for Witchcraft builds. Night routes through Psoglav and Likho territory trade safety for the rarest drops — the skip-time shrines page is the planning tool, and our best-skills ranking covers which perks make night farming actually pay.
Frequently Asked Questions
How many enemies are in the bestiary? Over thirty documented entries, roughly two dozen supernatural and the rest animals and humans; twelve more creatures are described in lore without stat tables of their own.
Which enemies only appear at night? Psoglavs, Likhos, Vidmo, Murohn, and the undead families are night-associated; ordinary wolves and bears roam by day.
Do bestiary kills matter beyond loot? Yes — several quests, armor sets (including the Arbiter chain), and achievements key off specific kills like the four Briar Sloughs Tatzelwurms.
Which bestiary entry is hardest to fill? Community consensus points to the night-only folklore entries — the Vidmo and the Likho — plus the Sphere curiosity entry, which few players have confirmed spawning reliably. Budget extra nights if completion is the goal.
Source: in-game bestiary entries via dawnwalkerdb, MetaBot bestiary, and official Community Bulletin Board #7, cross-checked against walkthroughs.
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