Cursed threat index

Last Pirates: Die Together Monsters Guide

Find named monsters, recognize their behavior, and choose your next move. Each entry includes sources, patch changes, and details still unverified.

Quick answer

Official Early Access posts currently support 15 named threat groups: eight with a player-facing behavior briefing and seven confirmed through patch notes. The developer has not published a complete bestiary, so this list may not be exhaustive.

Last verified September 10, 2026
Roster statusNo official complete list
Behavior briefings8
Patch-note groups7
Last checkedSep 10, 2026

Evidence map

Current named threats at a glance

Official Early Access posts currently support 15 named threat groups. The developer has not published a complete bestiary, so this is a sourced working index rather than a claim that the roster is exhaustive.

Official behavior: the developer explains what it does Patch-note evidence: named, but its full behavior is not documented

During a run

Monster encounters: cue and response

Use these eight documented behaviors to choose your next move. Advice marked as an inference is not a tested counter; open the entry for patch history and sources.

MonsterWatch forYour next move
EarBlind, but highly sensitive to sound.Practical inference: reduce avoidable noise and do not rely on an assumed hearing radius; the official notes publish no exact range.
AnchorerA sharp-eyed ranged threat that hooks, reels in, and throws pirates.Practical inference: break visual contact and avoid lingering at mid range. No official dodge timing is published.
SnakeWraps around a pirate and pins them in place.Stay within rescue distance of the crew when a Snake is active; a teammate-assisted release is the only faster response officially described.
CrabSteals loot and can grab a pirate and carry them away.Practical inference: keep the crew close enough to call out a grab and avoid leaving unsecured loot unattended.
ParrotHarmless alone, but its screech alerts nearby enemies.Practical inference: treat the screech as an escalation warning and decide whether to retreat before the alerted enemies arrive.
SleeperBest left asleep; once awakened, it keeps tracking its target.Do not wake it without a planned escape. The official material does not identify a reliable way to break the chase.
MimicCopies a crewmate’s appearance and voice to lure players.Practical inference: verify unexpected calls with the crew before approaching. There is no officially published guaranteed visual test.
Rats / Rat DefenderA loot-guarding group with a Rat Defender variant.Do not treat old Demo coin-stealing details as a complete current rule set; the group received several pathing and behavior fixes after launch.

Planning a return with loot? Read the treasure return guide and crew setup checklist.

Current Early Access

Monsters with an official behavior briefing

These entries have a player-facing description in the official Early Access launch post. Practical advice is clearly labeled when it is an inference rather than a published counter.

Official behavior

Ear

Blind, but highly sensitive to sound.

Officially confirmed

The launch briefing says the Ear cannot see and attacks after hearing the crew.

What to do now

Practical inference: reduce avoidable noise and do not rely on an assumed hearing radius; the official notes publish no exact range.

Patch history

  • Aug 19Attack and hearing ranges were reduced.
  • Aug 26A pathing fix stopped Ear, Sleeper, and Snake walking through doors.
Still unknownExact range, damage, spawn rules, map locations, and reliable kill strategy.

Official behavior

Anchorer

Official naming also uses: Anchor · Anchorman in later patch notes

A sharp-eyed ranged threat that hooks, reels in, and throws pirates.

Officially confirmed

The launch briefing calls it deaf but sharp-eyed and says it is most dangerous at mid range.

What to do now

Practical inference: break visual contact and avoid lingering at mid range. No official dodge timing is published.

Patch history

  • Aug 20Attack speed was reduced under the name Anchorer.
  • Aug 28Melee, furniture, safe-zone, and chase behavior received fixes under the name Anchor.
  • Sep 1The pull animation was reworked under the name Anchor.
Still unknownThe developer has not formally confirmed that Anchorer, Anchor, and Anchorman are identical names for one enemy.

Official behavior

Snake

Wraps around a pirate and pins them in place.

Officially confirmed

Official launch copy says a trapped pirate can struggle free, while a teammate can tear the Snake off faster.

What to do now

Stay within rescue distance of the crew when a Snake is active; a teammate-assisted release is the only faster response officially described.

Patch history

  • Aug 26A pathing fix stopped Snake, Ear, and Sleeper walking through doors.
Still unknownSpawn locations, escape input, struggle duration, damage, and whether it can be killed.

Official behavior

Crab

Steals loot and can grab a pirate and carry them away.

Officially confirmed

Both loot theft and player hauling are stated in the Early Access launch briefing.

What to do now

Practical inference: keep the crew close enough to call out a grab and avoid leaving unsecured loot unattended.

Still unknownWhat it prioritizes, how to escape, carrying distance, health, damage, and drops.

Official behavior

Parrot

Harmless alone, but its screech alerts nearby enemies.

Officially confirmed

The launch briefing says one screech calls every enemy within hearing range.

What to do now

Practical inference: treat the screech as an escalation warning and decide whether to retreat before the alerted enemies arrive.

Still unknownScreech trigger, hearing radius, interruption method, spawn locations, and whether it can be killed.

Official behavior

Sleeper

Best left asleep; once awakened, it keeps tracking its target.

Officially confirmed

The launch briefing explicitly warns that an awakened Sleeper will not lose the player’s trail.

What to do now

Do not wake it without a planned escape. The official material does not identify a reliable way to break the chase.

Patch history

  • Aug 26A pathing fix stopped Sleeper, Ear, and Snake walking through doors.
  • Sep 1A new looking-around animation was added.
Still unknownWake conditions, detection distance, chase end conditions, health, damage, and drops.

Official behavior

Mimic

Copies a crewmate’s appearance and voice to lure players.

Officially confirmed

Official launch copy says the Mimic is almost indistinguishable from a real teammate and can speak in friends’ voices before attacking.

What to do now

Practical inference: verify unexpected calls with the crew before approaching. There is no officially published guaranteed visual test.

Still unknownReliable identification cue, copied voice rules, attack trigger, health, damage, and rewards.

Official behavior

Rats / Rat Defender

A loot-guarding group with a Rat Defender variant.

Officially confirmed

Launch copy connects the rats to their king’s loot. Later notes distinguish a Rat Defender and discuss nest, chase, and exit behavior.

What to do now

Do not treat old Demo coin-stealing details as a complete current rule set; the group received several pathing and behavior fixes after launch.

Patch history

  • Aug 19Unreachable-player chase, out-of-nest attacks, pathing, and defender behavior were fixed.
  • Aug 26Rat Defender was made to hold near the exit and its spawn hitch was fixed.
Still unknownRat King rules, exact loot interaction, variant roster, spawn conditions, health, and rewards.

Patch watch

Threats confirmed through post-launch fixes

These names appear in current Early Access patch notes, but the developer has not supplied a complete player-facing behavior guide for each one.

Patch-note evidence

Headman

A later-level threat named in the Day One Hotfix.

Officially confirmed

Official notes only confirm that the Headman was moved to later levels.

What to do now

No evidence-backed counter is published.

Patch history

  • Aug 19Now appears on later levels.
Still unknownBehavior, relationship to the older Pirate Head name, locations, damage, and counters.

Patch-note evidence

Kraken

Official naming also uses: Cracken in an older official post

A threat associated with throwing objects at players.

Officially confirmed

The Day One Hotfix says it no longer always throws objects at players.

What to do now

Practical inference: do not assume every loose object throw is guaranteed or continuous.

Patch history

  • Aug 19Object throwing was reduced from always occurring.
Still unknownCurrent encounter rules and whether the older Cracken spelling refers to the same entity.

Patch-note evidence

Headcrabs

Nest-based attackers whose faster hit applies a web effect.

Officially confirmed

The Aug 25 notes say Headcrabs no longer kill in one hit; their attack became faster and the web effect appears sooner.

What to do now

No official weakness or guaranteed nest-clearing method is published.

Patch history

  • Aug 25One-hit kill removed; attack and web-effect timing shortened; nest presentation fixed.
Still unknownHealth, exact damage, nest rules, locations, drops, and best weapon.

Patch-note evidence

Man in Shadows

A chase attacker repeatedly softened and corrected after launch.

Officially confirmed

Official notes reference its damage, chase speed, attack range, wall interaction, and multi-hit behavior without publishing exact values.

What to do now

Use the current patch history instead of old one-shot reports; exact escape routing still needs live verification.

Patch history

  • Aug 25Damage, chase speed, and attack range were reduced; it no longer kills in one hit.
  • Aug 26Its attack no longer knocks pirates through walls.
  • Sep 1One attack can now land only one hit at a time.
Still unknownTrigger, chase-break conditions, current damage, location rules, health, and rewards.

Patch-note evidence

Ghost Shark

Official naming also uses: Shark in some patch notes

A phasing threat that cannot be blocked with the cart.

Officially confirmed

The Aug 26 update says the cart no longer works as a wall because the ghost shark passes through it. Older official Demo material also described phasing through walls and floors.

What to do now

Do not use the cart as hard cover. Current disengage and safe-zone rules still require live verification.

Patch history

  • Aug 26Cart kiting was removed; the shark now passes through the cart.
Still unknownCurrent chase range, despawn rules, level boundaries, damage, and reliable escape route.

Patch-note evidence

Pirate variants

Official naming also uses: Pirate-Pistol · Pirate-Bomb

Ranged and explosive Pirate variants named in official balance notes.

Officially confirmed

The names establish pistol and bomb variants; official notes reduced pistol damage and bomb radius, then updated both models and spawn effects.

What to do now

No official ammunition, fire-rate, blast-radius, or weapon-counter values are published.

Patch history

  • Aug 20Pirate-Pistol damage and Pirate-Bomb radius were reduced.
  • Aug 26Models and muzzle effects were updated; spawn flash and camera shake were removed.
Still unknownExact stats, spawn rules, whether a plain Pirate is separate, and relationship to Headman.

Patch-note evidence

Siren

Uses a pull ability and an attack with knockback.

Officially confirmed

The Aug 25 notes added an audio cue to the pull and restored knockback after an attack.

What to do now

Listen for the pull cue, but do not assume a fixed reaction window; none is published.

Patch history

  • Aug 25Pull cue added and post-attack knockback restored.
Still unknownRange, timing, locations, damage, health, and counterplay.

Name check

Official names are not fully consistent

Patch notes use Anchorer, Anchorman, and Anchor in similar contexts, but never formally declare them identical. Kraken also appears as Cracken in an older post. This guide keeps those aliases visible instead of silently merging them, and it does not equate Headman with the older Pirate Head monster.

AnchorerAlso written as Anchor or Anchorman; likely related, not formally confirmed as one name.
KrakenOlder official material used Cracken for a similar object-throwing threat.
Ghost SharkSome current patch notes shorten the name to Shark.
Pirate variantsPirate-Pistol and Pirate-Bomb are explicit variants; Headman stays separate.

Historical watchlist

Demo and playtest names still awaiting confirmation

These threats appeared in older official development material but were not found in the launch roster or post-launch notes checked for this update.

MishaPlaytest / Demo

Old official notes mention jump scares, teleport fixes, and wall attacks; no post-launch confirmation found.

HowlerPlaytest

Old notes mention a bite and animation work; no post-launch confirmation found.

Spider(s)Demo

Old notes describe hiding in darkness and an updated idle animation; current Early Access presence is unconfirmed.

Screamer / Monkey ScreamerDemo

Demo posts mention chest transformation odds and reconnect fixes; those values do not carry into Early Access.

Giant mouseDemo

An old note describes its pre-attack pause; it is not confirmed as the Rat King or a current variant.

Pirate Head monsterDemo

An old cover-attack fix exists, but no official post confirms it was renamed Headman.

Player questions

Monster FAQ

How many monsters are in Last Pirates: Die Together?

Official Early Access posts currently support 15 named threat groups, but the developer has not published a complete bestiary. The list on this page is evidence-backed, not a claim that exactly 15 monsters exist in every current build.

What does the Ear monster do?

The Ear is blind and reacts to sound. Its attack and hearing ranges were reduced after launch, but official notes do not publish the current numerical ranges.

How can you identify the Mimic?

Official launch notes say it can look almost identical to a teammate and use friends’ voices. No guaranteed visual test is officially documented, so confirming unexpected calls with the crew is a practical precaution rather than a developer-published solution.

Are doors safe from monsters?

An Aug 26 fix stopped Ear, Sleeper, and Snake walking through doors. That does not make every door a guaranteed safe zone, and official notes separately say the Ghost Shark can pass through the cart and historically phased through structures.

Do killed monsters respawn immediately?

Official Aug 25 notes say a killed enemy no longer respawns instantly in the same place. No exact respawn timer or complete per-monster respawn rule is published.

Are old Demo monster lists still accurate?

Not automatically. Demo names and values stay in the historical watchlist until a current Early Access announcement, in-game bestiary, or repeatable live-build evidence confirms them.

Source ledger

What this guide is based on

These links are the current first-party evidence behind the page. Patch-specific claims keep their dates because Early Access behavior can change.

  1. 2026-08-18 · Early Access launch and new-enemy briefing

    Early Access source used for the behavior, balance, naming, or version notes above.

  2. 2026-08-19 · Day One Hotfix

    Early Access source used for the behavior, balance, naming, or version notes above.

  3. 2026-08-20 · Fresh Fixes Have Rolled In

    Early Access source used for the behavior, balance, naming, or version notes above.

  4. 2026-08-25 · Golden Weapons Land and the Monsters Get Reined In

    Early Access source used for the behavior, balance, naming, or version notes above.

  5. 2026-08-26 · Three Voice Chat Modes and a Long List of Fixes

    Early Access source used for the behavior, balance, naming, or version notes above.

  6. 2026-08-28 · Healing With Fish Just Got Quicker, Plus Fixes

    Early Access source used for the behavior, balance, naming, or version notes above.

  7. 2026-09-01 · Cleaner Carrying, Fresh Loot and a Pile of Fixes

    Early Access source used for the behavior, balance, naming, or version notes above.

  8. 2026-05-15 · DevLog: Ghost Shark design

    Demo history source used for the behavior, balance, naming, or version notes above.