Cursed Companions Wiki

Cursed Companions Wiki

Cursed Companions Monster Database

Cursed Companions monsters in the dungeon

The Cursed Companions bestiary spans 36 creatures after the 1.0 release — voice-activated horrors, environmental hazards, deceptive mimics, and two act bosses that gate story progression. Monsters punish sound, light, water, and careless treasure greed differently. This database consolidates known weaknesses, threat ratings, and act placement so your team prepares before entering procedural dungeons.

How to Use This Database

Cross-reference with the in-game guidebook (H key), which updates dynamically. Pre-run study here reduces deaths that feed guidebook entries mid-expedition. For ranked threat summaries see the monster tier list; for boss-specific tactics see boss fights.

Creature Index

Antoinette

Tier: Boss · Act II

Threat: Extreme

Weakness: Speak the word shown on the back of her head when it opens

The Act II boss. She attacks twice before revealing a damage word on the back of her head. Keep moving and spam healing spells while waiting for the opening.

The Jester

Tier: Boss · Act III

Threat: Extreme

Weakness: Adapt communication when death curses change your forbidden words mid-fight

The Act III final boss introduced in version 1.0. Applies unique death curses that force teams to rethink how they communicate during the fight.

Big Baby

Tier: A · Act III

Threat: High

Weakness: Deactivate using specific spell words shown in your guidebook

A creepy giant doll that must be deactivated with the correct incantation. Failing to act quickly can wipe the team.

Doorpelganger

Tier: A · Act III

Threat: High

Weakness: Identify dangerous doors with the upgraded Spell Torch

A deceptive door creature that punishes careless entry. The Spell Torch upgrade can now identify dangerous doors.

Mimic

Tier: A · Act III

Threat: High

Weakness: Watch for players behaving unnaturally; use proximity chat cues

Takes the exact shape and form of other players, creating paranoia in dark corridors.

Oilyphant

Tier: A · Act III

Threat: High

Weakness: Feed it periodically or it becomes aggressive

A large greasy creature that demands food. Neglect it and the entire team pays the price.

Anglershark

Tier: B · Act III

Threat: Medium-High

Weakness: Avoid water pools; use voice spells from dry ground

A water monster lurking in dungeon pools. Step carefully near flooded rooms.

Necrofish

Tier: B · Act III

Threat: Medium-High

Weakness: Stay out of water; coordinate team movement

Another aquatic threat found in Act III water zones alongside the Anglershark and Dungeon Leech.

Dungeon Leech

Tier: B · Act III

Threat: Medium

Weakness: Avoid standing in water too long

A leech creature that punishes teams who linger in flooded dungeon sections.

Grumble Chest

Tier: B · Act III

Threat: Medium

Weakness: Destroy with Spell Torch or voice spells to secure hidden treasure

A cute-looking chest monster that guards hidden loot. The upgraded Spell Torch can defeat it.

Mannequin

Tier: B · Act I-II

Threat: Medium

Weakness: Defeat with upgraded Spell Torch functionality

A stationary horror that activates when triggered. Spell Torch upgrades now work against Mannequins.

Moth

Tier: B · Act I

Threat: Medium

Weakness: Use rejection spell phrases like "You're not my type"

An aggressive moth that tracks sound and movement. Voice-repelling spells can chase it away.

Meat Grinder

Tier: A · Act I

Threat: High

Weakness: Disarm traps with "It's a trap" before approaching

An animated meat grinder that shreds careless companions. Always disarm nearby traps first.

Terrifying Bride

Tier: A · Act I

Threat: High

Weakness: Learn phrases from guidebook; stay spread out

One of the most memorable early-access horrors. Requires specific voice interactions to survive.

Gunther

Tier: C · Act III

Threat: Low

Weakness: Trade collected treasures for gold

A friendly NPC who exchanges your treasures for gold. Not hostile unless provoked.

Act III New Arrivals

Version 1.0 added Big Baby, Doorpelganger, Mimic, Oilyphant, Anglershark, Necrofish, Dungeon Leech, Grumble Chest, Muffins, and Gunther alongside the Jester boss. Water zones now host multiple aquatic threats — coordinate movement and avoid standing in pools. Mimics copy player models; trust voice cadence over visual identification.

Voice Interaction Summary

Many monsters tie directly to the voice system: repel phrases chase moths, torch upgrades kill Mannequins and Grumble Chests, boss fights require spoken damage words. When voice fails against a creature, fix mic settings before blaming monster RNG — see microphone fixes.

Early Access Veterans

Meat Grinder, Terrifying Bride, and Mannequin remain staples in Act I-II runs. Spell Torch upgrades changed Mannequin strategy — old "avoid entirely" routes now include torch elimination. Revisit Act I walkthrough if returning after a break.

This section expands on community-tested patterns from version 1.0 co-op lobbies. Teams that treat voice clarity as a loadout requirement — not an optional setting — extract more treasure, die less to friendly curse triggers, and reach Act III without burning out on repeated Antoinette wipes. Use the linked guides on this wiki as a field manual alongside the in-game H guidebook, which updates dynamically when you encounter new monsters or die to unfamiliar mechanics.

Procedural dungeons mean no two runs share identical layouts, but systems stay consistent: spell phrases rotate each in-game day, forbidden words punish careless speech, shop access is single-player at a time, and the day-end countdown kills anyone who misses quota. Internalize that loop before chasing achievements or Traitor Mode lobbies. Cursed Companions rewards groups who debrief after wipes honestly — mechanical mistakes, communication slips, and technical mic failures need different fixes.

When public Steam matchmaking feels empty, the official Discord remains the healthiest place to find eight-player co-op or sixteen-player Traitor sessions. Pair external text chat with in-game proximity voice so curse officers can spell out forbidden words without speaking them. Streamers should enable speech-to-text captions for VOD clarity and use Enter text-to-speech when room noise makes open mic unreliable.

Frequently Asked Questions

How many monsters are in version 1.0?

36 creatures total — 26 from Early Access plus 10 added in the July 2026 full release.

How do I learn monster weaknesses in-game?

Press H for the guidebook. It updates when you encounter or die to new monsters.

Which monsters use voice activation?

Many creatures respond to speech — moths to repel phrases, bosses to damage words, Big Baby to deactivation incantations.

Are Act III monsters harder?

Generally yes. Water creatures, Mimics, and the Jester boss add new failure modes.

Where is Gunther?

Gunther is a friendly NPC trader in Act III, not a hostile monster.

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