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Wiki / Bestiary

Bestiary

What walks the fog

One rule keeps you alive: only the Man can kill you. The echoes are memories the Hollow keeps replaying — they stalk, they wear faces, they call your name. They can't touch you. But a memory can still walk you off a ledge, or into him.

The Man

Lethal

Classification — the real one

The only thing out here that isn't an echo. He hunts you, specifically. He's fast, he's patient, and he does not stop. You cannot fight him and you cannot kill him — there is no weapon in the Hollow that means anything to him.

What you can do is disappear. Break his line of sight. Take corners. Kill your lights and go still in the dark he can't read. Outlast him until the static fades.

The tell: the signal rises to a scream and the world goes quiet under it. When the radio drowns everything else out, he already knows where you are. Move.

The Watchers (Herobrine & The Obsessed)

Echo

Classification — stalkers

They stand at the edge of your vision and they stare. Turn to look and they're gone, or they're closer. They never close the distance while you're watching — and they never quite leave. The Obsessed will watch you from afar, learning your patterns.

They rarely lay a hand on you themselves. What they take is steadier than that: the longer they watch, the faster your Sanity drains.

The tell: the certainty that you're not alone, in a place you've already cleared. Trust it.

The Skinwalkers & Mimics

Lethal

Classification — impersonators

They wear shapes that aren't theirs — an animal, a friend, or even a chest holding loot. The fit is never perfect. A Skinwalker might move a half-beat wrong, hold a pose a moment too long, or look at you when it shouldn't be able to. Mimics will wait until you open what you think is a chest, only to reveal rows of teeth.

They hunt by deception. Never trust a wandering animal that gets too close, and always hit a chest before you open it.

The tell: A friend somewhere they shouldn't be, moving like they're remembering how, or a chest placed where you know you didn't leave one.

The Knocker & Whispering Spirits

Psychological

Classification — the unseen

Footsteps in an empty room. A frantic banging on your safehouse door in the middle of the night. Your own name, in a voice you recognize. The Hollow knows what you want to hear and it plays it back as bait. The Knocker will pound on your doors to draw you outside into the dark.

Following a Voice has never once led anywhere good. Do not open the door for the Knocker. It only needs you to step outside.

The tell: A sound that wants you to move. Anything pulling you into the dark is lying.

Phayriosis (The Rot)

Lethal / Infection

Classification — biological corruption

Not a single creature, but a spreading parasite. The Phayriosis corruption twists the wildlife and the undead into heavily mutated, flesh-warped abominations. Infected creatures are highly aggressive, incredibly tough, and spread the rot where they walk.

If you see the twisted flesh of the Phayriosis taking hold in an area, burn it out or abandon the territory. Getting surrounded by infected variants is a death sentence.

The tell: Warped flesh, grotesque growths on standard mobs, and the spreading of organic corruption across the terrain.

Mutant Horrors

Lethal

Classification — apex predators

Sometimes the Hollow breaks the rules of standard biology without needing the Rot. Massive, hulking variations of Zombies, Skeletons, Creepers, and Endermen roam the dark. They are rare, but encountering one unprepared will end your run. A Mutant Creeper's blast radius will level a poorly built safehouse.

Do not engage without heavy firearms and clear escape routes.

The tell: The ground shaking, massive silhouettes in the fog, and roars that drown out the ambient static.

Graveyard Fiends

Lethal

Classification — the buried

The Graveyard mod awakens the dead in terrible ways. Acolytes, Revenants, Ghouls, and Nightmares prowl the ruins and catacombs. They hit harder and move faster than standard undead, often guarding the most valuable loot in the Hollow.

Watch your back in crypts. A Ghoul can close the distance before you can ready your weapon.

The tell: Ancient ruins, tombstones, and the sudden emergence of creatures crawling from the dirt.

The Dark (Sanity)

Condition

Classification — mental degradation

Less a creature than a state the Hollow forces you into. Unlit night invites everything worse and wears your Sanity down directly. As your Sanity drains, the hallucinations begin. You will hear things that aren't there, see things that can't hurt you, until you can no longer tell the difference.

Keep a flame. Light restores Sanity. Build toward it, carry it, and never let the last one go out.

The tell: Your vision warping, hearing your own breathing get louder, and phantom creatures lunging at you from the corners of your eyes.

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