How many enemies are in The Mound: Omen of Cthulhu?
Community databases list roughly 25–26 verified enemy types at launch — this hub indexes names without inventing missing creatures or pet companions.

The Mound: Omen of Cthulhu monsters hub: 26 enemy types, light vs noise counters, Y'm-bhi, Prowler, Deep One, undead variants — HP TBA if unverified, July 2026.
Launch-week look at jungle monsters, stealth pressure, and co-op survival against eldritch threats.
Players search monsters, enemies, and bestiary for The Mound: Omen of Cthulhu — a 1–4 player co-op extraction horror FPS from ACE Team and Nacon (Steam App 2569760, full release July 15, 2026). 1–4 player co-op extraction horror in a Lovecraftian jungle — sanity, noise, contracts, and ox-wagon extraction.
This The Mound: Omen of Cthulhu enemies hub indexes verified jungle threats from launch-week databases and preview coverage. We do not invent HP totals, fake class-based counters, or pet systems that never shipped.
Search engines sometimes mix H.P. Lovecraft's prose "The Mound" with this title. This page covers ACE Team's video game on Steam — not a book bestiary.
Section one lists known enemy names from multi-source launch lists (Perplexity compile, community databases, preview hands-ons). Section two is the light vs noise counter table — the two environmental levers every expedition manipulates. Later sections group undead lines, eldritch bosses, and sanity overlap where threats may be personal hallucinations.
New players: beginner guide → noise guide → sanity guide. Gear counters: weapons hub · loadouts · tier list (Pending bands where meta is thin).
The following names appear across verified community bestiaries and preview databases for The Mound: Omen of Cthulhu. Spelling varies slightly online (Doppelgänger vs Dopplegänger); in-game UI wins on conflicts.
| Enemy | Category | Brief behavior (verified reports) |
|---|---|---|
| Deep One | Amphibian horror | Lovecraftian sea-dweller; coastal and river-adjacent spawns reported |
| Y'm-bhi | Corrupted explorer | Twisted prior expedition corpses; Sentry and Berserker variants cited |
| Doppelgänger | Sanity / social horror | Mimics teammates; overlaps sanity — verify before firing |
| Prowler | Forest stalker | Humanoid root-and-vine predator tied to jungle ambushes |
| Crawling Canopy | Environmental predator | Camouflaged as vegetation; wraps victims in black ichor |
| Hybrid horror | Fungi-from-Yuggoth style mixed organism; mid-to-high threat | |
| Shoggoth Worm | Boss-scale vermin | Giant hell-centipede; area denial and loud fights |
| Flying horror | Multi-eyed flier; strong light vulnerability in reports | |
| Dimensional hunter | Invisible hound; angles and light discipline matter | |
| Dark Young of Shub-Niggurath | Major eldritch | Large Lovecraftian entity; treat as boss-tier pressure |
| Formless Spawn | Ooze horror | Shapeless spawn; crucifix slow reports apply broadly |
| Dimensional meat | Chunky horror that can phase through space per database notes | |
| Transmuter | Mutator | Alters nearby threats — priority target when identified |
| Regional beast | Named jungle creature in bestiary lists — details TBA | |
| Wildlife | Deer-like ambient fauna; bonus loot value when hunted quietly | |
| The Boulder | Environmental | Rolling hazard — navigation threat more than DPS check |
| Tyrano Horse | Charger | Large mount-style predator — noise and sprint bait risk |
| Tue Tue Undead | Bird horror | Avian undead; summons dangerous fog per database notes |
| Wormy | Vermin line | Smaller worm-family spawn — exact tier TBA |
| Conquistador dead | Standard risen explorers — common Basic-contract fodder | |
| Berserk Undead | Undead variant | Aggressive melee undead line |
| Undead variant | Heavier undead — HP TBA | |
| Hanged Undead | Undead variant | Hanging corpses animate — ambush from vertical angles |
| Lamp Undead | Undead variant | Lantern-bearing undead — light interaction TBA |
| Lightning Undead | Undead variant | Electrical-themed undead — verify patch notes |
Preview enemy guides also cite Ghost Bat (flying, light-vulnerable patrols) and vine creatures tied to canopy grabs — overlap with Crawling Canopy naming in databases. Use torch and oil lamp discipline from the weapons hub when routes pass dense foliage.
Some threats are sanity-only: corrupted ally models and false hostiles documented on the sanity guide. They may not appear in official slug pages — label clips real vs phantom when sharing on Discord.
Long-tail searches (y'm-bhi, deep one, prowler) will get dedicated /enemies/slug pages once unique stat blocks are verified. This hub stays the monsters landing page for broad intent.
The Mound: Omen of Cthulhu combat is less about memorizing DPS rotations and more about when to stay dark, when to flare light, and when silence beats speed. The table below summarizes launch-week player reports and database behavior tags — HP stays TBA until confirmed.
| Enemy | HP | Light reaction | Noise reaction | Practical counter |
|---|---|---|---|---|
| Y'm-bhi (Sentry) | TBA | Light suppresses / slows (reports) | Gunfire attracts | Crossbow or bow; backstab when safe; see noise guide |
| Y'm-bhi (Berserker) | TBA | Light helps but does not trivialize | High — loud weapons escalate | Team focus fire after verify; crucifix buy on Tempestad |
| Doppelgänger | N/A (often illusion) | Light + voice verify | Panic shots wake real threats | Sanity guide protocol before ANY shot |
| Prowler | TBA | Torch reveals at range (reports) | Wakes on sprint / gunfire chains | Scout with bow; avoid hero clears |
| Crawling Canopy | TBA | Torch fights vine grabs (reports) | Medium — breaking brush adds noise | Route around; torch carrier on team |
| Deep One | TBA | Standard lamp discipline | Gunfire pulls coastal pressure | Quiet approach near water; rain backup melee |
| Mi-Go | TBA | Light recommended in previews | Attracted to sustained fire | Burst then reposition; do not tunnel vision |
| Shoggoth Worm | TBA | Lamps for visibility only | Very high — long fights spike jungle | Legendary-tier teams only; extract early if noise stacks |
| Haunter of the Dark | TBA | Light damage / kill (reports) | Low direct noise; panic fire is the risk | Oil lamp or torch — quiet delete when lit |
| Hound of Tindalos | TBA | Light reveals tracks (community) | Sprint and corners amplify hunts | Stay near ox-wagon line; no solo sprints |
| Undead (common) | TBA | Crucifix slows (utility item) | Gunshots chain camps | Melee or crossbow for stealth routes |
| Berserk / Brute Undead | TBA | Crucifix slow | High once alerted | Focus fire after quiet scout tags target |
| Tue Tue Undead | TBA | Light on fog banks TBA | Bird startle noise spikes | Kill quickly or retreat — fog punishes greed |
| Dark Young | TBA | Full team lamps | Boss fights always loud | Patron Saint blessings + coordinated loadouts |
| Formless Spawn | TBA | Crucifix slow reports | Medium | Do not chase into swamp alone |
| Huemul (deer) | Low (wildlife) | N/A | Quiet kill preferred | Bonus value — teach aim without waking prowlers |
Rain disables matchlock and flintlock firearms — a "loud counter" may become no counter mid-monsoon. Pack crossbow, bow, or machete before chasing Mi-Go or Shoggoth Worm fights on storm contracts.
One matchlock shot can chain Prowler checks, startled birds, and undead camps. Treat the table as risk ordering, not a promise that one bolt solves every spawn. Full noise sources: noise guide.
Rescue timers, downed teammates, and mandatory boss phases require going loud. Call it first so the squad regroups near the ox-wagon instead of scattering into separate hallucination states.
Undead conquistadors and K'n-yan servant lines form the bulk of early Basic and Mid contract pressure. They teach crucifix timing, cart defense, and when not to clear every camp.
| Variant | HP | Behavior note | Counter emphasis |
|---|---|---|---|
| Undead (standard) | TBA | Common patrol and camp spawns | Quiet bolts; crucifix escape window |
| Berserk Undead | TBA | Rushes on contact | Light + focus; avoid solo melee in rain |
| Brute Undead | TBA | Heavy hits, slower | Team focus; do not waste ammo on hallucinations |
| Hanged Undead | TBA | Drops from trees / gallows | Look up before looting — noise from startled birds |
| Lamp Undead | TBA | Carries light source | May blur real vs fake light — voice check |
| Lightning Undead | TBA | Electrical telegraphs (reports) | Verify post-patch — TBA details |
| Tue Tue Undead | TBA | Bird shape; fog summon | Kill fast or leave — fog + sanity stack badly |
Downed players need reviving salt or ox-wagon carry revives per beginner guide. Undead camps during revive attempts are wipe magnets — suppress noise first or pull bodies toward cart light.
Lovecraftian monsters escalate as contracts climb from Basic through Legendary and toward endgame The Mound routes. These entries prioritize survival behavior over DPS spreadsheets.
Deep Ones are amphibious horrors reported from coastal and river approaches — thematic fit for South American jungle expeditions reaching water. Treat shoreline noise as double risk: gunfire may pull both Deep One pressure and inland Prowler checks. HP TBA.
Y'm-bhi are twisted remnants of prior explorers — database splits Sentry and Berserker behaviors. Preview notes cite high durability, backstab vulnerability, light suppression, and gunfire attraction. Exact HP TBA — do not copy unverified wiki integers.
Prowlers embody the jungle itself — root-humanoid stalkers that punish sprinting squads. Crawling Canopy masquerades as vegetation until it wraps explorers in black ichor (see items hub for ichor lore). Torch carriers and map scouts prevent most surprise grabs.
Mi-Go hybrid horrors sit in mid-to-high tier encounters. Shoggoth Worm is the giant centipede line — long, loud fights that spike noise. Dark Young of Shub-Niggurath reads as boss-tier; some contracts may force boss pressure per Grok compile notes — verify contract text on Tempestad board.
Haunter of the Dark — flying, multi-eyed — reportedly dies quickly under strong light (torch/oil lamp discipline). Hound of Tindalos hunts via impossible angles; community treats sharp turns and solo sprints as bait. Both HP values TBA.
Formless Spawn and Flesh Shambler entries emphasize cosmic wrongness over fair duels — crucifix slow and team focus fire beat heroic solo melee. Dimensional phasing on Flesh Shambler is database flavor until patch notes confirm.
The hardest enemy in The Mound: Omen of Cthulhu is sometimes not an enemy. Personal hallucinations duplicate teammates, spawn false hostiles, and blur audio — see full protocol on sanity guide.
| Signal | Likely source | Response |
|---|---|---|
| Duplicate teammate model | Doppelgänger / sanity | Voice verify — do not shoot first |
| Hostile in empty brush | False enemy hallucination | Light + second opinion |
| Giant teammate silhouette | Sanity distortion | Name call + crouch test |
| Real Prowler audio + false horn | Mixed real + sanity | Confirm horn with squad; watch noise meter feel |
| Corrupted ally charge | Sanity or rare spawn | Freeze until verified |
When posting fight footage on Discord, tag REAL vs PHANTOM — it helps moderators and future slug pages without spreading misinformation.
Solo players lack human co-witnesses for visions. AI does not sanity-break the same way — your hallucinations are still personal. Bias toward early extract when threat blur stacks.
There are no fixed classes — but sane squads assign roles each contract that map directly onto enemy behavior.
| Role | Enemy job | Gear hints |
|---|---|---|
| Scout | Spot Prowlers / canopy grabs early | Bow, crossbow, map — loadouts |
| Cart defender | Hold line vs undead rushes | Crucifix, loud backup only when called |
| Light carrier | Delete Haunter / reveal Hound angles | Torch + oil lamp rotation |
| Caller / navigator | Stop phantom pivots | Voice lead — sanity guide |
| Medic / support | Revive under pressure | Reviving salt callouts before undead camps |
Higher contracts spawn denser eldritch lines — Basic teaches undead and noise; Legendary mixes Mi-Go, Shoggoth Worm, and sanity overlap in one run. Match tier to map knowledge on maps before loot greed.
Patron saints may offer weather or resilience edges — they supplement tactics, not replace light/noise discipline. No saint deletes Doppelgänger paranoia.
Community databases list roughly 25–26 verified enemy types at launch — this hub indexes names without inventing missing creatures or pet companions.
Stay quiet (bow/crossbow), use light to suppress or reveal, and voice-verify before shooting anything that looks like a teammate. Exact HP is TBA.
No. Strong light reportedly deletes Haunter of the Dark-style fliers and helps vs Hound of Tindalos angles, but Shoggoth Worm and Dark Young fights still demand team DPS — see the counter table above.
Often they overlap sanity — treat as hostile until voice-verified. Friendly fire on real allies still applies.
Launch-week HP datamines disagree or omit values. This wiki marks TBA rather than fabricate numbers that mislead tier list and loadout planning.
Phase 2 /enemies/slug pages ship after stat verification. Until then, use this hub plus weapons and noise guide.
Contracts and spawn pressure adjust for party size per store materials — solo has AI companions but permadeath rules on solo guide.
Matched by build plan, shared topics, and guide progression — not random related links.