9 Lethal Company Monsters and How to Survive Them
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Table of Contents
Lethal Company is built around the tension of entering dangerous facilities, collecting scrap, and getting back to the ship before something finds you. The creatures in the original guide range from mostly defensive wildlife to monsters that can end a run almost instantly.
Lethal Company Monsters in This Guide
This is not intended as a complete list of every creature added to Lethal Company over time. It covers the nine monsters included in our original guide and explains the behavior you need to watch for.
Spore Lizard

Spore Lizards are generally defensive rather than aggressive. They tend to retreat when they see a player. If pressured or chased, they can release a cloud that reduces visibility and may bite when a player stays too close.
Hoarding Bug

Hoarding Bugs collect items inside facilities, much like your crew does. They are usually manageable when left alone, but getting too close to their collection or taking items they are guarding can make them hostile.
Circuit Bees

Circuit Bees protect their hive. The hive can be valuable scrap, which creates a risk-reward situation. One player can draw the swarm away while another moves the hive toward the ship. Once the bees are provoked, escaping them can be difficult.
Snare Flea

Snare Fleas hide inside facilities and are easy to miss until they drop onto a player. Team awareness is important because another crew member can help remove the creature once it has attached.
Hygrodere

The Hygrodere is a slow-moving slime creature that damages players on contact. Its speed makes it easier to avoid than many other threats, but narrow corridors can turn it into a serious obstacle.
Bunker Spider

Bunker Spiders create webs that slow players and make escape harder. A careless fight can become very expensive because the spider hits hard, so avoiding its webbed territory is often safer than forcing an encounter.
Eyeless Dog

Eyeless Dogs appear outdoors and rely heavily on sound. Staying quiet is the key idea. Unnecessary voice chat, movement, or other noise can reveal your position and turn a safe walk back to the ship into a chase.
Coil-Head

Coil-Heads become dangerous when they are not being watched. Teams can manage them by keeping visual contact while other players move through the facility, then rotating who watches the creature as the group retreats.
Thumper

Thumpers are fast indoor threats that become difficult to outrun once they commit to a chase. Good positioning, teamwork, and knowing the nearby escape route can make the difference between getting out and losing a crew member.
Learning the sound, movement pattern, and trigger conditions of each creature is one of the fastest ways to survive longer runs. For more guides, visit our Guides section.