Escape the Backrooms Entities
Recognize the threat before it recognizes you.
These dossiers focus on the encounter signals, practical escape options, and co-op calls that matter while playing.
Pursuit threats
Entities that force an escape, stealth, or line-of-sight decision.
ModerateBacteria
A wire-framed humanoid that announces a chase with a loud howl and punishes long, exposed routes.
DeadlySkin-Stealer
A gray humanoid that can wear a dead Wanderer's skin, imitate speech, and pass for a distant teammate.
ModerateSmiler
A floating grin wrapped in dark fog. Scripted chases demand speed; roaming Smilers can be held back with direct light.
ModerateHound
A fast humanoid canine that outruns the player but can be blinded by a flashlight and stopped by a closed door.
DangerousFemale Deathmoth
A giant hostile moth found in the Level 5 Boiler Room and Level 8 caves, detected by heat and attracted by careless movement or light.
ModerateScratcher
A blind, sound-sensitive quadrupedal humanoid encountered in The End and Level 421.
ModerateWretch
A skinless former Wanderer. The Level 6 specimen hunts by sound in darkness, while Level 9 Wretches can see and open doors.
DangerousClump
A fused mass of arms and torsos that wins open-water chases. In Dark Poolrooms, going under briefly breaks its pursuit instead of outrunning it.
DangerousAnimation
A small wooden puppet that floods Level 94 after curfew. A house is only the first step—use a bed or closet until the night pressure passes.
DeadlyAranea Membri
A spider-like corridor hunter in Level 188. It turns TV hauling into a hide-and-move problem, so every room door needs to become part of the plan.
DeadlyNeighborhood Watch
A huge walking eye that owns Level 9’s streets. Its heavy footsteps are your cue to stop treating the road as a safe shortcut and get indoors.
DangerousFaceling
A faceless human-shaped threat in Level 10. The Stalker punishes players who never look back, while the Farmer turns the windmill route into a chainsaw chase.
Mechanic-driven threats
Entities whose rules change through puzzles, equipment, or direct interaction.
FriendlyMale Deathmoth
A small harmless moth found in Level 5 and Level 9. Bug Spray kills it and leaves Moth Jelly for Hotel progression.
DangerousPartygoer
A yellow party-themed hunter whose rules change between stealth rooms, chase corridors, and the expanded Fun+ route.
DangerousMr. Kitty
A tall black humanoid in Level 974 that freezes while watched, teleports around the house, opens doors, and advances when its target looks away.
DeadlyParty Host
A ceiling-mounted cake with one eye that turns a quiet Fun+ sector into a Partygoer problem if it raises the alarm.
FriendlyPartypooper
A friendly masked guide in Level 52. Following its exact crouch and movement rhythm is what keeps the Partygoers from turning the escort into a restart.
Survivor profiles
Player-facing dossiers about coordination and route ownership.

