Catalog of Backrooms Entities

These Backrooms dot Net entities are drawn from the Backrooms community, attributed RPG gaming resources, and random night terrors. For a list of Backrooms levels found in the Backrooms dot Net universe, see the Catalog of Backrooms Levels.

Smilers

Pale, grinning entities visible only by their glowing eyes and teeth in darkness​. They lurk in dark areas (notably on Levels 2 and 3) and are highly aggressive, attracted by light and noise​. A Smiler will attack if provoked (e.g. by sudden movement or loud sound) – keeping eye contact and backing away slowly is the only safe interaction​. Direct encounters can be fatal. Common in dim or unlit spaces throughout many levels​ (essentially any level shrouded in darkness).

Hounds

Feral humanoids that run on all fours like rabid dogs. They have long black hair, claws, and maw-like jaws full of sharp teeth (often obscured by hair)​. Extremely hostile on sight – they will maul anyone they see, though maintaining eye contact can briefly intimidate them and delay attack​. If you hear growling, it’s best to hide, as Hounds will charge immediately once a target is detected​. Hounds are violent and fast. They are found on the majority of levels​; they especially thrive in dark, cramped hallways and are infamous from Level 1 onward.

Skin-Stealers

Tall, pale-yellow humanoids that wear the skin of their victims as a disguise​. When sated, they wander peacefully and even mimic human speech, but in a “hunger state” they become lethal hunters​ – tearing apart lone wanderers and donning their skin to impersonate them. They can parrot human words without understanding language, luring prey by sounding like other survivors​. Very high threat to wanderers – cunning ambush predators that are hard to distinguish from actual humans. Frequently encountered in Levels 1, 2, and 3 (and present in many other levels as well).

Wretches

Once-human entities now resembling undead, zombie-like corpses​. Wanderers who suffer extreme deprivation of food, water, and sleep may become Wretches​. They are feral and highly aggressive, often possessing superhuman strength despite a skeletal, decayed appearance​. Wretches act mindlessly, attacking and cannibalizing humans. They rarely use tools or weapons. Also, rarely they hunt in packs​. Wretches are highly dangerous – essentially feral ghouls that will attack on sight. Wretches hunt by lurk in shadows and pouncing on wanders when given the oportunity. Wretches are found in any isolated area of the Backrooms. (Yeah. That would be almost everywhere.)

Deathmoths

Deathmoths resemble giant moths. Their wingspan is around 6-feet. Males are tamable as pets and not aggressive.  Female Deathmoths have 10-foot wingspans and are aggressive. Deathmoths attack by spitting acid​. Deathmoths are drawn to sources of light, much like normal moths​. An unwary wanderer with a flashlight can easily attract a swarm. Both female and male Deathmoths are dangerous. However, only the females are aggressive toward wanderers. While females are a severe threat to wanderers. Deathmoths are found on multiple levels. Notably, Deathmoths infest the dim boiler rooms of Level 5​ and other dark, warm areas.

Clumps

“Clumps” are grotesque creatures made of tangled human limbs​ – essentially a writhing bundle of arms, legs, hands, and feet with no discernible head. Clumps prefer tight spaces and move have incredible speed and agility. They springing forward using their many hands, legs, and feet in mind-bending co-ordination​. Clumps are constantly hungry and actively hunt humans: they will rush at a target and lash out with an elongated limb to grab and pull the victim into the mass​. Their many arms give them great climbing and jumping ability, making escape difficult​. Clumps are highly dangerous. Clumps are seen in confined areas of many levels (especially maintenance shafts or narrow hallways such as on Level 2)​.

Dullers

Tall, grey humanoid figures with no face or ears, often found lurking in the lower, darker levels​. Dullers are paradoxical – skittish and usually fleeing if approached directly​, yet they hunt by ambush. A Duller will phase an impossibly long arm through a wall to grab a passerby from behind and drag them to an unseen fate​. Exactly how they kill is unknown (their victims simply vanish). Dullers avoid confronting prey head-on. They also steal random objects for unknown reasons and seem repelled by Almond Water​. Compared to other entities, Dullers are a moderate threat. They are hostile (“predatory”) but avoid open fights, preferring sneak attacks. Dullers are common in dark hallways of deeper levels (the phrase “hands from the walls” among explorers refers to Duller territory)​.

The Windows

Not actual windows – these are mimic entities that appear as ordinary wall windows with dark silhouettes behind the glass​. A Window entity will whisper and beckon to travelers to come closer, pretending to be an exit or portal. If a wanderer approaches, the shadowy figure will grab and pull the victim through the window (even if it’s closed)​. The other side is believed to be an empty void, and victims are never seen again. These are highly threatening entities. “The Windows” are essentially a one-way trap. “The Windows” are mainly seen on Level 1 and occasionally Level 2​. (Note: A window with no shadow figure is safe and may even lead to a secret level, but any window with a figure is an Entity and must be avoided​.)

Partygoers

A species of yellowish humanoids with grotesque, inhuman features hidden beneath a party-themed exterior. They have thick, blocky legs and long noodle-like arms ending in sucker-like mouths full of teeth​. Partygoers are cunning and extremely hostile, known for luring victims with fake parties, balloons, and promises of “fun.” They attack by grabbing prey with those sucker arms and will “convert” humans into new Partygoers via a slow, horrific process​ (a person bitten or captured inevitably transforms over days). Partygoers are common on “Level Fun”. These are very highly threatening entities. Partygoers are intelligent pack hunters and infection vectors. Partygoers are found primarily on “Level Fun” (and sometimes spill into nearby levels). They are fortunately slow and poor-sighted, so running and hiding can save you​.

The Beast

A singular boss-like entity on Level 5. It appears as a 6-foot-tall creature with a blue octopus-like head wearing a suit, with large violet eyes and a scaly torso​. This Beast is intelligent and sadistic – it doesn’t attack outright, but instead toys with its victims psychologically, disrupting their sleep and sanity from the shadows of the abandoned hotel that is Level 5​. When the victim is weak and delirious, the Beast strikes. It has claws and possibly tentacles (reports vary), and is one of the most feared entities. This entity is very highly threatening to wanderers – few survive encounters. The Beast is exclusive to Level 5​ (the hotel), which it considers its domain.

The Thing

An enormous aquatic monster lurking in the depths of the Level 7 ocean. It is rarely seen directly – described only as a vast, powerful creature that has killed all other life in those waters​. Many believe it to be a giant fish or leviathan; encounters depict it as an anglerfish-like behemoth. It preys on anyone attempting to explore the deep ocean, and its presence is evidenced by massive skeletal remains and sudden disappearances. The Thing on Level 7 is extremely dangerous – effectively unbeatable in its environment. The Thing is found exclusively on Level 7 (the endless ocean) – it stays in the darkest depths, making the entire level extremely dangerous to traverse​.

Memory Worm

A colossal larvae-like worm, reportedly the size of a train car​. This entity has potent mind-control and illusion abilities – it subdues prey by projecting illusions drawn from the victim’s own memories​, inducing nostalgia or comfort to lull them into a stupor. Once its target is defenseless, the Memory Worm consumes them with its many gnashing teeth. Interestingly, those devoured might “reappear” as new entities birthed from the worm, though this is poorly understood​. These are highly dangerous entities, both physically and mentally. Memory Worms are an enigmatic roaming entities; documented encounters are rare and scattered.

The Disease

A highly contagious Backrooms plague rather than a singular creature. However, there are indications that The Disease is sentient, and hunts its prey through some minimal control of infected hosts. This entity is an aggressive airborne bacterial virus​ that spreads through inhalation or contact with infected blood. Victims experience rapid decline; the Disease can cause death or horrific mutations (some speculate Wretches are the result of this infection). It lurks in damp, enclosed areas – flourishing in moist, stagnant environments like mildewed basements or sewer-like levels​. This is an extremely dangerous entity. A single outbreak can decimate entire outposts. It is found in any perpetually wet level (it has been noted on levels with pools, sewers, or high humidity). There is no known cure, only containment.

Death Rats

Colonies of large, mutated rats that infest many levels. Superficially, a Death Rat looks like an oversized rat (often black or grey) sometimes with odd features like red eyes or small horns on their head​. They have adapted to the Backrooms over decades, with different breeds on each level – e.g. hairless rats on hot levels​. Behavior varies by level. Most Death Rats are skittish scavengers that pose little threat (and can even be eaten by wanderers as food). However, some strains are aggressive hunters that work in packs, even setting traps for unwary travelers​. There are reports of “screaming events” where hordes of rats gang up to overwhelm other entities​. Typically, Death Rats are a low to moderate threat to wanderers. Mostly they’re harmless, but certain populations can be dangerous in numbers. Nearly all levels have some form of Death Rat presence – they are ubiquitous “pests” from Level 0’s halls to deeper cavern levels.

Bursters

Vaguely humanoid creatures that crawl on all fours, found chiefly on the cramped floors of Level 2 and Level 3​. Their most notable trait is the clusters of pus-filled boils and blistered calluses covering their back​. When a Burster detects prey, these boils burst and spray acid. The acid can blind and immobilize a victim, allowing the Burster to wait until the victim succumbs to chemical burns or shock​. Afterward, the Burster feeds on the wanderer’s corpse. They typically lie in a curled, dormant posture until something comes near, then erupt in a surprise attack. Bursters are highly dangerous. Their acid spray is deadly and difficult to combat (though Almond Water is known to burn them, as water reacts badly with their acid)​. Bursters are common on Level 3 especially (the maintenance tunnels), and occasionally Level 2​, where narrow corridors give them an advantage.

Facelings

Humanoid entities that look almost human – except they have no facial features at all​. Facelings wear ordinary clothes and often mingle in Backrooms areas, performing rote daily tasks (riding elevators, sitting in lounges, etc.). Facelings are generally docile and indifferent to wanderers. Adult Facelings usually ignore humans, neither helping nor harming, while child Facelings can be playful but are not dangerous. Notably, no serious hostility from Facelings has been confirmed – they rarely, if ever, attack unless severely provoked​. Facelings essentially fill out the Backrooms’ imitation of human society, going through motions of life with limited intelligence. Facelings are a low threat, and generally are considered safe. Facelings are very common – found on a multitude of levels wherever there are settlements or cities (especially Level 11, the “Endless City”)​.

Partypoopers

Humanoid entities that are the friendly opposites of Partygoers​. Partypoopers appear as people completely draped in dull-colored hoodies and jeans, with a crude dark-blue frowny-face mask as their “face”. They are empathetic toward wanderers and actively work to protect humans from Partygoer attacks​. In Backrooms lore, Partypoopers and Partygoers were once in a stalemate “cold war,” but after conflict broke out, Partypoopers were driven near extinction. The few that remain will quietly assist lost wanderers – guiding them away from traps, offering supplies, or even fighting off Partygoers if necessary​. They are quiet and melancholy in demeanor but very loyal allies. Partypoopers are not a threat to humans and are considered harmless. They were formerly found on Level 52 (known as “Level Fun”), and some reports place them on Level 2012. Nowadays they are rare and have no known fixed habitat, appearing only when Partygoers are around.

Jerry

A single, unique entity – a bright blue parrot (macaw) that behaves in oddly beguiling ways​. Jerry is sapient and can speak; he primarily eats almond water and sunflower seeds, and can be tamed by offering these​. Interaction with Jerry induces a strong compulsion in humans – those who hold or touch Jerry often become “Followers of Jerry,” abandoning their previous goals to stay with and praise the bird. This cult-like effect isn’t violent (unless someone harms Jerry), but it brainwashes wanderers into protecting and worshiping the parrot. Jerry himself is benign – he doesn’t attack and can even teleport away from danger. Jerry is a low threat to wanderers (no physical danger, though he can cause obsession). Jerry is commonly sighted on Level 1 and Level 2, or perched on a special wooden stand on Level 712 (his “sanctuary”). Essentially, Jerry can appear on many levels, and his fanatical followers will go anywhere he goes.

Blub Cats

Affectionately named for their shape, Blub Cats are round, blob-like feline creatures​. They vary in size and color but generally resemble big, squishy cats without distinct limbs – often just a chubby body with a cat-like face and tiny paws. They are extremely friendly and tame; Blub Cats seek out affection, perform odd playful behaviors, and pose no threat. Many wanderers consider them a welcome sight and even keep them as pets. Blub Cats are not a threat to wanderers. They are harmless and sometimes helpful for companionship. Blub Cats appear on various safe levels. They’ve been reported in Level 1’s lobby area and Level 11’s city streets. Blub Cats tend to wander aimlessly, “doing strange cat things” throughout the Backrooms as a source of comfort and comic relief for wanderers.

Mother

A mysterious presence known as Mother that resides in Level 1.5 – a secret sub-level between Level 1 and 2. Mother has no confirmed physical form, instead being sensed as a gentle, calming aura that pervades her domain​. She communicates with wanderers in a soothing, maternal voice, calling them “children” and guiding them deeper into her level. Mother is seemingly benevolent – stories tell of her “saving” lost wanderers – yet there is an unnerving, cult-like aspect to her love. The logs of one explorer describe Mother as kind and caring, but the information was oddly corrupted with messages insisting “Mother is good” and urging wanderers to embrace Mother’s love​. This suggests Mother can influence minds or even digital records to enforce devotion. Mother is highly intelligent and deeply protective. She shelters those in her care, playing games like hide-and-seek and providing comfort… but once you become Mother’s “child,” she prevents you from leaving her home. Unclear it is unclear how threatening Mother is – Mother doesn’t physically harm people; instead, the danger lies in her psychological hold. She may effectively abduct wanderers by earning their absolute trust and adoration. Mother’s influence rarely leaves Level 1.5 (Mother’s “Home”)​. Entrances to Mother’s Home appear via windows or hidden doors. Those who enter Mother’s Home often don’t return, presumably staying with Mother.

Samantha

This is a sentient black-and-white housecat. She introduces herself to wanderers as “Samantha”. At first glance she looks and acts like an ordinary cat, and indeed she is usually calm and friendly. However, Samantha possesses powerful psychic abilities – she can speak (in multiple human languages), read minds, teleport, and perform clairvoyant “readings” of one’s future​. Wanderers who meet Samantha report that she bargains with them: she telepathically coaxes travelers to feed her meat or meat-products, in exchange for a psychic reading about their fate​. If fed high-quality foods (steak, fish, etc.), her fortunes are detailed and helpful; if given low-quality meat (spam or nothing at all), she becomes irritable or gives ominously vague prophecies​. Samantha is largely passive and even affectionate – she will rub against legs and purr – unless angered or starving. If not given what she wants, Samantha turns violent, scratching and biting like an irate cat (though notably she has never fatally harmed anyone)​. She is described as exceptionally eloquent and intelligent. She seems to be able to control hostile entities if she feels like it. Samantha is a low threat to wanderers. Generally, being around Samantha is safe, but do not provoke the psychic kitty. Samantha appears on any level she feels like. She’s a cat. Many speculate that she has the ability to noclip at will. She often frequents Level 3, Level 5, and Level 0 (perhaps favoring those areas)​. Wanderers should consider it a fortunate encounter if Samantha arrives – just be ready to barter some meat for her supernatural insight!

Frowners

Polar opposite of Smilers, … Frowners are glowing frowning faces lurking in dark areas (similar to Smilers but with a sad mouth)​. Unlike their vicious counterparts, Frowners are docile and sometimes helpful to wanderers, even defending them or providing aid in some legends.  Some wanderers claim that in the light, Frowners have devil-like bodies with horns and claws​, but that is unconfirmed.

Bone Thieves

Bone Thieves are huge, potato-shaped creatures with sickly yellow, bumpy skin, roughly resembling oversized eyeless frogs​. Bone Thieves are stationary ambush predators: they blend into environments (such as the yellow wallpaper of Level 0) and lure victims by mimicking human voices or harmless entities​. When prey comes near, a Bone Thief will erupt from hiding and “steal” the bones from the victim’s body – effectively liquefying or devouring the skeleton. Their hides are almost impervious to weapons​, making them hard to kill. This entity sometimes appears as a yellow camouflaged blob that pretends to cry “tears” (blue fluid) to appear less threatening, then reveals a gaping maw and multiple eyes when attacking​. They are common in early levels of the Backrooms and are extreme dangerous.