Pyrewarden has no named monsters. An enemy is a school, which sets its stats and which towers counter it, plus zero or more traits, which the wave number unlocks. Both are below.
Stat multipliers are against the wave's own baseline, so a Geomancy enemy on wave 40 is 1.3× the health of a wave-40 enemy, not of a wave-1 one.
Pyromancy enemies0.9× health and 1.1× speed.
Towers that deal 1.3× to it: Cryomancy and Geomancy. Towers that deal only 0.7× to it: Aeromancy, Druidism and Beastmastery. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Cryomancy enemies1.1× health and 0.85× speed.
Towers that deal 1.3× to it: Voltomancy and Chronomancy. Towers that deal only 0.7× to it: Pyromancy and Arcanum. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Voltomancy enemies0.8× health and 1.25× speed.
Towers that deal 1.3× to it: Cryomancy and Geomancy. Towers that deal only 0.7× to it: Radiance and Aeromancy. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Toxicology enemies15% magic resistance.
Towers that deal 1.3× to it: Arcanum. Towers that deal only 0.7× to it: Cryomancy, Umbramancy, Radiance and Druidism. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Geomancy enemies1.3× health, 0.8× speed and armour that grows every wave.
Towers that deal 1.3× to it: Aeromancy and Beastmastery. Towers that deal only 0.7× to it: Pyromancy and Voltomancy. Every other school hits it for normal damage.
Its armour starts at 3 and grows by 0.3 every wave (9 at wave 20, 15 at wave 40). Armour is taken off every tower shot and splash hit; damage over time and synergy combos ignore it.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Umbramancy enemies0.85× health, 1.05× speed and 10% magic resistance.
Towers that deal 1.3× to it: Radiance, Arcanum and Chronomancy. Towers that deal only 0.7× to it: Toxicology. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Radiance enemies1.05× health and 20% magic resistance.
Towers that deal 1.3× to it: Toxicology and Umbramancy. Towers that deal only 0.7× to it: Chronomancy. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Arcanum enemies0.95× health and 25% magic resistance.
Towers that deal 1.3× to it: Umbramancy, Druidism and Beastmastery. Towers that deal only 0.7× to it: Toxicology. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Aeromancy enemies0.85× health and 1.2× speed.
Towers that deal 1.3× to it: Voltomancy. Towers that deal only 0.7× to it: Geomancy and Beastmastery. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Druidism enemies1.15× health and 0.9× speed.
Towers that deal 1.3× to it: Pyromancy and Toxicology. Towers that deal only 0.7× to it: Voltomancy and Chronomancy. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Chronomancy enemies0.95× speed and 10% magic resistance.
Towers that deal 1.3× to it: Radiance and Druidism. Towers that deal only 0.7× to it: Cryomancy and Umbramancy. Every other school hits it for normal damage.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Beastmastery enemies1.2× health, 1.05× speed and armour that grows every wave.
Towers that deal 1.3× to it: Pyromancy and Aeromancy. Towers that deal only 0.7× to it: Geomancy and Arcanum. Every other school hits it for normal damage.
Its armour starts at 2 and grows by 0.2 every wave (6 at wave 20, 10 at wave 40). Armour is taken off every tower shot and splash hit; damage over time and synergy combos ignore it.
Health, speed and gold otherwise follow the wave, with a little random spread per enemy. Which schools a map sends is weighted per map — see Maps. On a milestone wave (every 10 waves) the weighting is dropped and all twelve are equally likely.

Armored+10 flat armour.
Adds 10 armour on top of any its school gives. Armour is taken off every tower shot and splash hit before it lands, so it hurts fast, low-damage towers most; damage over time and synergy combos ignore it.
Trait odds by wave
Each enemy rolls once: the chance of carrying any trait, then how many it gets, drawn from the traits already unlocked. Unlock waves: Armored 10, Fast 15, Stealth 20, Regeneration 25, Healer 30, Magic Shield 35, Spawn on Death 40.
| Waves | Chance of a trait | Traits carried |
|---|---|---|
| 1–9 | none | — |
| 10–19 | 30% | 1 |
| 20–29 | 50% | 1 |
| 30–39 | 70% | 1 to 2 |
| 40–49 | 90% | 1 to 2 |
| 50+ | every enemy | 1 to 3 |
Fast1.5× speed, spawns at 70% health.
Moves at 1.5× speed and spawns with only 70% of its health. Its maximum health is not reduced, so regeneration or a healer can top it back up to full, and effects that deal a share of maximum health hit it as hard as any other enemy.
StealthOnly Radiance towers can target it.
Towers of every other school cannot target it. All three Radiance paths can, and the first shot from one of them strips the stealth for good, after which every tower can target it. Splash, damage over time and combos still hurt it while it is hidden.
RegenerationHeals 2% of its health per second.
Heals 2% of its maximum health every second. An anti-heal effect stops it, and so does being stunned, frozen or rooted.
HealerHeals enemies within 2 tiles.
Heals every other enemy within 2 tiles for 1% of their maximum health per second. An enemy under anti-heal is not healed, and a stunned, frozen or rooted healer heals no one.
Magic ShieldHas no effect in the current version.
Enemies are given this trait from its wave on, but in the current version it does nothing: a shielded enemy takes every hit exactly as an unshielded one does.
Spawn on DeathSplits into 2 when killed.
When killed it splits into 2 children, each with 30% of its maximum health, 1.2× its speed, 50% of its armour and magic resistance, and 50% of its gold. The children carry no traits of their own, so they do not split again. An enemy that reaches your base does not split.