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Lil' Monsta

Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]

Step 1: Be cute. Step 2: World domination. Step 3: Bweakfast.

Storyteller cues

First nightWake the Minions. They choose a player. ◦ Put the Minions to sleep. Wake the target. Show the YOU ARE & Lil' Monsta tokens.

Other nightsWake the Minions. They choose a player. ◦ Put the Minions to sleep. Wake the target. Show the YOU ARE & Lil' Monsta tokens. A player might die. ◦

Jinxes

Hatter

If the Hatter dies and the Demon chooses Lil' Monsta, they also choose a Minion to become.

Magician

If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.

Marionette

If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

Poppy Grower

If Lil' Monsta and the Poppy Grower are alive, Minions wake one by one, until one of them chooses to babysit the Lil' Monsta.

Psychopath

If the Psychopath is babysitting Lil' Monsta, they die when executed.

Scarlet Woman

If Lil' Monsta dies with 5 or more players alive, the Scarlet Woman babysits Lil' Monsta for the rest of the game.

Vizier

If the Vizier is babysitting Lil' Monsta, they die when executed.

How to run it (Storyteller)

Each night, wake all Minions together (except Marionette, who never wakes for this) and have them collectively point to one Minion who will babysit Lil' Monsta — that Minion registers as the Demon for the rest of that night and day. The nastiest ruling is the Magician interaction: when the Magician is alive you make the babysitter choice yourself, denying the evil team their coordination — do not telegraph your choice to the evil team. Watch for the Poppy Grower edge case, where Minions must be woken sequentially until one accepts babysitting, which can leak information about Minion count to good players paying attention to wake-order sounds.

How to play

  • You are not the babysitter — you hold the token but any Minion registered as the Demon is the kill threat; coordinate nightly to put the kill on whoever has the best alibi or the most information to burn.
  • The extra Minion in the game is your biggest advantage: you have more evil teammates than normal, so establish a clear bluffing plan with each Minion early and ensure no two Minions accidentally claim the same good role.
  • Claim a safe, passive good role like Fisherman or Pacifist — something that rarely needs to prove its information and doesn't draw execution pressure while you sit quietly and let Minions take the heat.
  • Rotate who babysits every night to spread suspicion; if the same Minion always babysits and gets caught, the town can chain-execute toward the real Demon token without you being able to stop it.
  • The most common mistake is treating Lil' Monsta like a normal Demon and playing aggressively early — your job is to survive long enough for good to run out of execution turns, so stay low and let your Minions draw fire.

How to fight the Lil' Monsta

  • Lil' Monsta guarantees an extra Minion compared to a normal game of its size, so recalibrate your Minion-count assumptions immediately — there is at least one more evil player than you expect.
  • Character-detector roles like Seamstress, Empath, or Undertaker will see the babysitting Minion register as the Demon, not as a Minion — use this discrepancy to triangulate: if a character pings as the Demon but behaves like a Minion, Lil' Monsta is likely in play.
  • The Clockmaker's starting information points to the physical holder of Lil' Monsta, not the current babysitter, which gives good a geographic anchor — prioritize Clockmaker surviving into late game so the number stays useful.
  • Executing a suspected babysitter is still valuable because it forces the Minions to reorganise and may hit a Minion kill-count; if the Psychopath or Vizier is babysitting when executed, they die, which removes both a Minion and the kill that night.
  • Win condition remains killing the Lil' Monsta token holder, not just any Demon-registering player — once you've identified the token carrier through process of elimination or info roles, execute them even if they seem low-threat.

Key interactions

Magician

When the Magician is alive, the Storyteller picks who babysits rather than the Minions, stripping the evil team of their nightly coordination entirely. Evil should strongly consider having a Minion kill the Magician early to reclaim control of babysitter selection.

Poppy Grower

With both in play, Minions are woken one at a time until someone accepts babysitting, which can reveal Minion count or order to attentive good players listening to wake patterns. Evil should decide in advance who takes babysitting first to minimise hesitation and information leak.

Scarlet Woman

If the Lil' Monsta token is destroyed with five or more players still alive, the Scarlet Woman immediately takes over babysitting and effectively becomes the permanent Demon carrier. Evil should protect Lil' Monsta aggressively before five players remain, since losing the token mid-game is not an instant loss if Scarlet Woman is in play.

Marionette

The Marionette never wakes to choose a babysitter and must start neighbouring the Demon token holder, which creates a geographic cluster evil needs to obscure. Good players who notice two neighbours with weak or evasive claims should suspect a Marionette-plus-Lil' Monsta pairing.

Hatter

If the Hatter dies and the Demon picks Lil' Monsta, the evil team must also choose a Minion type to become, letting them swap in a more impactful Minion mid-game. This makes the Hatter an attractive assassination target for evil and a high-priority protect target for good.