Caretakers Entities Guide: Confirmed Monsters and How to Identify Them
Caretakers has one named hunter, Bon, plus an unnamed entity you can spawn mid-round. Here is how to identify each by look, sound and behavior, and which names are not confirmed.
Only one hostile entity in Caretakers is ever named in the available gameplay footage: Bon, the tall blue rabbit animatronic from the Walten Files, who hunts players through each round as a computer-controlled killer. A round can also hold a second hostile AI, added through the shop's Spawn Entity purchase — but no recording gives that one a name, a described look, or its own cues. That is the entire verified cast. Any list claiming a complete monster roster, or naming a "Bonnie Blue," is running ahead of what the footage actually shows.
The verified entity list at a glance
| Name or label | Status | How you recognize it |
|---|---|---|
| Bon | Confirmed, named hunter | Tall blue rabbit robot with yellow tape detailing; footsteps, thumping and audible breathing; hunts by sound |
| Unnamed spawnable entity | Confirmed presence, never named | Second AI hunter added with the Spawn Entity shop item; audible and aggressive, otherwise undocumented |
| "Bond," "Bun," "Bomb" | Caption variants of Bon | Auto-generated caption misspellings of one name, not separate monsters |
| "Bonnie Blue" | Unattested | Never spoken or shown in available footage; alias or separate entity cannot be decided |
Bon: the one named hunter
Players frame the game as survival horror "based on Bon from the Walton Files" (an auto-caption spelling of the Walten Files), and Bon's credited voice actor introduces the role directly: "I'm voicing Bon in this game, which I'm very proud of, honestly," followed by "it's time to meet Bon." In live rounds he is present and lethal — one recording ends with "So, Bon comes to kill me," and mid-chase players beg "STOP, BON. STOP" seconds before "HE GOT THE RANDOM."
He is also not another player in disguise: "there's no player as Bon. The devs don't want it, I understand," one creator explains, while a player being chased concludes "I think this is AI... it's not a person." Expect a computer-controlled hunter, and treat anything he does as deliberate design rather than a teammate trolling.
How to recognize Bon mid-round
By look. Players converge on the same description. Asked who the monster is, one answers simply "it's a robot"; the "blue tall bunny" is what people search before queuing; another calls him an "animatronic that is super fast" while running. One squad studying the model up close adds "Yellow tape all around his body." A tall, blue, robotic rabbit with yellow tape detailing is the entity.
By sound. Bon announces himself by ear before you see him. Players call out "I HEAR FOOTSTEPS" as he closes in, hear heavy thumping ("What's it thumping?") when he is beside their hiding spot, and "can hear it breathing" while working on tasks. His voice is part of the design too — his voice actor tells viewers to expect to "get scared of my voice."
By your own noise meter. The clearest tell that Bon is homing in on you sits on your screen, not his. When one player asked "how does he even know I'm in here, though?", the answer was "You can see your voice meter, bro." A second player confirms the UI: "Look in the bottom left when I walk. There's like a little noise thing." If that meter is climbing, he can hear you.
Recorded rounds show all of these cues working together — the blue rabbit model, the footsteps and breathing before contact, and the meter climbing as he closes in:
Documented behaviors
- Hunts by sound. Talking reveals your position, and "You make noise when you step" — one player even blamed being found on a teammate "using his talking."
- Extreme speed. "Why is he faster than Usain Bolt himself?" is player hyperbole, not a stat, but the pattern is consistent: he overtakes people in straight chases, and "Apparently in the lore, he's just supposed to be this fast." No exact speed or detection numbers appear anywhere in the footage.
- Opens doors instantly. "I thought there would be a little delay. He just goes straight through the door."
- Downs players with a neck snap. "So, I get my neck snapped" and the victim is left downed — able to crawl and be revived by teammates, though he also finishes people off: "So Bon just killed someone."
- Traps you in rooms. He pushes chases until he "leads you to a room like this where you can't get out then down you and then you're just stuck in here."
- Camps hiding spots. He waits outside lockers rather than wandering off: "He's camping," and one survivor credits the scare directly — "Oh, he was outside my locker."
Counter-play the footage supports
The shop and loadout items exist specifically to answer this entity, and their descriptions confirm his traits:
- Entity mask — banish. Equip it and "It banishes them." In-round usage matches: "Put the mask on and run." Two cautions from the same session: forgetting it is fatal ("Was that Bon? I should have put my mask on"), and owning it is not enough — "I DIDN'T KNOW I had to put it actually on."
- Vanish gear — seconds unseen. "Put it on and vanish from bomb for a few seconds" (yet another caption spelling of Bon). Use it to break a chase or finish a task under his nose.
- Taser — a short stun. "Firing at an entity will stun them" for "a few seconds" — enough to slip past, not a way to win.
- Speed-burst perk. "The instant an entity locks onto you, gain a 5-second burst of speed to get away."
- Lockers — the default hide, not a guarantee. The standard advice is "You can get him off if you go in the locker and hide until he gets away," and lockers have an oxygen limit ("you have oxygen, dude... Hold your breath"). But safety is reported inconsistently: one group was caught inside anyway ("How did he get me, boy? I was in a locker... Yo, lockers don't do nothing"), and he camps lockers he already knows about. Treat the locker as your first option, not a shield.
- Closed doors — disputed. One player reports "if you close the doors, it does slow them down," while two others watched him open them immediately and asked "what's the point of closing a door if he can just open it?" Don't bet an escape on a shut door.
Most of these come from the shop and loadout — the gear list breaks down what else is worth buying.
The second entity: confirmed, but unnamed
Buying Spawn Entity in the in-round shop adds a second hunter to the map: "I make this interesting. Spawn an entity. Wait, there's going to be two on the map... Two AIs just running for you. I can hear one." Another solo player reads the same option and declines: "Why would I want to spawn another entity?"
So two hostile AIs can share a round, and both chase by ear. What the footage never shows is anything that sets the extra one apart — it is only ever called "entity," with no second proper name, no described appearance and no distinct cue. Whether it is a duplicate of Bon or a different model is simply not documented.

Names kept separate on purpose
- "Bonnie Blue" never appears in any available footage — not from players, not from the voice actor, not on any UI. Whether it is an alias for Bon or an unrelated label cannot be decided from what is recorded, so do not treat it as a confirmed entity.
- "Bond," "Bun" and "Bomb" are auto-caption misspellings of one name — "I just know of Bond cuz he's like the blue tall bunny" — not extra monsters.
- The roster can change. The footage includes a post-release session ("IT UPDATED." — "Caretakers updated") and one squad that beat "pre-nerf" Bon, so his behavior has already been tuned at least once. Everything above reflects recordings from launch and that update window; check the updates page whenever maps or enemy behavior change.
Bon is the pursuer worth learning first, because he is the hunter your rounds will be built around. If you want encounter-by-encounter counter-play rather than identification, open the dedicated Bon guide, and keep the survival tips page handy for the round-to-round basics.
Related Guides
Bon Guide: Who He Is
Who Bon is, the evidence behind the name, the AI pursuer's observed chase behavior, and survival responses captured in full playthroughs.
Survival Tips That Actually Work
Recorded chases show which survival responses work — locker hides, the entity mask, vent slides, doors and teammate revives — and when each one fails.
Best Gear for Each Situation
Which gear deserves your slots: the Entity Mask for closing entities, the Scanner for lost objectives, and the evidence behind each pick.
