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A Monster is a particular classification of unit in League of Legends. Monsters are neutral, meaning that they do not fight for either team, and will not automatically attack a champion unless they are attacked. Monsters reside in the jungle, and will not move from their designated camp until attacked, in which case the monster will move towards its attacker, up to a certain distance from the camp; if the monster is unable to attack its target, it will try to return to its camp, regenerating its full health in a few seconds. Many monsters will pursue their attacker until either the champion moves too far away or leaves their line of sight.
Monsters are predominantly melee range, with only a few monsters using ranged attacks.
Monsters should not be confused with minions, which are not neutral and follow a predetermined path from spawning at their team's nexus towards the opposite one.
Killing a monster will always reward its killer with gold and experience points split between every allied champion within an 400-unit range. Like minions, the gold and experience rewards from slaying monsters increases as the game progresses. Also, certain epic monsters will offer greater rewards. For example, some monsters provide a buff or a global reward to the entire team. After a camp has been completely cleared, it will remain empty for an amount of time specific to that camp (R=respawn time). The camp will not respawn if it is not entirely cleared.
Sigil monsters, when slain, grant their killer a buff. Monsters of this type are usually indicated by swirling colored runes around them, which will be transferred to the killing champion.
The following table lists the various monsters of this category along with the buff they grant:
While the monsters above only grant a buff to a single person, there exist monsters that grant the buff to every living member of the killing team, regardless of whether or not they participated in slaying the monster. Since these monsters are more valuable than others, they are usually more difficult to slay. They also grant gold and experience to the whole team.
Here is the complete list of monsters actually present in the game, with their rewards and the map where they belong (SR stands for Summoner's Rift, TT stands for Twisted Treeline). Fields tagged with a * represent rewards that are given to the whole team, ** represent rewards that are given only to living members of the team.
There is a current bug that occurs when a monster camp is attacked but not killed. After the minions return to their original locations, ranged monsters may begin to fire continuous streams of their missile (eg, the Young Lizard will shoot several copies of its fireball, creating a huge trail of fire) in the direction of the last attacker, but deal no damage.
A monster camp will not respawn unless all of its creeps have been slain. For example, if the Lizard Elder has been slain, but his two smaller lizard companions have not, the Lizard Elder will not respawn until they have been slain. Jungle invaders may deliberately do this to deprive their opponent of jungle gp/exp.
Monsters experience range reduced to 400 from 800. Monsters have been remade with new spawn timers, gold and experience. Gold and experience gain from killing monsters now scales over time.
Added small amounts of experience to various jungle monsters in order to maintain current jungling paths without the necessity of the Awareness mastery (which increases experience gained)
Monster AI has been improved and will now attempt to switch to a nearby target when you leave their leash range. Monsters can now reaggro if anyone in their camp is attacked while they are retreating.