Enemy List
These are the currently known undead monstrosities that the three gods have unleashed on the world. The minions of different gods don't get along and can be found fighting each other as much as actual characters; in fact, most tend to ignore characters to attack each other. While each of the enemies are different in their own way, what Ancient they belong to affects them all in the same way. All monsters, regardless of who or what they are, drain sanity on first appearance.
Xel'lotath monsters are weaker, but drain vast amounts of sanity if left unchecked.
Chattur'gha creatures hit harder and can take larger amounts of damage before falling.
Ulyaoth beasts siphon the magic of the attacked victim.
TRAPPER



ZOMBIE

HORROR



BONETHIEF



Xel'lotath monsters are weaker, but drain vast amounts of sanity if left unchecked.
Chattur'gha creatures hit harder and can take larger amounts of damage before falling.
Ulyaoth beasts siphon the magic of the attacked victim.



Trappers are small creatures that are completely blind, but have a fantastic sense of hearing. Once their prey has been targeted, the Trapper starts wiggling and screeching, glowing in the color of their alignment. If anyone nearby moves too quickly, the Trapper sends off a wave of energy from its tail that that teleports anyone it touches to the Trapper Dimension -- a warped place of rocky, jagged platforms hovering above an endless void. The Trappers die as soon as the wave has been cast and are not shy about using it. Because of this, it's impossible to defeat them with conventional melee weaponry. The most effective method of getting rid of them is to either trick them into using their wave while you can get away or attacking them from range.
Trappers do not cause any sanity loss, regardless of alignment.

Zombies are the standard grunt and cannon fodder for the Ancients. They are the most often encountered and often come in large numbers, sometimes mixed alignment; in the latter case, they tend to prioritize attacking characters over each other.
Xel'lotath Zombies resemble Egyptian mummies and can easily be set ablaze with a torch. They are able to grow "phantom limbs" if their body parts are removed, allowing them to directly attack a character's sanity, but not drain health like they normally would with their limbs. Cutting off one's head most times results in death; if a Xel'lotath zombie still manages to survive a decapitation, cutting off the arms should be the next order of business.
Chattur'gha Zombies are red, muscular, and more resistant to damage. They are also able to regrow body parts if given enough time. If decapitated, Chattur'gha zombies will go berserk, swinging quickly and in rapid succession while hobbling around at a much faster pace. This fevered state will remain for a few seconds even after the zombie has finished growing a new head. Cutting off the head first then chopping off the arms and hacking away at the torso is the most common method of bringing them down.
Ulyaoth Zombies are blue and leathery, drowned men's corpses stuffed with magic. After taking some damage, they will begin to "sing", signified by throwing their arms wide, their heads back, a low constant moan, and a growing sphere of blue energy in their chests. This glow will spark to any other Ulyaoth zombies in the area, causing them to sing as well. When finished, the zombies explode in a pulse of blue energy, damaging any nearby characters and draining their health. This process can be halted immediately by decapitation.



Horrors are the "shock troops" of the Ancients, and some of the worst to have to deal with. They attack by swiping their claws, sometimes using both hands to deal additional damage. Horrors can also use a shock attack in which they stomp on the floor and shoot a bolt of raw Magick at the player, which, apart from inflicting damage, will also drain the stat based on their alignment. Finally, Horrors have a sort of electrical current running through their bodies that will flare up and shock any enemies nearby, making approaching a Horror all the more difficult. This current will target players even if they are invisible or have bound the Horror to fight for them.



A Bonethief is a skeletal creature that is able to wear the skins of people in order to appear human. At a glance, possessed humans appear normal, and bonethiefs can very easily play the part of a human for a short time. When the human host is too damaged, the Bonethief will burst from the body in a gory mess, then attack any nearby characters. They are vulnerable at the neck and once exposed may be quickly dispatched by targeting the head. They can and will possess anything with the proper human shape, be it zombies or people, but the unnatural state of characters will have them targeted, even if they aren't human. Bonethieves are also nimble enough to dodge projectiles, but can be shot when winding up for possessing someone, in the process of doing so, or when using a standard attack.
Xel'lotath Bonethieves lack heads, the usual weakpoint, having only green, flying spheres in their place. As such, they are the most dangerous of all alignments.
Chattur'gha Bonethieves are a bit stronger and more resilient than the others. They are more muscular, and have longer claws. Chattur'gha's bonethieves are also more aggressive and attack faster than other alignments.
Ulyaoth Bonethieves are crystalline in appearance and drain magick with each attack. When possessing a body, the body's mere presence will drain energy from anyone nearby.
