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Enemies |
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Skeletons (Ossium Animatum)
These
are the skeletal remains of warriors who died as soldiers
in battle, or were betrayed and slain by trusted
comrades. Now animated by unnatural forces, these troops
of the Damned forever seek revenge for their existence.
Those who fall to them will find a new afterlife within
the legions of the bone warriors. Skeletons are usually
found in places of rest or sites of huge battles. While
physically fragile, they are never lacking in numbers.
Coupled with their unthinking rage, this makes them a
dangerous opponent. |
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Scavengers (Maleficus Vorax)
Scavengers are the smallest of demonic creatures. They
feed on fresh kills. Unlike the typical scavenger
however, they are aggressive in taking a proactive role
in creating new carnage to subsequently scavenge. Their
primary weakness is their voracious appetite. The smell
of death may drive them into a feeding frenzy where they
stop their attacks to feast upon nearby remains. This is
the best time to strike. |
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Winged Fiends (Alae Nefastus)
Some
people are so hungry for power and knowledge that they
are willing to sacrifice their humanity to the Lords of
Hell in exchange for gifts that inevitably turn against
them. Once such group, a dark cabal of wizards, decided
to take the power of creation into their own hands and
magically created a race of messengers to enslave. These
foul demons eventually started breeding in secret to
finally surprise, overwhelm, and kill their creators. Do
not underestimate the Winged Fiends. While small, they
are difficult to hit, plus do substantial damage. Many
use magic learned from the wizards in addition to their
deadly claws. |
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Zombies (Cibus Animatus)
Worm-ridden and reeking of foul decay, Zombies are formed
from the corpses of men executed for committing
degenerate crimes. These are driven by the innate hatred
trapped within their rotten limbs. Tenacious and strong,
these minions make for a difficult encounter.
Fortunately, they are lacking in wit and mobility which
can be used against them with great affect. |
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Fallen Ones (Nanus Improbus)
Swarms
of these impish terrors have been known to come out of
the night and tear apart a sleeping village in minutes.
Small of stature and simian in appearance, these
creatures possess surprising strength and unnatural
agility. They prefer to attack in the dark but if they
are shown great strength, preferably by killing one of
their kind, they will retreat back to the darkness that
concealed them. Do not turn your back on them though,
their caution will soon be overcome by aggression as a
new insuring attack commences. |
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The Hidden (Metus Occultus)
Metus Occultus are the bogeymen that haunt our dreams and
live in the nightmares of children. Although they dwell
at the edge of the Physical Realm just beyond our
perception, they can quickly enter our world to strike at
a vulnerable target. The Hidden feed on the essence of
fear but they are not so vicious as they are
opportunists. They seek the easy kill or surprise attack
that guarantees success without injury to themselves.
Keeping with their cowardice disposition, whenever
wounded they will retreat back into the Ether to heal
themselves. Importantly, even when in this Ether, The
Hidden exists enough in our world to be affected by
spells and weapons. If killed while in the Ether, they
will manifest once more to display their dying fall. |
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Goat Men (Aries Vehemens)
The
lieutenants of Baal are bred for strength, endurance, and
cunning. These demons constantly train themselves in the
art of war, for battle is their bread and the blood of
innocents, their water. There are several known
"clans" of Goat Men. To earn their powers, they
once held mock wars in Hell but now they prefer the
simplicity of slaughtering the innocent to complicated
battle tests. Like most of Baal's spawn the bestial Aries
are incredibly strong and agile. Be especially wary of
their archers, for they are renowned for the accuracy and
power of their Great Bows. Fleet of foot, they may try to
evade an unwary foe and then attack from a different
angle. |
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Gargoyles (Signum Vitiosum)
Signum Vitiosum are stone creatures brought to life by
Diablo, the Lord of Terror, to destroy villagers who
adourned their building with statues. The stone Gargoyle
was once placed on relegious structures as a means of
scarring away demons or evil spirits. As a mockery of
human weakness, the Lord of Terror, instilled them with
life and used the stone form created by the humans as the
very design of their new nemesis - The Gargoyle. Although
they are not the most agile of foe, they can open doors
and strike from a far distances. Their flying attack
style also makes them difficult to his with range weapons
or magic bolts. Fortunately they remain in stone form
until disturbed by a stray arrow or an adventurer in
close proximity. To your advantage attack them one at a
time while taking care not to inadvertently hit an
inanimate Gargoyle with a stray shot meant for the one
you are currently fighting. |
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Spitting Terrors (Bestia Acerbus)
The Bestia Acerbus are descendants of doglike creatures
that lived by feeding upon the remains of the second
Brother, Baal's disgusting feasts of blood and other
Hellish delights. The variety of vile substances consumed
by these creatures twisted and warped their inner bodies
building strong digestive abilities in those which
continued to dine. Over time, and as a result, this
diabolical species became capable of regurgitating these
same substances a considerable distance toward an unlucky
victim. Great care must be taken when tangling with the
Spitting Terror, for their venom retains potency for a
some time after puddling on the ground. Treading over
these puddles of toxins or the slashed-open remains of
this creature can prove deadly for those foolish enough
make contact. |
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Horned
Demons (Impetum Cornuta)
Used as living siege engines, there are numerous accounts
of these juggernauts smashing into the lines of the
Seraphim and leaving only ruin in their wake. The skull
and large single horn in the snout of this demon are
unnaturally durable. When attacking, they prefer to wait
until a clear path is available and then they charge in
at incredible speeds. Be wary of this initial charge. It
is far better to deal with these creatures in close
quarters or with magic. |
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[Currently Unknown]
This particularly
nasty creature is found in the lower dungeons where lava
pools are fences are common. They attack with ranged
lightning bolts until you are in ambush range. Then they
face you with two handed attacks swinging one claw after
the other in quick succession at the valient hero who
would stand and fight. Be extra careful as these
creatures will almost always attack in a group and the
damage they can inflict is most definitely significant. |
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Magma Demons (Dominus Ardor)
During the Great Conflict tremendous battles were fought
in both the High Heavens and the Burning Hells. Both
sides often carried the conflict deep within the realms
of their enemies. During one epic battle into the very
heart of Mephisto's fiery lair, a group of brave Seraphim
warriors fronted an assault against the Lord of Hatred
himself. One of these angelic soldiers made a bold attack
and struck a fierce blow that caused the foul blood of
Mephisto to rain upon the ground. Each drop of blood that
fell seared through the crust of Hell itself and formed
powerful demons of molten rock. These demons quickly rose
to the aid of their master, and drove back the forces of
Light to by striking them with thrown masses of lava that
seared both flesh and bone with the intensity of the
Burning Hells. The losses dealt were tremendous. These
forms have come to be known as Magma Demons. |
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Fire
Drake (Translation Unknown)
Scrapy critters that lunge in from long range to cut and
swipe at their targets. Fairly slow, however and
especially vulnerable to lightning, the Fire Drake makes
for target practice for a true Hero. Notionally, the Fire
Drake has four arms and carries a weapon in every one. As
a result it cannot open closed doors even though it has
humanoid hands. Use this to your advantage whenever the
clumsy Fire Drake is trapped behind a fence or grate. |
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Overlords (Tyrannus Piguis)
The legacy of Inarius, the corrupted Seraphim angel, is
the origin of the existence of the Overloads. Inarius,
the angel, was proud of his beauty and boasted loudly of
his purity and worth. He eventually believed himself to
be above both Angel and Demon, leaving the High Heavens
to form his own dominion. He constructed a great
Cathedral of mirrors and crystal, to which followers
flocked, drawn by his numinous charm and wealth. In an
arrogant show of power, Inarius and his armies attacked
and lay slain the monks of the temple of Mephisto, the
Lord of Hatred. In response, Mephisto is said to have
appeared at the Cathedral of Inarius where he took the
archangel and his followers captive. He bound Inarius
with tremendous chains and slowly tore the wings from the
back the angel. Great barbed hooks were then used to
stretch out his once glowing skin. His features were
distorted further by other vile powers. Many of the
followers were then molded to match the bloated image of
their leader, the now crippled angel. Grotesque as they
are, the Overloads have considerable brawn hidden beneath
their greasy flab. Resultantly, close combat is ill
advised. Be guided instead by wisdom with the use of
ranged weapons and magic. |
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Hell Lords (Translation Unknown)
Probably the single most dangerous type of adversary in
the Dungeon, the Steel Lords are nearly impossible to
take on in close combat. This fact applies mostly to
groups of Steel Lords but an adventurer will hard pressed
to find them an any other denomination as they will
patiently plan to surround a target, staying cleverly out
of hand-attack range until others arrive. Individually,
their incredibly high dexterity makes them hard to hit.
On the other hand they are relatively weak if encountered
one at a time. If all else fails fight a running battle,
pausing momentarily to hit the closest Lord, then
resuming your retreat until only one or two remain. If
the presence of the Hell Lord is suspected, proceed with
slow steps. Moving slowly will alert fewer of them to
your presence and thereby sway the odds to your favor. |
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Hell
Spawn (Translation Unknown) 
You won't find a more cunning enemy than the Hell Spawn.
Nimble and nippy they typically crowd near Counselors
waiting for something to kill. Using projectiles of pure
energy they chase, surround and attack their foe. They
send rally after rally of indefensible magic bolts with
stunning accuracy from very long distances. They are
extremely agile as well as wise. They will run the
instant you approach as if trying to lure you into a
waiting ambush from other creatures. At the same time,
however, if you run, they will give chase throughout the
dungeon without letting up. Only strategy can save you
from the Hell Spawn as they make quick defeat of magic
assistants such as Golems. |
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Counselors
(Translation Unknown)
The Counselors gather in groups, spread out across Hell.
They wait until a foolish traveler happens on to their
meeting, then they attack. They teleport from wherever
they are to a spot that affords them a clear shot with a
fireball. From there they send streams of flame at their
distant opponent. They do not wait until getting hit to
disappear. If danger approaches, they teleport away. It
is always best to catch them off-guard instead or if
there are too many, lure one or a few away from the group
before pouncing. Counselors also tend to have a single
objective on their mind - destroying you! This makes them
an easy target for a Golem who can attack them as they
hurl flames at you. If you can contiunually dodge the
flames, do so. This keeps the Counselor in one place
while your Golem gives him grief. |
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Winged Demons (Translation Unknown)
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The Butcher (Tyrannus Pinguis)
The Butcher is a foul creature, known as an Overload, who
tortures then chops his victims to pieces. His magic
cleaver is of the more powerful weapons present in the
underworld of Diablo. Although he's a big character he is
very fast indeed so be warned. Range weapons are of
little use as a result. Instead pick up a good blade, a
bag of healing potions, and say your prayers. You won't
soon forget an encounter with the Butcher. |
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Laoric, The Skeleton King   
This is the undead existence of Laoric, a former King who
died searching for his son. His death by magic has left
him in command of fallen warriors of failed quests like
his own. Be warned as this particularly fearsome opponent
has no similarities with the once gentle man, Laoric. The
Skeleton King can conjure spirits to embody newly created
skeletons that will then attack while he watches. If you
attack him in close quarters your foolishness will not
last long. Also avoid large rooms for this battle for he
will happily create Skeleton Archers who will spread out
and sprawl arrows from all sides while as their master
smashes down on you with his mighty blade. Only without
the aid of the archers will you stand a chance to focus
to destroying the Skeleton King and freeing the spirit of
Laoric from his walking curse. |
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Diablo,
Lord Of Terror (Metus)
Using illusion and fear as their greatest weapons, the
attendants to Diablo are formidable adversaries. They
prefer to wait for their opponent to display a moment of
weakness before they attack. Equally dangerous in the
dark or in your dreams, they are the fears of man made
flesh by Diablo's will. These nightmares lurk at the
edges of mortal perception from the moment you take you
first breath, and long to be with you when you take your
last. If you manage to actually face the Lord of these
tales may God be your guide as there are no accounts of
any such encounters and likely never will as no one has
ever returned to tell. |
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