List of Blood creatures

This list of Blood creatures describes all the relevant creatures appearing in the Monolith Productions' computer game Blood. The game features a large number of creatures throughout its levels and most of them are absolutely hostile to Caleb (the player controlled character), being either human members of the Cabal or creatures fighting for the dark god Tchernobog: these include regular enemies, as well as the end-level "bosses". A lesser class of enemies, often referred to as "nuisance enemies", lists some creatures who are not considered real threats, but will try nonetheless to harm Caleb. Finally, there is also a small number of neutral creatures who will not pose a danger for the protagonist. Note: the numbers given in parenthesis refer to the number of hit points for the specific creature in each skill setting (from 1 to 5; that is, "Still Kicking," "Pink On The Inside," "Lightly Broiled," "Well Done," or "Extra Crispy") of Blood. Creatures from the games sequel are found bellow the Blood creature sections.

Blood
Enemies
Nuisance enemies
*Bats: these are just ordinary vampire bats and, while they are the weakest of all enemies in the game, they still manage to be very annoying, especially in swarms. They fly around, chirping and swooping down on the player, rarely making a direct threat. However, bats have a tendency to swarm and distract the player when he is busy attacking other more dangerous monsters, something that can prove fatal. A misplaced shot with the napalm cannon onto a nearby bat instead of its intended target can cause an explosion in Caleb's face. (2/3/4/7/10)

*Rats: slightly stronger than bats, rats are much better at dealing damage directly to the player. Like their flying cousins, they will swarm the player in groups. Rats are often found around rotten corpses, and due to their ability to deal a reasonable amount of damage, should not be ignored except in the most dire of circumstances. (2/3/4/7/10)

*Bone Eels: like their real-world companions, these eels are found exclusively in water (a bug in some early versions of the game allowed Bone Eels to pursue Caleb out of the water by swimming through the air). They are fast in their element, but also weak. As many other nuisance enemies, the eels mainly attack in mobs and can be deadly in higher numbers, especially to an unskilled player. Bone Eels tend to attack the flanks and back of uncautious players. (16/20/26/30/38)

*Hell Hands: Hell Hands are leftover parts from zombies. They move by walking on their fingers (a reference to the Thing from the The Addams Family), spending their time moving around and saying things like "I'll swallow your soul!" (an homage to the movie Evil Dead II), although their hands lack of vocal cords make this something of a mystery. At close range, a Hell Hand will leap and attach itself to the player's neck and strangle him, unless the player can get rid of it rapidly (by quickly pressing the action key, space bar by default) before going into the kill. (4/7/10/14/18)

*Green Chrysalid Pods (Plasma Pak only): these enemies are green, podded plants growing in various environments throughout the levels, like flower beds or lawns; they attack by spitting a vile fluid that deals splash damage as well as regular damage. Also, some specimens have prehensile roots that can hit nearby foes. (50/66/92/122/154)

*Magma Chrysalid Pods (Plasma Pak only): Magma Chrysalid Pods are similar in shape to the smaller Green Chrysalid Pods, however these have an orange-brown pigmentation and their roots can go down all the way to the bowels of the earth: this latter feature grants Magma Chrysalid Pods the ability to spew explosive napalm balls which will set fire to anything nearby, including the player. (90/132/196/244/324)

*Little Caleb (Plasma Pak only): likely a tribute to Army of Darkness, the Little Calebs are spawned when the player approaches a mirror and breaks it: the miniature Calebs will emerge from the shards attacking with tiny shotguns, uttering several of the one-liners often spoken by Caleb himself (e.g. "No one wants to play with me!") in a shrill tone. (7/10/14/20/25)

Regular enemies
*Axe Zombies: these axe-wielding corpses are the first type of enemy faced in Blood and one of the most abundant. They are created from parts of dead bodies in a Frankenstein-like fashion, as shown at the beginning of fourth episode, "". Upon detecting the player, they will sprint to attack, moaning "Brains!" or "More brains!" (referring to the Return of the Living Dead film series). They use large, rusty fire axes as weapons. Axe Zombies will chase the player relentlessly, moving primarily along a straight course, but they do not change course easily despite their surprisingly fast speed and can be easily dodged. While a single isolated zombie is a minor threat, they can be potentially dangerous in packs. Occasionally, zombies are buried in the ground as normal corpses are, but will emerge and attack when the player is nearby; similarly some of them appear at first glance to be lying motionless on the ground, like if they are already dead, only to rise and attack when the player draws near. Axe Zombies are highly resistant to fire attacks, requiring several flares or extended exposure to the aerosol spray can before they ignite; unlike Cultists, they can still attack effectively even when engulfed in flame. The heads of zombies, should they be severed in combat, can be kicked around like footballs until they expend their "hit points". (68/90/130/170/220)

*Cabal Loyalists: they are the backbone of the structure of the Cabal and therefore one of the most common types of enemies in the game. Fiercely faithful to their god Tchernobog, they take sadistic delight in killing any who oppose the might of their god. While they are relatively weak, these enemies can deal large amounts of damage owing to their weapons; they will also try to dodge the player's attacks by crouching or strafing and can swim well, thus posing a serious threat also in underwater environments. According to Monolith, the loyalists speak the Cabal language - a derivative fusion of Sanskrit, Latin and French - to induce fear in their foes. Cabal Loyalists are clad in robes reminiscent of monastic dresses, which are color-coded depending on the wearer's status within the Cabal's hierarchy, as seen below:
**Cultists (beige robe with yellow belt): the most common type of Cabal Loyalist, the beige-robed ones are generally referred to as Cultists. They wield old-fashioned hunting shotguns and, although they only use it one barrel at a time (unlike Caleb, who can discharge both barrels at once), the Cultists' aim is accurate and deadly. In addition, Cultists will occasionally throw TNT on the higher skill levels. (40/60/80/100/125)
**Fanatics (black robe with blue belt): the black-robed variety of Cabal Loyalists is called Fanatics due to their greater loyalty to Tchernobog. Their favourite weapon is the Tommy Gun and, contrary to what is reported in Bloods manual, they cannot throw TNT. Fanatics are somewhat harder to fight than Cultists because the Tommy Gun gives them the ability to fire constantly, making these enemies deadly and accurate even at long range. (40/60/80/100/125)
**Ackolytes (green robe with bronze belt, Plasma Pak only): the green-robed Cabal Loyalists are the lowest class of Cabal members and are referred to as Ackolytes. They are "Cultists in training", not yet trusted to wear beige robes and lack hitscan weapons. Their only attack consist only in flinging TNT sticks or bundles at the player, which can be easily evaded. (50/70/100/130/170)
**Zealots (blue robe with silver belt, Plasma Pak only): the blue-robed Cabal Loyalists are a select elite whose members are called Zealots, who are considered even more loyal than the Fanatics. Zealots are entrusted with a Tesla Cannon and electricity-resistant armor, making them nearly impervious to attacks from electric weapons. (50/70/100/130/170)
**Priests (red robe with gold belt, Plasma Pak only): see , described below.

*Gill Beasts: resembling large bipedal sharks with roundish head structures, the Gill Beasts are extremely dangerous in their natural aquatic environment, moving with speed and grace, two and a half times as fast as the player can swim. Fortunately, they are not as suited to land as to water and on the surface they will clumsily follow the player by moving on their legs. Gill Beasts attack by biting the player, and are intelligent enough to act as a group to bring Caleb down: underwater, they will attempt to surround Caleb and block his path, thus adding the danger of asphyxiation to their biting attacks. Storywise, not much is known as to why these horrid beasts exist, whether they are a creation of Tchernobog, a larger development stage of the Bone Eels or simply an unrelated creature. A possibility is that they are developed in the mad scientist's laboratory, possibly from mutating people, because one room shows a Gill Beast in a cage and a couple of normal humans in cages alongside it, "waiting" for their time to suffer the hideous mutation. (92/130/200/244/310)

*Bloated Butchers: these fat zombies are slower, but much tougher than their axe-wielding undead relatives. Butchers possess three ways of attacking the player: at long range, they will throw cleavers (oddly, thrown cleavers deal spirit damage unless the player is wearing Spirit Armour); at mid-range they will vomit a caustic substance emitting a characteristic "puke" sound; finally, when at melee distance, they will swing their cleavers causing heavy damage. A Bloated Butcher's ranged attacks (puke and cleaver throw) cannot hit Caleb when he is crouching.(308/436/630/850/1090)

*Gargoyles: brown-skinned, flesh gargoyles are the main airborne threat in Blood. They have a demonic appearance complete with large, clumsy wings that lend themselves to an erratic flight style. They tend to growl often and do not speak; their attack varies between flinging razor-sharp bones at Caleb, to slashing him with claws at close range, something they do especially by taking sudden dives during flight at the player character. Gargoyles can sometimes ambush the player by appearing in the form of statues: making a move near them or shooting them will wake these creatures from their sleep and cause them to attack. (300/390/592/696/950)

*Spiders: in spite of their diminutive size, the spiders in Blood are in no way mere nuisances, rather, depending on their species, their bite can cause either delirium or blindness.
**Reddish-brown Spiders: the smaller brown spider will give the player a sense of delirium upon biting him, something that is portrayed in game by the screen swaying back and forth and tilting, almost as though Caleb were intoxicated or high. The tilting view produced by the brown spiders can make the player miss attacks or dodge badly, proving fatal in certain conditions. The effect is temporary, but multiple bites have cumulative effects. (3/6/9/14/18)
**Green Spiders: the green arachnid is larger and tougher than the previous species; its bite will cause Caleb to become blind, the effect being portrayed with the screen to growing dim. As seen previously, the effect is temporary, but cumulative, meaning that with multiple spider bites a player could become totally blind. (16/19/26/30/38)

*Hell Hounds: these orange, mastiff-shaped creatures are reported to be the children of . True to their demonic nature, they are extremely dangerous, especially owing to their mid range attack, which consists in breathing a stream of fire (similar to Caleb's aerosol can) capable of setting fire and dealing continuous damage to the player. Hell Hounds will also attack by biting when faced at short range. Being creatures of a fiery nature, they will drown instantly if lured into water. (180/244/366/482/602)

*Phantasms: Phantasms are unique and dangerous hovering creatures resembling the Grim Reaper in slightly off-white clothes. They carry, as the Reaper normally does, a scythe. Normally, Phantasms are spectral in nature and they cannot be damaged in this state, however they will not block the movement of Caleb or other creatures. Only when attacking Phantasms become tangible, but this also exposes them to damage from the player's weapons. Phantasms swoop in close to slash at the player with their scythe, in an attack which can deal massive damage; also, they can blast Caleb with "spectre-shaped" projectiles from a distance (which, obviously enough, deal spirit damage). (260/350/530/684/876)

====Bosses/"Greater" enemies====
*Cheogh/Stone Gargoyles: Cheogh is a Stone Gargoyle and the first boss of Blood. He holds an undeniable hatred of humans, as well as Caleb and the other Chosen, and only out of respect for Tchernobog keeps his urges to kill them in check, at least until Tchernobog casts the Chosen and Caleb down for their supposed "failure". Cheogh is the leader and ruler of all the gargoyles, however regardless of his position he is about impossible to tell from normal stone gargoyles, which are quite commonly encountered across the levels of Blood and in appearance look like the flesh gargoyles, except they are bigger, have skin apparently carved out from stone and blue glowing eyes. These creatures attack in a manner similar to their flesh counterpart, albeit they shoot blue energy balls from their eyes, rather their throwing bones. These energy shots are sometimes "smart-fired" or calculated to intercept the path of the enemy's current movement. They can also rake at the player with their claws, doing severe damage if they connect. Very occasionally they also appear as sleeping stone statues on some levels. Cheogh appears at the last level of the first episode, "Altar of Stone" to face Caleb, after he has swooped in and flown away with Ophelia, Caleb's assumed love interest in the series, in the opening movie. When the creature is slain, the protagonist proceeds to cremate her corpse along with the whole Altar and then blows Cheogh's brains out of his skull in retaliation for the sacrifice of Ophelia with a well-placed shot. Cheogh is supposedly resurrected in the final level, "Hall of the Epiphany", attacking the player as the first of a gauntlet of bosses guarding Tchernobog himself, however there's no real story about it. (2760/3864/6456/6684/9696)

*Shial/Mother Spiders: Shial belongs to a third class of spiders, the very large "Mother Spiders", thus making her the central mother of all the various spiders Caleb encounters. For a player who highly suffers from arachnophobia, battling her can be emotionally very distressing. Shial is a faithful servant of Tchernobog and acts as the boss for the second game episode. The main danger of Shial - and all other Mother Spiders - lies in their ability to quickly spawn large swarms of the lesser spiders to bite the player to death; however these large arachnids have no attacks of their own to damage the player (this is rather pathetic for an episode-ending boss). Mother Spiders are also the only species of spider in Blood that can enter the water and survive. Not a great deal is known Shial's attitude or characteristics, except the fact she lives in the frozen north, within the bowels of the earth: not surprisingly her lair is reached by Caleb only after crossing the tunnels of a deep mine. When the Chosen were cast down by Tchernobog, Shial captured Gabriel and later cocooned him in a large mass of web. After being defeated, Shial is finished with a crushing stomp by Caleb, who rips out the heart of his fallen comrade to drink the blood from it and gain Gabriel's power to use in later battles. Just like Cheogh, Shial is supposedly resurrected at "The Hall of the Epiphany", as the second from a gauntlet of four bosses Caleb must face to stop Tchernobog himself, though it also has no real story around her return. (~450/~800/~1000/~1400/~1600)

*Cerberus: Cerberus is Bloods third major boss. Somewhat akin to its Greek counterpart, the Cerberus creature in the game does have multiple heads, albeit these are only two when compared to the three of the mythological beast. This rarely encountered and fearsome creature attacks by breathing burning balls of explosive napalm at great distance or small fiery clouds of fire at medium range and by biting or devouring its enemies at melee distance. Each of its two heads must be destroyed individually in order to defeat the beast, a task complicated by the enhanced ferocity of the surviving head once the first has been killed. It is believed that the Cerberus creatures are the source of the Hellhounds, the fire-breathing mastiffs often encountered by Caleb. A total of three Cerberi bosses is found in the entirety of Blood, the first being the boss in the third episode, the second only at the hardest skill levels in the sixth level of episode four and the last guarding Tchernobog at the "Hall of the Epiphany". The ' add-on also features two Cerberi as the end bosses. Storywise, Cerberus is the loyal pet of Tchernobog and second in command of the entire Cabal, after the casting-down of the Chosen. He also briefly appears in the intro movie with a Hellhound comrade and scorching Ishmael (a.k.a. JO JO The Idiot Circus Boy) to ashes. After defeating him, Caleb plants several remote detonators on the beast's stomach and presses the red button, causing Cerberus' carcass to rain and soak Caleb red. Just like Cheogh and Shial, Cerberus reappears at the "Hall of the Epiphany" as a gauntlet of bosses Caleb must destroy to gain access to Tchernobog himself, albeit no real story exists about its supposed resurrection. (2556/3620/5064/7296/9900)

*Priests/Stone Beasts (Plasma Pak only): the Priests and the Stone Beasts are featured as the final bosses in the "Post Mortem" episode. There are four Priests in the last level of the episode and they are rumored to be the Cabal's replacements for Caleb and the other Chosen. Priests look like the usual Cabal Loyalists, wearing red robes and wielding shotguns, fighting much like Cultists, except with much more vitality (300/428/640/900/1266) and a faster firing weapon. In addition, when "killed", they instantly morph into the Stone Beasts, creatures twice as high as a standard human, with grey stone-tough skin and blood-red eyes. They are particularly fearsome, especially when fought in groups, possessing a vicious slash attack with their long claws at close range and a cheap but powerful stomp that can shake the ground and do severe damage to the player at a distance. This stomp attack seems to bypass completely the protection of any armor and has effect even if the player is floating or jumping. (1056/1452/2280/2880/3860)

*Tchernobog: Tchernobog is Bloods final boss, whose name is likely to have been inspired by the Slavic god Crnobog - Tchernobog is also Russian for "Dark God". He appears in "The Hall of the Epiphany", the final level of the fourth episode of the game, taking the form of a sort of minotaur-like skeleton which still appears to have some chunks of flesh still attached onto it. Tchernobog's attacks are all fire/explosive based, and he can set the player on fire in a similar manner to the flame casting attack of Dooms Arch-Vile, although, in Tchernobog's case, it is more like being set on fire by a Hellhound or Aerosol can and not a focused explosion like the Arch-Vile. He also shoots blue flames that appear like vaporous trails at first, but explode like stronger Napalm blasts when they actually detonate. It is also believed that touching or getting touched directly by Tchernobog also results in instant disintegration. Tchernobog is known by a multitude of names including "The Dreaming God", "The Devourer of Souls" or "The One that Binds", but nobody dares speaking his real name directly, fearing this would draw the dark god's attention himself. He is also said to be the force of creation that effectively keeps the fabric of all realms in check. If he were to ever be deceased for an extended period of time, the aether of the many parallel universes and alternate realities would begin to crumble, merging into one, causing a mass cataclysm, as the later events of Blood II: The Chosen later depicts. Apparently Tchernobog was never intended to be an evil force in nature: his personality and disposition are affected by the body he inhabits, for example his 5th reincarnation was a Buddhist monk. Tchernobog is in his 16th reincarnation during Blood, after having been channelled into the body of a hateful and angry man, an event that has turned him into an evil cult leader. This change to the god's personality caused the Cabal to become a purely religious sect. It is unknown exactly why Tchernobog required reincarnations in the first place, and some speculate his original body was somehow destroyed, and no one knows what his true form once looked like. (1500/2400/4700/4800/9800)

Harmless creatures
*Civilians: they are innocent bystanders who appear as shirtless, rag-wearing people unlucky enough to get caught in the crossfire of conflicts between Caleb and the Cabal. They cannot attack, nor are they any threat. In all actuality, they serve as a distraction to enemies, as Caleb's foes will attack nearby civilians before attacking the player, unless he shoots at the foe in the middle of the hunt. If killed, some civilians can also drop life essence or ammo and, in a few rare occasions, a key. They are nearly faceless, having little more than dark spots for their eyes and mouth, possibly a homage to the faceless schoolchildren in the "Another Brick in the Wall" segment of Pink Floyd's The Wall. (22/28/42/50/66)

*Mimes: mimes appear exclusively in the fourth level of the first episode of the game in an area where a carnival is found. They look much like common mimes, acting as they are trapped inside an invisible box. Caleb seems disgusted by these people, uttering: "I HATE mimes!" the first time he comes across them. Occasionally mimes can be used as stepping stones to secret places, as in a secret room where about a dozen mimes block access to a Life Seed bonus. (22/28/42/50/66)

*Corpses: corpses are not living creatures, being the remains of dead citizens, and are found in various locations throughout the game, some simply lying down on the ground, others being nailed to walls. Corpses will occasionally drop Life Essence powerups, however a number of these are actually zombies disguised as corpses.

Blood II: The Chosen
This is a list of creatures in Blood's sequel Blood II: The Chosen and its expansion pack The Nightmare Levels.
Enemies
The Cabal
*Cultists: the lowest rank of the Cabal as well as their face to the outside world. They wear typical civilian businessmen clothing and sport small-sized firearms - such as guns - which allows them to mix into human societies with relative ease and maximum of discretion. Brainwashed into service to the Cabal and left with a thirst for blood, they are out to kill the Chosen. They are not much of a threat to Caleb as they normally carry a single pistol (though they sometimes carry other weapons such as flare guns or MAC-10) but can be dangerous in packs. They come in male and female forms, who both tend to scream fanatically-motivated phrases such as "I'll drink your blood!" or "You're DEAD! Do you hear me? DEAD!" when confronting the player.

*Fanatics: these enemies Blood II: The Chosen have undergone some drastic changes since Caleb dealt with them in the original Blood. The new Fanatics are paramilitary soldiers with high armor socre, gas mask, above-average health and a strange kind of neural stimulant pack attached on the back of the armor. They are usually armed with an automatic weapon, typically the MAC-10 or an M-16 Assault Rifle. Fanatics enjoy hunting down Cabal opposers by shouting fanatic phrases like "You'll die a slow, slow death!", "Come out, we won't hurt you!" or "You won't stand a chance!" through their horribly-modified voices. If badly injured, a Fanatic sometimes will fall into his "extreme insanity mode", distinguishable by having him falling on his knees and emitting horrible screams of madness while injecting himself with the neural stimulant pack on his back and attempting a suicidal run at the player, setting himself off like an explosive charge when he gets close enough. When a Fanatic falls into insanity, players are advised to rapidly terminate him from secure distances.

*Zealots: the faceless Zealots in Blood II: The Chosen are undead creatures composed of fell magic. Their ability to teleport if attacked makes them a formidable opponent and their magic scythes can awesomely inflict both physical and magical damage at range or close up. To make matters worse, they can self-heal and/or heal any Cultists nearby. Even the Zealot's death animation is dangerous, so the player is advised to observe his final agonies from a safe distance.

*Prophets: the so-called Prophets are suit-wearing members of the Cabal's special forces unit. They are humans that carry the cult's most lethal non-magical weapons and can resist large amounts of damage. Their hatred of the Chosen sometimes makes them fool hardy, so leading them into bad situations is easy for players who like hit-and-run tactics. Prophets armed with an Incinerator are specially dangerous, as they can fire more rapidly than other Cabal agents. On very rare occasions they will resort to a knife if they run out of ammo. Due to their more accurate firing technique, greater speed, combat maneuvers and endurance, Prophets are considered the top-ranking human soldiers serving Cabal.

*Mad Scientists: Cabal Scientists are the head of all research done by CabalCo, and they actually prefer to be called "mad". They undergo surgery to replace their eyes and fingers with mechanical implants for increased efficiency as well as undergo brain modifications to remove "unnecessary" components (this renders them highly insane but entirely loyal to the Cabal). Mad Scientists have no combat training and will most likely cower away from combat or foolishly ridicule an aggressor (more evidence of their insanity). Mad Scientists also see any time as a chance to experiment and are often used to "extract" information from unwilling captives. A laboratory of Mad Scientists can be a dangerous place to be.

The Ancient One's Realm
*Hell Hands (The Nightmare Levels only): returning for a second Blood game, Hell Hands are basically the same leftover body parts from zombies from the first game, and their basis attack is the same of leaping and attaching themselves to the player's neck to strangle his life out of him. If attached, the player's only hope is to vigorously and rapidly press the space bar in the hope of detaching the unwanted Hell Hand. They are now by far much less threatening than the first game, as they tend to retreat more and even have the addition of middle finger obscene gesturing from a distance while laughing in zombating the player.

*Thieves: the Thieves are tiny spider-like creatures. Upon seeing a probable prey, they sneak up from behind and grab the back of the neck. From this location they inject a poison which works on destroying the central nervous system causing a long period of disorientation or with heavy dosage, death. The process of ridding himself from the creature is to press the space bar quickly in order to detach the parasite, similarly to a Hell Hand. Thieves have been suggested the use the Sniper Rifle at a distance, the Life Leech or Assault Rifle at close range, and Bombs around corners on them.

*Bone Leech: the Bone Leech is a tiny centipede-like parasite that entered human reality during Blood II: The Chosen. They resemble Earth leeches, only larger in size and having small pointy feet and a long thick tail. They infect the player and others by sucking onto their face and inserting their pincers, from where they enter the chest and take control of the spinal nerves, unless the player rapidly presses the space bar in order to rid himself from the Leech, similarly when dealing with Hell Hands or Thieves. After infecting a host, the Bone Leech slowly takes control of the body and grow through various stages such as Soul Drudge, Drudge Lord, and finally Drudge Priest. They were the main offensive forces of the Ancient One. They enjoy liquid and are often found in pools of water, sewage, and other such fluids.

*Soul Drudge: upon infecting a human victim, a Bone Leech burrows into the chest and through into the upper spinal column from where it gains accesses to the nervous system. This gains its accesses to every function of the host's body although it is a difficult capture at first making the Soul Drudges clumsy creatures. They generally attack anything that is nearby, mostly out of self-defense. They also have been seen in hunting troops trying to find more victims for other Bone Leeches. In Blood II: The Nightmare Levels it is used to represent Blood's Axe Zombies due to similar appearance. It has been suggested that the player should use the knife in earlier encounters and to later use the Life Leech on them, partly to gain health.

*Drudge Lord: Drudge Lords are more developed versions of the Soul Drudges. The Bone Leech has grown now, extending out giant, razor-sharp hooks from the the victim's arms for better control. They are larger, meaner, and tougher then Soul Drudges and have metal plates protecting their chests and the developing Bone Leech embryo's inside. The original victim is either dead or too far unconscious to break free from it. They attack anything they find with little fear and extreme viciousness. They rarely ever work together though they do use packs of Soul Drudges as their personal slaves. If the player encounters a group of Soul Drudges it is likely that a Drudge Lord is lurking nearby.

*Drudge Priests: the Drudge Priest is the fully mature form of a Bone Leech, they are knowledgeable in the dark arts and fire magic at opponents. They hover through the air continuously searching for new victims for its infant Bone Leeches. They are powerful creature that are often mastering subservient Drudge creatures, who are doing its bidding. Attacks on the creature often cause its breeding sack (the remains of the original victim) to burst shoving scores of Bone Leeches down on the unfortunate attacker.

*Shikari: the Shikari have been described as "pure predators", noted for their high intelligence and stealth they are known to jump and run at victims over extremely long distances at a fast pace. Once at their targets they enter a frenzy of clawing and slashing tearing their prey to shreds. At a distance the emit a potent acid at their victims. Their claws allow it to cling on to walls and ceilings. They are pack hunters much like wolves and are often shown in groups. Shikari also typically go after weaker opponents before stronger ones. They are highly adaptable in a multiple of environments, even aquatic ones. It has been recommended that the player should use a Sawed-Off Shotgun at close range, and the Death Ray, Sniper Rifle, or Flare Gun at a distance.

*Death Shroud: next to nothing is officially known about this fearsome creature.

Bosses
*The Naga: the boss of Chapter One to which it only ever appears once in the game. The Naga is a serpent-like monster that crossed over from the Ancient One's reality. Its height is about 20 feet high and is very dangerous. It's only appearance is in the Cathedral level as a boss for Chapter One. Its attacks are fairly lethal. It may fire red beams at the enemy to inflict medium damage. Second, it would rip and throw spikes from its back. If the player ends up on the main floor of the arena, The Naga will pound the ground, releasing a shock wave to startle the play. Tactical measurements state that one should use raw lead instead of magic. Best used with the Anger power-up near the cache of ammo nestled in the right walkway.

*The Behemoth: he is the boss of Chapter Two and a frequent visitor in many subsequent levels. Located first in The Catacombs level as a boss for Chapter Two, they look like rock-skinned creatures with gigantic hammer-like arms to attack. Their legs are bended like a goat's and a move at a pretty fast speed, despite their large size. Behemoths work alone or rarely in packs of two (once in a pack of three in JoJo's Big Adventure in The Nightmare Levels). They attack by slamming their arms into their prey, causing heavy damage. What's the worst part of The Behemoth is the large amount of health it has. It may take several minutes with your best weapon to put a Behemoth down. When it's near death, it will cry in pain and pound the ground to remove any attached items on it - example: if a player fires The Orb at it, it will shake it off by crushing the soil with its fists. There is no real tactic for them, just keep firing at them with your best weapons. Lead seems to do more damage than other weapons. Energy weapons work well too.

*Gideon: being the boss of Chapter Three and current leader of the Cabal, Gideon is Caleb's main antagonist through the game. A cynical, sarcastic and arrogant man but also highly intelligent, charismatic and handsome, complete with "refinated" tastes for culture, black comedy-oriented jokes and mainly blood, Gideon has made countless progresses within Cabal ranks, since he's having been prepared since his childhood to become the 17th reincarnation of the dark god Tchernobog. However, due to the Chosen being still alive lurking around to disrupt his dark plans, Gideon still feels himself to be unworthy of his current position of Cabal's current mastermind so this is his main reason to destroy Caleb and the Chosen in a definite way. Gideon in battle is quite ferocious and powerful, having mastered every dark art known to Cabal. Once defeated, Gideon will instantly morph into Undead Gideon, an enormous, undead tarantula-like monster, much more powerful, which will attack with every power from the Cabal dark arts. The player must destroy this Gideon's "second form" in order to complete Chapter Three and stop Tchernobog's menace once and for all.

*The Three Undead Chosen of the Ancient One: during the "Battle of the Chosen" level of Chapter Four, Caleb is visited by three undead creatures that closely resemble the other Chosen. They are the messengers of the Ancient One and high elaborators on his plans, as well insult Caleb's abilities to stop them. Caleb must defeat all three of them to proceed on to the Ancient One. They reappear in "Westworld" level of The Nightmare Levels expansion pack.
**Undead Ishmael: he is the first of the Undead Chosen encountered, he is armed with The Orb, which has magic uses to attack and hone in on the player. It has been recommended to use the flare gun on him, he also like the Zealot has the ability to teleport away from attacks.
**Undead Ophelia: Ophelia is the second Undead Chosen. She attacks using the Tesla Cannon. It has been suggested to run for cover over in the outer circle where a score of power ups are located, specifically near the Stealth power up.
**Undead Gabriella: Gabriella is the last and toughest Undead Chosen encountered in the level. She attacks with her extremely powerful Vulcan Cannon, which dishes out a high fire rate. Once out of rounds for that she switches to the ever powerful Napalm Launcher. It has been said that the player should use the Stealth power up and sneak up on her with the Vulcan Cannon before she notices you, otherwise it has been said to use the Napalm Launcher.

*The Ancient One:

*The Nightmare:

Harmless creatures
*Civilians: they are normal people unlucky enough to be caught amidst war between Cabal and the Chosen. They come in male and female forms. When the player "interacts" with these people, they regularly shout out unpolite and even obscene phrases (which are conveniently covered by default high-pitched "peeeep" censored sound) about their unfortunate fates such as getting late for work or other daily problems concerning them. Once attacked, either by Caleb or the Chosen, or even by Cabal henchmen, they will retreat and beg for their lives. Civilians usually drop Life Essences when killed.
 
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