Eternal Darkness: Sanity's Requiem/Bestiary

The beasts the Ancients unleash upon humanity is comparatively short in comparison to other Survival Horror games, but all of them are deadly in one way or another nonetheless, and all of each race are divided into each of the three alignment. Corresponding to this, each alignment has a distinctive trait: Chattur'gha creatures hit harder and can take larger amounts of damage before falling, Xel'lotath monsters are weaker, but drain vast amounts of sanity if left unchecked, and Ulyaoth beasts siphon the magic of the attacked victim. Most of them, when finished, vanish with a hissing sound and a wave of yellow energy that consumes their bodies. Summing all of them, they are:
 * Trapper
 * Zombie
 * Horror
 * Bonethief
 * Reaper/Gatekeeper
 * Lesser Guardian
 * Vampire
 * Black Guardian
 * Pious Augustus, the Liche

Trapper
Trappers are small creatures with a small ovoid torso, three legs that resemble a scorpion, albeit elongated to about ten centimetres in length, that are tripedal in nature. Their main weakness-they're blind. Their primary strenght: with their superior hearing, they can pinpoint the location of an enemy with little effort. Once their prey has been targeted, the Trapper starts wiggling and screeching, glowing in the color of their alignment, and if anyone nearby moves too quickly, the Trapper sends off a wave of energy from its tail, and when it hits its mark, the affected person is instantly sent to the Trapper Dimension, a warped place of rocky, jagged platforms hovering above an endless void. In this world, there is a bottom platform, an exit platform, and three platforms that have each a pool of magickal energy, one for life, one for magick, and another for sanity, used to restore the points of each attribute. The bottom platform connects to each other platform via a teleporter, and all the restoration platforms are as well connected to the exit platform, making it possible to exit directly through the exit platform, or to stop through any of the other platforms and take the exit from there. The Trappers die as soon as the wave has been cast, and as they don't hesitate in the least to activate it as their only defensive measure, it is impossible to defeat them with conventional melee weaponry. They can only be killed with either their own wave attack or with projectile weapons.

Zombie
Instead of the standard three alignments, the Zombies come in four different alignments:
 * Mantorok Zombie: They are the basic type of zombie. They are weak and can be easily killed through decapitation and a few hits from any weapon. Being nothing more than dead, dessicated husks, they easily catch flames and thus can be easily dealt with with a torch.
 * Xel'lotath Zombie: These zombies resemble Egyptian mummies, and as the Mantorok Zombies, they easily can be set ablaze with a torch. Nevertheless, in the case a torch in unavailable, it is of practically no worth to attack its arms or head without finishing it, as the lost limbs remain as translucent emerald "phantom limbs", with, while having no physical form, still have a distinct green aura of madness, and can still inflict physical damage, as well as damaging the sanity level.
 * Ulyaoth Zombie: These zombies are rotting carcasses of drowned men, which store large bags of exploding gases in their bodies. While they do not possess the Xel'lotath Zombie's ability to retain their limbs, if their arms are severed, it can start "singing", a move that has the Zombie start chanting and glowing, and if other Ulyaoth Zombies are "infected" by the chants, will start singing as well. After a few seconds of moans, the Zombies explode, creating a wave of destructive azure energy that causes exponential damage for each destroyed Zombie, and prevent the character from finishing the Zombies.
 * Chattur'gha Zombies: They are little more than strong, skinless masses of muscle, horribly more violent than other Zombies. They can even survive complete decapitation, which actually leads them to a maniacal frenzy in which they flail their arms with more strength to deliver more devastating punches. They also can regenerate lost limbs and heads.

Horror
All three Horrors have something in common: each is a bipedal, towering beast with broad, stooping shoulders, easily two heads taller than any human who confronts them, gifted with three heads. They do not have normal umanoid legs; rather, they have animalistic legs that resemble a much thicker version of the hind legs of a predator, but they do have humanoid arms, until their hands that is, when these become dangerous claws All of them use the same basic attacks-a powerful stream of corrosive energy of their alignment, and a vicious slash attack supercharged with the same energy. They are extremely resilient and highly dangerous at any range. Aside from that, the differences from each Horror type are merely cosmetic and to reflect the status of their alignment, though they are quite different from each other physically:
 * Xel'lotath Horror: Possibly the most disturbing Horror, as they have no proper heads or faces-rather, these monsters have three pupiless eyes, which are, as described by Maximillian Roivas "festooned with tiny, hook-like teeth". They lack mouths as well, but they are quite strong and it is not wise to engage them head-on without proper weaponry.
 * Ulyaoth Horror: These Horrors, in stark constrast to their Xel'lotath counterparts, have no eyes, though that doesn't make them blind at all-Maximillian Roivas mentions they are able to "look at your soul as if looking through a window", which implies they are capable of unnerving their target with greater ease than other Horrors.
 * Chattur'gha Horror: These are the strongest Horrors, as described by Maximillian Roivas as having "muscles thick as ropes capable of crushing stone, and cutting through steel as if it were threshed wheat". These are also among the most normal of Horrors, having three feral heads atop their massive shoulders, resembling warped, predatorial beasts.