Codex-Bestiary-Enemies

All foes (humanoid and otherwise – excluding Apex Predators and Predators) that can be engaged in combat.

## **Hieracosphinx**

This otherworldly beast bears a falcon’s head and wings with the body of a lion. It burst through the walls of Loki's illusory tavern, fixated on the ankh.

The aggressive hieracosphinx attacks with claw and bite. His wings double the impact of his pouncing attack. When he rages with divine wrath, quickly move out of harm's way.

The hieracosphinx will keep attackers at bay with a scorching blaze, summoned by divine power. Deflect its fiery projectiles with well-timed strikes to send them back.

## **Set Foot Soldier**

Once human, these soldiers pledged their fealty to the god Set in order to gain access to his power. He has yet to grant them more than a modicum of what he promised. For the weakest among them, his power will forever be just out of reach.

Any strike or ploy will cut into these feeble warriors. Whether it will amuse you or Set more remains to be seen. He has set them out as fodder to lure enemies into battle.

They well know their weakness, however, so they have enough sense to hide behind cover. Catch them as they run, or when they enter the circle of battle.

 The Dead Expanse

## **Set Zealot**

Once humble adherents of Set's cult, their faith has been twisted against them. The zealots of Set's army will not balk at any task and throw themselves at the enemy with acrobatic abandon.

A dangerous enemy on first encounter, the zealot will easily topple under attacks slipped in through various windows of opportunity. Parry and bash with a shield for the perfect recipe.

Zealots prove an even greater threat when part of a group. Push for the opportunity to take them out, then hit them at range for the greatest ease in defeating them.

 The Dead Expanse

## **Set Captain**

The captains of Set's army have proven themselves in battle, surviving where most Foot Soldiers fall. Set has armed and trained them, but greater still awaits them if they hold the line.

The runic armor they bear could prove their greatest weapon. An enemy may endure endless measured attacks before taking a single blow. Dispatching a captain requires dispatching his armor first.

Small opportunities may present themselves to chip away at the runic armor. Seize the moment when they jump to attack or taunt you. For maximum spite, strike while they start or end a lethal attack upon you.

 The Dead Expanse

## **Set Executioner**

Some call them executioners. They call themselves blessed. Once zealots, they have proven their love of violence and earned a larger portion of Set's power. They ever strive to better tear their foes apart.

Smite them, strike them, and they channel that pain into an explosion around them. It will return that pain manifold. Wise indeed to dodge whatever revenge they mete out and strike with charged attacks as well.

Wiser still to combine a weapon's super abilities with those of a follower. Taking down the executioner as quickly as possible eliminates the possibility of a stray lethal attack taking down an ally. Beware, however, their dying breath.

 The Dead Expanse

## **Set Hellion**

Whether drawn from the depths of Set's domain or zealots who have lost all connection to their humanity, hellions unleash Set's cruelty with gleeful abandon.

The distinctive horn heralding the hellion's arrival strikes terror even among their allies. The hellion will singlemindedly charge at its victim and self-destruct, making any approach fraught with danger.

Quickly strike the hellion to knock it backwards, causing it to self-destruct at a safe distance. With this countermeasure, the hellion's reckless and destructive power can be harnessed to damage other nearby enemies.

## **Set Cleric**

The envy of Set's followers, the clerics' magic grants them safety from the perils of close combat. They offer benediction in the form of suffering to Set's follower and in the form of death to his enemies.

Clerics flee from any approach, determined to wield their magical advantage to its fullest. Ranged attacks best take them down. Chasing them into a corner could provide an alternate, though less efficient, manner of defeating them.

Their magic could also lead to their undoing, for they can claim no immunity to Set's powers. Deflecting and redirecting their magic back toward them could get them the most fitting end.

## **Set Hunter**

These soldiers gave up their humanity to fill the ranks of Sobek's armies, all at the behest of Set. They strive to climb the ranks and gain access to greater powers, but more often they are sent to their deaths.

Hunters ally most readily with trappers. Once an enemy is trapped, the hunter comes into play to press the advantage. Unlike Foot Soldiers, Hunters prefer to keep distance when attacking.

Hunters boast more survivability than Foot Soldiers due to small amounts of Runic Armor. Though they may fall easily to a superior foe, never count out that they may gain added strength from leaders in their own ranks.

## **Set Overseer**

The Overseers have more than proven their worth to Sobek, who has granted them both protean magics and sinister beauty. Removed from the banality of battle, they instead strike from above with magic.

Above the fray of battle, these elusive yet resilient foes pose real danger with their aggressive spellcasting. Overseers are most deadly when in groups with other threats.

A well-timed strike can reflect a magic attack back at its caster. Overseers can also be grappled from the air for an opportune onslaught, which will often expose a critical weak point.

## **Set Trapper**

Trappers once hunted food for sustenance. Now they hunt and torment enemies for Sobek's pleasure – and their own. Cunning leaders, they wield their allies as surely as their traps.

These wily foes trap your followers by encasing them in a crystalline prison. Losing a party member is highly disadvantageous in battle. To free your captured follower, destroy the barrier by attacking it.

Due to the threat that Trappers pose, it is crucial to focus on them first. However, these stout foes boast Runic Armor and shields. The best strategy is to engage them in melee combat. Approach with caution.

## **Set Commander**

Invigorated by the twofold approval of Set and Sobek, Commanders boast high vitality despite bearing little protective armor, much to the chagrin of their jealous subordinates.

Commanders wield maces, but prefer to use them to channel bursts of lightning from afar. Their magic further bolsters the might of their troops, a risky situation when your party is distracted. Approach strategically.

Keep a commander's attention away from the rank and file by pelting them with ranged attacks. At close range, an aggressive approach reliant on shield bashes can also wear this foe down quickly.

## **Sakhment's Bruiser**

Like its patron Sakhmet, the Bruiser began as a stalwart champion, then devolved into an bestial expression of terror. With its clawed gauntlet and armor, the Bruiser's bloodlust rivals that of Sakhmet herself.

Sakhmet's monster tests even the most skilled fighter's ability to dodge lethal and ramming attacks while avoiding elemental magic. Swiftly defeating the minions it calls for aid prevents splitting focus.

A fighter can use a stunned Bruiser's strength against it, riding the beast against its own allies, or forcing it into a wall. Dodging its jumps and slams opens the opportunity to grapple and strike.

## **Desert Shieldcaster**

Once blessed by the gods, Shieldcasters cast themselves out of the divine light. They stole a portion of that divine magic as they wander out to seize whatever they can to continue their journey.

Shieldcasters cast their magical shields to wound any opponent who fails to deflect them right back at them. Even at close range, the Shieldcaster wields the shield to defend against weaker attacks.

Shieldcasters know their place in the battle, preferring to hang back and cast their shield while other Libu take the brunt of an attack.

 Nubian Shipwreck
 Papyrus Swamp

## **Desert Spearmaiden**

Once called nomads, they now have earned the name of outlaw. Having abandoned their tribe and the lands to the West, they clear the path for the ones to come. Honor them, or get out of the way.

The Spearmaidens hold no love for anyone, perhaps not even the bands they protect. They stab an enemy with impunity, so prepare to parry or fall like all other enemies.

A successful parry does more than avoid pain. It reveals a weak point that you can exploit. Beware. The Spearmaidens want to steal your attention away from their allies who attack at range.

 Papyrus Swamp
 Temple of Shu

## **Desert Curse Slinger**

Once respected members of society, the Curse Slingers traded respect for power and the quest for treasures in Egypt. So they say. They may equally enjoy wielding their wild magic without restraint or remorse.

The Curse Slingers' skill with a bow, evidenced by their ability to fire magical arrows, would be the envy of many ranged fighters. Underestimate them in battle, and they will take their toll in blood.

Interrupting a magical attack earns a respite from their onslaught of magical arrows. Once you have closed in on them, exploiting weak points and charged attacks will prove the most potent.

 Nubian Shipwreck
 Papyrus Swamp

## **Wind Serpopard**

The great god Shu bestowed the powers of the sky and air on this Wind Serpopard. Tethered forever to the earth, this creature protects the treasures of the gods from all, mortal and divine.

The air itself is its weapon. Its tail threatens with a slice as well as a projectile. The serpopard will also summon fog and wind to obscure the battlefield.

In an attempt to defend itself, it may try to envelope you in a whirlwind. Use this to your advantage and grapple to higher ground.

## **Water Serpopard**

Some say the Water Serpopard owes its life to Tefnut, goddess of moisture and grandmother of Osiris. In truth, this spawn of Apep rose from the waters of chaos to serve the gods – and oppose any who seek their treasure.

In the large open space of the Water Serpopard's lair, close the distance and aggressively counter the beast's attacks to wear it down. Shield bashing it when it bites or fires a stream of water can daze the beast.

But beware, its watery attacks can slow the movements of its victim.

## **Undead Crawler**

A victim of Set's upheaval in the world of the living and the dead, this lost soul wanders in search of its true body. Unaware that it has already died, it attacks with impunity anyone who threatens it.

The crawlers desperately seek their true bodies and will fight long after the husk they inhabit has died. To truly put these souls to rest for good, you must dismember them.

Fail to do so, and the crawler will continue its pursuit along the ground. Strike it down, or let it run its course. Eventually this soul will discard its husk for good.

 Duat

## **Undead Cursed**

These cursed soldiers fought without honor in life. When Set offered magic that would bypass Ma'at's test to enter the Field of Reeds, they took it. Tricked by this lie, they ever fight for another path to eternal life.

The Cursed is invulnerable to direct strikes when it has allies. In order to damage it directly, first kill its cohort.

Avoid the Cursed's advance to focus on other enemies first.

 Duat

## **Undead Devourer**

Cruel humans, ignorant of their own avarice and selfishness, Devourers were betrayed and killed in life.  They devour good and evil in a vain effort to fill the hole where their souls should be.

Their misguided anger draws other lost souls to them, consuming the souls of vanquished allies to replenish their own Runic Armor. This brazen act denies you the Divine Protection that you would normally receive.

Upon consuming its allies' souls, the Devourer swells to a treacherous size. Combined with its penchant for lethal attacks, the tide of battle can turn for the worse if such a threat is not dealt with quickly.

## **Undead Wraith**

Set twisted the souls of animal and man alike to forge the Wraith. Its humanity has fled, leaving behind a malicious creature running on instinct, intent on spreading sorrow and mischief wherever it roams.

Wraiths retain enough cunning to strike from surprise, then disappear for extended periods of time to avoid reprisal. Stay vigilant and strike opportunistically when they reappear, or they will evade your every attack.

Despite this, Wraiths are not very threatening. While elusive, none of their attacks are particularly deadly, and once caught, a skillful combatant can make quick work of them.

 Silent Caverns

## **Undead Forgotten**

Set has crafted horrors from soul fragments he found in the Duat. An echo of a lost soul, a Forgotten has become nothing more than a winged horror, whispering twisted memories of pain and torment.

Their unique cries herald an onslaught of the Forgotten. They hone their pained memories into magic that carries them close enough to strike. This same magic can banish your followers from you.

The Forgotten will pummel you endlessly without fail. Their attacks may even harm their own allies, but they care little. To defeat them, catch them by surprise. You will know their approach by their sound.

 Duat

## **Surtur Charger**

In ages past, Surtur stole Mimir's knowledge to forge these mechanisms out of steel and fire. Surtur's Chargers maintain themselves, but with Surtur locked away for millennia, their weaknesses have proliferated.

Chargers are deceptively simple foes that fail quickly, but only if you mount a strong offense. As a group, they will never back down, so cull their numbers to prevent overwhelming odds.

Dodge their fast-moving projectiles, and take care to avoid the deadly pillars of energy that they discharge. Fortunately, Chargers are stationary while charging up for this lethal strike, making them vulnerable targets.

## **Surtur Wrecker**

Surtur has long hated the Aesir. He once crafted Wreckers to take down any edifice, any altar, any hint of his despised enemy. To his delight, they proved effective against other adversaries as well.

Wreckers may look like weaklings with simple ranged attacks, but once incited, they immediately self-repair and shift to close combat. They harry foes with powerful melee strikes, making them dangerous in numbers.

Nonetheless, Wreckers are fairly easy to overpower. Despite having shields, Wreckers use them only as a passive defense against projectiles.

## **Surtur Constructor**

Constructors were once intended to build edifices and altars to Surtur's glory. During his imprisonment, they have instead built his army. Wielding hammers, they build the path for Surtur's eventual escape.

They prefer to stay at a distance and send lethal slashing attacks, although they are also capable at close range. Constructors also build mortars and launch projectiles. Destroy the mortars to stop their onslaught.

Their barriers do not inhibit movement, but they block your party's projectiles while permitting their allies' attacks. However, such bulwarks are susceptible to Alvilda’s pierce arrow, which can fly through unhindered.

## **Surtur Ambusher**

An unsettling clarion call augurs the arrival of Surtur's Ambushers. These airborne minions were forged with the sole purpose of crashing into their targets, causing chaos and devastation on the battlefield.

The Ambusher will fly towards its target before descending rapidly and exploding on impact. If attacked at a safe distance, the minion will immediately detonate without causing harm to your party.

Leverage this knowledge and seize the opportunity to cause widespread damage to your enemies.

## **Surtur Shocker**

Surtur's armies would have long ago fallen without his shockers. They restore the armor of his fiercest soldiers, while holding their own on the battlefield. Can Surtur ever truly be defeated while his shockers still stand?

Shockers present the greatest threat with their mechanisms. When you destroy runic armor, Shockers' devices can recreate it. As soon as you destroy armor, dispatch your enemy, or you may be left to break it all over again.

Shockers themselves will fly into the background, littering the battlefield with mines and inundating it with spells.  Tread carefully and take shockers at range. Once they are down, the battlefield is yours.

## **Eythingamathur**

Eythingamathur embodies all that Surtur gained from experience and stolen knowledge. While Surtur is shackled, Eythingamathur is his agency in the world. This magical construct takes the blows intended for Surtur.

Eythingamathur will test all your weapon skills and keep you on the move. To exploit its vulnerabilities, you must first put yourself in the line of fire.

Its massive left hand can pummel you, even at a distance. When it does overextend, it's an opportunity to strike the fist from its arsenal. If it charges at you, blast it off its path. Slip behind it when it starts to spew fire. Its molten heart is the core of its power. When it calls forth magma from the earth to recharge, act quickly to expose the heart itself.