Fodder[]
Gargoyle[]
Like their Imp brethren, the Gargoyle is an agile, relentless pack hunter. Native to the Sentinel world, this beast has plagued the Sentinel Guard for centuries. As one of the few demon breeds that could bypass the walled defenses of Sentinel Prime, the Gargoyle could appear without warning and claim hapless townspeople before disappearing into the wasteland. Only the most skilled marksman of the Night Sentinels could intercept this aerial threat, a peril which demanded an ever vigilant watch over the city's perimeter.
Imp[]
Scavengers of the underworld, Imps are among the most common of beasts found on the scorched surface of the Hellscape. Lesser demons of Hell, the Imp possesses limited intelligence, drive only by a hunter's impulse to seek out prey - a task for which the Imp is naturally suited due to its innate capacity for violence. As a result of these attributes, the Imp makes for an ideal footsoldier and is often deployed in the warring legions of Hell, easily manipulated and controlled by commanding highborne demons at the behest of the sovereign chapters. It is common for the Imp to appear at the frontline of an offensive attack, an expendable resource unleashed in great numbers to overcome and break through the enemy front.
Lost Soul[]
The Lost Soul has its origins among the Damned - former humans who have fallen from the mortal world, doomed to an unliving eternity as sin-branded slaves of Hell. The Damned are seemingly endless in number, their populations growing by the thousands with each rise of the black sun. For many, the tortuous existence of crushing slave labor is all that awaits. The bodies of the Damned are brittle, and those who become broken in labor - their bodies ruined, dismembered, or otherwise incapable of servitude - are transported to the pits where their souls must be extracted for further use. Those fortunate enough to escape this process are what inevitably become Lost Souls; their spirits transmogrified into physical form. The Lost Soul knows only madness, its memory a haunted image of its former mortal life. These creatures live a fleeting existence, roaming mindlessly, seeking only that which can grant them a final death.
Riot Soldier[]
First appears in Ancient Gods, Part Two
Like their fallen comrades in arms, the once heavy infantry of Earth’s defenses have now succumbed to the darkness. Now marching under the banner of the Dark Lord, they unleash a firestorm upon humanity, sentinels, and any other thing within their warpath. Emboldened by the blessed shields raided from Urdak, the riot soldiers firmly assert their dominance within combat.
Screecher Zombie[]
First appears in Ancient Gods, Part Two
The Screechers were once human worshippers of the Ra’ltha Va’Tuum, an ancient Hell cult, but instead of being rewarded for their devotion, they were tortured in the Citadel of Anguish for millennia. They became malformed by their frustrations of life-long deceit. Their blood-curdling screams of anger had fermented into something far more potent, an intoxicating power desired by all demon-kind.
Soldiers[]
Once frontline infantry fighting to protect Earth from the demon invasion, the Hell Soldiers have been claimed by darkness, turning them against their fellow soldiers in the midst of battle.
Stone Imp[]
First appears in Ancient Gods, Part Two
Imps that lost their lives on the battlefield are cast into the volcanic pits of the Burning Abyss. Bathed in Argent-befouled basalt and slag, they emerge reborn with flesh of stone. The new hide of the Stone Imp is impenetrable to most known weapons; only rapid multi-vibrations or the crushing force of a Sentinel Hammer can damage their rocky exterior. In addition to their regained agility, Stone Imps can channel the pits of their rebirth and self-immolate in Hellfire.
Zombies[]
Possessed by the influence of Hell, these once-human underlings that follow in Hell's ranks are those that have been corrupted and deceived by its power, forsaking their own humanity. Those who have fully succumbed to Hell's control cannot be saved, becoming mindless, grotesque contortions of their former selves.
Heavy[]
Arachnotron[]
Arachnotrons are built with genetic material recovered from the remains of the original Spider Mastermind, bio-engineered for cyber-augmentation. While its actual body exhibits only limited mobility, the oddly cerebral qualities of the Arachnotron make it a prime candidate for the impulse-controlled prosthetic frame that it now permanently inhabits. The UAC facility responsible for the Arachnotron's creation, intending to engineer and weaponize demons of their own design, was overrun after an outbreak occurred inside of its assembly plant, killing everyone inside. The facility, still operating under the directive of the administrative AI, continues to manufacture Arachnotrons autonomously.
Blood Maykr[]
First appears in Ancient Gods, Part One
Maykr Angels, a devoted and distinguished higher caste within Urdak, were corrupted and mutated by the waking will of the Icon of Sin. Now branded by the Icon's wrath, Blood Maykrs move amongst the demons freely as hellfire courses through their veins. Retaining their staffs and hurling them with thunderbolt force to harry their prey, the Blood Maykrs scour the dead skies of Urdak in unholy mockery of their former home.
Cacodemon[]
Hunters of the Sloughlands, the Cacodemon lurks in the bottomless and murky depths of Hell in search of easy prey. An aimless wanderer, the Cacodemon is mostly devoid of cognitive ability, sensory awareness, and otherwise commonly occurring impulses. Driven only by a singular desire to feed, the Cacodemon is likely to appear wherever there is flesh to be consumed, bringing with it an insatiable propensity for hunger. It is said that the Cacodemon bears some resemblance to the cycloptic titans of ancient Hell lore, leading Sentinel scholars to believe that the forgotten titans may yet live on in some disembodied form.
Carcass[]
The product of inhuman bio-mechanical engineering, the Carcass was created in the remote labs of the Cultist enclave. Neither truly living nor dead, it exists in a state of partial re-animation - its cybernetic armature simulating a living impulse within a decaying organic host. Devised as a means of extending the soldier's usefulness in combat after death, the unliving host can only be destroyed by severing the body from its cybernetic implants.
Cursed Prowler[]
First appears in Ancient Gods, Part Two
A binding cursed of necrotic poison drips from the claws of the Cursed Prowler like venom. Known in Hell to be one of the most treacherous forms of blood magic, only few have the teachings to conjure such sorcery. Yet, Prowlers from the deepest and darkest hellpits have evolved to naturally produce such power from their fingertips. One swipe curdles the blood of their victim and drains them of their essence with each heartbeat. The only way to cease the curse is to cease the caster.
Cyber-Mancubus[]
Mechanized and heavily augmented, the Cyber Mancubus is equipped for frontline warfare. Equipped with dual-barrel arm-mounted mortar cannons, the Mancubus's integrated weapon system utilizes the body's naturally occurring biotoxins, refining this corrosive, viscous membrane into a toxo-plasmid ammunition feed. Syphoned from the spinal gland and funneled intravenously to the weapon conversion system, the corrosive secretion is discharged by an alternating firing mechanisms, which dispenses the toxo-plasmid as either heated projectile or ignited fluid, the latter resulting in a flamethrower-like incendiary spray capable of burning through armored plating.
Dread Knight[]
A variation of the Hell Knight breed, the Dread Knight has been modified and hardwired for aggression. Armed with an exo-prosthesis powering energy blade augments, the Dread Knight is the lethal result of UAC Cultist engineering. Epinephrine regulations modulate the Dread Knight with an unbroken flow of rage-addled adrenaline, while its endorphin receptors have been synchronized to respond with the use of its arm-mounted blades. With each kill, the Dread Knight is injected with a flood of artificial dopamine. As a result of its augmentation, the Dread Knight is driven by a biochemically engineered state of pure, unbroken rage - a suffering for which respite can only be found in the act of the kill.
Hell Knight[]
The Hell Knight, warrior beast among demons, has earned its place over the millennia in service of the eternal Archdemons. As imposed by the sovereign houses, Hell Knights have long served as barbaric enforcers of the netherworld, impelling lesser demons by way of brutality. Rare among demon-kind for its innate regard for primal orders of hierarchy, the Hell Knight exhibits adherence to the prevailing rule of its demonlord masters. Requiring little compulsion on behalf of its highborne masters, Hell Knights readily serve the Elder Hell-gods for the extent of their lifespans, reaping great satisfaction in the way of war and desecration.
Maykr Drones[]
Urdak's population is mainly comprised of Drones, beings that exist as extensions of the Khan Maykr's will. Though each is endowed with their own unique identity they remain biologically unable to resist a command from their Khan, and so function in a perfectly synchronized colony system. Drones never leave Urdak, their bodies not yet mature enough to avoid harm while crossing dimensions.
Mancubus[]
The Mancubus, hulking behemoth of the demon world, bears notable difference from those of its kind first encountered by the UAC expedition team on Mars. Unlike its brethren which wore a naturally occurring armored carapace, this variation shows clear signs of pre-existing man-made modifications. Armor-plating augmentation to its exterior and a sophisticated arm-mounted weapon system indicate a clear intent to upgrade and weaponize the fighting capacity of the Mancubus, whose heavy stature and resilience make it a formidable threat in battle.
Pain Elemental[]
An abhorrent creation of the Umbral Plains, the Pain Elemental is descended from the primal, abominable depths of the demon world. Knowing only its own torment, the Elemental is cursed to forge Lost Souls within the fiery pit of its gut - a process that is excruciating and without end for the duration of the creature's miserable lifespan. The Elemental's only reprieve from its own agonizing and tortuous existence is the projection of suffering into the world. For this reason, the Pain Elemental reaps great satisfaction from indiscriminate killing and the infliction of misery upon those weaker than itself.
Pinky[]
As Hell emerged on Earth, the Pinky began to appear on terrestrial soil in great number, rapidly becoming the bane of existence to ARC military fortifications. Utilizing it's armored frontal carapace, the Pinky is able to penetrate defensive encampments, breaking through walled defenses and using its ramming ability to upturn and immobilize armored vehicles. ARC deployments, dependent on their ability to hold the line against encroaching forces of Hell, could be disrupted and even overtaken by a single Pinky, were it able to penetrate and break through their defensive matrix, allowing a greater demon influx to pour in after it. The ARC rapidly prioritized the target status of the Pinky, issuing high-range bombardment to prevent the Pinky from gaining proximity.
Prowler[]
A creature of darkness, the Prowler hunts from the shadows, preferring stealth and concealment to open conflict. Imbued with parietal infravision, the Prowler is able to see that which is unseen to the naked eye. Known among the Sentinels as 'the Nightstalker', the Prowler's preternatural sense of sight makes it a lethal hunter, capable of tracking its prey even in the pitchest black of dark. Believed to be peripherally descendant to the lesser Imp broodling, the Prowler is rarely seen in groups, forsaking pack-hunting for the precision of the solitary pursuit.
Revenant[]
The Revenant program, a bio-weapon experiment utilizing re-animated necrotic human tissue, was believed to have been destroyed with the collapse of the UAC facility on Mars. However, the emergence of the Cultist enclaves on Earth - former UAC deviations now under Hell's direct control - have begun work on a second wave of production of the Revenant program. While much of the platform's existing weapon payload is preserved as originally designed, the cyber-neural programming has undergone modification. Patterned signals are wired to the host's frontal cortex, which in turn simulate a state of frenzied, unrestrained bloodlust. While these signals are active, the host is incapable of thinking or feeling anything but a singular compulsion to inflict death and violence on the living.
Spectre[]
Born from an ancient screed of forbidden psychomancy, it was by the tomeic inscriptions of the occultic Six Sealed Eyes that the Spectre was made manifest. Divined in desecrated ruins untouched by light for an eternity, warlocks of an abandoned sovereign house unearthed the verboten scripture, seeking rebellion by means of black magick against the rule of the infernal Archdemons. By way of sorcery were numerous abominations brought forth into the Hellscape - among them, the Spectre; ethereal amalgam of the Pinky. For their role in these miscreations, the Archdemons would enact as retribution against its insurgents an unspeakable punishment, a decree of suffering that would be without end.
Whiplash[]
A scavenger of the Hellscape, the Whiplash creature was first discovered by UAC expedition teams in the black desert of the Sanctum Wastelands. These elusive, serpentine demons move with great speed and agility. They are capable of striking from a great distance with retractable bladed whips concealed from within their forearms. This particular demon breed became an object of great interest to the UAC engineers on Earth, while attempts to capture live specimens of this nimble and unpredictable creature proved to be exceptionally dangerous. After successfully acquiring living specimens, researchers implemented cybernetic augmentations designed to enhance the Whiplash's innate strength and lethality.
Super Heavy[]
Arch-vile[]
Forged from Hellfire, the Archvile is feared among lesser demons for its innate ability to channel and manipulate the unholy powers of Hell magic. Descended from the eldest race of demons, the Archvile has long held a place within the ruling caste of highborn demon-kind. Possessing superior intellect among the demon ranks, the Archville's psychomancy powers make it a natural born ruler of the savage and primitive beasts of Hell, capable of bending weak-minded underlings to serve its will.
Armored Baron[]
First appears in Ancient Gods, Part Two
The Armored Barons are grafted with the technology of Immora. Just outside the city gates they patrol with morning star gauntlets cursed by the Dark Lord himself; one devastating strike obliterates both body and soul. Even the Maykrs fear these creations of demon and machine, for the carnage is both relentless and unquenchable.
Baron of Hell[]
The Fireborne Barons have evolved, descendant clan of the Baron hellbreed, and are indigenous to the caustic, scorched hellscapes bordering the Burning Abyss. A landscape of cragged spires forged from unbreakable blackstone, tempered by the crashing waves of magmatic tide, these sulphuric planes of Hell have long served as banishing grounds - a place of exodus to which the damned are sentenced as their final destination. The Fireborne Barons have evolved in this environment, sustaining themselves on the remnants of the damned, growing obsidian carapaces and in time becoming infused with the very incendiary matter of Hell itself.
Doom Hunter[]
Once a race of beast-like hunters, the Doom Hunter creature was known to Sentinel warriors in ages past as lethal stalkers of the Metal Age. Extracted from the frozen depths of the polar tundra, the Doom Hunter belongs to an ancient race uncovered during Cultist excavation in the remote arctic. Preserved below the frozen ice for millions of years, the unearthed remains of this creature were deemed suitable for reconstruction, becoming the subject of Cultist necro-regenerative bio-experimentation. Within the remote Cultist citadel, a high-tech ritual altar which towers over the Golgothan ruins, the Doom Hunter was ceremoniously and systematically resurrected and rebuilt. While the majority of its components are now cybernetic it retains a high degree of mental faculty - a sentient, brutal hunting instinct augmented with the armaments of a tank division.
Marauder[]
As civil war consumed Argent D'Nur, the Night Sentinels Guard was quartered by their faith. Torn between serving the Khan Maykr or revolting against that which they swore to protect. Those most disillusioned forswore their oath to the Sentinel royalty, abandoning their pact of allegiance made to the throne. These hardened warriors joined the separatist group led by the exalted Priest class, allying themselves with the Maykrs and their devout acolytes in an attempted coup against the Sentinel royal house. Those Sentinel warriors who fell in battle, having sided with the Makyrs, were ultimately denied finality in death. Resurrected by the Divinity Machine of Makyr design, these fallen Sentinels were returned from the dead, transformed by Hell's power and recreated with a singular purpose: to hunt the Slayer, now reborn as Knights in Hell's army.
Tyrant[]
Demon Lords to the black soul pits of Babel, the Tyrants have long served as wardens and slavers of the infernal pits. Weaponized and cybernetically altered by the UAC, the Tyrants are tasked with overseeing the collection and extraction of sin-branded human souls from the human world, their role in Hell ordained by the unholy sigil of the Elder Hell-gods. A sadistic master of lesser demons, the Tyrants are feared for their cruelty and malice.
Ambient[]
Buff Totem[]
Incarnal manifestations of human suffering, these totems are formed from the tortured resonance of the once living, made flesh by the black arts of demonic psychomancy. A beacon of necroplasmic dark-wave energy, the Buff Totem, once fully formed, radiates the surrounding environment with a dark cloud of Hell magic. This energy possesses influence of great power for anything living caught in it's wake: Demons, while in it's presence, become adrenalized; their aggressiveness and bloodlust amplified. Inversely, these totems have become symbols of fear for humans who have encountered them, it's presence tainting the mind with nightmarish terror. The propagation of these totems would ultimately necessitate the development of the ARC mind-shield, a cyber-neural implant which could immunize it's soldiers from the psionic properties of the Buff Totem.
Cueball[]
Former UAC Engineers, these malformed zombies were rendered inept during the war for Earth. Their bodies are now a disturbing fusion of body, bone and barrel.
Demonic Trooper[]
First appears in Ancient Gods, Part Two
Immora’s warrior caste defends the ancient city, keeping watch over the walls since the betrayal of their creator millennia ago. The imperial guard of Davoth remains an honored position amongst the citizens of Immora, wielding armor and weapons forged in the fires of hate and suffering. Their loyalty and devotion to Davoth is unwavering, having waited eons for the return of their rightful leader.
Spirit[]
First appears in Ancient Gods, Part One
Spirits are the deathly essence of slain Summoner demons, a rare caste within Hell. After falling by the Slayer's hand their hatred for him fuels their ghostly state, giving shape to their discorporate essence. Unable to affect the physical world in their new forms, Spirits exist as soul-devouring parasites and rely on others to wreak their violence. Flowing into the bodies of other demons, a Spirit fuses its own essence with that of its host, gifting it with strength and speed. Even after ejecting from a slain host, Spirits cannot be harmed by conventional firearms; only sustained and concentrated energy can affect their essence and grant them a second death.
Tentacle[]
The subject of great scrutiny for ARC scientists on Earth, these Hellgrowth formations have appeared all over the planet, taking hold wherever Hell has made its presence known. Forming chaotic, seemingly random structural patterns, the propagation of hellgrowth has taken root at an alarming rate, exhibiting a cellular reproduction cycle that ARC scientists fear may be impossible to contain. The resultant environmental effect is extremely hostile to terrestrial life, producing atmospheric bio-contagens and a multitude of organic hazards. Wherever these nest-like formations emerge, they are protected by swathes of defensive tendrils - long-thorned tentacles that demonstrate keen awareness of their surroundings, fully capable of disembowling anything that it deems to be a potential threat to the nest.
Turret[]
First appears in Ancient Gods, Part One
Invented by the Hell Priest Deag Nilox centuries ago, Turrets contain imprisoned lesser demons that serve as stationary guards for their dark masters. Taking the form of a single unnatural eye and rising from their fellsteel containers to fire on any intruders nearby, Turrets defend the spaces around them and previously served as a direct visual link for their Hell Priest Creator. With Deag Nilox now dead by the Slayer's hand the Turrets are directionless, and persist as undying traps that lash out with bursts of energy at anything that comes near.