Now pardon me Sir, but how can you imagine anyone can guess that skulls have anything in common with corpses? Especially in environment like this - a city full of FLYING SKULLS, not attached to anything, without even a neck-stumps. Just pure flying chit-chatting skulls. Skulls that get conjured out of thin air by Pain[t] Elementals. Skulls that just appear out of nowhere, instead of being properly created by beheading followed by an act of necromancy.
Which brings about some new ideas:
- skulls that can throw fireballs with 1/10 chance
- STATIONARY diamond skulls that can throw inaccurate double fireballs.
- a high end enemy (unique?) that fills a niche left by Arch-Viles (a specie now on the verge of extinction due to a large number of adventurers descending down the mines of Phobos) - one that instead of bringing corpses back to life turns them into flying skulls. Each having 1/10 chance of being a fireball-type skull, and 1/20 chance of being the stationary double-fireball type. A "Necromancer" of sorts, living in Mortuary? Or maybe a Pestigor of sorts - raising as skulls corpses it passes through (or next to)
- "Rotter" type enemy - a melee type monster that raises each corpse it passes through (or next to) as another Rotter.
- "Horned demon" - able to rush at enemy, doing movement+attack at once, and exhausting him for 1d4 rounds. Each attack of him would have a knock-back chance. If a knock-back is scored, the monster immidiately follows with a rush (unless exhausted).
- "Long-tailed demons" - normal demons, but they get an extra attack of opportunity against any player attempting to move away from them.
- "Acid spitting monstrosity" ("Tentacled Beast of Hell"?). Acid immune. Generated only in acid pools. When walking, leaves behind a trail of acid. When attacking in melee, it has a chance to turn the ground under its target's feet into acid. Posseses both ranged attacks (ball of acid - low damage but turns 9 tiles into acid) and melee ones. Attempt to move away can fail due to tentacles - "Beast's tentales keep you fairly in place!" (unless a knock-back test is passed - that is, the harder char is to knock back the easier time he has with the beast). Generates a special level feeling if generated on a level.
- a lava version of the above?
- a teams of 3+ former humans operating machine guns. One gets stationary and fires burst each round. The more former humans standing next to him, the more shots in the burst (they help feeding the ammo)
- a teams of 2+ former hmans operating bazookas (rocket launchers). If 2 next to each other, they can reload each round. If a lone rocketeer in place, he needs an additional round to reload (being the stupid zombie he is).
- "Hulking Husks", generated with demons around. Melee type opponent. As a special attack, he can move and throw his team mate (a demon) towards the player (with random scatter). If the demon hits the player, an automatic attack from demon is resolved on the spot, +knockback, and an automatic melee attack from player against demon. If the demon scatters, he just stands there next to the player. An alternative melee attack of the Hulking Husk - picking the player up and tossing him around. Hit against the floor = damage. Hit against the wall = more damage. Hit against the barrel = barrel goes boom.
- "Juggernaut of Hell" - a hard-to-kill slow-moving regenerating melee type that, after noticing player, goes straight towards him, ignoring (breaking) any walls/crates/doors/whatnot, destroying corpses, powerups, items, and smashing low-level monsters in path (formers, demons, skulls). Higher-up monsters get pushed sideways/behind.