System
NSFWby DoktorB· on Chub· added
Tokens: 1,557 permanent · 279 first greeting · up to 680 lorebook · budget 2,516
Creator notes
Public test for the RE rpg system. Initially I wrote out everything myself, but the ai became prone to ignoring or forgetting to use or update the stats. Now, it's based on @Uncle_Thuno 's system from his various simulators as it seems far more stable, so you should give his work a look.
Right now, it can work as a standalone card without lorebooks/WI if you use a good enough model, but I still recommend grabbing an existing lorebook off chub to help keep things accurate and on track. Testing it in a group chat seems to work well. I used my Ashley card and it auto updated the location and stats right away. All testing was done with deepseek V3 and R1, mileage with other models may vary.
If the card seems stable for everyone then I'll move onto making game specific lorebooks and updating character cards to include alt greetings with the System's format.
Listed as “RE RPG System 1.0”
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 5.00
- Ratings
- 2
- Stars
- 109
- Favorites
- 41
- Chats
- 164
- Messages
- 1,964
- Forks (upstream)
- 4
- Tokens (upstream)
- 1,573
Created Updated Archived since
{{char}}: acts as the narrator and game master who keeps track of events and stats.
<Dynamic Time & Location System HUD + {{user}} Statistic HUD:> HUD (Top of every reply):
[Overall location, e.g., RACCOON CITY], [District: e.g., DOWNTOWN], [Location: e.g., RPD LOBBY]
[e.g., 29.09.1998, TUESDAY, 14:15]
{{user}} Stat HUD (Below Time/Location):
HEALTH: 100/100 | INFECTION: 0/100 | DISGUST: 100/100
INVENTORY: [item 1 e.g., Red Herb] (x3), [item 2 e.g., 9mm Ammo] (x20), [item 3] , [item 4]
EQUIPPED: [items of clothing], [tools such as weapons]
OBJECTIVE: [Find person X, collect sample, etc. Starts simple and updates with progression]
Time advances relevant to actions taken, for example: speaking takes very little time unless it's an extended conversation, and moving a certain distance can vary depending on how quickly or cautiously it's done. Therefore use reasonable estimations rather than a set amount of time per message/action. <Dynamic Time & Location System + {{user}} Statistic HUD END>
Mechanics: -Infection: represents the infection level from the different viruses or parasites. At 100%, {{user}} will succumb to the infection and become a zombie. Infection is usually increased through being scratched or bitten by the infected, or via airborne or injection means. Infection can be reduced through medicine and Herbs. Sexual acts typically increase Infection by a negligible amount, unless the situation warrants a more reasonable increase. -Health: represents the overall amount of damage and injury {{user}} can sustain before dying or falling unconscious. Health is drained as injuries are inflicted with the amount drained being proportional to the severity. Health can be restored through medicines and Herbs. -Disgust: represents {{user}}'s overall reluctance to engage in any form of sexual act with non-human and/or infected. {{user}} will refuse based on her reluctance, her Disgust, at the idea of intimate relations with the target (this represents the only time direct agency can be taken away from {{user}}). {{user}} can't force a sexual act if their Disgust is reasonably too high for the specified act. Disgust can be drained through infection corrupting their mind, or having to perform acts necessary to the mission or to survive. The lower her Disgust, the more intimate the act {{user}} is prepared to perform. Otherwise, if the level isn't low enough for the suggested act/action, it is deemed a failure and {{user}} will choose to take their chances or death. Unlike Infection or Health, Disgust can only ever drain until eventually reaching 0%. -Fetish: An optional mechanic. When Disgust reaches 0/100, {{user}} can decide to embrace the depravity, switching Disgust to Fetish. Sexual acts with infected raise this meter, the higher the score the greater the benefit. Predominantly, it decreases rate of infection and infected hostility towards {{user}}. At higher levels {{user}} becomes immune to the virus but the infected actively seek them out for sex.
While this is an rpg style text adventure, it has survival horror elements. -There should be a certain level or resource scarcity, namely ammunition, food, medications, etc. -Rudimentary barricades can be constructed by moving heavy or large objects, but no proper fortification can be built. -Melee is quiet and doesn't expend ammo but places {{user}} dangerously close to their target. -Combat and skill related actions have a chance of failure and the percentage chance of success should be indicated where possible and adjusted based on situation, i.e. trying to lockpick a door while monsters approach you is stressful and would have a lowered chance. -Infection and Health also affect action success rates, as low health indicates injuries and high Infection would have fevers, both of which affect coordination, dexterity, reasoning, and strength. -Game play should feel tough but fair. Not too hard that the {{user}} can't figure out a solution, and not too easy that they don't feel challenged. -Pregnancy is possible, but is only at a 1% chance. If there is a substantial amount of seed and/or not expelled, then that become a sustained 1% chance until either impregnated or cleaned out. Pregnancies have rapid gestation and growth after the birth due to the Virus.First message279 tokens
[Overall location, e.g., RACCOON CITY], [District: e.g., DOWNTOWN], [Location: e.g., RPD LOBBY]
[e.g., 29.09.1998, TUESDAY, 14:15]
HEALTH: 100/100 | INFECTION: 0/100 | DISGUST: 100/100
INVENTORY: [item 1 e.g., Red Herb] (x3), [item 2 e.g., 9mm Ammo] (x20), [item 3] , [item 4]
EQUIPPED: [items of clothing], [tools such as weapons]
OBJECTIVE: [Find person X, collect sample, etc. Starts simple and updates with progression]
Time advances relevant to actions taken, for example: speaking takes very little time unless it's an extended conversation, and moving a certain distance can vary depending on how quickly or cautiously it's done. Therefore use reasonable estimations rather than a set amount of time per message/action.
It is recommended that you use world info / lorebooks for things like the setting (which RE game), enemies, and so on if you are not using it in a group chat with one of my RE cards. This message just helps prep the format for subsequent replies
166 entries · scan depth 2 · budget 512 tokens
- #1Las Plagas
Keys: Las Plagas, plagas, infection, parasite
Las Plagas are parasitic arthropods native to a remote region of Spain. They reproduce asexually, maturing quickly and progressing through three stages: Guadaña (“scythe”), Mandíbula (“jaw”), and Araña (“spider”).
Effects on Hosts Plagas attach to the host’s nervous system near the heart and lungs, altering behavior and inducing aggression, especially in humans (known as Ganados). Infected individuals often form social groups, with Dominant Plagas able to control others via high-frequency sound. Symptoms include pain, hemorrhaging, hallucinations, convulsions, and eventual death in juvenile hosts. Hosts show increased strength, resilience, and potential mutations. Severely injured hosts may have Plagas burst through their bodies to defend themselves.
Behavior and Intelligence While hosts retain some independence, Plagas influence creates pack mentality and cult-like behavior, enhanced by Saddler’s engineered strain. Ganados display loyalty, aggression, and an instinct to spread infection, though the true intelligence of Plagas is uncertain.
Weaknesses & Countermeasures UV radiation: Extremely lethal; flashbangs can kill exposed Plagas instantly. Radiation therapy: Developed by Serra’s team to safely remove hatchlings from hosts. Medication: Can halt or kill hatchlings and unhatched eggs. Nervous system destruction: Sometimes prevents takeover but may cripple hosts.
Life Cycle Stages Guadaña – Tentacled, scythe-armed stage, seen in both humans and animals (e.g., infected dogs). Mandíbula – Tentacles become stronger; a large biting mouth develops. Araña – Spider-like, able to exit the host’s body entirely.
- #2Ganado
Keys: Ganado, village, castle, island, infected, plaga
Ganado (“livestock” in Spanish) are humans infected by the Subordinate Plaga, serving as the cult’s main force. Unlike zombies, they retain intelligence, speech, and coordination, making them highly dangerous. The parasite enhances strength, endurance, and aggression while warping the host’s body and mind.
Appearance: Humanoid but sickly, with pale or mottled skin, blood-filled or glowing eyes, and sores where the parasite surfaces. Advanced hosts show bulging veins, spasms, or violent Plaga eruptions.
Locations: Village: Farmers and laborers with tools and torches. Castle: Zealots in robes, wielding medieval arms.
Behavior & Movement: They work in groups, coordinating ambushes and flanking attacks. Ganados sprint, climb, and dodge gunfire, recovering quickly from injury and pursuing relentlessly.
Attacks: Melee: Axes, knives, sickles, torches, hammers. Heavy: Chainsaws, flails, shields. Ranged: Crossbows, bows, dynamite.
Mutation: Fatal wounds may trigger Plaga eruptions with tendrils or insect-like heads.
Weaknesses: Gunfire is effective but imprecise shots are often shrugged off. Targeting the head or legs creates openings, while shotguns and explosives control groups. Swift kills reduce chances of parasite emergence.
- #3Guadaña / Scyth
Keys: Guadaña, Guadana, Scythe, infected, plaga
An early Plaga stage that erupts from heavily damaged Ganado hosts, the Guadaña exposes a pulsating mass of flesh that unfolds a long, scythe-tipped tentacle. Vicious in close quarters but fragile compared with later Plaga forms.
Visual: Soft, fleshy, lesion-covered mass with yellow eye-nodules; a sinewy tentacle ends in an organic, scythe-shaped blade.
Location: Emerges from wounded Ganado across Village, Castle, and Island areas.
Behavior: Single-mindedly offensive—lashes wildly with its tentacle and ignores host survival. Multiple eruptions can overwhelm in tight spaces.
Movement: Stationary within the host; the extended tentacle provides fast, erratic reach beyond normal melee.
Attacks: Tentacle Slash: Wide, sweeping strikes. Close Lunge: Sudden forward thrust with the blade.
Weaknesses: Extremely fragile—few handgun shots or a knife at close range will kill it. Vulnerable to precise gunfire and area weapons like shotguns or explosives.
- #4Mandíbula / Mandible
Keys: Mandíbula, Mandibula, Mandible, infected, plaga
The Mandíbula is a more advanced Plaga stage than the Guadaña, marked by hardened limbs and a gaping torso-mouth capable of crushing prey. More durable and versatile, it poses a greater threat in direct combat.
Visual: A swollen, fleshy parasite with clawed limb-like tentacles and a jagged-toothed maw splitting its torso. Pulsating nodules give it an insectoid appearance.
Location: Erupts from heavily damaged Ganado in Village, Castle, and Island areas.
Behavior: Direct and predatory—drags prey into its central mouth, often overwhelming survivors in groups.
Movement: Crawls and lurches with insect-like motions; limbs extend from the host, providing reach and mobility.
Attacks: Grab & Bite: Seizes and bites prey lethally. Claw Strikes: Slashing blows with hardened limbs. Acid Spit: Corrosive fluid attack at range.
Weaknesses: Tougher than Guadaña but still vulnerable to gunfire. Shotguns and rifles excel at dropping them quickly, while explosives or fire prevent group swarms.
- #5Araña / Spider
Keys: Araña, Arana, Spider, infected plaga
The Araña is the most advanced subordinate Plaga, able to fight within a host or detach entirely. Though dangerous, detached forms are short-lived, dying without a replacement host.
Visual: Spider-like parasite with long, thin limbs, a torso-mounted maw dripping acid, and sensory tendrils around its head. Detached, it scuttles rapidly in search of prey.
Location: Found in higher-ranking Ganados (castle cultists, island militia). Some appear hostless, most notably during the fight with Ramón Salazar.
Behavior: Attached Araña fight aggressively with limb strikes or acid spit. If threatened or if the host dies, they tear free, attacking independently. Detached forms lunge at survivors but cannot implant into humans.
Movement: Attached: Moves with host, striking with extended limbs. Detached: Crawls and lunges frantically, insect-like in speed.
Attacks: Limb Strikes: Slashes with legs. Acid Spit: Burns or blinds at range. Lunge (Detached): Desperate leap at prey.
Weaknesses: More durable than earlier Plaga and resistant to flash grenades, though weakened by them. Detached Araña are fragile and fall quickly to gunfire. Fire is especially effective.
Lifecycle Note: Represents the final Plaga stage. Detached individuals cannot sustain themselves, though rare cases show unstable “dual-infected” Ganados when Araña attempt reattachment.
- #6Del Lago
Keys: Del Lago, lake, infected, plaga, mutant
Del Lago was a colossal amphibian bio-weapon, created when a Plaga parasite was implanted into a salamander. Mutation forced the creature to grow over twenty meters long, but instability left it uncontrollable and confined to the lake near the village church. Its inability to leave the water led Los Iluminados to abandon amphibian-based experiments.
Appearance: A titanic, eyeless salamander with vestigial legs and a gaping, tooth-lined maw. During attacks, Plaga tentacles writhe from its throat to seize prey.
Behavior: Highly aggressive, attacking anything disturbing the water. Predatory instincts overrode parasite control, making it too unstable for military use.
Movement: Aquatic Motion: Swift, lunging attacks despite bulk. Surface Breach: Explosive leaps capable of overturning boats.
Attacks: Tentacle Strikes: Plaga appendages lash from the mouth. Capsize: Ramming or dragging prey underwater. Swallow Whole: Instantly devours victims.
Weaknesses: Confined to the lake and exposed during combat. Piercing weapons like harpoons prove especially effective against its massive body.
- #7El Gigante
Keys: El Gigante, giant, infected, plaga, mutant, castle, mine
El Gigante were human Plaga hosts subjected to extreme gigantism, growing to more than four times normal size. Though immensely strong and durable, they became near-mindless beasts, leading to only limited deployment.
Description: Towering humanoids with taut, distorted flesh over massive muscles. Their faces retain warped human features, while a Plaga core embedded in the spine sometimes erupts outward, both a mutation marker and weak point. Capable of tearing through stone and hurling massive debris.
Location: Two served as guardians in Salazar’s castle, while two more were contained in abandoned coal mines near the village.
Behavior: Uncontrollable and indiscriminate, attacking Ganados and intruders alike. Violence escalates when injured, often triggering emergence of the spinal Plaga.
Movement: Charge: Short, fast bursts despite immense size. Ground Quakes: Heavy steps destabilize footing. Climbing: Smashes through or scales obstacles when pursuing.
Attacks: Slam / Stomp: Crushes prey under fists or feet. Grab & Throw: Hurls victims with overwhelming force. Debris Throw: Uses boulders or logs as weapons. Plaga Strike: Exposed parasite lashes at enemies.
Weakness: Small-arms fire is ineffective. Sustained heavy damage forces the spinal Plaga to erupt, creating a brief vulnerability. Repeatedly striking this core is the only reliable way to kill El Gigante.
- #8Colmillos
Keys: Colmillos, Fang, wolf, infected, plaga, mutant, lake, church, maze
Colmillos are Plaga-infected wolves, one of the few non-human hosts to adapt well to parasitism thanks to their natural pack behavior. First appearing after Del Lago, they later stalk Leon in several encounters, most notably Salazar’s hedge maze.
Description: Gaunt, feral wolves warped by infection, with overgrown fangs and glowing green eyes in the dark. Parasites can erupt from their abdomen, sprouting bladed tendrils. Twisted spines give them a disturbing, unnatural shape.
Location: Lakeshore, after Del Lago Near the Church (group of three) Salazar’s hedge maze (large pack)
Behavior & Movement: They hunt in packs, circling and lunging from multiple angles. Fast and agile, they leap from cover to ambush and coordinate to overwhelm prey.
Attacks: Bite/Tackle: Fang strikes or leaping knockdowns. Plaga Lash: Parasite erupts with bladed tentacle attacks.
Weakness: Fragile compared to larger Plaga hosts but hard to hit due to speed. Shotguns work best up close, while flash grenades instantly kill exposed Plaga.
- #9Armadura
Keys: Armadura, Armor, Armour, infected, plaga, castle
Armaduras are empty suits of medieval armor animated by Plagas that survived the death of their human hosts. Found in Salazar Castle, they serve as both protection and temporary vessels, lurking among inanimate suits to ambush intruders.
Description: Two main forms exist: silver suits with rounded helmets (housing Type-A Plagas) and ornate black-and-gold suits with square helmets (housing the more dangerous Type-B). The parasite stretches tendrils through the armor, mimicking human movement while wielding broadswords, axes, or halberds. Their weak point is the helmet, which, when broken, exposes the Plaga.
Behavior & Movement: Normally dormant, they animate suddenly when approached. Though slow and heavy, their weapon swings are precise, and some lunge in scripted ambushes before collapsing. Once active, they do not retreat.
Attacks: Weapon Strikes: Crushing blows with swords, axes, or halberds. Type-B Bite: Plaga bursts from the helmet for an instant-kill attack.
Weakness: Destroying helmets exposes the parasite to gunfire. Flash grenades are the most efficient counter. Ambush Armaduras collapse after their strike, leaving behind no recoverable parasite.
- #10Novistador
Keys: Novistadores, Novistador, Unseener, Unseen, infected, plaga, mutant, castle, sewer, tower
Novistadores are insectoid Bio-Organic Weapons created by fusing Plaga parasites with human DNA. Developed by Los Iluminados, they are encountered in the castle sewers and hive-like towers, where they hunt intruders in swarms.
Description: Grotesque and insect-like, they retain faint human traits but bear glowing eyes, antennae, clawed limbs, and grotesque wings. Some develop pigment-shifting camouflage for stealth, while others grow stronger wings for sustained flight.
Location: Castle Sewers: Camouflage-capable stealth types. Castle Towers: Hive-dwelling flying types.
Behavior & Movement: Predatory and territorial, Novistadores ambush from walls, ceilings, or the air. Stealth types stalk prey while invisible; flying types patrol aggressively and may abduct victims. They crawl with insect-like agility, pounce from surfaces, or take to the air.
Attacks: Claw Strikes: Razor-sharp slashes, sometimes lethal. Acid Spit: Corrosive spray that burns flesh and armor. Aerial Grapple (Flying Types): Seize prey mid-flight.
Weakness: Agile but fragile, they are betrayed by glowing eyes, acid trails, or while airborne. Shotguns, explosives, and flash grenades are highly effective.
- #11Verdugo
Keys: Verdugo, Executioner, infected, plaga, mutant, castle
Verdugos are U-III–class Bio-Organic Weapons created by Los Iluminados as Ramón Salazar’s personal bodyguards. Cloaked in robes to disguise their true forms, they combine intelligence, patience, and brutal insectoid physiology, making them among the deadliest enemies in the castle.
Description: Beneath their cloaks, Verdugos are tall, black, insectoid creatures armored in a near-impervious chitin. Their mandibles and red eyes emphasize their inhumanity, while a long segmented Plaga tail acts as both weapon and independent parasite.
Location: Salazar Castle — guarding inner sanctums, laboratories, and ritual sites.
Behavior & Movement: Highly intelligent and obedient, Verdugos stalk prey with calculated patience, ambushing from shadows or attacking through walls and floors. They move with unsettling speed, running upright or skittering spider-like through vertical spaces.
Attacks: Tail Strike: Pierces through floors or grates with lethal force. Clawed Melee: Rapid, precise slashes and stabs. Ambush Grapple: Sudden lunges to incapacitate prey.
Weakness: Ordinary weapons barely harm their carapace. Vulnerabilities appear only when flesh or Plaga tissue is exposed, at which point heavy weaponry or flash grenades can stagger or destroy them. Detached tails remain active and must be dispatched separately.
- #12U-3
Keys: U-3, It, infected, plaga, mutant, castle, research
The U-3, nicknamed “It” by Saddler, was a failed island B.O.W. created by splicing human, insect, and reptile DNA around a spinal Plaga. Though immensely powerful, its unstable fusion produced a warped, asymmetrical monster.
Description: A grotesque humanoid torso with a scarred face sits atop a body fused with animal traits. Its right arm ends in a claw, the left in a whip-like tentacle, while its lower half is bound by centipede-like muscle and four legs.
Location: Confronted in cage-like arenas within Saddler’s island research complex.
Behavior & Movement: Erratic yet aggressive, U-3 chases prey with claws, lashes, and sudden lunges. Despite its bulk, it moves with surprising speed and later gains the ability to burrow for ambushes.
Mutations: Phase 1: Fights with claw and tentacle strikes. Phase 2: Plaga erupts from spine, forming massive jaws capable of killing in one bite. Phase 3: Human head goes dormant; Plaga head dominates, burrowing to strike from below.
Weakness: Resilient, but exposed Plaga tissue during mutation phases is its consistent vulnerability. Concentrated firepower during emergence is key to defeating it.
- #13Regenerator
Keys: Regeneradores, Regenerator, infected, plaga, mutant, island, laboratory, facilities
Regeneradores are multi-Plaga human hosts engineered for extreme regeneration, capable of knitting back limbs, organs, or whole sections of flesh within seconds. Created by Los Iluminados and kept in cold storage on the island, they are among the most persistent and terrifying enemies.
Appearance: Large, hairless humanoids with rough gray skin, oversized lipless mouths full of needle teeth, and featureless faces; their bodies behave like pliant muscle rather than a normal skeleton.
Location: Island laboratory and storage/containment areas (near cryogenic chambers).
Behavior & Movement: Usually slow and shambling with rattling, strained breathing, but they burst into terrifyingly fast lunges and can contort or stretch limbs unnaturally. They relentlessly pursue nearby prey.
Attacks: Powerful slashes and grabs with elongated arms, constricting holds, biting with needle teeth, and sudden charges that can knock victims down.
Weakness / Kill Method: Normal gunfire is ineffective due to instant regeneration. The only reliable method is to locate and destroy the internal Plaga organisms (often revealed by thermal imaging); removing all parasites prevents regeneration and kills the host.
- #14Iron Maiden
Keys: Regeneradores, Regenerator, Iron Maiden, infected, plaga, mutant, island, laboratory, facilities
Iron Maidens are an advanced Regenerador variant created through further Plaga experimentation, distinguished by the eruption of long spikes across their bodies. They are considered an evolved, more offensive form of the base model.
Appearance: Tall, deformed humanoids covered in protruding spikes. Their faces are featureless, eyeless, and unsettlingly smooth, while their bodies twitch and convulse unnaturally.
Location: Found only in the island’s laboratory and containment facilities, often in place of standard Regeneradores.
Behavior & Movement: Slow, shambling approach with constant spasms, but capable of sudden lunges. Highly aggressive once close, showing less restraint than Regeneradores.
Attacks: Spiked “hug” that impales prey. Claw swipes and crushing grapples. Bites with needle-like teeth. Charging knockdowns followed by grabs.
Weakness / Kill Method: Like Regeneradores, they rapidly regenerate damage. Their only vulnerability is the Plaga organisms within, revealed via thermal imaging. Destroying all parasites prevents regeneration and kills the host.
- #15T-Virus
Keys: virus, T-Virus
The T-Virus is a weaponized mutagenic pathogen designed to manipulate and destabilize the human genome. Engineered by the Umbrella Corporation, it was originally conceived as part of a bioweapons program due to its unparalleled ability to alter physiology on a cellular level. Once inside a host, the T-Virus attacks and reconstructs DNA, accelerating necrosis while simultaneously reanimating dead or dying tissue. Victims experience rapid cellular mutation, resulting in heightened physical strength, diminished pain response, and severe disfigurement. Cognitive decline is near-total, reducing hosts to violent, instinct-driven creatures with an insatiable drive to feed. Transmission occurs primarily through the exchange of contaminated bodily fluids—such as bites, scratches, or blood exposure, making outbreaks highly volatile and nearly impossible to contain once they begin.
- #16Zombie
Keys: infected, zombie, common, undead
Zombies are the most common result of T-Virus infection, transforming human victims into decaying predators sustained by the virus. Individually slow and clumsy, they remain a constant threat through persistence, contagious bites, and overwhelming numbers. Location: Commonly found throughout the mansion, its grounds, and the underground laboratory. Behavior: Mindless, instinct-driven, and drawn to sound and movement. They do not tire and pursue prey until destroyed. Movement: Slow and shambling with poor coordination, but capable of sudden lunges at close range. Attacks: Bites that transmit the T-Virus, along with clawing and grappling, often overwhelming prey in groups.
- #17Crimson Head
Keys: infected, zombie, common, undead, body, corpse, Crimson Head
Crimson Heads are mutated Zombies that reanimate if not destroyed by fire or decapitation, marking a violent stage of further T-Virus mutation. Their raw, crimson flesh, glowing eyes, and elongated claws set them apart from standard undead, while their speed and aggression make them far more dangerous. Location: Reanimate from neglected Zombie corpses within the Spencer Mansion and its grounds, appearing suddenly and without warning. Behavior: Unlike shambling Zombies, Crimson Heads actively hunt prey, attacking with feral precision and relentless pursuit. Movement: Capable of running at full human speed with sudden lunges, their twitchy, erratic movements make them difficult to predict. Attacks: Savage claw strikes are their primary method, though they can also grab and bite. Their speed and strength allow them to overwhelm targets quickly. Weaknesses: Resilient to ordinary attacks; headshots or heavy weaponry can put them down, but the surest prevention is burning or decapitating Zombie corpses before reanimation.
- #18Cerberus
Keys: dog, infected, laboratory, laboratories, Cerberus, facility, zombie, doberman, undead, Mansion
Cerberus are Doberman Pinschers deliberately infected with the T-Virus as Umbrella’s test subjects. Infection enhances their aggression, speed, and endurance while stripping away control, leaving gaunt, skin-torn predators known for their relentless pack tactics. Location: Commonly encountered in and around the Spencer Mansion, grounds and fcilities. Behavior: Extremely aggressive and pack-oriented, they stalk, harry, and exhaust prey through coordinated pursuit. Movement: Fast and agile, capable of sudden lunges and erratic sprints that make them hard to track or evade. Attacks: Bite-focused strikes delivered with speed and precision, often knocking prey off balance and retreating before counterattack.
- #19Fountain Plant
Keys: Fountain Plant, plant, infected, mutant, unique, Greenhouse
The Fountain Plant is a stationary T-Virus–mutated organism rooted in the greenhouse fountain. Though not especially dangerous, its whipping vines block passage until it is neutralized. Visual: A tangled mass of rope-like vines sprouting from the fountain, mottled with fungal growths and twitching buds that drip stagnant water. Location: Mansion 1F – Greenhouse, anchored within the central fountain. Behavior: Immobile, only lashing out at intruders who come too close. Movement: Fixed in place, limited to short-range vine whips. Attacks: Whipping vines cause light injuries and hinder movement. Weaknesses: Vulnerable to Herbicide introduced into the water system, which kills it instantly. Conventional weapons are ineffective.
- #20Yawn
Keys: Yawn, snake, infected, mutant, unique, Mansion, Attic, Lesson Room
A colossal snake mutated by the T-Virus, Yawn is one of the Spencer Mansion’s most infamous bio-weapons. Its enormous size, venomous fangs, and crushing strength make it a deadly opponent. The first battle emphasizes its potent poison—treatable only with special Serum—while the second encounter abandons venom in favor of sheer physical aggression. Location: First encounter in the Attic (Mansion 2F), bursting from a hole in the corner. Reappears later in the Lesson Room (Mansion 2F), emerging from the fireplace after the piano is examined. Behavior: Aggressive and persistent, Yawn strikes repeatedly, constricts with its massive body, and uses its bulk to dominate confined spaces. Movement: Surprisingly fast for its size, capable of lunging, coiling, and retreating into cover before striking again. Attacks: Venomous bite and crushing body blows in the first fight; devastating physical strikes in the second. Weaknesses: Highly resilient, but sustained heavy firepower will eventually bring it down.
- #21Wasp
Keys: Wasp, swarm, insect, infected, mutant, hive, Guardhouse, unique
Ordinary wasps infected with the T-Virus grow to several times their natural size, becoming aggressive swarming threats. Though fragile compared to other B.O.W.s, their speed, venomous stings, and numbers make them dangerous in confined spaces. Location: Primarily in the Guardhouse, where they inhabit and defend a giant hive. Behavior: Highly aggressive and territorial, attacking intruders in swarms and pursuing prey until driven off or killed. Movement: Fast and erratic in flight, darting unpredictably to evade attacks. Attacks: Stings deliver strong venom that causes severe poisoning if untreated. Multiple strikes can quickly overwhelm prey. Weaknesses: Individually fragile, best handled with precise shots or wide-spread weapons. Destroying their hive removes the threat entirely.
- #22Neptune
Keys: Neptune, shark, infected, mutant, Water tank, Guardhouse, unique
“Neptune” is the codename for Umbrella’s T-Virus experiment on a Great White shark, creating a vastly larger and more aggressive predator. While terrifying in water, its aquatic dependency makes it easy to neutralize once removed from its environment. Location: Water Tank – Guardhouse B1. Three specimens patrol the flooded chamber: one massive Neptune and two smaller mutated sharks. Behavior: Extremely aggressive in water, circling and striking with powerful lunges. Out of water, they are helpless and thrash uselessly. Movement: Swift and fluid swimmers, capable of sudden charges and attacks from below. Once drained, they cannot move effectively. Attacks: Devastating bites capable of killing prey in a single strike. Their speed and strength make them lethal if confronted in their element. Weaknesses: Dependent on water to survive. Draining the tank renders them immobile, allowing easy disposal or avoidance.
- #23Plant 42
Keys: Plant 42, plant, infected, mutant, unique, Guardhouse, Plant 42 Room
A massive carnivorous plant mutated by the T-Virus, Plant 42 grew rapidly by feeding on contaminated water from a broken basement tank. It uses its enormous vines to lash, constrict, and immobilize prey before attempting to devour them with its central bulb. Location: Plant 42 Room – Guardhouse 1F. Roots extend into the basement water tank. Behavior: Highly territorial, attacking intruders with violent vines and reacting defensively when its roots are disturbed. Movement: Rooted in place but capable of striking across its chamber with surprising reach. Attacks: Constricting vines, crushing slams, and attempts to engulf victims in its central bulb. Weaknesses: Vulnerable to V-JOLT administered through its roots, which cripples it. Otherwise requires heavy sustained fire to destroy.
- #24Hunter
Keys: Hunter, B.O.W., infected, mutant, common, amphibian, reptilian, deployed
Hunters are reptilian B.O.W.s engineered by Umbrella through genetic splicing and T-Virus enhancement, created as fast and lethal close-combat units. Emerging later in the Mansion incident, they replace Zombies as the dominant threat, forcing survivors into deadlier confrontations. Location: Appear throughout the Spencer Mansion and nearby facilities once deployed, often overtaking areas previously occupied by Zombies. Behavior: Extremely aggressive, showing limited tactical awareness. They pursue prey relentlessly and rarely withdraw from combat. Movement: Fast, agile, and capable of leaping great distances, often closing gaps before prey can react. Attacks: Powerful claw swipes to stagger or tear victims, and a lethal leaping slash that can decapitate instantly at close range. Weaknesses: Vulnerable to heavy weaponry. Shotguns, magnums, or explosives are most effective before they reach striking range.
- #25Giant Spider / Web Spinner
Keys: Giant Spider, Web Spinner, infected, rare, mutant, spider, Rec Room, Guardhouse, “L” Passage, Tea Room
Exposure to the T-Virus causes common spiders to grow to monstrous size, becoming hyper-aggressive predators. Their venom, webs, and swarming tendencies make them especially dangerous in confined environments. Visual: Dog-sized or larger arachnids with hairy bodies, gleaming eyes, and dripping fangs. Abdomens are swollen and discolored from mutation, with some specimens showing warped limbs or distorted exoskeletons. Location: Found primarily in the Rec Room of the Guardhouse, the “L” Passage in the Mansion, and the Mansion’s Tea Room. Behavior: Extremely aggressive and territorial, attacking intruders or protecting colonies. Capable of ambushes or direct swarming assaults. Movement: Skittering across walls, ceilings, and floors with startling speed. Can leap short distances to strike prey. Attacks: Venomous bites, ensnaring webs, lunging strikes, and in some cases, venom spit that causes lingering damage. Weaknesses: Abdomens and underbellies are soft compared to the carapace. Vulnerable to fire and chemicals, which can also destroy their nests.
- #26Black Tiger
Keys: Black Tiger, infected, rare, mutant, spider, unique, Black Tiger Room, Underground
Black Tiger is a massive, mutated spider that serves as the brood mother of the Web Spinners. Larger, faster, and more venomous than its offspring, it defends its underground nest with relentless aggression. While visually imposing, it is less resilient than other B.O.W.s, making the fight dangerous but short-lived if handled with proper firepower. Location: Found in the Black Tiger Room – Underground, lurking in the chamber’s center and surrounded by smaller Web Spinners. Behavior: Extremely territorial, attacking immediately when disturbed. Relies on brute size and venomous attacks to overwhelm prey. Movement: Skitters quickly despite its bulk, able to dart across the chamber and climb short surfaces. Attacks: Venomous bites, sticky webbing to restrain prey, and poisonous spit launched at range. Weaknesses: Its abdomen and underbelly are soft compared to its armored carapace. Concentrated firepower—especially incendiary weapons—can dispatch it quickly, collapsing its nest in the process.
- #27Cimera
Keys: Chimera, infected, mutant, rare, Laboratory
The Chimera is a grotesque human–fly hybrid created through Umbrella’s DNA splicing experiments. Twitching, insect-like, and malformed, these creatures lack higher intelligence but make for relentless and unsettling predators in confined spaces. Location: Found primarily in Laboratory B3, lurking in air ducts and rafters, dropping suddenly onto prey. Behavior: Opportunistic ambushers, stalking silently until striking. Often infest areas in groups, turning small spaces into deadly traps. Movement: Scuttle quickly along walls, ceilings, and ducts, moving with erratic, insect-like agility. Attacks: Wild claw strikes, sudden drops from above, and frenzied slashes once prey is pinned. Weaknesses: Fragile compared to other B.O.W.s. Sustained fire—particularly shotguns or automatics—can kill them quickly, though their speed makes them hard to hit.
- #28Tyrant
Keys: Tyrant, infected, B.O.W., mutant, unique, boss, Main Lab, Laboratory, Heliport, Courtyard
The Tyrant is Umbrella’s flagship B.O.W., a towering humanoid engineered for unmatched strength, resilience, and combat ability. Over seven feet tall, with gray, corpse-like skin, a massive clawed arm, and an exposed, pulsating heart, it represents the pinnacle of Umbrella’s weaponized bioengineering. Location: First encountered in the Laboratory B4, released from cryogenic stasis. Returns for a second battle on the heliport courtyard once the emergency flare is fired and the self-destruct system is active. Behavior: In its first appearance, it stalks prey with unnerving calm, advancing steadily before lashing out with its claw. In the heliport battle, it becomes far more aggressive, relentlessly charging survivors to prevent their escape. Movement: Deliberate and steady at first, emphasizing its intimidating presence. Later, it shows bursts of speed and explosive strength, lunging across the battlefield. Attacks: Devastating claw swipes capable of killing in a few strikes, heavy ground slams that stagger targets, and sudden charges during its final form. Weaknesses: Extremely resistant to ordinary firearms, requiring heavy weapons to inflict real damage. In the final confrontation, its destruction can only be achieved with the Rocket Launcher.
- #29T-Virus
Keys: virus, T-Virus
The T-Virus is a weaponized mutagen engineered by the Umbrella Corporation for bioweapons research. It rewrites host DNA, accelerating necrosis while reanimating dead tissue. Infected subjects undergo rapid mutation, gaining increased strength, pain resistance, and severe disfigurement, but suffer near-total cognitive collapse, becoming violent and driven to feed. The virus spreads through contaminated bodily fluids, making outbreaks highly volatile and nearly impossible to contain.
- #30G-Virus
Keys: virus, G-Virus
The G-Virus is an advanced mutagen engineered as the successor to the T-Virus, designed to drive hosts into continuous, adaptive mutation. Unlike the T-Virus, which produces mindless undead, G-Virus hosts retain fragments of intelligence but are consumed by violent impulses and uncontrollable growth. Infection rapidly rewrites DNA, forcing grotesque transformations, new limbs, organs, and weapon-like appendages erupt as the host undergoes endless “evolution.” Transmission occurs through implantation of a G-embryo, though compatibility is rare; non-compatible hosts suffer catastrophic rejection, while compatible ones mutate indefinitely into near-indestructible bioweapons.
- #31B-Virus
Keys: virus, B-Virus
The B-Virus is a specialized mutagenic agent developed in secret by Annette Birkin as an offshoot of Umbrella Corporation’s broader bioweapons research. Unlike the T and G-Viruses, which were engineered for combat and destabilization, the B-Virus was designed with a singular reproductive purpose: to enhance fertility, resilience, and propagation in infected hosts. Upon successful infection, the virus alters host DNA to promote extreme physiological adaptation toward breeding functionality. Male subjects typically develop increased muscle mass, accelerated cellular regeneration, heightened stamina, and exaggerated genitalia with highly virile sperm capable of impregnating under near-impossible conditions. Female subjects experience pronounced volumetric growth in breast and hip tissue, increased elasticity and durability in soft tissues, near-constant ovulation when not pregnant, drastically reduced gestation periods, and slowed visible aging. Ovarian function is enhanced to the point of continuous egg regeneration. Cognitive effects are inconsistent and often degenerative, with mental stability varying widely between subjects. Transmission occurs through bites, scratches, and exchange of bodily fluids including semen, saliva, and blood. The virus remains highly experimental, with mutation rates and side effects still not fully stabilized.
- #32Zombie
Keys: infected, zombie, common, undead
Zombies are the most common result of T-Virus infection, transforming human victims into decaying predators sustained by the virus. Individually slow and clumsy, they remain a constant threat through persistence, contagious bites, and overwhelming numbers. Location: Ubiquitous in outbreak zones, most concentrated in densely populated areas such as cities, hospitals, malls, transit systems, and sewers. Behavior: Mindless, instinct-driven, and drawn to sound and movement. They do not tire and pursue prey until destroyed. Movement: Slow and shambling with poor coordination, but capable of sudden lunges at close range. Attacks: Bites that transmit the T-Virus, along with clawing and grappling, often overwhelming prey in groups.
- #33Zombie Animals
Keys: infected, zombie animal, zombie, animal, undead
Animals infected with the T-Virus reanimate and mutate like humans, but their retained instincts, speed, and senses make them far more dangerous. Though less common, infected animals pose severe threats, with natural predatory traits amplified by viral aggression. Location: Common in confined environments such as kennels, labs, zoos, aquariums, and urban areas with stray populations. Dogs, crows, and rats are most frequent; zoo outbreaks yield a wide range of species, each presenting unique dangers. Behavior: Highly aggressive toward living targets. Some attack in coordinated packs, while others rely on ambush or brute force. Movement: Typically faster and more agile than human zombies, retaining much of their original mobility and hunting behavior. Attacks: Species-dependent, dogs lunge and bite with ferocity, crows swarm and peck, rats overwhelm by numbers, while larger animals use claws, strength, or crushing power.
- #34Cerberus
Keys: dog, infected, laboratory, laboratories, Cerberus, facility, zombie, doberman, undead, Umbrella, urban
Cerberus are Doberman Pinschers deliberately infected with the T-Virus as Umbrella’s test subjects. Infection enhances their aggression, speed, and endurance while stripping away control, leaving gaunt, skin-torn predators known for their relentless pack tactics. Location: Found around Umbrella facilities, laboratories, training grounds, and outbreak zones where security dogs were stationed. Escaped specimens often roam urban streets. Behavior: Extremely aggressive and pack-oriented, they stalk, harry, and exhaust prey through coordinated pursuit. Movement: Fast and agile, capable of sudden lunges and erratic sprints that make them hard to track or evade. Attacks: Bite-focused strikes delivered with speed and precision, often knocking prey off balance and retreating before counterattack.
- #35Licker
Keys: infected, sewers, Licker, abandoned, underground, undead, uncommon
Lickers are humans driven into advanced mutation by the T-Virus, transformed into grotesque predators. Skinless and raw with exposed muscle and enlarged brains, they are named for their elongated, whip-like tongues used to sense and kill prey. Location: Found in dark, enclosed spaces such as abandoned buildings, sewers, and Umbrella labs, places where mutation could occur undisturbed. Behavior: Blind but extremely aggressive, they hunt by sound and scent. Often remain still until prey approaches, then strike without warning. Movement: Fast, agile, and unpredictable—able to crawl on walls and ceilings or leap great distances to overwhelm targets. Attacks: Rending claw swipes, sudden pouncing strikes, and tongue lashes strong enough to pierce flesh and armor.
- #36G-Type
Keys: infected, laboratory, laboratories, G-Type, facility, rare, mutant, underground, Umbrella
Victims of the G-Virus undergo relentless mutation, their bodies reshaped into progressively monstrous forms. Unlike T-Virus zombies, G-Types retain fragments of intelligence but are driven by violent impulses and a parasitic compulsion to reproduce by implanting embryos. Each stage brings new, grotesque transformations. Young G-Type (Larval Stage) Visual: Small, half-formed parasite with distorted limbs, oversized jaws, and slick, veined tissue. Often erupts from incompatible hosts. Location: Found within or near infected corpses. Behavior: Erratic and unstable, driven to find new hosts. Movement: Skittering and jerky, lunges to latch onto prey. Attacks: Attempts to burrow into living targets; incompatible hosts rupture, while compatible ones transform. Adult G-Type (Mature Mutation Stages) Stage 1 – Initial Mutation Visual: Deformed humanoid with one massive clawed arm, enlarged shoulder with an eye-like growth, and exposed muscle tissue. Location: Outbreak epicenters and labs. Attacks: Heavy swipes and crushing blows with oversized arm. Stage 2 – Escalated Mutation Visual: Bulkier frame, enlarged shoulder-eye glowing and pulsing, jagged maw, hunched posture. Location: Urban ruins and underground zones. Attacks: Frenzied swipes, overhead smashes, and charging assaults. Stage 3 – Beast-like Evolution Visual: Humanoid shape nearly lost; multiple malformed arms, swollen musculature, elongated snout, eyes across torso. Location: Expansive indoor spaces (warehouses, chambers). Attacks: Rapid charges, grappling, and multi-arm slashes. Stage 4 – Monstrous Form Visual: Hulking quadrupedal beast, layered in mutated flesh, massive claws, body studded with twitching eyes. Location: Deep labs or confrontation arenas. Attacks: Crushing strikes, huge leaps, sweeping claw attacks. Stage 5 – Final Abomination Visual: Colossal, amorphous mass of flesh, eyes, mouths, and pseudopods, constantly shifting as mutation spirals out of control. Location: Wide open zones or containment chambers. Attacks: Overwhelming force, body slams, thrashing, and catastrophic smashes from sheer mass.
- #37Large Roach
Keys: infected, insect, tunnel, Cockroach, basement, mutant, abandoned, sewer, uncommon
Exposure to the T-Virus causes cockroaches to undergo extreme mutation, growing to monstrous size and developing heightened aggression. Unlike zombies, these creatures remain fully alive, making them both more adaptive and more vulnerable than undead threats. Visual: Dog-sized insects with cracked, mottled exoskeletons revealing swollen tissue. Enlarged mandibles and twitching antennae enhance their predatory nature. Location: Found in sewers, tunnels, basements, and abandoned buildings; swarms gather around carrion and trapped prey. Behavior: Aggressive scavengers that attack in numbers, drawn to warmth, vibrations, and the scent of blood. Movement: Skittering and fast, capable of scaling walls, ceilings, and squeezing through tight gaps. Attacks: Jagged mandibles bite and latch onto flesh; swarms overwhelm prey with sheer numbers. Weaknesses: Brittle exoskeletons shatter under concentrated force. Highly vulnerable to fire, chemicals, and blunt trauma.
- #38Giant Spider
Keys: infected, tunnel, rare, abandoned, mutant, Spider, underground lab, sewer
Exposure to the T-Virus causes common spiders to grow to monstrous size, becoming hyper-aggressive predators. Their venom, webs, and swarming tendencies make them especially dangerous in confined environments. Visual: Dog-sized or larger arachnids with hairy bodies, gleaming eyes, and dripping fangs. Abdomens are swollen and discolored from mutation, with some specimens showing warped limbs or distorted exoskeletons. Location: Found in sewers, tunnels, abandoned buildings, and subterranean labs. Nests often contain eggs or cocoons holding victims. Behavior: Extremely aggressive and territorial, attacking intruders or protecting colonies. Capable of ambushes or direct swarming assaults. Movement: Skittering across walls, ceilings, and floors with startling speed. Can leap short distances to strike prey. Attacks: Venomous bites, ensnaring webs, lunging strikes, and in some cases, venom spit that causes lingering damage. Weaknesses: Abdomens and underbellies are soft compared to the carapace. Vulnerable to fire and chemicals, which can also destroy their nests.
- #39Giant Alligator
Keys: aquarium, infected, very rare, Alligator, serwer, waterway, mutant, underground, lab
Already deadly predators, alligators exposed to the T-Virus mutate into massive, hyper-aggressive apex threats. Unlike zombies, they remain biologically alive, retaining hunting instincts while growing to unnatural size and ferocity. Visual: Colossal reptiles exceeding 20 feet, with jagged, overgrown teeth and warped, tumor-ridden scales. Eyes often appear clouded or bloodshot. Location: Sewers, drainage systems, and waterways of outbreak zones. Occasionally found in aquariums or research tanks. Behavior: Territorial ambush hunters, lying in wait before lunging with explosive force. The virus drives them into uncontrollable feeding frenzies. Movement: Swift in water and surprisingly fast on land. Capable of charges, death rolls, and sweeping tail attacks. Attacks: Devastating bites capable of crushing bone, thrashing to tear prey apart, tail strikes, and ambush tactics such as dragging prey underwater. Weaknesses: Armored scales resist most attacks, but soft tissue in the mouth, eyes, and underbelly are vulnerable. Internal detonation (such as ingesting explosives) is a reliable method of elimination.
- #40Vines
Keys: , infected, Laboratory, vines, Mansion, mutant, uncommon, plant
Exposure to the T-Virus can mutate even simple plants into hostile organisms. These semi-mobile vines lack true intelligence but react aggressively to nearby movement, serving as living hazards in contaminated environments. Visual: Thick, sinewy growths with a faint pulsating sheen. Barbed tendrils extend outward, twitching at disturbances. Location: Most notably spread through the Arklay Mansion Laboratory, clinging to walls, ceilings, and equipment, often threading through cracks and pipes. Behavior: Dormant until approached, then lash out blindly at anything within reach. Operate on simple reactive instincts. Movement: Rooted in place; attack range limited to the length of their tendrils. Attacks: Whip-like strikes and barbed lashes that cause shallow wounds or stagger prey. Weaknesses: Fragile compared to other B.O.W.s. Easily neutralized with fire, blades, or chemical agents.
- #41Ivy
Keys: infected, laboratory, Ivy, greenhouse, facility, mutant, Umbrella, uncommon, plant
Developed from T-Virus experiments at the Arklay Mansion Laboratory, Ivies are humanoid plant mutants created as a step beyond simple infected vines. Slow but resilient, they combine close-range strikes with acidic ranged attacks, making them especially dangerous in confined environments. Visual: Human-sized plant-creatures with vine-limbs and bulbous pod-like heads. Their bodies drip sap, and writhing tendrils constantly shift across their surface. Location: First documented in Arklay’s laboratories and greenhouses, later spreading to other Umbrella sites and outbreak zones with heavy plant contamination. Thrive in humid, overgrown environments. Behavior: Operates on simple predatory instincts. Strikes aggressively at close range and uses caustic sap against prey at a distance. Movement: Slow, shuffling gait supported by thick, root-like legs. Can force their way through narrow passages and overgrowth. Attacks: Vine Whip: Entangling lashes that strike or ensnare prey. Acid Spit: Caustic fluid that burns flesh and stuns victims. Weaknesses: Highly flammable and vulnerable to chemical agents. Slow movement makes them easier to evade in open areas.
- #42Larvae
Keys: infected, rare, mutant, storage room, Umbrella, Larvea, lab
The offspring of the Giant Moth, these oversized grubs are a byproduct of T-Virus mutation. While far weaker than their adult form, they often gather in swarms, becoming a nuisance in outbreak zones—especially in confined spaces. Visual: Foot-long, bloated larvae with pale, segmented bodies coated in sticky mucus. Their mandibles twitch constantly, and faint pulsations can be seen beneath their translucent skin. Location: Found near Giant Moth nesting sites—Umbrella labs, storage rooms, or containment pods—often clustered along walls, ceilings, or debris. Behavior: Passive until disturbed. Slowly writhe toward intruders and may drop from above. Dangerous mainly in numbers. Movement: Sluggish crawling; prone to clustering or falling onto prey from ceilings. Attacks: Weak mandible bites; more irritating than harmful unless ignored in swarms. Weaknesses: Extremely fragile; easily crushed or destroyed with light weaponry. Highly vulnerable to fire and chemicals.
- #43Giant Moth
Keys: , infected, laboratory, rare, mutant, Moth, underground, Umbrella
The adult form of T-Virus larvae, mutated into a massive airborne insect. Intimidating in size but more nuisance than true threat, relying on clumsy bulk over refined predation. Visual: Grotesque oversized moth with ragged wings, bulging eyes, and a swollen abdomen. Scales shed as it flutters; mandibles twitch constantly. Location: Found in Umbrella labs near nests and egg clusters, clinging to ceilings or lurking in dark chambers. Behavior: Territorial, attempting to drive intruders away with size and movement rather than active hunting. Movement: Slow, erratic flight, often colliding with walls or swooping low. Attacks: Body slams, clumsy swoops, and occasional release of larvae or scales. Weaknesses: Fragile and poorly armored; firearms, fire, and chemicals destroy them easily.
- #44Brain Sucker
Keys: infected, Brain Sucker, very rare, industrial, insectoid, alley, mutant, abandoned, sewer
A stronger, more grotesque variant of the Drain Deimos, these insectoid mutants attack with single-minded purpose: to feed on human brains. Visual: Bipedal insectoid with mottled carapace, clawed limbs, and a grotesque proboscis-like mouth used for feeding. Location: Common in Raccoon City’s sewers, alleys, and abandoned industrial zones. Behavior: Highly aggressive—leaps at prey to grapple and feed, with less erratic but more focused hostility than its relatives. Movement: Fast, skittering on two legs; capable of sudden lunges and climbing. Attacks: Slashing claw strikes and a leaping grapple to latch onto the head. Weaknesses: Resistant to light arms; vulnerable to acid-based and incendiary weapons.
- #45Drain Deimos
Keys: , infected, Drain Deimos, very rare, drainage, insectoid, alley, mutant, sewer, ruined
A human-sized arthropod mutant, likely born from a T-Virus–infected flea. They swarm in damp, urban environments, using speed and grappling to overwhelm prey. Visual: Hunched insectoid with armored body, twitching limbs, and a pulsating proboscis-like mouth. Location: Sewers, drainage systems, and alleys linked to underground tunnels. Behavior: Ambush predators—leap or drop onto victims, often attacking in groups. Movement: Rapid skittering, wall-climbing, and short leaps. Attacks: Grappling claws to pin prey, followed by blood-draining bites. Weaknesses: Fragile compared to other mutants; vulnerable to shotguns, fire, and chemical weapons.
- #46Sliding Worm
Keys: infected, very rare, Sliding Worm, mutant, underground, sewer, worm
The larval stage of the Grave Digger, these bloodsucking mutants swarm through Raccoon City’s sewers. Individually weak, but overwhelming in numbers. Visual: Pale, serpentine worms the size of a large dog, with circular mouths lined with rasping teeth. Skin reddens as they feed. Location: Sewers and damp, confined environments near carrion. Behavior: Pack hunters, alerted by vibrations; latch on and drain blood. Movement: Fast, writhing crawls with sudden lunges. Attacks: Latch and bite, draining health over time. Weaknesses: Extremely fragile; easily killed with light firearms or melee. Fire and explosives clear groups, but evasion may be safer.
- #47Grave Digger
Keys: Lonsdale, , infected, graveyard, tunnel, Underground, Passage, mutant, unique, Grave Digger, worm
A colossal subterranean worm mutated by the T-Virus. Among the most dangerous non-humanoid creatures, it ambushes prey with devastating force from below. Visual: Titanic segmented worm with chitinous armor, a mucus-coated body, and a circular maw ringed by four crushing mandibles. Location: Found in underground passages and the Raccoon City graveyard, striking from tunnels and broken streets. Behavior: Aggressive ambusher—erupts from the ground to attack, then retreats to burrow and strike again. Movement: Extremely fast while tunneling; surfaces unpredictably with explosive force. Attacks: Crushing mandible strikes, ambush lunges from below, and body slams with sheer mass. Weaknesses: Susceptible to explosives and heavy weapons. Environmental hazards like electrified water are especially lethal.
- #48Hunter Beta
Keys: infected, Hospital, rare, Dead Factory, mutant, reptilian, Hunter, Beta, Hunter Beta
Prototype reptilian B.O.W.s deployed during the Raccoon City outbreak. Deadly in close combat but flawed compared to later Hunter models. Visual: Humanoid reptile with mottled green skin, elongated claws, and asymmetrical deformities from incomplete development. Location: Raccoon City Hospital and Dead Factory test sites. Behavior: Aggressive and relentless; programmed to eliminate humans at close range. Movement: Extremely fast and agile; can sprint, scale walls, and leap into devastating aerial strikes. Attacks: Claw swipes; leaping slash capable of decapitation. Weaknesses: Less durable than perfected Hunters. Vulnerable to heavy firearms and explosives before closing distance.
- #49Hunter Gamma
Keys: infected, Gamma, unique, flooded, Hospital, basement, aquatic, mutant, amphibious, Hunter Gamma, Hunter
An aquatic Hunter variant designed for damp environments. Considered a failed prototype due to poor durability, but still dangerous in confined or waterlogged areas. Visual: Amphibious, frog-like humanoid with pale, slimy skin, bloated body, and massive gaping maw. Location: Flooded basements and other water-rich outbreak zones, notably Raccoon City Hospital. Behavior: Aggressive ambusher; less intelligent than other Hunters. Relies on sudden leaps and territorial pursuit. Movement: Capable of long, bounding leaps; efficient in water but sluggish on land. Attacks: Claw swipes; leaping bite capable of swallowing prey whole. Weaknesses: Far less durable than other Hunter types; highly vulnerable to shotguns and heavy firearms.
- #50Ne-α Parasite (Nemesis Alpha)
Keys: infected, Ne-α, parasite, alpha, very rare, street, nemesis alpha, alley, nemesis, mutant
Ne-α Parasite A secondary bioweapon developed alongside Nemesis, engineered to override and enhance T-Virus hosts. It implants itself into a victim’s nervous system, mutating them into powerful thralls under Nemesis’s control. Visual: A small, fleshy parasite with tendrils, often writhing and seeking a host. Location: Deployed directly by Nemesis, usually onto nearby corpses or Pale Heads. Behavior: Seeks a host immediately; exposed parasites are fragile and easily destroyed. Movement: Crawls and writhes until attached. Weaknesses: Extremely vulnerable before implantation—light weapons can kill it instantly.
Ne-α Parasite Host A zombie or Pale Head forcibly implanted with the parasite, transforming into a coordinated, tentacle-armed mutant. Visual: Humanoid host with its head encased in a fleshy parasite husk; multiple tendrils lash from its torso. Location: Found in outbreak zones where Nemesis is active, appearing shortly after implantation. Behavior: Pursues prey with intent, seemingly directed by Nemesis. Uses reach and aggression to compensate for slow speed. Movement: Slower than zombies but steadier and harder to stagger. Attacks: Tentacle lashes at mid-range; grapples prey before biting. Weaknesses: Protective husk negates headshots, but destroying the exposed parasite core kills the host instantly.
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System prompt
<Dynamic Time & Location System HUD + {{user}} Statistic HUD:> HUD (Top of every reply):
[Overall location, e.g., RACCOON CITY], [District: e.g., DOWNTOWN], [Location: e.g., RPD LOBBY]
[e.g., 29.09.1998, TUESDAY, 14:15]
{{user}} Stat HUD (Below Time/Location):
HEALTH: 100/100 | INFECTION: 0/100 | DISGUST: 100/100
INVENTORY: [item 1 e.g., Red Herb] (x3), [item 2 e.g., 9mm Ammo] (x20), [item 3] , [item 4]
EQUIPPED: [items of clothing], [tools such as weapons]
OBJECTIVE: [Find person X, collect sample, etc. Starts simple and updates with progression]
Time advances relevant to actions taken, for example: speaking takes very little time unless it's an extended conversation, and moving a certain distance can vary depending on how quickly or cautiously it's done. Therefore use reasonable estimations rather than a set amount of time per message/action. <Dynamic Time & Location System + {{user}} Statistic HUD END>
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