A small, harmless fluffy creature that eats food on its tile and if it moves into water multiplies. If it eats food after midnight…
A drifting waterdwelling “Brain Jellyfish”, a brain with a beak and long stinging tendrils of nerve tissue. Its sharp stinging tentacles also implant its victims with a parasitic growth that bursts forth into a new one of itself, either eventually or immediately when the victim dies.
A beautiful humanoid that talks to the player and asks to talk. When they get close, it turns out that it’s actually an otherworldly lure, attached to a subterranean “fish” that swims through dirt.
Burning tendrils of animated lava that rarely emerge from lava vents, burning their victims alive.
Nocturnal hunters that only exist in the material plane in the dark. When it’s light, they convert to an invisible, intangible “shadow” form, when it’s dark, they solidify into writhing darkness and charge at high speed. When it encounters a zombie, converts it into a shady zombie.
Puppeteers surrounded by a nimbus of smoke that steals the mind of anything moving through it, always accompanied by a roving horde of enslaved creatures, from zombies to animals to standard humans (killing humans thus enslaved gives the Killed Innocent malus). These slaves are hostile to everything that is not part of the puppeteers group, though not necessarily vice versa (zombies will attack humans and animals, or the puppeteer itself, but ignore puppet zombies biting chunks from them). Since the smoke doesn’t require breathing in to affect its victim, only high environmental protection can keep a player safe. Killing the puppeteer instantly releases all of its puppets from control, potentially producing an instant free for all, and several panicked NPCs in need of assistance.
Huggers - White skinned tentacle limbed childlike humanoids whose one and only “attack” is to grab the player, hug them for a bit, and then leave. Makes periodic crying noises while not hugging something and calls out for their mother.
Wisps - Floating orbs of light. Fond of minefields, swamps, and fields of corpses. They do not attack, and generally just float around the player aimlessly when they detect him. Extremely high dodge skill and ranged weapon resistant, they mainly serve to illuminate their victims so other, more dangerous creatures spot them and come kill them.
Penitents - Half a human hanging out of a swirling portal, screaming for help. Should another lifeform get close, they will be dragged fully inside with a loud wail and the portal will close.
Mercies - Slow moving many-limbed insectiles that stalk the player at a distance without approaching. If the player is heavily injured, however, they will close in, striking the player with their razor sharp fangs to inject a paralysing venom that gives the player a morale bonus and serves as a highly potent painkiller then rendering the player asleep and unable to wake up for several hours. They then vanish, leaving the sleeping, drugged out player to their fate. Potentially even helpful if the player is actually in a safe location, otherwise a small mercy - they won’t even feel a thing.
Dead Halos - Drifting red rings of energy. Should the player get too close, they will attack by burrowing part way into the player’s body and becoming an item of gear. This will give the player certain advantages, serving as mostly positive artifacts with either active or passive positive effects, while causing 20 points of damage to the “equipped” body part every few days and the occasional dose of pain. Removal is treated the same as a CBM, requiring a chance roll to remove it, and will destroy the halo if successful.
“Ponds” - While labelled as “water” these ponds are actually the body of a liquid nether entity. Anything stepping into it will be swiftly digested, and their loot lost into the bottom of the pool. Has a nasty habit of replacing existing water sources, like motel swimming pools, where the player might find the undigestible remains of all sorts of zombies and creatures within.
Watchers - These trees have eyes. They watch the player. The player may harvest the eyes as a source of nourishment (the helpless trees suffer terribly, of course), cut down the tree for wood, or leave the poor things alone.