I:COH/Bestiary

This List will show all the Enemy Lore on Each Type.

Anaxes

 * Fyrnocks were silicon-based creatures originally indigenous to the jungles of the planet Anaxes. Surviving the destruction of their homeworld, many fyrnocks inhabited the resulting Anaxes asteroid belt, including the asteroid PM-1203, which contained Fort Anaxes, a military base used by the Grand Army of the Republic during the Clone Wars. Fyrnocks were hurt by sunlight and could only live under the cover of darkness, in which they became fierce predators. However, they were immune to lights that were not solar-based. - Hera Syndulla

Animals

 * The large, sluggish Beasts can thrive in any grassland or forest, provided there is enough water. Farmers will recognize these brutes as the savage cousins of the common packbeast-- a tame breed that was likely domesticated nearly two thousand years ago. One can hardly imagine the trouble that effort must have taken. - Abd al-Hazir

Cabal

 * Centurions are tougher than Legionnaires and Phalanxes, and can stay mobile on the battlefield thanks to portable jump jets. They also have a Solar shield. - Zavala
 * The Colossus are ferocious and massive warriors that often wield devastating Gatling-style rotary cannons. They are also outfitted with ultra-heavy armor, backpacks that can fire a barrage of guided missiles at a target, and are surprisingly mobile given their weight and equipment. - Ikora Rey
 * A Legionary is a standard infantry class unit of the Cabal species. They are heavily armored, well-trained infantry and are normally deployed with Phalanxes and led by a Centurion. They are very versed in tactics, and are outfitted with jump packs to maneuver quickly around the battlefield. - Zavala
 * Psions are a race of psychic being conquered by the Cabal, and the creators of the OXA Machine. They are able to harness mental powers to confront their enemies, and used prominently in important Cabal stealth missions. - Zavala
 * War Beasts are vicious canines trained with a thirst for violence, often accompanied by other Cabal. Those canines were used heavily in the Red Legion's attack on the Last City. - Ikora Rey

Covenant

 * Skirmishers are the same species as the more common, lightly built Jackals, but they are much faster, stronger, can jump higher and are more agile than any ordinary Kig-Yar. In addition, they sport manes of feathers rather than quills. A Skirmisher's voice is more raspy and guttural—this is because they have an expanded voice chamber in their throat. - Davo
 * The Unggoy also known as Grunts are a sapient species of squat bipedal xeno-arthropodal vertebroid lifeforms in the unified races of the Covenant. They are the fourth species to be assimilated into the Covenant and the lowest-ranking species in the hierarchy. - Davo

Crimson Dawn

 * The humanoid physiques of the B1 model were specifically commissioned by the Trade Federation for practical reasons. The humanoid form allowed B1s to operate existing machinery, vehicles, and weapons originally designed for organic operators and pilots, saving the Federation unnecessary production costs and retrofitting. B1s could pilot Single Trooper Aerial Platforms, Armored Assault Tanks, Multi-Troop Transports, and Federation battleships, among other vessels. B1 battle droids' limited programming meant they were not always effective at these types of jobs, however. - Thrawn

Demons

 * I can't recall if these Abyssal's were always here or if they were drawn by the island's emanations. They are vicious beyond compare, but I have found, through painful trial and error, that if their idols are not disturbed they will keep to the caves. Their particular evil must wait until I deduce a way to eradicate or control them. - The Crazed Man
 * Duriel is the twin of Andariel. I believe that they conspired together to assist Diablo in releasing Mephisto and Baal, though they had both supported the Lesser Evils in the past. The Lord of Pain was found guarding Baal's prison — the tomb of Tal Rasha — when he was slain by heroes. - Deckard Cain

Fallen

 * Dregs are the lowest ranking Fallen in the chain of command. They are thieves driven by desperation and rage. They are crafty, but tend to give away their position with their clattering and hissing. Dregs wield shock daggers and pistols, and can be easily distinguished from other Fallen ranks by only having two fully-developed arms as opposed to the usual four. The other arms are docked and prevented from developing until they have proven themselves worthy to become Vandals. - Cayde-6
 * Servitors are floating, spherical Fallen that have powerful attack capabilities, being able to dish out more damage than the rest of the Fallen by launching Void projectiles from an eye-like structure on their frames. The Fallen Archons worship the Servitors, as they are the Fallen's source of Ether. - Zavala
 * Shanks attack in small swarms and fire small plasma cannons in short bursts. For the most part, their attacks are relatively weak. They can also boost themselves up to avoid grenades or small arms fire, but this tactic isn't used often. - Zavala
 * The riflemen of the Fallen invasion force, Vandals are of a higher rank than Dregs, with weapons capable of long-range attacks and deadlier force. The disadvantage of the Vandal's powerful Wire Rifle is their requirement of a longer charge time. - Cayde-6

Hive

 * Acolytes fight in small groups of two or three, often accompanied by a Knight and/or Wizard, and tend to prefer ranged attacks, but they can melee in close quarters if necessary. Acolytes will often take cover when they spot an enemy. - Void Reno
 * Thralls are nearly mindless pawn/berserker units, charging headlong into melee combat range. Thralls commonly attack in large packs, and pursue the goal to tear apart their targets. - Void Reno
 * Wizards are regal, flying enemies that use ranged attacks. This class has elaborate ancient armor, wears a long, crumbling cloak, and appears to float in midair, using dark magic attacks against Guardians. Wizards possess a Solar shield of average strength, depending on the level. If their shield integrity goes too low, they may "hide" or flee until they can recharge. - Void Reno

Khazra

 * Long ago, five clans of the Umbaru tribe left the Teganze and ventured north. After their transformation into khazra, only a few elders were still able to use magic, and they passed it down to their cleverest children. These are the Khazra Shaman, and they rank among the most dangerous of their race. - Abd al-Hazir

Korriban

 * These winged monstrosities were eyeless beasts that hunted in swarms. Shyracks were cave-dwelling terrors that were fiercely territorial and attacked any intruder with aggression as well as frenzy. Whilst typically cave bound, every sixty-three years, the shyracks of Korriban spilled from their cave habitants every day for the entire summer. - HK-47
 * Tuk'ata were large quadrupedal creatures whose limbs ended in clawed paws. They boasted a long whip-like tail, a mouth full of sharp fangs, and a row of spines along their back and tail. One tuk'ata was known to possess the ability to leap over twice its height. - Dr. Chelli Lona Aphra

Null Sector

 * Artillery are an elite omnic unit of Null Sector, equipped with two double-barrel arm cannons. Prior to Null Sector's global assault that began with their attack on Paris, Artillery had never been seen in the field before. - Reinhardt Wilhelm
 * Breachers are a Null Sector omnic-type. They are equipped with a bomb on their back. They are slowly and methodically march towards their objective before transforming, the bomb opening up like a flower, charging up before detonating. - Brigitte Lindholm
 * Stalkers are a type of Null Sector omnic. Feminine in appearance, they have a blindfold over their eyes, and are accompanied by three floating orbs. These orbs are used to heal the Stalker when it is injured. Furthermore, Stalkers are equipped with a tractor beam, which they use to bring their foe close enough to impale with their hair-tentacles. - Sojourn
 * Subjugators are floating robots that largely ignore enemy forces, and are instead employed to abduct omnics. They do this by latching a metal clamp onto an omnic's head, disabling them. To achieve this, they are equipped with gravity beams that can be used to pull in their foes, after which the Subjugator kills/incapacitates them. - Winston

Reapers

 * After Malthael's disappearance, the Angiris Council appointed his most loyal servant, Urzael, to find him and bring him back to the High Heavens. Urzael, accompanied by the sect of the Death Maidens who were Malthael's closest followers, set out to find their absent master. They never returned. - Lorath Nahr

Vex

 * Harpies always come in decent numbers, and will quickly surround you and fire away with their energy blasts, much like Shanks. Although individually weak, they can easily pin you down with suppressive fire. It's advised to be on the move, aiming for their critical eyes along the way, or getting a good vantage point where they can't get a proper firing angle on you. In addition, they are surprisingly durable too, being able to withstand sniper shots to their body. - Exo Stranger
 * Mixed amongst other Vex units, Hobgoblins are quick to find cover and stay out of range of their enemies, projecting a shield that protects them from all damage briefly if they are injured. Therefore, they should either be engaged at extreme ranges, or in close quarters, as range allows them to easily be sniped in their cores before they have a chance to put up a sphere, and at close ranges, you can hit them quickly enough that they won't be able to react in time. - Exo Stranger