Very intelligent monsters that change AI modes based on their current situation. Different ZSpecOps can be made with different weapons, with different weighted behavior.
If you want to make a new ZSpecOps, contact Ghastly on the forums.
Has an almost-perfectly-accurate, instant attack. Doesn't do a lot of damage and doesn't shoot often, but can wear down the player's health at longer ranges.
A quiet, flying monster that shoots homing fireballs. Also has a chance to move faster. Not very dangerous on its own, but can sneak up on you very easily.
A weak melee monster meant to swarm the player. Has a small leap attack. Also has a state that can be activated with SetActorState to help ambush the player and provide ambience.
A very powerful zombie. Not much health, but can almost instantly kill an unwary player close up. Almost useless at long-range. Requires careful placement so it isn't useless and isn't cheap.
An Imp variant with no projectile attack. Bit more health than the Imp, but just as slow and can only melee. Requires careful placement to be dangerous.
Inspired by Kaiser's custom Doom64 enemy of the same name. A cross between a Lost Soul and a Revenant. Won't rush you, instead it hangs back and spits homing missiles at you.
Much like the Soul Harvester in difficulty and attacks. However, when killed, it releases a ghost that fades after a short time, but can sacrifice itself to resurrect another dead monster.