Originally Posted by
Yanagi
To get specific:
The first is that "natural" undeath is a kind of trace of the living person: ghosts with "unfinished business," or trapped repeating some loop of traumatic experience and emotion; gestalt undead that represent many people. More people, more concentrated, continuously surrounded by magic is likely to produce unusual new permutations of undeath that occur naturally. Giant urban gestalts fed by the ennui and resentment of people that lived and died as middle managers; drudgery ghosts continuing to go through the motions of their job in shutdown factories full of broken machinery; office wights bound to their desk.
Hive mind rats fit into any space available, can eat anything, but as the colony grow it becomes more intelligent. Most of the time this just means they're smart enough to stay undetected, eat surreptitiously, and hide signs of themselves. But sometimes a colony is both large enough and threatened enough to become proactively aggressive and develop elaborate plans for securing a home. Such colonies have committed murders, attempted takeovers of whole buildings, and have tried to cobble together tools and magical items to create elaborate traps and weapons to deter humans.
Conductor slimes' primary behavior is to attached to power lines and feed off voltage and latent magical energies, but they go undetected because they stretch to cover as much cable as possible--so thin as to be barely discernible to the eye. The problem arises when a slime infestation remains undetected, and individuals become excessively large or the population becomes overnumerous and they seek out other food sources in a panic.
Shadow anglers: ambush predators that can easily slip back and forth across planar barriers that create a "lure"--often in the form of a person-like shape--that beckons, gestures, or otherwise draws in people before the creature bounds across the planar boundary to attack and consume their target. They always existed, but their specific skill make them comparatively successful at hunting in an age with a great deal of prophylactic magic. The ones that target less noticeable targets, like pets, tend to be more successful, but as they grow in size they invariably switch to humans.
Portal mimics are also ambush attackers, the creatures have learned to shapeshift into a variety of forms resembling everyday items. The only consistent feature being the the mouth of the mimics corresponds to a door or other opening that a person would reach out and touch. By waiting until the exact moment of contact--a hand reaches for a doorknob, a foot lands on a manhole--they manage to pounce, grapple, and savage prey to death quickly. Rumor has it that there is a more sophisticated variety taking on the form of taxis and other kinds of public transport, but they are unverified.
Gremlins are fey that manifest in places where large pieces of machinery are concentrated. Some are merely mischevious, but some are homicidal malicious, specifically using their ability to control machines to create accidents and harm. Knockers are fey originally connected to mines, but now associated with all kinds of complex engineered structures...and they have no mischief in them, they devote all their energy and power to destroying and collapsing buildings. Poliads are generally benigh spirits who existence are connected to large buildings (generally residential buildings and offices rather than factories), but can become very dangerous if their territory is damaged or degraded. There are other, less understood spirits: the ones that live on the roadways as hitchhikers bringing little blessings and curses: the ones that build castles in the shadows of the subway tunnels, coaxing passengers to step in front of oncoming cars and become their permanent guests; the voices that whisper from electrical outlets and the figures that follow, peering at you, from billets and posters, block after block.
Contraelementals are a rare and disruptive spirit phenomenon that occur in locations with dense technology and magic overlaid. In their presence, complex objects begin to unmake, collapsing into base elements that re-compose as swarms of varying-size elementals. Items with magic charges do not simply become inert, but discharge their power as kind of expanding anti-magic field. When it first manifests, a contraelementals is only perceptible with detection magics, and resembles an expanding and contracted spiral of energy. As it grows, though it takes on both a rough humanoid shape and displays agency, moving toward and targeting objects and locations for unmaking.
A brazen head is a colloquial term for the core magic and instructions that animate a golem, but is also used to describe a particular kind of industrial accident inherent to golem assembly and programming: when the core animating instructions activate abnormally, the semi-consciousness of the golem extending to include other objects in a variable radius. In attempting to be a golem, a brazen head animates and draws together everything around it--included other programmed homonculi and people--creating a rough, chaotic, but recognizably humanoid form with whatever is available, then begins to execute a degraded version of its core functionality. In a society where entire industries operate on golem labor and golems are heavily incorporated into security, this kind of malfunction can cross from an containable hazard to a kind of magical meltdown in which entire factories and industrial zones collapses together to form a rampaging colossus.
The sheer profusion of magic in densely-populated areas leads to a kind of pollution problem. Living spells feed off the magic power of individuals and objects. Magic missiles swarm like flies. The football-sized kernel of a fireball rolls through the air, expanding like a puffer fish to defend itself. Transmogrified animals are just mundane pests that can cast a spell at will. Miasmas are magical smog with chaotic effects on those caught inside...but they seem to seek out targets rather than just settle at low points.