So, I've found this to be a fun trick.
Need a quick enemy? Take some creature type that used to be scary, but is now just cliche. Say, vampires.
Boil down the essence of what makes them scary: Vampires are super-powerful, feed on people, and breed more of themselves.
Ditch the superficial trappings - the cliche weaknesses, the feeding on blood, sleeping in coffins, etc. Make new trappings - for instance... make the effect due to some kind of nasty worm that ends up living in your trachea. Make the consumption of others literal consumption of flesh, rather than simply blood sucking.
Bam. New enemy. All the good old scariness, but now you're forcing your players to deal with it for the first time.
This works with all kinds of nasty bads. Werewolves? Sure, have a creature that, under certain circumstances (usually anger-related) can transform into another evil, darker form and becomes a beast. Maybe that's his real form and he simply loses the ability to hold the illusion under most circumstances.
Zombies? Heck, what do you think Invasion of the Body Snatchers was? All kinds of reasons to have a loss of identity and join a mindless horde - Cthulhoid madness would be a great start, or some kind of cult.
These things have become cliches because they work. They don't work now because we're so familiar with them that the fundamental horror of them has been lost to us. So get rid of the familiar, and keep only the horrifying.
20130409 So I’ve found this to be a fun trick...
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Tarren van Ettinger - 2013-04-09T20:42:06-0400
Hmmmm, trachea worms? Now where have I seen that before...? LOL Seriously, good point! I hadn't thought of that before.
Robert Hanz - 2013-04-09T20:55:04-0400
Yup! Though honestly, the "hey, those are kinda vampires" thing didn't really hit me until after the fact ;)
Tarren van Ettinger - 2013-04-09T20:59:00-0400
+Robert Hanz Ah. '-) Well it certainly worked. '-D
Josh Mannon - 2013-04-09T21:13:10-0400
Mixing and matching monster abilities can also lead to interesting results.
Tarren van Ettinger - 2013-04-09T21:15:11-0400
Yeah--especially if someone's expecting one thing based on the traits they've seen so far...and then all of a sudden the monster pulls a totally unexpected ability out of its hat...
Josh Mannon - 2013-04-09T21:17:35-0400
An obvious were-creature that suddenly turns into smoke or a zombie with a hypnotic stare will creep your players the F out.
Devon Apple - 2013-04-09T21:21:28-0400
That was one of my favorite games with D&D 3.x: tacking on templates to make new and interesting creatures out of the easily dismissed or underestimated ones.
Tarren van Ettinger - 2013-04-09T21:43:20-0400
"Ummmm....I thought that was a ZOMBIE...." or, Uh...it's not a werewolf...it's weresmoke...now where'd it go...?" Yeah that could totally throw someone for a loop I think.
Phil DeLuca - 2013-04-09T23:36:50-0400
Agreed. One of the best aspects of 4E DnD, and actually one of the reasons I really like DMing it, is that every monster is different and new to the players, and reskinning or swapping abilities is trivially easy. It reduces the ability for players to memorize the Monster Manual (we all did) and instantly knowing strengths and weaknesses: "Trolls, eh? I light a torch and break out the oil."
Tarren van Ettinger - 2013-04-10T01:21:53-0400
Yeah, the GM on Critical Hit is good at that; he'll take a monster from the book and then tweak the flavor text to be what he's wanting to portray.
Rafał Czarnocki (skinnyraf) - 2013-04-10T03:46:36-0400 - Updated: 2013-04-10T03:46:50-0400
Good thing about vampires in Warhammer 2nd ed. is the fact that the list of traits is long, but a particular vampire has only a selection of traits. Some are bound to bloodlines, some are completely random. So, you flee to a ford, cross the river, turn to the vampire pursuing you and laugh... until you see he crosses the river no problems. Scary, especially the first time and really removes the cliche part quite well.