Hyper Evolved Mobs
General Spawning
Spawned when an Evolved (that has a possible Hyper Evolved form, meaning it has no Variants) Hyper Evolves. The following are their possible Hyper Evolutions:
Knight → Inquisitor
Jagdhund → Hollenhund
Spawned from Challenge Watchers as a special mob during a Challenge Raid.
Spawned from Vigils during various waves of a Vigil Raid.
Spawned from the Reinforcement System.
Tier-Unique Mechanics
Nests
When first spawning, Hyper Evolved will set the location they spawned as their Nest. If an idle Hyper Evolved has any Evolution Points, they will return to their Nest. When within 5 blocks of their Nest and having any Evolution Points, Hyper Evolved will expend all Evolution Points they have. For each Evolution Point expelled, one Human Remains block is placed within 10 blocks of the Nest. Additionally, if a Hyper Evolved exits a player's render distance, they'll immediately be teleported back to their Nest.
Since Hyper Evolved have no further path of Evolution, they have no reason to hold on to Evolution Points, hence why they are turned into Human Remains.
Note that this whole system is different from the nests that Naiads create, despite the mechanics sharing the same name.
Shared Aspects & Capabilities
Hyper Evolved are hostile to most non-Spore mobs, with the exceptions being Animals and Fish (unless Should attack Animals is enabled via the Config) and mobs included in the Mobs Not Targeted blacklist within the Config.
Hyper Evolved inflict Mycelium Infection I for 30 seconds when dealing melee damage.
Capable of breaking blocks with a hardness of 3 or lower.
Cannot ride Boats.
Can perform short dashes in liquids to pursue a target.
Hyper Evolved have a 5% chance to drop a Scent upon death unless they are freezing.
Hyper Evolved will create Nests.
On hard difficulty, Hyper Evolved will have a damage cap that is equal to 1/3 of that specific Hyper Evolved's max health. Damage cap will be ignored, however, if the damage being dealt exceeds 10,000 (x5,000 hearts). This is how all damage caps introduced by the mod function.
Can fall from up to 8 blocks before taking fall damage.
Hyper Evolved have 1.0 knockback resistance, meaning they can't be knocked back by attacks.
Melee attacks of Hyper Evolved have an AOE.
Hyper Evolved can see targets through walls if they are closer than 10 blocks.
Able to utilize Kill Points to grant themselves buffs.
Present a weakness to the cold.
Hyper Evolved are not influenced by Horde Mentality; they are lone hunters. However, Infected, Evolved (excluding Chargers), Bairns, Scampers, and Gastgebers will attempt to pair up with them.
Hyper Evolved can be Linked.
Can be a maximum of 20 Hyper Evolved in a world at any given time, managed by the Despawning System.
Will despawn during Proto World Modifier if they are at least 256 blocks away from a player.
Are not affected by Vanilla Despawning.
In regards to Frostbite, have a Body Heat of 3 and Enum Percentage of 5%.
Trivia
The name for the Hyper Evolved tier was originally going to be 'Inquisitors', but it was decided against. But instead of scrapping the name, it was given to the Inquisitor.
Due to the attacks of Hyper Evolved having an AOE, it's possible for certain abilities of specific Hyper Evolved to affect an unintended target (notably players in creative mode). Prominent examples include an Ogre's devour ability and a Hexenmeister's telekinetic throw.
Gallery
A Wendigo sneaking up on its prey.
An Inquisitor in its nest.