Shedim, Toxic or Twisted Mages, or depending on the skillsets, a cyberzombie. Insect Spirits are good too.
Tracking a Toxic mage can be a blast, depending on his magical 'toxin.' I've always been partial to murderous style of toxics (their background/home base/lodge is an old murder site), but it's easily feasible to do a 'eco-terrorist' from Redmond who relies on the toxic radiation. There are a lot of different routes you can go to make a magical threat.
Cyberzombie, depending on the comparative power levels- can be a dangerous threat. If the adepts use bullets, it's better to keep the negative essence at the mid range (no more than a 3-4) than going the full 6 due to the difference in the Immunity to Natural Weapons. If they are melee adepts, remember that background count can level the playing field in melee very quicky without those extra passes.
Shedim I don't fully understand, but from what I understand, they're like spiritual zombies possessing the dead.
Insect Spirits are pretty self-explanatory.