Monsters (Doomverse)

Monsters are evil and hostile creatures intending on conquering human realms, only to be thwarted by a nameless marine soldier (namely a protagonist player) from time to time in Doom franchise. The monsters can be classified into two groups: Undead, former humans possessed by demonic forces, and the genuine demonic monsters (or hellspawns) originating in hell or arriving from there.

Contrary to common beliefs, Monsters possess extremely advanced and sophisticated technologies and utilize these advanced knowledge, combining with their own unholy magics and sorceries to have immense advantages over humanity.

Members
Any monsters placed in levels are initially dormant or wander aimlessly and engages hostile act only when they see a player, when it sustains a damaging attack, or when it hears a player attack, even if this is with the (otherwise silent) fist. When activated, a monster/monsters will advance on its target and attack, sensing the location of thing they are after even if it is out of sight, and advance toward that location even if it is on the other side of the level. If a monster hits an obstruction during its hunt for its target, it will attempt to walk around it or float around/over it (i.e Cacodemons, Lost souls &/or Pain Elementals). Monsters that have been alerted normally remain active indefinitely.

Monsters of different types can accidentally hurt each other and will often turn against each other in such cases, engaging in 'monster infighting'. Monsters with high powers and magic skills usually do not resort to mechanical modification whereas monsters with lower attributes in general equip themselves with mechanical modification. (although low ranking monsters' powers are still superior to regular humans)

Undeads
See Former Humans.

Pinky
"Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off."

- Doom manual description



Pinkies are recurring enemies from the classic Doom to enemies in Doom (2016). Pinkies (aka Pinky demon or simply demons) are relatively big, pink, bulky, muscular, vaguely humanoid type monsters with sharp teeth, two horns on their big heads, backwards knees and three claws on each feet. Pinky chomps like a hungry beast, and runs at about 10 mph. Pinky and Spectres also are sometimes collectively called "pigs"; this word is used in more than 100 Compete-n submissions.

Pinkies let out a loud growl, similar to a lion's roar, when they become aware of the player's presence. Pinkies do not have a ranged attack, thus they are not a threat at long range. However, they have a huge advantage over many of their counterparts: agility. They can outrun any character except the charging Lost Souls, Cyberdemon, Revenant, Arch-vile, and the player. Due to their agility, Pinky closes distances very quickly, often running towards the player in a zig-zag pattern, making it harder to hit, and cornering the player. Under 'Nightmare! mode' or with the faster monsters pace setting, Pinkies move and attack twice as fast, thus becoming the fastest monsters in the game, and the second quickest to attack, after Cyberdemon.

When killed, a demon emits a loud pig-like snort and spits up some teeth and blood, its forehead and stomach also burst open in two bloody gutting holes.



Pinky in Doom 3 (nicknamed the "Pinky Demon" or just "Demon") is very different from its older cousins: this Demon is a Cybrid and has no visible eyes, its horns point straight forward instead of out from the side of its head, it walks on all fours in a way animals do, and it has cybernetic lower bodies. It roars frequently.

Despite the many changes to its appearance, it attacks in more or less the same fashion as its classic counterparts: running up close and biting. However, due to the monster's increased attack speed and range, it is much harder to escape a Doom 3 Pinky than a classical Pinky. Additionally, the Doom 3 Pinky is shorter but bulkier than its classic counterpart, a fact which, combined with Doom 3 's more cramped corridors, makes it tougher if not impossible to dodge around. Fortunately the Pinky's bite attack only does moderate damage.

Unlike their progenitors, which appeared in vast numbers, Pinky is a somewhat uncommon enemy. They are usually encountered by themselves, although they may be occasionally encountered two or three of them in a row. They generally do not attack alongside other enemies. Although seemingly large and limited to forward movement, Pinkies can actually quickly hop sideways several feet when shot - if there is enough room for them to do so.

"These demonic animals are unnamed by those in Hell. They were colloquially names Pinkies, due to their unusual skin pigmentation, when first discovered by the Lazarus Project's Tethering Operation (MTC 2146/351). Their aggressive nature against the living is well documented."

- UAC Report File: ZJC94UBY



Unlike the Doom 3 Pinky, 2016 version is more similar to the original Doom version. Like in the original Doom games, the Pinky is a large, pink, bulky, muscular boar-like beast with huge tusks that are used to bite and shred. It has similar beady, glowing eyes and a gaping maw filled with sharp fangs. The Pinkies possess a thick layer of armor on them, covering their backs, legs, arms, and foreheads. Their flesh is pink in color, while the armour is a shade of reddish-pink with a knurled, almost chitinous appearance and ridged with tusk-like spines.

Pinkies are particularly ferocious and dangerous opponents, much tougher and far more aggressive than their classic counterpart. The Pinky's main method of attack is to charge in an attempt to ram and follow up with very highly damaging goring/biting attacks. Their charging attack is always accompanied by a loud guttural snarling sound similar to a boar. Pinkies can be coaxed into charging and slamming against walls, stunning themselves briefly.

Spectres
"Great. Just what you needed. An invisible (nearly) monster. And in the PlayStation, Saturn and Doom 64 manual adds, These beasts will eat your face off, did you expect a walk in the park?"

- Doom and Doom II manuals

"If you "Liked" the spectre meet his tougher brother."

- The manual of the PSX

"If you "Liked" the spectre and you'll love this big bad brother."

- The manual of the Sega Saturn



Spectres are partially invisible counterparts of Pinky. Except for their blurry appearance, they are exactly the same in behavior and attributes to Pinky, (thus may be thought of as demons who have a permanent partial invisibility power). Doom engine uses the same information used for demons to account for them, which means the monsters share sprites. Therefore Spectres do not have frames of their own.

Spectres appear as "shimmering" beings, like a lens which distorts and refracts the area seen through their translucent bodies, making them hard to spot in darker areas or against certain textures (such as grey speckled walls). However, in brighter areas, they are noticeably more visible.

Spectres have variant called Nightmare Spectres. They are found in the in the PlayStation version of Doom. Nightmare Spectres have dark cyan-tinted, faster and more powerful forms of spectres. They appear in the Sega Saturn version of Doom as well, but with the same sprites as the port's respective spectres, only larger. They were also added to the Doom 64 TC where they have their own sprites.



Spectre, like Pinky, makes its return in Doom (2016). In this version too it is transparent Pinky. They are the result of UAC experiments gone wrong.

The Spectre is virtually physically identical to an ordinary Pinky, the only difference being the Spectre's almost transparent body. In combat Spectres have the same abilities as Pinkies, the only difference being their translucent bodies. The Spectre will typically attempt to use its near-invisible body to its advantage by sneaking up and biting, though they will exhibit the same charging attacks as well if they can acquire an uninterrupted path. The Spectre constantly phases in and out of view, and they typically match the lighting and look of their surroundings akin to the cloaking effect of Predators or the color-mimicking abilities of an octopus. Occasionally when killed, the Spectre will lose its transparent skin and resemble an ordinary Pinky.

Strategy against Spectre is similar to Pinkies and same tactics can be utilized to kill them. However, Spectres take far less damage than Pinkies and it is much easier to kill them from the front.

The Spectre is a playable demon in Multiplayer mode. Spectre is translucent, making it difficult to spot. This near-invisibility can be used to sneak up on enemies and bite them. The Spectre can also perform charge attack running straight ahead and instantly killing all in the demon's path at the loss of near-invisibility for the duration of the bullrush.

Imps
"You thought an imp was a cute little dude in a red suit with a pitch fork. Where did these bastards come from? They heaveo' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if your going to face more than one of the S.O.B.s."

- Description in Doom manual



The Imps are recurring villains in the Doom video game series. They are one of the most common enemies. In fact, the Imp is labeled as the "Backbone of all hell spawn in the entire franchise". The Imp is distinguishable by Its leather brown skin and red eyes. Its mouth is also red and always hangs open. White spikes are aligned along the Imp's shoulders, hands, claws, and feet. The Imp's size is equivalent to a human. Whenever the Imp is killed, its body tears open and blood is released.

The Imp usually fights in packs of its own kind. The Imp will usually attack a target by hurling fireballs from a distance. If the Imp is up close to a target, it will attack by using its claws. The Imp moves slowly compared to the moderate speed of its fireballs. Whenever the Imp sees a target, it will release a loud hiss. Then, it will constantly attack until its target is killed or vice versa. The Imp will only attack a target who is within its sight. Otherwise, it remains dormant or paces.

There is a variant of Imp called Night Imp in Doom 64. The Nightmare imp is a translucent blue/purple imp which is faster than the standard imp and is the first new monster to be encountered. It hurls purple fireballs which are faster than those of the standard imp.

"This humanoid's long and muscular limbs make it extremely agile as a biped or quadruped. Its long and sharp claws allow for climbing steep surfaces. A configuration of 10 eyes provides this creature with a wide field of vision and the ability to see with clarity in low-light environments."

- UAC research notes



Imps in Doom 3 are humanoid in shape, has grey skin with bony scales on its arms and 10 small eyes, Compared to its original version, and like many of the game's other demons, they have a more inhuman appearance. Unlike the serpentine hisses produced by their classic counterparts, this new version emits a high-pitched screech. These monsters are tall and aggressive, and stand at approximately the same height as a normal human. Imps are very common in the Doom 3. They are the most frequently encountered demon in the game, appearing 15 to 30 times more often than other demons.

In hell, Imps have a different appearance than those encountered on Mars: their skin is flesh-colored, making them appear to have been flayed. This fact leads some to speculate that they are naturally skinless and their bodies adapted when exposed to the Martian environment.

The Imp generally walks slowly, but it can climb walls as well. Most of the time, they will ambush, hiding behind doors or climbing on the ceiling. They can either throw explosive fireballs from their hands that travel in an arc, attack with their claws, or pounce forward more than 25 feet in a scratching attack. Occasionally, they will pounce sideways when hit to dodge additional fire.

The Doom 3 Imp can, in some ways, be seen as tougher than its classic counterpart, considering its ability to leap in a surprise attack, its increased agility, and its fireballs, both by the smoke which can easily obscure pov as well as their trajectory, since they are hurled more naturally in an arc rather than straight as in the original Doom.

"Imps, ferocious and agile demons, are found all over Hell and are often used in the front line during concerted attacks in either dimension. They revel in battle, feeding off their victims, when the hunger takes them."

- UAC Report File 388OAOYT



Imp in Doom (2016) is the first hell monster encountered. It is once again the most common monster in the game, along with Possessed Humans. They are small, brown, agile creatures with orange eyes. Imps are thought to be a lower form of the Summoner. The Imp doesn't get along with higher-ranking demons like Barons of Hell, Hell Knights or Mancubi, which often leads to random fighting in Hell. As a result, the evidence indicates that there is strifes among the legions of hell.

The Imp is a small and agile demon with a body type similar to that of a Summoner or Prowler: they have slim bodies with a brown and purple skin tone and large, bony spikes protruding from their backs similar to the original Doom. The Imp also bears orange glowing eyes. Unlike the original Doom, Imps in the reboot are even more agile, being able to grab onto poles, columns and move around at twice the speed of Doomguy. Imps also throw their fireballs faster than they did in previous Doom games. Occasionally, Imps will charge their fireballs, increasing its damage at the cost of a longer wind-up time.

Imps can leap in nearly any direction, all the while still attacking without any pause. Imps will often retreat and try to find purchase on a higher, more distant surface from which to attack. This is in contrast to the previous incarnations of the monster, which always sought to close to melee range - this incarnation of Imp rarely resorts to melee attacks unless their enemies chooses to close to that much range. It will occasionally leap toward to strike if it is at medium range, however.

Imps underwent a dramatic redesign between the E3 2015 initial public presentation of the game and the final release product. The earlier design of Imps was closer in appearance to a smaller version of the Hell Knight. The final Imp design added distinct features to the head and body, two prominent glowing eyes, and accents of purple color which seem to call back to the Nightmare Imp seen in Doom 64.

Lost Souls
"Dumb. Tough. Flies. On fire. 'Nuff said."

- Description in Doom manual



Lost Souls are villains that were introduced in the second episode, Knee Deep in the Dead, from the original Doom. Lost Souls are a common species in Hell. They function together in groups. It is uncommon to find a Lost Soul by itself. The entire species is very agile. Several members are released from Pain Elementals which are also inhabitants of Hell. The Lost Souls are a part of Hell's forces even though they aren't equipped with weaponry. Their main form of offense includes lunging against their enemies. Lost Souls are merely skulls who are constantly on fire. Every member is filled with razor sharp teeth, orange eyes, and two horns. Their pupils are replaced with yellow dots.

Lost Souls were much different in their beta form. For example, they were colored grey. They weren't on fire and had a "psychic attack". This attack would begin when a Lost Soul flashed for a brief moment before lunging at the player. Instead of flames, a Lost Soul would explode into a pile of bones after its death.



Lost Soul in Doom 3 is a head-sized flying Cybrid demon consisting of a human female face mounted on a flying rocket engine contraption. Its jaws are torn apart to allow it to open its mouth wider than a normal human could and its teeth have mutated to long, pointy, needle-like fangs. When alerted, they make a high-pitched shriek, accompanied by the sound of the rocket engine that empowers them. They are also considered some of the most annoying enemies, as they can often knock the player off a ledge to their deaths.

They hover through the air at average speed and attack by abruptly rocketing in a straight line at high speed and ramming, similar to the classic Lost Souls. Unlike the classic Lost Souls, Doom 3 's Lost Souls can cover a larger area and can change course if necessary. The classic Lost Souls are giant, flaming, flying skulls with sharp teeth, whereas the Doom 3 Lost Souls are flying, flaming human heads. The Lost Soul is usually found in packs with other Lost Souls (which was often the case in the classic Doom games as well). The Lost Souls can be problematic opponents if not killed quickly.

While the Doom 3's version of the Lost Soul is weak compared to its classic version (a single punch or 2-4 pistol bullets can take them down instantly), it is a much more difficult target, due to Doom 3 being fully 3-D rather than 2.5-D, which made the old version easier to hit.

The Resurrection of Evil and The Lost Mission expansion packs replaced the Lost Souls with a new monster called the Forgotten One, which bears a much closer resemblance to the original Lost Soul (hence the name "Forgotten One", cause they had been forgotten since the classic Doom games).



2016 version of the Lost Soul is a very fast monster. It bears a very stylized rendition of its first appearance in the original Doom. It is a large, flaming skull with red eyes and large horns. The only tissue that can be seen is within the Lost Soul's mouth, which also bears sharp, pointed teeth. This Lost Soul has two stages. The Lost Soul will burn blue when calm and will float aimlessly around the area. When it spots its preys, it will become aggressive and will burn red. In this stage, it will charge towards with great speed while letting out a high pitched shriek, similar to its attack in the original Doom. While charging, it will attempt to hit its victim and explode, dealing great damage. Weaker willed humans weakened by the explosion will then be possessed by the demon and the host's soul becomes lost in turn.

Cacodemons
"They float in the air, belch ball-lightning, and boast one Hell of a big mouth. You're toast if you get too close to these monstrosities."

- Doom II manual description



Cacodemons from the Doom series with large spherical bodies crowned with horns, that float slowly through the air. They have a single green eye over a large mouth which is persistently twisted into an evil grin showing a series of nasty teeth and a bluish interior.

In Doom II, their instruction manual description says: they float in the air, belch ball-lightning, and boast one Hell of a big mouth. You're toast if you get too close to these monstrosities.

They attack by spitting a ball of lightning or by biting with their gaping maw. The Cacodemon often seems to distance itself from the player when under attack, though the cause of this is that it is being pushed back by successful hits from its enemies.

Cacodemons emit a loud hissing sound when they first see the player or otherwise become active, and use the pain sound shared by most of the demonic monsters from Doom. When killed, they let out a gurgling moan and fall to the ground, splitting open like a burst pustule, spewing copious amounts of blue goo and intestines that flow forth, to reveal their bared brains while their sole eye pops out of its socket.

Cacodemon attacks are relatively easy to dodge, and with sufficient space large numbers of Cacodemons can be fought while sustaining little or no injury. Because they are slow, and because their pain chance is high, they are fairly easy targets. The chainsaw can incapacitate them, and repeating weapons such as the chain gun or the plasma gun are very effective against them, as they are pushed away and are nearly unable to fight back. They are relatively easy to goad into attacking other monsters, but can occasionally be tricky in this respect if they are floating in a high position allowing most of their shots to go over other monsters in the player's area. A skilled player could use a shotgun, run in for close shots, and dodge any incoming attacks while reloading and retreating.

Because of their flight ability and versatility, it is not uncommon to see these flying out of unexpected angles once alerted.



Doom 3 version of the Cacodemon is no bloated ball of sloth as it flies rather speedily around this time and, as a consequence, is harder to hit and closes in faster. Cacodemon in Doom 3, as compared to the original monster, is taupe in color, has a wider mouth, and has multiple green eyes, as well as some longer, thin tentacles resembling a hand hanging from the bottom of its body. Its brain is visible on the top of its forehead. Cacodemons are commonly found in outdoor areas, although they can be encountered in relatively close-quarter indoor sections (so long as the ceiling is sufficiently high). They often appear in groups of 3 or more and are characterized by a mysterious whirring sound they make when they are present.

Although they can be considered weak in Doom 3 due to increased firepower in weapons, it still takes two rockets, 1/3rd of a machine gun magazine, or more than a dozen plasma shots from the plasma gun to kill. Like original cousins, it fires an energy ball straight at the player, although this projectile is yellow instead of purple and red, and sometimes it fires it in a somewhat haphazard direction, deliberately missing their target, which can be confusing.

Up close, the Cacodemon bites, although this tends to leave it vulnerable to melee attacks as the delay between opening its mouth and biting is long enough to make it rather easy to dodge. It floats slowly enough and is large enough such that targeting it is fairly easy. The Cacodemons are more dangerous in groups as they can surround and attack from occasionally dead angles. Like every other explosive projectile in Doom 3, its energy balls can also be shot down in midair, and they are easy to hit because they travel in a straight path. But Cacodemon's energy ball can do heavy damage, and they should be avoided or shot down at all costs.

"When a Cacodemon senses the presence of the living, it will hunt them relentlessly until it gets close enough to gnaw on them using an impressive set of mandibles. To aid the hunt, the Cacodemon has a psychoactive narcotic bile which it spews at range. On contact, this bile inhibits the perception of the target and compromises movement. The effects wear off after a few moments, which is often enough time for the lumbering beast to get within bite range."

- UAC Report File: 01152007



Cacodemons in Doom (2016) is a flying psionic demon. The Cacodemon's appearance is very stylized and similar to its appearance in the original Doom, their most notable features being its single green eye and gaping maw filled with sharp, yellow teeth that takes up the majority of their bodies. The top area of the Cacodemon is covered in red armor plates with spikes similar to Pinky. Its fleshy underside is unarmored and displays a bulge. The Cacodemon also has four stunted limbs that are useless.

At distances, the Cacodemon will fire powerful yet slow moving energy blasts. When close enough, the Cacodemon will bite, dealing heavy damage.

The Cacodemon is also a playable demon in Multiplayer, appearing in the second multiplayer pack, Hell Followed. Like in campaign, the Cacodemon can fire energy blasts that, whilst weaker than other multiplayer-demon projectiles, can impair opponets' visions if hit. Its secondary attack is a tongue snare that can be utilized for close and long-range kills.

Pain Elemental
"What a name. And what a guy. Killing him is almost as bad as letting him live."

- Description in Doom II manual



The Pain Elemental is a villain that was introduced in Doom II. It is almost similar to the Cacodemon which is another villain from the Doom series. The Pain Elemental is a levitating demon in the shape of a sphere. It has a very large, round eyeball with a round black slit. The entire eyeball is red. Each side of the monster's body has a small arm. The entire skin is brown. Similar to the Cyberdemon, two dark horns are curved on top of the Pain Elemental's body. During combat, the Pain Elemental will open its mouth. Inside, the teeth are razor sharp. The Pain Elemental's mouth is red whereas its throat is yellow.

Unlike most monsters, the Pain Elemental wanders until it encounters the player or another life form. It usually emits a cackle when it sees the player as if it is saying "why hello!". Whenever the Pain Elemental experiences damage, it croaks as if it is saying "Ow!"

The Pain Elemental fights almost like to the Cacodemon. Both of the them move at the same speed but have different projectiles. Instead of shooting a green projectile at its enemies, the Pain Elemental spews a Lost Soul. When a Lost Soul is spewed, it immediately attacks its target. If the Pain Elemental misses its target then the Lost Soul will try to hit the target by itself. If the Pain Elemental accidentally shoots a Lost Soul into a wall then it will explode upon impact. The Pain Elemental is vulnerable to misdirected attacks from its creations. If this happens, it will retaliate against them. When the Pain Elemental is killed, its entire body explodes before spawning three Lost Souls.

Arachnotron
"Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in Hell with a plasma gun."

- Description in the Doom II manual



Arachnotrons are spider-like cybernetic hybrid monster debuted in Doom II. It is similar in appearance to the Spiderdemon (and of course, much lesser firepower), but smaller and with large eyes that change color depending on the monster's current state (moving, hurt, or attacking). They are supported by metal chassis and bodies that consist primarily of large brains, along with pair of small arms. Instead of a chaingun, they wield plasma guns that fire bursts of yellow and green energy.

An Arachnotron emits a mechanical cry (akin to machinery powering up) when spotting a player. Like Spider Mastermind, it has audible footsteps, in their case sounding like buzzing machinery punctuated with occasional electronic crackling. When Arachnotrons die, their heads explode into morass of gores as their mechanical bodies collapse while unleashing an electronically-pitched dying tone that resembles failing machinery. Once an Arachnotron engages an enemy it will continue to fire until the enemy is killed or moves out of its field of view, or until the monster itself flinches in pain or is destroyed. Because of their sustained and extremely fast rate of fire, they are often more than capable of defeating almost any monster if (and when) provoked via monster infighting, especially when multiple Arachnotrons attack; however, stronger enemies such as Barons of Hell will usually prevail in smaller battles because of their higher endurance. Although they may seem slow, Arachnotrons are actually faster than quite a few of the other monsters and can catch up with the player at an alarming rate.

Revenants
"Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do."

- Doom II Manual



The Revenant is a monster introduced in Doom II and appearing in the sequels. Revenants are very tall skeletons wearing silver body armor. Their bones are golden brown. Missile launchers are mounted on each of their shoulders. Their rib cages and legs are drenched in blood and gore.

Revenants prefer to run directly towards their targets. They fire two types of missiles: unguided and homing. Unguided missiles move in a linear direction whereas homing missiles relentlessly chase their targets. In close combat, a Revenant will use its fists instead of missiles. A single punch inflicts a large amount of damage. After a target's death, a Revenant will be immobile.

A Revenant emits a raging/pain-like high-pitched scream, like a roaring "Raaaah!". While active and within earshot, they give off a heavy huffing breathing sound. When killed, a few of the revenant's bones will shatter (producing a "metallic" sound very alike to a "Clink!") and the monster will simply fall on its back, one of the cleanest monster deaths the player will come across.

"Specimen 218 - Revenant. This creature's endoskeleton is visible through a translucent non-solid skin. Despite the absence of any visible muscles, this creature is able to strike at close-range targets with enormous strength. Two shoulder-mounted cannons controlled by its nervous system allow this creature to fire guided rocket-propelled missiles."

- UAC Research Notes



Revenant in Doom 3 is a tall skeletal demon armed with a pair of shoulder-mounted missile launchers that fire relatively slow-moving homing missiles, similar to the original Revenant. They are some of the game's more elite demon enemies, possessing good weapons and about twice as much health as Imp or Wraith. Revenants are typically encountered individually or, more uncommonly, in pairs, although they sometimes are accompanied by other demon enemies such as Imps or Z-Sec zombies. Although not as common as more average demons such as the Imp, several Revenants can still appear within a single level. They are especially common in the Resurrection of Evil pack.

There are several differences between the Doom 3 Revenant and the original Revenant. Firstly, their body below the collarbone is covered in a layer of almost transparent skin. Secondly, it has glowing green eyes, unlike its older counterpart, and has no gore attached to its legs. Thirdly, it has thicker, more advanced chest armor, which resembles the marine's chest armor, but is colored red and has more tubes and wires along with the shoulder-mounted launchers.

Doom 3 Revenant keeps the concept of a armored, missile-launching, walking skeleton, but it moves a lot slower than the original, walking instead of running, but it is also much more aggressive as a result, often firing both of its shoulder-mounted launchers at once. It will also use a punch/clawing attack at close range. Like the Z-Sec soldiers, Revenants can occasionally sidestep a single step to dodge the oncoming fire. The Revenant's missiles are actually quite weak compared to the ones in Doom II. However, they travel in rather confusing patterns, tending to wobble and spiral as though their guidance sensor isn't quite fuctional, making it less straightforward to hit them. Their missile can be shot while in flight, especially with a Shotgun or Plasma gun. The detonation injures the Revenant, and tricking the Revenant into shooting its missiles into a wall will also injure it. The missiles can also be dodged. Revenants always shoot multiple missiles at once.

Revenant is also the only demon that cannot be "explained" scientifically. It has no visible internal organs and no muscles to explain its powerful melee attacks or even movement, so unless every organic system is contained inside its metal shoulder plates, it must be completely controlled by the powers of hell. The Revenant makes a distinctive croaking sound, relatively similar to its Doom II counterpart, making it easy to tell when one is nearby. It often hides in hidden compartments with trigger points and darkened dead ends.

Unlike its classic counterpart, it is considered a much less dangerous monster, as it moves slower and does much less damage, as well as no longer appearing in large numbers. However, this does not mean they should be underestimated, as the missiles still do major damage.



Revenant in Doom (2016) serves as the mascot of the game, appearing in various cover art and numerous trailers. Revenants are UAC Military operatives that have been methodically transformed into demonic combatants. The Revenant's appearance appears to be largely similar to its appearance in Doom II. It is a tall, skeletal figure with pale, bloodied skin covering only the legs and upper torso. Blood and gore can be seen around the Revenant's lower body. Mechanical implants can also be seen in the Revenant's feet, knees and arms. The Revenant has two grey eyes that lack irises, and its skull is covered in blood. The Revenant's most distinguishable feature is its large UAC engineered jet-pack, with two large shoulder mounted rocket launchers (or Multiple Launch Rocket Batteries). The center and back of the jet-pack glow orange.

Revenant makes a loud pitched voice when alerted, similar to Doom II. The Revenant this time utilizes a jetpack to fly for short amounts of time while firing missiles. When on the ground, the Revenant will fire a barrage of missiles while also swatting when close enough. Revenants are faster than most other demons like the Imp. They will rush directly and will also use stronger missiles than a normal rocket launcher. They are very strong and fast compared to the other monsters in the game. They also have an accurate aim when shooting.

Revenant also appears in Multiplayer mode as a playable demon and is the first demon the player can use. It roughly maintains the same attacks as it does in the campaign, using its shoulder mounted rocket launchers to fire missiles at enemy players, instantly killing them. The player can also utilise the Revenant's jet-pack to fly for limited periods of time while also being able to fire missiles.

Mancubi
"The only good thing about fatso is that he's a nice wide target. Good thing, because it takes a lot of hits to puncture him. He pumps out fireballs like there was no tomorrow."

- Doom II instruction manual



The Mancubus is a monster in the Doom video game series. The Mancubus is large and obese. It walks with crooked legs. There aren't irises or pupils in the Mancubus' green eyes. Sharp, yellow fangs are in its mouth which drools blood. Instead of arms, the Mancubus is equipped with flamethrowers. They are powered by a fuel tank that is attached to the monster's back. When a Mancubus is killed, its head is split open. This will break half of the tubes on the fuel tank. The body will then slowly split in half. The skin and flesh will tear open to unleash a torrent of blood. The remaining pieces will be folds of ripped flesh, blood soaked bones and ribs, and its green eyeballs. All of those pieces will land between the disembodied flamethrowers.

A Mancubus unleashes a battle cry before it begins attacking. When it begins, it shoots fireballs. These projectiles are large and very powerful. From a longer distance, the fireballs spread away from each other. The Mancubus usually shoots six fireballs and pauses for a brief moment. It still shoots if it is damaged. The Mancubus will continue attacking until its target is eliminated or it is killed. It will also stop attacking if its target is out of sight.



Mancubi returns in Doom 3 and are one of monsters that remain pretty faithful to their original designs. It is greenish-grey-pale in colour, rather than brown like the classic Doom cousins. Like the original version, the Mancubus is a very large and obese monster with a fireball launcher grafted to each arms, but unlike the original, it does not fire the two launchers simultaneously, firing each in turn instead. Mancubus stands about 2 heads taller than a normal human, and its bulk is about 2 to 3 times as wide.

Compared to the classic Mancubus, this one is more Lovecraftian, since the Making of Doom 3 book states the latter. The central tentacle is a breathing tube, consisting of tiny holes along its sides (which are visible if viewed closely). Both side tentacles were supposed to be tusks, making them even more elephantine. Due to a graphical and model design glitch on game designers' parts, they were reduced to feeding tools, and are stated to be used like the mouth of an octopus. It is unknown whether they have a beak inside their mouth or not.

Another main differences between the Doom 3 Mancubus and the Doom II Mancubus is the the feet. In Doom II, the Mancubus had elephantine feet. In Doom 3, the Mancubus has their feet look like fanned out pieces of flesh. Mancubi are quite rare in Doom 3, and only appear in two levels, mostly confined to hell. They also appear in Resurrection of Evil, although again they are mostly confined to Hell.

Doom 3 Mancubi are real powerhouses, with extremely high health and a powerful ranged attack with a reasonably high rate of fire. Furthermore, unlike the classic Mancubus, the Doom 3 Mancubi have melee attack: both of its cannons can be used as hammers. Though it can only fire one cannon at a time, unlike its classic counterpart, it more than makes up for this by being able to fire a steady barrage of powerful fireballs from each cannon, unlike the classic version, which can only fire three volleys from both cannons at once. It is also tougher than their classic cousins and the toughest (but also one of the slowest) non-boss creatures in the game. Fortunately Mancubi are very slow.

"Mancubi have taken their disgusting physical condition and turned it into a weapon. As they reach maturity, a chitinous growth begins to form over each hand, creating a hard sheltered "barrel". As the flesh inside decomposes, a noxious effluvium begins to leak from the barrel. The Mancubus can spew this discharge from the barrel over a remarkable distance. The volitale goo ignites under the tremendous pressure, creating a highly effective biomechanical flamethrower."

- UAC Report File: FUIF50WJ



Mancubus returns in Doom (2016). It is a large and grotesque creature and can be argued as being the most revolting of all the demons. A foul odor accompanies its presence, and it can be overwhelming. Mancubi gorge on anything they can find and are not adverse to eating rancid flesh. Their diet rots in their digestive system, making their innards highly flammable. It bears a single green eye similar to a Cacodemon and a large, gaping mouth that constantly hangs open with sharp, rotting teeth. It is protected in armor (possibly made from a chitinous material). The armor covers its chest, shoulders and lower body, leaving its back and enormous, loosely hanging stomach exposed. The stomach displays a large scar that runs down the middle which is kept sealed via a large clamp seen at the bottom. The chest piece bears an orange glowing demonic rune. Covering the Mancubus' arms are two large growths with two orange glowing cannon barrels that serve as its main armament. The Mancubus also bears piping that leads from its upper back to its arms, possibly for the volatile goo it secretes to traverse towards its makeshift weapons.

True to its large size Mancubus can take a large amount of damage and deal just as much. It fires fireballs out of the two cannons mounted on its arms to hit targets at medium to long range and has a flamethrower ability for up close targets as well as a vent attack whilst dealing great damage.

The Mancubus is also a playable demon in Multiplayer mode and is the third demon to be unlocked. Despite being labelled as Mancubus and having similar attacks to one, it uses the model of the Cyber-Mancubus. It roughly maintains the same attacks as it does in the campaign, using its arm cannons to fire its volatile goo at enemies while also using its vent attack to instantly kill nearby enemies.

"The Cybernetic Mancubus differs from its naturally occurring brethren in several ways. The chitinous growth on each arm has been replaced with a UAC developed rifling barrel, which allows the Mancubus to fire its bile at much greater distances. The resulting ejection however, does not ignite. The bile is still highly toxic, and will quickly poison any organic creature it hits. Their behavior has also been modified to make them favor a longer engagement distance to compliment their long range bio-sniping weapon. While attempts have been made to provide better fitting armor to these cybernetic monsters, they invariably outgrow their uniform within a few weeks."

- UAC Report File: U6CVKICG



Cyber-Mancubus is a variation of the normal Mancubus that possesses more armor and a substantially more powerful toxic bile weapon. Cyber-Mancubus looks like its normal counterpart, but with a few technical differences as it has been equipped with a dark cyan armor and more modern machinery. The top of its head has been covered with a helmet which holds its mouth open and a visor, which are both connected to an apparatus on its back. The latter also connects with tubes to its arm cannons, which replaces its natural flamethrowers. The chest plate of the Cyber-Mancubus has the UAC logo on it rather than the demonic runes and the scar under the chest plate has now been covered and refined.

The Cyber-Mancubus utilises attacks similar to that of the regular Mancubus. However, instead of flame, it launches organic bile from the Mancubus' body that is highly corrosive. It also deals out higher damage than the Mancubus and takes more hits to kill. It has a unique attack where it shoots out two plasma balls, creating hazardous pools of liquid that persist for a short period of time.

Hell Knight
"Slightly easier to kill than our friend the Baron, but appear in larger numbers."

- Description in Doom manual



Hell Knight appears in Doom II and onward. It is a lesser version of the Baron of Hell. The Hell Knight resembles the Devil in folklore. It has demonic horns, walks with furry legs, and stands on black hooves. It's upper body is Satanic and surprisingly muscular. The Hell Knight can also be identified by it's screams and groans.

The Hell Knight and the Baron of Hell seem almost identical. The Hell Knight is generally considered to be weaker, though. For example, the Baron can withstand fifteen blasts from a shotgun whereas the Hell Knight can only blasts. Each monster also has a different skin color. The Hell Knight is tan whereas the Baron is light red. Hell knight attacks can be easily dodged, but are faster than those of Imps or Cacodemons and can do very heavy damage on a successful hit. These monsters take relatively heavy beatings before going down.

Barons of Hell and Hell Knights both attack opponents by scratching when close or by throwing green comet-shaped fireballs when distant. When killed, they emit a gurgling scream. Since it uses the same sprites as barons, only palette-swapped, a Hell Knight's death sequence is the same as the Baron's (being split apart and collapsing with their intestines and green fluids spilling out).

"Specimen 31 - Hellknight. The cranial mass of this bipedal specimen indicates that it is one of the largest creatures inhabiting the site. Overpowering its prey with sheer might, the Hellknight is one of the most ferocious predators known to our researchers. Like the imp, this creature is able to defend itself at long-range with thrown plasma projectiles."

- UAC research notes



Hell Knight in Doom 3 is huge and very muscular. It has no visible nose, and its deformed ears resemble a human's, fused to the sides of its head. Its obscure eyes are very small and black, located on the sides of the head just above the mouth. It is easily the largest non-boss enemy in the game. Hell Knight stands about 10 feet (3 meters) tall. In hell, Hell Knights show a different appearance from those on Mars. Their skin is pale and some parts, such as the mouth, upper chest, hands and feet, are red. They are covered with scars and demonic runes, and have a pentagram on their forehead.

While the classic Hell Knight has horns and hooves, being meant to resemble a satyr or minotaur, the Doom 3 edition of Hell Knight somewhat resembles a huge muscular skeleton or an alien altogether. The head of the Doom 3 incarnation of the Knight is (somewhat) similar to the Shambler from the first Quake.

The Hell Knight's attacks are similar to those of the Imp's: it throws fireballs at long range and substitutes to clawing attacks at close range, but unlike Imps it lacks sudden leaps and its clawing attacks are much slower. However, it has a biting attack, which gives it a farther reach, and the green plasma it throws are much larger, more powerful, and have a wider area of effect, making them more dangerous in enclosed spaces. Fortunately, its ranged attacks are easier to dodge, as the Hell Knight's height means they are launched from farther up, making it possible to literally run under them.

Doom 3 Hell Knight is actually tougher than the original Hell Knight, having almost as many HPs as the original Baron of Hell. Rather than being the new version of its namesake, the Doom 3 's Hell Knight is the reinterpretation of the original Baron of Hell.

Hell Knight is a boss in Doom Resurrection in the fourth chapter. Its only attack is to throw green energy balls, which can cause quite a bit of damage. They can be dodged like a usual Imp's energy ball.

"Tablets, retrieved from the Great Steppe in the UAC Automated Survey of 2143, suggest that Hell Knights originally flanked the Great Serpent during the first age. After their master was defeated by the Guardian the Hell Knights were placed in the arenas of Hell, where they would feed on any victims thrown to them by the Demon overlords as sport. It is now believed that they guard the most sacred and important relics in the netherworld."

- UAC Report File: U75ZJJFD



Hell Knight returns in Doom (2016). It is a towering brute. While they can no longer throw fireballs, they make up for it by enhanced strength, resilience and agility. They relentlessly stomp towards their target, smashing their massive fists into the ground to create shockwaves that stagger their opponent and leave them vulnerable to bone-crushing melee attacks. The Hell Knight's powerful legs allow it to leap across large distances effortlessly, quickly closing the gap to its enemy. Hell Knight strongly resembles its Doom 3 counterpart, however there are some noticeable changes, The Hell Knight seems less broad and head design differs slightly in that it has what appears to be a partially-exposed skull. Their skin tone appears to be much more flesh-like as opposed to the plain white skin tone seen with its Doom 3 counterpart.

The Hell Knight in combat is very aggressive, moving noticeably faster than its Doom 3 counterpart, and seems to be a close quarters combat monster; it has several attacks such as a ground pound, uppercut punch and lunge attack.

Barons of Hell
"Tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since Tyrannosaurus rex."

- Doom manual

"The Hell Knight was bad news but this is Big Daddy. These bruisers are a lot like Hell Knights, but look a little different and are twice as tough to kill."

- Doom II manual



Barons of Hell are demons in the Doom series. They resemble satyrs with pink torsos and brown goat legs. They will utter a loud, bull-like cry whenever they spot the player. They will attack by scratching up close or throwing green projectiles from a distant. The Barons are the most resilient creatures in the first Doom game except for the Cyberdemon and Spider Mastermind.

A Baron takes the appearance of a muscular, bipedal goat-like demon with pinkish head and torso, and legs with black hooves. Its hands are covered with a slight greenish tinge, but it becomes more luminant when it launches green fireballs. A baron will utter a loud, trumpeting bull-like cry when it spots its prey. Barons are the most resilient of all creatures (1000 hit points) in Doom save for Cyberdemon and the Spider Mastermind. They attack opponents by scratching when close or by throwing green comet-like fireballs when distant.

When killed, a Baron will make a high-pitched gurgling sound as its body splits in half, the upper body half falling on the ground right behind the lower body half, exposing copious amounts of green blood and intestines.

The barons were known as the "bruiser brothers" internally to Id Software because of the first encounter with them and as a parody of the Hammer Brothers in Super Mario Brothers.

"The Baron of Hell is the highest demon among the order of the Hell Knights. They rarely leave Hell, and no Baron of Hell has yet been captured by any of the Tethering Operations. Details regarding their behavior and physiology are therefore limited."

- UAC Report File: I2CN5KMB



Barons of Hell returns in Doom (2016). As in the first Doom, a Baron takes the appearance of a muscular, goat legged demon with slightly tan legs and hooves. He has a pink upper body with a build similar to that of the Hell Knight from Doom 3. The Baron of Hell is a formidable opponent that utilizes attacks similar to that of Hell Knights with the exception of being slightly faster and dealing greater damage while also making great leaps. Their ranged attack consists of throwing green fireballs. When close, they will crush with their hands.

The Baron of Hell is also a playable demon in Multiplayer. Their role focuses on close-ranged combat, meaning they no longer have the ability to throw Argent energy balls, but they are significantly faster, can kill in a single swipe, and gain the ability to make a ground pound which makes lava and rocks ascend in a straight line through their line of sight.

Arch-Vile
"One of the worst of a bad lot. You can't think of enough rotten things to say about him. He's fast, hard to kill, casts spells, and resurrects dead monsters! At least these suckers are rare."

- Description in Doom II manual



The Arch-viles are villains that were introduced in Doom II. It appears in every other game onward. Arch-vile is very tall and grotesque. Its humanoid body is covered in peach skin. It's abdomen is the only area not covered. The opening reveals part of the Arch-vile's rib cage and spinal column.

They can easily cause the target to explode. First, it raises it's arms to summon fire. The target will be engulfed in flames regardless of the range between both sides. It hunches over and clap it's hands together. This causes the fire to erupt. As a result, the target is sent flying into the air. They also lose a chuck of health. This attack will happen only if the target is within the Arch-vile's sight.

The Arch-viles also have the uncanny ability to resurrect dead monsters that are nearby. It cannot resurrect Cyberdemons, Spider Masterminds, or other Arch-viles. Any Arch-vile can be harmed by another monster, whether or not it was resurrected. Moreover, both engage in a battle. If the other monster dies in the battle, the Arch-vile will still resurrect it.

Arch-viles are also one of the fastest monsters in the game, almost twice as fast as a lost soul that isn't charging and only 1 speed unit slower than a cyberdemon, and meeting two or more of them at once without any cover will likely result in death. They are also the most resistant monster to pain, which makes canceling their attacks difficult.

These monsters can take a considerably high amount of damage (the fourth highest in the game). Arch-viles can be hurt by the blast damage of their own flame attack, so it is possible for an attacking Arch-vile to hurt itself or any Arch-vile close to its target. Also, monsters (including other Arch-viles) damaged by an Arch-vile's attack will never retaliate. This does not stop Arch-viles themselves from targeting and damaging other monsters, though. Arch-viles are easy to distract because of their lack of targeting threshold; which means they will always switch target when hit.



Arch-Vile in Doom 3 is a large, bulkier and pale humanoid monster, standing a head taller than a normal human even in its standard semi-crouched pose. Its elongated arms are both terminated in bloody, tumor-like, bloated hands with huge, inward-retracted claws, as if the monster is wearing glowing boxing gloves. The Arch-Vile is a relatively high-level demon, possessing more than three times as much health as an Imp. As with its previous Doom incarnations, the Arch-Vile can be easily underestimated. Though not nearly as durable as creatures like Hell Knights or Mancubi, the Arch-Vile's varied attacks and ability to summon other demons make it one of the toughest enemies to defeat, for it will instantly summon demons after its appearance.

Fortunately, Arch-Viles are usually encountered alone, although they can quickly summon additional demons as backup.

Though it cannot revive fallen monsters like the classic version, due to their bodies burning away instead of leaving a corpse, the Arch-Vile makes up for this by being capable of summoning/materializing many of lesser monsters (though Imps, Zombie, Cherubs, Wraiths, Hell Knights in later Doom 3 levels, and Maggots in The Lost Mission). It can also slash its victims at close range, as well as unleash a fast-moving column of hellish fire that can seriously hurt. In some special cases, it is capable of making the ground erupt in flames underneath, similar to its original incarnation, but this time it is possible to dodge it.

Summoners
"The Summoner, a cunning adversary, is primarily a defensive summoning unit. As the demon-horde swarms the enemy, the Summoner sustains the battle by opening a rift to Hell and calling forth reinforcements. To prevent being overrun by the relentless horde, the Summoner should become a primary target in any battle strategy. When directly challenged in combat, the Summoner is capable of channelling Hell energy into an Argent wave. Although this wave kills most humans, an occasional victim will be transformed into The Possessed."

- UAC Report File: 6WYG6KW



Summoner is a demon that can summon other demons. It often teleports away, attacks using hell energy waves, and should be considered a priority target. The Summoner is more likely to summon more resilient monsters to assist in attacking. It has the same function as the Arch-Vile from previous games and therefore is basically Arch-Vile renamed.

Summoner is a very fast monster (like Arch-Vile) that can deliver a lethal strike with ease. Coupled with this, it is able to summon lesser demons. The Summoner will spawn and immediately begin summoning demons such as; Imps, The Possessed and Possessed Soldiers. After this, the Summoner will instantly disappear and move at an extraordinary speed, appearing only as a red streak as it moves. They will then stop and begin summoning demons again. If they are within range, they will send waves of hell energy to deal great damage and will occasionally swipe if close enough.

Cherubs


Cherub is a monster introduced in Doom 3. Like other weak demons, they often come in swarms. It has the appearance of a human baby with insect-like wings (which produce a characteristic insect buzzing sound when in action), black sclerae (sclera is the solid white part of eyes) with white pupils, and arms ending in sharp, monstrous claws. It is legless, having instead the abdomen of an insect. It emits sounds similar (albeit distorted) to a baby babble - this, alongside its resemblance to a human infant, makes it one of the most unpleasant and visually disturbing enemies in Doom 3.

Cherubs typically attack in groups. However, Cherub groups are typically smaller than Trite or Tick swarms, and they usually attack 2 or 3 at a time instead of several at once. Cherubs are often found near Mancubi.

The Cherub is one of the weakest demons in the game, although it is more powerful than the Lost Soul, the Trite and the Tick. Its power should not be underestimated, as it is able to use its wings to inflict a hit very accurately, which makes it hard to dodge. It uses its insect-like claws to blind and disorientate the enemy.

Cherubs move with a combination of crawling along the ground and using their wings to quickly hover forward several feet. They attack by quickly leaping from a significant distance, and have a noticeably further attack range than Trites or Ticks.

While weak, the Cherub can be difficult to hit because of its small body size, and it is considered difficult to evaluate how far it can actually leap. In Resurrection of Evil, the Cherub can be picked up and launched with Ionized Plasma Levitator, which is instantly fatal. As they come in large numbers, it is advised to utilize rapid-firing weapons to dispatch them all quickly.

Maggots


Maggots are new enemies in Doom 3. Maggots have two heads and two long black tongues (one for each head). Their back is hunched and consists of two large, tumor-like bloody stumps with retracting barbed bones protruding from them. The Maggot alternates between approaching on all "fives" (they have five limbs in total) and walking upright on its back legs, the latter commonly being used. Each hand has a different shape: one is nothing more than a flat stump, one is a pinching claw and one is a simple human-styled hand. Maggots might possibly be a cross breed between an Imp and a Wraith, since they can perform a leap attack and hunches. Maggots only have melee attacks. Only able to perform melee attacks, Maggots either rush to rend with their claws or perform a long-range leap which can cause significant damage and is nearly impossible to dodge.

Despite their size and mobility style, they are not known to leap as much as an Imp does, and are even weaker than Imps endurance wise. Even when standing next to each other, they dwarf Imps. Maggots have a tendency to run up to their victims on the back legs then quickly crouch back down.

Trites


Trites are enemies found in Doom 3. Trites resemble spiders, being an upside-down, human-like head with several spider-like legs, albeit only six of them. They possess a cluster of multiple spider-like eyes where the two human eyes should be. They usually attack in swarms and are rarely seen alone. They are characterized by their sharp throaty roar.

Trites attack by leaping from more than a dozen feet away, or by biting at close range. Although individually weak, a large swarm of Trites can be deadly and should be considered a major threat. Fortunately, Trites do not appear in huge groups often, and they have a low amount of HP.

Trites die differently from other monsters; they curl up into a ball and explode in a splash of green blood. They tend to surprise by crawling out of narrow spaces, or by dropping from ceilings with the aid of spider-like thread.

Ticks


Ticks are small, spider-like enemies in Doom 3 that have similar attack patterns to Trites. They appear only once, but they come in giant swarms. In Doom 3: Resurrection of Evil, Ticks are encountered several times throughout the game, their last appearance occurring in Hell.

The only noteworthy differences between Ticks and Trites are aesthetic (although Ticks can jump slightly farther than Trites). While Trites resemble an inverted demon head with "legs" made of extended fingers, Ticks appear somewhat more insectoid. What's more, while Trites make deep, throaty roars, Ticks make high-pitched chirps. Finally, while Trites curl up and burst into yellowish-green "spider juice" upon death, Tick corpses burn away like all other demons.

Vulgars


Vulgars are monsters encountered in Doom 3: Resurrection of Evil. It resembles an Imp although there are some bodily differences. The Vulgar has only two eyes that have an orange glow. They are slightly shorter and have a simian frame instead of human. Due to this, they move on all four legs but will sometimes stand up on their hind legs when aggravated. Unlike Imps, they sport a long tail, their bellies have small insectoid limbs attached to them and their lower jaw is designed like an insect's mandibles. They also differ from imps because they shoot plasma balls instead of fireballs. Their plasma ball attack is comparable to the Hell Knight's version, though it is significantly weaker - even weaker than the Imp's fireball. But Vulgars take much less time to aim their plasma balls before throwing them. The other attacks consist of leaps and claw slashing. They have a mechanical-like growl that they emit in each attacks and are capable of crawling on walls and other surfaces. Also, unlike other monsters, its spawning cloud is cyan rather than orange.

The Vulgar throws its plasma balls in a lower arc than the Imp's fireballs. The Vulgar was originally planned to appear in Doom 3. It was stated to be the Arch-Vile, but was scrapped and its appearance was saved for the expansion pack. Notably, as the Imp was the most prevalent demon in the original, the Vulgar is easily the most present demon with the most appearances throughout expansion packs.

Wraiths


Wraiths are monsters in Doom 3 and its expansion packs. Wraiths are limited to melee attacks with their arms, and run forward to attack. They possess ability to teleport, disappearing for a few seconds before reappearing several feet ahead of their previous position. It can be easily mistaken for an Imp while it's being summoned. Unlike an Imp though, Wraiths are hunched over and present a lower, wider target profile. Furthermore, Wraiths have only two eyes and a set of mandible-like jaws, and look more like a bat than a human.

Like Imps and Maggots, Wraiths are humanoid demons that are relatively easy to dispatch individually, but can be hassle in groups. When paired with other monsters, the danger they present increases.

When they teleport, a pentagram appears on the ground where they are standing and fiery orange streaks shoot up as they disappear. Once the Wraith fully disappears, so does the pentagram on the ground. At this point, the Wraith is invisible, but is still bounded by physical objects, such as doors, shelves, crates, etc. as it moves about, and its footsteps can even be heard. A few seconds after disappearing, another pentagram appears on the ground where the Wraith is currently standing and the orange streaks then move down the Wraith's body as it reappears in the center of the pentagram. Once the Wraith fully reappears, the pentagram again disappears, and the Wraith is then free to move and attack.

Wraiths prefer ambush tactics, even after being seen. They try to teleport themselves to places where the player is not looking to ambush them. Though their attacks do little damage, they should not be underestimated, as they move and attack quite fast. They can easily corner and inflict serious damages.

Wraiths cannot be killed while teleport, however it takes them about a second to disappear or reappear, during which they cannot attack or move. This makes them extremely vulnerable to being damaged or killed. Their rapid and often erratic movement makes them difficult targets.

Bruisers


Bruiser is a Cybrid monster (cybernetic-hybrid) found in Doom 3: Resurrection of Evil. Bruiser has a large muscular body. The Bruiser is taller than a Mancubus, but somewhat shorter than a Hell Knight. It stands roughly 9 feet tall.

Its feet feature robotic hooves, both arms are equipped with giant fireball launchers and it has two demon horns on the far back of its head, facing outward and the front has two yellow eyes with no pupils. Above the eyes are two yellow rings. The mouth is actually made up of a large TV-screen that connects to the head with a fleshy tube. On the screen is a close up of human teeth and gums. The 'TV-screen' also displays an eyeball upon sighting a potential enemy. The mouth sometimes opens and closes as the beast moves. Its back has what appears to be a visible, robotic spine.

The Bruiser attacks by rapidly firing alternating fireballs from its twin arm cannons which will quickly kill almost any opponents. Their rate of fire is significantly higher than a Mancubus'. Its endurance is similar to that of the Hell Knight or the Mancubus. In the Doom 3 BFG Edition, the Bruiser has been modified so that shooting it in the television/mouth will cause it to flinch, much like pain state.

Vagarys


Vagarys are mid-boss monsters of Doom 3. They have the lower half of a giant spider and the upper half of a human. While they are analogous to the Spider Mastermind in Classic Doom, unlike the Spider Mastermind Vagary is weak compared to the other bosses in Doom 3 and returns in a later level (as a pair), having a total of 2 matches. Their attacks are a simple melee, as well as telekinesis, which they use to lift and throw various heavy debris laying around at their opponent. Their transparent abdomen contains a malformed Mancubus fetus gestating inside.

A pair of Vagaries will attack the player at the very end of the game, just prior to the final battle with the Cyberdemon. Here Vagarys are accompanied by Trites.

In the Lost Mission campaign of the Doom 3 BFG Edition, a Vagary appears as a mid-level mini-boss in Hell. She is unable to use her telekinetic attack, due to the absence of loose objects to throw. However, she is also accompanied by several Cherubs which will attack in tandem with her.

Hell Razers
"Recent dissection of a captured Hell Razer has revealed a remarkable embryogenesis. Between the third and eight week of development, a parasitic Hell Razer will seek out a suitable host to cremate from whithin. As the Hell Razer matures, the host's arm ossifies into a beam weapon. Simultaneously, the pyrolized host becomes capable of withstanding the extreme temperatures generated during the repeated accumulation of Hell energy. The Hell Razer has not yet been observed outside of Hell and further investigation is planned for the next Tethering Operation."

- UAC Report File: ITDPXXWV



Hell Razers are new addition to the Doom monsters, making its debut in the Doom (2016). They somewhat resemble Imps (2016 version) in many aspects, but were formidably armed with an energized beam which replaced its right arm.

The Hell Razer has a humanoid figure and is covered with exoskeletal plates of an unknown material on some parts of its body, mostly the limbs and the torso area. Its head is also covered with this material and resembles a helmet which covers most of its face except for its mouth. The parts of the body that aren't covered with these plates are black like ash with glowing, magma-like fissures and cracks running through them. One of the most striking anatomical features of this demon is the large black growth that replaces its right hand.

This creature will stay at a distance. When at a far enough distance, the Hell Razer will charge up and fire a constant red stream of energy. When in close proximity with its targets, it will try to run away to another location but will swing its arm as a melee attack if it is unable to do so.

Hell Guards


Hell Guards are powerful denizens of hell encountered in Doom (2016) only at the end of the Necropolis, who must be defeated in order to acquire The Crucible. They are a sort of bio-engineered mech, only given life when controlled by a small parasite.

The exoskeleton is a tall standing, menacing figure which resembles a humanoid creature with no head or neck. It has hooves as feet, like Barons of Hell. The chest area has a green radiant rune embedded on it and can open up to give the parasite access to the bio-mech. Its shoulders possess one shield-like extension covered with spikes on each side to protect the joint that connects the body to its bulky arms which end in claw-like, red hands.

They do carry weapons, one of which resembles the weapons from the Doom 3 Guardian of Hell's clubs.

There are three Hell Guards, and will fight with them in two stages. The first Hell Guard is armed with a powerful mace, which also has the ability to use a energy shield, which blocks bullets. In the first phase it can also fire three huge fire crutches or few fire balls, which are replaced in the second phase by a flamethrower-like attack and waves of hell energy. After defeating the first Hell Guard two more will appear. One will try to attack with its melee weapon, the second one will use distance attacks.

Harvester


The Harvester is a multiplayer-exclusive monster that appeared in Doom (2016) 's first multiplayer pack, Unto the Evil. The Harvester appears similar to that of the Summoner/Arch-Vile. It has a blue and red skin tone and a large yellow rune in the center of its chest. Its skull is shaped similar to Hell Knight, albeit with a large yellow eye and two large orange horns. The Harvester has a beam attack that, while damaging enemies, allows the Harvester to absorb their life force. However, this beam does have a limited range. The more health/armor an enemy has, the more life force the Harvester will gain. The Harvester's detonation attack is charged by absorbing this life force, and when unleashed, fires several large plasma shots similar to BFG shots, but without the damaging rays.

When fighting against a Harvester, long range attacks are recommended as its beam attack has a limited range.

Prowler


The Prowler is another multiplayer-exclusive monster that appears in Doom (2016). It is the fourth and final demon to be unlocked. The Prowler is a muscular and agile demon with a body type similar to that of an Imp. They have three small, beady eyes that take up most of its face and a large, gaping mouth that opens up similar to a Cacodemon. They have a purple and black skin tone and a row of bones going down its back. perhaps its most distinguishing feature is the jagged claws on each of the Prowler's fingers.

Prowler has the ability to leap great distances and cling to any wall or ceiling. It can identity where it can leap via a red outline of the Prowler itself. The Prowler can also see through walls via red outlines of their characters. If the Prowler makes contact with enemies while leaping, they will grab them by the head and smash them into a nearby surface, killing them instantly. The Prowler, when on the ground, can also grab enemies and rip their arms off for an instant kill. Prowler has little health and has no ranged attacks.

Cyberdemon

 * See Cyberdemon in main article.

Spider Mastermind

 * See Spider Mastermind in main article.

Icon of Sin

 * See Icon of Sin in main article.

Kronos

 * See Kronos (Doom) in main article.

Mother Demon

 * See Mother Demon in main article.

Sabaoth

 * See Sabaoth in main article.

Hell Hunters

 * See Hell Hunters in main article.

Guardian of Hell & Seekers

 * See Guardian of Hell & Seekers in main article.

Maledict

 * See Dr. Malcolm Betruger in main article.

Trivia

 * The Imp from Doom does not resemble the imps in folklore of old despite the similarity of their names.
 * "Demon Troop" was the beta name for the Imp.
 * Despite the Imp's popularity, its general difficulty is between low and medium compared to the other monsters in Doom.
 * The Imp's dying voice is actually a Bactrian camel's mating call.
 * The id Software staff has called the monster "pinky" in reference to its coloration, especially during the development of Doom 3, when a new version of the monster was designed, although they made it grayish instead of pink.
 * In the first Doom game, the first boss is a pair of Barons. They are referred to as the "Bruiser Brothers". The nickname is an allusion to the Hammer Brothers from the Super Mario Brothers series.
 * Barons appear as regular enemies in the later episodes of the first Doom and its sequels.
 * The Vagary resembles Quake 's Vore and the Black Widow's second form from Quake II mission pack Ground Zero since both resemble humanoid spiders; both are likely influenced by Driders, dark elf/spider hybrids in the Dungeons & Dragons universe.