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Felt that pinkies were more of a Giant Mook while the Barons and Knights of Hell were more like The Brutes
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* TheBrute: The Commandos, while not huge are noticeably larger than their zombie brethren.
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* TheBrute: The Commandos, or Heavy Weapon Dudes, while not huge freakishly huge, are noticeably larger than their zombie brethren.
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* TheBrute: Huge, muscular beasts, that's not even mentioning their heads. Amped up in ''64'' where Pinkies are much more hulking in shape.
* GiantMook: Huge, muscular beasts, that's not even mentioning their heads. Amped up in ''64'' where Pinkies are much more hulking in shape.
* TheBrute: They tower over most of their fellow demons, not to mention their formidable shape. While they're often portrayed as LargeAndInCharge for the lesser demons, they're dwarfed in both size and power by the higher ranking demons.
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* GiantMook: They tower over most of their fellow demons, not to mention their formidable shape.
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* RecurringBoss: Though not as often as the Cyberdemon, the Spider Mastermind reappears past the original game's first episode. She reprises the role of FinalBoss in the additional fourth episode, and appears in various ''Doom II'' levels (including one where ''two'' Masterminds appear, as well as another where she teams up with the Cyberdemon).
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* RecurringBoss: Though not as often as the Cyberdemon, the Spider Mastermind reappears past the original game's first third episode. She reprises the role of FinalBoss in the additional fourth episode, and appears in various ''Doom II'' levels (including one where ''two'' Masterminds appear, as well as another where she teams up with the Cyberdemon).
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* RecurringBoss: A series-wide example, as the Icon of Sin reprises its role as FinalBoss for both campaigns of ''VideoGame/FinalDoom''. It also reappears in one of the Master Levels (albeit as a DegradedBoss since its level isn't the last).
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* HelpfulMook: [[DownplayedExample Downplayed.]] Like the green-haired zombie enemies, these guys drop pistol clips (bullet ammo) when killed. Also, they seem to be prone to monster-infighting do to the combination of inaccuracy and hitscan attacks.
* {{Hitscan}}: They shoot in two-round bursts, unlike the other hitscan enemies (a side-effect of having two frames in their firing animation, unlike the Fallen Human they were coded from.)
* {{Hitscan}}: They shoot in two-round bursts, unlike the other hitscan enemies (a side-effect of having two frames in their firing animation, unlike the Fallen Human they were coded from.)
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* HelpfulMook: [[DownplayedExample Downplayed.]] Like the green-haired zombie enemies, these guys drop pistol clips (bullet ammo) when killed. Also, they seem to be prone to monster-infighting do infighting with each other due both to the combination of their inaccuracy and the way that hitscan attacks.
enemies work in Doom in general, something that was not present in their Wolfenstein incarnation.
* {{Hitscan}}: They shoot in two-round bursts, unlike the other hitscan enemies (a side-effect of having two frames in their firing animation, unlike theFallen Human Former Humans they were coded from.)
* {{Hitscan}}: They shoot in two-round bursts, unlike the other hitscan enemies (a side-effect of having two frames in their firing animation, unlike the
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* AdaptationalWimp: The SS in ''Wolfenstein 3-D'' were pretty nasty, being EliteMooks that dealt a lot of hitscan damage and took just enough in return to be unpleasant to bring down in groups. In ''Doom'', their fire rates, accuracy, and health take a dive, and they are now almost completely ineffectual. They also replace the common Nazi guards, meaning that you now encounter them in numbers that would have been like walking in front of a firing squad in the original--making it all the more obvious when a single super shotgun blast turns a whole group of them into red jam. For a bonus, the second secret level you encounter them in is almost ''designed'' to result in them infighting with a Cyberdemon, which will usually end in the Cyberdemon killing them all with its rockets.
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* AdaptationalWimp: The SS in ''Wolfenstein 3-D'' were pretty nasty, being EliteMooks that dealt a lot of hitscan damage and took just enough in return to be unpleasant to bring down in groups. In ''Doom'', their fire rates, accuracy, and health take a dive, and they are now almost completely ineffectual. ineffectual, in addition to being significantly shorter than Doom's other humanoid enemies (in contrast, they were as tall as or even taller than Blazkowicz in Wolf 3D). They also replace the common brownshirt Nazi guards, guards that served as {{mooks}} in the original Wolf 3D, meaning that you now encounter them in numbers that would have been like walking in front of a firing squad in the original--making it all the more obvious when a single super shotgun blast turns a whole group of them into red jam. For a bonus, the second secret level you encounter them in is almost ''designed'' to result in them infighting with a Cyberdemon, which will usually end in the Cyberdemon killing them all with its rockets.
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* BadPeopleAbuseAnimals: Likely the developer's initial motivation to include a severed rabbit head on a pike, before the memes inspired them [[AscendedMeme to retcon it as Doomguy's pet]].
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* BadPeopleAbuseAnimals: BadPeopleAbuseAnimals [=/=] KickTheDog: Likely the developer's initial motivation to include a severed rabbit head on a pike, before the memes inspired them [[AscendedMeme to retcon it as Doomguy's pet]].
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* LeanAndMean: ''Doom 64'' gives Imps a leaner design to make them look more vicious.
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* LeanAndMean: ''Doom 64'' gives Imps a leaner design to make them look more vicious.vicious, and Nightmare Imps are even viler.
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* LeanAndMean: The Archvile's body type could be compared to a severely emaciated human.
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* LeanAndMean: The Archvile's Their body type could be compared to a severely emaciated human.human, and they're not called Arch-''Vile'' for nothing.
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* ASinisterClue: In ''Doom 64'', they throw fireballs with their left arm.
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Forgot about this, oops.
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->''"Mein leben!"'' [[labelnote:Translation]]My life![[/labelnote]]]]
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->''"Mein leben!"'' [[labelnote:Translation]]My life![[/labelnote]]]]life![[/labelnote]]
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Made all of the images transparent (if they weren't already) and fixed formatting across the board.
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[[caption-width-right:110:[[labelnote:Click here to see Nightmare Imp in ''Doom 64'']]https://static.tvtropes.org/pmwiki/pub/images/nightmareimp_sprite.png[[/labelnote]]]]
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[[caption-width-right:124:Spectre in ''Doom I'' and ''Doom II'']]
[[caption-width-right:124:[[labelnote:Click here to see Nightmare Spectre in ''Doom'' for the [=PlayStation=]]]https://static.tvtropes.org/pmwiki/pub/images/psx_doom_nightmare_spectre.png[[/labelnote]]]]
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[[caption-width-right:124:Spectre in ''Doom I'' and ''Doom II'']]
[[caption-width-right:124:[[labelnote:Click here to see Nightmare Spectre in ''Doom'' for the [=PlayStation=]]]https://static.tvtropes.org/pmwiki/pub/images/psx_doom_nightmare_spectre.png[[/labelnote]]]]
[[caption-width-right:124:[[labelnote:Click here to see Spectre in ''Doom 64'']]https://static.tvtropes.org/pmwiki/pub/images/spectre_30.png[[/labelnote]]]]
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[[caption-width-right:100:[[labelnote:Click here to see Baron of Hell in ''Doom 64'']]https://static.tvtropes.org/pmwiki/pub/images/barron64_sprite.jpg[[/labelnote]]]]
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[[caption-width-right:120:Hell Knight in ''Doom II'']]
[[caption-width-right:100:[[labelnote:Click here to see Hell Knight in ''Doom 64'']]https://static.tvtropes.org/pmwiki/pub/images/tlcharg_1.png[[/labelnote]]]]
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[[caption-width-right:120:Hell Knight in ''Doom II'']]
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* PaletteSwap: The Hell Knight is one. Oddly, he uses a separate set of sprites, but is for all other intents and purposes treated as the same entity as the Baron of Hell, just with half the health (500 HP).
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* PaletteSwap: The Hell Knight is one. Oddly, he uses they use a separate set of sprites, but is for all other intents and purposes treated as the same entity as the Baron of Hell, just with half the health (500 HP).
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* EvilLaugh: [[HellIsThatNoise The way he lets you know]] [[OhCrap how much you are screwed]]. He lets loose a warbling, rising one when spotting you, and emits a... ''strange'' moan when roaming.
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* EvilLaugh: [[HellIsThatNoise The way he lets they let you know]] [[OhCrap how much you are screwed]]. He lets They let loose a warbling, rising one when spotting you, and emits emit a... ''strange'' moan when roaming.
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* MookMedic: In ''Doom II'', he resurrects fallen enemies.
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* MookMedic: In ''Doom II'', he resurrects they resurrect fallen enemies.
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->''"Mein leben!"''
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->''"Mein leben!"''leben!"'' [[labelnote:Translation]]My life![[/labelnote]]]]
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[[caption-width-right:206:[[labelnote:Click here to see Cyberdemon in ''Doom 64'']]https://static.tvtropes.org/pmwiki/pub/images/cyberdemon64_sprite.png[[/labelnote]]]]
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* DepartmentOfRedundancyDepartment: "Cacodemon" (kakodaimon) is an Ancient Greek word meaning "evil demon", since "daimon" is a word for any kind of supernatural being, malevolent or otherwise. Since ''every'' demon in the world of ''Doom'' is evil, and there's nothing uniquely devious about these fellows, their name isn't terribly meaningful.
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* DepartmentOfRedundancyDepartment: "Cacodemon" (kakodaimon) "[[https://en.wikipedia.org/wiki/Cacodemon κακοδαίμων]]" (kakodaimōn) is an Ancient Greek word meaning "evil demon", since "daimon" is a word for any kind of supernatural being, malevolent or otherwise. Since ''every'' demon in the world of ''Doom'' is evil, and there's nothing uniquely devious about these fellows, their name isn't terribly meaningful.
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* TheGoomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games. Defensively, they are a bit of a step up from zombies -- in [=MAP01=] of ''Doom II'' for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts. Offensively, their fireballs are slightly stronger than Zombieman's pistol or Sergeant's shotgun, but it's way easier to avoid.
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* TheGoomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games. Defensively, they are a bit of a step up from zombies -- in [=MAP01=] of ''Doom II'' for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts. Offensively, their fireballs are slightly stronger than Zombieman's Zombiemen's pistol or Sergeant's Sergeants' shotgun, but it's are also way easier to avoid.
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** If ''Doom 64'' lacks this difficulty, Nightmare Imps throw fireballs twice as fast as regular Imps do, and even deal double damage, but they are as frail as their regular counterpart.
* TheGoomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games. They are a bit of a step up from zombies -- in [=MAP01=] of ''Doom II'' for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts.
* TheGoomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games. They are a bit of a step up from zombies -- in [=MAP01=] of ''Doom II'' for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts.
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** If In ''Doom 64'' lacks this difficulty, Nightmare Imps throw fireballs twice as fast as regular Imps do, and even deal double damage, but they are as frail as their regular counterpart.
not more resistant.
* TheGoomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games.They Defensively, they are a bit of a step up from zombies -- in [=MAP01=] of ''Doom II'' for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts.grunts. Offensively, their fireballs are slightly stronger than Zombieman's pistol or Sergeant's shotgun, but it's way easier to avoid.
* TheGoomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games.
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* EliteMooks: Nightmare Imps acts like their regular counterpart would in Nightmare mode: they move twice as fast, and their faster and stronger fire power make them more dangerous than normal ones.
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* EliteMooks: Nightmare Imps acts like their regular counterpart would in Nightmare mode: they move twice as fast, and their faster and stronger fire power make makes them more dangerous than normal ones.very dangerous.
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** In ''Doom 64'', Nightmare Imps are as frail as Imps, but their fireballs are more powerful and as fast as regular Imps on Nightmare.
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** In If ''Doom 64'', 64'' lacks this difficulty, Nightmare Imps are as frail as Imps, but their throw fireballs are more powerful and twice as fast as regular Imps on Nightmare.do, and even deal double damage, but they are as frail as their regular counterpart.
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* EliteMooks: Nightmare Imps' faster and stronger fire power make them more dangerous than normal ones.
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* EliteMooks: Nightmare Imps' Imps acts like their regular counterpart would in Nightmare mode: they move twice as fast, and their faster and stronger fire power make them more dangerous than normal ones.
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[[caption-width-right:124:[[labelnote:Click here to see Nightmare Spectre in ''Doom'' for the PlayStation]]https://static.tvtropes.org/pmwiki/pub/images/psx_doom_nightmare_spectre.png[[/labelnote]]]]
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[[caption-width-right:124:[[labelnote:Click here to see Nightmare Spectre in ''Doom'' for the PlayStation]]https://static.[=PlayStation=]]]https://static.tvtropes.org/pmwiki/pub/images/psx_doom_nightmare_spectre.png[[/labelnote]]]]
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[[folder:Pain Elemental]]
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[[caption-width-right:230:Pain Elemental in ''Doom II'']]
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[[caption-width-right:190:Pain Elemental in ''Doom 64'']]
->''"What a name. And what a guy. Killing him is almost as bad as letting him live."''
-->-- The Pain Elemental's description in the ''Doom II'' instruction manual
Another floating blob of flesh with a single eye and unpleasant mouth. These guys are brown (unlike Cacodemons, which are red). They can create Lost Souls, which is how they attack.
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[[caption-width-right:230:Pain Elemental in ''Doom II'']]
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->''"What a name. And what a guy. Killing him is almost as bad as letting him live."''
-->-- The Pain Elemental's description in the ''Doom II'' instruction manual
Another floating blob of flesh with a single eye and unpleasant mouth. These guys are brown (unlike Cacodemons, which are red). They can create Lost Souls, which is how they attack.
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[[caption-width-right:230:Pain Elemental
[[caption-width-right:230:Revenant in ''Doom II'']]
[[caption-width-right:190:Pain Elemental in ''Doom 64'']]
->''"What
-->-- The
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* AirborneMook: One of the few enemies that are capable of flight.
* ArbitraryWeaponRange: If Doomguy gets right up close to a Pain Elemental, it'll be unable to spit out Lost Souls and will be easy pickings, though it'll still release them on death. Try this in ''Doom 64'', however, and it'll unleash a powerful explosion.
* AsteroidsMonster: They release three more Lost Souls upon death.
* {{Cephalothorax}}: Basically a one-eyed, huge brown floating head.
* {{Cyclops}}: Has only one red eye for vision.
* EliteMooks: Pain Elementals' mobility as floating heads and their ability to create Lost Souls make them elite versions of Cacodemons. They're not more resistant than their red counterpart, though.
* HellIsThatNoise: Pain Elementals' sound effects stand out from the rest in how unique and strange they are. When spotting the player, they emit a garbled sped-up tiger growl, and whenever they are hit they let loose a digitized winding-down [="WAOoowww"=] noise.
* MookMaker: They produce up to 21 Lost Souls one after another, potentially less depending on how many Lost Souls currently exist in the level in total. The ''Doom 64'' version spawns them in pairs for double the pain.
* RedEyesTakeWarning: They're pretty horrifying to look at anyway, but the glowing red eye is an extra bit of warning.
* YouDontLookLikeYou: In ''Doom 64'', they're colored purple instead of brown, their eye is green instead of red, they have two mouths, they have a reptilian tail, and they have uncannily long black flowing hair which can be seen from behind.
[[/folder]]
[[folder:Revenant]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/revenant.png]]
[[caption-width-right:230:Revenant in ''Doom II'']]
->''"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."''
-->-- The Revenant's description in the ''Doom II'' instruction manual
A walking skeleton with the ability to fire rockets off its shoulders.
----
* ArbitraryWeaponRange: If Doomguy gets right up close to a Pain Elemental, it'll be unable to spit out Lost Souls and will be easy pickings, though it'll still release them on death. Try this in ''Doom 64'', however, and it'll unleash a powerful explosion.
* AsteroidsMonster: They release three more Lost Souls upon death.
* {{Cephalothorax}}: Basically a one-eyed, huge brown floating head.
* {{Cyclops}}: Has only one red eye for vision.
* EliteMooks: Pain Elementals' mobility as floating heads and their ability to create Lost Souls make them elite versions of Cacodemons. They're not more resistant than their red counterpart, though.
* HellIsThatNoise: Pain Elementals' sound effects stand out from the rest in how unique and strange they are. When spotting the player, they emit a garbled sped-up tiger growl, and whenever they are hit they let loose a digitized winding-down [="WAOoowww"=] noise.
* MookMaker: They produce up to 21 Lost Souls one after another, potentially less depending on how many Lost Souls currently exist in the level in total. The ''Doom 64'' version spawns them in pairs for double the pain.
* RedEyesTakeWarning: They're pretty horrifying to look at anyway, but the glowing red eye is an extra bit of warning.
* YouDontLookLikeYou: In ''Doom 64'', they're colored purple instead of brown, their eye is green instead of red, they have two mouths, they have a reptilian tail, and they have uncannily long black flowing hair which can be seen from behind.
[[/folder]]
[[folder:Revenant]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/revenant.png]]
[[caption-width-right:230:Revenant in ''Doom II'']]
->''"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."''
-->-- The Revenant's description in the ''Doom II'' instruction manual
A walking skeleton with the ability to fire rockets off its shoulders.
----
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[[folder:Arch-Vile]]
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[[caption-width-right:230:Arch-Vile in ''Doom II'']]
->''"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."''
-->-- The Arch-Vile's [[DemonicSpiders apt]] description in the ''Doom II'' manual
A particularly powerful being that can revive fallen monsters. Also attacks the player with flames that can erupt underneath the target.
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[[caption-width-right:230:Arch-Vile in ''Doom II'']]
->''"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."''
-->-- The Arch-Vile's [[DemonicSpiders apt]] description in the ''Doom II'' manual
A particularly powerful being that can revive fallen monsters. Also attacks the player with flames that can erupt underneath the target.
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->''"One of the worst of
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->''"What a name. And what a guy. Killing him is almost as bad
-->-- The
* AirborneMook: One of the few enemies that are capable of flight.
* ArbitraryWeaponRange: If Doomguy gets right up close to a Pain Elemental, it'll be unable to spit out Lost Souls and will be easy pickings, though it'll still release them on death. Try this in ''Doom 64'', however, and it'll unleash a powerful explosion.
* AsteroidsMonster: They release three more Lost Souls upon death.
* {{Cephalothorax}}: Basically a one-eyed, huge brown floating head.
* {{Cyclops}}: Has only one red eye for vision.
* EliteMooks: Pain Elementals' mobility as floating heads and their ability to create Lost Souls make them elite versions of Cacodemons. They're not more resistant than their red counterpart, though.
* HellIsThatNoise: Pain Elementals' sound effects stand out from the rest in how unique and strange they are. When spotting the player, they emit a garbled sped-up tiger growl, and whenever they are hit they let loose a digitized winding-down [="WAOoowww"=] noise.
* MookMaker: They produce up to 21 Lost Souls one after another, potentially less depending on how many Lost Souls currently exist in the level in total. The ''Doom 64'' version spawns them in pairs for double the pain.
* RedEyesTakeWarning: They're pretty horrifying to look at anyway, but the glowing red eye is an extra bit of warning.
* YouDontLookLikeYou: In ''Doom 64'', they're colored purple instead of brown, their eye is green instead of red, they have two mouths, they have a reptilian tail, and they have uncannily long black flowing hair which can be seen from behind.
[[/folder]]
[[folder:Arch-Vile]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/archvile_0.jpg]]
[[caption-width-right:230:Arch-Vile in ''Doom II'']]
->''"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."''
-->-- The Arch-Vile's [[DemonicSpiders apt]] description in the ''Doom II'' manual
A particularly powerful being that can revive fallen monsters. Also attacks the player with flames that can erupt underneath the target.
----
* ArbitraryWeaponRange: If Doomguy gets right up close to a Pain Elemental, it'll be unable to spit out Lost Souls and will be easy pickings, though it'll still release them on death. Try this in ''Doom 64'', however, and it'll unleash a powerful explosion.
* AsteroidsMonster: They release three more Lost Souls upon death.
* {{Cephalothorax}}: Basically a one-eyed, huge brown floating head.
* {{Cyclops}}: Has only one red eye for vision.
* EliteMooks: Pain Elementals' mobility as floating heads and their ability to create Lost Souls make them elite versions of Cacodemons. They're not more resistant than their red counterpart, though.
* HellIsThatNoise: Pain Elementals' sound effects stand out from the rest in how unique and strange they are. When spotting the player, they emit a garbled sped-up tiger growl, and whenever they are hit they let loose a digitized winding-down [="WAOoowww"=] noise.
* MookMaker: They produce up to 21 Lost Souls one after another, potentially less depending on how many Lost Souls currently exist in the level in total. The ''Doom 64'' version spawns them in pairs for double the pain.
* RedEyesTakeWarning: They're pretty horrifying to look at anyway, but the glowing red eye is an extra bit of warning.
* YouDontLookLikeYou: In ''Doom 64'', they're colored purple instead of brown, their eye is green instead of red, they have two mouths, they have a reptilian tail, and they have uncannily long black flowing hair which can be seen from behind.
[[/folder]]
[[folder:Arch-Vile]]
[[quoteright:230:https://static.tvtropes.org/pmwiki/pub/images/archvile_0.jpg]]
[[caption-width-right:230:Arch-Vile in ''Doom II'']]
->''"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."''
-->-- The Arch-Vile's [[DemonicSpiders apt]] description in the ''Doom II'' manual
A particularly powerful being that can revive fallen monsters. Also attacks the player with flames that can erupt underneath the target.
----
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