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* TragicVillain: It's only revealed in the backstory, but the Icon was just an ordinary man twisted into this abomination.

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* TragicVillain: TragicMonster: It's only revealed in the backstory, but the Icon was just an ordinary man twisted into this abomination.

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Reworked a fair number of achilles heels.


The zombified remnants of human soldiers, these grunts retain most of their combat prowess and intelligence compared to other zombies, and wield either a plasma rifle or a shield-and-shotgun combo. They are the modern counterparts to the Zombiemen and [[VideoGame/Doom3 Z-Sec]] enemies of old.

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The zombified remnants of human soldiers, these grunts retain most of their combat prowess and intelligence compared to other zombies, zombies and wield either a plasma rifle or a shield-and-shotgun combo. They are the modern counterparts to the Zombiemen and [[VideoGame/Doom3 Z-Sec]] enemies of old.



* ChargedAttack: Regular Soldiers can charge up their plasma rifle to fire a slow-moving shot that explodes after traveling a short distance.

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* ChargedAttack: Regular Soldiers can charge up their plasma rifle to fire a slow-moving shot that explodes after traveling travelling a short distance.



** Likewise, ''Eternal''[='s=] Soldier has basically the mechanics of ''2016''[='s=] Soldiers, but with a design completely based off the original Soldier.

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** Likewise, ''Eternal''[='s=] Soldier has Zombie Blaster Soldiers are basically the mechanics of identical to ''2016''[='s=] Possessed Soldiers, but with a design completely based off the original Soldier.Zombieman from classic Doom.



* AmazingTechnicolorPopulation: Their skin is an odd mixture of brown, tan, red and pale purple.

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* AchillesHeel: While not terribly resilient on their own, Imps in ''Eternal'' have a particular weakness to bullets; it takes only a couple shots from either the Heavy Cannon or Chaingun to stagger them ripe for a Glory Kill.
* AmazingTechnicolorPopulation: Their skin in ''2016'' is an odd mixture of brown, tan, red and pale purple.



* SpikesOfVillainy: In ''Eternal'', imps sport pronounced spikes of bone on their backs, [[TruerToTheText to more closely resemble their classic designs]].

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* RevisitingTheRoots: While ''Eternal'''s Imps still largely resemble their counterparts from 2016, they've received a number of subtle changes that harken back to their classic incarnations, such as a SpikesOfVillainy growing from their shoulders, a more muted brownish skin tone, and their eyes have been changed from a glowing gold-yellow to a bright red.
* SpikesOfVillainy: In ''Eternal'', imps Imps sport pronounced spikes of bone on their backs, [[TruerToTheText to more closely resemble their classic designs]].



So-named for their pink coloration, Pinkies will charge their foes and possess heavy armor, with only their backsides vulnerable. Spectres are identical to Pinkies but are completely invisible save for the light refracting through them.

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So-named for their pink coloration, colouration, Pinkies will charge their foes and possess heavy armor, with only their backsides vulnerable. Spectres are identical to Pinkies but are completely invisible save for the light refracting through them.



* MadeOfIron: They're not ''completely'' invulnerable from the front, so you can in fact shoot your way out if one manages to corner you in a narrow passage, but their armored carapace will still take a ''lot'' of firepower to punch through.

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* MadeOfIron: They're not ''completely'' invulnerable from the front, so you can can, in fact fact, shoot your way out if one manages to corner you in a narrow passage, but their armored carapace will still take a ''lot'' of firepower to punch through.



* ActionBomb: They blow up on impact.

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* ActionBomb: They blow up on upon impact.



* AchillesHeel: In ''Eternal,'' they are very tough and hard to stagger, and their attacks can easily kill the Slayer in only a few hits, making them a massive threat at any range. However, they can be instantly staggered for a Glory Kill by launching a Frag Grenade or Sticky Bomb into their mouths, and it only takes a single Arbalest bolt to kill them outright.

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* AchillesHeel: In ''Eternal,'' they are very tough and hard to stagger, and their attacks can easily kill the Slayer in only a few hits, making them a massive threat at any range. However, they can be instantly staggered for a Glory Kill by launching a Frag Grenade or Sticky Bomb into their mouths, and their status as an airborne demon causes them to take additional damage from the Ballista; it only takes a single Arbalest bolt to kill them outright.



* EyeScream: Most glory kills involve damage to their eye.

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* EyeScream: Most glory kills involve damage to damaging or outright removing their eye.



* RevisitingTheRoots: Although not quite as drastic a redesign as those recieved by some of the other demons between ''2016'' and ''Eternal'', the Cacodemon is given back a number of smaller details from its classic design, such as more vibrant red skin, grey horns, a pupil in its eye, and even its blue blood.

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* RevisitingTheRoots: Although not quite as drastic a redesign as those recieved received by some of the other demons between ''2016'' and ''Eternal'', the Cacodemon is given back a number of smaller details from its classic design, such as more vibrant red skin, grey horns, a pupil in its eye, and even its blue blood.



** In ''Eternal'', their shoulder cannons can be destroyed (with weapons like the Precision Bolt and Ballista able to do so in one shot), which also disables their jetpack. This renders them into a largely-impotent melee enemy who is only slightly faster than the basic Imps.

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** In ''Eternal'', their shoulder cannons can be destroyed (with weapons like the Sticky Bomb, Precision Bolt and Ballista able to do so in one shot), which also disables their jetpack. This renders them into a largely-impotent melee enemy who is only slightly faster than the basic Imps.Imps.
** To add insult to injury, they're considered a flying unit in ''Eternal'' (even with their jetpack disabled) causing them to take additional damage from the Ballista.



* FateWorseThanDeath: The procedure of becoming a Revenant is an extremely gruesome and excrutiating procedure which apparently lasts for weeks, before the subjects die of sheer pain, only to be brought back later as undead abominations.

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* FateWorseThanDeath: The procedure of becoming a Revenant is an extremely gruesome and excrutiating excruciating procedure which apparently lasts for weeks, before the subjects die of sheer pain, only to be brought back later as undead abominations.



** The Cyber Mancubus naturally amps both of these attributes up to eleven, but in return, has an even more easily-exploited weakness; a single Blood Punch will tear off ''all'' of their armour and most of their HP, exposing their huge guts to retaliation.

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** The Cyber Mancubus Cyber-Mancubus naturally amps both of these attributes up to eleven, but in return, has an even more easily-exploited weakness; a single Blood Punch will tear off ''all'' of their armour and most of their HP, exposing their huge guts to retaliation.



* DecompositeCharacter: In most ''Doom'' games the Mancubi are otherwise organic creatures with cybernetic guns. This game splits them into two kinds: the entirely organic Mancubi and the far more visibly enhanced Cyber-Mancubi. Both return in ''VideoGame/DoomEternal'', though are now directly based on the classic Mancubus appearance-wise.

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* DecompositeCharacter: In most ''Doom'' games the Mancubi are otherwise organic creatures with cybernetic guns. This game ''2016'' splits them into two kinds: the entirely organic Mancubi and the far more visibly enhanced Cyber-Mancubi. Both return in ''VideoGame/DoomEternal'', though are now directly based on the classic Mancubus appearance-wise.



* PlayingWithFire: They're armed with two flamethrowers.

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* PlayingWithFire: They're The standard variants are armed with two flamethrowers.



* AchillesHeel: In both ''2016'' and ''Eternal'' - they are very strong and very fast, but they are extremely predictable in their attack patterns. They're also VERY large, making them hard to miss. They're easy to shut down as long as you stay out of their reach. Things get even worse for them in ''Eternal'', where the Slayer's new dash ability lets him effortlessly kite around them even in close quarters.

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* AchillesHeel: In both ''2016'' and ''Eternal'' - they are very strong and very fast, but they are extremely predictable in their attack patterns. They're also VERY large, making them hard to miss. They're easy to shut down as long as you stay out of their reach.
**
Things get even worse for them in ''Eternal'', where the Slayer's new dash ability lets him effortlessly kite around them even in close quarters.quarters. Furthermore, they've gained an additional weakness to Chaingun fire alongside other Hell Nobles, causing them to stumble when under fire from it and disrupting most charges.



* CloseRangeCombatant: Unlike his classic and ''Doom 3'' counterparts, the modern Hell Knight has no ranged attacks, but compensates with his high speed and immense strength.

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* CloseRangeCombatant: Unlike his its classic and ''Doom 3'' counterparts, the modern Hell Knight has no ranged attacks, but compensates with his high speed and immense strength.



* RevisitingTheRoots: In ''Eternal'', to ''Doom 3'' of all things; their skin is overall more grey in colouration, and their scraniums now feature eyes and a more visible divide between either half of the skull.



* AchillesHeel: They take the size and speed of a Hell Knight and couple it with a devastating ranged attack. However, they handle differing elevations poorly; if you're on the same level as they are, watch out, but getting to higher elevation requires them to take the time to leap up themselves, allowing you to punish them without retaliation.

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* AchillesHeel: They take the size and speed of a Hell Knight and couple it with a devastating ranged attack. However, their large size makes them easy targets, and they handle differing elevations poorly; if you're on the same level as they are, watch out, but getting to higher elevation requires them to take the time to leap up themselves, allowing you to punish them without retaliation.retaliation.
** As with all Hell Nobles, ''Eternal'''s Fireborne Barons will now stumble and falter their attacks while under fire from the Chaingun, particularly with the Mobile Turret equipped.



* AchillesHeel: Being frozen will lock them in place, and despite requiring three chainsaw fuel pips to kill in ''Eternal,'' they are fairly squishy. The trouble is hitting them.

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* AchillesHeel: Being frozen or pinned by the Meathook will lock them in place, and despite preventing them from teleporting away. Despite requiring three chainsaw fuel pips to kill in ''Eternal,'' they are fairly squishy.squishy, to the point that a single blast from the Super Shotgun reduces them to meaty chunks. The trouble is hitting them.



* AchillesHeel: Damaging them as they perform their airborne spit attack with a low-yield weapon will see them crashing to the ground ripe for a Glory Kill.



* AchillesHeel: They are ferociously powerful mid-range combatants who can lock the Slayer down with their plasma turret, but said turret can be destroyed with enough firepower (such as a single Precision Bolt, Ballista shot, or Shotgun-launched grenade). This renders them largely impotent - they are slow, easy to hit, and have no other ranged attacks besides a grenade launcher that roots them in place when they use it.

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* AchillesHeel: They are ferociously powerful mid-range combatants who can lock the Slayer down with their plasma turret, but said turret can be destroyed with enough firepower (such as a single Sticky Bomb, Precision Bolt, Bolt or Ballista shot, or Shotgun-launched grenade).primary fire. This renders them largely impotent - they are slow, easy to hit, and have no other ranged attacks besides a grenade launcher that roots them in place when they use it.



* AchillesHeel: Their shields are vulnerable to the same overcharging effects as the Shield Soldier's, and its explosion when destroyed is much bigger; this means that they often [[UnwantedAssistance endanger their allies FAR more than they help them.]]

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* AchillesHeel: Their shields are vulnerable to the same overcharging effects as the Shield Soldier's, and its the explosion when destroyed generated with its destruction is much bigger; this means that they often [[UnwantedAssistance endanger their allies FAR more than they help them.]]



* AchillesHeel: They aren't quite as fast as their unmodified counterparts are, and their tendency to launch ranged attacks means that they will often be left behind by both their fellow demons and the Slayer as the battle moves around the arena. They're also susceptible to MoreDakka, courtesy of the Chaingun.

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* AchillesHeel: AchillesHeel:
**
They aren't quite as fast as their unmodified counterparts are, and their tendency to launch ranged attacks means that they will often be left behind by both their fellow demons and the Slayer as the battle moves around the arena. They're arena.
** Since they're considered a Hell Noble, they're
also susceptible to MoreDakka, the stumbling and attack disruptions courtesy of the Chaingun.Chaingun's MoreDakka.



* AchillesHeel: They're slower and larger than their fellow flying heavies, Cacodemons; they also lack their devastatingly powerful bite, and their projectiles can be shot down, unlike the lightning balls the Caco spits. Additionally, they share the Caco's weakness to the Ballista's Arbalest mod, going down in two shots to the Caco's one.

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* AchillesHeel: They're slower and larger than their fellow flying heavies, Cacodemons; they also lack their devastatingly powerful bite, and their projectiles can be shot down, unlike the lightning balls the Caco spits. Additionally, as a flying unit, they share also receive additional damage from the Caco's weakness to the Ballista's Arbalest mod, Ballista, going down in two a minimum of 2 Arbalest shots to the Caco's one.



* BodyHorror: Judging from appearance, they were once organic beings, but their transformation has led to literally everything below their chest, as well as their arms to be severed and replaced by cybernetics.

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* BodyHorror: Judging from their appearance, they were once organic beings, but their transformation has led to literally everything below their chest, as well as their arms to be severed and replaced by cybernetics.



* AchillesHeel: Their strongest attacks require them to stay in place, and teleportation notwithstanding, they are incredibly slow compared to their fellow demons. If you can close to quarters with them, the Slayer's absurd damage output lets him obliterate them into kibble within moments.

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* AchillesHeel: Their strongest attacks require them to stay in place, place and teleportation notwithstanding, they are they're incredibly slow compared to their fellow demons.demons (teleportation notwithstanding). If you can close to quarters with them, the Slayer's absurd damage output lets him obliterate them into kibble within moments.



** While they can block any direct damage thrown their way, they can't do a thing about splash damage; plastering the area around them with grenades, sticky bombs, rockets and Arbalest bolts from the Ballista will rapidly blow away large portions of their health.

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** While they can block any direct damage thrown their way, they can't do a thing about splash damage; plastering the area around them with grenades, sticky bombs, rockets (especially remote-denoted ones) and Arbalest bolts from the Ballista will rapidly blow away large portions of their health.



* ChessMotifs: WordOfGod describes the Marauder as the equivalent to the Queen on the chessboard, being the one piece with unparalleled mobility and game-ending potential that requires an extraordinary amount of your attention on the battlefield, and who creates an absolute ''ton'' of openings for the other, less maneuverable pieces while you are distracted trying to deal with it.

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* ChessMotifs: WordOfGod describes the Marauder as the equivalent to the Queen on the chessboard, being the one sole piece with unparalleled mobility and game-ending potential that requires an extraordinary amount of your attention on the battlefield, and who creates an absolute ''ton'' of openings for the other, less maneuverable pieces while you are distracted trying to deal with it.



* SwordBeam: The Cybderdemon occasionally fires three wide sword slash projectiles that require the Doom Slayer to jump or crouch to avoid them. Missing a jump hurts. A ''lot''. The Cyberdemon also creates barriers to form a tight 'corridor' during this attack, preventing the player from simply strafing out of the way.

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* SwordBeam: The Cybderdemon occasionally fires three three, wide sword slash projectiles that require the Doom Slayer to jump or crouch to avoid them. Missing a jump hurts. A ''lot''. The Cyberdemon also creates barriers to form a tight 'corridor' during this attack, preventing the player from simply strafing out of the way.



* TwinMaker: ''Doom: VFR'' reveals that another Cyberdemon was created as a prototype before the one Doom Slayer fights in-game, but that the UAC lost it and it ended up back in Hell. It looks and fights identically to the other one, though it has no second phase[[note]]So no sudden resurrection and no rock corridors[[/note]], and Dr. Peters has to go find and kill it in order to retrieve its Argent Accumulator to close the Mars portal.

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* TwinMaker: ''Doom: VFR'' reveals that another Cyberdemon was created as a prototype before the one Doom Slayer fights in-game, but that the UAC lost it and it ended up back in Hell. It looks and fights identically to the other one, though it has no second phase[[note]]So no sudden resurrection and no rock corridors[[/note]], and Dr. Dr Peters has to go find and kill it in order to retrieve its Argent Accumulator to close the Mars portal.



* AchillesHeel: Their huge energy balls can be destroyed with gunfire, and in the second phase if you shoot one of them while they're charging an energy ball it will explode in their face and stun them, opening them up to heavy attack.

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* AchillesHeel: Their huge energy balls can be destroyed with gunfire, and in the second phase if you shoot one of them while they're charging an energy ball it will explode in their face and stun them, opening them up to a heavy attack.



* WasOnceAMan: [[spoiler:This demonic monstrosity is none other than Olivia Pierce herself, having been "[[BeCarefulWhatYouWishFor rewarded]]" by her demonic superiors.]] Subverted by the ''DOOM Eternal'' Collector Edition's Lore Book, which indicates that the Spider Mastermind is actually [[spoiler:a seperate and ''very'' ancient entity that merely used Olivia's sacrifice as a way to give herself physical form]].

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* WasOnceAMan: [[spoiler:This demonic monstrosity is none other than Olivia Pierce herself, having been "[[BeCarefulWhatYouWishFor rewarded]]" by her demonic superiors.]] Subverted by the ''DOOM Eternal'' Collector Edition's Lore Book, which indicates that the Spider Mastermind is actually [[spoiler:a seperate separate and ''very'' ancient entity that merely used Olivia's sacrifice as a way to give herself physical form]].



* AchillesHeel: They can be dispatched rapidly by dropping their shield with the Plasma Rifle and then hitting them with the Lock-On Burst for the Rocket Launcher. Both phases will go down in only a few salvos[[note]]three for the first phase, two for the second[[/note]]. The DegradedBoss versions of the Hunter which show up later in the game are even weaker, requiring only three salvos to kill both phases[[note]]two for the sled phase, one for the torso phase[[/note]]. This is rather ironic, given that their preferred method of attack while on their sled is to constantly spam missiles at ''you.''

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* AchillesHeel: They can be dispatched rapidly by dropping their shield with the Plasma Rifle and then hitting them with a rapid barrage of explosives, either from the Lock-On Burst for Heavy Cannon's Micro Missiles or the Rocket Launcher.Launcher's Lock-On Burst. Both phases will go down in only a few salvos[[note]]three for the first phase, two for the second[[/note]].
**
The DegradedBoss versions of the Hunter which show up later in the game are even weaker, requiring only three salvos to kill both phases[[note]]two for the sled phase, one for the torso phase[[/note]]. This is rather ironic, given that their preferred method of attack while on their sled is to constantly spam missiles at ''you.'''' Their sleds are also particularly vulnerable to Blood Punches, with one being enough to reduce it to the brink of collapse.



* DeflectorShields: It can generate a plasma shield around the organic parts of its body that needs to be taken down via Plasma Rifle before damage can be dealt to its fleshy bits. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.

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* DeflectorShields: It can generate a plasma shield around the organic parts of its body that needs to be taken down via the Plasma Rifle before damage can be dealt to its fleshy bits. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.
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** Possessed Security/ShieldSoldiers carry shields that make them far more durable than their Shotgun Guy predecessors.


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** Possessed Security/Shield Soldiers carry shields that make them far more durable than their Shotgun Guy predecessors.

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I know tropes are flexible and all, but I think Nerf fits better than Adaptational Wimp, which is more about changing a character between different continuities in different mediums. Same thing goes with Truer To The Text vs. Revisiting The Roots. Also, feel free to correct me if I'm wrong about the Revenants not having homing missiles in 2016. Also, the Archvile will still sometimes try to snipe you with its "make flames" appear beneath the ground attack; it's just that it's a lot easier to dodge this time around.


* AdaptationalWimp: Zig-zagged. In terms of combat capability, they're not too dissimilar to their ''Doom 3'' counterparts; however, the Slayer's much greater mobility compared to the third game's Marines makes them completely harmless compared to the threat they presented during ''3''[='s=] early missions. In fact, ''Eternal''[='s=] basic Zombies are actually faster and tougher than the ''Doom 3'' ones, and even have a pretty impressive lunge attack; it's just that the Doom Slayer is so ''overwhelmingly'' powerful that they're still near-harmless cannon fodder.



* CameBackWrong: Long story short: Good news, Argent Energy allows you to come back from the dead. Bad news, [[HumanoidAbomination you are now the furthest thing from human]] [[BodyHorror that you can possibly be]].

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* CameBackWrong: Long story short: Good news, Argent Energy allows you to come back from the dead. Bad news, [[HumanoidAbomination you are now the furthest thing from human]] human [[BodyHorror that you can possibly be]].



* EliteZombie: Mecha Zombies can take more damage than Possessed Soldiers, have their left hand replaced with sharp metal claws, and possess an arm cannon that doubles as both a plasma blaster for ranged attacks and a flamethrower for close-range attacks. Their walking speed is still pretty slow, however.



* {{Nerf}}: Zig-zagged. In terms of combat capability, they're not too dissimilar to their ''Doom 3'' counterparts; however, the Slayer's much greater mobility compared to the third game's Marines makes them completely harmless compared to the threat they presented during ''3''[='s=] early missions. In fact, ''Eternal''[='s=] basic Zombies are actually faster and tougher than the ''Doom 3'' ones, and even have a pretty impressive lunge attack; it's just that the Doom Slayer is so ''overwhelmingly'' powerful that they're still near-harmless cannon fodder.



* TookALevelInBadass: Mecha Zombies can take more damage than Possessed Soldiers and have an arm cannon that doubles as both a plasma blaster for ranged attacks and a flamethrower for close-range attacks. Their walking speed is still pretty slow, however.



** Possessed Security/ShieldSoldiers carry shields that make them far more durable than their Shotgun Guy predecessors.



** To a far lesser extent the Soldier from ''Eternal''. While a lot more human, his gun is still fused to his arm, and his other hand is a bloated, oddly contorted mess with only three fingers.
* ChargedAttack: Regular Soldiers can charge up their plasma rifle to fire a slow-moving shot that explodes after travelling a short distance.
* CompositeCharacter: The revamped Shield Soldier in ''Eternal'' is what you'd get by throwing the Possessed Security from ''DOOM (2016)'' and the classic Shotgun Sergeant into a blender.
** Likewise, the standard Soldier is basically the mechanics of 2016's Soldiers, but with a design completely based off the original Soldiers.

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** To a far lesser extent the Soldier from ''Eternal''. While the Soldiers in ''Eternal'' look a lot more human, his their gun is still fused to his their arm, and his with their other hand is being a bloated, oddly contorted mess with only three fingers.
* ChargedAttack: Regular Soldiers can charge up their plasma rifle to fire a slow-moving shot that explodes after travelling traveling a short distance.
* CompositeCharacter: CompositeCharacter:
**
The revamped Shield Soldier in ''Eternal'' is what you'd get by throwing the Possessed Security from ''DOOM (2016)'' and the classic Shotgun Sergeant into a blender.
** Likewise, the standard ''Eternal''[='s=] Soldier is has basically the mechanics of 2016's ''2016''[='s=] Soldiers, but with a design completely based off the original Soldiers.Soldier.



* RevisitingTheRoots: The ones in ''Eternal'' have been redesigned to more closely resemble their classic counterparts; most noticeably, the regular Soldiers now have green hair like the original games' Zombieman sprite. Additionally, the redesigned Shield Soldiers seem to take major cues from the Shotgunners of old.



* TookALevelInBadass: Soldiers in modern ''Doom'' are much nastier than their Zombiemen, Shotgun Guy, and Z-Sec counterparts; they sport highly accurate plasma rifles or shotgun-energy shield combos, move quickly and with great agility, and can absorb a surprising amount of firepower before they fall. They even get jetpacks in ''Eternal''.
* TruerToTheText: The ones in ''Eternal'' have been redesigned to more closely resemble their classic counterparts; most noticeably, the regular Soldiers now have green hair like the original games' Zombieman sprite. Additionally, the redesigned Shield Soldiers seem to take major cues from the Shotgunners of old.

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* TookALevelInBadass: TookALevelInBadass:
** The basic
Soldiers in modern ''Doom'' are much nastier than may no longer wield hitscan weapons, but they have a number of advantages over their Zombiemen, Shotgun Guy, Zombiemen and Z-Sec counterparts; they sport highly accurate their bullet weapons are replaced with plasma rifles or shotgun-energy shield combos, that pack more punch, they move quickly and with great far more speed and agility, and they can absorb a surprising amount of lot more firepower before they fall. They even get jetpacks in ''Eternal''.
* TruerToTheText: The ones in ''Eternal'' have been redesigned to more closely resemble their classic counterparts; most noticeably, the regular Soldiers now have green hair like the original games' Zombieman sprite. Additionally, the redesigned Shield Soldiers seem to take major cues from the Shotgunners of old.
''Eternal''.



* {{Expy}}: The Hell Razer is most definitely a stand-in for the classic Chaingun Bob and Chaingun Commando from ''Doom 3'', only the chaingun is replaced with an integrated laser gun.



* SuspiciouslySimilarSubstitute: The Hell Razer is most definitely a stand-in for the Chaingunner from classic ''Doom'' and the Chaingun Commando from ''Doom 3'', only the chaingun is replaced with an integrated laser gun.



* TookALevelInBadass: Here, they are considerably more agile and aggressive foes than the classic games. They often throw fireballs while running, cling to walls and pipes to rain down fireballs upon targets, and have a charged fireball attack that, on higher difficulties, can OneHitKill players without armour.

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* TookALevelInBadass: Here, they They are considerably more agile and aggressive foes than in the classic games. games and even ''Doom 3''. They often throw fireballs while running, cling to walls and pipes to rain down fireballs upon targets, and have a charged fireball attack that, on higher difficulties, can OneHitKill players without armour.armor.



So-named for their pink colouration, Pinkies will charge their foes and possess heavy armour, with only their backsides vulnerable. Spectres are identical to Pinkies but are completely invisible save for the light refracting through them.

to:

So-named for their pink colouration, coloration, Pinkies will charge their foes and possess heavy armour, armor, with only their backsides vulnerable. Spectres are identical to Pinkies but are completely invisible save for the light refracting through them.



** ''Eternal'' goes one step further and also makes Pinkies & Spectres weak to Blood Punches, meaning that as long as you have a Blood Punch charged you can instantly OneHitKill them without even having to bother trying to get behind them.

to:

** ''Eternal'' goes one step further and also makes Pinkies & and Spectres weak to Blood Punches, meaning that as long as you have a Blood Punch charged you can instantly OneHitKill them without even having to bother trying to get behind them.



* BullfightBoss: Not a boss, but Pinkies are ''extremely'' well-armoured at the front and very prone to charging, meaning that it's generally best to dodge around their attack so you can hit their vulnerable rear.

to:

* BullfightBoss: Not a boss, but Pinkies are ''extremely'' well-armoured well-armored at the front and very prone to charging, meaning that it's generally best to dodge around their attack so you can hit their vulnerable rear.



* HeavilyArmoredMook: The bony armour on their heads allows them to survive even a direct rocket hit.

to:

* HeavilyArmoredMook: The bony armour armor on their heads allows them to survive even a direct rocket hit.



* MadeOfIron: They're not ''completely'' invulnerable from the front, so you can in fact shoot your way out if one manages to corner you in a narrow passage, but their armoured carapace will still take a ''lot'' of firepower to punch through.

to:

* MadeOfIron: They're not ''completely'' invulnerable from the front, so you can in fact shoot your way out if one manages to corner you in a narrow passage, but their armoured armored carapace will still take a ''lot'' of firepower to punch through.



* TookALevelInBadass: This rendition of the Pinky gains chitinous armour covering most its front that is highly resistant to all but the heaviest of guns, as well as a charge attack that can be difficult to dodge. They can be a real pain to deal with (especially if you have to fight several of them at once), particularly in ''2016''[='s=] Classic Stages where they appear in the same massive numbers as in the original games.

to:

* TookALevelInBadass: This rendition of the Pinky gains chitinous armour armor covering most its front that is highly resistant to all but the heaviest of guns, as well as a charge attack that can be difficult to dodge. They can be a real pain to deal with (especially if you have to fight several of them at once), particularly in ''2016''[='s=] Classic Stages where they appear in the same massive numbers as in the original games.



* AdaptationSpeciesChange: Not directly, but while the classic Lost Souls were basically human skulls with horns, these look far more like their demonic brethren.
* AdaptationalWimp: Partly. While still a decent threat, a single weak attack kills them instantly, and their only means of attacking, while more damaging also kills them in the process.
* ActionBomb: They blow up on-impact.

to:

* AdaptationSpeciesChange: Not directly, but while the classic Lost Souls were basically human skulls with horns, these look far more like their demonic brethren.
* AdaptationalWimp: Partly. While still a decent threat, a single weak attack kills them instantly, and their only means of attacking, while more damaging also kills them in the process.
* ActionBomb: They blow up on-impact.on impact.



* ContinuityNod: Their general design is a call-back to what they looked like in ''Doom 64''.

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* ContinuityNod: Their general more demonic-looking design is compared to the ones of classic ''Doom'' (which looked human skulls with horns) seems to be a call-back to what they looked like their appearance in ''Doom 64''.



* SuicideAttack: Their only mode of attack, period. They can't spit plasma at you like Cacodemons or throw fire like Imps, all they can do is ''ram you.''
* TechnicolorFire: Their flames can change colour. When they're calm and just floating around, they have a blue flame, but when they see you, their flame turns a pinkish-red as they charge.

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* {{Nerf}}: Partly. While still a decent threat, a single weak attack kills them instantly, and their only means of attacking, while more damaging than in previous games, also kills them in the process.
* SuicideAttack: Their only mode of attack, period. They can't spit plasma at you like Cacodemons or throw fire like Imps, all they can do is ''ram you.''
you'' in a fiery explosion.
* TechnicolorFire: Their flames can change colour.color. When they're calm and just floating around, they have a blue flame, but when they see you, their flame turns a pinkish-red as they charge.



* AdaptationalWimp: In ''Eternal''. They have the same attacks and resilience, but getting them to swallow explosives makes most Cacodemons no more difficult to kill than an Imp.



* {{Nerf}}: In ''Eternal'', their new weakness to swallowing grenades means that you can now easily kill them even without heavy weapons.
* RevisitingTheRoots: Although not quite as drastic a redesign as those recieved by some of the other demons between ''2016'' and ''Eternal'', the Cacodemon is given back a number of smaller details from its classic design, such as more vibrant red skin, grey horns, a pupil in its eye, and even its blue blood.



* TookALevelInBadass: They do considerably more damage with their bite attacks than before, and their spit causes InterfaceScrew should it connect. They're also even tankier in ''Eternal'' than they were in the 2016 game, but can be instantly staggered with a sticky bomb to the mouth, and also are weak against the ballista.
* TruerToTheText: Although not quite as drastic a redesign as some of the other demons, the Cacodemon in ''Eternal'' is given back a number of smaller details from its classic design, such as more vibrant red skin, grey horns, a pupil in its eye and even its blue blood.

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* TookALevelInBadass: They do considerably more damage with their bite attacks than before, and their spit causes InterfaceScrew should it connect. They're also even tankier in ''Eternal'' than they were in the 2016 game, but can be instantly staggered gives them further buffs with a sticky bomb regard to their damage, aggression, and tankiness (at least if you're not using the mouth, and also are weak against the ballista.
* TruerToTheText: Although not quite as drastic a redesign as some of the other demons, the Cacodemon in ''Eternal'' is given back a number of smaller details from its classic design, such as more vibrant red skin, grey horns, a pupil in its eye and even its blue blood.
Ballista or making them gulp down grenades).



* AchillesHeel: In ''Eternal'', their shoulder cannons can be destroyed (with weapons like the Precision Bolt and Ballista able to do so in one shot). This renders them into a largely-impotent melee enemy who is only slightly faster than the basic Imps.

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* AchillesHeel: AchillesHeel:
** Hitting their jetpack while they're in mid-air will briefly stun them and force them to land.
**
In ''Eternal'', their shoulder cannons can be destroyed (with weapons like the Precision Bolt and Ballista able to do so in one shot).shot), which also disables their jetpack. This renders them into a largely-impotent melee enemy who is only slightly faster than the basic Imps.



* HomingProjectile: One of the rockets he can launch.

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* HomingProjectile: One of ''Eternal'' gives them back the rockets he can launch.ability to fire homing rockets.



* MacrossMissileMassacre: They can shoot a ''lot'' of rockets, very quickly.

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* MacrossMissileMassacre: They can shoot a ''lot'' of rockets, rockets very quickly.



* SuperSoldier: What they were intended to be following their investigation into the effects of Lazarus Wave exposure on human test subjects, this time being cybernetically augmented before being turned into pseudo-demonic undead warriors in the UAC's arsenal of weaponised demons.
* TookALevelInBadass: Revenants were already considered a pain in the ass in the original games. Here they have ''jetpacks'', allowing them to quickly move across large distances and fly up to rain down missiles on players who try and hide behind cover.

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* {{Nerf}}: In ''2016'', they lack the homing rockets that made them such an infamous enemy in previous games. Even in ''Eternal'', the lock-on can be evaded by simply dashing.
* SuperSoldier: What they were intended to be following their investigation into the effects of Lazarus Wave exposure on human test subjects, this time being cybernetically augmented before being turned into pseudo-demonic undead warriors in the UAC's arsenal of weaponised weaponized demons.
* TookALevelInBadass: Revenants were already considered a pain in the ass in the original games. Here they have ''jetpacks'', allowing them to quickly move across large distances and fly up to rain down missiles on players who try and hide behind cover. They can also fire a lot more rockets at once than in previous games.



* {{Cyborg}}: The Cyber-Mancubi, as is in their name, who have been enhanced with UAC technology such new weapons replacing their organic flamethrowers and armour plating grafted to their flesh. This has become standard for regular Mancubi in ''Eternal'', and their redesign explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armour without going to the extent of the Cyber-Mancubi.

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* {{Cyborg}}: The Cyber-Mancubi, as is in their name, who have been enhanced with UAC technology such new weapons replacing their organic flamethrowers and armour armor plating grafted to their flesh. This has become standard for regular Mancubi in ''Eternal'', and their redesign explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armour armor without going to the extent of the Cyber-Mancubi.



* FatBastard: Larger than most demons, and so fat that their natural armour is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armour [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armour anyway.]] During gameplay, it tends to let out an inhuman gravelly laugh at the Slayer.

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* FatBastard: Larger than most demons, and so fat that their natural armour armor is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armour armor [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armour armor anyway.]] During gameplay, it tends to let out an inhuman gravelly laugh at the Slayer.



* MadeOfPlasticine: If you have a Blood Punch loaded in ''Eternal'', you can run up to a Cyber-Mancubus and punch it once to break through all of its armour in a single hit, making the rest of the fight a lot shorter (it's weaker than a regular Mancubus once its armour is down).

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* MadeOfPlasticine: If you have a Blood Punch loaded in ''Eternal'', you can run up to a Cyber-Mancubus and punch it once to break through all of its armour armor in a single hit, making the rest of the fight a lot shorter (it's weaker than a regular Mancubus once its armour armor is down).



* RevisitingTheRoots: As seen above, Mancubi are given the most dramatic redesign of the demons in ''Eternal'', ditching the chitinous cyclops appearance of ''2016'' for the classic "fat ogre" form, with cybernetic arm cannons instead of OrganicTechnology. Cyber-Mancubi follow suit, distinguished by their green hue and a layer of cybernetic armor applied to most of their bodies.



* TruerToTheText: As seen above, Mancubi are given the most dramatic redesign of the demons in ''Eternal'', ditching the chitinous cyclops appearance of ''2016'' for the classic "fat ogre" form, with cybernetic arm cannons instead of OrganicTechnology. Cyber-Mancubi follow suit, distinguished by their green hue and a layer of cybernetic armour applied to most of their bodies.



* UndergroundMonkey: There's both the regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous armour/[[ArmCannon Arm Cannons]] replaced with green metal plating, mechanical {{Arm Cannon}}s, and is also outfitted with a fancy technological helmet to better visually distinguish it. In true UndergroundMonkey fashion, the Cyber-Mancubus is also more dangerous than its vanilla counterpart, with unique variations of the standard attacks alongside increased health and damage output.

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* UndergroundMonkey: There's both the regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous armour/[[ArmCannon armor/[[ArmCannon Arm Cannons]] replaced with green metal plating, mechanical {{Arm Cannon}}s, and is also outfitted with a fancy technological helmet to better visually distinguish it. In true UndergroundMonkey fashion, the Cyber-Mancubus is also more dangerous than its vanilla counterpart, with unique variations of the standard attacks alongside increased health and damage output.



* AdaptationalWimp: Sort of. They are still a somewhat potent threat, but have lost their powerful ranged attacks from previous games completely.



* CantCatchUp: A particularly literal example; as mentioned above, they are one of the only returning enemies from ''2016'' who don't get any new moves. They're slightly faster, but that's about it. This leaves them at the mercy of the Slayer's greatly-enhanced mobility; his Dash allows them to be easily dodged, baiting them into fruitless leaps that leave them wide open for retaliation.

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* CantCatchUp: A particularly literal example; as mentioned above, they are one of the only returning enemies from ''2016'' who don't get any new moves.moves in ''Eternal''. They're slightly faster, but that's about it. This leaves them at the mercy of the Slayer's greatly-enhanced mobility; his Dash allows them to be easily dodged, baiting them into fruitless leaps that leave them wide open for retaliation.



* {{Nerf}}: No longer able to throw fireballs like in previous games. They are also not quite as durable as they were in ''Doom 3'', where they filled the Baron of Hell's niche.



* SmashMook: Hell Knights have lost their ranged attacks, but make up for it with their speed and agility.

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* SmashMook: Hell Knights have lost their ranged attacks, but make up for it with their greatly increased speed and agility.



* AlienBlood: In ''Eternal'', the Fireborne Barons bleed ''liquid hot magma''. Justified, given the Fireborne Barons fused with Hell's matter from their environment.

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* AlienBlood: In ''Eternal'', the Fireborne Barons bleed ''liquid hot magma''. Justified, given the Fireborne Barons have fused with Hell's matter from their environment.Hellfire itself.



* ElementalEmbodiment: Essentially what the Fireborne Barons of ''Eternal'' are; the embodiment of Hell's matter from the environment they resided in.

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* ElementalEmbodiment: Essentially what the Fireborne Barons of ''Eternal'' are; the embodiment of Hell's matter from the environment they resided in.Hellfire itself.



* MagmaMan: The Fireborne Barons in ''Eternal''. As the player deals damage to them, their ashen grey hides [[ShowsDamage crack away]] to reveal a molten, skeletal core.

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* MagmaMan: The Fireborne Barons in ''Eternal''. As the player deals damage to them, their ashen grey obsidian hides [[ShowsDamage crack away]] to reveal a molten, skeletal core.



* TruerToTheText: {{Subverted}}. ''Eternal'' introduces the Fireborne Barons who come from a Baron clan of [[MagmaMan Magma Men]], who have an obsidian carapace, natural flaming arm blades, and are basically embodiments of Hellfire itself.



* GameplayAndStorySegregation: The Codex states that they prefer to hunt alone, as it gives them more precision to take down their enemies. In the game, you ''only'' encounter them in packs and/or in the company of other demons. In all fairness, when your foe is [[TheDreaded the Doom]] [[PersonOfMassDestruction Slayer...]]

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* GameplayAndStorySegregation: The Codex states that they prefer to hunt alone, as it gives them more precision to take down their enemies. In the game, you ''only'' encounter them in packs and/or in the company of other demons. In all fairness, when your [[FridgeBrilliance even demons probably realize that they'll need to work together when]] their foe is [[TheDreaded the Doom]] [[PersonOfMassDestruction Slayer...]]



A demon similar in appearance to the Summoner which only appears in the multiplayer game. It was added in the first expansion pack, "Unto the Evil". It uses vampiric plasma lightning beams to steal the lifeforce from its victims and then convert it into Hellish energy projectiles.

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A demon similar in appearance to the Summoner which only appears in the multiplayer game.''2016''[='s=] multiplayer. It was added in the first expansion pack, "Unto the Evil". It uses vampiric plasma lightning beams to steal the lifeforce from its victims and then convert it into Hellish energy projectiles.



* AdaptationalWimp: Compared to their original iteration, the new Archviles have lost some of the power that made them so painful to fight in the original ''[[VideoGame/{{Doom}} Doom II]]''. Not that they are any easier to deal with, though, but still:
** For starters, their fire attacks, while still very damaging, are nowhere near as deadly as they used to be. Originally, an Archvile's flame attack has a pretty far range (896 units, further if you damage him and he retaliates), is only limited to his line-of-sight, and deals a ''lot'' of damage (20 for the initial zap that launches you upwards, and ''70'' for the ensuing explosion. Given that you're a lot more vulnerable back then, this is often life-threatening), on top of flinging you into the air when it connects, making engagements risky without ample cover. Now, the thing seems to prefer staying in the background and can only deal with the bulk of its damage up close.
** Secondly, it can no longer spam its revival ability, whereas the original Archvile checks for a valid corpse ''every time its sprite frame changes'' and resurrects it, thus potentially creating an unending wave of fresh demons to fight you. In fact, this power has been completely removed in exchange for turning the Archvile into an EnemySummoner and mobile buff totem, which is still an absolute pain in the ass, but much less of a resource drain on you due to the new gameplay changes making it easier to gain health and ammo back.



* {{Nerf}}: The original Arch-Vile had two abilities that made it infamously painful to fight in classic ''Doom''; the one introduced in ''Eternal'' lacks both of these (not that they are any easier to deal with, though):
** The original Arch-Vile had a powerful and long-ranged hitscan flame attack that would ''always'' hit you (and launch you into the air) if you didn't get behind cover in time. ''Eternal''[='s=] Archvile can still make flames appear beneath your feet from a distance, but the attack is actually avoidable this time as long as you keep moving.
** Secondly, it no longer has the ability to revive demons (the original Arch-Vile checked for a valid corpse ''every time its sprite frame changes'', meaning that you'd be fighting an endless wave of resurrecting enemies if you weren't targeting the Arch-Vile). While ''Eternal''[='s=] Archvile can now summon in new enemies instead (which is still a pain in the ass), it only does so a few at a time, and you can stop the process by simply attacking the Archvile while it's in the middle of summoning, while the original Arch-Vile was infamous for its resistance to flinching.



* TeleportSpam: It possesses the ability to teleport, though at least in Battlemode, this is restricted to anywhere in its line-of-sight as long as the path isn't obstructed.
* TookALevelInBadass: While the Archvile was always a nightmare to deal with in earlier titles, the ''Doom Eternal'' incarnation of the infamous demon boasts a whole suite of new powers, ranging from covering the ground around itself in flame, barely flinches even if bombarded with rockets, to teleporting around and giving significant power boosts to any demon in its vicinity.

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* TeleportSpam: It possesses the ability to teleport, though at least in Battlemode, this is restricted to anywhere in its line-of-sight as long as the path isn't obstructed.
* TookALevelInBadass: While the Archvile was always a nightmare to deal with in earlier titles, the ''Doom Eternal'' incarnation of the infamous demon boasts a whole suite of new powers, ranging from covering the ground around itself in flame, barely flinches even if bombarded with rockets, to teleporting around and around, to giving significant power boosts to any demon in its vicinity.



* SuspiciouslySimilarSubstitute: Serves as this to the Cyberdemon, only having a different name due to "Cyberdemon" referring to the one specific demon in ''2016''.

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* RevisitingTheRoots: Unlike the ''2016'' Cyberdemon, the Tyrant is more or less a modern recreation of the classic Cyberdemon, from its facial appearance (long curving black horns, beady eyes set apart, razor-sharp teeth, noseless nostrils) and color palette, right down to the exact location and design of its cybernetics (right leg, left arm, abdomen), though it [[CompositeCharacter retains]] the ''2016'' Cyberdemon's ArmCannon design and a good portion of its attacks. Reflecting the classic Cyberdemon's degradation from the boss of the original ''Doom''[='s=] Episode 2 to a rare MiniBoss in ''Doom II'', Tyrants are presented as EliteMooks or mini-bosses instead of the full-on Boss encounter that the ''2016'' Cyberdemon was.
* SuspiciouslySimilarSubstitute: Serves as this to the Cyberdemon, only having a different name due to "Cyberdemon" referring to the one specific demon in ''2016''.



* TruerToTheText: Unlike the ''2016'' version, the Tyrant is more or less a modern recreation of the classic Cyberdemon, down to the boatloads of cybernetics (right leg, left arm, abdomen), facial appearance (long curving black horns, beady eyes set apart, razor-sharp teeth, lack of a nose) and colour palette, though it [[CompositeCharacter retains]] the ''2016'' Cyberdemon's ArmCannon design and a good portion of its attacks. Reflecting the classic Cyberdemon's degradation from Episode 2s final boss to a rare MiniBoss in Doom 2, Tyrants are presented as EliteMooks or mini-bosses instead of the full-on Boss encounter that the ''2016'' Cyberdemon was.



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** ''Eternal'' goes one step further and also makes Pinkies & Spectres weak to Blood Punches, meaning that as long as you have a Blood Punch charged you can instantly OneHitKill them without even having to bother trying to get behind them.
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Actually, their cannons/turrets can be destroyed even by heat blast or rockets. Heck, even exploding barrels work.


* AchillesHeel: In ''Eternal'', their shoulder cannons can be destroyed with Precision Bolts or certain explosives. This renders them into a largely-impotent melee enemy who is only slightly faster than the basic Imps.

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* AchillesHeel: In ''Eternal'', their shoulder cannons can be destroyed with (with weapons like the Precision Bolts or certain explosives.Bolt and Ballista able to do so in one shot). This renders them into a largely-impotent melee enemy who is only slightly faster than the basic Imps.



* AchillesHeel: In ''Eternal'', they are hideously tanky, even by the standards of their fellow heavyweight demons; their arm cannons let them function as an anti-aircraft cannon, keeping you from moving too freely around the arena. However, if you blast off their arm-cannons with a weak point-buster (Sticky Bomb, Precision Bolt, Ballista standard fire) or enough rounds from any other weapon, they can only fire pathetic fireballs that don't explode and whistle like a firework. They also lose their devastating close-range flamethrower attack, making them easy to kite.

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* AchillesHeel: In ''Eternal'', they are hideously tanky, even by the standards of their fellow heavyweight demons; their arm cannons let them function as an anti-aircraft cannon, keeping you from moving too freely around the arena. However, if you blast off their arm-cannons with either a weak point-buster (Sticky Bomb, Precision Bolt, Ballista standard fire) or enough rounds firepower from any other weapon, they can only fire pathetic fireballs that don't explode and whistle like a firework. They also lose their devastating close-range flamethrower attack, making them easy to kite.



* AchillesHeel: They are ferociously powerful mid-range combatants who can lock the Slayer down with their plasma turret, but said turret can be destroyed with a Precision Bolt, Ballista shot, or shotgun-launched grenade. This renders them largely impotent - they are slow, easy to hit, and have no other ranged attacks besides a grenade launcher that roots them in place when they use it.

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* AchillesHeel: They are ferociously powerful mid-range combatants who can lock the Slayer down with their plasma turret, but said turret can be destroyed with enough firepower (such as a single Precision Bolt, Ballista shot, or shotgun-launched grenade.Shotgun-launched grenade). This renders them largely impotent - they are slow, easy to hit, and have no other ranged attacks besides a grenade launcher that roots them in place when they use it.



* AchillesHeel: Their shields are vulnerable to the same overcharging effects as the Riot Soldier's, and its' explosion when destroyed is much bigger; this means that they often [[UnwantedAssistance endanger their allies FAR more than they help them.]]

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* AchillesHeel: Their shields are vulnerable to the same overcharging effects as the Riot Shield Soldier's, and its' its explosion when destroyed is much bigger; this means that they often [[UnwantedAssistance endanger their allies FAR more than they help them.]]



* AchillesHeel: They're slower and larger than their fellow flying heavies, Cacodemons; they also lack their devastatingly powerful bite, and their projectiles can be shot down, unlike the lightning balls the Caco spits. Additionally, they share the Caco's weakness to the Ballista's Arbalest mod, going down in two shots to of the Caco's one.

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* AchillesHeel: They're slower and larger than their fellow flying heavies, Cacodemons; they also lack their devastatingly powerful bite, and their projectiles can be shot down, unlike the lightning balls the Caco spits. Additionally, they share the Caco's weakness to the Ballista's Arbalest mod, going down in two shots to of the Caco's one.



* AchillesHeel: They prioritize getting up close and personal with the Slayer, which works great - until you get the Super Shotgun. They also make no effort to avoid explosives launched into their intended path of travel, which makes it easy to trick them into moving right into a primed grenade.

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* AchillesHeel: They prioritize getting up close and personal with the Slayer, which works great - until you get the Super Shotgun. They also make no effort to avoid explosives launched into their intended path of travel, which makes it easy to trick them into moving right into a primed grenade. However, the easiest way to kill them is with lock-on rockets, which completely negate their evasiveness.
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* AlwaysChaoticEvil: We've yet to see a single demon that can't be summed up as "wants to murder everything that isn't from Hell". Oftentimes, [[EnemyCivilWar they don't even make that distinction]].

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* AlwaysChaoticEvil: We've yet to see a single demon that can't be summed up as "wants to murder murder/torture everything that isn't from Hell". Oftentimes, [[EnemyCivilWar they don't even make that distinction]].their fellow demons are fair game]].
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* AdaptationalWimp: Completely harmless compared to the relatively present threat they presented during the early missions of ''Doom 3''. In ''Eternal'' they're actually faster and tougher than the ''Doom 3'' zombies, and even have a pretty impressive dash punch, but the Doom Slayer is just so ''overwhelmingly'' powerful compared to them that they're still near harmless cannon fodder.

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* AdaptationalWimp: Completely Zig-zagged. In terms of combat capability, they're not too dissimilar to their ''Doom 3'' counterparts; however, the Slayer's much greater mobility compared to the third game's Marines makes them completely harmless compared to the relatively present threat they presented during the ''3''[='s=] early missions of ''Doom 3''. missions. In ''Eternal'' they're fact, ''Eternal''[='s=] basic Zombies are actually faster and tougher than the ''Doom 3'' zombies, ones, and even have a pretty impressive dash punch, but lunge attack; it's just that the Doom Slayer is just so ''overwhelmingly'' powerful compared to them that they're still near harmless near-harmless cannon fodder.
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* AdaptationalWimp: Completely harmless compared to the relatively present threat they presented during the early missions of ''Doom 3''.

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* AdaptationalWimp: Completely harmless compared to the relatively present threat they presented during the early missions of ''Doom 3''. In ''Eternal'' they're actually faster and tougher than the ''Doom 3'' zombies, and even have a pretty impressive dash punch, but the Doom Slayer is just so ''overwhelmingly'' powerful compared to them that they're still near harmless cannon fodder.

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* FatBastard: Larger than most demons, and so fat that their natural armour is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armour [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armour anyway.]]

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* FatBastard: Larger than most demons, and so fat that their natural armour is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armour [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armour anyway.]]]] During gameplay, it tends to let out an inhuman gravelly laugh at the Slayer.


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* {{Gasshole}}: These things have noxious fumes emanating from them near constantly, and that's when they aren't actively using it as OrganicTechnology.
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* GiantSpaceFleaFromNowhere: The Gladiator is never mentioned beyond the very level where he is fought, and even then the level is short enough that it feels like he appears out of nowhere. He has no relevance to the plot beyond holding the PlotCoupon that allows Deag Grav's death to stick.

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* GiantSpaceFleaFromNowhere: The Gladiator is never mentioned beyond the very level where he is fought, and even then the level is short enough that it feels like he appears out of nowhere. He has no relevance to the plot beyond holding the PlotCoupon that allows Deag Grav's death to stick. Even its codex entry talks more about the arena its kept in rather than its own origin.
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They absolutely have Oh Crap expressions on their faces when the Doom Slayer is up close during Glory Kills.


* InformedFlaw: According to the lore and the Slayer Testament in particular, they are absolutely ''terrified'' of The Doom Slayer, and he's driven them over the DespairEventHorizon at least once. However, none of the demons you encounter in-game ever show signs of fear, beg for their lives, surrender, or offer to betray their kin in exchange for mercy. They attack The Slayer with the same vicious contempt and rage they do any of their other enemies.

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* InformedFlaw: According to the lore and the Slayer Testament in particular, they are absolutely ''terrified'' of The Doom Slayer, and he's driven them over the DespairEventHorizon at least once. However, none of the demons you encounter in-game ever show signs of fear, beg for their lives, surrender, or offer to betray their kin in exchange for mercy. They attack The Slayer with the same vicious contempt and rage they do any of their other enemies.
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* InformedFlaw: According to the lore and the Slayer Testament in particular, they are absolutely ''terrified'' of The Doom Slayer, and he's driven them over the DespairEventHorizon at least once. However, none of the demons you encounter in-game ever show signs of fear, beg for their lives, surrender, or offer to betray their kin in exchange for mercy. They attack The Slayer with the same vicious contempt and rage they do any of their other enemies.
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* AchillesHeel: They can be dispatched rapidly by dropping their shield with the Plasma Rifle and then hitting them with the Lock-On Burst for the Rocket Launcher. Both phases will go down in only a few salvos[[note]]three for the first phase, two for the second[[/note]]. The DegradedBoss versions of the Hunter which show up later in the game are even weaker, requiring only three salvos to kill both phases[[note]]two for the sled phase, one for the torso phase[[/note]]. This is rather ironic, given that their preferred method of attack while on their sled is to constantly spam missiles at ''you.''
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* DeflectorShields: It can generate a plasma shield around its organic body that needs to be taken down via Plasma Rifle before damage can be dealt to the organic parts of its body. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.

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* DeflectorShields: It can generate a plasma shield around its the organic parts of its body that needs to be taken down via Plasma Rifle before damage can be dealt to the organic parts of its body.fleshy bits. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.
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* BarrierWarrior: It can generate a plasma shield around its organic body that needs to be taken down via Plasma Rifle before damage can be dealt with its body. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.


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* DeflectorShields: It can generate a plasma shield around its organic body that needs to be taken down via Plasma Rifle before damage can be dealt to the organic parts of its body. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.
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A. Forgot the "An", B. The page for the trope explicitly states that the dismemberment has to be "deliberately used to advance the plot"; this doesn't quite count.


* ArmAndALeg: The Possessed Workers are all missing their left arm.



* TookALevelInBadass: Mecha Zombies can take more damage than Possessed Soldiers and has an arm cannon that doubles as both a plasma blaster for ranged attacks and a flamethrower for close-range attacks. Their walking speed is still pretty slow, however.

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* TookALevelInBadass: Mecha Zombies can take more damage than Possessed Soldiers and has have an arm cannon that doubles as both a plasma blaster for ranged attacks and a flamethrower for close-range attacks. Their walking speed is still pretty slow, however.
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* KeystoneArmy: Every time the Slayer kills one of them the demonic consumption of Earth goes down by roughly 1/3. Killing all of them puts a complete halt to the invasion, [[spoiler:forcing the Khan Makyr to summon the Icon of Sin]].
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* BodyHorror: A lot of the demons are just horrific to look at.


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* InsectoidAliens: Imps have shades of this, mostly because of their movement style and some facial details.


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* AdaptationalWimp: In ''Eternal''. They have the same attacks and resilience, but getting them to swallow explosives makes most Cacodemons no more difficult to kill than an Imp.


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* ExtremeOmnivore: In ''Eternal'', they not only catch the Slayer's explosives in their mouth - they ''swallow'' them too, granting an easy kill.


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* FateWorseThanDeath: The procedure of becoming a Revenant is an extremely gruesome and excrutiating procedure which apparently lasts for weeks, before the subjects die of sheer pain, only to be brought back later as undead abominations.


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* ExtremeOmnivore: Their backstory states that they have a proclivity to eat ''everything'', and that they grow rapidly in girth because of it.

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T


* ArmAndALeg: The Possessed Workers are all missing their left arm.



* BaldOfEvil: Not a single normal Possessed/Zombie has hair.



* {{Cyclops}}: Possessed Scientists in ''2016'' only have a single large eye-like cavity on their head.

to:

* {{Cyclops}}: Possessed Scientists in ''2016'' only have a single large eye-like cavity on their head. Though closer inspection shows it's just a gaping hole into their skull.



* SkeletonsInTheCoatCloset: The Unwilling appear to have grown armor plating made of their own bones, not that it makes them any tougher, though.



* BaldOfEvil: Shield Soldiers in ''Eternal'' have completely shaved heads.

to:

* BaldOfEvil: Shield Soldiers in ''Eternal'' have completely shaved heads.heads, as do both types in 2016.


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** To a far lesser extent the Soldier from ''Eternal''. While a lot more human, his gun is still fused to his arm, and his other hand is a bloated, oddly contorted mess with only three fingers.


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** Likewise, the standard Soldier is basically the mechanics of 2016's Soldiers, but with a design completely based off the original Soldiers.


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* ProgressivelyPrettier: Far more human-like in ''Eternal''.


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* YouGottaHaveBlueHair: True to their original design, the Soldiers in ''Eternal'' have dark green buzzcuts.


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* AmazingTechnicolorPopulation: Their skin is an odd mixture of brown, tan, red and pale purple.


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* LeanAndMean: Muscular, but really lean and sinewy.


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* AdaptationSpeciesChange: Not directly, but while the classic Lost Souls were basically human skulls with horns, these look far more like their demonic brethren.
* AdaptationalWimp: Partly. While still a decent threat, a single weak attack kills them instantly, and their only means of attacking, while more damaging also kills them in the process.


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* ContinuityNod: Their general design is a call-back to what they looked like in ''Doom 64''.
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----
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[[WMG:[[center: [-''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'' '''[[Characters/Doom2016 Character Index]]'''\\

to:

[[WMG:[[center: [-''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'' '''[[Characters/Doom2016 Main Character Index]]'''\\

Changed: 111

Removed: 426

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Making it consistent with some of the other pages which don't list the name underneath the folder. Also, it's never exactly stated if the carcass was formed from random victims or something more similar to how the UAC made demons in 2016.


!!!Possessed/Zombie



!!!Possessed Soldier



!!!Hell Razer



!!!Imp



[[folder:Pinky/Spectre]]
!!!Pinky/Spectre

to:

[[folder:Pinky/Spectre]]
!!!Pinky/Spectre
[[folder:Pinky & Spectre]]



!!!Lost Soul



!!!Cacodemon



!!!Revenant



!!!Mancubus & Cyber-Mancubus



!!!Hell Knight



!!!Baron of Hell



!!!Summoner



!!!Prowler



!!!Harvester



!!!Gargoyle



!!!Arachnotron



!!!Carcass



Cybernetically-augmented human corpses that have fallen victim to the demonic forces.

to:

Cybernetically-augmented human corpses that have fallen victim to created by the demonic forces.UAC, the Carcass is a highly effective support unit.



!!!Dread Knight



Hell Knights that are enhanced with various cybernetics.

to:

Hell Knights that are enhanced with various cybernetics.cybernetics by the UAC.



!!!Pain Elemental



!!!Whiplash



Female snake-like demons with cybernetic augmentations that wield a pair of bladed whips.

to:

Female snake-like demons with UAC-made cybernetic augmentations that wield a pair of bladed whips.



!!!Archvile



!!!Marauder



!!!Tyrant



!!!The Cyberdemon



!!!Hell Guard



!!!The Spider Mastermind



!!!Doom Hunter



!!!The Gladiator



!!!The Icon of Sin



!!!Hell Priests
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[[folder:The Possessed/Zombie]]
!!!The Possessed/Zombie

to:

[[folder:The Possessed/Zombie]]
!!!The Possessed/Zombie
[[folder:Possessed/Zombie]]
!!!Possessed/Zombie
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[[folder:Gladiator]]

to:

[[folder:Gladiator]][[folder:The Gladiator]]
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[[folder:Cyberdemon]]
!!!Cyberdemon

to:

[[folder:Cyberdemon]]
!!!Cyberdemon
[[folder:The Cyberdemon]]
!!!The Cyberdemon



[[folder:Spider Mastermind]]
!!!Spider Mastermind

to:

[[folder:Spider [[folder:The Spider Mastermind]]
!!!Spider !!!The Spider Mastermind



[[folder:The Gladiator]]

to:

[[folder:The Gladiator]][[folder:Gladiator]]
!!!The Gladiator


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!!!The Icon of Sin
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We don't actually know the timespan, since it's implied that Doomguy may have just come from a different dimension altogether (as implied by some cut dialogue).


* AgeWithoutYouth: [[spoiler:The Slayer's flashbacks to 150 years prior show that the Priests once looked like completely human middle-aged men, but have since withered away.]]

to:

* AgeWithoutYouth: [[spoiler:The Slayer's flashbacks to 150 years prior eons ago show that the Priests once looked like completely human middle-aged men, but have since withered away.]]
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!Other

[[folder:Hell Priests]]
!!!Hell Priests
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hell_priests.png]]
!!!'''Voiced by:''' Creator/KeithSilverstein (Deag Grav, Deag Nilox), Creator/JasonSpisak (Deag Ranak)

->"The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..."
->"...as it is written, from the souls of the non-believers!"
->"You will not save them from their judgement!"
-->--'''Deag Ranak and Deag Grav'''
\\
Once known as the Order Deag, the priesthood of the Night Sentinels, the Hell Priests were seduced by the power of Hell and subsequently played a pivotal role in the fall of Argent D'Nur. First mentioned in ''2016'', they play a central role in ''Eternal'', where they guide the demonic consumption of Earth. Three are known to exist: Deag Nilox, Deag Ranak, and Deag Grav.
----
* AgeWithoutYouth: [[spoiler:The Slayer's flashbacks to 150 years prior show that the Priests once looked like completely human middle-aged men, but have since withered away.]]
* AintTooProudToBeg: When Deag Ranak gets cornered by the Doom Slayer after he defeats the Doom Hunters, he desperately tries to offer him assistance or power in exchange for being spared. [[OffwithHisHead This ultimately falls on deaf ears.]]
* AssholeVictim: Absolutely none of them get the slightest bit of pity when the Slayer kills them systematically. [[spoiler:Especially in the codex when you learn they did it all in selling out their people out of [[TheQuisling fanatic devotion to the Khan Maykr]], [[AddictiveMagic to fuel their addiction to Argent Energy and its power]], [[ForTheEvulz and sheer amusement]] regardless of the destruction they cause of countless worlds in the process, including Earth.]]
* CoolCrown: They each have stylish spiked crowns of various styles, from a more standard design to a circlet covered by a hood to a full stylized helmet and faceplate, on their heads.
* CutsceneBoss: Technically speaking, [[spoiler:the Slayer kills all of them almost as soon as he sees them in cutscenes, save for the final one, whom manages to summon a guardian to protect him but once that's down soon meets the fate at the rest, [[KilledMidSentence all while mid-sentence of a monologue]].]]
* DiesWideOpen: Nilox and Ranak's heads have their eyes open after their deaths. [[spoiler:[[YourHeadASplode There isn't enough of Grav's head left for him to do this]]]].
* TheDragon: They are subordinates of Khan Maykr, who ordered them to destroy Earth.
* EvilGloating: They really love doing this. ''Deconstructed'' in that their words ultimately fall on deaf ears as the Slayer doesn't particularly care about what they have to say and kills them mid-sentence.
* EvilMakeover: Flashbacks and their individual codex pages show them as they were before being corrupted by Hell, with cleaner robes, straighter postures, and overall much healthier complexions. They also gained an [[VoiceOfTheLegion inhuman reverb to their voices]] over the process.
* EvilOldFolks: They are very old and wrinkly (unlike the [[OlderThanTheyLook Slayer]] they look the part) and they are ''very'' evil.
* GladiatorGames: The Arena on Sentinel Prime was originally meant to be a proving ground for outsiders and prisoners to join the ranks of the Sentinels and was how Doomguy first joined them. Since Argent's fall, it's been turned into a place of horrific bloodsport by Deag Grav, who pits armed civilians against demons for his own amusement.
* KarmaHoudiniWarranty: Deag Grav was first mentioned in ''Doom (2016)'''s codex as the one who swayed the Betrayer into the DealWithTheDevil that led to the destitution of Argent D'Nur, while ''Eternal'' reveals Deag Ranak to be the one who convinced Olivia Pierce to unleash Hell on Mars in exchange for godlike power, avoiding consequences due to never appearing in-game. Upon confronting the Doom Slayer in ''Eternal'' that luck abruptly runs out.
* KilledMidSentence: [[spoiler:All three of them. They either boast about how they're supposedly indestructible or try to bargain with the Doom Slayer. It doesn't work.]]
-->'''Deag Nilox:''' [[spoiler:My soul remains guarded... You can't--! ''(head ripped off by the Slayer)'']]\\
'''Deag Ranak:''' [[spoiler:...th...the...the... Beast... does he... hehe... not seek enhanced power? Gifts to aid him in his... noble conquest... perhaps in return for my-- ''(decapitated by the Slayer's Doomblade)'']]\\
'''Deag Grav:''' [[spoiler:This stops nothing. Earth will be consumed, regardless of what ha-- ''(the Slayer blows his head apart with the Super Shotgun)'']]
* LivingMacGuffin: Killing each of them is the key to halting the demonic corruption of Earth that is driving the plot of ''Eternal''.
* TheManBehindTheMan: Deag Ranak's work with Olivia Pierce and his manipulations after her death were responsible for the UAC becoming a demon cult, while Deag Grav was the one who is mentioned above to have not only swayed Valen into the DealWithTheDevil that doomed Argent D'Nur, but was the one who brought his son back as the Icon of Sin.
* MadScientist: Deag Ranak dabbles in cybernetics. He has notably designed the Doom Hunters, calling them his greatest work, and indeed these prove to be among the tougher enemies the Slayer can face.
* TheMole: When the Argent civil war began, the Sentinel Priests professed loyalty to King Novik against the Khan Maykr. Too bad they were actually setting the Night Sentinels up for the UriahGambit below.
* NotHyperbole: The first you hear from Deag Ranak and Grav in the game is "The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..." "...as it is written, from the souls of the non-believers!", and it's safe to say [[spoiler:they weren't kidding. Argent Energy is [[PoweredByAForsakenChild made from the souls of dead people]], tormented past the DespairEventHorizon]].
* OffWithHisHead: Deag Nilox gets his head ripped off, Deag Ranak gets his head sliced off with the Doomblade, and [[spoiler:Deag Grav [[ChunkySalsaRule gets his head blown off]] with the Super Shotgun]].
* OhCrap: Nilox lose his composure when the Slayer shows him a token that nullifies the protection the priest has on his soul. The two remaining priests share the same reaction when the Slayer tosses Nilox's head at them.
* TheQuisling: While the Khan Maykr is the ultimate leader of what remains of the Sentinel Worlds, the Hell Priests seem to do most of the actual ruling. Deag Grav, in particular, is described as lording over the populace of Sentinel Prime, while Deag Ranak was placed in direct charge of the UAC after Olivia Pierce's death, directing cultist efforts to aid the forces of Hell.
* SmugSnake: Deag Grav more than the rest of them, especially [[spoiler:after the boss battle on Sentinel Prime, [[TooDumbToLive where he has the gall to try and boast]] to the Slayer immediately after he slays his guardian about his blood pact that, if broken, will have all of Urdak and the Sentinels try to kill him. [[YourHeadAsplode The Slayer blows off his head anyway before he can finish boasting]].]]
* SquishyWizard: They are immensely powerful summoners, responsible for orchestrating not only the fall of Argent D'Nur, but are leading the invasion of Earth [[spoiler:at the behest of the [[ManBehindTheMan Khan Maykr]]]], but once the Slayer reaches any of them, he effortlessly kills them before they can either cast something noteworthy or begin monologuing his ears off.
* TheUriahGambit: The Hell Priests betrayed the Night Sentinels by sending them on a mission against Nekravol, only to use their magic to separate them and cut them off from escape, leaving them divided and vulnerable to the ravening demons that killed all of them except the Slayer himself.
* WasOnceAMan: They were once high priests of Argent D'Nur, before abandoning any semblance of their humanity to become undying demonic monsters with great power.
* WeHardlyKnewYe: Within the first few minutes of the game, Deag Nilox ends up choked by the Doom Slayer so hard his head snaps off his body. His total screentime amounts to ''[[ExaggeratedTrope 16 seconds.]]''
* YourHeadASplode: How [[spoiler:Grav]] goes out, courtesy of [[spoiler:the Slayer's Super Shotgun]].
* YouWouldntShootMe: [[spoiler:Even as he was staring down the barrels of the Slayer's Super Shotgun, Deag Grav was confident he wouldn't dare pull the trigger and risk losing his sovereignty among the remaining Sentinels. [[BoomHeadshot He was wrong.]]]]
[[/folder]]

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!Mooks



** There's a bug in the game, where, if you freeze a Tyrant with an ice bomb while he is firing the laser, then once unfreezes, [[ThisIsGonnaSuck he will fire the beam indefinitely]].

to:

** There's a bug in the game, game where, if you freeze a Tyrant with an ice bomb while he is firing the laser, then once unfreezes, [[ThisIsGonnaSuck laser,[[ThisIsGonnaSuck he will fire the beam indefinitely]].indefinitely once he unfreezes]].



[[folder:The Hell Priests]]
!!!The Hell Priests
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hell_priests.png]]
!!!'''Voiced by:''' Creator/KeithSilverstein (Deag Grav, Deag Nilox), Creator/JasonSpisak (Deag Ranak)

->"The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..."
->"...as it is written, from the souls of the non-believers!"
->"You will not save them from their judgement!"
-->--'''Deag Ranak and Grav'''
\\
Mentioned in ''Doom (2016)'', the Hell Priests were once the priesthood of the Night Sentinels, but were seduced by the power of Hell and subsequently played a pivotal role in the fall of Argent D'Nur. They now guide the demonic consumption of Earth. Three Hell Priests are known to exist: Deag Nilox, Deag Ranak, and Deag Grav.

to:

[[folder:The Hell Priests]]
!!!The Hell Priests
!Bosses
!!Introduced in ''Doom (2016)''
[[folder:Cyberdemon]]
!!!Cyberdemon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hell_priests.png]]
!!!'''Voiced by:''' Creator/KeithSilverstein (Deag Grav, Deag Nilox), Creator/JasonSpisak (Deag Ranak)

->"The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..."
->"...as it is written, from the souls of the non-believers!"
->"You will not save them from their judgement!"
-->--'''Deag Ranak and Grav'''
\\
Mentioned in ''Doom (2016)'', the Hell Priests were once the priesthood of the Night Sentinels, but were seduced
org/pmwiki/pub/images/img_0161_0.PNG]]

A Baalgar-class demon captured
by the power of Hell UAC and subsequently played a pivotal role in cybernetically modified to be even more lethal. The BFG-9000 was supposed to be attached to this monstrosity before the fall of Argent D'Nur. They now guide the demonic consumption of Earth. Three Hell Priests are known to exist: Deag Nilox, Deag Ranak, and Deag Grav.incident.



* AgeWithoutYouth: [[spoiler:The Slayer's flashbacks to 150 years prior show that the Priests once looked like completely human middle-aged men, but have since withered away.]]
* AintTooProudToBeg: When Deag Ranak gets cornered by the Doom Slayer after he defeats the Doom Hunters, he desperately tries to offer him assistance or power in exchange for being spared. [[OffwithHisHead This ultimately falls on deaf ears.]]
* AssholeVictim: Absolutely none of them get the slightest bit of pity when the Slayer kills them systematically. [[spoiler:Especially in the codex when you learn they did it all in selling out their people out of [[TheQuisling fanatic devotion to the Khan Maykr]], [[AddictiveMagic to fuel their addiction to Argent energy and it's power]], [[ForTheEvulz and sheer amusement]] regardless of the destruction they cause of countless worlds in the process, including Earth.]]
* CoolCrown: They each have stylish spiked crowns of various styles, from a more standard design to a circlet covered by a hood to a full stylized helmet and faceplate, on their heads.
* CutsceneBoss: Technically speaking, [[spoiler:the Slayer kills all of them almost as soon as he sees them in cutscenes, save for the final one, whom manages to summon a guardian to protect him but once that's down soon meets the fate at the rest, [[KilledMidSentence all while mid-sentence of a monologue]].]]
* DiesWideOpen: Nilox and Ranak's heads have their eyes open after their deaths. [[spoiler:[[YourHeadASplode There isn't enough of Grav's head left for him to do this]]]].
* TheDragon: They are subordinates of Khan Maykr, who ordered them to destroy Earth.
* EvilGloating: They really love doing this. ''Deconstructed'' in that their words ultimately fall on deaf ears as the Slayer doesn't particularly care about what they have to say and kills them mid-sentence.
* EvilMakeover: Flashbacks and their individual codex pages show them as they were before being corrupted by Hell, with cleaner robes, straighter postures, and overall much healthier complexions. They also gained an [[VoiceOfTheLegion inhuman reverb to their voices]] over the process.
* EvilOldFolks: They are very old and wrinkly (unlike the [[OlderThanTheyLook Slayer]] they look the part) and they are ''very'' evil.
* GladiatorGames: The Arena on Sentinel Prime was originally meant to be a proving ground for outsiders and prisoners to join the ranks of the Sentinels and was how Doomguy first joined them. Since Argent's fall, it's been turned into a place of horrific bloodsport by Deag Grav, who pits armed civilians against demons for his own amusement.
* KarmaHoudiniWarranty: Deag Grav was first mentioned in ''Doom (2016)'''s codex as the one who swayed the Betrayer into the DealWithTheDevil that lead to the destitution of Argent D'Nur, while Deag Ranak is revealed to be the one who convinced Olivia Pierce to unleash Hell on Mars in exchange for godlike power, avoiding consequences due to never appearing in-game. Upon confronting the Doom Slayer in ''Eternal'' that luck abruptly runs out.
* KilledMidSentence: [[spoiler:All three of them. They either boast about how they're supposedly indestructible or try to bargain with the Doom Slayer. It doesn't work.]]
-->'''Deag Nilox:''' [[spoiler:My soul remains guarded... You can't--! ''(head ripped off by the Slayer)'']]\\
'''Deag Ranak:''' [[spoiler:...th...the...the... Beast... does he... hehe... not seek enhanced power? Gifts to aid him in his... noble conquest... perhaps in return for my-- ''(decapitated by the Slayer's Doomblade)'']]\\
'''Deag Grav:''' [[spoiler:This stops nothing. Earth will be consumed, regardless of what ha-- ''(the Slayer blows his head apart with the Super Shotgun)'']]
* LivingMacGuffin: Killing each of them is the key to halting the demonic corruption of Earth that is driving the plot of ''Eternal''.
* [[TheManBehindTheMan Men Behind the Man]]: Deag Ranak's work with Olivia Pierce and his manipulations after her death were responsible for the UAC becoming a demon cult, while Deag Grav was the one who is mentioned above to have not only swayed Valen into the DealWithTheDevil that doomed Argent D'Nur, but was the one who brought his son back as the Icon of Sin.
* MadScientist: Deag Ranak dabbles in cybernetics. He has notably designed the Doom Hunters, calling them his greatest work, and indeed these prove to be among the tougher enemies the Slayer can face.
* TheMole: When the Argent civil war began, the Sentinel Priests professed loyalty to King Novik against the Khan Maykr. Too bad they were actually setting the Night Sentinels up for the UriahGambit below.
* NotHyperbole: The first you hear from Deag Ranak and Grav in the game is "The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..." "...as it is written, from the souls of the non-believers!", and it's safe to say [[spoiler:they weren't kidding. Argent Energy is [[PoweredByAForsakenChild made from the souls of dead people]], tormented past the DespairEventHorizon]].
* OffWithHisHead: Deag Nilox gets his head ripped off, Deag Ranak gets his head sliced off with the Doomblade, and [[spoiler:Deag Grav [[ChunkySalsaRule gets his head blown off]] with the Super Shotgun]].
* OhCrap: Nilox lose his composure when the Slayer shows him a token that nullifies the protection the priest has on his soul. The two remaining priests share the same reaction when the Slayer tosses Nilox's head at them.
* TheQuisling: While the Khan Maykr is the ultimate leader of what remains of the Sentinel Worlds, the Hell Priests seem to do most of the actual ruling. Deag Grav, in particular, is described as lording over the populace of Sentinel Prime, while Deag Ranak was placed in direct charge of the UAC after Olivia Pierce's death, directing cultist efforts to aid the forces of Hell.
* SmugSnake: Deag Grav more than the rest of them, especially [[spoiler:after the boss battle on Sentinel Prime, [[TooDumbToLive where he has the gall to try and boast]] to the Slayer immediately after he slays his guardian about his blood pact that, if broken, will have all of Urdak and the Sentinels try to kill him. [[YourHeadAsplode The Slayer blows off his head anyway before he can finish boasting]].]]
* SquishyWizard: They are immensely powerful summoners, responsible for orchestrating not only the fall of Argent D'Nur, but are leading the invasion of Earth [[spoiler:at the behest of the [[ManBehindTheMan Khan Maykr]]]], but once the Slayer reaches any of them, he effortlessly kills them before they can either cast something noteworthy or begin monologuing his ears off.
* TheUriahGambit: The Hell Priests betrayed the Night Sentinels by sending them on a mission against Nekravol, only to use their magic to separate them and cut them off from escape, leaving them divided and vulnerable to the ravening demons that killed all of them except the Slayer himself.
* WasOnceAMan: They were once high priests of Argent D'Nur, before abandoning any semblance of their humanity to become undying demonic monsters with great power.
* WeHardlyKnewYe: Within the first few minutes of the game, Deag Nilox ends up choked by the Doom Slayer so hard his head snaps off his body. His total screentime amounts to ''[[ExaggeratedTrope 16 seconds.]]''
* YourHeadASplode: How [[spoiler:Grav]] goes out, courtesy of [[spoiler:the Slayer's Super Shotgun]].
* YouWouldntShootMe: [[spoiler:Even as he was staring down the barrels of the Slayer's Super Shotgun, Deag Grav was confident he wouldn't dare pull the trigger and risk losing his sovereignty among the remaining Sentinels. [[BoomHeadshot He was wrong.]]]]
[[/folder]]

!Bosses
!!Introduced in ''Doom (2016)''
[[folder:Cyberdemon]]
!!!Cyberdemon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0161_0.PNG]]

A Baalgar-class demon captured by the UAC and cybernetically modified to be even more lethal. The BFG-9000 was supposed to be attached to this monstrosity before the incident.
----
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%%Do not change the quotes without discussing it first on the discussion page.
%%
[[WMG:[[center: [-''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'' '''[[Characters/Doom2016 Character Index]]'''\\
[[Characters/Doom2016TheDoomSlayer The Doom Slayer]] | '''Demons''' | [[Characters/Doom2016UACAndARC UAC and ARC]] | [[Characters/Doom2016MaykrsAndArgenta Maykrs and Argenta]] -]]]]]

[[foldercontrol]]

[[folder:General Tropes]]
!Demons
The native inhabitants of Hell, demons are AlwaysChaoticEvil beings that thrive on nothing but rage, hatred, pain and suffering, and perpetually seek out other worlds and dimensions for conquest and slaughter. They are the central antagonistic force of the series.
* AlwaysChaoticEvil: We've yet to see a single demon that can't be summed up as "wants to murder everything that isn't from Hell". Oftentimes, [[EnemyCivilWar they don't even make that distinction]].
* TheBerserker: They all are described as being the incarnation of rage and brutality itself.
* EnemyCivilWar: Codex entries refer to a few that happened during their first age, for example, the Hell Knights were serving an entity known as the Great Serpent until its defeat and they became gladiators. Even in-game they fight each other when there is nothing else to do.
* EvilIsVisceral: Their Hell is a cross between FireAndBrimstoneHell and full-on Creator/HieronymusBosch BloodyBowelsOfHell. Most of their environments and structures are made from entrails and corpses, and some demons are even crudely grafted with cybernetics, interwoven with their guts.
* MadeOfIron: Many of the larger or higher-level demons can easily shrug off explosives/energy blasts and will keep on fighting, even if they are reduced to a skeleton.
* TheSoulless: Some demons are soulless, some aren't. [[spoiler: The ones that are, are so because their soul was extracted and turned into Argent Energy]].
* ZergRush: While Hell's ruling class (such as the Hell Priests and the Nameless One) employ deceit and manipulation to subvert the defences of realms and worlds marked for conquest, most of the actual battle tactics used by Hell's armies basically boil down to "overwhelming the enemy with hundreds of thousands of bloodthirsty monsters".
[[/folder]]

!!Introduced in ''Doom (2016)''
[[folder:The Possessed/Zombie]]
!!!The Possessed/Zombie
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/img_0165.PNG]]

A reinterpretation of the Zombie enemy from ''VideoGame/Doom3''.\\\
In ''VideoGame/Doom2016'', the Possessed are former staff members of the UAC, resurrected when Olivia Pierce unleashed an Argent Wave from the Lazarus Labs to kickstart Hell's invasion of Mars. These come in several varieties: Workers and Scientists are undead cannon fodder with little health and a claw swipe as their only means of attack, while Engineers are walking bombs with explosive canisters dislodged within them. There's also the Unwilling, which are ancient, alien zombies who have been transformed over centuries in Hell into lesser demons.\\\
In ''VideoGame/DoomEternal'', not only has much of Earth's population been converted into mindless zombie slaves, but UAC cultists have upgraded many of them into "Mecha Zombies" outfitted with cybernetics in order to increase their combat effectiveness.
----
* ActionBomb: Possessed Engineers have a propane tank lodged in their torso, which they'll detonate if you get too close to them.
* AdaptationalWimp: Completely harmless compared to the relatively present threat they presented during the early missions of ''Doom 3''.
* AllThereInTheManual: The fact that the Possessed were deliberately created by the [=UAC=] before the demonic invasion is covered in "The [=UAC=] Handbook", a small flavour-text manual that comes bundled with the physical copies of the game.
* ArmCannon: The Mecha Zombies have their right arm replaced with a plasma cannon that also doubles as a flamethrower.
* BodyHorror:
** In ''2016'', the Argent Energy that brought them back ''really'' did a number on them; their skin is overgrown and seems to consume anything in contact with it, which leads to them getting things like bits of clothing and explosive cylinders absorbed into their body. Additionally, Possessed Scientists have a single eye on their forehead, but a look closer reveals that it isn't an eye and merely an opening that gives you a little peephole to see into their skull, which is ''completely hollow''.
** The Zombies of ''Eternal'' don't look quite as disgustingly inhuman, with two exceptions; the Cueball, which is even more grotesque than its Engineer predecessor, and the Mecha Zombie, which has various cybernetic bits poking out all over its body, as well as what look to be exposed intestines.
* CameBackWrong: Long story short: Good news, Argent Energy allows you to come back from the dead. Bad news, [[HumanoidAbomination you are now the furthest thing from human]] [[BodyHorror that you can possibly be]].
* {{Cyclops}}: Possessed Scientists in ''2016'' only have a single large eye-like cavity on their head.
* FullFrontalAssault: The zombified civilians in ''Eternal'' and the Unwilling both appear to be totally naked, bar some tattered rags that already kind of match their skintone.
* TheGoomba: The basic Possessed/Zombie variants are the weakest enemies by a decent margin, being slow, fairly stupid, fragile, and none too damaging.
* HelpfulMook: Downplayed. ''Eternal''[='s=] version of the Engineer, the Cueball, will literally just stand around harmlessly until you shoot/punch it, whereupon it will fly in a straight line and explode against whatever wall or enemy is unfortunate enough to be in its way. This will instantly gib anything short of a Cyber Mancubus, and heavily injure whatever survives. However, it is still not your friend; it can gib the Slayer just as readily as it can nearby enemies.
* HumanoidAbomination: Former human beings that were exposed to demonic energy, transforming them into deformed feral monstrosities, with the Unwilling and ''2016''[='s=] Possessed Scientists, in particular, appearing barely human.
* HumanSacrifice: Supposedly, UAC staff members volunteered to become Possessed for experimentation purposes (willingly or otherwise), but still.
* ManBitesMan: If a Possessed Scientist or an Unwilling kills the Doom Slayer in ''2016'', you get a scene of them ''ripping out his throat with their teeth''.
* OurZombiesAreDifferent: The Possessed in ''2016'' are former UAC staff that were killed and then resurrected by Argent Energy as a result of the Lazarus Wave, while the Unwilling are the partially demonic remnants of cultures defeated and assimilated by Hell over eons. The Zombies are ''Eternal'' are stated to be those who have been "corrupted and deceived" by Hell's power to become "mindless, grotesque contortions of their former selves".
* PinataEnemy: ''Eternal''[='s=] codex entry for Zombies straight up encourages you to farm them for resources. This is also true for ''2016'', where you seem to encounter gangs of unprotected Possessed fairly often, allowing you to stagger them each with a single melee strike and effortlessly Glory Kill them for easy health.
* ProgressivelyPrettier: A mild example; the zombies in ''Eternal'' look more akin to classic zombies than the deformed masses of flesh they were in ''2016''.
* SuicideAttack: The Engineer variant in ''2016'' comes with a welding tank fused into its flesh. It is capable of charging at the player and detonating when it gets close.
* TookALevelInBadass: Mecha Zombies can take more damage than Possessed Soldiers and has an arm cannon that doubles as both a plasma blaster for ranged attacks and a flamethrower for close-range attacks. Their walking speed is still pretty slow, however.
* UndeadBarefooter: All Possessed variants except the Engineer/Cueball are barefooted.
* UndergroundMonkey: Even the most basic Possessed/Zombie comes in a number of varieties, ranging from former UAC scientists and workers to unfortunate citizens of Earth, to even ancient undead (referred to as "the Unwilling" in ''2016'') who are the remnants of alien civilizations conquered and absorbed by TheLegionsOfHell.
* UnfriendlyFire: It's surprisingly easy to get Possessed in ''2016'' to damage their own forces, as they have considerable reach with their flailing claw strikes, which in cramped confines often results in one Possessed hitting a bunch of its buddies instead of you, usually staggering them for you to follow up with some quick Glory Kills.
* WolverineClaws: Mecha Zombies have had the fingers on their left hand replaced with large metal claws.
* ZombieGait: All Possessed and Zombie variants will shamble slowly at you.
[[/folder]]

[[folder:Possessed Soldier]]
!!!Possessed Soldier
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/codex_hellified_soldierbimage.png]]

The zombified remnants of human soldiers, these grunts retain most of their combat prowess and intelligence compared to other zombies, and wield either a plasma rifle or a shield-and-shotgun combo. They are the modern counterparts to the Zombiemen and [[VideoGame/Doom3 Z-Sec]] enemies of old.
----
* AchillesHeel: Possessed Security (aka Shield Soldiers in ''Eternal'') can effortlessly tank bullets and shotgun shells with their shield. However, the ''2016'' Plasma Rifle's Stun Blast mod will disable their shield in a single shot and leave them a sitting duck for several precious seconds. This is taken even further in ''Eternal'', where even just normal Plasma Rifle bolts will quickly overcharge their shield and cause it to explode violently in a wide radius.
* ArmCannon: Their gun is directly merged into their right arm.
* BaldOfEvil: Shield Soldiers in ''Eternal'' have completely shaved heads.
* BodyHorror: In ''2016'', their armour and guns look to have been ''fused'' into their flesh.
* ChargedAttack: Regular Soldiers can charge up their plasma rifle to fire a slow-moving shot that explodes after travelling a short distance.
* CompositeCharacter: The revamped Shield Soldier in ''Eternal'' is what you'd get by throwing the Possessed Security from ''DOOM (2016)'' and the classic Shotgun Sergeant into a blender.
* JumpJetPack: In ''Eternal'', they get jetpacks that allow them to make huge leaps.
* HoistByHisOwnPetard: Come ''Eternal'', the Doom Slayer can turn the Shield Soldier's own protection against him by overloading it with a stream of plasma shots, which blows him up for an instant kill, [[SplashDamage as well as taking out any weak demon he might be huddling up with]].
* ItCanThink: As stated in ''2016''[='s=] codex, Possessed formed from individuals with military training or exceptional physical prowess are fully cognizant and calculating, allowing them to use tactics as well as any living soldier. The [[AllThereInTheManual UAC Handbook]] outright brags about their ability to think fast on their feet, and how they overall move, act and think much more human-like than the basic Possessed. One of the credit scenes is a good example, showing a Possessed Soldier vaulting a rail as two Possessed Scientists mindlessly shamble around in the background. In fact, Possessed Soldiers occasionally say something in a deep, distorted voice that is clearly not just roaring and growling, and some of their voice lines seem to actually be barely-legible English, indicating that they may indeed be sentient.
* ShieldBearingMook: Possessed Security/Shield Soldiers are a variant who carry a HardLight tower shield that [[LuckilyMyShieldWillProtectMe protects their front]] and is capable of [[AttackReflector reflecting ballistic slugs and bullets]] right back at the player. The shield can be damaged through sustained fire (indicated by its colour changing from blue to teal to red), but all it takes to return it to full strength is a one-second move on the wielder's part, which means you're all but forced to outmanoeuvre them if you can't bring explosive or plasma ordnance to bear against them.
* ShotgunsAreJustBetter: The Possessed Security/Shield Soldiers wield shotguns and are among the few enemies with a {{hitscan}} attack, making them surprisingly dangerous, especially combined with their bullet-repelling shield. However, [[ShortRangeShotgun their weapon has ridiculously short range]] beyond which it doesn't deal any damage whatsoever, so keeping your distance makes them largely harmless outside of melee range.
* SuperSoldier: The UAC on Mars experimented thoroughly with the undead created from humans slain by Lazarus Wave radiation, hoping to find scientific/military applications. The discovery that certain individuals retained cognizance depending on their background is what directly led to the [[EliteMooks Revenant]] [[BodyHorror project]].
* TookALevelInBadass: Soldiers in modern ''Doom'' are much nastier than their Zombiemen, Shotgun Guy, and Z-Sec counterparts; they sport highly accurate plasma rifles or shotgun-energy shield combos, move quickly and with great agility, and can absorb a surprising amount of firepower before they fall. They even get jetpacks in ''Eternal''.
* TruerToTheText: The ones in ''Eternal'' have been redesigned to more closely resemble their classic counterparts; most noticeably, the regular Soldiers now have green hair like the original games' Zombieman sprite. Additionally, the redesigned Shield Soldiers seem to take major cues from the Shotgunners of old.
* UnfriendlyFire: Plasma bolts fired by the Soldiers continue on their trajectory until they hit something regardless of affiliation, and their ChargedAttack has a considerable radius around the detonation point; in ''2016'', this means that they often hurt other demons instead of you.
[[/folder]]

[[folder:Hell Razer]]
!!!Hell Razer
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hell_razor.png]]

A humanoid creature making its first - and currently only - appearance in ''2016'', geared with an arm-like protrusion that can charge up and emanate a beam of unrefined Argent energy.
----
* ArmCannon: Their right arm is replaced by a large protrusion that functions as a laser cannon.
* {{Expy}}: The Hell Razer is most definitely a stand-in for the classic Chaingun Bob and Chaingun Commando from ''Doom 3'', only the chaingun is replaced with an integrated laser gun.
* EyelessFace: They don't seem to have eyes, a particularly interesting trait for what is basically a demonic sniper.
* FrickinLaserBeam: Their primary method of attacks is to fire a beam of Argent energy at you, be it sniping from a distance or spraying the beam horizontally.
* LongRangeFighter: While they can swing their arm as a melee attack, they usually prefer staying at a far distance from you.
* PaletteSwap: They are essentially tougher Possessed Soldiers carrying laser-beam weapons, and share most of their animations and glory kill sequences. In fact, that was ''exactly'' what they were [[DivergentCharacterEvolution in early versions of the game]].
* PowerGlow: Their body emits red lights of unrefined Argent energy.
* PuppeteerParasite: [[AllThereInTheManual The Handbook]] reveals that the actual Hell Razer is a parasite that takes over the body of another organism early in its life and later [[BodyHorror mutates its arm]] into an organic cannon.
* ThroatLight: Their throat also emits a glowing red light.
[[/folder]]

[[folder:Imp]]
!!!Imp
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/img_0154.PNG]]

One of the most common demonic enemies you fight, this version of the Imp looks and acts similarly to their older counterparts... if with a few refinements.
----
* ChargedAttack: Can charge up their fireball to deal massive damage.
* DeathFromAbove: They like to cling to walls or ceilings and then pelt you with fireballs.
* {{Fatality}}: If they defeat the Doom Slayer in ''2016'', they knock him to the ground and then scurry over. Before he can recover, they turn him over, disembowel him with their claws, [[AnArmAndALeg rip off his left arm]] and then [[GrievousHarmWithABody brutally smash him in the face with it]].
* {{Fireballs}}: Like in previous games, their primary attack is tossing a fireball.
* TheGoomba: Despite their upgrades, they remain relatively common and easy to take down.
* LudicrousGibs: Imps are one of three specific demon species that you must seek out to master one of your weapons. Twenty direct hits with the Combat Shotgun's GrenadeLauncher mod are required to master this upgrade, so prepare for a lot of bloody Imp parts flying around once you get to work.
* {{Mooks}}: Just like in the original ''Doom'', they are commonly encountered. In fact, they appear in every single level in both games. According to the Imp's Codex entry in ''Eternal'', this is due to the fact that their low level of intelligence and high level of aggression combined with their seemingly limitless numbers makes them perfect expendable cannon fodder for Hell to throw at enemies en masse.
* SpikesOfVillainy: In ''Eternal'', imps sport pronounced spikes of bone on their backs, [[TruerToTheText to more closely resemble their classic designs]].
* TookALevelInBadass: Here, they are considerably more agile and aggressive foes than the classic games. They often throw fireballs while running, cling to walls and pipes to rain down fireballs upon targets, and have a charged fireball attack that, on higher difficulties, can OneHitKill players without armour.
* WallCrawling: They can climb and cling to walls to get a better shot at you.
[[/folder]]

[[folder:Pinky/Spectre]]
!!!Pinky/Spectre
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/img_0157.PNG]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spectre.png]]

So-named for their pink colouration, Pinkies will charge their foes and possess heavy armour, with only their backsides vulnerable. Spectres are identical to Pinkies but are completely invisible save for the light refracting through them.
----
* AchillesHeel: They are very fast and incredibly resilient from the front, but they are terrible at cornering and can only swivel slightly to either side while charging. This makes it easy to dodge or jump out of their way and shoot them in their vulnerable backsides.
* AscendedFanon: "Pinky" originated as a FanNickname, as their official name of "Demon" was often [[DepartmentOfRedundancyDepartment confusing]]. In-universe, the term "Pinky" was coined by UAC expedition soldiers, the nickname sticking because researchers couldn't find any direct references to the creatures in demonic texts.
* AttackItsWeakPoint: As tough as they are from the front, their rear end is incredibly squishy.
* BizarreAlienSenses: According to the ''DOOM Eternal'' Collector's Edition Lore Book, they have an uncanny ability to scent the blood of their prey.
* BullfightBoss: Not a boss, but Pinkies are ''extremely'' well-armoured at the front and very prone to charging, meaning that it's generally best to dodge around their attack so you can hit their vulnerable rear.
* CloseRangeCombatant: As they have no ranged attacks, they rely entirely on their melee charge.
* EyeScream: In ''2016'', Glory Killing them from the front will have the Doom Slayer rip off one of their tusks and stab it into their eye.
* HeavilyArmoredMook: The bony armour on their heads allows them to survive even a direct rocket hit.
* FoodChainOfEvil: They are said to serve as beasts of burden, hunting companions, and livestock, with higher demons considering them something of a delicacy.
* MadeOfIron: They're not ''completely'' invulnerable from the front, so you can in fact shoot your way out if one manages to corner you in a narrow passage, but their armoured carapace will still take a ''lot'' of firepower to punch through.
* MultipleChoicePast: In ''2016'', the Spectre's invisibility is said to be the result of the UAC implanting a Cacodemon's optic nerve into a Pinky test subject, allowing it a form of psionic invisibility... [[LamarckWasRight a trait somehow passed on to its offspring when the Spectre escaped back to Hell and reproduced]]. However, ''Eternal'' states that the Spectre was instead created through ancient forbidden sorcery by a group of warlocks attempting to overthrow the Archdemons.
* OutsideTheBoxTactic: In ''Eternal'', a single Blood Punch will kill them even from the front.
* TookALevelInBadass: This rendition of the Pinky gains chitinous armour covering most its front that is highly resistant to all but the heaviest of guns, as well as a charge attack that can be difficult to dodge. They can be a real pain to deal with (especially if you have to fight several of them at once), particularly in ''2016''[='s=] Classic Stages where they appear in the same massive numbers as in the original games.
* VisibleInvisibility: Spectres are translucent, meaning that a sharp-eyed player should still be able to spot them.
[[/folder]]

[[folder:Lost Soul]]
!!!Lost Soul
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/img_0163.PNG]]

Floating skull demons, the modern incarnations of the Lost Soul aren't too different from their classic counterparts.
----
* ActionBomb: They blow up on-impact.
* AirborneMook: Just like their classic counterparts, they float around.
* DeathSeeker: ''Eternal'' gives this as an explanation to their ActionBomb tendencies. [[AndIMustScream Driven to madness by the circumstances leading to their undeath]], the vestiges of humanity that Lost Souls still cling onto compels them to mindlessly attack whatever they come across so that hopefully it could grant them their {{Final Death}}s. The Doom Slayer is only too happy to oblige.
* DemonicPossession: What they are trying to do by ramming you, according to the lore. It does say it only works on the weak-willed, which explains why they don't possess the Doom Slayer even if they kill him.
* FragileSpeedster: They move quite quickly, but go down with just a few shots.
* GlassCannon: They go down easily, but their attacks deal ''a lot'' of damage if they hit.
* SuicideAttack: Their only mode of attack, period. They can't spit plasma at you like Cacodemons or throw fire like Imps, all they can do is ''ram you.''
* TechnicolorFire: Their flames can change colour. When they're calm and just floating around, they have a blue flame, but when they see you, their flame turns a pinkish-red as they charge.
[[/folder]]

[[folder:Cacodemon]]
!!!Cacodemon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cacodemon.png]]

Large red floating head demons, these Cacodemons look much more like their classic counterparts than their ''Doom 3'' versions.
----
* AchillesHeel: In ''Eternal,'' they are very tough and hard to stagger, and their attacks can easily kill the Slayer in only a few hits, making them a massive threat at any range. However, they can be instantly staggered for a Glory Kill by launching a Frag Grenade or Sticky Bomb into their mouths, and it only takes a single Arbalest bolt to kill them outright.
* AnArmAndALeg: Powerful attacks can tear their arms clean off, though this has no real effect gameplay-wise.
* BreathWeapon: They spew globules of "[[InterfaceScrew psychoactive]] [[FantasticDrug narcotic]] [[HollywoodAcid bile]]", which messes around with vision and speed temporarily as well as damaging a victim. Confusingly, the [[AllThereInTheManual UAC Handbook]] instead states that [[FlipFlopOfGod they spit ball-lightning]], which is also implied by the electrical sparks that can be seen in a Cacodemon's mouth if you look closely.
* CombatTentacles: The Multiplayer variant can launch tendrils out of its mouth to grab players and instantly eat them.
* {{Cyclops}}: Only has one big eye in the middle of its head.
* DumbMuscle: Codex entries describe Cacodemons as being dumb beasts, driven almost exclusively by the [[HorrorHunger urge to feed]].
* EyeScream: Most glory kills involve damage to their eye.
* FeedItABomb: ''Eternal'' introduces the ability to incapacitate them by lobbing grenades into their massive mouths. You can toss a grenade into their mouths while they're charging at you, which causes them to pause for a moment and comically swell up for a second, which stuns them and makes them susceptible to a Glory Kill. If your grenade is on cooldown, then the shotgun's sticky bomb is also fair game.
* MoreTeethThanTheOsmondFamily: This version has ''four'' jaws (two horizontal, two vertical) all bristling with teeth.
* ShockAndAwe: At the very least, their projectile attack seems to have lightning elements to it.
* SpamAttack: In ''Eternal'', they can fire a rapid burst of multiple projectiles at once.
* TookALevelInBadass: They do considerably more damage with their bite attacks than before, and their spit causes InterfaceScrew should it connect.
* TruerToTheText: Although not quite as drastic a redesign as some of the other demons, the Cacodemon in ''Eternal'' is given back a number of smaller details from its classic design, such as more vibrant red skin, grey horns, a pupil in its eye and even its blue blood.
[[/folder]]

[[folder:Revenant]]
!!!Revenant
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/img_0159.PNG]]

Reanimated skeletons with the ability to fire rockets off their shoulders. Exactly why they look so humanoid is finally explained...
----
* AchillesHeel: In ''Eternal'', their shoulder cannons can be destroyed with Precision Bolts or certain explosives. This renders them into a largely-impotent melee enemy who is only slightly faster than the basic Imps.
* AirborneMook: They can fly for short periods of time.
* AndIMustScream: They are former human beings who were effectively FlayedAlive and implanted with cybernetic components -- all of it without anesthesia -- before being subjected to a weeks-long Lazarus Wave exposure that finally killed them from sheer pain... only to bring them back as undead pseudo-demons, suffering forever.
* BodyHorror: This game makes them far more disturbing than mere animated skeletons with rocket launchers.
* DeathFromAbove: They've got jetpacks that allow them to take flight and launch a barrage of missiles from the air.
* DemBones: Once-human bodies flayed down to mostly bones and guts.
* TheDogBitesBack: Despite them willingly serving themselves up to be turned into some demonic horror by the UAC to be used as a weapon, one doubts that the fact that they are going to have to "[[FateWorseThanDeath live]]" with constant unending agony isn't going to give them second thoughts.
* EverythingsDeaderWithZombies: Like those first few test subjects who became Possessed in the name of scientific experimentation, Revenants are [[HumanSacrifice human sacrifices]] who were brutally mutilated to death, upgraded with cybernetic implants, and then brought back to life with demonic energies.
* {{Fatality}}: If they defeat the Doom Slayer, they will [[AnArmAndALeg rip off both of his arms]], [[GrievousHarmWithABody slap him with one of his own arms for added insult]], and then crush his skull with a single punch.
* HomingProjectile: One of the rockets he can launch.
* HumanSacrifice: As with the Possessed, they were humans who ''volunteered'' to be butchered and reanimated to become the UAC's deadly new living weapons.
* JumpJetPack: Revenants can't sustain flight for long, but they can use their jump-jets to bound large distances across the battlefield, making them a lot more mobile than in earlier games. Entertainingly, the pack often malfunctions and can lead to them (briefly) flying out of control before exploding in many death animations.
* MacrossMissileMassacre: They can shoot a ''lot'' of rockets, very quickly.
* MascotMook: For the [[LimitedSpecialCollectorsUltimateEdition Collector's Edition]] for the game. One is on the cover of the box the Collector's Edition comes with, as well as being on the cover of the steelbook, as well as coming with a 30cm[[labelnote:In Imperial]]12-inches[[/labelnote]]-tall statue of one.
* SuperSoldier: What they were intended to be following their investigation into the effects of Lazarus Wave exposure on human test subjects, this time being cybernetically augmented before being turned into pseudo-demonic undead warriors in the UAC's arsenal of weaponised demons.
* TookALevelInBadass: Revenants were already considered a pain in the ass in the original games. Here they have ''jetpacks'', allowing them to quickly move across large distances and fly up to rain down missiles on players who try and hide behind cover.
* TurnedAgainstTheirMasters: Unfortunately for the UAC, the Revenants were no more loyal in the face of a demonic outbreak than the Possessed, though can you really blame them?
* WasOnceAMan: They ''used'' to be human volunteers. First, the rocket launchers are grafted to their shoulders along with an Argent-charged chip implant that allows them to mentally control the launchers. The subject is then exposed to Lazarus Waves and Argent Energy, causing rapid bone growth to the point that the Revenant grows to some three meters in height, whilst all skin, plus most muscle and connective tissue, is avulsed - i.e. ripped off/''ejected'', and the internal organs are exposed. Now bolt on some exoskeletal parts to hold everything together and boom, you have yourself a combat-ready Revenant.
[[/folder]]

[[folder:Mancubus & Cyber-Mancubus]]
!!!Mancubus & Cyber-Mancubus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0158_8.PNG]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mancubus_4.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus_6.png]]
[[caption-width-right:350:From top to bottom: The Mancubus and Cyber-Mancubus in ''DOOM (2016)'', the redesigned Mancubus and Cyber-Mancubus in ''Doom Eternal'']]

Morbidly obese demons with fireball cannons for arms. The Cyber variant is the result of UAC experimentation on several test subjects, outfitted with two corrosive acid guns as opposed to the organic flame cannons.
----
* AchillesHeel: In ''Eternal'', they are hideously tanky, even by the standards of their fellow heavyweight demons; their arm cannons let them function as an anti-aircraft cannon, keeping you from moving too freely around the arena. However, if you blast off their arm-cannons with a weak point-buster (Sticky Bomb, Precision Bolt, Ballista standard fire) or enough rounds from any other weapon, they can only fire pathetic fireballs that don't explode and whistle like a firework. They also lose their devastating close-range flamethrower attack, making them easy to kite.
** The Cyber Mancubus naturally amps both of these attributes up to eleven, but in return, has an even more easily-exploited weakness; a single Blood Punch will tear off ''all'' of their armour and most of their HP, exposing their huge guts to retaliation.
* {{Acrofatic}}: Mancubi [[MightyGlacier aren't exactly fast]], but they're just as agile as any other demon when it comes to traversing the battlefield. It can be quite the shock when you believe yourself safe on a ledge above them, only for the beast to simply jump up to you despite their paunch and stubby legs.
** In fact, in Battlemode of ''Eternal'', Mancubi are actually some of the more agile demons out there, with surprisingly brisk movement speed and even a DoubleJump. With the right upgrades and ability boosts, a Mancubus player can outrun the Slayer himself.
* AndShowItToYou: One of their Glory Kill options involves ripping out their heart and then [[AutoCannibalism stuffing it down their throats]].
* ArmCannon: In ''2016'', the regular Mancubus has organic arm cannons that form naturally, while the Cyber variant has them replaced with UAC-made cannons. In ''Eternal'', both variants are equipped with man-made arm cannons.
* BodyHorror: It's stated that their arm cannons are chitinous growths that envelop their hands and squirt a noxious, flammable effluvium derived from their own decaying flesh, creating bizarre biological flamethrowers.
** The general design of the Mancubus is quite horrific as well. Apart from the obvious fact that they are demons, they are so horrifically obese that their stomachs usually appear to have burst at some point and ''stapled'' back together.
* ColorCodedForYourConvenience: In addition to being slightly larger, the Cyber-Mancubus has had its chitinous armour replaced with teal-green UAC technology, complete with green bioluminescent lights on its body as opposed to the regular's red.
* {{Cyborg}}: The Cyber-Mancubi, as is in their name, who have been enhanced with UAC technology such new weapons replacing their organic flamethrowers and armour plating grafted to their flesh. This has become standard for regular Mancubi in ''Eternal'', and their redesign explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armour without going to the extent of the Cyber-Mancubi.
* DamageSponge: They can suck up a ''lot'' of ammo before going down.
* DecompositeCharacter: In most ''Doom'' games the Mancubi are otherwise organic creatures with cybernetic guns. This game splits them into two kinds: the entirely organic Mancubi and the far more visibly enhanced Cyber-Mancubi. Both return in ''VideoGame/DoomEternal'', though are now directly based on the classic Mancubus appearance-wise.
* DiscardAndDraw: Their Cybernetic variants in ''Eternal'' play this trope straight. On the one hand, their cannons can no longer be destroyed by the Precision Bolt, and they can leave behind damaging pools of acid with their attacks. On the other, they lose their close-range flamethrower.
* DoubleJump: In ''Eternal'', they are capable of this in Battlemode, though as a trade-off, they won't be able to shoot until they land again.
* FatBastard: Larger than most demons, and so fat that their natural armour is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armour [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armour anyway.]]
* FeedItABomb: Glory kill a Mancubus and the Doom Slayer pulls out a piece of its flammable innards, and shoves it in the beast's mouth, blowing it up.
* GiantMook: They're one of the biggest demons in the game.
* GroundPound: Mancubi can do this to attack you if they feel you're too close.
* IronicName: Part of their name references the rather good-looking [[HornyDevils succubus or incubus]]... these guys are ''[[FatBastard anything but good looking]]''. Moreover, they're associated with Gluttony rather than Lust.
* JigglePhysics: On their bellies.
* {{Kevlard}}: The Mancubus is the beefiest demon in Battlemode HP-wise, which is understandable considering their significant girth. That is not to say they're MadeOfIron, however; their increased HP simply allow them to stand against the Slayer for a bit longer than the smaller demons, not tanking rockets and Ballista shots all day.
* MadeOfPlasticine: If you have a Blood Punch loaded in ''Eternal'', you can run up to a Cyber-Mancubus and punch it once to break through all of its armour in a single hit, making the rest of the fight a lot shorter (it's weaker than a regular Mancubus once its armour is down).
* MightyGlacier: They fill this role on the battlefield. They can withstand more punishment than almost any other non-boss enemy, and their damage output can be frightening, but they are some of the slowest, most formulaic enemies in the game, making them both predictable and easy to outrun.
* NonIndicativeName: Rather than being the SpearCounterpart to succubi, they're heavily associated with gluttony. They're {{Fat Bastard}}s with twin {{Arm Cannon}}s that spew fireballs (or globs of HollywoodAcid in regards to the Cyber-Mancubus), not HornyDevils.
* OrganicTechnology: The Mancubi have organic {{Arm Cannon}}s. Inverted with the Cyber-Mancubi, who use cybernetic cannons akin to the "old school" Mancubi, and averted completely with the design of both variants in ''VideoGame/DoomEternal'', being directly based on the classic Mancubus appearance (with Cyber-Mancubi featuring a layer of cybernetic armour).
* PlayingWithFire: They're armed with two flamethrowers.
* PoisonousPerson: The Cyber-Mancubus can't ignite the bile it produces anymore due to the replacement of the chitinous cannons with rifled cybernetic barrels; however, the resultant slime is both immensely toxic and [[PoisonIsCorrosive highly corrosive]], leaving sizzling pools of the stuff wherever they land. Combined with its ability/preference to fire these globs from longer distances, this makes the Cyber-Mancubus just as lethally effective as its organic counterpart.
* RocketJump: This is how they boost themselves up to elevated positions, by literally using their {{Arm Cannon}}s as thrusters.
* SmokeOut: In ''Eternal's'' Multiplayer Battle Mode, it possesses the ability to launch Smoke Bombs to hide from the Doom Slayer so they can retreat or attack in secret.
* TookALevelInBadass: Unlike the classic games, they have a number of new attacks to defend against players who try and circle-strafe it at close range, such as a "vent" flame-shockwave that repels anyone too close and using its arm cannons as flamethrowers.
* TruerToTheText: As seen above, Mancubi are given the most dramatic redesign of the demons in ''Eternal'', ditching the chitinous cyclops appearance of ''2016'' for the classic "fat ogre" form, with cybernetic arm cannons instead of OrganicTechnology. Cyber-Mancubi follow suit, distinguished by their green hue and a layer of cybernetic armour applied to most of their bodies.
* WalkingWasteland: {{Downplayed}}; the bile fired by the Cyber-Mancubus will create a toxic pool that damages anything that enters it whilst it lingers.
* UndergroundMonkey: There's both the regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous armour/[[ArmCannon Arm Cannons]] replaced with green metal plating, mechanical {{Arm Cannon}}s, and is also outfitted with a fancy technological helmet to better visually distinguish it. In true UndergroundMonkey fashion, the Cyber-Mancubus is also more dangerous than its vanilla counterpart, with unique variations of the standard attacks alongside increased health and damage output.
[[/folder]]

[[folder:Hell Knight]]
!!!Hell Knight
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/img_0155.PNG]]
[[caption-width-right:300:''2016'' design]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/hell_knight.png]]
[[caption-width-right:300:''Eternal'' redesign]]

Bearing a close resemblance to their ''VideoGame/Doom3'' counterparts, Hell Knights are hulking, yet surprisingly swift bruisers who will turn the Doom Slayer into paste should they get their hands on him. They are also one of the only demon types to respect hierarchy, so any plans that hell has beyond blindly attacking everything is enforced through them and the Barons.
----
* AdaptationalWimp: Sort of. They are still a somewhat potent threat, but have lost their powerful ranged attacks from previous games completely.
* AchillesHeel: In both ''2016'' and ''Eternal'' - they are very strong and very fast, but they are extremely predictable in their attack patterns. They're also VERY large, making them hard to miss. They're easy to shut down as long as you stay out of their reach. Things get even worse for them in ''Eternal'', where the Slayer's new dash ability lets him effortlessly kite around them even in close quarters.
* TheBrute: Hell's version of it. Hulking, straightforward and completely focused on melée combat.
* TheBigGuy: Not as big as bosses or even the Barons, but still several measures taller and more muscular than any other imps.
* BodyHorror: Hell Knights seem to have exposed flesh on several parts of their body.
* CantCatchUp: A particularly literal example; as mentioned above, they are one of the only returning enemies from ''2016'' who don't get any new moves. They're slightly faster, but that's about it. This leaves them at the mercy of the Slayer's greatly-enhanced mobility; his Dash allows them to be easily dodged, baiting them into fruitless leaps that leave them wide open for retaliation.
* GoodOldFisticuffs: Using their huge size to their advantage, they primarily attack using their enormous strength, given that they no longer have the ranged attacks their classic versions had.
* CloseRangeCombatant: Unlike his classic and ''Doom 3'' counterparts, the modern Hell Knight has no ranged attacks, but compensates with his high speed and immense strength.
* DivergentCharacterEvolution: Hell Knights in ''Doom II'' were {{Palette Swap}}s of Barons of Hell with lower health. In ''Doom 3'', they received a major redesign and took a similar role as the Baron of Hell did in the original games. Come ''2016'', they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.
* EliteMooks: Are the primary enforcers of the Archdemons, and you'll quickly find out why if you let them touch you.
* EyelessFace: Hell Knights in ''2016'' have no (visible) eyes, but {{Averted}} in ''Eternal'', which redesigns them to have glowing yellow eyes.
* {{Fatality}}: Being killed by a Hell Knight in ''2016'' will net you a first-person scene of it crushing you to a pulp with three {{Megaton Punch}}es.
* LightningBruiser: They are no longer the lumbering behemoths they were in previous games. Now, they are extremely agile, able to perform devastating leaping ground pounds and traverse up to higher surfaces with ease. The Slayer is still somewhat faster, but you will be tested in your effective maneuverability when dealing with these guys (as, get backed into a corner when they are about to do their ground pound, and you ''will'' be hurting).
* SkullForAHead: Their faces distinctly resemble that of a human skull, except for the eye sockets and ridiculous amount of muscle surrounding it.
* ShockwaveStomp: Their preferred attack when you're too far away for a basic punch is an enormous leap that's followed by an earth-shaking landing that deals heavy damage to anything caught in the blast.
* SmashMook: Hell Knights have lost their ranged attacks, but make up for it with their speed and agility.
[[/folder]]

[[folder:Baron of Hell]]
!!!Baron of Hell
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/img_0156.PNG]]
[[caption-width-right:300:''2016'' Baron of Hell]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/baron_of_hell_3.png]]
[[caption-width-right:300:Fireborne Baron]]

Members of Hell's ruling class, the Barons are among the most powerful demons in the game, with their design harkening back to the classic games. The ones faced in ''Eternal'' are also known as "Fireborne Barons", a specific clan from the banishing grounds bordering the Burning Abyss who have fused with the incendiary matter of Hell itself.
----
* AchillesHeel: They take the size and speed of a Hell Knight and couple it with a devastating ranged attack. However, they handle differing elevations poorly; if you're on the same level as they are, watch out, but getting to higher elevation requires them to take the time to leap up themselves, allowing you to punish them without retaliation.
* AlienBlood: In ''Eternal'', the Fireborne Barons bleed ''liquid hot magma''. Justified, given the Fireborne Barons fused with Hell's matter from their environment.
* AuthorityEqualsAsskicking: Are among the highest-ranking demons in Hell, and boy, do they earn it.
* BigRedDevil: Just like his classic counterpart, the ''2016'' version is a big red demon with horns and hooves. The Fireborne Barons play with this a bit; it loses the red colouring until you damage it enough to reveal its bright burning insides.
* BladeBelowTheShoulder: The Fireborne Barons have a flaming blade attached to each arm.
* ElementalEmbodiment: Essentially what the Fireborne Barons of ''Eternal'' are; the embodiment of Hell's matter from the environment they resided in.
* EliteMooks: Are the strongest non-boss enemy in ''2016'', and remain one of the toughest in ''Eternal''. In Battlemode, they serve as the strongest NPC demon that player demons can summon.
* {{Fatality}}: If you're killed by a Baron in ''2016'', it will knock you to the ground, pin you under a hoof, and then [[AnArmAndALeg rip off both your legs]]. Then it'll [[FacePalmOfDoom grab your head in one hand and crush it]].
* {{Fireballs}}: Their ranged attack is a flaming projectile (green in ''2016'', fiery orange and red in ''Eternal'').
* GroundWave: In ''2016''[='s=] multiplayer, the Baron of Hell loses his ability to throw fireballs but can pound the ground to launch a row of rock spikes in front of him.
* LargeAndInCharge: Are both the largest and highest-ranking non-boss demons in ''2016''. They're dwarfed by Tyrants in ''Eternal'', but are still up there in terms of both size and position in Hell's social hierarchy.
* LightningBruiser: Despite their massive bulk, the Barons are pretty damn swift and agile, even if an attentive Slayer can still outmaneuver them. Taken to its extreme in ''Eternal'', where they are even tankier but have lost none of their agility.
* MagmaMan: The Fireborne Barons in ''Eternal''. As the player deals damage to them, their ashen grey hides [[ShowsDamage crack away]] to reveal a molten, skeletal core.
* PlayingWithFire: The Fireborne Barons have far more flame-themed attacks compared to their regular counterpart.
* PraetorianGuard: The ''2016'' codex states that they are the Royal Guard of the current Dark Lord.
* ShockwaveStomp: Like the Hell Knight, they can perform an enormous leap that creates a massive shockwave wherever they land.
* TookALevelInBadass: Barons in ''2016'' are pretty tough, but not significantly more so than other elite demons. The Fireborne Barons of ''Eternal'' are "Super Heavy"-tier demons capable of tanking a BFG blast.
* TruerToTheText: {{Subverted}}. ''Eternal'' introduces the Fireborne Barons who come from a Baron clan of [[MagmaMan Magma Men]], who have an obsidian carapace, natural flaming arm blades, and are basically embodiments of Hellfire itself.
[[/folder]]

[[folder:Summoner]]
!!!Summoner
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/img_0166.PNG]]

Floating, rapidly moving demons that can conjure up other demons and fires damaging beams of unfiltered Argent energy. Essentially the ''2016'' equivalent of the Archvile from the classic games; as such, they aren't seen in ''Eternal'', where [[TheBusCameBack the original shows up to show us how it's done.]]
----
* EliteMooks: Said to be a very advanced offshoot of the Imp.
* EnemySummoner: ExactlyWhatItSaysOnTheTin. It summons demons to help out on the battlefield.
* HalfTheManHeUsedToBe: They can inflict this on the Doom Slayer if their red shockwave attack deals him the killing blow.
* LightningBruiser: Not the strongest demon, but it has a fairly quick attack, moves very rapidly among the demons it summons, and can take quite the beating.
* PowerFloats: Summoners have atrophied legs without feet, so they would be incapable of walking even if they wanted to.
* {{Roboteching}}: They're one of three specific demon species that you must seek out to attain Mastery one of your weapon mods. Five Summoners must be killed with the Rocket Launcher's [[SuperPersistentMissile Lock-On Burst]] upgrade, a task that often results in hilarious missile trajectories as the warheads chase the incessantly teleporting freak around the battlefield.
* SuspiciouslySimilarSubstitute: It essentially served as ''2016'''s version of the Archvile before being PutOnABus for ''Eternal'' in favour of bringing back the Archvile. Allegedly, in early versions of the game, the Summoner was originally going to actually BE the Archvile, but the name was changed before release for unknown reasons.
* TeleportSpam: They teleport around rapidly to avoid you.
[[/folder]]

[[folder:Prowler]]
!!!Prowler
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prowler.png]]

Swift and agile Imp-like demons who are expert hunters and ambushers. While in ''2016'' they only appear in the multiplayer as a playable demon, they return as standard enemies in ''DOOM Eternal''[='s=] campaign.
----
* AchillesHeel: Being frozen will lock them in place, and despite requiring three chainsaw fuel pips to kill in ''Eternal,'' they are fairly squishy. The trouble is hitting them.
* AscendedExtra: From a multiplayer-only monster in ''2016'' to an actual campaign enemy in ''Eternal''.
* CeilingCling: In ''2016''[='s=] multiplayer, they can latch onto walls and ceilings to better maneuver around the battlefield.
* EliteMook: Despite their Imp-like appearance, they're classified as a "Heavy" demon in ''Eternal''. While both species employ similarly evasive combat tactics, Prowlers are far stronger and tougher (requiring three pips of fuel to kill with a chainsaw), have a SpreadShot attack for when you're mid-distance and can teleport all over the place.
* ExtraEyes: They have three eyes arranged in a crude right-pointing triangle shape on their forehead.
* FragileSpeedster: They have just a little bit more health than Imps, but their teleportation powers (as well as their ability to climb and swing like ComicBook/SpiderMan in the multiplayer) makes them perhaps the most agile demons in Hell's armies.
* GameplayAndStorySegregation: The Codex states that they prefer to hunt alone, as it gives them more precision to take down their enemies. In the game, you ''only'' encounter them in packs and/or in the company of other demons. In all fairness, when your foe is [[TheDreaded the Doom]] [[PersonOfMassDestruction Slayer...]]
* GlassCannon: Played straight in ''DOOM 2016'', where if you get can get a bead on one, it'll go down pretty easily, but if it gets up close to you, ''all'' of its attacks are {{One Hit Kill}}s. Zigzagged in ''Eternal''; in the upper difficulties they can occasionally survive a point-blank super shotgun blast (whereas Imps still get [[ChunkySalsaRule salsa]] [[LudicrousGibs chunked]]), but they are still the weakest of the Heavy-class demons.
* InASingleBound: They can jump around rapidly in great distances.
* MonstrousMandibles: They have a tripartite jawline, with the lower jaw opening vertically as well as horizontally.
* MoreTeethThanTheOsmondFamily: Their mouth is lined with sharp teeth.
* OhCrap: One of its ''Eternal'' Glory Kills plays this in a hilariously realistic fashion. Doomguy slices its arm off with the Doomblade, and for the second or so before he finishes it off, it can only stand there screaming in fear and pain at the wound.
* SpreadShot: In ''Eternal'', they are able to fire purple energy projectiles, sometimes charging them to fire three of them at once in a spread.
* TeleportSpam: In ''Eternal'', they are given the ability to teleport. They abuse it with ruthless efficiency to dodge your attacks and sneak up behind you.
* TookALevelInBadass: While Prowlers can no longer one-shot players in ''Eternal'', they are now able to fire purple projectiles and teleport all over the place.
* XRayVision: The Prowler in ''2016''[='s=] multiplayer has the ability to see enemies through walls, better allowing it to evade and ambush you. This is referenced in the codex of ''Eternal'', where they are said to be excellent ambush hunters that can see prey through cover.
[[/folder]]

[[folder:Harvester]]
!!!Harvester
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/harvester.png]]

A demon similar in appearance to the Summoner which only appears in the multiplayer game. It was added in the first expansion pack, "Unto the Evil". It uses vampiric plasma lightning beams to steal the lifeforce from its victims and then convert it into Hellish energy projectiles.
----
* {{Cyclops}}: Sports a single large, yellow eye that dominates its face.
* LifeDrain: Its primary mechanic is its ability to leech health for itself from opposing players.
* SpreadShot: After using its life drain lightning to fill up its meter, it can then launch a spread of five large plasma shots similar to the BFG, each with the capacity to one-shot other players.
[[/folder]]

!!Introduced in ''Doom Eternal''
[[folder:Gargoyle]]
!!!Gargoyle
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_9.png]]

Imp-like demons with wings on its back, allowing it to fly.
----
* AcidAttack: They launch globs of acid instead of fireballs like Imps, and can fly to rain down a dozen acid balls at once.
* AirborneMook: They make good use of their wings in combat, hovering high in the air to rain down acid from relative safety. The Codex also mentions that the Gargoyles were a real pain for the Night Sentinels to deal with, as their ability to fly meant that they could easily bypass city defences and snatch up unsuspecting civilians.
* BladeBelowTheShoulder: Their arms end in two scythe-like appendages they use in melee combat. With the right Glory Kill, the Doom Slayer can cleave their head in half with their own scythe.
* BodyHorror: A closer look at the Gargoyle reveals that their arm scythes don't look to be a natural part of their anatomy, given that they appear to be misshapen metal blades crudely grafted in their forearms, bisecting their hands. All that gore coating the Gargoyle's arms is probably as much from them as it is from their victims.
[[/folder]]

[[folder:Arachnotron]]
!!!Arachnotron
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arachnotron.png]]

Giant, brain-shaped demons fused to a spider-shaped cybernetic frame, they come equipped with a plasma turret and a pair of grenade launchers.
----
* AchillesHeel: They are ferociously powerful mid-range combatants who can lock the Slayer down with their plasma turret, but said turret can be destroyed with a Precision Bolt, Ballista shot, or shotgun-launched grenade. This renders them largely impotent - they are slow, easy to hit, and have no other ranged attacks besides a grenade launcher that roots them in place when they use it.
* AIIsACrapshoot: They were originally created by the [=UAC=] as part of another project to weaponize demons, building a factory to clone them on a production line [[spoiler:using the Spider Mastermind's genetic material]]. While the operators inevitably got slaughtered by a demonic outbreak, the fully automated and AI-governed factory continues to mass-produce new Arachnotrons.
* BizarreAlienBiology: Their ribcage is ''inside of their brain.''
* BrainMonster: Like the Spider Mastermind, they resemble demonic brains with vestigial limbs mounted on SpiderTank bodies. Justified, [[spoiler:since they are clones created from the tissue of the original Spider Mastermind]].
* TheBusCameBack: After being absent from the franchise for more than a decade, Arachnotrons return for ''VideoGame/DoomEternal''.
* {{Cyborg}}: Its legs are robotic, while its body is a giant demonic brain.
* DegradedBoss: They're a {{Mook}} version of the Spider Mastermind from ''2016''.
* EyeScream: The Doom Slayer can impale their eyes with their own legs during a Glory Kill. Doing this from the back makes the Slayer skew both of the Arachnotron's eyes that way.
* FeedItABomb: One of the Glory Kills the Slayer can perform on an Arachnotron has him prying open one of its launchers to get a grenade, and then stuffing it into the thing's mouth, where it promptly explodes.
* GiantSpider: They're demonic spider-esque monsters that are the size of a truck.
* GrenadeLauncher: Fires a quartet of grenade launchers if its turret gets broken.
* MyBrainIsBig: Unlike most instances of this trope, it doesn't seem to give them any psychic powers, but it still takes up a solid 70% of their body!
* WallCrawl: Unlike their classic counterparts, Arachnotrons in ''Doom Eternal'' can crawl over pillars, walls and ceilings using their giant spiked legs.
* WeakTurretGun: Downplayed, since their tail turrets do take some shooting to destroy. Surefire methods of destruction usually involve a well-placed sticky bomb or Precision Bolt.
[[/folder]]

[[folder:Carcass]]
!!!Carcass
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/carcass.png]]

Cybernetically-augmented human corpses that have fallen victim to the demonic forces.
----
* AchillesHeel: Their shields are vulnerable to the same overcharging effects as the Riot Soldier's, and its' explosion when destroyed is much bigger; this means that they often [[UnwantedAssistance endanger their allies FAR more than they help them.]]
* ArtificialZombie: They are human carcasses that are reanimated and fitted with cybernetics, just like the Revenants.
* BarrierWarrior: The Carcass can erect a wall of plasma energy that will block the Doom Slayer's shots against itself or other demons, primarily as a deterrent against the rocket launcher, as well as just blocking the path of the Slayer himself. It can do this from all the way across an arena, but the projection leaves a trail of electricity that leads to its location.
* BodyHorror: Bloated, rotting upper bodies of human corpses, merged with the machinery that once again brings them life and unceremoniously attached to a three-legged cybernetic chassis.
* BalloonBelly: Notably obese, due to decomposition.
* {{Cyborg}}: The lower half of its body is completely mechanical, and even the upper half has been augmented with cybernetics.
* FatBastard: Its upper torso is stuffed with cybernetics and bloated with decomposition, giving it a corpulent appearance.
* FightingClown: Despite its grotesque appearance, it gets characterized as one. It flails about for its melee attacks, jumps and scampers around to avoid direct conflict, and its ranged attack involves using waves generated from its torso while it essentially jams out to the music.
* GroundWave: It can fire its shield cannon into the ground to launch a short-range shockwave at the Slayer.
* SpiderLimbs: The human-like upper body of the Carcass is stuck to three cybernetic legs.
* SpinAttack: Its melee attack involves it spinning its upper body around while sticking out its arms.
* SlasherSmile: They all appear to have open-toothed grins full of rotted teeth, most likely from a combination of decomposition and their transformation.
[[/folder]]

[[folder:Dread Knight]]
!!!Dread Knight
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dread_knight_9.png]]

Hell Knights that are enhanced with various cybernetics.
----
* AchillesHeel: They aren't quite as fast as their unmodified counterparts are, and their tendency to launch ranged attacks means that they will often be left behind by both their fellow demons and the Slayer as the battle moves around the arena. They're also susceptible to MoreDakka, courtesy of the Chaingun.
* BladeBelowTheShoulder: Has a LaserBlade attached to each wrist.
* {{Cyborg}}: While functionally similar to Hell Knights, Dread Knights stand in stark visual contrast as their flesh has been meshed with cybernetics, with their arms, in particular, being replaced by ArtificialLimbs equipped with energy blades.
* EliteMooks: Are far stronger than the standard [[SmashMook Hell Knights]], forming a bridging point between them and the Barons of Hell. They also lose some of their predecessor's weaknesses - they gain both a ranged attack and a wide-reaching sweeping slash that covers a large radius around them, making kiting them a hazardous proposition. Their leaps even create pools of electrified plasma that can still damage you and restrict your movement, even if they miss.
* MoreDakka: Their weakness, as is handily demonstrated by a particular section in ''Super Gore Nest'' where you're [[NewWeaponTargetRange dropped into a small arena with one right after obtaining the chaingun]]. Two seconds of concentrated rapid-fire will bring it down.
* ShockwaveStomp: Its leaping stomp attack as been upgraded to unleash red lightning in a wide area around itself, creating a floor hazard that damages anyone who goes over it.
* SuperSoldier: They are essentially Hell's version of this: they are faster, tougher and stronger than normal Hell Knights, juiced up with massive doses of epinephrine (in layman's term, adrenaline) to keep them in an unbroken state of bloodlust and injected with artificial dopamine for every kill they get, making them even more eager to disregard their lives for the sake of battle.
* SwordBeam: They can throw these at you with their arm blades if they can't catch you.
[[/folder]]

[[folder:Pain Elemental]]
!!!Pain Elemental
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pain_elemental.png]]

Powerful, floating one-eyed demons that can launch multiple Lost Souls.
----
* AchillesHeel: They're slower and larger than their fellow flying heavies, Cacodemons; they also lack their devastatingly powerful bite, and their projectiles can be shot down, unlike the lightning balls the Caco spits. Additionally, they share the Caco's weakness to the Ballista's Arbalest mod, going down in two shots to of the Caco's one.
* AndIMustScream: According to the Codex, their entire existence is devoted to forging Lost Souls within their stomach, which is an understandably excruciating process.
* BarrierWarrior: In Battlemode, where it can summon a Soul Shield made up of Lost Souls to not only protect itself against attacks but launch at the Doom Slayer.
* BizarreAlienBiology: Much like the Cacodemons and Arachnotrons, their skull contains their ribcage.
* TheBusCameBack: After being absent from the franchise since ''Doom 64'' (released in 1997), they're back for ''VideoGame/DoomEternal''.
* {{Cyclops}}: Only has one big red eye in the middle of its giant head, or rather, body.
* EliteMook: Serves as an upgraded, tougher version of the Cacodemon. However, the same tactics to stagger a Cacodemon (launching a grenade or Sticky Bomb into its mouth) will not work on Pain Elementals.
* EyeScream: All the Glory Kills on them involve the Doom Slayer doing something horrible to their eye, with one involving the Slayer stabbing up through their upper jaw and impaling their eye with such force that it goes straight out of their head.
* FastballSpecial: Sometimes, a Pain Elemental will just grab one of its Lost Souls and straight-up chuck it at you.
* FateWorseThanDeath: The Pain Elementals are said to be abhorrent beasts from the depths of the Umbral Plains, cursed to eternally forge Lost Souls in their gut, which causes them such excruciating, everlasting pain that the only way they can relieve it is to kill indiscriminately and spread suffering.
* GrumpyOldMan: Was designed to look as if it had such a disposition. Given its codex entry, it has every right to be a bit surly.
* HornsOfVillainy: Their head is crowned with a number of small ones, as well as a particularly impressive main pair.
* MagicMissileStorm: Its main form of attack is launching Lost Souls at you.
* MonstrousMandibles: Has two jaws and no less than ''8'' toothy mandibles. Its "Big Mouth" emote displays its huge, horrendous maw as it roars.
* MookMaker: Played with; besides a melee swipe for self-defence, its attacks all involve summoning Lost Souls. However, unlike in classic ''Doom'', these Lost Souls function more like projectiles rather than enemies with independent AI.
* WaddlingHead: Played with. Since it's a giant demonic head that floats around rather than walks, it doesn't have feet, but instead has two stubby little arms, which it uses to [[https://78.media.tumblr.com/f33ae80cb3154875985e260040642e56/tumblr_pd99swUIeg1qh1rfpo1_500.gif pantomime various motions that make it look like it's stomping through the air towards you]], as a tongue-in-cheek reference to their [[https://78.media.tumblr.com/ae3a96bb1672cf1f1441fd20b9a60ae4/tumblr_inline_p8y7iqnppj1s408j9_400.gif animations from the original game]], which look like the Pain Elemental is walking with invisible legs.
[[/folder]]

[[folder:Whiplash]]
!!!Whiplash
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doomwhiplash.jpg]]

Female snake-like demons with cybernetic augmentations that wield a pair of bladed whips.
----
* AchillesHeel: They prioritize getting up close and personal with the Slayer, which works great - until you get the Super Shotgun. They also make no effort to avoid explosives launched into their intended path of travel, which makes it easy to trick them into moving right into a primed grenade.
* BodyHorror: Judging from appearance, they were once organic beings, but their transformation has led to literally everything below their chest, as well as their arms to be severed and replaced by cybernetics.
* BladeBelowTheShoulder: Their whips are launched from within their forearms.
* LightningBruiser: The Whiplash is an extremely evasive enemy that can easily slither through your projectile attacks, deal quite a bit of damage with her whips, and take quite the beating before going down.
* OneGenderRace: All Whiplashes are female, according to WordOfGod.
* SnakePeople: The snake part is cybernetic, but it's implied that they were all biologically snake-like even before the UAC augmented them.
* WhipItGood: The Whiplash is equipped with a pair of presumably Argent-powered whips that she can use to both attack from afar and [[BuildingSwing maneuver around the environment]].
[[/folder]]

[[folder:Archvile]]
!!!Archvile
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arch_vile.jpg]]

High-ranking demons with the power to control flames and summon and empower fellow demons.
----
* AchillesHeel: Their strongest attacks require them to stay in place, and teleportation notwithstanding, they are incredibly slow compared to their fellow demons. If you can close to quarters with them, the Slayer's absurd damage output lets him obliterate them into kibble within moments.
* AdaptationalWimp: Compared to their original iteration, the new Archviles have lost some of the power that made them so painful to fight in the original ''[[VideoGame/{{Doom}} Doom II]]''. Not that they are any easier to deal with, though, but still:
** For starters, their fire attacks, while still very damaging, are nowhere near as deadly as they used to be. Originally, an Archvile's flame attack has a pretty far range (896 units, further if you damage him and he retaliates), is only limited to his line-of-sight, and deals a ''lot'' of damage (20 for the initial zap that launches you upwards, and ''70'' for the ensuing explosion. Given that you're a lot more vulnerable back then, this is often life-threatening), on top of flinging you into the air when it connects, making engagements risky without ample cover. Now, the thing seems to prefer staying in the background and can only deal with the bulk of its damage up close.
** Secondly, it can no longer spam its revival ability, whereas the original Archvile checks for a valid corpse ''every time its sprite frame changes'' and resurrects it, thus potentially creating an unending wave of fresh demons to fight you. In fact, this power has been completely removed in exchange for turning the Archvile into an EnemySummoner and mobile buff totem, which is still an absolute pain in the ass, but much less of a resource drain on you due to the new gameplay changes making it easier to gain health and ammo back.
* AreaOfEffect: If you stay too close to an Archvile, it will turn the area around itself into a sea of flames. Like in the original games, it can also instantly turn the Slayer's current location into a raging inferno, though this time, the attack can be avoided by simply moving away from the spot in question. In Battlemode, this ability is called "Lake of Fire" and can be summoned to any location the Archvile player's crosshair is pointing at.
* ArrogantKungFuGuy: In the Phobos reveal trailer, he reacts to the Doom Slayer, not with fear or blind rage, but as if he were called in to do pest control rather than kill the guy who makes Hell bend down to its knees.
* AssKickingPose: Will raise its flaming hands into the air, Randy Orton style, when summoning fire, [[CallBack much like in the original games]].
* AuthorityEqualsAsskicking: Is stated by its codex entry to be among Hell's royalty, and is one of the most powerful demons on the roster.
* DeployableCover: Can produce a flaming shield that's impervious to attacks (unless you Blood Punch it) and impassable by the Slayer; while in the campaign the Archvile has to stand still to maintain its shield, in Battlemode it can simply deploy the shield and move on (or through it).
* EliteMooks: Serves as the upgraded replacement of the Summoner in ''Eternal''.
* EnemySummoner: If left alone in Campaign, it will continuously summon waves of new enemies. It can even summon its fellow ''Super Heavies'' given enough time.
* GroundWave: Its primary attack at a close-medium range in the campaign is to launch fast-moving waves of flame along the ground.
* LargeAndInCharge: Archviles descend from the oldest race of demons and with their superior intellect and psychomancy they are natural rulers of Hell's savage forces. They also tower over most other demons that aren't Super-Heavy types.
* MookDebutCutscene: Subverted. Despite pre-release footage showing the Archvile making a dramatic entrance on Phobos, in the actual game it first appears in Taras Nabad with so little fanfare that you might not even notice it's there until you see other demons being buffed or summoned.
* MoreTeethThanTheOsmondFamily: Has a mouthful of jagged, pointy teeth.
* OhCrap: Archviles are among the demons that are most blatantly afraid when you Glory Kill them, shrieking in clear terror or trying to get away from the Doom Slayer before he finishes them.
* PlayingWithFire: Its abilities are primarily flame-based.
* SecretAIMoves: Player-controlled Archviles do not use a fire wave attack like in the single-player, nor do they function as walking Buff Totems (outside of an attack boost ability available to all player-controlled demons).
* ShockAndAwe: The Archvile also possessed a few lightning powers in pre-release multiplayer gameplay. This did not make it into the final build.
* SquishyWizard: Subverted; the Archvile may be a caster, but it is ''far'' from squishy. While it is less beefy than the other Super Heavies, it still has a considerable amount of health, so much so that it can sometimes tank a ''BFG'' shot, ''point-blank''. Played straight in Battlemode, however.
* TeleFrag: Faltering an Archvile while it's trying to summon will make it botch the process, instantly gibbing the would-be summons.
* TeleportSpam: It possesses the ability to teleport, though at least in Battlemode, this is restricted to anywhere in its line-of-sight as long as the path isn't obstructed.
* TookALevelInBadass: While the Archvile was always a nightmare to deal with in earlier titles, the ''Doom Eternal'' incarnation of the infamous demon boasts a whole suite of new powers, ranging from covering the ground around itself in flame, barely flinches even if bombarded with rockets, to teleporting around and giving significant power boosts to any demon in its vicinity.
* TurningRed: Not the Archvile itself, but it does this to all the enemies in the area whenever it's around, casting a StatusBuff that turns enemies red and on fire and more importantly increases their health and damage. It even increases their resistance to the Doom Slayer's [[OneHitKill Chainsaw]], requiring more fuel to use it against them unless you find and kill the Archvile.
[[/folder]]

[[folder:Marauder]]
!!!Marauder
!!!'''Voiced by:''' Edward Bosco

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/marauder.png]]

->''"You were never one of us. You were nothing but a usurper. A false idol. My eyes have been opened. Let me help you to see, Slayer."''
\\
Former Night Sentinels who remained loyal to Khan Maykr despite her consorting with Hell. Resurrected by Hell, they serve as the antithesis to the Doom Slayer.
----
* AchillesHeel: They're fast, tanky, and hit like a runaway freight train, but they have exploitable weaknesses just like every other demon.
** While they can block any direct damage thrown their way, they can't do a thing about splash damage; plastering the area around them with grenades, sticky bombs, rockets and Arbalest bolts from the Ballista will rapidly blow away large portions of their health.
** They can't summon wolves unless they block damage with their shield.
** They can be chain-staggered by efficient usage of weapons with high burst damage such as the Super Shotgun, Ballista and Rocket Launcher, either killing them in one hit (see Alpha Strike below) or leaving them in a staggered state ripe for a glory kill.
* AlphaStrike: The fastest way to kill a Marauder (without using the BFG) is to bait out his attack, then hit him with ''[[TheresNoKillLikeOverkill absolutely everything]]'' in your arsenal while he is staggered, keeping him off balance with a series of explosions (particularly those capable of staggering demons), shotgun blasts and Ballista shots. Keeping him off-balance is critical to this strategy, as once he regains his composure, his shield will negate any damage you can throw at him and you'll be getting a super shotgun blast to the face for being at the range necessary to pull this off.
* AnAxeToGrind: Wields a large axe made of Argent energy, which has [[{{Sizeshifter}} the handle extend and the blade enlarge]] when he attacks.
* BarrierWarrior: They project a large energy tower shield to defend against all attacks (''even the BFG'') so they can close in on you.
* TheBeastmaster: Can summon an astral projection of a wolf to attack you.
* BishonenLine: Subverted since they were formerly [[HumanAliens Night Sentinels]], but compared to the other "Super Heavy" demons, Marauders are not as overly huge or monstrous, being the smallest and most humanoid of the group. However, they're generally considered the toughest Super Heavies in the game.
* BossInMooksClothing: Technically, not even the first Marauder fought at the end of ''ARC Complex'' is a boss, given his lack of overhead health bar. Nonetheless, these guys are the absolute bane of players on ''any'' difficulty level, so much so that they ''transcend'' EliteMooks, with a single Marauder being enough to make your blood boil, even on ''I'm Too Young To Die''. The game will teach you to hate them with a passion.
* BottomlessMagazines: Although they have to quickly reload after every shot, player-controlled Marauders in Battlemode never run out of ammo for their Super Shotguns.
* ChessMotifs: WordOfGod describes the Marauder as the equivalent to the Queen on the chessboard, being the one piece with unparalleled mobility and game-ending potential that requires an extraordinary amount of your attention on the battlefield, and who creates an absolute ''ton'' of openings for the other, less maneuverable pieces while you are distracted trying to deal with it.
* CounterAttack: The most reliable way to damage them is to bait out their melee attack (in which their eyes conveniently flash green for a brief moment) and retaliate with either the Super Shotgun or the Ballista, which will briefly stun them. If you follow this up with a direct shot from the BFG, they'll go down instantly.
* CycleOfHurting: A skilled player can keep them perpetually stunlocked by swapping between the Ballista and Super Shotgun after each shot while spamming grenades.
* DefiantToTheEnd: One Glory Kill has the Marauder PunchCatch the Doom Slayer’s fist instead of just letting himself get killed. Unfortunately, it’s the arm that also has the Doomblade on it so he ends up stabbed through the face for his trouble instead. They are also one of the few types of demons who don't scream in pain or fear during any glory kill, at best glaring when the Doom Slayer is about to take their head off with their own axe.
* EvilCounterpart: Serves as a corrupted version of the Doom Slayer, with a similar build, similar armour, and equivalents of some of the marine's weapons, as well as moving just as fast as him.
* EvilSoundsDeep: The first Marauder encountered speaks with a deep, reverberating voice befitting his alignment and demonic corruption.
* FakeUltimateHero: {{Invoked}} by the first Marauder fought against the Slayer, calling him nothing but "a usurper" and "false idol".
* FallenHero: They are former Night Sentinels who fell to demonic corruption.
* FlashStep: Not unlike Doom Slayer's own [[VideoGameDashing dash ability]], Marauders will frequently dodge in bright red flashes of Argent energy, either to make space or close the distance when making a bold strike with their axe.
* {{Foil}}: To the Doom Slayer. He has a similar kit, but unlike the Slayer, who is all about offence, the Marauder is described as a "defensive powerhouse." He wields an invulnerable Argent shield that allows him to NoSell most forms of damage, and his preferred strategy is to take advantage of this to get in close so he can chop the Slayer up, tanking any return fire instead of avoiding it.
* GlowingEyesOfDoom: Their eyes briefly flash green when they're about to swing their axe. This is also the one time that they're open to a direct counterattack, and a quickly timed shot from a weapon like the Ballista or the Super Shotgun will briefly stagger them.
* HoistByHisOwnPetard: One of the Glory Kills the Doom Slayer can inflict on the Marauder is to break his leg, then snatch his battle axe and [[OffWithHisHead behead him]] with it as he doubles over in pain.
* KungFuProofMook: They are notably resistant to many of your equipment and superweapons. The chainsaw doesn't do anything to Marauders regardless of fuel capacity, and trying to OneHitKill them using the [[{{BFS}} Crucible]] is so difficult to set up that you are much better just fighting them conventionally. Additionally, shots from the BFG-9000 will bounce right off their shield and not deal any damage, and they can't be slowed down using Ice Bombs. However, the Flame Belch still works on them if you can time it right, and a BFG blast will still one-shot them if they've been staggered with another weapon first.
* LaserBlade: Uses a double-sided axe whose blades are made out of pure Argent energy.
* LightningBruiser: ''Sweet Jesus''. They have a metric ton of health, can block attacks and reflect projectiles with their shields, move and jump around just as fast as the Slayer and can do quick dashes that allow them to very easily close the distance and maneuver to your flank/rear. When it comes to their offensive arsenal, they can launch an [[SwordBeam axe beam]] from range, blast you with their Super Shotgun when you're up close, rush you while swinging their axe, and summon fiery wolf apparitions to attack you. In multiplayer, they can even repeatedly and rapidly throw exploding axes. In short, this is an enemy not to be taken lightly ''at all''.
* LogicalWeakness: Their shield may be impervious to all direct fire, but a savvy Slayer can exploit the blast radius of his explosives to damage them from the side/rear without needing to bait out their melee attack.
* LuckilyMyShieldWillProtectMe: Luckily for them, unluckily for you because the shield they carry can block a direct hit from every single weapon in the game, even the BFG and Crucible.
* PlayerExclusiveMechanic: To make up for the removal of some abilities noted under SecretAIMoves, Marauder players in Battlemode can [[ThrowingYourSwordAlwaysWorks throw their axes]] and DoubleJump instead.
* PretenderDiss: The first Marauder the Slayer encounters insults him, saying that he was not a true Sentinel and just an outsider that was let in, a "usurper".
* PunchCatch: One of the Glory Kill animations is them catching Doom Slayer's fist going for their head. Unfortunately for him, the Slayer just extends his Doomblade to impale the Marauder through the eye instead.
* RetractableWeapon: When they attack, the handle of their Argent axe extends, with the blade enlarging.
* SecretAIMoves: Unlike their campaign counterparts, player-controlled Marauders cannot activate a shield, nor can they swing their axe or fire beams from it.
* ShotgunsAreJustBetter: Uses a super shotgun like the Doom Slayer, though it doesn't have a Meathook of its own.
* SwordAndGun: Wields an axe and a shotgun at the same time.
* SwordBeam: Their long-ranged attack is to launch red energy slashes with their battle-axe.
* TacticalSuicideBoss: The Marauder is ''only'' open to a direct counterattack when he swings his axe. If he just stuck to tossing axe beams, firing his shotgun, and summoning wolves, he'd be almost completely immune to direct fire. Downplayed because he's still susceptible to splash damage from explosives.
* ThrowingYourSwordAlwaysWorks: In Battlemode, their primary mid-range attack is tossing their axe, which will either instantly explode upon hitting the Slayer or function like a timed sticky mine if it lands on any part of the environment. They'll use HammerSpace to quickly pull out another one.
[[/folder]]

[[folder:Tyrant]]
!!!Tyrant
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tyrant_7.png]]

Heavily inspired by the Cyberdemon of the original game, Tyrants are one of the largest standard enemies fielded by the forces of Hell.
----
* AchillesHeel: The Tyrant is absolutely ''enormous,'' and it has a devastating ranged attack that lets it section off entire portions of the battlefield as inaccessible. However, it's very slow to turn around, and as mentioned before, its' massive size leaves it pretty much impossible to miss; the best way to take one out is to get in close and dance around it while you hammer it with everything you've got (As noted under ContinuityNod, this is how you dealt with them way back in the classic ''Doom'' games).
* ArmCannon: Its prosthetic left arm holds a quadruple-barreled rocket launcher that doubles as a laser cannon.
* BadBoss: The Tyrants served as wardens and slavers of the infernal pits, tasked with overseeing and collecting sin-branded human souls, and they also ruled over lesser demons, who feared the Tyrants for their cruelty and malice. They're also prone to attacking any other demons in their vicinity when The Slayer isn't present.
* BrutishBulls: Their large horns, one remaining hoof and some of their facial features give off this vibe.
* BossInMooksClothing: When a Tyrant shows up, expect to devote a good portion of your attention to if you plan to continue staying alive. Not that that's difficult; it ''dwarfs'' every other demon on the field easily, and is a terrifying sight.
* BodyHorror: Whatever led up to their cybernetic augmentation can't be pretty, judging by the exposed ribs and scarred flesh that can be seen.
* ContinuityNod: The codex lists the Tyrant's weakness as being their slow turn speed. In other words, they are weak against circle-strafing. That is exactly how you deal with cyberdemons back in the original ''VideoGame/{{Doom}}''.
* {{Cyborg}}: A mixture of demonic flesh and robotic augmentations.
* DeathFromAbove: Can rain down rockets from the sky. This attack involves few rockets and covers less of any particular arena than the 2016 Cyberdemon's did.
* DecompositeCharacter: They're essentially the original mid-boss Cyberdemon, due to the 2016 incarnation being established as a wholly unique entity.
* DegradedBoss: Effectively acts as a standard enemy variant of ''2016'''s Cyberdemon, since they retain much of his moveset, save the rock wall, dashing ability, and two health bars.
* HornsOfVillainy: Sport an appropriately impressive pair, particularly for their massive size, stretching to about their shoulders.
* LargeAndInCharge: Of all the recurring enemies, the Tyrant is easily the tallest (almost twice as tall as a [[GiantMook Mancubus]]) and it rules over lesser demons through fear.
* MacrossMissileMassacre: Like its original incarnation, its primary attack is rapidly firing rockets.
* MoreDakka: Outside of their slow turning speed and large size, Tyrants have no directly-exploitable weak points or weaknesses to a specific weapon; a loading screen tip will helpfully tell you that [[MythologyGag to defeat a Tyrant]], [[CaptainObvious shoot it until it dies]].
* MeatSackRobot: Unlike the majority of the other demons who show visible bones, muscle, and organs, blasting flesh off of Tyrants reveals mechanical features beneath their skin.
* MightyGlacier: It's extremely slow even for a Super Heavy demon and its huge size makes it an easy target, but it also has an incredible amount of health and the firepower to match.
* SuspiciouslySimilarSubstitute: Serves as this to the Cyberdemon, only having a different name due to "Cyberdemon" referring to the one specific demon in ''2016''.
* SwordBeam: As a close to mid-range attack, they can summon a fire sword and fire flaming slashes.
* TruerToTheText: Unlike the ''2016'' version, the Tyrant is more or less a modern recreation of the classic Cyberdemon, down to the boatloads of cybernetics (right leg, left arm, abdomen), facial appearance (long curving black horns, beady eyes set apart, razor-sharp teeth, lack of a nose) and colour palette, though it [[CompositeCharacter retains]] the ''2016'' Cyberdemon's ArmCannon design and a good portion of its attacks. Reflecting the classic Cyberdemon's degradation from Episode 2s final boss to a rare MiniBoss in Doom 2, Tyrants are presented as EliteMooks or mini-bosses instead of the full-on Boss encounter that the ''2016'' Cyberdemon was.
* WaveMotionGun: Like the Cyberdemon in ''2016'', the Tyrant can use a large laser from his arm cannon. It has a warning beam and takes a bit to wind up, but it deals high damage and the Tyrant will attempt to lead the beam on a mobile Slayer.
** There's a bug in the game, where, if you freeze a Tyrant with an ice bomb while he is firing the laser, then once unfreezes, [[ThisIsGonnaSuck he will fire the beam indefinitely]].
[[/folder]]

[[folder:The Hell Priests]]
!!!The Hell Priests
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hell_priests.png]]
!!!'''Voiced by:''' Creator/KeithSilverstein (Deag Grav, Deag Nilox), Creator/JasonSpisak (Deag Ranak)

->"The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..."
->"...as it is written, from the souls of the non-believers!"
->"You will not save them from their judgement!"
-->--'''Deag Ranak and Grav'''
\\
Mentioned in ''Doom (2016)'', the Hell Priests were once the priesthood of the Night Sentinels, but were seduced by the power of Hell and subsequently played a pivotal role in the fall of Argent D'Nur. They now guide the demonic consumption of Earth. Three Hell Priests are known to exist: Deag Nilox, Deag Ranak, and Deag Grav.
----
* AgeWithoutYouth: [[spoiler:The Slayer's flashbacks to 150 years prior show that the Priests once looked like completely human middle-aged men, but have since withered away.]]
* AintTooProudToBeg: When Deag Ranak gets cornered by the Doom Slayer after he defeats the Doom Hunters, he desperately tries to offer him assistance or power in exchange for being spared. [[OffwithHisHead This ultimately falls on deaf ears.]]
* AssholeVictim: Absolutely none of them get the slightest bit of pity when the Slayer kills them systematically. [[spoiler:Especially in the codex when you learn they did it all in selling out their people out of [[TheQuisling fanatic devotion to the Khan Maykr]], [[AddictiveMagic to fuel their addiction to Argent energy and it's power]], [[ForTheEvulz and sheer amusement]] regardless of the destruction they cause of countless worlds in the process, including Earth.]]
* CoolCrown: They each have stylish spiked crowns of various styles, from a more standard design to a circlet covered by a hood to a full stylized helmet and faceplate, on their heads.
* CutsceneBoss: Technically speaking, [[spoiler:the Slayer kills all of them almost as soon as he sees them in cutscenes, save for the final one, whom manages to summon a guardian to protect him but once that's down soon meets the fate at the rest, [[KilledMidSentence all while mid-sentence of a monologue]].]]
* DiesWideOpen: Nilox and Ranak's heads have their eyes open after their deaths. [[spoiler:[[YourHeadASplode There isn't enough of Grav's head left for him to do this]]]].
* TheDragon: They are subordinates of Khan Maykr, who ordered them to destroy Earth.
* EvilGloating: They really love doing this. ''Deconstructed'' in that their words ultimately fall on deaf ears as the Slayer doesn't particularly care about what they have to say and kills them mid-sentence.
* EvilMakeover: Flashbacks and their individual codex pages show them as they were before being corrupted by Hell, with cleaner robes, straighter postures, and overall much healthier complexions. They also gained an [[VoiceOfTheLegion inhuman reverb to their voices]] over the process.
* EvilOldFolks: They are very old and wrinkly (unlike the [[OlderThanTheyLook Slayer]] they look the part) and they are ''very'' evil.
* GladiatorGames: The Arena on Sentinel Prime was originally meant to be a proving ground for outsiders and prisoners to join the ranks of the Sentinels and was how Doomguy first joined them. Since Argent's fall, it's been turned into a place of horrific bloodsport by Deag Grav, who pits armed civilians against demons for his own amusement.
* KarmaHoudiniWarranty: Deag Grav was first mentioned in ''Doom (2016)'''s codex as the one who swayed the Betrayer into the DealWithTheDevil that lead to the destitution of Argent D'Nur, while Deag Ranak is revealed to be the one who convinced Olivia Pierce to unleash Hell on Mars in exchange for godlike power, avoiding consequences due to never appearing in-game. Upon confronting the Doom Slayer in ''Eternal'' that luck abruptly runs out.
* KilledMidSentence: [[spoiler:All three of them. They either boast about how they're supposedly indestructible or try to bargain with the Doom Slayer. It doesn't work.]]
-->'''Deag Nilox:''' [[spoiler:My soul remains guarded... You can't--! ''(head ripped off by the Slayer)'']]\\
'''Deag Ranak:''' [[spoiler:...th...the...the... Beast... does he... hehe... not seek enhanced power? Gifts to aid him in his... noble conquest... perhaps in return for my-- ''(decapitated by the Slayer's Doomblade)'']]\\
'''Deag Grav:''' [[spoiler:This stops nothing. Earth will be consumed, regardless of what ha-- ''(the Slayer blows his head apart with the Super Shotgun)'']]
* LivingMacGuffin: Killing each of them is the key to halting the demonic corruption of Earth that is driving the plot of ''Eternal''.
* [[TheManBehindTheMan Men Behind the Man]]: Deag Ranak's work with Olivia Pierce and his manipulations after her death were responsible for the UAC becoming a demon cult, while Deag Grav was the one who is mentioned above to have not only swayed Valen into the DealWithTheDevil that doomed Argent D'Nur, but was the one who brought his son back as the Icon of Sin.
* MadScientist: Deag Ranak dabbles in cybernetics. He has notably designed the Doom Hunters, calling them his greatest work, and indeed these prove to be among the tougher enemies the Slayer can face.
* TheMole: When the Argent civil war began, the Sentinel Priests professed loyalty to King Novik against the Khan Maykr. Too bad they were actually setting the Night Sentinels up for the UriahGambit below.
* NotHyperbole: The first you hear from Deag Ranak and Grav in the game is "The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..." "...as it is written, from the souls of the non-believers!", and it's safe to say [[spoiler:they weren't kidding. Argent Energy is [[PoweredByAForsakenChild made from the souls of dead people]], tormented past the DespairEventHorizon]].
* OffWithHisHead: Deag Nilox gets his head ripped off, Deag Ranak gets his head sliced off with the Doomblade, and [[spoiler:Deag Grav [[ChunkySalsaRule gets his head blown off]] with the Super Shotgun]].
* OhCrap: Nilox lose his composure when the Slayer shows him a token that nullifies the protection the priest has on his soul. The two remaining priests share the same reaction when the Slayer tosses Nilox's head at them.
* TheQuisling: While the Khan Maykr is the ultimate leader of what remains of the Sentinel Worlds, the Hell Priests seem to do most of the actual ruling. Deag Grav, in particular, is described as lording over the populace of Sentinel Prime, while Deag Ranak was placed in direct charge of the UAC after Olivia Pierce's death, directing cultist efforts to aid the forces of Hell.
* SmugSnake: Deag Grav more than the rest of them, especially [[spoiler:after the boss battle on Sentinel Prime, [[TooDumbToLive where he has the gall to try and boast]] to the Slayer immediately after he slays his guardian about his blood pact that, if broken, will have all of Urdak and the Sentinels try to kill him. [[YourHeadAsplode The Slayer blows off his head anyway before he can finish boasting]].]]
* SquishyWizard: They are immensely powerful summoners, responsible for orchestrating not only the fall of Argent D'Nur, but are leading the invasion of Earth [[spoiler:at the behest of the [[ManBehindTheMan Khan Maykr]]]], but once the Slayer reaches any of them, he effortlessly kills them before they can either cast something noteworthy or begin monologuing his ears off.
* TheUriahGambit: The Hell Priests betrayed the Night Sentinels by sending them on a mission against Nekravol, only to use their magic to separate them and cut them off from escape, leaving them divided and vulnerable to the ravening demons that killed all of them except the Slayer himself.
* WasOnceAMan: They were once high priests of Argent D'Nur, before abandoning any semblance of their humanity to become undying demonic monsters with great power.
* WeHardlyKnewYe: Within the first few minutes of the game, Deag Nilox ends up choked by the Doom Slayer so hard his head snaps off his body. His total screentime amounts to ''[[ExaggeratedTrope 16 seconds.]]''
* YourHeadASplode: How [[spoiler:Grav]] goes out, courtesy of [[spoiler:the Slayer's Super Shotgun]].
* YouWouldntShootMe: [[spoiler:Even as he was staring down the barrels of the Slayer's Super Shotgun, Deag Grav was confident he wouldn't dare pull the trigger and risk losing his sovereignty among the remaining Sentinels. [[BoomHeadshot He was wrong.]]]]
[[/folder]]

!Bosses
!!Introduced in ''Doom (2016)''
[[folder:Cyberdemon]]
!!!Cyberdemon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0161_0.PNG]]

A Baalgar-class demon captured by the UAC and cybernetically modified to be even more lethal. The BFG-9000 was supposed to be attached to this monstrosity before the incident.
----
* BackFromTheDead: ''Thrice''. This guy was a pile of bones before a bunch of scientists got their hands on him, the first clone of him they made escaped so they had to make another one, and after being forcibly shut down by the Doom Slayer tearing his power source out, he comes back for another round by absorbing Hell's ambient energy.
* {{Determinator}}: This creature wills himself ''back to life'' out of [[UnstoppableRage sheer psychopathic hate for the Doom Slayer]]. Somewhat justified in that you kill it once to generate a portal to Hell, which is where the Argent Energy powering it comes from. So you banish it and go to a place where it can come back stronger.
* DishingOutDirt: When resurrected in Hell, it gains the ability to create rock walls to trap the player and heavily restrict movement.
* {{Foreshadowing}}: The third Cyberdemon codex includes some speculation as to how the lobotomized Cyberdemon was able to consciously redirect the Argent Energy in a way that would specifically heal its brain. The official report on the incident apparently suggested a theory that demonkind actually operates as a pseudo-HiveMind under the direction of a "mastermind".
* ForScience: What amounts to the thought process behind the TooDumbToLive scientists at UAC in making the Cyberdemon in the first place. Then doing it again.
* GoneHorriblyRight: The think tank responsible for the reanimation and modification of the monster were giddy to make it an "ultimate battle demon" and thought of it too good a chance to pass up. They completely ignored the fact that they had no good ways to ''control'' said demon, nor did they have a "why" to add to their "how," so they did end up with a great demon warrior...and without any methods to make sure it would stay on their side. And they did this ''[[TooDumbToLive twice]]''. It took a HeroicSacrifice from one of the scientists to lure the demon into a containment chamber, and they sealed it in pending a means to actually control it properly.
* ItsPersonal: Considering he was a Shadowlord who was offed by the Doom Slayer and how he reacts when he sees him again, one could agree that his experience has left him with a massive chip in his shoulder.
* KillItWithFire: It will randomly throw blades of fire at you, and if you get too close he'll try to crush you with a quick, fiery stomp wave.
* LightningBruiser: This iteration of the Cyberdemon is ''very'' fast, and the codex entries outright boast of its ability to take extreme amounts of punishment.
* LivingMacGuffin: The Doom Slayer needs the Argent Accumulator powering the Cyberdemon in order to send himself to Hell, while Dr. Peters needs the Accumulator in its prototype clone to close the Hell Portal on Mars.
* LaserBlade: If one looks carefully enough as it performs its SwordBeam attack, it appears to conjure first a larger energy sword based off of the bony spike on its arm before tossing the projectiles.
* MacrossMissileMassacre: Aside from fighting with a cybernetic left arm ending with a rapid-fire rocket launcher as its main weapon, it also has a back-mounted artillery system that will launch an aerial bombardment.
* MythologyGag: The design of the Cyberdemon's upper carapace gives it a noticeable resemblance to the armour worn by the classic Doomguy, even including "shoulder pads", exposed biceps and a pectoral-shaped frontal section. While easily missed, the Cyberdemon also possesses a partially-cybernetic right foreleg, calling back to its own classic design.
* NitroBoost: He uses these in-built jets to make himself harder to hit during the boss fight.
* OffWithHisHead:
** If he kills the Doom Slayer with his crescent-shaped energy blade projectile attack, you get to watch through the Doom Slayer's eyes as his head falls onto the ground behind his body, which promptly collapses without it.
** This is also how the Cyberdemon itself is finally put down, as the Slayer snaps off its intact horn and then strikes the Cyberdemon's head with it, [[MadeOfPlasticine with enough force to annihilate everything above the monster's lower jaw.]]
* RoaringRampageOfRevenge: This creature used to be an ancient Shadowlord before the Doom Slayer fatally deposed him. After regaining sentience and finding the Doom Slayer again, he [[UnstoppableRage doesn't take it well.]]
* SwordBeam: The Cybderdemon occasionally fires three wide sword slash projectiles that require the Doom Slayer to jump or crouch to avoid them. Missing a jump hurts. A ''lot''. The Cyberdemon also creates barriers to form a tight 'corridor' during this attack, preventing the player from simply strafing out of the way.
* TooDumbToLive: Not the Cyberdemon itself, which is pretty competent, but rather the scientists who brought it BackFromTheDead thought that turning it into an "ultimate battle demon" was a ''good idea''. The creature was hostile from the outset, with the first prototype of it managing to escape to Hell. When they made the second one the people who created it put the creature into an effectively brain-dead state to stop it from killing everything around it at the first opportunity, then they started tinkering with the creature's Argent Energy core, so it could direct the energy to any part of its body ''at will''. Cue the beast using this to jolt itself back to consciousness and override their programming before going on another rampage with any hope of restraining it lost. All after having seemingly learned nothing from their experience with the prototype to use to control the second version.
* TwinMaker: ''Doom: VFR'' reveals that another Cyberdemon was created as a prototype before the one Doom Slayer fights in-game, but that the UAC lost it and it ended up back in Hell. It looks and fights identically to the other one, though it has no second phase[[note]]So no sudden resurrection and no rock corridors[[/note]], and Dr. Peters has to go find and kill it in order to retrieve its Argent Accumulator to close the Mars portal.
* VillainousValor: Unlike the other demons, this one doesn't display any fear of the Doom Slayer, despite having been killed by him in the past. The first thing he does when he realizes the Doom Slayer was about to enter his chamber is to force the doors open and drag him in himself. After being seemingly killed in the boss fight the first time, he uses his sheer hate to draw on Argent Energy to [[TurnsRed bring himself back to life]].
* WaveMotionGun: One of its attacks in this iteration is a ''huge'' energy blast. Also, that BFG-9000 you're so proud of? Yeah, it was supposed to belong to this guy here.
* WeCanRebuildHim: When the UAC captured it, the demon was nothing but fossilized remains. It was cloned at least twice, revived with Argent Energy, and then was outfitted with cybernetic enhancements that made it incredibly hard to subdue or kill.
* YouWillNotEvadeMe: After returning from death in Hell, it can create rock corridors to heavily restrict the player's movement, specifically to enable the use of its SwordBeam attack.
[[/folder]]

[[folder:Hell Guard]]
!!!Hell Guard
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0164.PNG]]

A trio of demonic suits of armor, each playing host to a diminutive, snakelike creature that controls it.
----
* AllThereInTheManual: The ''DOOM Eternal'' Collector Edition's Lore Book states that the parasite pilots are known in Hell as "Ebon Leeches", while the armor itself is seemingly referred to as a "Bone Strider".
* BarrierWarrior: The first Hell Guard has an energy shield that it only drops when attacking, and even then only giving a brief window to hit it.
* CanonForeigner: Other than the basic zombies and the Hell Razers, they're the only enemies in the game not directly based off of an enemy from the classic ''Doom'' games.
* ConservationOfNinjitsu: The first Hell Guard, who you face one-on-one, has some very damaging attacks and a magical barrier that renders it invulnerable unless attacking. The second and third attack you jointly, but lack some of the more damaging attacks of the first and lack the barrier, making them easier to defeat.
* DefiantToTheEnd: The third and final Hell Guard you kill has one of the most drawn-out Glory Kills in the game because of this. After you break open its shell, the tiny parasite inside bites down ''hard'' on the Doom Slayer's hand, and he visibly struggles to pull it out of the armour. It takes several seconds to tug the PuppeteerParasite free. It's still [[{{Determinator}} doggedly]] biting down even as the Slayer tries to [[HalfTheManHeUsedToBe pull it in half]].
* DualBoss: The second and third Hell Guards attack you at the same time.
* {{Foreshadowing}}: Dead specimens of the parasite pilots can be spotted among the [[SuspiciousVideogameGenerosity vast pile of ammo and armour]] right before the Guard's BossBattle.
* KilledOffScreen: As mentioned in the entry above, a number of dead parasites, specifically seven, are scattered before the entrance to the BossBattle. It is unclear whether they were killed or just simply died, but if each of the corpses were meant to have been part of a full Hell Guard unit, then that means the Doom Slayer was meant to have fought '''ten''' of them for the Crucible instead of just the remaining three.
* PoweredArmor: All they are is basically magical and meaty suits of armour with a PuppeteerParasite inside both piloting it and acting as its battery.
[[/folder]]

[[folder:Spider Mastermind]]
!!!Spider Mastermind
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0162_9.PNG]]
->''"When the gate is opened, in the fourth age, when we have risen and the masters have shown us the path, she will be come. A great blessing will be given to the keyholder, for they will become one with the master, and in that holy union the power of the dark priest will be unleashed upon the heretics of the Penumbral Plain. The Aranea Imperatrix. Carried in the mind of all who follow, fed from the blood of those who fell, made with bone of rock, iron, steel and sinew. A mighty god to rule over all other gods. One become two become legion."''
\\
A vaguely spider-like cybernetic demon monstrosity referred to in Hell as the Aranea Imperatrix.
----
* BadassBoast: Not on its part, but the Codex entry on it has quite an impressive one from the demons of Hell:
-->When the gate is opened, in the fourth age, when we have risen and the masters have shown us the path, she will come. A great blessing will be given to the keyholder, for they will become one with the master, and in that holy union the power of the dark priest will be unleashed upon the heretics of the Penumbral Plain. The Aranea Imperatix. Carried in the mind of all who follow, fed from the blood of those who fell, made with bone of rock, iron, steel and sinew. A mighty god to rule over all other gods. One become two become legion.
* BeamSpam: It makes use of a ''plasma [[GatlingGood chaingun]]'' and multiple laser blasters to roast and toast anything in her way.
* BeCarefulWhatYouWishFor: The result of such a wish. [[spoiler:Olivia wanted unfathomable godlike power, and her demonic patrons gave her everything she wanted and more. Just not the way she likely would've liked it.]]
* {{Cephalothorax}}: Like the original incarnation, she's a big head with an even bigger brain, mounted on a spider-like chassis with little stubby hands.
* ClippedWingAngel: Unlike any other boss fight in the game, or even the ''series'', this Spider Mastermind gradually gets weaker and weaker with the more health she loses, indicating that actually fighting the Doom Slayer was the worst possibility for her. By the time the finisher comes, she can't even fight back anymore. The fact that she was made out of an EvilCripple [[FridgeLogic may be a factor as to why this is.]]
* DamageSponge: She will take a ''Hell'' of a beating before finally going down. While she does drop ammo after certain amounts of her health are shaved off, it's not uncommon to run out of ammo when fighting her.
* FinalBoss: She's the final boss the Slayer must face at the end of the game.
* FreezeFrameBonus: She can be spotted briefly in a vision the Doom Marine gets when first reaching the Lazarus Labs (replacing the loading screen), [[spoiler:hinting at her connection with Olivia Pierce]].
* GiantSpaceFleaFromNowhere: Her inclusion in the game is obliquely hinted at in exactly one lore entry, with no other mention until you fight her. [[spoiler:After dropping down into the boss arena, Olivia Pierce is shocked, and transforms into the Spider Mastermind. Then the battle starts.]]
* LightningBruiser: It is the most durable enemy in ''2016'', can dish out a beating with all of its attacks, and is deceptively fast despite its size.
* IronicDeath: She's eventually killed with the BFG... which [[HoistByHerOwnPetard she helped design]].
* MindOverMatter: One of her powers is telekinesis, which she uses to throw bits of the arena at you.
* MorphicResonance: [[spoiler:The Mastermind, like Olivia, needs a bone-coloured mechanical exosuit hooked to her brain to move properly.]]
* MythologyGag:
** In the original Doom's manual, it noted to be thankful for the small mercy that the Spider Mastermind didn't wield a plasma weapon like her Arachnotron underlings. [[FromBadToWorse Guess what? This one does.]]
** The original Spider Mastermind from the first game was famously killable with a single point-blank BFG shot. The Glory Kill you perform on ''this'' version has Doomslayer shove the BFG in her mouth to finish her off.
* PersonalityPowers: [[spoiler:Olivia was a very stubborn person with a high tolerance for pain who valued her mind and manipulated all those beneath her to achieve her goals. As the Mastermind, she gains telekinetic powers, inhuman durability and becomes the host of a massive hivemind of demons.]]
* PsychoElectro: One of her attacks lets her create a burst of electricity in an aura around herself.
* SamusIsAGirl: [[spoiler:Although it's not much of a surprise when you finally get to it since Olivia transforms into it.]] But the codex on it does refer to it in female terms.
* ShockAndAwe: The second half of her boss battle has her electrifying the floor, requiring the Doom Slayer to jump on top of pillars to avoid damage. Her final phase has her manipulating electricity to throw the same pillars at the Doom Slayer.
* ShowsDamage: She becomes increasingly bruised and has greater trouble moving as you damage her. By the end of the fight, she's just flailing lasers and limbs that can no longer support her weight at you in an attempt to get you to relent.
* SpiderTank: Her lower half is a cybernetic, four-legged chassis meant to support her quite large head. She can also flip herself upside down with no problem.
* TurnsRed: Halfway into the fight, she rips out a pair of cables that keep her psychokinetic powers properly restrained and begins electrifying the floor and tossing pillars at you like javelins.
* VillainousBreakdown: As the fight goes on and the damage she's taking starts catching up with her, she becomes much more desperate in her efforts to kill you. Her final phase is a pathetic blast of everything she's got left, most of which won't even hit you. By the time you've weakened her enough for a Glory Kill, [[FaceDeathWithDignity she's pretty much given up and resigns herself to her imminent death.]]
* VillainousValor: She is one of the very few demons who displays no signs of fear toward the Doom Slayer even once defeated. In fact, the first thing she does upon surfacing is roaring at the Slayer before immediately readying the guns.
* WasOnceAMan: [[spoiler:This demonic monstrosity is none other than Olivia Pierce herself, having been "[[BeCarefulWhatYouWishFor rewarded]]" by her demonic superiors.]] Subverted by the ''DOOM Eternal'' Collector Edition's Lore Book, which indicates that the Spider Mastermind is actually [[spoiler:a seperate and ''very'' ancient entity that merely used Olivia's sacrifice as a way to give herself physical form]].
* YourHeadAsplode: The result of being executed point-blank with a BFG blast through her mouth. Granted, [[{{Cephalothorax}} there's not much of her to 'asplode ''besides'' head]].
[[/folder]]

!!Introduced in ''DOOM Eternal''

[[folder:Doom Hunter]]
!!!Doom Hunter
!!!'''Voiced by:''' Creator/DaveBoat
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doom_hunter.png]]
[[caption-width-right:350:''SLAYER IDENTIFIED'']]

->''"I thought you'd appreciate the sentry I chose. The great Agaddon Hunters from the Telos Realm, though long thought to be extinct, created to hunt only the Slayer and his Night Sentinels during the Unholy Crusade. Some improvements on the design have been made; enjoy what is undoubtedly my finest work."''
-->-- '''Deag Ranak'''
\\
Formerly Agaddon Hunters, an ancient beast-like race that was bred and modified by Hell specifically to hunt the Doom Slayer and the Night Sentinels. After they were supposedly driven extinct long ago, they have been revived as heavily armed cyborgs to continue their task.
----
* ArmCannon: Sports one that shoots fireballs.
* ArtifactTitle: Despite their name, the Doom Hunters [[NonIndicativeName don't so much "hunt" the Slayer]] as are plopped in his way to hinder him in his quest. Rather, their name is a holdover from back when their job ''was'' to actually hunt the Slayer, before he devastated their ranks to extinction.
* AttackItsWeakPoint: While breaking its plasma shield and smacking it around will force it to ditch its sled, the sled is not actually protected by the shield. Savvy players can aim directly for the sled and destroy it without having to go through the barrier.
* BackFromTheDead: The Aggadon Hunters were an ancient race of beast-like hunters that Hell used ''specifically'' to hunt the Doom Slayer only to get wiped out instead. However, they've been revived as the cybernetic and armed-to-the-teeth Doom Hunters.
* BarrierWarrior: It can generate a plasma shield around its organic body that needs to be taken down via Plasma Rifle before damage can be dealt with its body. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.
* ChainsawGood: Its left arm has a set of two flaming chainsaws on it, which it uses to melee attack.
* ClippedWingAngel: Once you do enough damage to it, it's forced to abandon its sled, which disables its force field, missile, and machine-gun attacks.
* ContractualBossImmunity: The first three Doom Hunters you face have immunity to being frozen by Ice Bombs, with subsequent Doom Hunters losing that immunity.
* {{Cyborg}}: It's a mostly robotic demonic skeleton who still has part of its head, chest and right arm still made of flesh.
* DegradedBoss: Doom Hunters start showing up in later levels as standard enemies. While they're a bit easier to kill, they still hit just as hard as their boss versions. [[ContractualBossImmunity Though they lose the immunity to Ice bombs]].
* ExtraEyes: Although initial concept art had it be more of a CyberCyclops, the actual enemy has seven eyes; One giant one and then six smaller ones surrounding it.
* HoverTank: The lower half of its body is a giant armoured "sled" with various jets that allow it to float in the air, as well as packing mounted missile launchers and machine guns.
* LightningBruiser: The Doom Hunter is surprisingly mobile and can do a lot of damage at just about any range, thanks to the massive array of weapons it can choose from. It also has a large amount of health, which is bolstered further by the regenerating shield protecting its body.
* MacrossMissileMassacre: Can fire [[{{Roboteching}} lock-on rockets]] that home onto the Doom Slayer's position. This is its primary means of attack if it's far away from the Slayer.
* MoreDakka: Its sled has two machine guns mounted to it, which it will gladly use to turn you into Swiss cheese.
* ShedArmorGainSpeed: Enough damage to a Doom Hunter will cause it to abandon its sled, sacrificing firepower and defence for a massive increase in agility.
* SuperSoldier: Doom Hunters were a once-thought extinct species from Earth that were captured and genetically modified by Hell into mindless cyborgs to specifically combat and hunt the Doom Slayer and the Night Sentinels. They've only gotten stronger after Deag Ranak rebuilt them.
* MythologyGag: Their design is very similar to Sabaoth from ''VideoGame/Doom3''.
* {{Ultraterrestrials}}: The Aggaddon Hunters are native to ''Earth'' according to DNA analysis, with Carbon-dating on some preserved subjects measuring them as nearly ''eighty million'' years old and pre-dating all complex, carbon-based life on Earth. The Argenta discovered them sixty million years ago, and no fossils of the species have been found beyond the Arctic tundra.
* WeCanRebuildHim: Deag Ranak brought the species back and gave them the arsenal of a tank division as an upgrade.
* WolfpackBoss: In their boss encounter, you'll first be pitted against one Doom Hunter. Kill that one, and you'll have to fight two more simultaneously.
[[/folder]]

[[folder:The Gladiator]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gladiator.png]]

A demonic executioner that serves as the grand champion of Hell's Colosseum. He is the guardian of Deag Grav on Sentinel Prime.
----
* AttackReflector: Once his shield is destroyed, he can spin his flail to reflect all projectiles.
* DualWielding: Upon the second phase of the boss battle, The Gladiator's shield is destroyed and he fills out his empty hand with another identical flail.
* EpicFlail: Uses a demonic faced spiked morning-star connected to it's handle with a chain of argent energy.
* EyepatchOfPower: Has a spiked metal eyepatch over his right eye.
* FaceDesignShield: His shield has a demonic, animate face on it with glowing eyes like his own.
* GiantSpaceFleaFromNowhere: The Gladiator is never mentioned beyond the very level where he is fought, and even then the level is short enough that it feels like he appears out of nowhere. He has no relevance to the plot beyond holding the PlotCoupon that allows Deag Grav's death to stick.
* HoistByHisOwnPetard:
** During the first phase of the fight, the shield will visibly blink well before the Gladiator strikes with its flail, blinking once or twice depending on whether it's a quick or heavy attack respectively. Given the circumstances behind what the shield is, this blinking may be an intentional act of defiance.
** The Doom Slayer finishes it off by crushing its skull with one of its own flails.
* LivingWeapon: The shield he carries is said to contain the tormented soul of his dead master.
* MonstrousMandibles: Has an extra pair of fanged mandibles on either side of his face that better illustrate his demonic nature.
* MythologyGag: Its design clearly evokes the classic Hell Nobles, most prominently through its fanged, goatlike facial structure, woolly legs and cloven hooves.
* NoSell: As a boss, he is immune to most of your equipment and superweapons. The Flame Belch doesn't generate armour when used on him, the Chainsaw doesn't register him as a valid target, and Freeze Grenades don't take effect. He also can't be instant-killed by the Crucible if the player tries to pull this on him when replaying the mission (it will still take out a massive chunk of his health), though the BFG and Unmaykr still work on him.
* PreMortemCatchphrase: After the Slayer stabs the shield in its eye and concluding the fight's first phase, it screams ''"KAR EN TUK"''[[note]]"RIP AND TEAR" in Argenta[[/note]] - the same war cry that which the Sentinels cheered the Slayer on with - before exploding. Given how the shield is described as containing the undying, tortured soul of the Gladiator's master, chances are it's cheering on the Doom Slayer to finish the Gladiator off; a show of thanks for freeing it from its torturous existence.
* SavageSpikedWeapons: Uses a spiked morning-star to better illustrate his character as a bestial demonic gladiator.
* ThrowingYourShieldAlwaysWorks: One of the Gladiator's Phase 1 attacks has him bash the side of his shield and slam it down, causing the shield to fire out a ghostly replica of itself at the Slayer.
* TurnsRed: After destroying his shield, he will whip out another flail and attacks much more aggressively.
* WhipItGood: He's prone to spinning and letting his flail fly far with wide sweeps.
* YourHeadAsplode: At the end of their battle, The Gladiator gets a particularly brutal bludgeoning by the hands of The Doom Slayer, which concludes with its head being crushed like a watermelon.
[[/folder]]

[[folder:The Icon of Sin]]
!!!'''Voiced by:''' Edward Bosco
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/icon_of_sin.png]]
[[caption-width-right:350:[[labelnote:Click here to see its armoured form]]https://static.tvtropes.org/pmwiki/pub/images/icon_of_sin_armored.png[[/labelnote]]]]

->''"For his payment, the Betrayer's son was returned to him in our form, and the Icon of Sin was brought upon the heathens. His vengeance was swift and merciless, for the wages of treachery are suffering."''
\\
A towering elder demon of pure destruction, extreme power and chaos -- whose corpse can be seen littering the bowels of Hell along with the other ancient demons in ''DOOM (2016)''. It is the final boss of ''DOOM Eternal''.
----
* ArmorAsHitPoints: Until you knock all of its armour plates off its body, you will not be able to do any damage to its fleshy bits.
* AttackOfThe50FootWhatever: A giant goat-headed demon the size of a skyscraper.
* BookEnds: In ''Doom II'', you kill this guy by shooting its brain. In ''Eternal'', after destroying its armour and then its body, you kill it once more by planting the Crucible right into its brain.
* TheBusCameBack: The FinalBoss of ''Doom II: Hell on Earth'' returns once again after being absent since ''Doom 64''.
* CallingYourAttacks: When unmasked, it can be seen speaking some type of demonic language to perform an EnemySummoner spell.
* CameBackWrong: The Betrayer stuck a deal with Hell to bring his dead son back to life, only for him to come back as an infernal, towering elder demon instead of a man because the demons see this as a fitting reward for a traitor like the Betrayer.
* DeathFromAbove: One of its attacks is raining down meteors from the sky.
* {{Determinator}}: Even the flesh is being blasted off its body, it will relentlessly fight back with no loss in vigour until its health is at zero.
* EasterEgg: While it doesn't appear as an enemy in ''2016'', you can find its skull in "The Necropolis". Shooting a rocket at the sigil on its head (the spot where its weak spot was in ''Doom II'') will have it recite the famous "!oremoR nhoJ ,em llik tsum uoy emag eht niw oT" quote from the classic ''Doom II'' boss battle and spit out a spawn cube that drops a Doom Slayer collectible doll.
* EldritchAbomination: A colossal demonic beast that distorts reality, is capable of tearing down spacetime, spreads madness to wherever it goes, and cannot be permanently killed.
* EvilCounterpart: To the Doom Slayer. It uses a giant suit of powered armour just like his and is easily the only thing that's remotely in his weight class. Both of them were once ordinary men changed by supernatural powers into unstoppable forces--the difference being that the Doom Slayer still has his humanity and sanity, while the Icon is a nearly mindless force of destruction.
* EvilIsNotAToy: [[spoiler: Bringing Icon of Sin into Urdak was not the wisest decision the Khan Maykr could have made, [[SpannerInTheWorks in part thanks to the Doom Slayer interfering with the ritual meant to control it]].]]
* FinalBoss: Just like in ''Doom II'', The Icon serves as this once again, and this time, it's not a wall texture, but instead a fully-fledged ''colossal'' demon.
* GodzillaThreshold: The Khan Maykr considers it this, as releasing the Icon onto Earth would mean that the entire world would be assimilated into Hell, preventing the world from being reused as a source of souls after humanity had recovered from their near-extinction. But with the loss of the Hell Priests, it becomes the only plan she has to continue the collection of Earth's souls before the Doom Slayer comes for her.
* GoodOldFisticuffs: Don't let your guard down by thinking it only has fire and ranged attacks. It can and will regularly use its fists to strike at you or the arena in general, and those punches ''hurt''.
* HornedHumanoid: With a pair of big, goatlike horns.
* HumanoidAbomination: A humanoid, goat-headed demon that’s unfathomably old, possesses near-godlike powers and is brought back to life by the Khan Maykr to bring about TheEndOfTheWorldAsWeKnowIt. While the Doom Slayer may be called the BeastOfTheApocalypse, this entity is the real deal in the traditional sense.
* {{Immortality}}: As mentioned by Samuel Hayden, only a Crucible blade can stop a Titan, and should the blade be removed the Titan will rise again, no matter how damaged its body is. [[spoiler:Meaning that if the blade of Doom Slayer's Crucible is ever removed from the Icon of Sin's head, it would get back up and continue rampaging across Earth.]]
* TheJuggernaut: The Icon of Sin has one purpose: to keep going perpetually, long enough for reality to collapse in on itself by sheer virtue of the Icon existing. To that end, being the size of a high-rise and exorbitantly powerful, the Icon is virtually unstoppable by conventional means. It walks through buildings like it was wading through water, and it only bothers stopping for anything when it's encountered by Hell's mortal enemy. Not even being physically killed will stop it, as the Icon will eventually just ''get back up'' again [[spoiler:unless a Crucible keeps it out of commission]].
* {{Kaiju}}: It's the size of a skyscraper, and you literally fight it while standing on a skyscraper yourself.
* MagicPants: Of some sort. While the Icon's pelvis is exposed after its armor is destroyed, its leg armor goes unscathed due to the Slayer being at the height of its waist at lowest.
* MightyGlacier: It's every bit as slow-moving as you would expect given its massive size. It hits as hard as you expect as well, and take a massive amount of damage to put down.
* MixAndMatchCritters: A demon with a vaguely human-shaped body, hands like a bat, and a goat-like head.
* MonsterFromBeyondTheVeil: This monster is what became of the son of Valen the Betrayer after his dad sold out the Night Sentinels to resurrect him, only to learn the hard way that what he got back was no longer his son.
* PlanetDestroyer: Its primary purpose is to warp the reality of whatever dimension it exists in, eventually tearing down spacetime and sending whatever planet it's on straight to Hell to be devoured. This tear in spacetime would create an ever-growing black hole that, unbound, would send not only Earth but the ''entire universe straight to Hell''.
* PlayingWithFire: It can shoot jets of flame from its hands, launch a barrage of fireballs from the inverted pentagram on its head, and summon blazing meteor storms.
* PoweredArmor: In its first phase, it's clad in an exoskeleton of Maykr design which protects its body. This suit was designed as a means of controlling it, but due to the Slayer interfering with its resurrection and the subsequent death of the Khan Maykr, the Icon answers to no one.
* RealityWarper: Its mere presence twists the world around it.
* RestrainingBolt: The heart of the Betrayer’s son, housing the remains of his soul, is what keeps the Icon of Sin dormant when not in use. The Maykrs planned to use it to help control the beast, but when it's destroyed, the Icon immediately starts a rampage to consume all of reality.
* StationaryBoss: It has a ''little'' more freedom of movement than your typical FPS "Giant Torso Boss", but is otherwise a pretty typical example of the trope. Until the second phase, that is, where it'll move around the building you're on to rain attacks on you from different angles.
* StrippedToTheBone: It takes reducing it to a mere skeleton with scraps of muscle hanging on to finally open it up for a finishing blow.
* ThinkingUpPortals: Can apparently create portals at will. It uses one to invade Earth once it's awakened in Urdak and later summons another one to flee after the Doom Slayer strips its armour off, forcing the Slayer to jump in after it.
* TookALevelInBadass: The last time we saw it in ''Doom II: Hell On Earth'', it was little more than a flat texture on a wall, with its only defensive and offensive capabilities revolving around spawning monsters, and only taking several rockets to put down. Here, it's a titanic, demonic HumanoidAbomination who not only can still spawn monsters but possesses a plethora of direct attacks that can easily kill the Doom Slayer if he lets himself get hit. To make things worse, it's also monumentally tougher to kill, [[RasputinianDeath as the Doom Slayer has to destroy its armour, shred its body with gunfire until it's reduced to a skeleton with a couple of meat chunks still hanging on, and then impale its exposed brain with the Crucible]] (which happens to be literally the only viable method of putting it down). [[spoiler:And that still only puts it out of commission instead of killing it.]]
* TragicVillain: It's only revealed in the backstory, but the Icon was just an ordinary man twisted into this abomination.
* VillainousValor: Even reduced to a mangled mess, it shows no fear of the Slayer. When it retreats through a portal after the first phase, it's evident that it's much less fleeing and much more prepping a change of scenery and tactics.
* WalkingWasteland: It warps reality and terraforms its surroundings into Hellish structures just by existing. If left alone for long enough, its presence will suck the entire universe into Hell.
* WasOnceAMan: Formerly the mortal son of the Betrayer, before being resurrected as a Titan as part of Hell's cruel twist on the Betrayer's DealWithTheDevil.
* WaveMotionGun: One of its attacks has it fire a massive energy ray from its forehead.
[[/folder]]
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