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!!!'''Voiced by:''' Piotr Michael

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!!!'''Voiced by:''' Piotr MichaelCreator/PiotrMichael
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Mancubus (2016) image was accidentally swapped with the Revenant (2016) image. This duplication also borked the (2016) image thing for the Revenant in its proper folder, so I got to fixing that.


[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0159.PNG[[/labelnote]]]]

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[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0159.org/pmwiki/pub/images/img_0158_8.PNG[[/labelnote]]]]

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!Mooks
!!Introduced in ''DOOM (2016)''
[[folder:The Possessed, The Unwilling, & Zombies]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/img_0165.PNG]]
[[caption-width-right:200:Zombie in ''DOOM (2016)'']]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/zombie_eternal.jpg]]
[[caption-width-right:200:Zombie in ''DOOM Eternal'']]

Reinterpretations 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 the Unwilling are ancient, alien zombies who have been transformed over centuries in Hell into lesser demons.\\\
In ''VideoGame/DoomEternal'', the Possessed return as the Zombies, each coming in several distinct variants: Earth Zombies are the remnants of Earth's population following their conversion into mindless slaves; Hell Zombies are ancient zombies from past conquests, and Cultist Zombies are members of the UAC cult who have given up their souls and minds for their devotion to Hell. There also exists the Mecha-Zombies, which are UAC cultist experiments that have been outfitted with cybernetics to increase their combat effectiveness.

to:

!Mooks
!!Introduced in ''DOOM (2016)''
[[folder:The Possessed, The Unwilling, & Zombies]]
[[quoteright:200:https://static.
[[folder:Hell Priests]]
!!Hell Priests
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/img_0165.PNG]]
[[caption-width-right:200:Zombie
org/pmwiki/pub/images/hell_priests.png]]
[[caption-width-right:350:Hell Priests
in ''DOOM (2016)'']]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/zombie_eternal.jpg]]
[[caption-width-right:200:Zombie in ''DOOM Eternal'']]

Reinterpretations
Eternal'']]
!!!'''Voiced by:''' Creator/KeithSilverstein (Deag Grav, Deag Nilox), Creator/JasonSpisak (Deag Ranak)

->'''Deag Ranak:''' The sacrament
of this world to the Zombie enemy from ''VideoGame/Doom3''.\\\
In ''VideoGame/Doom2016'',
great Khan Maykr will be made, and the Possessed are former staff members of the UAC, resurrected when Olivia Pierce unleashed an Argent Wave energy will be restored once again...\\
'''Deag Grav:''' ...as it is written,
from the Lazarus Labs to kickstart Hell's invasion souls of Mars. These come in several varieties: Workers and Scientists are undead cannon fodder with little health and a claw swipe as the non-believers!\\
'''Deag Ranak:''' You will not save them from
their only means of attack, while the Unwilling are ancient, alien zombies who have been transformed over centuries in Hell into lesser demons.\\\
In ''VideoGame/DoomEternal'', the Possessed return
judgement!

Once known
as the Zombies, each coming in several distinct variants: Earth Zombies are Order Deag, the remnants of Earth's population following their conversion into mindless slaves; Hell Zombies are ancient zombies from past conquests, and Cultist Zombies are members priesthood of the UAC cult who have given up their souls Night Sentinels, the Hell Priests were seduced by the power of Hell and minds for their devotion to Hell. There also exists subsequently played a pivotal role in the Mecha-Zombies, which 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 UAC cultist experiments that have been outfitted with cybernetics known to increase their combat effectiveness.exist: Deag Nilox, Deag Ranak, and Deag Grav.



* AgeWithoutYouth: [[spoiler:The Slayer's flashbacks to eons ago 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.
* CoDragons: They are the highest subordinates of Khan Maykr, who ordered them to destroy Earth. [[spoiler:After her generals are all killed by the Doom Slayer, she makes a desperate play to awaken the Icon of Sin to replace them, who is [[DragonInChief far more dangerous than she is]].]]
* CutsceneBoss: Technically speaking, [[spoiler:the Slayer kills all of them almost as soon as he sees them in cutscenes, save for the final one, who 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]].]]
* DefiantToTheEnd: [[spoiler: Deconstructed with Grav. He spends his last moments talking back to the Doom Slayer, but instead of being honorable and badass it just makes him [[TooDumbToLive look like an idiot in his last moments]].]]
* 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]]]].
* DirtyCoward: Deag Ranak begs for his life after finally being cornered by the Slayer and offers him power in exchange for sparing him. [[OffWithHisHead It doesn’t work]].
* 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 (and unlike the [[OlderThanTheyLook Slayer]] they look the part) and they are every bit as cruel as the [[BigBad Khan Maykr]].
* 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. Once the Doom Slayer gets back to Sentinel Prime to take out Grav, he summons the long-reigning champion of the arena to do battle with the Slayer.
* GreaterScopeVillain: Deag Grav is responsible for the fall of Argent D'Nur while Deag Ranak is the one who manipulated Olivia into orchestrating the demonic outbreak on Mars in ''Doom 2016''.
* {{Jerkass}}: They're not just evil -- they're arrogant, condescending dicks 24/7. Commanding TheLegionsOfHell gives you very little reason to hone your people skills, which turns out to be a problem when the angriest man in the multiverse finally has you at his mercy.
* 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.
* 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 Maykr to summon the Icon of Sin]].
* 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 was 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 loses 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.
* PaperTiger: Deag Ranak spends most of the Cultist Base missions smugly taunting the Slayer. When finally cornered, he cowardly begs for his life.
* 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, and Deag Nilox directly oversees the demonic conquest of Earth.
* SmugSnake: Deag Grav more than the rest of them, especially [[spoiler:after the Gladiator 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.
* TooDumbToLive: Grav has the gall to talk back to the Doom Slayer as he’s pointing a shotgun at him. [[spoiler: It costs him his life]].
* 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.]]'' Grav gets a lore page on him in Sentinel Prime, but after the first level he only shows up to summon the Gladiator and [[spoiler: to get his head blown off.]] Ranak avoids this, appearing constantly throughout the Cultist Base via holograms and making an appearance in the Horde Mode intro cutscene in the same way.
* 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]]

!!Demons

[[AC:Fodder Demons]]

[[folder:The Possessed, The Unwilling, & Zombies]]
!!The Possessed, The Unwilling, & Zombies
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/doom_eternal_unwilling.png]]
[[caption-width-right:250: Unwilling in ''DOOM Eternal'']]
[[caption-width-right:250:[[labelnote:Click here to see a Zombie in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0165.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
Reinterpretations 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 the Unwilling are ancient, alien zombies who have been transformed over centuries in Hell into lesser demons.\\
In ''VideoGame/DoomEternal'', the Possessed return as the Zombies, each coming in several distinct variants: Earth Zombies are the remnants of Earth's population following their conversion into mindless slaves; Hell Zombies are ancient zombies from past conquests, and Cultist Zombies are members of the UAC cult who have given up their souls and minds for their devotion to Hell. There also exists the Mecha-Zombies, which are UAC cultist experiments that have been outfitted with cybernetics to increase their combat effectiveness.
----



[[folder:Possessed Soldiers & Zombie Soldiers]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/codex_hellified_soldierbimage.png]]
[[caption-width-right:200:Possessed Soldier in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zombiesoldiers_de.png]]
[[caption-width-right:350: Shield (left) and Blaster (right) Zombie Soldiers in ''DOOM Eternal'']]


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 of the [[VideoGame/{{Doom}} Zombiemen]] and [[VideoGame/Doom3 Z-Sec]] enemies of old.

to:

[[folder:Possessed Soldiers & Zombie Soldiers]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/codex_hellified_soldierbimage.png]]
[[caption-width-right:200:Possessed Soldier in ''DOOM (2016)'']]
[[folder:Imp]]
!!Imp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zombiesoldiers_de.png]]
[[caption-width-right:350: Shield (left) and Blaster (right) Zombie Soldiers
org/pmwiki/pub/images/imp_eternal.jpg]]
[[caption-width-right:350:Imp
in ''DOOM Eternal'']]


The zombified remnants of human soldiers, these grunts retain most of their combat prowess and intelligence compared
Eternal'']]
[[caption-width-right:350:[[labelnote:Click here
to other zombies and wield either a plasma rifle or a shield-and-shotgun combo. They are the modern counterparts see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0154.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
One
of the [[VideoGame/{{Doom}} Zombiemen]] and [[VideoGame/Doom3 Z-Sec]] most common demonic enemies you fight, this version of old.the Imp looks and acts similarly to their older counterparts... if with a few refinements.



* AchillesHeel: ''2016''[='s=] Possessed Security 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 with ''Eternal''[='s=] Shield Zombie Soldiers, where most plasma-based attacks (particularly the Plasma Rifle's Microwave Beam) can 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 Zombie Soldiers in ''Eternal'' have completely shaved heads, a nod to the zombie shotgunners from the classic games.
* BodyHorror:
** ''2016''[='s=] Possessed Soldiers and Security have had their armour ''fused'' into their flesh.
** While Eternal's Zombie Soldiers look a lot more human, their guns are still fused to their arm, with their other hand being a bloated, oddly contorted mess with only three fingers.
* ChargedAttack: Possessed Soldiers and Blaster Zombie Soldiers can charge up their plasma rifles to fire a slow-moving shot that explodes after travelling a short distance.
* CompositeCharacter:
** ''Eternal''[='s=] Blaster Zombie Soldiers are identical to ''2016''[='s=] Possessed Soldiers, but with a design completely based off the original Zombieman from classic Doom.
** Likewise, the Shield Zombie Soldiers in ''Eternal'' are what you'd get by throwing ''2016''[='s=] Possessed Security and the classic VideoGame/{{Doom}} Shotgun Sergeant into a blender.
* HoistByHisOwnPetard: Come ''Eternal'', the Doom Slayer can turn the Shield Zombie Soldier's own protection against him by overloading it with plasma, 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.
* JumpJetPack: In ''Eternal'', they get jetpacks that allow them to make huge leaps across gaps and up surfaces, allowing them to better keep pace with the Slayer.
* ProgressivelyPrettier: ''Eternal''[='s=] Zombie Soldiers are far more humanlike than their Possessed counterparts.
* RevisitingTheRoots: The Possessed Soldiers/Security were redesigned into the Blaster/Shield Zombie Soldiers in ''Eternal'' to more closely resemble their classic ''DOOM'' counterparts: Blaster Zombie Soldiers now have green hair and a predominantly beige uniform, matching the Zombieman sprite; Shield Zombie Soldiers are bald and wear a dark grey uniform, which takes major cues from the Shotgun Sergeants of old.
* ShieldBearingMook: Possessed Security/Shield Zombie Soldiers carry arm-projected riot/tower DeflectorShields 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 purple to red), but all it takes to return it to full strength is a one-second wrist-flick 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 and Shield Hell 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.
* 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:
** The basic Soldiers in modern ''Doom'' may no longer wield hitscan weapons, but they have several advantages over their Zombiemen and Z-Sec counterparts; their bullet weapons are replaced with plasma rifles that pack more punch, they move with far more speed and agility, and they can absorb a lot more firepower before they fall.
** Possessed Security and Shield Zombie Soldiers carry energy shields that make them far more durable than their Shotgun Sergeant predecessors.
** ''Eternal''[='s=] Zombie Soldiers all come equipped with jetpacks, allowing them to better keep up with the Slayer and move to more advantageous firing positions.
* 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.

to:

* AchillesHeel: ''2016''[='s=] Possessed Security can effortlessly tank bullets and shotgun shells with While not terribly resilient on their shield. However, own, Imps in ''Eternal'' have a particular weakness to bullets; it takes only a couple of shots from either the Heavy Cannon or Chaingun to stagger them ripe for a Glory Kill.
* AmazingTechnicolorPopulation: Their skin in
''2016'' Plasma Rifle's Stun Blast mod will disable is an odd mixture of brown, tan, red and pale purple.
* ChargedAttack: Can charge up
their shield 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.
* FragileSpeedster: Imps are fast and agile, but go down easily.
* GlassCannon: However, their fireballs and melee attacks can easily destabilize the Slayer, and even put him down easily in harder difficulties.
* TheGoomba: Despite their upgrades, they remain relatively common and easy to take down.
* LeanAndMean: Muscular, but really lean and sinewy.
* InsectoidAliens: Imps have shades of this, mostly because of their movement style and some facial details.
* 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 on every
single shot level in both games. According to the Imp's Codex entry in ''Eternal'', this is because their low level of intelligence and leave high level of aggression combined with their seemingly limitless numbers makes them a sitting duck perfect expendable cannon fodder for several precious seconds. This is taken even further with Hell to throw at enemies en masse.
* RevisitingTheRoots: While
''Eternal''[='s=] Shield Zombie Soldiers, where most plasma-based attacks (particularly the Plasma Rifle's Microwave Beam) can overcharge Imps still largely resemble their shield and cause it to explode violently in a wide radius.
* ArmCannon: Their gun is directly merged into their right arm.
* BaldOfEvil: Shield Zombie Soldiers in ''Eternal'' have completely shaved heads, a nod to the zombie shotgunners
counterparts from the classic games.
* BodyHorror:
** ''2016''[='s=] Possessed Soldiers and Security have had their armour ''fused'' into their flesh.
** While Eternal's Zombie Soldiers look a lot more human, their guns are still fused
2016, they've received some subtle changes that harken back to their arm, with their other hand being a bloated, oddly contorted mess with only three fingers.
* ChargedAttack: Possessed Soldiers and Blaster Zombie Soldiers can charge up their plasma rifles to fire a slow-moving shot that explodes after travelling a short distance.
* CompositeCharacter:
** ''Eternal''[='s=] Blaster Zombie Soldiers are identical to ''2016''[='s=] Possessed Soldiers, but with a design completely based off the original Zombieman from
classic Doom.
** Likewise, the Shield Zombie Soldiers in ''Eternal'' are what you'd get by throwing ''2016''[='s=] Possessed Security and the classic VideoGame/{{Doom}} Shotgun Sergeant into a blender.
* HoistByHisOwnPetard: Come ''Eternal'', the Doom Slayer can turn the Shield Zombie Soldier's own protection against him by overloading it with plasma, which blows him up for an instant kill, [[SplashDamage
incarnations, such as well as taking out any weak demon he might be huddling up with]].
* ItCanThink: As stated in ''2016''[='s=] codex, Possessed formed
a SpikesOfVillainy growing 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 shoulders, a more muted brownish skin tone, and their feet, and how they overall move, act and think much more human-like than the basic Possessed. One of the credit scenes is eyes have been changed from 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 glowing gold-yellow to actually be barely-legible English, indicating that they may indeed be sentient.
a bright red.
* JumpJetPack: SpikesOfVillainy: In ''Eternal'', they get jetpacks that allow them to make huge leaps across gaps and up surfaces, allowing them to better keep pace with the Slayer.
* ProgressivelyPrettier: ''Eternal''[='s=] Zombie Soldiers are far more humanlike than
Imps sport pronounced spikes of bone on their Possessed counterparts.
* RevisitingTheRoots: The Possessed Soldiers/Security were redesigned into the Blaster/Shield Zombie Soldiers in ''Eternal''
backs, [[TruerToTheText to more closely resemble their classic ''DOOM'' counterparts: Blaster Zombie Soldiers now designs]].
* TookALevelInBadass: They are considerably more agile and aggressive than in the classic games and even ''Doom 3''. They often throw fireballs while running, cling to walls and pipes to rain down fireballs upon targets, and
have green hair a charged fireball attack that, on higher difficulties, can OneHitKill players without armour.
* WallCrawling: They can climb
and a predominantly beige uniform, matching the Zombieman sprite; Shield Zombie Soldiers are bald and wear a dark grey uniform, which takes major cues from the Shotgun Sergeants of old.
* ShieldBearingMook: Possessed Security/Shield Zombie Soldiers carry arm-projected riot/tower DeflectorShields 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
cling to purple walls to red), but all it takes to return it to full strength is get a one-second wrist-flick 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 and Shield Hell 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.
* 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:
** The basic Soldiers in modern ''Doom'' may no longer wield hitscan weapons, but they have several advantages over their Zombiemen and Z-Sec counterparts; their bullet weapons are replaced with plasma rifles that pack more punch, they move with far more speed and agility, and they can absorb a lot more firepower before they fall.
** Possessed Security and Shield Zombie Soldiers carry energy shields that make them far more durable than their Shotgun Sergeant predecessors.
** ''Eternal''[='s=] Zombie Soldiers all come equipped with jetpacks, allowing them to
better keep up with the Slayer and move to more advantageous firing positions.
* 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
shot at you.



[[folder:Possessed Engineers & Cueballs]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/possessed_engineer.png]]
[[caption-width-right:250:Possessed Engineer in ''DOOM (2016)'']]
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/cueball.png]]
[[caption-width-right:280:Cueball in ''DOOM Eternal'']]

Former UAC Engineers who either fell to the Lazarus Wave on Mars or to the demonic invasion of Earth respectively. Their most defining feature is the welding canisters that have fused with their bodies, turning them into living explosive barrels.

to:

[[folder:Possessed Engineers & Cueballs]]
[[quoteright:250:https://static.
[[folder:Stone Imp ('''The Ancient Gods''')]]
!!Stone Imp
[[quoteright:304:https://static.
tvtropes.org/pmwiki/pub/images/possessed_engineer.png]]
[[caption-width-right:250:Possessed Engineer
org/pmwiki/pub/images/de_stoneimp.png]]
[[caption-width-right:304:Stone Imp
in ''DOOM (2016)'']]
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/cueball.png]]
[[caption-width-right:280:Cueball in ''DOOM Eternal'']]

Former UAC Engineers who either fell to the Lazarus Wave on Mars or to the demonic invasion of Earth respectively. Their most defining feature is the welding canisters
''The Ancient Gods: Part Two'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part Two]]''
An Imp
that have fused with their bodies, turning them into living explosive barrels.was resurrected by being bathed in the volcanic pits of the Burning Abyss. They are significantly tougher than the ordinary Imp.



* ActionBomb: Both varieties possess propane tanks lodged in their torso. Possessed Engineers will detonate these canisters if you get too close to them. Cueballs will only do so after rocketing off and impacting something.
* BodyHorror: Their gas canisters have fused with their bodies, jutting out at extremely awkward angles.
** Possessed Engineers are the most human-like of the possessed variants, with vague vestiges of a face covered in horrific scarring and boils on the scalp.
** Cueballs take this even further, resembling bloated, misshapen corpses whose skin appears to be growing around the canisters embedded into them.
* ExplosiveBarrel: Because they have no combat capability, Cueballs are pretty much just undead explosive barrels.
* HelpfulMook: Downplayed. Classified as "ambient" demons, Cueballs will literally just stand around harmlessly until shot/punched, 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.
* IncendiaryExponent: The gas tanks inside of the Cueball are perpetually producing a blowtorch flame.
* MeaningfulName: Cueballs are named that for their [[BaldOfEvil bald heads]], but also, they're ideally dispatched by lining them up with a big group of enemies before launching them towards them, similar to a cueball in pool or billiards.
* SuicideAttack: Engineers in ''2016'' will charge at the player and detonate themselves when they get close.

to:

* ActionBomb: Both varieties possess propane tanks lodged in their torso. Possessed Engineers will detonate these canisters AchillesHeel: The Full-Auto Shotgun mod shreds through them like cheese, and even gives you ammo back. The Sentinel Hammer and chainsaw also work, if you get too close to don't mind using them. Cueballs will only do so after rocketing off The Energy Shield upgrade for the Chaingun also kills them effectively.
* BackFromTheDead: Imps that are killed in battle are dunked in the lava of a part of Hell called the Burning Abyss, causing their skin to harden into stone
and impacting something.
imbuing them with hellfire.
* BodyHorror: EliteMooks: They are ''much'' stronger than normal Imps, soaking up damage like there's no tomorrow (aside from the shotgun).
* RollingAttack:
Their gas canisters have fused with their bodies, jutting out at extremely awkward angles.
** Possessed Engineers are the most human-like of the possessed variants, with vague vestiges of a face covered in horrific scarring and boils on the scalp.
** Cueballs take this even further, resembling bloated, misshapen corpses whose skin appears to be growing around the canisters embedded into them.
* ExplosiveBarrel: Because they have no combat capability, Cueballs are pretty much just undead explosive barrels.
* HelpfulMook: Downplayed. Classified as "ambient" demons, Cueballs will literally just stand around harmlessly until shot/punched, whereupon it will fly
main offence is curling up 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.
* IncendiaryExponent: The gas tanks inside of the Cueball are perpetually producing a blowtorch flame.
* MeaningfulName: Cueballs are named that for their [[BaldOfEvil bald heads]], but also, they're ideally dispatched by lining them up with a big group of enemies before launching them towards them, similar to a cueball in pool or billiards.
* SuicideAttack: Engineers in ''2016'' will charge at the player and detonate
ball, setting themselves when they get close.on fire, and charging right at you.
* UndergroundMonkey: A white Imp with purple accents, and is quite different from the normal variety.



[[folder:Hell Razer]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/hell_razor.png]]
[[caption-width-right:200:Hell Razer in ''DOOM (2016)'']]

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.

to:

[[folder:Hell Razer]]
[[quoteright:200:https://static.
[[folder:Possessed Soldiers & Zombie Soldiers]]
!!Possessed Soldiers & Zombie Soldiers
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/hell_razor.org/pmwiki/pub/images/zombiesoldiers_de.png]]
[[caption-width-right:200:Hell Razer [[caption-width-right:350: Shield (left) and Blaster (right) Zombie Soldiers in ''DOOM (2016)'']]

A humanoid creature making its first --
Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/codex_hellified_soldierbimage.png[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
The zombified remnants of human soldiers, these grunts retain most of their combat prowess
and currently only -- appearance in ''2016'', geared with an arm-like protrusion that can charge up intelligence compared to other zombies and emanate wield either a beam plasma rifle or a shield-and-shotgun combo. They are the modern counterparts of unrefined Argent energy.the [[VideoGame/{{Doom}} Zombiemen]] and [[VideoGame/Doom3 Z-Sec]] enemies of old.



* AchillesHeel: ''2016''[='s=] Possessed Security 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 with ''Eternal''[='s=] Shield Zombie Soldiers, where most plasma-based attacks (particularly the Plasma Rifle's Microwave Beam) can 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 Zombie Soldiers in ''Eternal'' have completely shaved heads, a nod to the zombie shotgunners from the classic games.
* BodyHorror:
** ''2016''[='s=] Possessed Soldiers and Security have had their armour ''fused'' into their flesh.
** While Eternal's Zombie Soldiers look a lot more human, their guns are still fused to their arm, with their other hand being a bloated, oddly contorted mess with only three fingers.
* ChargedAttack: Possessed Soldiers and Blaster Zombie Soldiers can charge up their plasma rifles to fire a slow-moving shot that explodes after travelling a short distance.
* CompositeCharacter:
** ''Eternal''[='s=] Blaster Zombie Soldiers are identical to ''2016''[='s=] Possessed Soldiers, but with a design completely based off the original Zombieman from classic Doom.
** Likewise, the Shield Zombie Soldiers in ''Eternal'' are what you'd get by throwing ''2016''[='s=] Possessed Security and the classic VideoGame/{{Doom}} Shotgun Sergeant into a blender.
* HoistByHisOwnPetard: Come ''Eternal'', the Doom Slayer can turn the Shield Zombie Soldier's own protection against him by overloading it with plasma, 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.
* JumpJetPack: In ''Eternal'', they get jetpacks that allow them to make huge leaps across gaps and up surfaces, allowing them to better keep pace with the Slayer.
* ProgressivelyPrettier: ''Eternal''[='s=] Zombie Soldiers are far more humanlike than their Possessed counterparts.
* RevisitingTheRoots: The Possessed Soldiers/Security were redesigned into the Blaster/Shield Zombie Soldiers in ''Eternal'' to more closely resemble their classic ''DOOM'' counterparts: Blaster Zombie Soldiers now have green hair and a predominantly beige uniform, matching the Zombieman sprite; Shield Zombie Soldiers are bald and wear a dark grey uniform, which takes major cues from the Shotgun Sergeants of old.
* ShieldBearingMook: Possessed Security/Shield Zombie Soldiers carry arm-projected riot/tower DeflectorShields 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 purple to red), but all it takes to return it to full strength is a one-second wrist-flick 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 and Shield Hell 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.
* 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:
** The basic Soldiers in modern ''Doom'' may no longer wield hitscan weapons, but they have several advantages over their Zombiemen and Z-Sec counterparts; their bullet weapons are replaced with plasma rifles that pack more punch, they move with far more speed and agility, and they can absorb a lot more firepower before they fall.
** Possessed Security and Shield Zombie Soldiers carry energy shields that make them far more durable than their Shotgun Sergeant predecessors.
** ''Eternal''[='s=] Zombie Soldiers all come equipped with jetpacks, allowing them to better keep up with the Slayer and move to more advantageous firing positions.
* 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:250:https://static.tvtropes.org/pmwiki/pub/images/hell_razor.png]]
[[caption-width-right:250:Hell Razer in ''DOOM (2016)'']]
!!!'''Appear in:''' ''VideoGame/Doom2016''
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.
----



[[folder:Imp]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/img_0154.PNG]]
[[caption-width-right:200:Imp in ''DOOM (2016)'']]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/imp_eternal.jpg]]
[[caption-width-right:200:Imp in ''DOOM Eternal'']]

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.

to:

[[folder:Imp]]
[[quoteright:200:https://static.
[[folder:Gargoyle]]
!!Gargoyle
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/img_0154.PNG]]
[[caption-width-right:200:Imp
org/pmwiki/pub/images/gargoyle_eternal.png]]
[[caption-width-right:350:Gargoyle
in ''DOOM (2016)'']]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/imp_eternal.jpg]]
[[caption-width-right:200:Imp in ''DOOM Eternal'']]

One of the most common demonic enemies you fight, this version of the Imp looks and acts similarly to
Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Imp-like demons with wings on
their older counterparts... if with a few refinements.back, allowing them to fly.



* AchillesHeel: While not terribly resilient on their own, Imps in ''Eternal'' have a particular weakness to bullets; it takes only a couple of 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.
* 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.
* FragileSpeedster: Imps are fast and agile, but go down easily.
* GlassCannon: However, their fireballs and melee attacks can easily destabilize the Slayer, and even put him down easily in harder difficulties.
* TheGoomba: Despite their upgrades, they remain relatively common and easy to take down.
* LeanAndMean: Muscular, but really lean and sinewy.
* InsectoidAliens: Imps have shades of this, mostly because of their movement style and some facial details.
* 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 on every single level in both games. According to the Imp's Codex entry in ''Eternal'', this is because 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.
* RevisitingTheRoots: While ''Eternal''[='s=] Imps still largely resemble their counterparts from 2016, they've received some 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 sport pronounced spikes of bone on their backs, [[TruerToTheText to more closely resemble their classic designs]].
* TookALevelInBadass: They are considerably more agile and aggressive than in the classic 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.
* WallCrawling: They can climb and cling to walls to get a better shot at you.

to:

* AcidAttack: They launch globs of acid instead of fireballs like Imps, and can fly to rain down a dozen acid balls at once.
* AchillesHeel: While not terribly resilient on Damaging them as they perform their own, Imps in ''Eternal'' have airborne spit attack with a particular weakness to bullets; it takes only a couple of shots from either the Heavy Cannon or Chaingun to stagger low-yield weapon will see them crashing to the ground ripe for a Glory Kill.
* AmazingTechnicolorPopulation: Their skin in ''2016'' is an odd mixture AirborneMook: They make good use of brown, tan, red and pale purple.
* ChargedAttack: Can charge up
their fireball wings in combat, hovering high in the air to rain down acid from relative safety. The Codex also mentions that Gargoyles were a real pain for the Night Sentinels to deal massive damage.
* DeathFromAbove: They like
with, as their ability to cling to walls or ceilings and then pelt you with fireballs.
* {{Fatality}}: If
fly meant that they defeat 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 in ''2016'', they knock him to the ground and then scurry over. Before he can recover, they turn him over, disembowel him cleave their head in half with their claws, [[AnArmAndALeg rip off his left arm]] and then [[GrievousHarmWithABody brutally smash him in own scythe.
* BodyHorror: A closer look at
the face with it]].
* {{Fireballs}}: Like in previous games,
Gargoyle reveals that their primary attack 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 tossing a fireball.
probably as much from them as it is from their victims.
* FragileSpeedster: Imps are fast and agile, but go down easily.
* GlassCannon:
As Fodder demons, their fragility is a given. However, their fireballs and melee attacks can easily destabilize like the Slayer, and even put him down easily in harder difficulties.
* TheGoomba: Despite their upgrades,
Imp, they remain relatively common will never stay in the same place for long. Their flying abilities and easy overall agility make it hard to take down.
land a shot. At first.
* LeanAndMean: Muscular, but really lean and sinewy.
* InsectoidAliens: Imps have shades of this, mostly because of their movement style and some facial details.
* LudicrousGibs: Imps are
IntroducedSpeciesCalamity: A slight aversion: The Codex lists Gargoyles as natives to the Sentinel homeworld, making them one of three specific demon species that you must seek out the few known non-native creatures to master one not only survive but thrive within Hell, integrating themselves into the demonic hierarchy enough to the point of your weapons. Twenty direct hits being classified as demons outright.
* OurGargoylesRock: Grotesque demons
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
split lower jaw and lanky, malnourished frame. Its hands possess large metal blades, which appear on every single level in both games. According to be grafted onto the demon's body. Similarly to the Imp's Codex entry in ''Eternal'', this is because their low level of intelligence Imp, it has a hunched-over body frame 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.
* RevisitingTheRoots: While ''Eternal''[='s=] Imps still largely resemble their counterparts from 2016, they've received some 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 sport pronounced spikes of bone on their backs, [[TruerToTheText to more closely resemble their classic designs]].
* TookALevelInBadass: They are considerably more agile and aggressive than in the classic 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.
* WallCrawling: They can climb and cling to walls to get a better shot at you.
well-built legs.



[[folder:Pinky & Spectre]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/img_0157.PNG]]
[[caption-width-right:300:Pinky in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spectre_64.png]]
[[caption-width-right:350:Spectre in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinky_eternal.jpg]]
[[caption-width-right:350:Pinky in ''DOOM Eternal'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spectre_eternal.jpg]]
[[caption-width-right:350:Spectre in ''DOOM Eternal'']]

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:

[[folder:Pinky & Spectre]]
[[quoteright:300:https://static.
[[folder:Lost Soul]]
!!Lost Soul
[[quoteright:250:https://static.
tvtropes.org/pmwiki/pub/images/img_0157.PNG]]
[[caption-width-right:300:Pinky
org/pmwiki/pub/images/lost_soul_eternal.png]]
[[caption-width-right:250:''Lost Soul''
in ''DOOM (2016)'']]
[[quoteright:350:https://static.
Eternal'']]
[[caption-width-right:250:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.
tvtropes.org/pmwiki/pub/images/spectre_64.png]]
[[caption-width-right:350:Spectre in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pinky_eternal.jpg]]
[[caption-width-right:350:Pinky in ''DOOM Eternal'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/spectre_eternal.jpg]]
[[caption-width-right:350:Spectre in ''DOOM Eternal'']]

So-named for
org/pmwiki/pub/images/img_0163.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
[[FlyingFace Floating skull]] demons, the modern incarnations of the Lost Soul aren't too different from
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.classic counterparts.



* 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.
** ''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.
* AscendedFanon: "Pinky" originated as a [[invoked]]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-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.
* CloseRangeCombatant: As they have no ranged attacks, they rely entirely on their melee charge.
* DumbMuscle: Pinkies are little more than simpleminded brutes whose main claim to fame is a simple -- yet ''devastating'' -- charge attack
* 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.
* FoodChainOfEvil: They are said to serve as beasts of burden, hunting companions, and livestock, with higher demons considering them something of a delicacy.
* HeavilyArmoredMook: The bony armor on their heads allows them to survive even a direct rocket hit.
* LightningBruiser: Pinkies may not be [[DumbMuscle the brightest monsters around]], but their SuperSpeed coupled with their [[SuperToughness natural armor]] give them an incredible melee power. Spectres are even more dangerous, as they share the aforementioned power with invisibility.
* 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.
* 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.
* RevisitingTheRoots: Very downplayed in comparison to many of the other ''Eternal'' redesigns, with Pinkies now having yellow eyes like their classic counterparts instead of red eyes.
* TookALevelInBadass: This rendition of the Pinky gains chitinous armor covering most of 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]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/img_0163.PNG]]
[[caption-width-right:200:Lost Soul in ''DOOM (2016)'']]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/lost_soul_eternal.png]]
[[caption-width-right:200:''Lost Soul'' in ''DOOM Eternal'']]

[[FlyingFace Floating skull]] demons, the modern incarnations of the Lost Soul aren't too different from their classic counterparts.
----



[[folder:Cacodemon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cacodemon.png]]
[[caption-width-right:350:Cacodemon in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/de_cacodemon.png]]
[[caption-width-right:350:Cacodemon in ''DOOM Eternal'']]

Large red floating head demons, these Cacodemons look much more like their classic counterparts than their ''Doom 3'' versions.

to:

[[folder:Cacodemon]]
[[quoteright:350:https://static.
[[folder:Screecher Zombies ('''The Ancient Gods''')]]
!!Screecher Zombies
[[quoteright:304:https://static.
tvtropes.org/pmwiki/pub/images/cacodemon.org/pmwiki/pub/images/de_screecher.png]]
[[caption-width-right:350:Cacodemon [[caption-width-right:304:Screecher in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/de_cacodemon.png]]
[[caption-width-right:350:Cacodemon in ''DOOM Eternal'']]

Large red floating head demons, these Cacodemons look much more like
''The Ancient Gods: Part Two'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part Two]]''
Human cultists who have become monstrosities, empowering other demons with
their classic counterparts than their ''Doom 3'' versions.screams of rage.



* 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.
* AlienBlood: ''DOOM (2016)'' averts this, where they have red blood like all the other demons. ''Eternal'', however, plays this straight, giving them back their bright blue blood.
* AnArmAndALeg: Powerful attacks can tear their appendages 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 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]].
* ExtremeOmnivore: In ''Eternal'', they not only catch the Slayer's explosives in their mouth -- they ''swallow'' them too, granting an easy kill.
* EyeScream: Most glory kills involve damaging or outright removing 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.
* GlassCannon: In ''Eternal'' their offensive capabilities have been massively buffed but they’re very easy to kill via their crippling weaknesses to [[FeedItABomb FragGrenades/Sticky Bombs]] or the Ballista’s Arblast Mod. [[DownplayedTrope They’re quite tanky without exploiting these weaknesses]] but other Heavy Demons don’t have such easily exploitable weaknesses.
* IAteWhat: Their reaction after you [[FeeditABomb feed them a bomb]] in ''Eternal''.
* MadeOfIron: They're remarkably tanky considering how relatively small they are and how commonly they appear. They can take about as much damage as a Hell Knight to bring down, while often appearing in greater numbers.
* MoreTeethThanTheOsmondFamily: This version has ''four'' jaws (two horizontal, two vertical) all bristling with teeth.
* {{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 received by some of the other demons between ''2016'' and ''Eternal'', the Cacodemon is given back some smaller details from its classic design, such as more vibrant red skin, whiter horns and teeth, a pupil in its eye, and even its blue blood.
* 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. ''Eternal'' gives them further buffs concerning their damage, aggression, and tankiness (at least if you're not using the Ballista or making them gulp down grenades).

to:

* AchillesHeel: In ''Eternal,'' BeingTorturedMakesYouEvil: Well, they are very tough already were a little evil, being cultists 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.
* AlienBlood: ''DOOM (2016)'' averts this, where they have red blood like all the other demons. ''Eternal'', however, plays this straight, giving them back their bright blue blood.
* AnArmAndALeg: Powerful attacks can tear their appendages 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 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
all, but being in the middle Citadel of its head.
Anguish for millennia has made them bitter over their life-long deception. They've decided to put that anger to a [[StatusBuff good use]].
* DumbMuscle: Codex entries describe Cacodemons as MakeMeWannaShout: They aren't called Screechers for nothing.
* ThePowerOfHate: After
being dumb beasts, driven almost exclusively by the [[HorrorHunger urge to feed]].
* ExtremeOmnivore: In ''Eternal'', they not only catch the Slayer's explosives in
tortured for millennia, they've channeled their mouth -- they ''swallow'' them too, granting an easy kill.
* EyeScream: Most glory kills involve damaging or outright removing their eye.
* FeedItABomb: ''Eternal'' introduces the ability to incapacitate them by lobbing grenades
rage 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 powerful scream that makes them susceptible to a Glory Kill. If your grenade is on cooldown, then the shotgun's sticky bomb is also fair game.
other demons even stronger.
* GlassCannon: In ''Eternal'' their offensive capabilities have been massively buffed but they’re very easy to kill via their crippling weaknesses to [[FeedItABomb FragGrenades/Sticky Bombs]] or the Ballista’s Arblast Mod. PurpleIsPowerful: [[DownplayedTrope They’re quite tanky without exploiting these weaknesses]] but other Heavy Demons don’t have such easily exploitable weaknesses.
* IAteWhat: Their reaction after you [[FeeditABomb feed them
Downplayed.]] While Screechers do sport a bomb]] in ''Eternal''.
* MadeOfIron: They're remarkably tanky considering how relatively small they are
very distinct purple coloration and how commonly they appear. They can take about as much damage as a Hell Knight to bring down, while often appearing in greater numbers.
* MoreTeethThanTheOsmondFamily: This version has ''four'' jaws (two horizontal, two vertical) all bristling with teeth.
* {{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 received by some of the
make other demons between ''2016'' and ''Eternal'', the Cacodemon is given back some smaller details from its classic design, such as more vibrant red skin, whiter horns and teeth, a pupil in its eye, and powerful upon death, they aren't much stronger than the average Zombie.
* SchmuckBait: Yes, go ahead, kill the glowing purple Zombie. Have fun getting chased around by an empowered Baron or,
even its blue blood.
worse, a Marauder.
* ShockAndAwe: At the StatusBuff: Their main schtick. If killed (which is very least, their projectile attack seems easy to have lightning elements to it.
* SpamAttack: In ''Eternal'',
do when they can fire are essentially purple [[TheGoomba Zombies]]) they let out 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. ''Eternal'' gives them further buffs concerning their damage, aggression, and tankiness (at least if you're not using the Ballista or
scream that empowers all demons near them, making them gulp down grenades).faster, stronger, and tougher to kill.
* UndergroundMonkey: A glowing purple Zombie (specifically, the Unwilling/Hell Zombies found in Argent D'Nur and Hell) that can make demons stronger upon death.
* WasOnceAMan: They were once human worshippers of a cult called the Ra'Itha Va'Tuum, but instead of being rewarded for their devotion, they were tortured in the Citadel of Anguish for millennia, eventually transforming them into what they are now.



[[folder:Revenant]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/img_0159.PNG]]
[[caption-width-right:250:Revenant in ''DOOM (2016)'']]
[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/revenant_de.png]]
[[caption-width-right:260:Revenant in ''DOOM Eternal'']]

Reanimated skeletons with the ability to fire rockets off their shoulders. Exactly why they look so humanoid is finally explained...

to:

[[folder:Revenant]]
[[quoteright:250:https://static.
[[folder:Riot Soldier]]
!!Riot Soldier
[[quoteright:304:https://static.
tvtropes.org/pmwiki/pub/images/img_0159.PNG]]
[[caption-width-right:250:Revenant
org/pmwiki/pub/images/de_riottrooper.png]]
[[caption-width-right:304:Riot Soldier
in ''DOOM (2016)'']]
[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/revenant_de.png]]
[[caption-width-right:260:Revenant in ''DOOM Eternal'']]

Reanimated skeletons
''The Ancient Gods: Part Twol'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part Two]]''
Like the Zombified Soldiers, these former humans now march under the banner of the Dark Lord. They come equipped
with the ability to fire rockets off their shoulders. Exactly why they look so humanoid is finally explained...a chaingun and an impenetrable shield stolen from Urdak.



* 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 Sticky Bomb, Precision Bolt and Ballista able to do so in one shot), which also disables their jetpack when both are destroyed. This can render them into largely-impotent melee enemies who are only slightly faster than the basic 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.
* 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.
* DarkerAndEdgier: They were just another type of mook that are just human skeletons wearing a breastplate with built-in rocket launchers in the original games, with the manual stating that they're just demons brought back to life. But now, they both have a vastly more frightening appearance and are given a backstory that's both more horrifying than the original and equally tragic as well, as they're stated as being humans who underwent an extremely painful transformation that lasts over a period of weeks.
* 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.
* FateWorseThanDeath: The procedure of becoming a Revenant is an extremely gruesome and excruciating procedure that apparently lasts for weeks, before the subjects die of sheer pain, only to be brought back later as undead abominations.
* {{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: ''Eternal'' gives them back the ability to fire homing rockets.
* 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 Collector's Edition of 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.
* {{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.
* RevisitingTheRoots: In ''Eternal'' they ditch the skinless heads and blood splatters for a more emancipated but clean look, making them closely resemble the completely skeletal Revenants of the original games. They also get their homing rockets back, but under the condition that the lock-on can be cancelled.
* ScarySkeleton: Like in the previous games, but now equipped with jet-packs.
* 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 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.
* 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.
* WoobieDestroyerOfWorlds: Crosses over with TragicMonster, but it's revealed that the process for making Revenants is absolutely horrifying, even if they did it willingly, as the transformation into them itself is unimaginably painful and involves their skeleton growing out of their bodies and all their internal organs decomposing, and this process takes weeks to finally finish, and the unfortunate subjects are alive and are in great pain for the entirety of this process. Killing them feels less like slaying a demon and more like euthanizing a tragic, pitiful, beast.

to:

* AchillesHeel:
** Hitting
AchillesHeel: The codex lists explosives as being their jetpack while they're in mid-air will briefly stun them primary weakness, with mods like the Combat Shotgun's Stickybomb Launcher and force them the Rocket Launcher's Remote Detonator making quick work of them.
* GatlingGood: Wields a chaingun that rapid-fires projectiles.
* MoreDakka: Taking obvious inspiration from the Chaingunners of old, they wield a rapid-fire chaingun capable of shredding your health at close-to-mid range.
* {{Nerf}}: The Chaingun Commandos of the classic games could quickly shred your health
to land.
** In ''Eternal'',
bits on most difficulties, especially in groups. Riot Soldiers, even on Nightmare, are ''a lot'' weaker by comparison. Their chainguns are now projectile-based as opposed to hitscan, which, combined with their shoulder cannons sub-par accuracy from long range, makes dodging their attacks practically effortless. While they possess a lot of perks that effectively render them immune to frontal attacks, their crippling weakness to explosives combined with sluggish movement means they can be quickly wiped out with basic tools like the [[StarterEquipment Stickybomb Launcher & Frag Grenades]], especially since they usually spawn in tight-knit groups of two or more alongside other demons.
* KungFuProofMook: Their helmets make them completely immune to headshots.
* ShieldBearingMook: They bear a riot shield like the Shield Soldiers, but unlike them, it can't
be destroyed (with weapons like since it utilises the Sticky Bomb, Precision Bolt and Ballista able Maykr shielding technology stolen from Urdak. As a tradeoff, they turn a lot slower to do so in one shot), which also disables their jetpack when both are destroyed. This can render them into largely-impotent melee enemies who are only slightly faster than the basic Imps.
** To add insult
allow you to injury, they're considered a flying unit in ''Eternal'' (even with their jetpack disabled) causing them to get behind them.
* SuspiciouslySimilarSubstitute: They
take additional damage a lot of cues from the Ballista.
* 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.
* DarkerAndEdgier: They were just another type of mook that are just human skeletons wearing a breastplate with built-in rocket launchers in the original games, with the manual stating that they're just demons brought back to life. But now, they both have a vastly more frightening appearance and are given a backstory that's both more horrifying than the original and equally tragic as well, as they're stated as being humans who underwent an extremely painful transformation that lasts over a period of weeks.
* 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.
* FateWorseThanDeath: The procedure of becoming a Revenant is an extremely gruesome and excruciating procedure that apparently lasts for weeks, before the subjects die of sheer pain, only to be brought back later as undead abominations.
* {{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: ''Eternal'' gives them back the ability to fire homing rockets.
* 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 Collector's Edition
Chaingun Commandos of the game. One is on the cover of the box the Collector's Edition comes with, as well as classic series, being on the cover of the steelbook, as well as coming with a 30cm[[labelnote:In Imperial]]12-inches[[/labelnote]]-tall statue of one.
* {{Nerf}}: In ''2016'', they lack the homing rockets that made them such an infamous enemy
chaingun-wielding zombies clad in previous games. Even in ''Eternal'', the lock-on can be evaded by simply dashing.
* RevisitingTheRoots: In ''Eternal'' they ditch the skinless heads and blood splatters for a more emancipated but clean look, making them closely resemble the completely skeletal Revenants of the original games. They also get their homing rockets back, but under the condition that the lock-on can be cancelled.
* ScarySkeleton: Like in the previous games, but now equipped with jet-packs.
* 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 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.
* 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.
* WoobieDestroyerOfWorlds: Crosses over with TragicMonster, but it's revealed that the process for making Revenants is absolutely horrifying, even if they did it willingly, as the transformation into them itself is unimaginably painful and involves their skeleton growing out of their bodies and all their internal organs decomposing, and this process takes weeks to finally finish, and the unfortunate subjects are alive and are in great pain for the entirety of this process. Killing them feels less like slaying a demon and more like euthanizing a tragic, pitiful, beast.
red.



[[folder:Mancubus & Cyber-Mancubus]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0158_8.PNG]]
[[caption-width-right:350:Mancubus in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus.png]]
[[caption-width-right:350:Cyber-Mancubus in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mancubus_de.png]]
[[caption-width-right:350:Mancubus in ''DOOM Eternal'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cybermancubus_de.png]]
[[caption-width-right:350: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.

to:

[[folder:Mancubus & Cyber-Mancubus]]
[[quoteright:350:https://static.
[[folder:Demonic Trooper]]
!!Demonic Trooper
[[quoteright:304:https://static.
tvtropes.org/pmwiki/pub/images/img_0158_8.PNG]]
[[caption-width-right:350:Mancubus in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus.
org/pmwiki/pub/images/de_demonictrooper.png]]
[[caption-width-right:350:Cyber-Mancubus [[caption-width-right:304:Demonic Trooper in ''DOOM (2016)'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mancubus_de.png]]
[[caption-width-right:350:Mancubus in ''DOOM Eternal'']]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cybermancubus_de.png]]
[[caption-width-right:350:Cyber-Mancubus in ''DOOM Eternal'']]

Morbidly obese demons
''The Ancient Gods: Part Two'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part Two]]''
Immora's warrior caste who defend their home,
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.undying loyalty toward Davoth.



* AchillesHeel:
** In ''Eternal'', Mancubi 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 firepower from any other weapon, they can only fire pathetic, slow-moving 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. In fact, a point-blank blast from the Super Shotgun after Blood Punching their armor off puts them in a Glory Kill state immediately.
* {{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 a 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 in ''DOOM (2016)'' 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 sequel changes this to being artificial cybernetic cannons, which is no less horrific.
** 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 ''2016'', 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.
** In ''Eternal'', in addition to their traditional green UAC body armor, Cyber-Mancubi possess bright green skin that further differentiates them from standard Mancubi (particularly if said armor has been stripped).
* {{Cyborg}}: The Cyber-Mancubi, as is in their name, have been enhanced with UAC technology such as new weapons replacing their organic flamethrowers and armor plating grafted to their flesh. This has become standard for regular Mancubi in ''Eternal'', and their redesign is explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armor 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. ''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.
* 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.
* ExtremeOmnivore: Their backstory states that they have a proclivity to eat ''everything'', and that they grow rapidly in girth because of it.
* FatBastard: Larger than most demons, and so fat that their natural armor is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armor [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armor 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.
* {{Gasshole}}: These things have noxious fumes emanating from them constantly, and that's when they aren't actively using it as OrganicTechnology.
* 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.
* HeavilyArmoredMook: Cyber-Mancubi have heavy armor that lets them tank about twice as much damage as a regular Mancubus, though in ''Eternal'' their armor can be knocked off with a blood punch.
* IronicName: Part of their name references the rather good-looking [[SuccubiAndIncubi 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 armor in a single hit, making the rest of the fight a lot shorter (it's weaker than a regular Mancubus once its armor is down).
* MadeOfExplodium: The noxious, flammable effluvium that they spew from their arm cannons is a product of their own biology, and the player [[HoistByTheirOwnPetard can use this against them]]. In ''Doom 2016'' they can explode if they take damage in their stomach, and in ''Eternal'', a Glory Kill to the chest area and a front chainsaw attack can also make them explode, hurting other demons
* 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.
* MundaneUtility: Their legs are much too stubby to allow them to jump like most other demons. However, they can be seen [[RocketJump firing their weapons into the ground to launch themselves up to ledges]] to keep up with you.
* 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 HotAsHell seducers.
* 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: The standard variants are 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.
* 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. This is even lampshaded in the Codex as the Mancubi of ''Eternal'' are noted to be different than the ones discovered by UAC expeditions.
* RocketJump: This is how they boost themselves up to elevated positions, by literally using their {{Arm Cannon}}s as thrusters.
* SmokeOut: In ''Eternal's'' Battlemode, 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 several 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.
* UndergroundMonkey: There's both the regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous 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.
* WalkingWasteland: {{Downplayed}}; the bile fired by the Cyber-Mancubus will create a toxic pool that damages anything that enters it whilst it lingers.

to:

* AchillesHeel:
** In ''Eternal'', Mancubi are hideously tanky, even by the standards
TheAgeless: Immora's codex mentions them as having achieved a form of eternal life, having kept their fellow heavyweight demons; their arm cannons let them function as an anti-aircraft cannon, keeping you from moving too freely around the arena. souls, youth and human forms through regular injections of Hell Energy. However, if you blast off their arm cannons with either a weak point-buster (Sticky Bomb, Precision Bolt, Ballista standard fire) or enough firepower from any other weapon, this immortality is still incomplete, as not only is Hell Energy only created through the suffering of the souls of others[[note]]thus, they can only fire pathetic, slow-moving fireballs that need to go out and invade realms for Souls to make Hell Energy, otherwise, they aren't immortal anymore[[/note]], but as shown in gameplay, they are very, ''very'' easy to kill physically.
* BadassOnPaper: The ageless guardians of the centre of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than possessed human soldiers? They
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 qualify as [[{{Mook}} Fodder]] class enemies. That said, they're not utterly pathetic by ''all'' of their armour measures and most of their HP, exposing their huge guts could be threatening to retaliation. In fact, a point-blank blast from the Super Shotgun after Blood Punching their armor off puts them in a Glory Kill state immediately.
* {{Acrofatic}}:
** Mancubi [[MightyGlacier aren't exactly fast]], but
your average first-person shooter protagonist; it's just that they're just as agile as outclassed by everything else around them.
* BalanceBuff: Originally, they effectively had a measly 1 health and would gib instantly upon taking
any other demon when it comes to traversing sort of damage. They've since been buffed somewhat and are now at least regular enemies; they're a little tougher than zombies and imps, but weaker than possessed soldiers. You'll still mow through them effortlessly, though.
* FakeUltimateMook: First seen manning
the battlefield. It can be quite a shock when you believe yourself safe on a ledge above them, only for walls of Immora (the centre of Hell’s domain) and personally guarding the beast to simply jump up to you despite Dark Lord, their paunch enclosed armor and stubby legs.
**
energy spears mark them as {{evil counterpart}}s to the Night Sentinels besieging the city, making them ''seem'' like they're EliteMooks. They really, ''really'' aren't. 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 in ''DOOM (2016)'' 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 sequel changes this
thanks to being artificial cybernetic cannons, which is no less horrific.
** The general design of the Mancubus is quite horrific as well. Apart
laughably easy to kill, going down 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 ''2016'', 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.
** In ''Eternal'', in addition to their traditional green UAC body armor, Cyber-Mancubi possess bright green skin that further differentiates them from standard Mancubi (particularly if said armor has been stripped).
* {{Cyborg}}: The Cyber-Mancubi, as is in their name, have been enhanced with UAC technology such as new weapons replacing their organic flamethrowers and armor plating grafted to their flesh. This has become standard for regular Mancubi in ''Eternal'', and their redesign is explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armor 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. ''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.
* 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.
* ExtremeOmnivore: Their backstory states that they have a proclivity to eat ''everything'', and that they grow rapidly in girth because of it.
* FatBastard: Larger than most demons, and so fat that their natural armor is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armor [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armor 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.
* {{Gasshole}}: These things have noxious fumes emanating from them constantly, and that's when
slightest damage, they aren't actively using it enough of a threat to even qualify as OrganicTechnology.
* GiantMook: They're one of the biggest
Fodder and are relegated to being classified as Ambient, a category usually reserved for demons that barely qualify as enemies. Also, they don't even have the spears in gameplay. Unlike most enemies, they cannot be chainsawed or glory killed. To compensate, they drop ammo upon death.
* TheGoomba: Originally by far the weakest enemies encountered
in the game.
* GroundPound: Mancubi can do this to attack you if they feel you're too close.
* HeavilyArmoredMook: Cyber-Mancubi have heavy armor that lets them tank about twice as much damage as a regular Mancubus, though in ''Eternal''
series, with less durability than even the Lost Soul, and even after having their armor can be knocked off with a blood punch.
* IronicName: Part of their name references the rather good-looking [[SuccubiAndIncubi succubus or incubus]]... these guys are ''[[FatBastard anything but good looking]]''. Moreover,
health increased they're associated still cannon fodder. They have no special abilities to speak of, die in a single hit from most weapons (even coming into contact 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 Chaingun's energy shield causes them to stand against the Slayer explode), and their only attack is an incredibly inaccurate, slow-firing energy weapon that deals a pathetic amount of damage (on default difficulty it deals a pitiful ''2'' damage per shot). They ''can'' survive a handful of heavy machinegun or plasma rifle shots, but anything heavier utterly destroys them.
* KungFuProofMook: They can't be chainsawed or glory killed, which normally isn't a big deal given how easy they are to kill, but they can be a problem when you're at low health and being chased by a Super Heavy Demon or two and desperately looking
for a bit longer than the smaller demons, not tanking rockets and Ballista shots all day.
fodder enemy to recharge yourself with.
* MadeOfPlasticine: If you have a Blood Punch loaded in ''Eternal'', you can run up to a Cyber-Mancubus And that's the ''nice'' way of putting it. Even though they're TheAgeless, they're 100% mortal like any human... and punch it once to break through all of its armor in a single hit, making the rest of the fight a lot shorter (it's weaker than a regular Mancubus once its armor is down).
* MadeOfExplodium: The noxious, flammable effluvium that they spew from their arm cannons is a product of their own biology, and the player [[HoistByTheirOwnPetard can use this
when pitted against them]]. In such an absurdly powerful force like the Slayer, they can barely touch him without exploding into gibs. Pretty much anything in his arsenal will kill them in half a second.
* {{Mooks}}: Their durability and damage output are actually on par with basic mooks from most other First Person Shooter games... however, since this is
''Doom 2016'' Eternal'' and ''everything'' else (including the player) is so overpowered, they can explode if they take damage in get steamrolled pathetically easily.
* MythologyGag: Their armour and weaponry are both reused from ''2016''[='=]s multiplayer mode, specifically the Catalyst armour set and the Reaper respectively.
* PinataEnemy: In exchange for
their stomach, and in ''Eternal'', a Glory Kill immunity to the chest area and a front chainsaw attack can also make them explode, hurting other demons
and inability to be glory killed, they drop ammo upon death regardless of how you do it.
* MightyGlacier: RedAndBlackAndEvilAllOver: They fill this role on the battlefield. are clad in red and black armor, befitting of a hellish warrior caste.
* RedshirtArmy:
They can withstand more punishment than almost are hilariously weak, having an atrocious aim and exploding into gore after a single hit from any other non-boss enemy, non-automatic weapon, and their damage output can be frightening, but are even classified as ambient enemies. If that wasn't enough, they even wear literal red armor.
* UndyingLoyalty: To Davoth, which is why
they are some of more than willing to fight the slowest, most formulaic enemies in the game, making them both predictable and easy to outrun.
* MundaneUtility: Their legs are much too stubby to allow them to jump like most other demons. However,
Slayer, though they can be seen [[RocketJump firing their weapons into the ground to launch themselves up to ledges]] to keep up with you.
* 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 HotAsHell seducers.
* 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
are completely with incompetent at doing so.
* UnusableEnemyEquipment: The Reaper,
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: The standard variants are 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
weapon 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.
* 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. This is even lampshaded in the Codex as the Mancubi of ''Eternal'' are noted to be different than the ones discovered by UAC expeditions.
* RocketJump: This is how they boost themselves up to elevated positions, by literally using their {{Arm Cannon}}s as thrusters.
* SmokeOut: In ''Eternal's'' Battlemode, 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 several 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.
* UndergroundMonkey: There's both the regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous 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.
* WalkingWasteland: {{Downplayed}}; the bile fired by the Cyber-Mancubus will create a toxic pool that damages anything that enters it whilst it lingers.
use.



[[folder:Hell Knight]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/img_0155.PNG]]
[[caption-width-right:300:Hell Knight in ''DOOM (2016)'']]
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/hellknight_de.png]]
[[caption-width-right:340:Hell Knight in ''DOOM Eternal'']]

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.

to:

[[folder:Hell Knight]]
[[quoteright:300:https://static.
[[AC:Heavy Demons]]

[[folder:Arachnotron]]
!!Arachnotron
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/img_0155.PNG]]
[[caption-width-right:300:Hell Knight
org/pmwiki/pub/images/zzzzetmpts7vaaelbbc.jpg]]
[[caption-width-right:350:Arachnotron
in ''DOOM (2016)'']]
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/hellknight_de.png]]
[[caption-width-right:340:Hell Knight in ''DOOM Eternal'']]

Bearing a close resemblance
Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Giant, brain-shaped demons fused
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 a spider-shaped cybernetic frame equipped with a plasma turret and the Barons.a pair of grenade launchers.



* 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. Furthermore, they've gained an additional weakness to Chaingun fire alongside other Hell Nobles, causing them to falter when under fire from it and disrupting their attacks and movement.
* TheBrute: Hell's version of it. Hulking (though not as much as the Barons), straightforward and completely focused on melée combat.
* 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 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.
* CloseRangeCombatant: Unlike its 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 from the original games (who did not return in ''3''). ''2016'' brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.
* EliteMooks: Like their original iteration, Hell Knights are bigger, better, and stronger Imps: while they lack fire powers, they still share their speed and agility, and combine it with SuperStrength. They 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.
* 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.
* 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; get backed into a corner when they are about to do their ground pound, and you ''will'' be hurting.
* {{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.
* RevisitingTheRoots: In ''Eternal'', to ''Doom 3'' of all things; their skin is overall greyer in colouration, and their cranial regions now feature eyes and a more visible divide between either half of the skull.
* SkullForAHead: Their faces distinctly resemble that of a human skull, except for the eye sockets and the 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 shockwave.
* SmashMook: Hell Knights have lost their ranged attacks, but make up for it with their greatly increased speed and agility.

to:

* AchillesHeel: In both ''2016'' and ''Eternal'' 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 single Sticky Bomb, Precision Bolt or Ballista primary fire. This renders them largely impotent -- they are very strong slow, easy to hit, and very fast, but have no other ranged attacks besides a grenade launcher that roots them in place when they use it.
* AIIsACrapshoot: They were created by the [=UAC=] as part of another project to weaponize demons, building a factory to clone them on a production line 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.
* AintTooProudToBeg: While many demons do this in their Glory Kills, Arachnotrons [[https://www.youtube.com/watch?v=2IrIMmVLxzQ do this more blatantly]].
* 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, since
they are extremely predictable in their attack patterns. 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 also VERY large, making them hard a {{Mook}} version of the Spider Mastermind from ''2016''.
* EyeScream: The Doom Slayer can impale their eyes with their own vestigial claws during a top-front Glory Kill. Doing this from the top-rear 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 miss. get a grenade, and then stuffing it into the thing's mouth, where it promptly explodes.
* GiantSpider:
They're easy to shut down demonic spider-esque monsters that are the size of a truck.
* GrenadeLauncher: Fires a quartet of grenade launchers from either side of its spiderlike chassis
as long one of its attacks. These launchers become the Arachnotron's sole ranged attack if its turret gets broken.
* LightningBruiser: Their SpiderTank gives them impressive mobility on the floor and on walls, their limbs can deal as much damage as their PlasmaCannon and grenades, and they are as tanky
as you stay out can expect from heavy demons.
* MeaningfulName: The Arachnotron's chassis comes equipped with four spiderlike limbs that allow it to WallCrawl, while its signature plasma turret extends from the demon's rear like the stinger on a scorpion's tail.
* 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 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. Furthermore, they've gained an additional weakness to Chaingun fire alongside other Hell Nobles, causing them to falter when under fire from it and disrupting
body! Their codex entry implies their attacks and movement.
* TheBrute: Hell's version of it. Hulking (though not as much as the Barons), straightforward and completely focused on melée combat.
* BodyHorror: Hell Knights seem to have exposed flesh on several parts of
massive brain capacity helps them interface properly with their body.
extensive cybernetic prosthetics.
* 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 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.
* CloseRangeCombatant:
TookALevelInBadass: Unlike its the original Arachnotrons, they can move freely while using their plasma gun, making them more dangerous. This only concerns the plasma gun, however, as they still need to stop to throw grenades.
* WallCrawl: Unlike their
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
Arachnotrons in ''Doom II'' were {{Palette Swap}}s of Barons of Hell with lower health. In ''Doom 3'', they received a major redesign Eternal'' can crawl over pillars, walls and took a similar role as the Baron of Hell from the original games (who did not return in ''3''). ''2016'' brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.
* EliteMooks: Like their original iteration, Hell Knights are bigger, better, and stronger Imps: while they lack fire powers, they still share their speed and agility, and combine it with SuperStrength. They 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.
* GoodOldFisticuffs: Using their huge size to their advantage, they primarily attack
ceilings using their enormous strength, given that they no longer have the ranged attacks giant spiked legs.
* WeakTurretGun: Downplayed, since
their classic versions had.
* LightningBruiser: They are no longer the lumbering behemoths they were in previous games. Now, they are extremely agile, able
tail turrets do take some shooting 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; get backed into a corner when they are about to do their ground pound, and you ''will'' be hurting.
* {{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
destroy. Surefire methods of Hell's niche.
* RevisitingTheRoots: In ''Eternal'', to ''Doom 3'' of all things; their skin is overall greyer in colouration, and their cranial regions now feature eyes and
destruction usually involve a more visible divide between either half of the skull.
* SkullForAHead: Their faces distinctly resemble that of a human skull, except for the eye sockets and the 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 shockwave.
* SmashMook: Hell Knights have lost their ranged attacks, but make up for it with their greatly increased speed and agility.
well-placed Stickybomb or Precision Bolt.



[[folder:Baron of Hell]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/img_0156.PNG]]
[[caption-width-right:300:Baron of Hell in ''DOOM (2016)'']]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/baron_of_hell_eternal.jpg]]
[[caption-width-right:300:Fireborne Baron in ''DOOM Eternal'']]

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.

to:

[[folder:Baron of Hell]]
[[quoteright:300:https://static.
[[folder:Cacodemon]]
!!Cacodemon
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/img_0156.PNG]]
[[caption-width-right:300:Baron of Hell
org/pmwiki/pub/images/de_cacodemon.png]]
[[caption-width-right:350:Cacodemon
in ''DOOM (2016)'']]
[[quoteright:300:https://static.
Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.
tvtropes.org/pmwiki/pub/images/baron_of_hell_eternal.jpg]]
[[caption-width-right:300:Fireborne Baron in ''DOOM Eternal'']]

Members of Hell's ruling class, the Barons are among the most powerful demons in the game, with
org/pmwiki/pub/images/cacodemon.png[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
Large red floating head demons, these Cacodemons look much more like
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.counterparts than their ''Doom 3'' versions.



* AchillesHeel: They take the 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.
** As with all Hell Nobles, ''Eternal'''s Fireborne Barons will now stumble and falter while under fire from the Chaingun, particularly with the Mobile Turret equipped.
* AlienBlood: In ''Eternal'', the Fireborne Barons bleed ''liquid hot magma''. Justified, given the Fireborne Barons have fused with Hellfire itself.
* AsskickingLeadsToLeadership: 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 Hellfire itself.
* EliteMooks: Are the strongest non-boss enemy in ''2016'', and remain one of the toughest in ''Eternal'': unlike Hell Knights, they can use fireballs, making them even more dangerous. 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: 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 obsidian hides [[ShowsDamage crack away]], revealing 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.

to:

* 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.
* AlienBlood: ''DOOM (2016)'' averts this, where they have red blood like all the other demons. ''Eternal'', however, plays this straight, giving them back their bright blue blood.
* AnArmAndALeg: Powerful attacks can tear their arms clean off, though this has no real effect gameplay-wise.
* BreathWeapon:
They take the 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 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]].
* ExtremeOmnivore: In ''Eternal'', they not only catch the Slayer's explosives in their mouth -- they ''swallow'' them too, granting an easy kill.
* EyeScream: Most glory kills involve damaging or outright removing 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.
* GlassCannon: In ''Eternal'' their offensive capabilities have been massively buffed but they’re very easy to kill via their crippling weaknesses to [[FeedItABomb FragGrenades/Sticky Bombs]] or the Ballista’s Arblast Mod. [[DownplayedTrope They’re quite tanky without exploiting these weaknesses]] but other Heavy Demons don’t have such easily exploitable weaknesses.
* IAteWhat: Their reaction after you [[FeeditABomb feed them a bomb]] in ''Eternal''.
* MadeOfIron: They're remarkably tanky considering how relatively small they are and how commonly they appear. They can take about as much damage as
a Hell Knight and couple it to bring down, while often appearing in greater numbers.
* MoreTeethThanTheOsmondFamily: This version has ''four'' jaws (two horizontal, two vertical) all bristling
with a devastating ranged attack. However, teeth.
* {{Nerf}}: In ''Eternal'',
their large size makes new weakness to swallowing grenades means that you can now easily kill 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 even without retaliation.
** As with all Hell Nobles, ''Eternal'''s Fireborne Barons will now stumble
heavy weapons.
* RevisitingTheRoots: Although not quite as drastic a redesign as those received by some of the other demons between ''2016''
and falter while under fire from the Chaingun, particularly with the Mobile Turret equipped.
* AlienBlood: In
''Eternal'', the Fireborne Barons bleed ''liquid hot magma''. Justified, Cacodemon is given the Fireborne Barons have fused with Hellfire itself.
* AsskickingLeadsToLeadership: Are among the highest-ranking demons in Hell, and boy, do they earn it.
* BigRedDevil: Just like his
back some smaller details from its classic counterpart, the ''2016'' version is a big design, such as more vibrant red demon with skin, whiter horns and hooves. The Fireborne Barons play with this teeth, a bit; it loses the red colouring until you damage it enough to reveal pupil in 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 Hellfire itself.
* EliteMooks: Are the strongest non-boss enemy in ''2016'',
eye, and remain one of the toughest in ''Eternal'': unlike Hell Knights, they can use fireballs, making them even more dangerous. In Battlemode, they serve as its blue blood.
* ShockAndAwe: At
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
very least, their projectile (green in ''2016'', fiery orange and red in ''Eternal'').
attack seems to have lightning elements to it.
* GroundWave: SpamAttack: 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: 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 obsidian hides [[ShowsDamage crack away]], revealing 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 fire a massive shockwave wherever they land.
rapid burst of multiple projectiles at once.
* TookALevelInBadass: Barons in ''2016'' are pretty tough, but not significantly They do considerably more so damage with their bite attacks than other elite demons. The Fireborne Barons of before, and their spit causes InterfaceScrew should it connect. ''Eternal'' are "Super Heavy"-tier demons capable of tanking a BFG blast.gives them further buffs concerning their damage, aggression, and tankiness (at least if you're not using the Ballista or making them gulp down grenades).



!!Summoner




to:

!!!'''Appear in:''' ''VideoGame/Doom2016''



[[folder:Prowler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prowler.png]]
[[caption-width-right:350:Prowler in ''DOOM (2016)'']]

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.

to:

[[folder:Prowler]]
[[folder:Harvester ('''Multiplayer Only''')]]
!!Harvester
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/prowler.org/pmwiki/pub/images/harvester.png]]
[[caption-width-right:350:Prowler [[caption-width-right:350:Harvester in ''DOOM (2016)'']]

Swift and agile Imp-like demons who are expert hunters and ambushers. While
(2016)'']]
!!!'''Appear in:''' ''VideoGame/Doom2016''
A demon similar
in ''2016'' they appearance to the Summoner which only appear appears in ''2016''[='s=] multiplayer. It was added in the multiplayer as a playable demon, they return as standard enemies in ''DOOM Eternal''[='s=] campaign.first expansion pack, "Unto the Evil". It uses vampiric plasma lightning beams to steal the life force from its victims and then convert it into Hellish energy projectiles.



* AchillesHeel: Being frozen by Ice Bombs or pinned by the Meathook will lock them in place, preventing them from teleporting away. Despite requiring three chainsaw fuel pips to kill in ''Eternal,'' they are fairly squishy, to the point that a single blast from the Super Shotgun reduces them to meaty chunks, and a standard Ballista shot will instantly stagger them. 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.
* EliteMooks: 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.
* {{Expy}}: They share multiple design cues evocative of the Nightmare Imps from ''Doom 64'', with an implike body structure alongside purple colouration applied to their skin and thrown projectiles.
* 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 some 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.
* 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 by far the smallest and 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 can 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.

to:

* AchillesHeel: Being frozen by Ice Bombs or pinned by the Meathook will lock them in place, preventing them from teleporting away. Despite requiring three chainsaw fuel pips to kill in ''Eternal,'' they are fairly squishy, to the point that {{Cyclops}}: Sports a single blast from the Super Shotgun reduces them to meaty chunks, and a standard Ballista shot will instantly stagger them. The trouble large, yellow eye that dominates its face.
* LifeDrain: Its primary mechanic
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.
* EliteMooks: 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.
* {{Expy}}: They share multiple design cues evocative of the Nightmare Imps from ''Doom 64'', with an implike body structure alongside purple colouration applied to their skin and thrown projectiles.
* 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
its ability to climb and swing like ComicBook/SpiderMan in the multiplayer) makes them some 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.
* 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 by far the smallest and 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
leech health for the second or so before he finishes it off, it can only stand there screaming in fear and pain at the wound.
itself from opposing players.
* SpreadShot: In ''Eternal'', they After using its life drain lightning to fill up its meter, it can fire purple energy projectiles, sometimes charging them then launch a spread of five large plasma shots similar to fire three of them at once in a spread.
* TeleportSpam: In ''Eternal'', they are given
the ability to teleport. They abuse it BFG, each with ruthless efficiency the capacity 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.
other players.



[[folder:Harvester]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/harvester.png]]
[[caption-width-right:350:Harvester in ''DOOM (2016)'']]

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

to:

[[folder:Harvester]]
[[quoteright:350:https://static.

[[folder:Carcass]]
!!Carcass
[[quoteright:340:https://static.
tvtropes.org/pmwiki/pub/images/harvester.org/pmwiki/pub/images/carcass_8.png]]
[[caption-width-right:350:Harvester [[caption-width-right:340:Carcass in ''DOOM (2016)'']]

A demon similar in appearance to
Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Cybernetically-augmented human corpses created by
the Summoner which only appears in ''2016''[='s=] multiplayer. It was added in UAC, the first expansion pack, "Unto the Evil". It uses vampiric plasma lightning beams to steal the life force from its victims and then convert it into Hellish energy projectiles.Carcass is a highly effective support unit.



* {{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.

to:

* {{Cyclops}}: Sports AchillesHeel: Their shields are vulnerable to the same overloading effects as the Shield Soldier's, and the explosion generated with its destruction is much bigger; this means that they often [[UnwantedAssistance endanger their allies FAR more than they help them.]]
* AttackItsWeakPoint: The Carcass has a tank of fuel attached to its back and shooting it will make kill the Carcass in one hit as the tank explodes.
* AndIMustScream: According to its Codex entry, a Carcass is more or less a cybernetic zombie -- stuck in a stage between life and death. Its unliving 'host' body is connected to the cybernetic apparatus, essentially keeping each other alive; and since the armature is ''simulating'' living impulses, that would indicate that if there even is a working brain in the Carcass, it is utterly helpless to stop what its body is doing.
* 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. Their right arms are essentially merged with their own cannons, tendrils of rotted flesh wrapped around them.
* 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.
* EnergyRingAttack: They can fire ring-shaped laser blasts.
* FatBastard: Its upper torso is stuffed with cybernetics and bloated with decomposition, giving it a corpulent appearance. During gameplay, it tends to let out an inhuman gravelly laugh at the Slayer.
* 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 firing energy rings 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.
* SquishyWizard: Physically bloated and squishy attributes aside, its attacks can be devastating and those shields do their job well of blocking your/your bullet's path if you're not expecting them, but the poor guy puts those shields up for a reason as it can't take much punishment at ''all.'' As mentioned above, a good shot at its fuel tank will explode it into jelly, and if you manage to get past its shields and reach it directly,
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
fully upgraded blood punch will knock them into a spread of five large plasma shots similar to glory kill state, and since they count as heavy demons, the BFG, each with the capacity blood punch you used to one-shot other players.glory kill them will be immediately replenished upon butchering them!



!!Introduced in ''DOOM Eternal''

[[folder:Tentacle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tentacle_7.png]]
[[caption-width-right:350:Tentacle in ''DOOM Eternal'']]
Ambient, but not harmless demons created through the spread of the Hellgrowth infesting Earth. They hide in holes or under purple goop, waiting for anything to come close so they can strike.

to:

!!Introduced in ''DOOM Eternal''

[[folder:Tentacle]]
[[folder:Mancubus & Cyber-Mancubus]]
!!Mancubus & Cyber-Mancubus
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tentacle_7.org/pmwiki/pub/images/mancubus_de.png]]
[[caption-width-right:350:Tentacle [[caption-width-right:350:Mancubus in ''DOOM Eternal'']]
Ambient, but not harmless [[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0159.PNG[[/labelnote]]]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cybermancubus_de.png]]
[[caption-width-right:350:Cyber-Mancubus in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/cyber_mancubus.png[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
Morbidly obese
demons created through with fireball cannons for arms. The Cyber variant is the spread result of UAC experimentation on several test subjects, outfitted with two corrosive acid guns as opposed to the Hellgrowth infesting Earth. They hide in holes or under purple goop, waiting for anything to come close so they can strike.organic flame cannons.



* AttackOfThe50FootWhatever: In ''The Ancient Gods: Part One'', [[spoiler:there are specimens in the Blood Swamp that are the size of skyscrapers. They are also considerably tougher and more dangerous.]]
* CombatTentacles: They ''are'' one of themselves.
* GlassCannon: Make no mistake, they pack a serious punch and can take a substantial amount of armour/health when the Doom Slayer gets close, but they can't tank a Combat Shotgun blast, never mind the tougher weapons.
* JumpScare: Inexperienced players will have some the first time they jump out of the ground.
* MeatMoss: In the Codex, it hints that these tentacles don't live in the Hellgrowth, but as part of it; a natural defence.
* WhackAMonster: Their ''modus operandi''. Where there are tentacles, there are many holes that may house one of these tentacles. However, not every hole has one.

to:

* AttackOfThe50FootWhatever: AchillesHeel:
**
In ''The Ancient Gods: Part One'', [[spoiler:there ''Eternal'', Mancubi are specimens in 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 firepower from any other weapon, they can only fire pathetic, slow-moving 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 Swamp Punch will tear off ''all'' of their armour and most of their HP, exposing their huge guts to retaliation. In fact, a point-blank blast from the Super Shotgun after Blood Punching their armor off puts them in a Glory Kill state immediately.
* {{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 a 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 in ''DOOM (2016)'' 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 sequel changes this to being artificial cybernetic cannons, which is no less horrific.
** The general design of
the size 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 ''2016'', 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.
** In ''Eternal'', in addition to their traditional green UAC body armor, Cyber-Mancubi possess bright green skin that further differentiates them from standard Mancubi (particularly if said armor has been stripped).
* {{Cyborg}}: The Cyber-Mancubi, as is in their name, have been enhanced with UAC technology such as new weapons replacing their organic flamethrowers and armor plating grafted to their flesh. This has become standard for regular Mancubi in ''Eternal'', and their redesign is explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armor without going to the extent
of skyscrapers. the Cyber-Mancubi.
* DamageSponge:
They can suck up a ''lot'' of ammo before going down.
* DecompositeCharacter: In most ''Doom'' games the Mancubi
are also considerably tougher otherwise organic creatures with cybernetic guns. ''2016'' splits them into two kinds: the entirely organic Mancubi and the far more dangerous.]]
visibly enhanced Cyber-Mancubi. Both return in ''VideoGame/DoomEternal'', though are now directly based on the classic Mancubus appearance-wise.
* CombatTentacles: They ''are'' 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.
* ExtremeOmnivore: Their backstory states that they have a proclivity to eat ''everything'', and that they grow rapidly in girth because of it.
* FatBastard: Larger than most demons, and so fat that their natural armor is incapable of fully protecting them. Humorously, according to
one of themselves.
its Codex entries, the UAC ''tried'' to remedy this with all-encompassing armor [[FailureIsTheOnlyOption but the Cyber-Mancubi kept outgrowing said armor anyway.]]
* GlassCannon: Make no mistake, they pack FeedItABomb: Glory kill a serious punch Mancubus and can take a substantial amount of armour/health when the Doom Slayer gets close, pulls out a piece of its flammable innards, and shoves it in the beast's mouth, blowing it up.
* {{Gasshole}}: These things have noxious fumes emanating from them constantly, and that's when they aren't actively using it as OrganicTechnology.
* 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.
* HeavilyArmoredMook: Cyber-Mancubi have heavy armor that lets them tank about twice as much damage as a regular Mancubus, though in ''Eternal'' their armor can be knocked off with a blood punch.
* IronicName: Part of their name references the rather good-looking [[SuccubiAndIncubi 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 armor in a single hit, making the rest of the fight a lot shorter (it's weaker than a regular Mancubus once its armor is down).
* MadeOfExplodium: The noxious, flammable effluvium that they spew from their arm cannons is a product of their own biology, and the player [[HoistByTheirOwnPetard can use this against them]]. In ''Doom 2016'' they can explode if they take damage in their stomach, and in ''Eternal'', a Glory Kill to the chest area and a front chainsaw attack can also make them explode, hurting other demons
* 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.
* MundaneUtility: Their legs are much too stubby to allow them to jump like most other demons. However, they can be seen [[RocketJump firing their weapons into the ground to launch themselves up to ledges]] to keep up with you.
* 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 HotAsHell seducers.
* 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: The standard variants are armed with two flamethrowers.
* PoisonousPerson: The Cyber-Mancubus
can't tank a Combat Shotgun blast, never mind ignite the tougher weapons.
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.
* JumpScare: Inexperienced 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. This is even lampshaded in the Codex as the Mancubi of ''Eternal'' are noted to be different than the ones discovered by UAC expeditions.
* RocketJump: This is how they boost themselves up to elevated positions, by literally using their {{Arm Cannon}}s as thrusters.
* SmokeOut: In ''Eternal's'' Battlemode, 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 several new attacks to defend against
players will have some 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.
* UndergroundMonkey: There's both
the first time they jump out regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous 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 ground.
standard attacks alongside increased health and damage output.
* MeatMoss: In WalkingWasteland: {{Downplayed}}; the Codex, it hints bile fired by the Cyber-Mancubus will create a toxic pool that these tentacles don't live in the Hellgrowth, but as part of it; a natural defence.
* WhackAMonster: Their ''modus operandi''. Where there are tentacles, there are many holes
damages anything that may house one of these tentacles. However, not every hole has one.enters it whilst it lingers.



[[folder:Gargoyle]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_eternal.png]]
[[caption-width-right:350:Gargoyle in ''DOOM Eternal'']]

Imp-like demons with wings on their back, allowing them to fly.

to:

[[folder:Gargoyle]]
[[folder:Hell Knight]]
!!Hell Knight
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gargoyle_eternal.org/pmwiki/pub/images/hellknight_de.png]]
[[caption-width-right:350:Gargoyle [[caption-width-right:350:Hell Knight in ''DOOM Eternal'']]

Imp-like demons with wings on
Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0155.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
Bearing a close resemblance to
their back, allowing ''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 to fly.and the Barons.



* AcidAttack: They launch globs of acid instead of fireballs like Imps, and can fly to rain down a dozen acid balls at once.
* 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.
* 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 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.
* FragileSpeedster: As Fodder demons, their fragility is a given. However, like the Imp, they will never stay in the same place for long. Their flying abilities and overall agility make it hard to land a shot. At first.
* IntroducedSpeciesCalamity: A slight aversion: The Codex lists Gargoyles as natives to the Sentinel homeworld, making them one of the few known non-native creatures to not only survive but thrive within Hell, integrating themselves into the demonic hierarchy enough to the point of being classified as demons outright.
* OurGargoylesRock: Grotesque demons with a split lower jaw and lanky, malnourished frame. Its hands possess large metal blades, which appear to be grafted onto the demon's body. Similarly to the Imp, it has a hunched-over body frame and well-built legs.

to:

* AcidAttack: They launch globs of acid instead of fireballs like Imps, and can fly to rain down a dozen acid balls at once.
* AchillesHeel: Damaging them as In both ''2016'' and ''Eternal'' -- they perform are very strong and very fast, but they are extremely predictable in their airborne spit attack with a low-yield weapon will see patterns. They're also VERY large, making them crashing hard to the ground ripe for a Glory Kill.
* AirborneMook: They make good use
miss. They're easy to shut down as long as you stay out of their wings reach.
** Things get even worse for them
in combat, hovering high in ''Eternal'', where the air to rain down acid from relative safety. The Codex also mentions that Gargoyles were a real pain for the Night Sentinels to deal with, as their Slayer's new dash ability lets him effortlessly kite around them even in close quarters. Furthermore, they've gained an additional weakness to fly meant that they could easily bypass city defences Chaingun fire alongside other Hell Nobles, causing them to falter when under fire from it 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
disrupting their head in half with their own scythe.
attacks and movement.
* TheBrute: Hell's version of it. Hulking (though not as much as the Barons), straightforward and completely focused on melée combat.
* BodyHorror: A closer look at the Gargoyle reveals that Hell Knights seem to have exposed flesh on several parts of their arm scythes body.
* CantCatchUp: A particularly literal example; as mentioned above, they are one of the only returning enemies from ''2016'' who
don't look get any new 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 a natural part easily dodged, baiting them into fruitless leaps that leave them wide open for retaliation.
* CloseRangeCombatant: Unlike its 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 from the original games (who did not return in ''3''). ''2016'' brought both enemies back, with the Barons of Hell resembling their anatomy, classic appearance while the Hell Knights retain their look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.
* EliteMooks: Like their original iteration, Hell Knights are bigger, better, and stronger Imps: while they lack fire powers, they still share their speed and agility, and combine it with SuperStrength. They 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.
* GoodOldFisticuffs: Using their huge size to their advantage, they primarily attack using their enormous strength,
given that they appear to be misshapen metal blades crudely grafted in no longer have the ranged attacks their forearms, bisecting classic versions had.
* 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; get backed into a corner when they are about to do
their hands. All that gore coating ground pound, and you ''will'' be hurting.
* {{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 Gargoyle's arms is probably as much from them as it is from Baron of Hell's niche.
* RevisitingTheRoots: In ''Eternal'', to ''Doom 3'' of all things;
their victims.
* FragileSpeedster: As Fodder demons, their fragility
skin is a given. However, like the Imp, they will never stay in the same place for long. Their flying abilities and overall agility make it hard to land greyer in colouration, and their cranial regions now feature eyes and a shot. At first.
* IntroducedSpeciesCalamity: A slight aversion: The Codex lists Gargoyles as natives to the Sentinel homeworld, making them one
more visible divide between either half of the few known non-native creatures skull.
* SkullForAHead: Their faces distinctly resemble that of a human skull, except for the eye sockets and the 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 not only survive anything caught in the shockwave.
* SmashMook: Hell Knights have lost their ranged attacks,
but thrive within Hell, integrating themselves into the demonic hierarchy enough to the point of being classified as demons outright.
* OurGargoylesRock: Grotesque demons
make up for it with a split lower jaw their greatly increased speed and lanky, malnourished frame. Its hands possess large metal blades, which appear to be grafted onto the demon's body. Similarly to the Imp, it has a hunched-over body frame and well-built legs. agility.



[[folder:Arachnotron]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zzzzetmpts7vaaelbbc.jpg]]
[[caption-width-right:350:Arachnotron in ''DOOM Eternal'']]

Giant, brain-shaped demons fused to a spider-shaped cybernetic frame equipped with a plasma turret and a pair of grenade launchers.

to:

[[folder:Arachnotron]]
[[folder:Dread Knight]]
!!Dread Knight
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zzzzetmpts7vaaelbbc.jpg]]
[[caption-width-right:350:Arachnotron
org/pmwiki/pub/images/dreadknight.png]]
[[caption-width-right:350:Dread Knight
in ''DOOM Eternal'']]

Giant, brain-shaped demons fused to a spider-shaped cybernetic frame
Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Hell Knights that are enhanced with various cybernetics by the UAC,
equipped with a plasma turret twin energy blades and a pair pumped full of grenade launchers.performance-enhancing chemicals.



* 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 single Sticky Bomb, Precision Bolt or Ballista 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.
* AIIsACrapshoot: They were created by the [=UAC=] as part of another project to weaponize demons, building a factory to clone them on a production line 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.
* AintTooProudToBeg: While many demons do this in their Glory Kills, Arachnotrons [[https://www.youtube.com/watch?v=2IrIMmVLxzQ do this more blatantly]].
* 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, 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 vestigial claws during a top-front Glory Kill. Doing this from the top-rear 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 from either side of its spiderlike chassis as one of its attacks. These launchers become the Arachnotron's sole ranged attack if its turret gets broken.
* LightningBruiser: Their SpiderTank gives them impressive mobility on the floor and on walls, their limbs can deal as much damage as their PlasmaCannon and grenades, and they are as tanky as you can expect from heavy demons.
* MeaningfulName: The Arachnotron's chassis comes equipped with four spiderlike limbs that allow it to WallCrawl, while its signature plasma turret extends from the demon's rear like the stinger on a scorpion's tail.
* 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! Their codex entry implies their massive brain capacity helps them interface properly with their extensive cybernetic prosthetics.
* TookALevelInBadass: Unlike the original Arachnotrons, they can move freely while using their plasma gun, making them more dangerous. This only concerns the plasma gun, however, as they still need to stop to throw grenades.
* 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 Stickybomb or Precision Bolt.

to:

* AchillesHeel: AchillesHeel:
**
They are ferociously powerful mid-range combatants who can lock the Slayer down with aren't quite as fast as their plasma turret, but said turret can be destroyed with a single Sticky Bomb, Precision Bolt or Ballista primary fire. This renders them largely impotent -- they are slow, easy to hit, unmodified counterparts are, and have no other their tendency to launch ranged attacks besides a grenade launcher means that roots them in place when they use it.
* AIIsACrapshoot: They were created
will often be left behind by the [=UAC=] as part of another project to weaponize demons, building a factory to clone them on a production line 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.
* AintTooProudToBeg: While many
both their fellow demons do this in their Glory Kills, Arachnotrons [[https://www.youtube.com/watch?v=2IrIMmVLxzQ do this more blatantly]].
* BizarreAlienBiology: Their ribcage is ''inside of their brain''.
* BrainMonster: Like
and the Spider Mastermind, they resemble demonic brains with vestigial limbs mounted on SpiderTank bodies. Justified, since they are clones created Slayer as the battle moves around the arena.
** Since they're considered a Hell Noble, they're also susceptible to the faltering and attack disruptions courtesy of MoreDakka
from the tissue of the original Spider Mastermind.
* TheBusCameBack: After being absent
Chaingun.
** A single barrage
from the franchise for more than Rocket Launcher’s Lock-On Burst will instantly put them in a decade, Arachnotrons return for ''VideoGame/DOOMEternal''.
Glory Kill state.
* BladeBelowTheShoulder: Has a LaserBlade attached to each wrist.
* {{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
While functionally similar to Hell Knights, Dread Knights stand in stark visual contrast as their eyes flesh has been meshed with cybernetics, with their own vestigial claws during a top-front Glory Kill. Doing this from arms, in particular, being replaced by ArtificialLimbs equipped with energy blades.
* EliteMooks: Far stronger than
the top-rear makes standard [[SmashMook Hell Knights]], forming a bridging point between them and the Slayer skew Barons of Hell. They also lose some of their predecessor's weaknesses -- they gain 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 from either side of its spiderlike chassis as one of its attacks. These launchers become the Arachnotron's sole
ranged attack if its turret gets broken.
* LightningBruiser:
and a wide-reaching sweeping slash that covers a large radius around them, making kiting them a hazardous proposition. Their SpiderTank gives them impressive mobility on the floor and on walls, their limbs ground pounds even create pools of electrified plasma that can deal as much still damage as the player and restrict their PlasmaCannon movement, even if the strike itself is dodged.
* MoreDakka: Their aforementioned weakness, courtesy of the Chaingun. 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.
* PlayerExclusiveMechanic: Several in Battlemode. In addition to now being able to double jump, the playable Dread Knight has the ability to use the [[{{Teleportation}} Quantum Orb]]
and grenades, and go [[UnstoppableRage Berserk]].
* PowerGlows: Player-controlled Dread Knights glow bright orange with Berserk activated.
* PromotedToPlayable: Joined the roster of playable Battlemode demons in Update 6.66.
* 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 as tanky as you can expect from heavy demons.
* MeaningfulName: The Arachnotron's chassis comes equipped
faster, tougher and stronger than normal Hell Knights, juiced up with four spiderlike limbs that allow it to WallCrawl, while its signature plasma turret extends from the demon's rear like the stinger on a scorpion's tail.
* 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! Their codex entry implies their
massive brain capacity helps doses of epinephrine (in layman's terms, adrenaline) to keep them interface properly in an unbroken state of bloodlust and injected with their extensive cybernetic prosthetics.
* TookALevelInBadass: Unlike the original Arachnotrons,
artificial dopamine for every kill they can move freely while using their plasma gun, get, making them even more dangerous. This only concerns eager to disregard their lives for the plasma gun, however, as they still need to stop to sake of battle.
* SwordBeam: They can
throw grenades.
* WallCrawl: Unlike
these at you with their classic counterparts, Arachnotrons in ''Doom Eternal'' arm blades if they can't catch you.
* {{Teleportation}}: The Quantum Orb ability allows the Dread Knight to shoot out an EnergyBall and teleport to the orb's location after being sent out.
* UnstoppableRage: In Battlemode, the Dread Knight
can crawl over pillars, walls and ceilings using use the Berserk ability, which replaces their giant spiked legs.
* WeakTurretGun: Downplayed, since their tail turrets do take some shooting
usual energy wave attack with high-speed slashes and makes them much faster and reduces damage taken to destroy. Surefire methods of destruction usually involve boot. The ability has a well-placed Stickybomb or Precision Bolt.very slow cooldown after being used, however.



[[folder:Carcass]]
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/carcass_8.png]]
[[caption-width-right:340:Carcass in ''DOOM Eternal'']]
Cybernetically-augmented human corpses created by the UAC, the Carcass is a highly effective support unit.

to:

[[folder:Carcass]]
[[quoteright:340:https://static.
[[folder:Pain Elemental]]
!!Pain Elemental
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/carcass_8.png]]
[[caption-width-right:340:Carcass
org/pmwiki/pub/images/pain_elemental_28doom_eternal29.jpg]]
[[caption-width-right:350:Pain Elemental
in ''DOOM Eternal'']]
Cybernetically-augmented human corpses created by the UAC, the Carcass is a highly effective support unit.!!!'''Appear in:''' ''VideoGame/DoomEternal''
Powerful, floating one-eyed demons that can launch multiple Lost Souls.



* AchillesHeel: Their shields are vulnerable to the same overloading effects as the Shield Soldier's, and the explosion generated with its destruction is much bigger; this means that they often [[UnwantedAssistance endanger their allies FAR more than they help them.]]
* AttackItsWeakPoint: The Carcass has a tank of fuel attached to its back and shooting it will make kill the Carcass in one hit as the tank explodes.
* AndIMustScream: According to its Codex entry, a Carcass is more or less a cybernetic zombie -- stuck in a stage between life and death. Its unliving 'host' body is connected to the cybernetic apparatus, essentially keeping each other alive; and since the armature is ''simulating'' living impulses, that would indicate that if there even is a working brain in the Carcass, it is utterly helpless to stop what its body is doing.
* 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. Their right arms are essentially merged with their own cannons, tendrils of rotted flesh wrapped around them.
* 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.
* EnergyRingAttack: They can fire ring-shaped laser blasts.
* FatBastard: Its upper torso is stuffed with cybernetics and bloated with decomposition, giving it a corpulent appearance. During gameplay, it tends to let out an inhuman gravelly laugh at the Slayer.
* 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 firing energy rings 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.
* SquishyWizard: Physically bloated and squishy attributes aside, its attacks can be devastating and those shields do their job well of blocking your/your bullet's path if you're not expecting them, but the poor guy puts those shields up for a reason as it can't take much punishment at ''all.'' As mentioned above, a good shot at its fuel tank will explode it into jelly, and if you manage to get past its shields and reach it directly, a single fully upgraded blood punch will knock them into a glory kill state, and since they count as heavy demons, the blood punch you used to glory kill them will be immediately replenished upon butchering them!

to:

* AchillesHeel: Their shields are vulnerable They're slower and larger than their fellow flying heavies, the 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 also receive additional damage from the Ballista, going down in a minimum of two Arbalest shots to the same overloading effects as the Shield Soldier's, and the explosion generated with its destruction is much bigger; this means that they often [[UnwantedAssistance endanger their allies FAR more than they help them.]]
* AttackItsWeakPoint: The Carcass has a tank of fuel attached to its back and shooting it will make kill the Carcass in one hit as the tank explodes.
Caco's one.
* AndIMustScream: According to its Codex entry, a Carcass is more or less a cybernetic zombie -- stuck in a stage between life and death. Its unliving 'host' body is connected to the cybernetic apparatus, essentially keeping each other alive; and since the armature Codex, their entire existence is ''simulating'' living impulses, that would indicate that if there even devoted to forging Lost Souls within their stomach, which is a working brain in the Carcass, it is utterly helpless to stop what its body is doing.
* ArtificialZombie: They are human carcasses that are reanimated and fitted with cybernetics, just like the Revenants.
an understandably excruciating process.
* BarrierWarrior: The Carcass In Battlemode, where it can erect summon a wall Soul Shield made up of plasma energy that will block Lost Souls to not only protect itself against attacks but launch at the Doom Slayer's shots against itself or other demons, primarily as a deterrent against Slayer.
* BizarreAlienBiology: Much like
the rocket launcher, 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.
* EliteMooks: 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 a Lost Soul from its gullet 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 several small ones,
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.
particularly impressive main pair.
* 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. Their right arms are essentially merged with their own cannons, tendrils of rotted flesh wrapped around them.
* 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.
* EnergyRingAttack: They can fire ring-shaped laser blasts.
* FatBastard:
MagicMissileStorm: Its upper torso is stuffed with cybernetics and bloated with decomposition, giving it a corpulent appearance. During gameplay, it tends to let out an inhuman gravelly laugh at the Slayer.
* 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
main form of attack involves firing energy rings generated from is launching Lost Souls at you.
* MonstrousMandibles: Has two jaws and no less than ''8'' toothy mandibles. Its "Big Mouth" emote displays
its torso while huge, horrendous maw as it essentially jams out to the music.
roars.
* GroundWave: It can fire its shield cannon into the ground to launch MookMaker: Played with; besides a short-range shockwave at the Slayer.
* SpiderLimbs: The human-like upper body of the Carcass is stuck to three cybernetic legs.
* SpinAttack: Its
close-range 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.
* SquishyWizard: Physically bloated and squishy attributes aside,
swipe, its attacks can be devastating and those shields do 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 job well of blocking your/your bullet's path if you're not expecting them, but [[https://78.media.tumblr.com/ae3a96bb1672cf1f1441fd20b9a60ae4/tumblr_inline_p8y7iqnppj1s408j9_400.gif animations from the poor guy puts those shields up for a reason as it can't take much punishment at ''all.'' As mentioned above, a good shot at its fuel tank will explode it into jelly, and if you manage to get past its shields and reach it directly, a single fully upgraded blood punch will knock them into a glory kill state, and since they count as heavy demons, original game]], which look like the blood punch you used to glory kill them will be immediately replenished upon butchering them!Pain Elemental is walking with invisible legs.



[[folder:Dread Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dreadknight.png]]
[[caption-width-right:350:Dread Knight in ''DOOM Eternal'']]
Hell Knights that are enhanced with various cybernetics by the UAC, equipped with twin energy blades and pumped full of performance-enhancing chemicals.

to:

[[folder:Dread Knight]]
[[folder:Pinky]]
!!Pinky
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dreadknight.png]]
[[caption-width-right:350:Dread Knight
org/pmwiki/pub/images/pinky_eternal.jpg]]
[[caption-width-right:350:Pinky
in ''DOOM Eternal'']]
Hell Knights that are enhanced [[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0157.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
So-named for their pink colouration, Pinkies will charge their foes and possess heavy armour,
with various cybernetics by the UAC, equipped with twin energy blades and pumped full of performance-enhancing chemicals.only their backsides vulnerable.



* 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.
** Since they're considered a Hell Noble, they're also susceptible to the faltering and attack disruptions courtesy of MoreDakka from the Chaingun.
** A single barrage from the Rocket Launcher’s Lock-On Burst will instantly put them in a Glory Kill state.
* 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: 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 ground pounds even create pools of electrified plasma that can still damage the player and restrict their movement, even if the strike itself is dodged.
* MoreDakka: Their aforementioned weakness, courtesy of the Chaingun. 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.
* PlayerExclusiveMechanic: Several in Battlemode. In addition to now being able to double jump, the playable Dread Knight has the ability to use the [[{{Teleportation}} Quantum Orb]] and go [[UnstoppableRage Berserk]].
* PowerGlows: Player-controlled Dread Knights glow bright orange with Berserk activated.
* PromotedToPlayable: Joined the roster of playable Battlemode demons in Update 6.66.
* 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 terms, 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.
* {{Teleportation}}: The Quantum Orb ability allows the Dread Knight to shoot out an EnergyBall and teleport to the orb's location after being sent out.
* UnstoppableRage: In Battlemode, the Dread Knight can use the Berserk ability, which replaces their usual energy wave attack with high-speed slashes and makes them much faster and reduces damage taken to boot. The ability has a very slow cooldown after being used, however.

to:

* AchillesHeel:
**
AchillesHeel: They aren't quite as are very 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.
** Since they're considered a Hell Noble, they're also susceptible to the faltering and attack disruptions courtesy of MoreDakka
incredibly resilient from the Chaingun.
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.
** A single barrage from the Rocket Launcher’s Lock-On Burst will ''Eternal'' goes one step further and also makes Pinkies weak to Blood Punches, meaning that as long as you have a Blood Punch charged you can instantly put OneHitKill them in without even having to bother trying to get behind them.
* 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-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.
* CloseRangeCombatant: As they have no ranged attacks, they rely entirely on their melee charge.
* DumbMuscle: Pinkies are little more than simpleminded brutes whose main claim to fame is a simple -- yet ''devastating'' -- charge attack
* EyeScream: In ''2016'',
Glory Kill state.
* BladeBelowTheShoulder: Has a LaserBlade attached to each wrist.
* {{Cyborg}}: While functionally similar to Hell Knights, Dread Knights stand in stark visual contrast as
Killing them from the front will have the Doom Slayer rip off one of their flesh has been meshed tusks and stab it into their eye.
* FoodChainOfEvil: They are said to serve as beasts of burden, hunting companions, and livestock,
with cybernetics, higher demons considering them something of a delicacy.
* HeavilyArmoredMook: The bony armor on their heads allows them to survive even a direct rocket hit.
* LightningBruiser: Pinkies may not be [[DumbMuscle the brightest monsters around]], but their SuperSpeed coupled
with their arms, in particular, being replaced by ArtificialLimbs equipped with energy blades.
* EliteMooks: Far stronger than the standard [[SmashMook Hell Knights]], forming a bridging point between
[[SuperToughness natural armor]] give them and the Barons of Hell. They also lose some of their predecessor's weaknesses -- an incredible melee power. Spectres are even more dangerous, as 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 ground pounds even create pools of electrified plasma that can still damage share the player and restrict their movement, even if the strike itself is dodged.
* MoreDakka: Their
aforementioned weakness, courtesy of the Chaingun. Handily demonstrated by a particular section in ''Super Gore Nest'' where you're [[NewWeaponTargetRange dropped into a small arena power with invisibility.
* MadeOfIron: They're not ''completely'' invulnerable from the front, so you can, in fact, shoot your way out if
one right after obtaining the Chaingun]]. Two seconds of concentrated rapid-fire manages to corner you in a narrow passage, but their armored carapace will bring it down.
* PlayerExclusiveMechanic: Several in Battlemode. In addition
still take a ''lot'' of firepower to now being able to double jump, punch through.
* NoNameGiven: In-universe,
the playable Dread Knight has term "Pinky" was coined by [=UAC=] expedition soldiers, the ability nickname sticking because researchers couldn't find any direct references to use the [[{{Teleportation}} Quantum Orb]] and go [[UnstoppableRage Berserk]].
* PowerGlows: Player-controlled Dread Knights glow bright orange with Berserk activated.
* PromotedToPlayable: Joined
creatures in demonic texts. It's actually a [[invoked]]FandomNod to the roster of playable Battlemode demons in Update 6.66.
* ShockwaveStomp: Its leaping stomp attack as been upgraded to unleash red lightning in a wide area around itself, creating a floor hazard
fact that damages anyone who goes over it.
this enemy was originally simply called "[[DepartmentOfRedundancyDepartment demon]]" but fans called him "Pinky".
* 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 terms, adrenaline) to keep them in an unbroken state of bloodlust and injected with artificial dopamine for every OutsideTheBoxTactic: In ''Eternal'', a single Blood Punch will kill they get, making them even more eager from the front.
* RevisitingTheRoots: Very downplayed in comparison
to disregard many of the other ''Eternal'' redesigns, with Pinkies now having yellow eyes like their lives for classic counterparts instead of red eyes.
* TookALevelInBadass: This rendition of
the sake Pinky gains chitinous armor covering most of battle.
* SwordBeam:
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 throw these at you be a real pain to deal with their arm blades (especially if you have to fight several of them at once), particularly in ''2016''[='s=] Classic Stages where they can't catch you.
* {{Teleportation}}: The Quantum Orb ability allows
appear in the Dread Knight to shoot out an EnergyBall and teleport to same massive numbers as in the orb's location after being sent out.
* UnstoppableRage: In Battlemode, the Dread Knight can use the Berserk ability, which replaces their usual energy wave attack with high-speed slashes and makes them much faster and reduces damage taken to boot. The ability has a very slow cooldown after being used, however.
original games.



[[folder:Pain Elemental]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pain_elemental_28doom_eternal29.jpg]]
[[caption-width-right:350:Pain Elemental in ''DOOM Eternal'']]
Powerful, floating one-eyed demons that can launch multiple Lost Souls.

to:

[[folder:Pain Elemental]]
[[folder:Spectre]]
!!Spectre
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pain_elemental_28doom_eternal29.org/pmwiki/pub/images/spectre_eternal.jpg]]
[[caption-width-right:350:Pain Elemental [[caption-width-right:350:Spectre in ''DOOM Eternal'']]
Powerful, floating one-eyed demons that can launch multiple Lost Souls.[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/spectre_64.png[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
Spectres are identical to Pinkies but are completely invisible save for the light refracting through them.



* AchillesHeel: They're slower and larger than their fellow flying heavies, the 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 also receive additional damage from the Ballista, going down in a minimum of two Arbalest shots to 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.
* EliteMooks: 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 a Lost Soul from its gullet 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 several 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 close-range melee swipe, 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.

to:

* AchillesHeel: They're slower and larger than their fellow flying heavies, MultipleChoicePast: In ''2016'', the 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 also receive additional damage from the Ballista, going down in a minimum of two Arbalest shots to the Caco's one.
* AndIMustScream: According to the Codex, their entire existence
Spectre's invisibility 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.
* EliteMooks: 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 a Lost Soul from its gullet and straight-up chuck it at you.
* FateWorseThanDeath: The Pain Elementals are
said to be abhorrent beasts from the depths result of the Umbral Plains, cursed 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 eternally forge Lost Souls in their gut, which causes them such excruciating, everlasting pain its offspring when the Spectre escaped back to Hell and reproduced]]. However, ''Eternal'' states that the only way they can relieve it is Spectre was instead created through ancient forbidden sorcery by a group of warlocks attempting to kill indiscriminately and spread suffering.
overthrow the Archdemons.
* 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 several 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 close-range melee swipe, 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,
StealthyMook: While it doesn't have feet, but instead has two stubby little arms, which it uses try to [[https://78.media.tumblr.com/f33ae80cb3154875985e260040642e56/tumblr_pd99swUIeg1qh1rfpo1_500.gif pantomime various motions be any more stealthy than a regular Pinky, its invisibility allow the Spectre to be harder to spot.
* VisibleInvisibility: Spectres are translucent, meaning
that make it look like it's stomping through the air towards you]], as a tongue-in-cheek reference sharp-eyed player should still be able 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.spot them.



[[folder:Whiplash]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/whiplash_full.jpg]]
[[caption-width-right:350:Whiplash in ''DOOM Eternal'']]
Female, serpentine demons with UAC-made cybernetic augmentations that wield a pair of bladed whips.

to:

[[folder:Whiplash]]
[[folder:Prowler]]
!!Prowler
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/whiplash_full.jpg]]
[[caption-width-right:350:Whiplash
org/pmwiki/pub/images/prowler.png]]
[[caption-width-right:350:Prowler
in ''DOOM Eternal'']]
Female, serpentine
(2016)'']]
!!!'''Appear in:''' ''VideoGame/Doom2016''
Swift and agile Imp-like
demons with UAC-made cybernetic augmentations that wield who are expert hunters and ambushers. While in ''2016'' they only appear in the multiplayer as a pair of bladed whips.playable demon, they return as standard enemies in ''DOOM Eternal''[='s=] campaign.



* 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 a Lock-On Burst, which completely negates their evasiveness and is lethal if all three rockets connect.
* 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, being severed and replaced by cybernetics.
* BladeBelowTheShoulder: Their whips are launched from within their forearms.
* DualWielding: 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]].
* 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.
* TheSmurfettePrinciple: She's the only non-boss demon that is explicitly female.
* SnakePeople: The snake part is cybernetic, but it's implied that they were all biologically snakelike even before the UAC augmented them.

to:

* AchillesHeel: They prioritize getting up close and personal with Being frozen by Ice Bombs or pinned by the Slayer, which works great -- until you get Meathook will lock them in place, preventing them from teleporting away. Despite requiring three chainsaw fuel pips to kill in ''Eternal,'' they are fairly squishy, to the point that a single blast from the Super Shotgun. They also make no effort to avoid explosives launched into their intended path of travel, which makes it easy to trick Shotgun reduces them into moving right into a primed grenade. However, the easiest way to kill them is with a Lock-On Burst, which completely negates their evasiveness meaty chunks, and a standard Ballista shot will instantly stagger them. The trouble is lethal if all three rockets connect.
hitting them.
* BodyHorror: Judging from their appearance, AscendedExtra: From a multiplayer-only monster in ''2016'' to an actual campaign enemy in ''Eternal''.
* CeilingCling: In ''2016''[='s=] multiplayer,
they were once organic beings, but their transformation has led to literally everything below their chest, as well as their arms, being severed can latch onto walls and replaced by cybernetics.
* BladeBelowTheShoulder: Their whips are launched from within their forearms.
* DualWielding: The Whiplash is equipped with a pair of presumably Argent-powered whips that she can use
ceilings to both attack from afar and [[BuildingSwing better maneuver around the environment]].
battlefield.
* LightningBruiser: The Whiplash is an extremely EliteMooks: Despite their Imp-like appearance, they're classified as a "Heavy" demon in ''Eternal''. While both species employ similarly evasive enemy that can easily slither through your projectile attacks, deal quite a bit combat tactics, Prowlers are far stronger and tougher (requiring three pips of damage fuel to kill with her whips, a chainsaw), have a SpreadShot attack for when you're mid-distance and take quite can teleport all over the beating before going down.
place.
* OneGenderRace: All Whiplashes are female.
* TheSmurfettePrinciple: She's
{{Expy}}: They share multiple design cues evocative of the only non-boss demon that is explicitly female.
Nightmare Imps from ''Doom 64'', with an implike body structure alongside purple colouration applied to their skin and thrown projectiles.
* SnakePeople: 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 some the most agile demons in Hell's armies.
* GameplayAndStorySegregation:
The snake part is cybernetic, but it's implied Codex states that they were all biologically snakelike even 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.
* 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 by far the smallest and 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 UAC augmented them.wound.
* SpreadShot: In ''Eternal'', they can 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:Archvile]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arch_vile_doom_eternal.jpg]]
[[caption-width-right:350:Archvile in ''DOOM Eternal'']]

Archviles are high-ranking demons with the power to control flames and summon and empower fellow demons.

to:

[[folder:Archvile]]
[[folder:Cursed Prowler ('''The Ancient Gods''')]]
!!Cursed Prowler
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arch_vile_doom_eternal.jpg]]
[[caption-width-right:350:Archvile
org/pmwiki/pub/images/de_cursedprowler.png]]
[[caption-width-right:350:Cursed Prowler
in ''DOOM Eternal'']]

Archviles are high-ranking demons with
''The Ancient Gods: Part Two'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part Two]]''
A poisonous variant of
the power to control flames and summon and empower fellow demons.Prowler.



* AchillesHeel: Archviles' strongest attacks require them to stay in place and they're incredibly slow compared to their fellow demons (teleportation notwithstanding). If you can close the quarters with them, the Slayer's absurd damage output lets him obliterate Archviles into kibble within moments.
* 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, the Archvile 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: The Archvile will raise its flaming hands into the air, Wrestling/RandyOrton style when summoning fire, [[CallBack much like in the original games]].
* DeployableCover: The Archvile 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).
* DiscardAndDraw: Between ''Doom II'' and ''Eternal'', [[{{Necromancer}} the power to bring back dead monsters]] gets replaced with simply summoning in replacements.
* EliteMooks: The Archvile serves as the upgraded replacement of the Summoner in ''Eternal'', thus being an enhanced version of Imps with more complex fire abilities and summoning powers; it’s also classified as Super-Heavy, making it immune to the chainsaw.
* EnemySummoner: If left alone in Campaign, the Archvile will continuously summon waves of new enemies; it can even summon its fellow ''Super Heavies'' given enough time.
* GroundWave: Archvile's 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: The Archvile has a mouthful of jagged, pointy teeth.
* {{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, which can screw with your controls due to reduced air traction) if you didn't get behind cover and break its line of sight in time. ''Eternal''[='s=] Archvile does practically the opposite: instead of forcing you into cover, the damage-over-time grounded flames force you to move and stay in the air -- something that you're probably already naturally doing as part of the gameplay.
** Secondly, it no longer has the ability to revive demons; the original Arch-Vile would basically resurrect enemies relentlessly as long as it had access to corpses, 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, something that was never possible with the original.
* 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.
* OurMonstersAreDifferent: The Archvile has all the makings of a classic {{Cthulhumanoid}}, but with a hellish twist instead of an eldritch one. Its elongated cephalopod-like forehead and tall posture, magical and psychic powers, and description that states it to be an elite demon that bends the minds of those weaker than it all point to a mind flayer-esque demon.
* PlayingWithFire: Its abilities are primarily flame-based.
* RankScalesWithAsskicking: The Archvile is stated by its codex entry to be among Hell's royalty, and is one of the most powerful demons on the roster.
* 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 the "Buff Minions" end-of-round upgrade 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.
* StatusBuff: The Archvile does this to all the enemies in the area whenever it's around, [[TurnsRed turning them 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.
* TeleFrag: Faltering an Archvile while it's trying to summon will make it botch the process, instantly gibbing the would-be summons.
* TeleportSpam: The Archvile possesses the ability to teleport, though, 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 to teleporting around, to giving significant power boosts to any demon in its vicinity.

to:

* AchillesHeel: Archviles' strongest attacks require them to stay in place and they're incredibly slow compared to their fellow demons (teleportation notwithstanding). If you can close the quarters with them, the Slayer's absurd damage output lets him obliterate Archviles into kibble within moments.
* 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, the Archvile 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:
BloodMagic: The Archvile will raise its flaming hands into the air, Wrestling/RandyOrton style when summoning fire, [[CallBack much like in the original games]].
* DeployableCover: The Archvile can
necrotic poison they 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).
* DiscardAndDraw: Between ''Doom II'' and ''Eternal'', [[{{Necromancer}} the power to bring back dead monsters]] gets replaced with simply summoning in replacements.
* EliteMooks: The Archvile serves
is known as the upgraded replacement of the Summoner in ''Eternal'', thus being an enhanced version of Imps with more complex fire abilities and summoning powers; it’s also classified as Super-Heavy, making it immune to the chainsaw.
* EnemySummoner: If left alone in Campaign, the Archvile will continuously summon waves of new enemies; it can even summon its fellow ''Super Heavies'' given enough time.
* GroundWave: Archvile's 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: The Archvile has a mouthful of jagged, pointy teeth.
* {{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, which can screw with your controls due to reduced air traction) if you didn't get behind cover and break its line of sight in time. ''Eternal''[='s=] Archvile does practically the opposite: instead of forcing you into cover, the damage-over-time grounded flames force you to move and stay in the air -- something that you're probably already naturally doing as part of the gameplay.
** Secondly, it no longer has the ability to revive demons; the original Arch-Vile would basically resurrect enemies relentlessly as long as it had access to corpses, 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, something that was never possible with the original.
* 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.
* OurMonstersAreDifferent: The Archvile has all the makings of a classic {{Cthulhumanoid}}, but with a hellish twist instead of an eldritch one. Its elongated cephalopod-like forehead and tall posture, magical and psychic powers, and description that states it to be an elite demon that bends the minds of those weaker than it all point to a mind flayer-esque demon.
* PlayingWithFire: Its abilities are primarily flame-based.
* RankScalesWithAsskicking: The Archvile is stated by its codex entry to be among Hell's royalty, and is
one of the most powerful demons on treacherous forms of Blood Magic. However, these Prowlers have evolved to produce the roster.
stuff naturally.
* 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 the "Buff Minions" end-of-round upgrade 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.
* StatusBuff: The Archvile does this to all the enemies in the area whenever it's around, [[TurnsRed turning them red]] and on fire, and more importantly, increases
LifeDrain: Lore-wise, their health poison curdles a victim's blood and damage. It even increases drains their resistance to essence with every heartbeat. Gameplay-wise, we don't know if the Doom Slayer's [[OneHitKill Chainsaw]], requiring more fuel Prowlers are healed by this since they always die to use it against them unless you find one Blood Punch.
* StatusEffects: Getting hit deactivates your dash ability
and the lock-on capabilities of certain weapons, and deals damage over time. The only way to stop this is to kill the Archvile.
* TeleFrag: Faltering an Archvile while it's trying to summon will make it botch the process, instantly gibbing the would-be summons.
* TeleportSpam: The Archvile possesses the ability to teleport, though, 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
Cursed Prowler with a Blood Punch.
* UndergroundMonkey: It's basically a Prowler with a greenish hue.
* UniqueEnemy: There are only three of them
in earlier titles, the ''Doom Eternal'' incarnation of the infamous demon boasts ''The Ancient Gods: Part Two''. Later patches have added a whole suite of new powers, ranging from covering the ground around itself in flame to teleporting around, to giving significant power boosts to any demon in its vicinity.few more, but they're still extremely rare.



[[folder:Marauder]]
!!!'''Voiced by:''' Creator/EdwardBosco
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_75a22f3789ef0d9510c0090e2e2121a8_71ce96db_1280.png]]
[[caption-width-right:350:Marauder in ''DOOM Eternal'']]

->''"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 the Khan Maykr despite her consorting with Hell. Resurrected by Hell, they serve as the antithesis of the Doom Slayer.

to:

[[folder:Marauder]]
!!!'''Voiced by:''' Creator/EdwardBosco
[[quoteright:350:https://static.
[[folder:Revenant]]
!!Revenant
[[quoteright:250:https://static.
tvtropes.org/pmwiki/pub/images/tumblr_75a22f3789ef0d9510c0090e2e2121a8_71ce96db_1280.png]]
[[caption-width-right:350:Marauder
org/pmwiki/pub/images/revenant_de.png]]
[[caption-width-right:250:Revenant
in ''DOOM Eternal'']]

->''"You were never one of us. You were nothing but a usurper. A false idol. My eyes have been opened. Let me help you
Eternal'']]
[[caption-width-right:250:[[labelnote:Click here
to see, Slayer."''
\\
Former Night Sentinels who remained loyal to the Khan Maykr despite her consorting
see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0159.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' | ''VideoGame/DoomEternal''
Reanimated skeletons
with Hell. Resurrected by Hell, the ability to fire rockets off their shoulders. Exactly why they serve as the antithesis of the Doom Slayer.look so humanoid is finally explained...



* 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 (especially remote-denoted ones) 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-faltered 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.
** ''The Ancient Gods: Part 2'' brings us one of the bigger counters to the Marauder via the Sentinel Hammer, which stuns it for a long time. Needless to say, landing a successful hit with the hammer on the Marauder leaves them completely open to the next trope on the list.
* 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 faltered, 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.
** Beside the typical Ballista/SSG/Rocket combos, the quickest methods of Marauder elimination involve staggering them with an Arbalest bolt, followed up by either melting him with the Full Auto Shotgun while launching grenades in their face or with the Chaingun while repeatedly dashing into him with the Energy Shield up. The Arbalest offers a high-damage opening attack to stagger the Marauder with, while the Frags and Chaingun Shield (provided that they're equipped with the Combustion Concussion and Dash Smash upgrades respectively) can keep the Marauder faltered as he is whittled away by the Full Auto or Chaingun.
* 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.
* 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.
* DeathOrGloryAttack: Their axe swings, which are by far their most devastating attack but also the only time it's safe to damage them.
* 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. After falling in battle, they were resurrected into their current state by the same Divinity Machine that was used to empower the Doom Slayer.
* EvilSoundsDeep: The first Marauder encountered speaks with a deep, reverberating voice befitting his alignment and demonic corruption.
* {{Expy}}: They're [[TabletopGame/Warhammer40000 Chaos Space Marines]] in all but name, being members of a race of superhuman interstellar warriors who were corrupted by the powers of evil and are now some of the most powerful demonic enemies you can face.
* 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. Like the Slayer, they both wear green PoweredArmor with exposed skin, as well as wield an Argent LaserBlade and a super shotgun. That's where the similarities end. The Doom Slayer is a GlassCannon who is generally best when fighting proactively, dispatching threats with relentless efficiency; the Marauder on the other hand is a StoneWall whose strategy forces the Slayer to be reactive, as he's only vulnerable while attacking at a specific range.
* 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.
** You can also use the summoned wolf to your advantage by frying it with the Microwave Beam, stunning the Marauder for a counterattack.
* 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.
* LikeCannotCutLike: Carries a shield that's obviously made out of the same stuff as the Doom Slayer's Crucible sword. As a result, they're the only enemy that can protect themselves from being cloven in two with a single swipe of the Crucible.
* 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''. One particular Marauder encounter in ''The Ancient Gods: Part 1'' exaggerates everything vicious about them by having one guard a completely unreachable [[StatusBuff Buff Totem]] that can only be reached by killing him... and because the buff totem is active, [[OhCrap he is empowered by it.]] [[ThisIsGonnaSuck Have fun.]]
* 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.
* PintSizedPowerhouse: Despite being human-sized, they're [[LightningBruiser Lightning Bruisers]] with Super Heavy Demon-level health, being at least as durable as a Cyber Mancubus or Baron of Hell.
* 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 Glory Kill animation has them catching Doom Slayer's fist as it's going for their head. Unfortunately for them, 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 argent battleaxes.
* SwordDrag: The first Marauder you fight briefly drags his battle-axe on the floor as he rants about the Doom Slayer, creating sparks.
* 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.

to:

* AchillesHeel: They're fast, tanky, and hit like a runaway freight train, but they have exploitable weaknesses just like every other demon:
AchillesHeel:
** While they can block any direct damage thrown Hitting their way, they can't do a thing about splash damage; plastering the area around jetpack while they're in mid-air will briefly stun them with grenades, sticky bombs, rockets (especially remote-denoted ones) and Arbalest bolts from the Ballista will rapidly blow away large portions of force them to land.
** In ''Eternal'',
their health.
** They can't summon wolves unless they block damage with their shield.
** They
shoulder cannons can be chain-faltered by efficient usage of destroyed (with weapons with high burst damage such as like 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.
** ''The Ancient Gods: Part 2'' brings us one of the bigger counters to the Marauder via the Sentinel Hammer, which stuns it for a long time. Needless to say, landing a successful hit with the hammer on the Marauder leaves them completely open to the next trope on the list.
* 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 faltered, keeping him off balance with a series of explosions (particularly those capable of staggering demons), shotgun blasts
Sticky Bomb, Precision Bolt and Ballista shots. Keeping him off-balance is critical able to this strategy, as once he regains his composure, his shield will negate any do so in one shot), which also disables their jetpack when both are destroyed. This can render them into largely-impotent melee enemies who are only slightly faster than the basic 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 you from the Ballista.
* AirborneMook: They
can throw at him fly for short periods of time.
* AndIMustScream: They are former human beings who were effectively FlayedAlive
and you'll be getting a super shotgun blast to the face for implanted with cybernetic components -- all of it without anesthesia -- before being at the range necessary subjected to pull this off.
** Beside the typical Ballista/SSG/Rocket combos, the quickest methods of Marauder elimination involve staggering
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 an Arbalest bolt, followed up by either melting him rocket launchers.
* DarkerAndEdgier: They were just another type of mook that are just human skeletons wearing a breastplate with built-in rocket launchers in the original games,
with the Full Auto Shotgun while launching grenades in their face or with the Chaingun while repeatedly dashing into him with the Energy Shield up. The Arbalest offers a high-damage opening attack to stagger the Marauder with, while the Frags and Chaingun Shield (provided manual stating that they're equipped with the Combustion Concussion and Dash Smash upgrades respectively) can keep the Marauder faltered as he is whittled away by the Full Auto or Chaingun.
* BarrierWarrior: They project a large energy tower shield
just demons brought back to defend against all attacks (''even the BFG'') so life. But now, they can close in on you.
* TheBeastmaster: Can summon an astral projection of
both have a wolf to attack you.
* BishonenLine: Subverted since they were formerly [[HumanAliens Night Sentinels]], but compared to
vastly more frightening appearance and are given a backstory that's both more horrifying than the other "Super Heavy" demons, Marauders are not as overly huge or monstrous, being the smallest original and most humanoid of the group. However, equally tragic as well, as 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
stated as 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.
* 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.
* DeathOrGloryAttack: Their axe swings, which are by far their most devastating attack but also the only time it's safe to damage them.
* 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
humans who underwent an extremely painful transformation 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. After falling in battle, they were resurrected into their current state by the same Divinity Machine that was used to empower the Doom Slayer.
* EvilSoundsDeep: The first Marauder encountered speaks with a deep, reverberating voice befitting his alignment and demonic corruption.
* {{Expy}}: They're [[TabletopGame/Warhammer40000 Chaos Space Marines]] in all but name, being members of a race of superhuman interstellar warriors who were corrupted by the powers of evil and are now some of the most powerful demonic enemies you can face.
* 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. Like the Slayer, they both wear green PoweredArmor with exposed skin, as well as wield an Argent LaserBlade and a super shotgun. That's where the similarities end. The Doom Slayer is a GlassCannon who is generally best when fighting proactively, dispatching threats with relentless efficiency; the Marauder on the other hand is a StoneWall whose strategy forces the Slayer to be reactive, as he's only vulnerable while attacking at a specific range.
* 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
lasts over in pain.
** You can also use the summoned wolf to your advantage by frying it with the Microwave Beam, stunning the Marauder for
a counterattack.
* KungFuProofMook: They are notably resistant to many
period 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.
weeks.
* LaserBlade: Uses a double-sided axe whose blades are made out of pure Argent energy.
* LikeCannotCutLike: Carries a shield that's obviously made out of the same stuff as the Doom Slayer's Crucible sword. As a result, they're the only enemy that can protect themselves from being cloven in two with a single swipe of the Crucible.
* 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
DeathFromAbove: They've got jetpacks that allow them to very easily close take flight and launch a barrage of missiles from the distance air.
* DemBones: Once-human bodies flayed down to mostly bones
and maneuver guts.
* TheDogBitesBack: Despite them willingly serving themselves up
to your flank/rear. When it comes be turned into some demonic horror by the UAC to their offensive arsenal, 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.
* FateWorseThanDeath: The procedure of becoming a Revenant is an extremely gruesome and excruciating procedure that apparently lasts for weeks, before the subjects die of sheer pain, only to be brought back later as undead abominations.
* {{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: ''Eternal'' gives them back the ability to fire homing rockets.
* 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 launch an [[SwordBeam axe beam]] from range, blast you with use their Super Shotgun when you're up close, rush you while swinging their axe, 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 summon fiery wolf apparitions to attack you. In multiplayer, they can even repeatedly and rapidly throw lead to them (briefly) flying out of control before exploding axes. in many death animations.
* MacrossMissileMassacre: They can shoot a ''lot'' of rockets very quickly.
* MascotMook: For the Collector's Edition of 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.
* {{Nerf}}:
In short, this is ''2016'', they lack the homing rockets that made them such an infamous enemy not to in previous games. Even in ''Eternal'', the lock-on can be taken lightly ''at all''. One particular Marauder encounter in ''The Ancient Gods: Part 1'' exaggerates everything vicious about evaded by simply dashing.
* RevisitingTheRoots: In ''Eternal'' they ditch the skinless heads and blood splatters for a more emancipated but clean look, making
them by having one guard a closely resemble the completely unreachable [[StatusBuff Buff Totem]] that can only be reached by killing him... and because skeletal Revenants of the buff totem is active, [[OhCrap he is empowered by it.]] [[ThisIsGonnaSuck Have fun.]]
* 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
original games. They also get their melee attack.
* LuckilyMyShieldWillProtectMe: Luckily for them, unluckily for you because
homing rockets back, but under the shield they carry condition that the lock-on can block a direct hit from every single weapon be cancelled.
* ScarySkeleton: Like
in the game, even previous games, but now equipped with jet-packs.
* SuperSoldier: What they were intended to be following their investigation into
the BFG and Crucible.
* PintSizedPowerhouse: Despite
effects of Lazarus Wave exposure on human test subjects, this time being human-sized, they're [[LightningBruiser Lightning Bruisers]] with Super Heavy Demon-level health, cybernetically augmented before being at least as durable as a Cyber Mancubus or Baron of Hell.
* PlayerExclusiveMechanic: To make up for
turned into pseudo-demonic undead warriors in the removal UAC's arsenal of some abilities noted under SecretAIMoves, Marauder 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 in Battlemode who try and hide behind cover. They can [[ThrowingYourSwordAlwaysWorks throw their axes]] and DoubleJump instead.
also fire a lot more rockets at once than in previous games.
* 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 Glory Kill animation has them catching Doom Slayer's fist as it's going for their head.
TurnedAgainstTheirMasters: Unfortunately for them, the Slayer just extends his Doomblade to impale UAC, the Marauder through Revenants were no more loyal in the eye instead.
face of a demonic outbreak than the Possessed, though can you really blame them?
* RetractableWeapon: When 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.
* WoobieDestroyerOfWorlds: Crosses over with TragicMonster, but it's revealed that the process for making Revenants is absolutely horrifying, even if
they attack, did it willingly, as the handle transformation into them itself is unimaginably painful and involves their skeleton growing out of their Argent axe extends, with the blade enlarging.
* SecretAIMoves: Unlike
bodies and all 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
internal organs decomposing, and this process takes weeks to finally finish, and the unfortunate subjects are alive and are in great pain for the entirety of this process. Killing them feels less like the Doom Slayer, though it doesn't have slaying a Meathook of its own.
* SwordAndGun: Wields an axe
demon and a shotgun at the same time.
* SwordBeam: Their long-ranged attack is to launch red energy slashes with their argent battleaxes.
* SwordDrag: The first Marauder you fight briefly drags his battle-axe on the floor as he rants about the Doom Slayer, creating sparks.
* 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
more like euthanizing a timed sticky mine if it lands on any part of the environment. They'll use HammerSpace to quickly pull out another one.tragic, pitiful, beast.



[[folder:Tyrant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/2878b5a5_addc_4a0e_b787_2620b252de18.png]]
[[caption-width-right:350:Tyrant in ''DOOM Eternal'']]

Heavily inspired by the Cyberdemon of the original game, Tyrants are one of the largest standard enemies fielded by the forces of Hell.

to:

[[folder:Tyrant]]
[[folder:Whiplash]]
!!Whiplash
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/2878b5a5_addc_4a0e_b787_2620b252de18.png]]
[[caption-width-right:350:Tyrant
org/pmwiki/pub/images/whiplash_full.jpg]]
[[caption-width-right:350:Whiplash
in ''DOOM Eternal'']]

Heavily inspired by the Cyberdemon
Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Female, serpentine demons with UAC-made cybernetic augmentations that wield a pair
of the original game, Tyrants are one of the largest standard enemies fielded by the forces of Hell.bladed whips.



* 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).
* AdaptationalWimp: Downplayed, but against its classic ''Doom'' counterparts it's much easier to take down. It doesn't have resistance to blast damage, it is much slower, and its rockets aren't [[OneHitKill One-Hit Kills]]. However, it does have new abilities that its classic counterpart lacks, like a laser cannon and raining rockets from above. It's also fought alongside waves of other enemies, instead of by itself.
* 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 it if you plan to continue staying alive. Not that that's difficult; it practically ''dwarfs'' every other demon on the field in size 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}}''.[[note]]Classic Cyberdemons weren't slow to ''turn'' as, being sprite-based games, everything in classic ''Doom'' could turn instantly, but their only attack was firing a barrage of rockets at you that could be comfortably dodged as long as you didn't stop strafing and had enough room to maneuver in.[[/note]]
* {{Cyborg}}: A mixture of demonic flesh and robotic augmentations.
* DeathFromAbove: Can rain down rockets from the sky. This attack involves fewer rockets and covers less of any particular arena than ''2016'''s Cyberdemon 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. However, true to tradition, they are just as durable as their classic counterparts, boasting the highest amount of health out of all Super-Heavies, capable of soaking up Ballista shots after Super Shotgun blasts like nobody's business.
* EyeScream: If you jump on them to do a glory kill, the Doom Slayer will stab its eye with his blade three times until hitting the brain and killing it.
* 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, muscles, 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.
* 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 colour 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 ''2016'''s Cyberdemon was.
* SuspiciouslySimilarSubstitute: Serves as this to the Cyberdemon, only having a different name due to "Cyberdemon" referring to one specific demon in ''2016''.
* SwordBeam: As a close-to-mid-range attack, they can summon a fire sword and fire flaming slashes.
* 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, [[ThisIsGonnaSuck he will fire the beam indefinitely once he unfreezes]].

to:

* 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 They prioritize getting up close and dance around it while you hammer it personal with everything you've got (As noted under ContinuityNod, this is how the Slayer, which works great -- until you dealt with 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 way back in the classic ''Doom'' games).
* AdaptationalWimp: Downplayed, but against its classic ''Doom'' counterparts it's much easier to take down. It doesn't have resistance to blast damage, it is much slower, and its rockets aren't [[OneHitKill One-Hit Kills]].
into moving right into a primed grenade. However, it does have new abilities that its classic counterpart lacks, like the easiest way to kill them is with a laser cannon Lock-On Burst, which completely negates their evasiveness and raining is lethal if all three rockets from above. It's also fought alongside waves of other enemies, instead of by itself.
* 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 it if you plan to continue staying alive. Not that that's difficult; it practically ''dwarfs'' every other demon on the field in size easily, and is a terrifying sight.
connect.
* BodyHorror: Whatever led up to Judging from 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
appearance, they were once organic beings, but 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}}''.[[note]]Classic Cyberdemons weren't slow transformation has led to ''turn'' as, being sprite-based games, literally everything in classic ''Doom'' could turn instantly, but below their only chest, as well as their arms, being severed and replaced by cybernetics.
* BladeBelowTheShoulder: Their whips are launched from within their forearms.
* DualWielding: The Whiplash is equipped with a pair of presumably Argent-powered whips that she can use to both
attack was firing a barrage of rockets at you that could be comfortably dodged as long as you didn't stop strafing from afar and had enough room to [[BuildingSwing maneuver in.[[/note]]
* {{Cyborg}}: A mixture of demonic flesh and robotic augmentations.
* DeathFromAbove: Can rain down rockets from
around the sky. This attack involves fewer rockets and covers less of any particular arena than ''2016'''s Cyberdemon did.
environment]].
* 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. However, true to tradition, they are just as durable as their classic counterparts, boasting the highest amount of health out of all Super-Heavies, capable of soaking up Ballista shots after Super Shotgun blasts like nobody's business.
* EyeScream: If you jump on them to do a glory kill, the Doom Slayer will stab its eye with his blade three times until hitting the brain and killing it.
* HornsOfVillainy: Sport
LightningBruiser: The Whiplash is 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, muscles, 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.
* 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 colour 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
evasive enemy that ''2016'''s Cyberdemon was.
* SuspiciouslySimilarSubstitute: Serves as this to the Cyberdemon, only having a different name due to "Cyberdemon" referring to one specific demon in ''2016''.
* SwordBeam: As a close-to-mid-range attack, they
can summon a fire sword and fire flaming slashes.
* WaveMotionGun: Like the Cyberdemon in ''2016'', the Tyrant can use a large laser from his arm cannon. It has a warning beam and takes
easily slither through your projectile attacks, deal quite a bit to wind up, but it deals high of 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 her whips, and take quite the laser, [[ThisIsGonnaSuck he will fire beating before going down.
* OneGenderRace: All Whiplashes are female.
* TheSmurfettePrinciple: She's
the beam indefinitely once he unfreezes]].only non-boss demon that is explicitly female.
* SnakePeople: The snake part is cybernetic, but it's implied that they were all biologically snakelike even before the UAC augmented them.



!!Introduced in ''The Ancient Gods: Part One''
[[folder:Turret]]
[[quoteright:204:https://static.tvtropes.org/pmwiki/pub/images/de_turret.png]]
[[caption-width-right:204:Turret in ''DOOM Eternal'']]

A lesser demon bound in a fellsteel container, they serve as stationary guards for their leaders. They manifest as a single eye that shoots projectiles and protects itself by ducking into its container. They first appeared in the main campaign in Nekravol guarding Kalibas the Sightless Judge, but ''The Ancient Gods'' promotes them to common enemies.

to:

!!Introduced in ''The [[folder:Whiplash Spectre ('''The Ancient Gods: Part One''
[[folder:Turret]]
[[quoteright:204:https://static.
Gods''')]]
!!Whiplash Spectre
[[quoteright:270:https://static.
tvtropes.org/pmwiki/pub/images/de_turret.org/pmwiki/pub/images/whip_spectre.png]]
[[caption-width-right:204:Turret [[caption-width-right:270:Whiplash Spectre in ''DOOM Eternal'']]

A lesser demon bound in a fellsteel container, they serve as stationary guards for their leaders. They manifest as a single eye that shoots projectiles and protects itself by ducking into its container. They first appeared in the main campaign in Nekravol guarding Kalibas the Sightless Judge, but
''The Ancient Gods'' promotes them to common enemies.Gods: Part One'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part One]]''
[[ExactlyWhatItSaysOnTheTin A variant of the Whiplash with the invisibility of the Spectre.]]



* AchillesHeel: The Precision Bolt will destroy it in two shots and the Ballista takes it out in just one.
* DontLookAtMe: They retreat into their containers if you spend too long aiming at them without firing.
* EyeBeams: A given. They shoot energy globs.
* FacelessEye: They are merely pillars with a single eye that peeks out.
* GoForTheEye: The only way to damage it.
* KingMook: There is a boss variant fought as part of the Trial of Maligog at the conclusion of the Blood Swamps. They are essentially just giant Turrets encased in flying cubes that are fought alongside waves of summoned demons.
* PinataEnemy: They drop ammo upon getting destroyed.
* SinisterSurveillance: They were invented by Deag Nilox and, although they were mainly used as guards by other Demons, the Hell Priest used them as a direct visual link between him and what they saw.

to:

* AchillesHeel: The Precision Bolt will destroy it in two shots GiantSpaceFleaFromNowhere: These hybrid mooks are left completely unexplained. There isn't even a Codex entry about them to give even a HandWave.
* KungFuProofMook: They have the benefits of the Spectre's invisibility, which also grants them immunity to lock-on mods such as the Plasma Rifle's Microwave Beam, the Rocket Launcher's Lock-On Burst
and the Ballista takes it out in just one.
Super Shotgun's Meathook. Freezing them with Ice Bombs, however, can be used to bypass this immunity.
* DontLookAtMe: LogicalWeakness: They retreat into their containers can be hard to spot due to staying at a distance and having invisibility. But if you spend too long aiming at encounter an Empowered Demon version of them, you can easily spot them without firing.
* EyeBeams: A given. They shoot energy globs.
* FacelessEye: They
since [[EpicFail Empowered Demons are merely pillars with highlighted and tagged, negating the Whiplash's invisibility]].
* NoNameGiven: Unlike the Spectre, they aren't given
a single eye that peeks out.
* GoForTheEye:
name of their own via Codex. The only way to damage it.
* KingMook: There
you'd know their name is a boss variant fought if you encountered one as part an Empowered Demon, which will highlight it and tag it with its name.
* UniqueEnemy: [[ZigzaggedTrope Zig-zagged]]. While they are a semi-regular enemy in both parts
of the Trial DLC, their only appearances outside of Maligog at it are in the conclusion [[BrutalBonusLevel Master Level]] versions of the Blood Swamps. They are essentially just giant Turrets encased in flying cubes that are fought alongside waves of summoned demons.
* PinataEnemy: They drop ammo upon getting destroyed.
* SinisterSurveillance: They were invented by Deag Nilox and, although they were mainly used as guards by other Demons,
Super Gore Nest, Taras Nabad, Mars Core and the Hell Priest used them as a direct visual link between him and what they saw.World Spear.



[[folder:Spirit]]
[[quoteright:196:https://static.tvtropes.org/pmwiki/pub/images/spirit_1_6.png]]
[[caption-width-right:196:Spirit in ''DOOM Eternal'']]
The ghosts of the fallen Summoners from ''Doom (2016)'', Spirits rely on nearby demons to fight by possessing them, in turn granting their host enhanced speed, strength, and aggression.

to:

[[folder:Spirit]]
[[quoteright:196:https://static.
[[AC:Super-Heavy Demons]]

[[folder:Archvile]]
!!Archville
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/spirit_1_6.png]]
[[caption-width-right:196:Spirit
org/pmwiki/pub/images/arch_vile_doom_eternal.jpg]]
[[caption-width-right:350:Archvile
in ''DOOM Eternal'']]
The ghosts of the fallen Summoners from ''Doom (2016)'', Spirits rely on nearby !!!'''Appear in:''' ''VideoGame/DoomEternal''
Archviles are high-ranking
demons with the power to fight by possessing them, in turn granting their host enhanced speed, strength, control flames and aggression.summon and empower fellow demons.



* AchillesHeel: The only way to kill them is by using the Microwave Beam, in a deliberate ShoutOut to ''Film/{{Ghostbusters|1984}}'' and to give a use to an otherwise underused ability.
** Notably, they also suffer from this weakness while possessing enemies. Normally, Spirit-possessed demons can't be staggered at all, but the Microwave Beam bypasses this and can stun these kinds of enemies anyways. As a result, you can pretty effectively beat them down with your normal arsenal and then swap to the beam when their host is at low health to finish them off.
* BackFromTheDead: As revealed in the Codex, Spirits are the ghosts of the Summoners.
* BossInMooksClothing: Spirit-possessed demons are several times tougher than even Empowered or Buffed demons. A Spirit-possessed Super Heavy Demon is practically a full boss.
* TheBusCameBack: The Summoner design finds a new use after being replaced by the Archvile.
* DecompositeCharacter: In ''DOOM (2016)'', the Summoners served as SuspiciouslySimilarSubstitutes to the Archvile, having a similar role and attacks. After the Archvile returned in ''Eternal'', the Summoners were initially cut from the line-up until being repurposed into the much more unique Spirits.
* DemonicPossession: Of other demons!
* KungFuProofMook: As mentioned above, the Spirit can't be killed with anything other than the Microwave Beam due to being a ghostly demon. Spirit-possessed demons are also immune to the chainsaw and ice bombs, cannot be staggered, and, if the given demon possesses weak points, said weak points can no longer be destroyed.
* ThePowerOfHate: Their hatred of the Doom Slayer due to him killing them has led to them becoming ghosts that make enemies even beefier.
* ScrewThisImOuttaHere: If there aren't any nearby compatible demons to possess, a released Spirit will look around in confusion before warping away.
* StatusBuff: This is its gimmick: Demons that spawn in possessed by a Spirit gain a hefty damage resistance (roughly ''quadrupling'' their durability) and speed increase, immunity to the Chainsaw, Ice Bomb and being faltered, and if the host demon has a weak point [[note]] Arachnotrons, Revenants and Mancubi[[/note]], those points are rendered ''indestructible''. If the Spirit isn't killed in time after being released from its deceased host, it always chooses to possess the next strongest demon and applies to them the same cocktail of buffs detailed above. ''Always''. This is at its most pronounced in the Slayer Gate within ''The Holt'', where it possesses a [[LightningBruiser Marauder.]]

to:

* AchillesHeel: The only way to kill Archviles' strongest attacks require them is by using the Microwave Beam, to stay in a deliberate ShoutOut to ''Film/{{Ghostbusters|1984}}'' place and they're incredibly slow compared to give a use to an otherwise underused ability.
** Notably, they also suffer from this weakness while possessing enemies. Normally, Spirit-possessed
their fellow demons can't be staggered at all, but the Microwave Beam bypasses this and can stun these kinds of enemies anyways. As a result, (teleportation notwithstanding). If you can pretty effectively beat them down close the quarters with your normal arsenal and then swap to them, the beam when their host is at low health Slayer's absurd damage output lets him obliterate Archviles into kibble within moments.
* AreaOfEffect: If you stay too close
to finish them off.
* BackFromTheDead: As revealed in the Codex, Spirits are the ghosts of the Summoners.
* BossInMooksClothing: Spirit-possessed demons are several times tougher than even Empowered or Buffed demons. A Spirit-possessed Super Heavy Demon is practically a full boss.
* TheBusCameBack: The Summoner design finds a new use after being replaced by the Archvile.
* DecompositeCharacter: In ''DOOM (2016)'', the Summoners served as SuspiciouslySimilarSubstitutes to the
an Archvile, having it will turn the area around itself into a similar role 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 attacks. After can be summoned to any location the Archvile returned player's crosshair is pointing at.
* ArrogantKungFuGuy: In the Phobos reveal trailer, the Archvile 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: The Archvile will raise its flaming hands into the air, Wrestling/RandyOrton style when summoning fire, [[CallBack much like in the original games]].
* DeployableCover: The Archvile 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).
* DiscardAndDraw: Between ''Doom II'' and ''Eternal'', [[{{Necromancer}} the power to bring back dead monsters]] gets replaced with simply summoning in replacements.
* EliteMooks: The Archvile serves as the upgraded replacement of the Summoner
in ''Eternal'', the Summoners were initially cut from the line-up until thus being repurposed into the much an enhanced version of Imps with more unique Spirits.
* DemonicPossession: Of other demons!
* KungFuProofMook: As mentioned above, the Spirit can't be killed with anything other than the Microwave Beam due to being a ghostly demon. Spirit-possessed demons are
complex fire abilities and summoning powers; it’s also classified as Super-Heavy, making it immune to the chainsaw and ice bombs, cannot be staggered, and, if chainsaw.
* EnemySummoner: If left alone in Campaign,
the Archvile will continuously summon waves of new enemies; it can even summon its fellow ''Super Heavies'' given demon possesses weak points, said weak points enough time.
* GroundWave: Archvile's 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: The Archvile has a mouthful of jagged, pointy teeth.
* {{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, which
can screw with your controls due to reduced air traction) if you didn't get behind cover and break its line of sight in time. ''Eternal''[='s=] Archvile does practically the opposite: instead of forcing you into cover, the damage-over-time grounded flames force you to move and stay in the air -- something that you're probably already naturally doing as part of the gameplay.
** Secondly, it
no longer has the ability to revive demons; the original Arch-Vile would basically resurrect enemies relentlessly as long as it had access to corpses, meaning that you'd be destroyed.
* ThePowerOfHate: Their hatred
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, something that was never possible with the original.
* 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 due to him killing them before he finishes them.
* OurMonstersAreDifferent: The Archvile
has led to them becoming ghosts all the makings of a classic {{Cthulhumanoid}}, but with a hellish twist instead of an eldritch one. Its elongated cephalopod-like forehead and tall posture, magical and psychic powers, and description that make enemies even beefier.
states it to be an elite demon that bends the minds of those weaker than it all point to a mind flayer-esque demon.
* ScrewThisImOuttaHere: If there aren't any nearby compatible PlayingWithFire: Its abilities are primarily flame-based.
* RankScalesWithAsskicking: The Archvile is stated by its codex entry to be among Hell's royalty, and is one of the most powerful
demons on the roster.
* 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 the "Buff Minions" end-of-round upgrade available
to possess, all player-controlled demons).
* ShockAndAwe: The Archvile also possessed
a released Spirit will look around few lightning powers in confusion before warping away.
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.
* StatusBuff: This is its gimmick: Demons that spawn The Archvile does this to all the enemies in possessed by a Spirit gain a hefty damage the area whenever it's around, [[TurnsRed turning them red]] and on fire, and more importantly, increases their health and damage. It even increases their resistance (roughly ''quadrupling'' their durability) and speed increase, immunity to the Chainsaw, Ice Bomb Doom Slayer's [[OneHitKill Chainsaw]], requiring more fuel to use it against them unless you find and being faltered, and if kill the host demon has a weak point [[note]] Arachnotrons, Revenants and Mancubi[[/note]], those points are rendered ''indestructible''. If Archvile.
* TeleFrag: Faltering an Archvile while it's trying to summon will make it botch
the Spirit process, instantly gibbing the would-be summons.
* TeleportSpam: The Archvile possesses the ability to teleport, though, in Battlemode, this is restricted to anywhere in its line of sight as long as the path
isn't killed in time after being released from its deceased host, it obstructed.
* TookALevelInBadass: While the Archvile was
always chooses a nightmare to possess deal with in earlier titles, the next strongest ''Doom Eternal'' incarnation of the infamous demon and applies to them boasts a whole suite of new powers, ranging from covering the same cocktail of buffs detailed above. ''Always''. This is at ground around itself in flame to teleporting around, to giving significant power boosts to any demon in its most pronounced in the Slayer Gate within ''The Holt'', where it possesses a [[LightningBruiser Marauder.]]vicinity.



[[folder:Whiplash Spectre]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/whip_spectre.png]]
[[caption-width-right:270:Whiplash Spectre in ''DOOM Eternal'']]

[[ExactlyWhatItSaysOnTheTin A variant of the Whiplash with the invisibility of the Spectre.]]

to:

[[folder:Whiplash Spectre]]
[[quoteright:270:https://static.
[[folder:Baron of Hell]]
!!Baron of Hell
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/whip_spectre.png]]
[[caption-width-right:270:Whiplash Spectre
org/pmwiki/pub/images/baron_of_hell_eternal.jpg]]
[[caption-width-right:350:Baron
in ''DOOM Eternal'']]

[[ExactlyWhatItSaysOnTheTin A variant
Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see them in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/img_0156.PNG[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' (Baron
of Hell) | ''VideoGame/DoomEternal'' (Fireborn Baron)
Members of Hell's ruling class,
the Whiplash 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 invisibility incendiary matter of the Spectre.]]Hell itself.



* GiantSpaceFleaFromNowhere: These hybrid mooks are left completely unexplained. There isn't even a Codex entry about them to give even a HandWave.
* KungFuProofMook: They have the benefits of the Spectre's invisibility, which also grants them immunity to lock-on mods such as the Plasma Rifle's Microwave Beam, the Rocket Launcher's Lock-On Burst and the Super Shotgun's Meathook. Freezing them with Ice Bombs, however, can be used to bypass this immunity.
* LogicalWeakness: They can be hard to spot due to staying at a distance and having invisibility. But if you encounter an Empowered Demon version of them, you can easily spot them since [[EpicFail Empowered Demons are highlighted and tagged, negating the Whiplash's invisibility]].
* NoNameGiven: Unlike the Spectre, they aren't given a name of their own via Codex. The only way you'd know their name is if you encountered one as an Empowered Demon, which will highlight it and tag it with its name.
* UniqueEnemy: [[ZigzaggedTrope Zig-zagged]]. While they are a semi-regular enemy in both parts of the DLC, their only appearances outside of it are in the [[BrutalBonusLevel Master Level]] versions of the Super Gore Nest, Taras Nabad, Mars Core and the World Spear.

to:

* GiantSpaceFleaFromNowhere: These hybrid mooks are left completely unexplained. There isn't even AchillesHeel: They take the speed of a Codex entry about 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 give even a HandWave.
take the time to leap up themselves, allowing you to punish them without retaliation.
** As with all Hell Nobles, ''Eternal'''s Fireborne Barons will now stumble and falter while under fire from the Chaingun, particularly with the Mobile Turret equipped.
* KungFuProofMook: They AlienBlood: In ''Eternal'', the Fireborne Barons bleed ''liquid hot magma''. Justified, given the Fireborne Barons have the benefits of the Spectre's invisibility, which also grants them immunity to lock-on mods such as the Plasma Rifle's Microwave Beam, the Rocket Launcher's Lock-On Burst and the Super Shotgun's Meathook. Freezing them fused with Ice Bombs, however, can be used to bypass this immunity.
Hellfire itself.
* LogicalWeakness: They can be hard to spot due to staying at a distance AsskickingLeadsToLeadership: Are among the highest-ranking demons in Hell, and having invisibility. But if you encounter an Empowered Demon boy, do they earn it.
* BigRedDevil: Just like his classic counterpart, the ''2016''
version of them, 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 Hellfire itself.
* EliteMooks: Are the strongest non-boss enemy in ''2016'', and remain one of the toughest in ''Eternal'': unlike Hell Knights, they
can easily spot use fireballs, making them since [[EpicFail Empowered Demons are highlighted and tagged, negating the Whiplash's invisibility]].
* NoNameGiven: Unlike the Spectre,
even more dangerous. In Battlemode, they aren't given serve as the strongest NPC demon that player demons can summon.
* {{Fatality}}: If you're killed by
a name 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: 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 own via Codex. agility''.
* MagmaMan:
The only way you'd know Fireborne Barons in ''Eternal''. As the player deals damage to them, their name is if you encountered one as an Empowered Demon, which will highlight it and tag it with its name.
ashen grey obsidian hides [[ShowsDamage crack away]], revealing a molten, skeletal core.
* UniqueEnemy: [[ZigzaggedTrope Zig-zagged]]. While PlayingWithFire: The Fireborne Barons have far more flame-themed attacks compared to their regular counterpart.
* PraetorianGuard: The ''2016'' codex states that
they are a semi-regular enemy in both parts the Royal Guard of the DLC, their only appearances outside of it 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 in the [[BrutalBonusLevel Master Level]] versions pretty tough, but not significantly more so than other elite demons. The Fireborne Barons of the Super Gore Nest, Taras Nabad, Mars Core and the World Spear.''Eternal'' are "Super Heavy"-tier demons capable of tanking a BFG blast.



!!Introduced in ''The Ancient Gods: Part Two''
[[folder:Screecher]]
[[quoteright:304:https://static.tvtropes.org/pmwiki/pub/images/de_screecher.png]]
[[caption-width-right:304:Screecher in ''DOOM Eternal'']]

Human cultists who have become monstrosities, empowering other demons with their screams of rage.

to:

!!Introduced in ''The [[folder:Armored Baron ('''The Ancient Gods: Part Two''
[[folder:Screecher]]
[[quoteright:304:https://static.
Gods''')]]
!!Armored Baron
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/de_screecher.png]]
[[caption-width-right:304:Screecher
org/pmwiki/pub/images/de_armoredbaron2.png]]
[[caption-width-right:350:Armored Baron
in ''DOOM Eternal'']]

Human cultists who have become monstrosities, empowering other demons with their screams of rage.
''The Ancient Gods: Part Two'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part Two]]''
Fireborne Barons clad in near-impenetrable armor and an EpicFlail for an arm.



* BeingTorturedMakesYouEvil: Well, they already were a little evil, being cultists and all, but being in the Citadel of Anguish for millennia has made them bitter over their life-long deception. They've decided to put that anger to a [[StatusBuff good use]].
* MakeMeWannaShout: They aren't called Screechers for nothing.
* ThePowerOfHate: After being tortured for millennia, they've channeled their rage into a powerful scream that makes other demons even stronger.
* PurpleIsPowerful: [[DownplayedTrope Downplayed.]] While Screechers do sport a very distinct purple coloration and make other demons more powerful upon death, they aren't much stronger than the average Zombie.
* SchmuckBait: Yes, go ahead, kill the glowing purple Zombie. Have fun getting chased around by an empowered Baron or, even worse, a Marauder.
* StatusBuff: Their main schtick. If killed (which is very easy to do when they are essentially purple [[TheGoomba Zombies]]) they let out a scream that empowers all demons near them, making them faster, stronger, and tougher to kill.
* UndergroundMonkey: A glowing purple Zombie (specifically, the Unwilling/Hell Zombies found in Argent D'Nur and Hell) that can make demons stronger upon death.
* WasOnceAMan: They were once human worshippers of a cult called the Ra'Itha Va'Tuum, but instead of being rewarded for their devotion, they were tortured in the Citadel of Anguish for millennia, eventually transforming them into what they are now.
[[/folder]]

[[folder:Armored Baron]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/de_armoredbaron2.png]]
[[caption-width-right:350:Armored Baron in ''DOOM Eternal'']]

Fireborne Barons clad in near-impenetrable armor and an EpicFlail for an arm.
----



[[folder:Stone Imp]]
[[quoteright:304:https://static.tvtropes.org/pmwiki/pub/images/de_stoneimp.png]]
[[caption-width-right:304:Stone Imp in ''DOOM Eternal'']]

An Imp that was resurrected by being bathed in the volcanic pits of the Burning Abyss. They are significantly tougher than the ordinary Imp.

to:

[[folder:Stone Imp]]
[[quoteright:304:https://static.
[[folder:Doom Hunter]]
!!Doom Hunter
!!!'''Voiced by:''' Creator/DaveBoat
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/de_stoneimp.org/pmwiki/pub/images/tumblr_c9390b82e9ef999e5386151d5cf217ae_6470d4fa_1280.png]]
[[caption-width-right:304:Stone Imp [[caption-width-right:350:''Doom Hunter in ''DOOM Eternal'']]

An Imp
Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
->''"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 resurrected bred and modified by being bathed in Hell specifically to hunt the volcanic pits of Doom Slayer and the Burning Abyss. They are significantly tougher than the ordinary Imp.Night Sentinels. After they were supposedly driven extinct long ago, they have been revived as heavily armed cyborgs to continue their task.



* AchillesHeel: The Full-Auto Shotgun mod shreds through them like cheese, and even gives you ammo back. The Sentinel Hammer and chainsaw also work, if you don't mind using them. The Energy Shield upgrade for the Chaingun also kills them effectively.
* BackFromTheDead: Imps that are killed in battle are dunked in the lava of a part of Hell called the Burning Abyss, causing their skin to harden into stone and imbuing them with hellfire.
* EliteMooks: They are ''much'' stronger than normal Imps, soaking up damage like there's no tomorrow (aside from the shotgun).
* RollingAttack: Their main offence is curling up in a ball, setting themselves on fire, and charging right at you.
* UndergroundMonkey: A white Imp with purple accents, and is quite different from the normal variety.

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* AchillesHeel: The Full-Auto Shotgun mod shreds through AchillesHeel:
** They can be dispatched rapidly by dropping their shield with the Plasma Rifle and then hitting
them like cheese, with a rapid barrage of explosives, either from the Heavy Cannon's Micro Missiles or the Rocket Launcher's Lock-On Burst. Both phases will go down in only a few salvos[[note]]three for the first phase, and two for the second[[/note]].
** The DegradedBoss versions of the Hunter which show up later in the game are
even gives you ammo back. The Sentinel Hammer weaker, requiring only three salvos to kill both phases[[note]]two for the sled phase, and chainsaw 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 work, if you particularly vulnerable to Blood Punches, with one being enough to reduce it to the brink of collapse.
* ArmCannon: Sports one that shoots fireballs.
* ArtifactTitle: Despite their name, the Doom Hunters [[NonIndicativeName
don't mind using them. The Energy Shield upgrade so much "hunt" the Slayer]], but instead 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 itself is not actually protected by the shield. Savvy players can aim directly
for the Chaingun also kills them effectively.
sled and destroy it without having to go through the barrier.
* BackFromTheDead: Imps The Aggadon Hunters were an ancient race of beast-like hunters that are killed in battle are dunked in Hell used ''specifically'' to hunt the lava Doom Slayer only to get wiped out instead. However, they've been revived as the cybernetic and armed-to-the-teeth Doom Hunters.
* BrokenArmorBossBattle: The main body
of the Doom Hunter is protected by a shield generator which must be temporarily disabled by the Plasma Rifle if you want to hurt any part of Hell called it other than the Burning Abyss, causing sled. Once the Doom Hunter has been damaged enough to abandon its sled, it'll lose access to the energy shield.
* 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: Played straight, though later averted. Prior to Update 6, the first three Doom Hunters fought as part of the two-phase Doom Hunter Base boss battle possessed an immunity to being frozen by Ice Bombs, with subsequent Doom Hunters losing that immunity. ''Eternal's'' Game Director Hugo Martin admitted that the team recognised it as a game design flaw on
their skin part, with Update 6 making it so that all instances of the Doom Hunter can be frozen with Ice Bombs.
* {{Cyborg}}: It's a mostly robotic demonic skeleton that still has part of its head, chest and right arm still made of flesh.
* DeflectorShields: It can generate a plasma shield around the organic parts of its body that needs
to harden 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.
* DegradedBoss: Doom Hunters start showing up in later levels as standard enemies (albeit still a Super Heavy level threat). While they're a bit easier to kill, they still hit just as hard as their boss versions.
* ExtraEyes: Although the 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 stone Swiss cheese.
* ShedArmorGainSpeed: Enough damage to a Doom Hunter will cause it to abandon its sled, sacrificing firepower
and imbuing them with hellfire.
defence for a massive increase in agility.
* EliteMooks: They are ''much'' 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 than normal Imps, soaking up damage like there's no tomorrow (aside from the shotgun).
after Deag Ranak rebuilt them.
* RollingAttack: MythologyGag:
**
Their main offence design is curling up in a ball, setting themselves on fire, and charging right at you.
very similar to Sabaoth from ''VideoGame/Doom3''.
** The twin-bladed chainsaw they wield is evocative of the ''Doom 64'' chainsaw, which also features two blades.
* UndergroundMonkey: A white Imp {{Ultraterrestrials}}: The Aggaddon Hunters are native to ''Earth'' according to DNA analysis, with purple accents, Carbon-dating on some preserved subjects measuring them as nearly ''eighty million'' years old and is quite different from pre-dating all complex, carbon-based life on Earth. The Argenta discovered them sixty million years ago, and no fossils of the normal variety.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:Cursed Prowler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/de_cursedprowler.png]]
[[caption-width-right:350:Cursed Prowler in ''DOOM Eternal'']]

A poisonous variant of the Prowler.

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[[folder:Cursed Prowler]]
[[folder:Marauder]]
!!Marauder
!!!'''Voiced by:''' Creator/EdwardBosco
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/de_cursedprowler.org/pmwiki/pub/images/tumblr_75a22f3789ef0d9510c0090e2e2121a8_71ce96db_1280.png]]
[[caption-width-right:350:Cursed Prowler [[caption-width-right:350:Marauder in ''DOOM Eternal'']]

Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
->''"You were never one of us. You were nothing but a usurper.
A poisonous variant false idol. My eyes have been opened. Let me help you to see, Slayer."''
\\
Former Night Sentinels who remained loyal to the Khan Maykr despite her consorting with Hell. Resurrected by Hell, they serve as the antithesis
of the Prowler.Doom Slayer.



* BloodMagic: The necrotic poison they produce is known as one of the most treacherous forms of Blood Magic. However, these Prowlers have evolved to produce the stuff naturally.
* LifeDrain: Lore-wise, their poison curdles a victim's blood and drains their essence with every heartbeat. Gameplay-wise, we don't know if the Prowlers are healed by this since they always die to one Blood Punch.
* StatusEffects: Getting hit deactivates your dash ability and the lock-on capabilities of certain weapons, and deals damage over time. The only way to stop this is to kill the Cursed Prowler with a Blood Punch.
* UndergroundMonkey: It's basically a Prowler with a greenish hue.
* UniqueEnemy: There are only three of them in ''The Ancient Gods: Part Two''. Later patches have added a few more, but they're still extremely rare.

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* BloodMagic: The necrotic poison AchillesHeel: They're fast, tanky, and hit like a runaway freight train, but they produce is known 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 (especially remote-denoted ones) 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-faltered 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.
** ''The Ancient Gods: Part 2'' brings us one of the bigger counters to the Marauder via the Sentinel Hammer, which stuns it for a long time. Needless to say, landing a successful hit with the hammer on the Marauder leaves them completely open to the next trope on the list.
* 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 faltered, 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.
** Beside the typical Ballista/SSG/Rocket combos, the quickest methods of Marauder elimination involve staggering them with an Arbalest bolt, followed up by either melting him with the Full Auto Shotgun while launching grenades in their face or with the Chaingun while repeatedly dashing into him with the Energy Shield up. The Arbalest offers a high-damage opening attack to stagger the Marauder with, while the Frags and Chaingun Shield (provided that they're equipped with the Combustion Concussion and Dash Smash upgrades respectively) can keep the Marauder faltered as he is whittled away by the Full Auto or Chaingun.
* 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.
* 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.
* DeathOrGloryAttack: Their axe swings, which are by far their most devastating attack but also the only time it's safe to damage them.
* 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. After falling in battle, they were resurrected into their current state by the same Divinity Machine that was used to empower the Doom Slayer.
* EvilSoundsDeep: The first Marauder encountered speaks with a deep, reverberating voice befitting his alignment and demonic corruption.
* {{Expy}}: They're [[TabletopGame/Warhammer40000 Chaos Space Marines]] in all but name, being members of a race of superhuman interstellar warriors who were corrupted by the powers of evil and are now some
of the most treacherous forms powerful demonic enemies you can face.
* 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 Blood Magic. Argent energy, either to make space or close the distance when making a bold strike with their axe.
* {{Foil}}: To the Doom Slayer. Like the Slayer, they both wear green PoweredArmor with exposed skin, as well as wield an Argent LaserBlade and a super shotgun. That's where the similarities end. The Doom Slayer is a GlassCannon who is generally best when fighting proactively, dispatching threats with relentless efficiency; the Marauder on the other hand is a StoneWall whose strategy forces the Slayer to be reactive, as he's only vulnerable while attacking at a specific range.
* 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.
** You can also use the summoned wolf to your advantage by frying it with the Microwave Beam, stunning the Marauder for a counterattack.
* 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, these Prowlers have evolved to produce 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.
* LikeCannotCutLike: Carries a shield that's obviously made out of the same
stuff naturally.
as the Doom Slayer's Crucible sword. As a result, they're the only enemy that can protect themselves from being cloven in two with a single swipe of the Crucible.
* LifeDrain: Lore-wise, LightningBruiser: ''Sweet Jesus''. They have a metric ton of health, can block attacks and reflect projectiles with their poison curdles a victim's blood shields, move and drains 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 essence offensive arsenal, they can launch an [[SwordBeam axe beam]] from range, blast you with every heartbeat. Gameplay-wise, we don't know if the Prowlers are healed by this since 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 always die to one Blood Punch.
* StatusEffects: Getting hit deactivates your dash ability
can even repeatedly and the lock-on capabilities of certain weapons, and deals damage over time. The only way to stop rapidly throw exploding axes. In short, this is an enemy not to kill the Cursed Prowler with a Blood Punch.
* UndergroundMonkey: It's basically a Prowler with a greenish hue.
* UniqueEnemy: There are only three of them
be taken lightly ''at all''. One particular Marauder encounter in ''The Ancient Gods: Part Two''. Later patches have added 1'' exaggerates everything vicious about them by having one guard a few more, completely unreachable [[StatusBuff Buff Totem]] that can only be reached by killing him... and because the buff totem is active, [[OhCrap he is empowered by it.]] [[ThisIsGonnaSuck Have fun.]]
* 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.
* PintSizedPowerhouse: Despite being human-sized,
they're [[LightningBruiser Lightning Bruisers]] with Super Heavy Demon-level health, being at least as durable as a Cyber Mancubus or Baron of Hell.
* 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 Glory Kill animation has them catching Doom Slayer's fist as it's going for their head. Unfortunately for them, 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 argent battleaxes.
* SwordDrag: The first Marauder you fight briefly drags his battle-axe on the floor as he rants about the Doom Slayer, creating sparks.
* 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 extremely rare.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:Riot Soldier]]
[[quoteright:304:https://static.tvtropes.org/pmwiki/pub/images/de_riottrooper.png]]
[[caption-width-right:304:Riot Soldier in ''DOOM Eternal'']]

Like the Zombified Soldiers, these former humans now march under the banner of the Dark Lord. They come equipped with a chaingun and an impenetrable shield stolen from Urdak.

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[[folder:Riot Soldier]]
[[quoteright:304:https://static.
[[folder:Tyrant]]
!!Tyrant
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/de_riottrooper.org/pmwiki/pub/images/2878b5a5_addc_4a0e_b787_2620b252de18.png]]
[[caption-width-right:304:Riot Soldier [[caption-width-right:350:Tyrant in ''DOOM Eternal'']]

Like
Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Heavily inspired by
the Zombified Soldiers, these former humans now march under the banner Cyberdemon of the Dark Lord. They come equipped with a chaingun and an impenetrable shield stolen from Urdak.original game, Tyrants are one of the largest standard enemies fielded by the forces of Hell.



* AchillesHeel: The codex lists explosives as being their primary weakness, with mods like the Combat Shotgun's Stickybomb Launcher and the Rocket Launcher's Remote Detonator making quick work of them.
* GatlingGood: Wields a chaingun that rapid-fires projectiles.
* MoreDakka: Taking obvious inspiration from the Chaingunners of old, they wield a rapid-fire chaingun capable of shredding your health at close-to-mid range.
* {{Nerf}}: The Chaingun Commandos of the classic games could quickly shred your health to bits on most difficulties, especially in groups. Riot Soldiers, even on Nightmare, are ''a lot'' weaker by comparison. Their chainguns are now projectile-based as opposed to hitscan, which, combined with their sub-par accuracy from long range, makes dodging their attacks practically effortless. While they possess a lot of perks that effectively render them immune to frontal attacks, their crippling weakness to explosives combined with sluggish movement means they can be quickly wiped out with basic tools like the [[StarterEquipment Stickybomb Launcher & Frag Grenades]], especially since they usually spawn in tight-knit groups of two or more alongside other demons.
* KungFuProofMook: Their helmets make them completely immune to headshots.
* ShieldBearingMook: They bear a riot shield like the Shield Soldiers, but unlike them, it can't be destroyed since it utilises the Maykr shielding technology stolen from Urdak. As a tradeoff, they turn a lot slower to allow you to get behind them.
* SuspiciouslySimilarSubstitute: They take a lot of cues from the Chaingun Commandos of the classic series, being chaingun-wielding zombies clad in red.

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* 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).
* AdaptationalWimp: Downplayed, but against its classic ''Doom'' counterparts it's much easier to take down. It doesn't have resistance to blast damage, it is much slower, and its rockets aren't [[OneHitKill One-Hit Kills]]. However, it does have new abilities that its classic counterpart lacks, like a laser cannon and raining rockets from above. It's also fought alongside waves of other enemies, instead of by itself.
* 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 it if you plan to continue staying alive. Not that that's difficult; it practically ''dwarfs'' every other demon on the field in size 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 explosives 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}}''.[[note]]Classic Cyberdemons weren't slow to ''turn'' as, being sprite-based games, everything in classic ''Doom'' could turn instantly, but their only attack was firing a barrage of rockets at you that could be comfortably dodged as long as you didn't stop strafing and had enough room to maneuver in.[[/note]]
* {{Cyborg}}: A mixture of demonic flesh and robotic augmentations.
* DeathFromAbove: Can rain down rockets from the sky. This attack involves fewer rockets and covers less of any particular arena than ''2016'''s Cyberdemon 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. However, true to tradition, they are just as durable as their classic counterparts, boasting the highest amount of health out of all Super-Heavies, capable of soaking up Ballista shots after Super Shotgun blasts like nobody's business.
* EyeScream: If you jump on them to do a glory kill, the Doom Slayer will stab its eye with his blade three times until hitting the brain and killing it.
* 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 weakness, with mods like the Combat Shotgun's Stickybomb Launcher and the Rocket Launcher's Remote Detonator making quick work of them.
* GatlingGood: Wields a chaingun that rapid-fires projectiles.
attack is rapidly firing rockets.
* MoreDakka: Taking obvious inspiration from 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 Chaingunners majority of old, they wield a rapid-fire chaingun capable the other demons who show visible bones, muscles, and organs, blasting flesh off of shredding your 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 at close-to-mid range.
and the firepower to match.
* {{Nerf}}: The Chaingun Commandos RevisitingTheRoots: Unlike the ''2016'' Cyberdemon, the Tyrant is more or less a modern recreation of the classic games could quickly shred your health to bits on most difficulties, especially in groups. Riot Soldiers, even on Nightmare, are ''a lot'' weaker by comparison. Their chainguns are now projectile-based as opposed to hitscan, which, combined with their sub-par accuracy Cyberdemon, from long range, makes dodging their attacks practically effortless. While they possess a lot its facial appearance (long curving black horns, beady eyes set apart, razor-sharp teeth, noseless nostrils) and colour palette, right down to the exact location and design of perks 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 effectively render them immune to frontal attacks, their crippling weakness to explosives combined with sluggish movement means they can be quickly wiped out with basic tools like the [[StarterEquipment Stickybomb Launcher & Frag Grenades]], especially since they usually spawn in tight-knit groups of two or more alongside other demons.
* KungFuProofMook: Their helmets make them completely immune to headshots.
* ShieldBearingMook: They bear a riot shield like the Shield Soldiers, but unlike them, it can't be destroyed since it utilises the Maykr shielding technology stolen from Urdak. As a tradeoff, they turn a lot slower to allow you to get behind them.
''2016'''s Cyberdemon was.
* SuspiciouslySimilarSubstitute: They take Serves as this to the Cyberdemon, only having a lot of cues different name due to "Cyberdemon" referring to one specific demon in ''2016''.
* SwordBeam: As a close-to-mid-range attack, they can summon a fire sword and fire flaming slashes.
* 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 Chaingun Commandos of Tyrant will attempt to lead the classic series, being chaingun-wielding zombies clad beam on a mobile Slayer. There's a bug in red.the game where, if you freeze a Tyrant with an Ice Bomb while he is firing the laser, [[ThisIsGonnaSuck he will fire the beam indefinitely once he unfreezes]].



[[folder:Demonic Trooper]]
[[quoteright:304:https://static.tvtropes.org/pmwiki/pub/images/de_demonictrooper.png]]
[[caption-width-right:304:Demonic Trooper in ''DOOM Eternal'']]

Immora's warrior caste who defend their home, with undying loyalty toward Davoth.

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[[folder:Demonic Trooper]]
[[quoteright:304:https://static.
[[AC:Ambient Demons]]

[[folder:Possessed Engineers & Cueballs]]
!!Possessed Engineers & Cueballs]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/de_demonictrooper.org/pmwiki/pub/images/cueball.png]]
[[caption-width-right:304:Demonic Trooper [[caption-width-right:350:Cueball in ''DOOM Eternal'']]

Immora's warrior caste
Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see the Possessed Engineer in ''DOOM (2016)''.]]https://static.tvtropes.org/pmwiki/pub/images/possessed_engineer.png[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/Doom2016'' (Possessed Engineer)| ''VideoGame/DoomEternal'' (Cueball)
Former UAC Engineers
who defend either fell to the Lazarus Wave on Mars or to the demonic invasion of Earth respectively. Their most defining feature is the welding canisters that have fused with their home, with undying loyalty toward Davoth.bodies, turning them into living explosive barrels.



* TheAgeless: Immora's codex mentions them as having achieved a form of eternal life, having kept their souls, youth and human forms through regular injections of Hell Energy. However, this immortality is still incomplete, as not only is Hell Energy only created through the suffering of the souls of others[[note]]thus, they need to go out and invade realms for Souls to make Hell Energy, otherwise, they aren't immortal anymore[[/note]], but as shown in gameplay, they are very, ''very'' easy to kill physically.
* BadassOnPaper: The ageless guardians of the centre of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than possessed human soldiers? They don't even qualify as [[{{Mook}} Fodder]] class enemies. That said, they're not utterly pathetic by ''all'' measures and could be threatening to your average first-person shooter protagonist; it's just that they're outclassed by everything else around them.
* BalanceBuff: Originally, they effectively had a measly 1 health and would gib instantly upon taking any sort of damage. They've since been buffed somewhat and are now at least regular enemies; they're a little tougher than zombies and imps, but weaker than possessed soldiers. You'll still mow through them effortlessly, though.
* FakeUltimateMook: First seen manning the walls of Immora (the centre of Hell’s domain) and personally guarding the Dark Lord, their enclosed armor and energy spears mark them as {{evil counterpart}}s to the Night Sentinels besieging the city, making them ''seem'' like they're EliteMooks. They really, ''really'' aren't. In fact, thanks to being laughably easy to kill, going down from the slightest damage, they aren't enough of a threat to even qualify as Fodder and are relegated to being classified as Ambient, a category usually reserved for demons that barely qualify as enemies. Also, they don't even have the spears in gameplay. Unlike most enemies, they cannot be chainsawed or glory killed. To compensate, they drop ammo upon death.
* TheGoomba: Originally by far the weakest enemies encountered in the series, with less durability than even the Lost Soul, and even after having their health increased they're still cannon fodder. They have no special abilities to speak of, die in a single hit from most weapons (even coming into contact with the Chaingun's energy shield causes them to explode), and their only attack is an incredibly inaccurate, slow-firing energy weapon that deals a pathetic amount of damage (on default difficulty it deals a pitiful ''2'' damage per shot). They ''can'' survive a handful of heavy machinegun or plasma rifle shots, but anything heavier utterly destroys them.
* KungFuProofMook: They can't be chainsawed or glory killed, which normally isn't a big deal given how easy they are to kill, but they can be a problem when you're at low health and being chased by a Super Heavy Demon or two and desperately looking for a fodder enemy to recharge yourself with.
* MadeOfPlasticine: And that's the ''nice'' way of putting it. Even though they're TheAgeless, they're 100% mortal like any human... and when pitted against such an absurdly powerful force like the Slayer, they can barely touch him without exploding into gibs. Pretty much anything in his arsenal will kill them in half a second.
* {{Mooks}}: Their durability and damage output are actually on par with basic mooks from most other First Person Shooter games... however, since this is ''Doom Eternal'' and ''everything'' else (including the player) is so overpowered, they get steamrolled pathetically easily.
* MythologyGag: Their armour and weaponry are both reused from ''2016''[='=]s multiplayer mode, specifically the Catalyst armour set and the Reaper respectively.
* PinataEnemy: In exchange for their immunity to the chainsaw and inability to be glory killed, they drop ammo upon death regardless of how you do it.
* RedAndBlackAndEvilAllOver: They are clad in red and black armor, befitting of a hellish warrior caste.
* RedshirtArmy: They are hilariously weak, having an atrocious aim and exploding into gore after a single hit from any non-automatic weapon, and are even classified as ambient enemies. If that wasn't enough, they even wear literal red armor.
* UndyingLoyalty: To Davoth, which is why they are more than willing to fight the Slayer, though they are completely incompetent at doing so.
* UnusableEnemyEquipment: The Reaper, the weapon they use.

to:

* TheAgeless: Immora's codex mentions them as having achieved a form of eternal life, having kept ActionBomb: Both varieties possess propane tanks lodged in their souls, youth and human forms through regular injections of Hell Energy. However, this immortality is still incomplete, as not torso. Possessed Engineers will detonate these canisters if you get too close to them. Cueballs will only is Hell Energy only created through do so after rocketing off and impacting something.
* BodyHorror: Their gas canisters have fused with their bodies, jutting out at extremely awkward angles.
** Possessed Engineers are
the suffering most human-like of the souls of others[[note]]thus, they need to go out and invade realms for Souls to make Hell Energy, otherwise, they aren't immortal anymore[[/note]], but as shown in gameplay, they are very, ''very'' easy to kill physically.
* BadassOnPaper: The ageless guardians of the centre of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than
possessed human soldiers? They don't variants, with vague vestiges of a face covered in horrific scarring and boils on the scalp.
** Cueballs take this
even qualify further, resembling bloated, misshapen corpses whose skin appears to be growing around the canisters embedded into them.
* ExplosiveBarrel: Because they have no combat capability, Cueballs are pretty much just undead explosive barrels.
* HelpfulMook: Downplayed. Classified
as [[{{Mook}} Fodder]] class enemies. That said, "ambient" demons, Cueballs will literally just stand around harmlessly until shot/punched, 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.
* IncendiaryExponent: The gas tanks inside of the Cueball are perpetually producing a blowtorch flame.
* MeaningfulName: Cueballs are named that for their [[BaldOfEvil bald heads]], but also,
they're not utterly pathetic ideally dispatched by ''all'' measures and could be threatening to your average first-person shooter protagonist; it's just that they're outclassed by everything else around them.
* BalanceBuff: Originally, they effectively had a measly 1 health and would gib instantly upon taking any sort of damage. They've since been buffed somewhat and are now at least regular enemies; they're a little tougher than zombies and imps, but weaker than possessed soldiers. You'll still mow through
lining them effortlessly, though.
* FakeUltimateMook: First seen manning the walls
up with a big group of Immora (the centre of Hell’s domain) and personally guarding the Dark Lord, their enclosed armor and energy spears mark them as {{evil counterpart}}s to the Night Sentinels besieging the city, making them ''seem'' like they're EliteMooks. They really, ''really'' aren't. In fact, thanks to being laughably easy to kill, going down from the slightest damage, they aren't enough of a threat to even qualify as Fodder and are relegated to being classified as Ambient, a category usually reserved for demons that barely qualify as enemies. Also, they don't even have the spears in gameplay. Unlike most enemies, they cannot be chainsawed or glory killed. To compensate, they drop ammo upon death.
* TheGoomba: Originally by far the weakest
enemies encountered in the series, with less durability than even the Lost Soul, and even after having their health increased they're still cannon fodder. They have no special abilities to speak of, die in a single hit from most weapons (even coming into contact with the Chaingun's energy shield causes before launching them towards them, similar to explode), a cueball in pool or billiards.
* SuicideAttack: Engineers in ''2016'' will charge at the player
and their only attack is an incredibly inaccurate, slow-firing energy weapon that deals a pathetic amount of damage (on default difficulty it deals a pitiful ''2'' damage per shot). They ''can'' survive a handful of heavy machinegun or plasma rifle shots, but anything heavier utterly destroys them.
* KungFuProofMook: They can't be chainsawed or glory killed, which normally isn't a big deal given how easy they are to kill, but they can be a problem
detonate themselves when you're at low health and being chased by a Super Heavy Demon or two and desperately looking for a fodder enemy to recharge yourself with.
* MadeOfPlasticine: And that's the ''nice'' way of putting it. Even though they're TheAgeless, they're 100% mortal like any human... and when pitted against such an absurdly powerful force like the Slayer, they can barely touch him without exploding into gibs. Pretty much anything in his arsenal will kill them in half a second.
* {{Mooks}}: Their durability and damage output are actually on par with basic mooks from most other First Person Shooter games... however, since this is ''Doom Eternal'' and ''everything'' else (including the player) is so overpowered,
they get steamrolled pathetically easily.
* MythologyGag: Their armour and weaponry are both reused from ''2016''[='=]s multiplayer mode, specifically the Catalyst armour set and the Reaper respectively.
* PinataEnemy: In exchange for their immunity to the chainsaw and inability to be glory killed, they drop ammo upon death regardless of how you do it.
* RedAndBlackAndEvilAllOver: They are clad in red and black armor, befitting of a hellish warrior caste.
* RedshirtArmy: They are hilariously weak, having an atrocious aim and exploding into gore after a single hit from any non-automatic weapon, and are even classified as ambient enemies. If that wasn't enough, they even wear literal red armor.
* UndyingLoyalty: To Davoth, which is why they are more than willing to fight the Slayer, though they are completely incompetent at doing so.
* UnusableEnemyEquipment: The Reaper, the weapon they use.
close.



!Bosses
!!Introduced in ''DOOM (2016)''
[[folder:The Cyberdemon]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0161_0.PNG]]
[[caption-width-right:350:Cyberdemon in ''DOOM (2016)'']]

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 (thank god it isn't).

to:

!Bosses
!!Introduced in ''DOOM (2016)''
[[folder:The Cyberdemon]]
[[folder:Tentacle]]
!!Tentacle
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0161_0.PNG]]
[[caption-width-right:350:Cyberdemon
org/pmwiki/pub/images/tentacle_7.png]]
[[caption-width-right:350:Tentacle
in ''DOOM (2016)'']]

A Baalgar-class demon captured by
Eternal'']]
!!!'''Appear in:''' ''VideoGame/DoomEternal''
Ambient, but not harmless demons created through
the UAC and cybernetically modified to be even more lethal. The BFG-9000 was supposed to be attached to this monstrosity before spread of the incident (thank god it isn't).Hellgrowth infesting Earth. They hide in holes or under purple goop, waiting for anything to come close so they can strike.



* 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.
* DegradedBoss: The "Tower of Babel" secret classic map uses a simplified version of the Cyberdemon that behaves more like its classic counterpart, focusing on firing rockets instead of using its many new special moves. The Tyrants in ''Doom Eternal'' also use the Cyberdemon's basic moveset, only lacking some of the more exotic, boss arena-specific attacks, and not being nearly as durable.
* 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 on 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 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 from 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 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 its 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 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 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.

to:

* 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.
* DegradedBoss: The "Tower of Babel" secret classic map uses a simplified version of the Cyberdemon that behaves more like its classic counterpart, focusing on firing rockets instead of using its many new special moves. The Tyrants in ''Doom Eternal'' also use the Cyberdemon's basic moveset, only lacking some of the more exotic, boss arena-specific attacks, and not being nearly as durable.
* 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
AttackOfThe50FootWhatever: In ''The Ancient Gods: Part One'', [[spoiler:there are specimens in the first place. Then doing it again.
* GoneHorriblyRight: The think tank responsible for
Blood Swamp that are the reanimation and modification size of the monster were giddy to make it an "ultimate battle demon" and thought of it too good a chance to pass up. skyscrapers. 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 on 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 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 from 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
are 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
considerably tougher 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.
more dangerous.]]
* RoaringRampageOfRevenge: This creature used to be an ancient Shadowlord before CombatTentacles: They ''are'' one of themselves.
* GlassCannon: Make no mistake, they pack a serious punch and can take a substantial amount of armour/health when
the Doom Slayer fatally deposed him. After regaining sentience and finding gets close, but they can't tank a Combat Shotgun blast, never mind the Doom Slayer again, he [[UnstoppableRage doesn't take it well.]]
tougher weapons.
* SwordBeam: The Cybderdemon occasionally fires three, wide sword slash projectiles that require JumpScare: Inexperienced players will have some the Doom Slayer to first time they 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.
ground.
* TooDumbToLive: Not MeatMoss: In the Cyberdemon itself, which is pretty competent, but rather the scientists who brought Codex, it BackFromTheDead thought hints that turning it into an "ultimate battle demon" was a ''good idea''. The creature was hostile from these tentacles don't live in the outset, with the 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 Hellgrowth, but as part of its body ''at will''. Cue the beast using this to jolt itself back to consciousness and override its 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.
it; a natural defence.
* TwinMaker: ''Doom: VFR'' reveals WhackAMonster: Their ''modus operandi''. Where there are tentacles, there are many holes that another Cyberdemon was created as a prototype before the may house 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 of these tentacles. However, not every hole has no second phase[[note]]So no sudden resurrection and no rock corridors[[/note]], and Dr Peters has to go find and kill it 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 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.
one.



[[folder:Hell Guard]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0164.PNG]]
[[caption-width-right:350:Hell Guard in ''DOOM (2016)'']]

A trio of demonic suits of armor, each playing host to a diminutive, snakelike creature that controls it.

to:

[[folder:Hell Guard]]
[[quoteright:350:https://static.
[[folder:Turret ('''The Ancient Gods''')]]
!!Turret
[[quoteright:204:https://static.
tvtropes.org/pmwiki/pub/images/img_0164.PNG]]
[[caption-width-right:350:Hell Guard
org/pmwiki/pub/images/de_turret.png]]
[[caption-width-right:204:Turret
in ''DOOM (2016)'']]

''The Ancient Gods: Part One'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part One]]''
A trio of demonic suits of armor, each playing host to lesser demon bound in a diminutive, snakelike creature fellsteel container, they serve as stationary guards for their leaders. They manifest as a single eye that controls it.shoots projectiles and protects itself by ducking into its container. They first appeared in the main campaign in Nekravol guarding Kalibas the Sightless Judge, but ''The Ancient Gods'' promotes them to common enemies.



* 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.
* 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 it only gives a brief window to hit it.
* CanonForeigner: Other than the basic zombies and the Hell Razers, they're the only enemies in ''DOOM (2016)'' not directly based on 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.
* HalfTheManHeUsedToBe: The Doom Slayer pulls the last parasite in half.
* KilledOffScreen: As mentioned in the entry above, several 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 was 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.
* MythologyGag: The second phase of the fight has you face off against two Hell Guards at the same time, possibly referencing the original ''Doom'' where, in [=E1M8=], you fight two Barons of Hell (the iconic "Bruiser Brothers").
* PoweredArmor: All they are is basically magical and meaty suits of armour with a PuppeteerParasite inside both piloting it and acting as its battery.

to:

* 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 The Precision Bolt will explode destroy it in their face and stun them, opening them up to a heavy attack.
* 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 it only gives a brief window to hit it.
* CanonForeigner: Other than the basic zombies
two shots and the Hell Razers, they're the Ballista takes it out in just one.
* DontLookAtMe: They retreat into their containers if you spend too long aiming at them without firing.
* EyeBeams: A given. They shoot energy globs.
* FacelessEye: They are merely pillars with a single eye that peeks out.
* GoForTheEye: The
only enemies in ''DOOM (2016)'' not directly based on an enemy from the classic ''Doom'' games.
way to damage it.
* ConservationOfNinjitsu: The first Hell Guard, who you face one-on-one, has some very damaging attacks and KingMook: There is a magical barrier that renders it invulnerable unless attacking. The second and third attack you jointly, but lack some boss variant fought as part of the more damaging attacks Trial of Maligog at the conclusion of the first and lack the barrier, making them easier to defeat.
* DefiantToTheEnd: The third and final Hell Guard you kill has one
Blood Swamps. They are essentially just giant Turrets encased in flying cubes that are fought alongside waves 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]].
summoned demons.
* 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
PinataEnemy: They drop ammo and armour]] right before the Guard's BossBattle.
upon getting destroyed.
* HalfTheManHeUsedToBe: The Doom Slayer pulls the last parasite in half.
* KilledOffScreen: As mentioned in the entry above, several dead parasites, specifically seven, are scattered before the entrance to the BossBattle. It is unclear whether
SinisterSurveillance: They were invented by Deag Nilox and, although they were killed or just simply died, but if each of mainly used as guards by other Demons, the corpses was meant to have been part of a full Hell Guard unit, then that means the Doom Slayer was meant to have fought '''ten''' of Priest used them for the Crucible instead of just the remaining three.
* MythologyGag: The second phase of the fight has you face off against two Hell Guards at the same time, possibly referencing the original ''Doom'' where, in [=E1M8=], you fight two Barons of Hell (the iconic "Bruiser Brothers").
* PoweredArmor: All
as a direct visual link between him and what they are is basically magical and meaty suits of armour with a PuppeteerParasite inside both piloting it and acting as its battery.saw.



[[folder:The Spider Mastermind]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/img_0162_9.PNG]]
[[caption-width-right:350:Spider Mastermind in ''DOOM (2016)'']]
->''"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''. She is the final boss of ''Doom (2016)''.

to:

[[folder:The Spider Mastermind]]
[[quoteright:350:https://static.
[[folder:Spirit ('''The Ancient Gods''')]]
!!!Spirit
[[quoteright:196:https://static.
tvtropes.org/pmwiki/pub/images/img_0162_9.PNG]]
[[caption-width-right:350:Spider Mastermind
org/pmwiki/pub/images/spirit_1_6.png]]
[[caption-width-right:196:Spirit
in ''DOOM (2016)'']]
->''"When the gate is opened, in the fourth age, when we have risen
''The Ancient Gods: Part One'']]
!!!'''Appear in:''' ''[[DownloadableContent The Ancient Gods: Part One
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 Two]]''
The ghosts
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 fallen Summoners 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''. She is the final boss of
''Doom (2016)''.(2016)'', Spirits rely on nearby demons to fight by possessing them, in turn granting their host enhanced speed, strength, and aggression.



* BadassBoast: Not on her part, but the Codex entry on her 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 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.
* BeamSpam: She 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 merged with an EvilCripple may be a factor as to why this is.
* DamageSpongeBoss: She will take a ''[[{{Pun}} 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.
* DarkActionGirl: She’s one of the toughest, strongest demons in Hell, [[spoiler:a form Olivia is forced to take on when she got more than what she bargained for]], and provides a tough challenge for the Doom Slayer.
* 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 merges with the Spider Mastermind. Then the battle starts.]]
* FusionDance: With [[spoiler:Olivia Pierce.]]
* 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.
* ImpossiblyGracefulGiant: She's able to elegantly and swiftly flip herself upside down to protect her main body by using the range of motion in her legs without any sign of balance issues.
* IronicDeath: She's eventually killed with the BFG... which [[HoistByHerOwnPetard Olivia, her host, 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.]]
* MyBrainIsBig: She ''is'' a giant brain in a cybernetic weapons platform.
* MythologyGag:
** In the original ''Doom II's'' manual, it's noted to be thankful for the small mercy that the Spider Mastermind didn't wield a plasma weapon like her Arachnotron underlings.[[note]]Although the joke was that it has a super-chaingun instead, which was [[AssuranceBackfire a far deadlier weapon]] in the original ''Doom'' games because it was hitscan. [[OhCrap "Crap."]][[/note]] [[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 performed on ''this'' version has the Doom Slayer 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 merges with it.]] But the codex on it does refer to it in female terms.
* SheIsTheKing: [[ZigZaggingTrope Zig-zagged]]. Her title, the ''Aranea Imperatrix'', is roughly Latin for "Spider Emp''ress''", but the BadassBoast in her codex entry refers to her as "a mighty '''''god''''' to rule over all other gods", and not a god''dess''.
* 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 to roar 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 Codex and the ''DOOM Eternal'' Collector Edition's Lore Book, which indicates that the Spider Mastermind is actually [[spoiler:a separate and ''very'' ancient entity that merged with Olivia to gain a 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]] ''[[{{Cephalothorax}} besides]]'' [[{{Cephalothorax}} head]].

to:

* BadassBoast: Not on her part, but the Codex entry on her 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.
AchillesHeel: 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.
* BeamSpam: She 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
only 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 merged with an EvilCripple may be a factor as
to why this is.
* DamageSpongeBoss: She will take a ''[[{{Pun}} 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.
* DarkActionGirl: She’s one of the toughest, strongest demons in Hell, [[spoiler:a form Olivia
kill them is forced to take on when she got more than what she bargained for]], and provides a tough challenge for the Doom Slayer.
* 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 merges with the Spider Mastermind. Then the battle starts.]]
* FusionDance: With [[spoiler:Olivia Pierce.]]
* 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.
* ImpossiblyGracefulGiant: She's able to elegantly and swiftly flip herself upside down to protect her main body
by using the range Microwave Beam, in a deliberate ShoutOut to ''Film/{{Ghostbusters|1984}}'' and to give a use to an otherwise underused ability.
** Notably, they also suffer from this weakness while possessing enemies. Normally, Spirit-possessed demons can't be staggered at all, but the Microwave Beam bypasses this and can stun these kinds
of motion in her legs without any sign of balance issues.
* IronicDeath: She's eventually killed
enemies anyways. As a result, you can pretty effectively beat them down with your normal arsenal and then swap to the BFG... which [[HoistByHerOwnPetard Olivia, her host, helped design]].
* MindOverMatter: One of her powers
beam when their host 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.]]
* MyBrainIsBig: She ''is'' a giant brain in a cybernetic weapons platform.
* MythologyGag:
** In the original ''Doom II's'' manual, it's noted to be thankful for the small mercy that the Spider Mastermind didn't wield a plasma weapon like her Arachnotron underlings.[[note]]Although the joke was that it has a super-chaingun instead, which was [[AssuranceBackfire a far deadlier weapon]] in the original ''Doom'' games because it was hitscan. [[OhCrap "Crap."]][[/note]] [[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 performed on ''this'' version has the Doom Slayer shove the BFG in her mouth
low health to finish her them 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. BackFromTheDead: As revealed in the Mastermind, she gains telekinetic powers, inhuman durability, and becomes Codex, Spirits are 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 merges with it.]] But the codex on it does refer to it in female terms.
* SheIsTheKing: [[ZigZaggingTrope Zig-zagged]]. Her title, the ''Aranea Imperatrix'', is roughly Latin for "Spider Emp''ress''", but the BadassBoast in her codex entry refers to her as "a mighty '''''god''''' to rule over all other gods", and not a god''dess''.
* 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
ghosts 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.
Summoners.
* 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
BossInMooksClothing: Spirit-possessed demons who displays no signs of fear toward the Doom Slayer are several times tougher than even once defeated. In fact, the first thing she does upon surfacing Empowered or Buffed demons. A Spirit-possessed Super Heavy Demon is to roar at the Slayer before immediately readying the guns.
practically a full boss.
* WasOnceAMan: [[spoiler:This demonic monstrosity is none other than Olivia Pierce herself, having been "[[BeCarefulWhatYouWishFor rewarded]]" by her demonic superiors.]] Subverted TheBusCameBack: The Summoner design finds a new use after being replaced by the Codex and the Archvile.
* DecompositeCharacter: In
''DOOM Eternal'' Collector Edition's Lore Book, which indicates (2016)'', the Summoners served as SuspiciouslySimilarSubstitutes to the Archvile, having a similar role and attacks. After the Archvile returned in ''Eternal'', the Summoners were initially cut from the line-up until being repurposed into the much more unique Spirits.
* DemonicPossession: Of other demons!
* KungFuProofMook: As mentioned above, the Spirit can't be killed with anything other than the Microwave Beam due to being a ghostly demon. Spirit-possessed demons are also immune to the chainsaw and ice bombs, cannot be staggered, and, if the given demon possesses weak points, said weak points can no longer be destroyed.
* ThePowerOfHate: Their hatred of the Doom Slayer due to him killing them has led to them becoming ghosts
that the Spider Mastermind make enemies even beefier.
* ScrewThisImOuttaHere: If there aren't any nearby compatible demons to possess, a released Spirit will look around in confusion before warping away.
* StatusBuff: This
is actually [[spoiler:a separate and ''very'' ancient entity its gimmick: Demons that merged with Olivia to spawn in possessed by a Spirit gain a physical form]].
* YourHeadAsplode: The result of
hefty damage resistance (roughly ''quadrupling'' their durability) and speed increase, immunity to the Chainsaw, Ice Bomb and being executed point-blank with faltered, and if the host demon has a BFG blast through her mouth. Granted, [[{{Cephalothorax}} there's not much weak point [[note]] Arachnotrons, Revenants and Mancubi[[/note]], those points are rendered ''indestructible''. If the Spirit isn't killed in time after being released from its deceased host, it always chooses to possess the next strongest demon and applies to them the same cocktail of her to 'asplode]] ''[[{{Cephalothorax}} besides]]'' [[{{Cephalothorax}} head]].buffs detailed above. ''Always''. This is at its most pronounced in the Slayer Gate within ''The Holt'', where it possesses a [[LightningBruiser Marauder.]]



!!Introduced in ''DOOM Eternal''
[[folder:Doom Hunter]]
!!!'''Voiced by:''' Creator/DaveBoat
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_c9390b82e9ef999e5386151d5cf217ae_6470d4fa_1280.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.

to:

!!Introduced in ''DOOM Eternal''
[[folder:Doom Hunter]]
!!!'''Voiced by:''' Creator/DaveBoat
[[AC:Boss Demons]]

[[folder:The Cyberdemon]]
!!The Cyberdemon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_c9390b82e9ef999e5386151d5cf217ae_6470d4fa_1280.png]]
[[caption-width-right:350:''SLAYER IDENTIFIED'']]

->''"I thought you'd appreciate
org/pmwiki/pub/images/img_0161_0.PNG]]
[[caption-width-right:350:Cyberdemon in ''DOOM (2016)'']]
!!!'''Appear in:''' ''VideoGame/Doom2016''
A Baalgar-class demon captured by
the sentry I chose. The great Agaddon Hunters from the Telos Realm, though long thought to be extinct, created to hunt only the Slayer UAC 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
cybernetically modified by Hell specifically to hunt be even more lethal. The BFG-9000 was supposed to be attached to this monstrosity before 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.incident (thank god it isn't).



* 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 Heavy Cannon's Micro Missiles or the Rocket Launcher's Lock-On Burst. Both phases will go down in only a few salvos[[note]]three for the first phase, and 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, and 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.
* ArmCannon: Sports one that shoots fireballs.
* ArtifactTitle: Despite their name, the Doom Hunters [[NonIndicativeName don't so much "hunt" the Slayer]], but instead 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 itself 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.
* BrokenArmorBossBattle: The main body of the Doom Hunter is protected by a shield generator which must be temporarily disabled by the Plasma Rifle if you want to hurt any part of it other than the sled. Once the Doom Hunter has been damaged enough to abandon its sled, it'll lose access to the energy shield.
* 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: Played straight, though later averted. Prior to Update 6, the first three Doom Hunters fought as part of the two-phase Doom Hunter Base boss battle possessed an immunity to being frozen by Ice Bombs, with subsequent Doom Hunters losing that immunity. ''Eternal's'' Game Director Hugo Martin admitted that the team recognised it as a game design flaw on their part, with Update 6 making it so that all instances of the Doom Hunter can be frozen with Ice Bombs.
* {{Cyborg}}: It's a mostly robotic demonic skeleton that still has part of its head, chest and right arm still made of flesh.
* 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.
* DegradedBoss: Doom Hunters start showing up in later levels as standard enemies (albeit still a Super Heavy level threat). While they're a bit easier to kill, they still hit just as hard as their boss versions.
* ExtraEyes: Although the 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''.
** The twin-bladed chainsaw they wield is evocative of the ''Doom 64'' chainsaw, which also features two blades.
* {{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.

to:

* 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 Heavy Cannon's Micro Missiles or the Rocket Launcher's Lock-On Burst. Both phases will go down in only a few salvos[[note]]three for the first phase, and 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, and 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.
* ArmCannon: Sports one that shoots fireballs.
* ArtifactTitle: Despite their name, the Doom Hunters [[NonIndicativeName don't so much "hunt" the Slayer]], but instead 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 itself 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 ''Thrice''. This guy was a pile of beast-like hunters that Hell used ''specifically'' bones before a bunch of scientists got their hands on him, the first clone of him they made escaped so they had to hunt make another one, and after being forcibly shut down by the Doom Slayer only tearing his power source out, he comes back for another round by absorbing Hell's ambient energy.
* {{Determinator}}: This creature wills himself ''back
to get wiped life'' out instead. However, they've been revived as the cybernetic and armed-to-the-teeth Doom Hunters.
* BrokenArmorBossBattle: The main body
of [[UnstoppableRage sheer psychopathic hate for the Doom Hunter is protected by a shield generator which must be temporarily disabled by the Plasma Rifle if you want to hurt any part of it other than the sled. Once the Doom Hunter has been damaged enough to abandon its sled, it'll lose access to the energy shield.
* 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: Played straight, though later averted. Prior to Update 6, the first three Doom Hunters fought as part of the two-phase Doom Hunter Base boss battle possessed an immunity to being frozen by Ice Bombs, with subsequent Doom Hunters losing
Slayer]]. Somewhat justified in that immunity. ''Eternal's'' Game Director Hugo Martin admitted that the team recognised you kill it as a game design flaw on their part, with Update 6 making it so that all instances of the Doom Hunter can be frozen with Ice Bombs.
* {{Cyborg}}: It's a mostly robotic demonic skeleton that still has part of its head, chest and right arm still made of flesh.
* DeflectorShields: It can
once to generate a plasma shield around portal to Hell, which is where the organic parts of its body that needs Argent Energy powering it comes from. So you banish it and go to be taken down via the Plasma Rifle before damage a place where it can be dealt to its fleshy bits. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.
come back stronger.
* DegradedBoss: Doom Hunters start showing up The "Tower of Babel" secret classic map uses a simplified version of the Cyberdemon that behaves more like its classic counterpart, focusing on firing rockets instead of using its many new special moves. The Tyrants in later levels as standard enemies (albeit still a Super Heavy level threat). While they're a bit easier to kill, they still hit just as hard as their ''Doom Eternal'' also use the Cyberdemon's basic moveset, only lacking some of the more exotic, boss versions.
arena-specific attacks, and not being nearly as durable.
* ExtraEyes: Although DishingOutDirt: When resurrected in Hell, it gains the initial concept art had it be more 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 CyberCyclops, "mastermind".
* ForScience: What amounts to
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
thought process behind the TooDumbToLive scientists at UAC in making the Cyberdemon in the air, as well as packing mounted missile launchers first place. Then doing it again.
* GoneHorriblyRight: The think tank responsible for the reanimation
and machine guns.
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 on 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 Hunter is surprisingly mobile and can do a lot of damage at just about any range, thanks to Slayer needs the massive array of weapons it can choose from. It also has a large amount of health, which is bolstered further by Argent Accumulator powering the regenerating shield protecting Cyberdemon to send himself to Hell, while Dr Peters needs the Accumulator in its body.
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 from the bony spike on its arm before tossing the projectiles.
* MacrossMissileMassacre: Can fire [[{{Roboteching}} lock-on rockets]] 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 home onto 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 position. 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 primary means of attack if it's far away from intact horn and then strikes the Slayer.
* MoreDakka: Its sled has two machine guns mounted to
Cyberdemon's head with it, which it will gladly use [[MadeOfPlasticine with enough force to turn you into Swiss cheese.
annihilate everything above the monster's lower jaw.]]
* ShedArmorGainSpeed: Enough damage RoaringRampageOfRevenge: This creature used 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
be an ancient Shadowlord before the Doom Slayer fatally deposed him. After regaining sentience and finding the Night Sentinels. They've only gotten stronger after Deag Ranak rebuilt them.
Doom Slayer again, he [[UnstoppableRage doesn't take it well.]]
* MythologyGag:
** Their design is very similar
SwordBeam: The Cybderdemon occasionally fires three, wide sword slash projectiles that require the Doom Slayer to Sabaoth 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 ''VideoGame/Doom3''.
** The twin-bladed chainsaw they wield is evocative
simply strafing out of the ''Doom 64'' chainsaw, way.
* TooDumbToLive: Not the Cyberdemon itself,
which also features two blades.
* {{Ultraterrestrials}}:
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 Aggaddon Hunters are native to ''Earth'' according to DNA analysis, creature was hostile from the outset, with Carbon-dating on some preserved subjects measuring them as nearly ''eighty million'' years old the 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 pre-dating all complex, carbon-based life override its programming before going on Earth. The Argenta discovered them sixty million years ago, 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 fossils rock corridors[[/note]], and Dr Peters has to go find and kill it to retrieve its Argent Accumulator to close the Mars portal.
* VillainousValor: Unlike the other demons, this one doesn't display any fear
of the species have Doom Slayer, despite having been found beyond killed by him in the Arctic tundra.
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: Deag Ranak brought When the species back UAC captured it, the demon was nothing but fossilized remains. It was cloned at least twice, revived with Argent Energy, 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
then outfitted with cybernetic enhancements that one, and you'll have made it incredibly hard to fight two more simultaneously.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:The Gladiator]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_26f07ba0d741d76e671e80e146e68331_33a50258_1280.png]]
[[caption-width-right:350:The Gladiator in ''DOOM Eternal'']]

A demonic executioner that serves as the grand champion of Hell's Colosseum. He is the guardian of Deag Grav on Sentinel Prime.

to:

[[folder:The Gladiator]]
[[folder:Hell Guard]]
!!Hell Guard
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_26f07ba0d741d76e671e80e146e68331_33a50258_1280.png]]
[[caption-width-right:350:The Gladiator
org/pmwiki/pub/images/img_0164.PNG]]
[[caption-width-right:350:Hell Guard
in ''DOOM Eternal'']]

(2016)'']]
!!!'''Appear in:''' ''VideoGame/Doom2016''
A trio of demonic executioner suits of armor, each playing host to a diminutive, snakelike creature that serves as the grand champion of Hell's Colosseum. He is the guardian of Deag Grav on Sentinel Prime.controls it.



* AttackReflector: Once his shield is destroyed, he can spin his flail to reflect all projectiles.
* BigRedDevil: It may lack the red skin, but the horns, goat legs and cloven hooves are all there.
* 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 morningstar connected to its 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. Even his codex entry talks more about the arena he's kept in rather than his own origin. The Art Book ''does'' present a bit of context, stating that he is [[{{Immortality}} immortal as long as he has his shield]] which is [[PoweredByAForsakenChild containing the soul of his master]], implying that the Gladiator's [[TimeAbyss been around for quite a while]].
* GoForTheEye: The Gladiator’s living shield is near impervious to conventional weaponry, but one poke in the eye with the Doomblade was enough to make it explode.
* 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. It can also fire an energy wave in the shape of itself while the Gladiator is blocking with it.
* 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. The beige colouration of its skin suggests it to more specifically be a Hell Knight.
** The level that the Gladiator is fought in, Sentinel Prime, builds up to the fight with an ambient remix of ''Sign of Evil''; the same track used for the first ''Doom'''s E1M8, the first-ever level in which Hell Nobles (specifically, two Barons of Hell) are fought.
* 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 Ice Bombs 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 Gladiator's shield in its eye and concludes the fight's first phase, the shield 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.
* ResurrectiveImmortality: The Gladiator can never truly die -- while his mortal body can be destroyed, his soul will prevail, waiting for his body to reform as with most demons. The only way to ''truly'' kill him is to destroy the spirit of his master... whose soul is being contained within the Gladiator's ''shield''.
* SavageSpikedWeapons: Uses a spiked morningstar to better illustrate his character as a bestial demonic gladiator.
* ShedArmorGainSpeed: He becomes considerably faster and more dangerous once his shield is destroyed.
* SpinAttack: He's prone to spinning and letting his flail fly far with wide sweeps.
* StoneWall: Unlike the Marauder, the Gladiator can't attack while turtling behind his shield and his transition from blocking with his shield to launching an attack is heavily telegraphed and can be easily countered with a super shotgun blast, which will immediately stagger him. This makes fighting him a lot more straightforward than the Marauder, though his offensive abilities become considerably faster in his second form.
* SoulJar: Its shield holds the soul of its former master. In exchange for said master’s eternal pain, the Gladiator’s body cannot be killed as long as its shield exists. This only delayed its death by minutes as the Doom Slayer was all too happy to introduce the shield to his Doomblade before ending the rest of the Gladiator itself.
* ThrowingYourShieldAlwaysWorks: One of the Gladiator's attacks in his first phase 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 attack much more aggressively.
* 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.

to:

* AttackReflector: Once his 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.
* 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 is destroyed, he can spin his flail that it only drops when attacking, and even then it only gives a brief window to reflect all projectiles.
hit it.
* BigRedDevil: It may CanonForeigner: Other than the basic zombies and the Hell Razers, they're the only enemies in ''DOOM (2016)'' not directly based on 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 red skin, 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.
* HalfTheManHeUsedToBe: The Doom Slayer pulls the last parasite in half.
* KilledOffScreen: As mentioned in the entry above, several 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 horns, goat legs and cloven hooves are all there.
* DualWielding: Upon
corpses was 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.
* MythologyGag: 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 morningstar connected to its 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. Even his codex entry talks more about the arena he's kept in rather than his own origin. The Art Book ''does'' present a bit of context, stating that he is [[{{Immortality}} immortal as long as he has his shield]] which is [[PoweredByAForsakenChild containing the soul of his master]], implying that the Gladiator's [[TimeAbyss been around for quite a while]].
* GoForTheEye: The Gladiator’s living shield is near impervious to conventional weaponry, but one poke in the eye with the Doomblade was enough to make it explode.
* 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. It can also fire an energy wave in the shape of itself while the Gladiator is blocking with it.
* 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. The beige colouration of its skin suggests it to more specifically be a Hell Knight.
** The level that the Gladiator is fought in, Sentinel Prime, builds up to the
fight with an ambient remix of ''Sign of Evil''; has you face off against two Hell Guards at the same track used for time, possibly referencing the first ''Doom'''s E1M8, the first-ever level original ''Doom'' where, in which Hell Nobles (specifically, [=E1M8=], you fight two Barons of Hell) Hell (the iconic "Bruiser Brothers").
* PoweredArmor: All they
are fought.
* NoSell: As a boss, he
is immune to most of your equipment basically magical and superweapons. The Flame Belch doesn't generate meaty suits of armour when used on him, the Chainsaw doesn't register him as a valid target, and Ice Bombs 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 Gladiator's shield in its eye and concludes the fight's first phase, the shield 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.
* ResurrectiveImmortality: The Gladiator can never truly die -- while his mortal body can be destroyed, his soul will prevail, waiting for his body to reform as with most demons. The only way to ''truly'' kill him is to destroy the spirit of his master... whose soul is being contained within the Gladiator's ''shield''.
* SavageSpikedWeapons: Uses a spiked morningstar to better illustrate his character as a bestial demonic gladiator.
* ShedArmorGainSpeed: He becomes considerably faster and more dangerous once his shield is destroyed.
* SpinAttack: He's prone to spinning and letting his flail fly far with wide sweeps.
* StoneWall: Unlike the Marauder, the Gladiator can't attack while turtling behind his shield and his transition from blocking with his shield to launching an attack is heavily telegraphed and can be easily countered
with a super shotgun blast, which will immediately stagger him. This makes fighting him a lot more straightforward than the Marauder, though his offensive abilities become considerably faster in his second form.
* SoulJar: Its shield holds the soul of its former master. In exchange for said master’s eternal pain, the Gladiator’s body cannot be killed as long
PuppeteerParasite inside both piloting it and acting as its shield exists. This only delayed its death by minutes as the Doom Slayer was all too happy to introduce the shield to his Doomblade before ending the rest of the Gladiator itself.
* ThrowingYourShieldAlwaysWorks: One of the Gladiator's attacks in his first phase 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 attack much more aggressively.
* 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.
battery.



[[folder:The Icon of Sin]]
!!!'''Voiced by:''' Creator/EdwardBosco
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_348ee12dc47faab2f96bb702a0e6ab3f_8dd7a1fc_1280.png]]
[[caption-width-right:350:The Icon of Sin in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see its unarmoured form]]https://static.tvtropes.org/pmwiki/pub/images/iconofsin.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."''

to:

[[folder:The Icon of Sin]]
!!!'''Voiced by:''' Creator/EdwardBosco
Spider Mastermind]]
!!The Spider Mastermind
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tumblr_348ee12dc47faab2f96bb702a0e6ab3f_8dd7a1fc_1280.png]]
[[caption-width-right:350:The Icon of Sin
org/pmwiki/pub/images/img_0162_9.PNG]]
[[caption-width-right:350:Spider Mastermind
in ''DOOM Eternal'']]
[[caption-width-right:350:[[labelnote:Click here to see its unarmoured form]]https://static.tvtropes.org/pmwiki/pub/images/iconofsin.png[[/labelnote]]]]

->''"For his payment,
(2016)'']]
->''"When
the Betrayer's son was returned to him gate is opened, in our form, the fourth age, when we have risen and the Icon 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 Sin was brought the dark priest will be unleashed upon the heathens. His vengeance was swift 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 merciless, for the wages of treachery are suffering.sinew. A mighty god to rule over all other gods. One become two become legion."''



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''.

to:

A towering elder vaguely spider-like cybernetic demon of pure destruction, extreme power and chaos -- whose corpse can be seen littering the bowels of monstrosity referred to in Hell along with as the other ancient demons in ''DOOM (2016)''. It ''Aranea Imperatrix''. She is the final boss of ''DOOM Eternal''.''Doom (2016)''.



* ApocalypseHow: Its mere presence on Earth threatens a ApocalypseHow/ClassX4 by wearing down spacetime in whatever dimension it's in, to the point of creating a supermassive black hole to drag the entire universe down into Hell.
* 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 (which, mind you, is at ''minimum'' of 150 meters).
* BookEnds: In ''Doom II'', you kill this thing 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 mouthing some type of demonic language to perform an EnemySummoner spell. In the second phase, it can be heard speaking out loud to summon a meteor shower.
* CameBackWrong: The Betrayer stuck a deal with Hell to bring his dead son back to life, only for him to be resurrected as the host of an infernal, towering elder demon, with Hell seeing 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 as its flesh is being blasted off its body, it will relentlessly fight back with no loss in vigour until its health is at zero.
* DroneOfDread: Its leitmotif consists of blaring, technological horns, first heard when it awakens on Urdak, and heard more prominently during its boss fight. Its classic theme, "Opening to Hell", is remixed as a bombastic choir playing between its boss fight's phases.
* 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 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 were also once mortal men, though whereas the Doom Slayer was granted godlike powers while retaining his humanity, the Betrayer's Son became host to the Icon, bringing it forth once again.
* EvilIsNotAToy: [[spoiler:Bringing the 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]].]]
* FanDisservice: Has a very well-modelled posterior, for some reason. It also belongs to a gargantuan demonic monstrosity hell-bent on destroying the universe.
* FinalBoss: Just like in ''Doom II'', The Icon serves as this once again for the main game. Only this time, it's not a wall texture, but instead a fully-fledged ''titan''.
* GenericDoomsdayVillain: Unlike the [[BigBad Khan Maykr]], he has [[FlatCharacter no personality or dialogue]] ([[BlackSpeech that we can understand, at least]]) and his role is just "really big scary thing."
* 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 can take 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''.
* GutturalGrowler: It can be heard [[CallingYourAttacks speaking a demonic language before summoning forth a meteor shower]], and its voice is so deep that it's essentially ''vocalized bass drops''.
* HornedHumanoid: An absolutely ''humongous'' one, 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. Though, given the lack of a hilt to remove such a blade, this task may prove considerably challenging.]]
** [[spoiler: As of ''The Ancient Gods: Part 2'' it is presumably finally completely destroyed along with all other demons outside of Hell.]]
* ItCanThink: At first, the Icon seems like some mindless monstrosity that only knows how to walk, roar, punch and destroy -- however, more is revealed as you fight it. The Icon has a massive plethora of magic attacks (including a meteor shower, fireballs/giant beam from its head, etc.), can conjure portals to go anywhere it wants at will, and even seems to mime some type of language [[CallingYourAttacks to teleport its brethren into the battlefield]]. It can also apparently ''speak'' said demonic language out loud in battle, with a GutturalGrowler voice. It also seems to spitefully scoff at the Slayer after its first phase, overlooking the battlefield with a snarl before walking into a portal.
* ItIsDehumanizing: Played with. Samuel and the Khan Maykr often refer to the Icon of Sin with masculine pronouns, as it has a male-esque build and a GutturalGrowler voice, though other times the Icon is referred to as an "it". However, unlike most examples, this is more ''befitting'' than dehumanizing, as the Icon isn't humane at all, but is more so an absolute force of destruction -- or as its name suggests, ''an icon of sin indeed.''
* 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's existence. 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]].
* JustHitHim: [[InvertedTrope Inverted]]. It ''does'' just hit the Slayer, but since it has the manual dexterity to do that, ''and'' the battle takes place atop a skyscraper, one might wonder why it doesn't just pick him up and fastball him into the next country. This could be because the Slayer could -- [[ImplacableMan and would]] -- survive that, and it's better to personally ''see'' the enemy DeaderThanDead just to make it certain.
* {{Kaiju}}: It's the size of a skyscraper, and you literally fight it while standing on a skyscraper yourself.
* KilledOffForReal: {{Implied|Trope}} -- for all its power, it's never stated to be exempt from the rule of "all demons outside of Hell die if the Dark Lord dies", [[spoiler:so the Slayer killing Davoth presumably kills it for good]].
* MagicPants: Of some sort. While the Icon's pelvis is exposed after its armour is destroyed, its leg armour goes unscathed due to the Slayer being at the height of its waist at its 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 takes 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: After Valen the Betrayer sold out the Night Sentinels to resurrect his son, he quickly learned the hard way about what Hell sees in traitors, given how his son was returned as the Icon's host.
* 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 alongside the Betrayer's heart, 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 the heart is destroyed and the son's soul freed, the Icon immediately starts a rampage to consume all of reality.
* SpeakingSimlish: While there is no SdrawkcabSpeech regarding John Romero, the Icon still says one thing; across Final Sin and his boss fight, it growls out a demonic phrase that sounds like "surrender" or "[[CallBack I still remember]]". It also says this [[CallingYourAttacks before summoning a shower of asteroids.]]
* 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.]]
* TragicMonster: It's only revealed in the backstory, but the Icon we see is the corporeal vessel of what was once an ordinary man, twisted into this towering abomination.
* VillainousValor: Even reduced to a mangled mess, it shows no fear of the Slayer - only spite, annoyance and a continued drive to defeat him. 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 becoming merged with the unfathomably ancient 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.

to:

* ApocalypseHow: Its mere presence BadassBoast: Not on Earth threatens a ApocalypseHow/ClassX4 by wearing down spacetime in whatever dimension it's in, to her part, but the point of creating a supermassive black hole to drag the entire universe down into Hell.
* 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 (which, mind you, is at ''minimum'' of 150 meters).
* BookEnds: In ''Doom II'', you kill this thing 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
Codex entry on Earth'' returns once again after being absent since ''Doom 64''.
* CallingYourAttacks: When unmasked, it can be seen mouthing some type of demonic language to perform
her has quite an EnemySummoner spell. In the second phase, it can be heard speaking out loud to summon a meteor shower.
* CameBackWrong: The Betrayer stuck a deal with Hell to bring his dead son back to life, only for him to be resurrected as the host of an infernal, towering elder demon, with Hell seeing this as a fitting reward for a traitor like the Betrayer.
* DeathFromAbove: One of its attacks is raining down meteors
impressive one from the sky.
* {{Determinator}}: Even as its flesh
demons of Hell:
--> When the gate
is being blasted off its body, it opened, in the fourth age, when we have risen and the masters have shown us the path, she will relentlessly fight back come. A great blessing will be given to the keyholder, for they will become one with no loss in vigour until its health is at zero.
* DroneOfDread: Its leitmotif consists of blaring, technological horns, first heard when it awakens on Urdak,
the master, and heard more prominently during its boss fight. Its classic theme, "Opening to Hell", is remixed as a bombastic choir playing between its boss fight's phases.
* EasterEgg: While it doesn't appear as an enemy
in ''2016'', you can find its skull in "The Necropolis". Shooting a rocket at that holy union the sigil on its head (the spot where its weak spot was in ''Doom II'') power of the dark priest will have it recite be unleashed upon the famous "!oremoR nhoJ ,em llik tsum uoy emag eht niw oT" quote heretics of the Penumbral Plain. The Aranea Imperatrix. Carried in the mind of all who follow, fed from the classic ''Doom II'' boss battle blood of those who fell, made with bone of rock, iron, steel and spit out sinew. A mighty god to rule over all other gods. One become two become legion.
* BeamSpam: She makes use of
a spawn cube that drops ''plasma [[GatlingGood chaingun]]'' and multiple laser blasters to roast and toast anything in her way.
* BeCarefulWhatYouWishFor: The result of such
a Doom Slayer collectible doll.
* EldritchAbomination: A colossal
wish. [[spoiler:Olivia wanted unfathomable godlike power, and her demonic beast that distorts reality, is capable of tearing down spacetime, spreads madness wherever it goes, patrons gave her everything she wanted 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 were also once mortal men, though whereas the Doom Slayer was granted godlike powers while retaining his humanity, the Betrayer's Son became host to the Icon, bringing it forth once again.
* EvilIsNotAToy: [[spoiler:Bringing the Icon of Sin into Urdak was
more. Just 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]].way she likely would've liked it.]]
* FanDisservice: Has a very well-modelled posterior, for some reason. It also belongs to a gargantuan demonic monstrosity hell-bent on destroying {{Cephalothorax}}: Like the universe.
original incarnation, she's a big head with an even bigger brain, mounted on a spider-like chassis with little stubby hands.
* FinalBoss: Just like in ''Doom II'', The Icon serves as this once again for the main game. Only this time, it's not a wall texture, but instead a fully-fledged ''titan''.
* GenericDoomsdayVillain:
ClippedWingAngel: Unlike any other boss fight in the [[BigBad Khan Maykr]], he has [[FlatCharacter no personality game, or dialogue]] ([[BlackSpeech that we can understand, at least]]) even the ''series'', this Spider Mastermind gradually gets weaker and his role is just "really big scary thing."
* 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
weaker with the loss of the Hell Priests, it becomes the only plan more health she can take to continue the collection of Earth's souls before loses, indicating that actually fighting the Doom Slayer comes was the worst possibility for her.
her. By the time the finisher comes, she can't even fight back anymore. The fact that she merged with an EvilCripple may be a factor as to why this is.
* GoodOldFisticuffs: Don't let your guard down by thinking it only has fire and ranged attacks. It can and DamageSpongeBoss: She will regularly use its fists to strike at you or the arena in general, and those punches ''hurt''.
* GutturalGrowler: It can be heard [[CallingYourAttacks speaking
take a demonic language ''[[{{Pun}} Hell]]'' of a beating before summoning forth a meteor shower]], and its voice is so deep that finally going down. While she does drop ammo after certain amounts of her health are shaved off, it's essentially ''vocalized bass drops''.
* HornedHumanoid: An absolutely ''humongous'' one, with a pair
not uncommon to run out of big, goatlike horns.
ammo when fighting her.
* HumanoidAbomination: A humanoid, goat-headed demon that’s unfathomably old, possesses near-godlike powers DarkActionGirl: She’s one of the toughest, strongest demons in Hell, [[spoiler:a form Olivia is forced to take on when she got more than what she bargained for]], and is brought back to life by the Khan Maykr to bring about TheEndOfTheWorldAsWeKnowIt. While provides a tough challenge for the Doom Slayer.
* FinalBoss: She's the final boss the
Slayer may be called must face at the BeastOfTheApocalypse, this entity is end of the real deal 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 traditional sense.
* {{Immortality}}: As mentioned by Samuel Hayden, only a Crucible blade can stop a Titan,
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 should merges with the blade be removed Spider Mastermind. Then 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. Though, given the lack of a hilt to remove such a blade, this task may prove considerably challenging.battle starts.]]
** [[spoiler: As of ''The Ancient Gods: Part 2'' it is presumably finally completely destroyed along with all other demons outside of Hell.* FusionDance: With [[spoiler:Olivia Pierce.]]
* ItCanThink: At first, LightningBruiser: It is the Icon seems like some mindless monstrosity that only knows how to walk, roar, punch and destroy -- however, more is revealed as you fight it. The Icon has a massive plethora of magic attacks (including a meteor shower, fireballs/giant beam from its head, etc.), most durable enemy in ''2016'', can conjure portals to go anywhere it wants at will, and even seems to mime some type of language [[CallingYourAttacks to teleport its brethren into the battlefield]]. It can also apparently ''speak'' said demonic language dish out loud in battle, a beating with a GutturalGrowler voice. It also seems all of its attacks, and is deceptively fast despite its size.
* ImpossiblyGracefulGiant: She's able
to spitefully scoff at elegantly and swiftly flip herself upside down to protect her main body by using the Slayer after its first phase, overlooking the battlefield with a snarl before walking into a portal.
* ItIsDehumanizing: Played with. Samuel and the Khan Maykr often refer to the Icon
range of Sin with masculine pronouns, as it has a male-esque build and a GutturalGrowler voice, though other times the Icon is referred to as an "it". However, unlike most examples, this is more ''befitting'' than dehumanizing, as the Icon isn't humane at all, but is more so an absolute force motion in her legs without any sign of destruction -- or as its name suggests, ''an icon of sin indeed.''
balance issues.
* 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's existence. 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 IronicDeath: She's eventually just ''get back up'' again [[spoiler:unless a Crucible keeps it out of commission]].
* JustHitHim: [[InvertedTrope Inverted]]. It ''does'' just hit the Slayer, but since it has the manual dexterity to do that, ''and'' the battle takes place atop a skyscraper, one might wonder why it doesn't just pick him up and fastball him into the next country. This could be because the Slayer could -- [[ImplacableMan and would]] -- survive that, and it's better to personally ''see'' the enemy DeaderThanDead just to make it certain.
* {{Kaiju}}: It's the size of a skyscraper, and you literally fight it while standing on a skyscraper yourself.
* KilledOffForReal: {{Implied|Trope}} -- for all its power, it's never stated to be exempt from the rule of "all demons outside of Hell die if the Dark Lord dies", [[spoiler:so the Slayer killing Davoth presumably kills it for good]].
* MagicPants: Of some sort. While the Icon's pelvis is exposed after its armour is destroyed, its leg armour goes unscathed due to the Slayer being at the height of its waist at its 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 takes a massive amount of damage to put down.
* MixAndMatchCritters: A demon
killed with a vaguely human-shaped body, hands like a bat, and a goat-like head.
* MonsterFromBeyondTheVeil: After Valen
the Betrayer sold out the Night Sentinels to resurrect his son, he quickly learned the hard way about what Hell sees in traitors, given how his son was returned as the Icon's host.
* 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
BFG... which protects its body. This suit was designed as a means [[HoistByHerOwnPetard Olivia, her host, helped design]].
* MindOverMatter: One
of controlling it alongside the Betrayer's heart, but due her powers is telekinesis, which she uses to the Slayer interfering with its resurrection and the subsequent death throw bits of the Khan Maykr, the Icon answers to no one.
arena at you.
* 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 the heart is destroyed and the son's soul freed, the Icon immediately starts a rampage to consume all of reality.
* SpeakingSimlish: While there is no SdrawkcabSpeech regarding John Romero, the Icon still says one thing; across Final Sin and his boss fight, it growls out a demonic phrase that sounds
MorphicResonance: [[spoiler:The Mastermind, like "surrender" or "[[CallBack I still remember]]". It also says this [[CallingYourAttacks before summoning Olivia, needs a shower of asteroids.bone-coloured mechanical exosuit hooked to her brain to move properly.]]
* StationaryBoss: It has MyBrainIsBig: She ''is'' a ''little'' more freedom of movement than your typical FPS "Giant Torso Boss", but is otherwise giant brain in a pretty typical example of cybernetic weapons platform.
* MythologyGag:
** In
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
original ''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, II's'' manual, 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 noted to be literally thankful for the only viable method of putting it down). [[spoiler:And small mercy that still only puts the Spider Mastermind didn't wield a plasma weapon like her Arachnotron underlings.[[note]]Although the joke was that it out of commission instead of killing it.has a super-chaingun instead, which was [[AssuranceBackfire a far deadlier weapon]] in the original ''Doom'' games because it was hitscan. [[OhCrap "Crap."]][[/note]] [[FromBadToWorse Guess what? This one does.]]
* TragicMonster: It's only revealed in ** The original Spider Mastermind from the backstory, first game was famously killable with a single point-blank BFG shot. The Glory Kill performed on ''this'' version has the Doom Slayer 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 merges with it.]] But the codex on it does refer to it in female terms.
* SheIsTheKing: [[ZigZaggingTrope Zig-zagged]]. Her title, the ''Aranea Imperatrix'', is roughly Latin for "Spider Emp''ress''",
but the Icon we see is BadassBoast in her codex entry refers to her as "a mighty '''''god''''' to rule over all other gods", and not a god''dess''.
* ShockAndAwe: The second half of her boss battle has her electrifying
the corporeal vessel floor, requiring the Doom Slayer to jump on top of what was once 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 ordinary man, twisted 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 this towering abomination.
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: Even reduced to a mangled mess, it shows She is one of the very few demons who displays no signs of fear of toward the Doom Slayer even once defeated. In fact, the first thing she does upon surfacing is to roar at the Slayer - only spite, annoyance and a continued drive to defeat him. When it retreats through a portal after before immediately readying 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.
guns.
* WasOnceAMan: Formerly [[spoiler:This demonic monstrosity is none other than Olivia Pierce herself, having been "[[BeCarefulWhatYouWishFor rewarded]]" by her demonic superiors.]] Subverted by the mortal son of Codex and the Betrayer, before becoming ''DOOM Eternal'' Collector Edition's Lore Book, which indicates that the Spider Mastermind is actually [[spoiler:a separate and ''very'' ancient entity that merged with the unfathomably ancient Titan as part Olivia to gain a physical form]].
* YourHeadAsplode: The result
of Hell's cruel twist on the Betrayer's DealWithTheDevil.
* WaveMotionGun: One
being executed point-blank with a BFG blast through her mouth. Granted, [[{{Cephalothorax}} there's not much of its attacks has it fire a massive energy ray from its forehead.her to 'asplode]] ''[[{{Cephalothorax}} besides]]'' [[{{Cephalothorax}} head]].



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

->'''Deag Ranak:''' The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again...\\
'''Deag Grav:''' ...as it is written, from the souls of the non-believers!\\
'''Deag Ranak:''' You will not save them from their judgement!

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.

to:

!Other
[[folder:Hell Priests]]
[[folder:The Gladiator]]
!!The Gladiator
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hell_priests.org/pmwiki/pub/images/tumblr_26f07ba0d741d76e671e80e146e68331_33a50258_1280.png]]
[[caption-width-right:350:Hell Priests [[caption-width-right:350:The Gladiator in ''DOOM Eternal'']]
!!!'''Voiced by:''' Creator/KeithSilverstein (Deag Grav, Deag Nilox), Creator/JasonSpisak (Deag Ranak)

->'''Deag Ranak:''' The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again...\\
'''Deag Grav:''' ...as it is written, from the souls of the non-believers!\\
'''Deag Ranak:''' You will not save them from their judgement!

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
!!!'''Appear in:''' ''VideoGame/DoomEternal''
A
demonic consumption executioner that serves as the grand champion of Earth. Three are known to exist: Hell's Colosseum. He is the guardian of Deag Nilox, Deag Ranak, and Deag Grav.Grav on Sentinel Prime.



* AgeWithoutYouth: [[spoiler:The Slayer's flashbacks to eons ago 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.
* CoDragons: They are the highest subordinates of Khan Maykr, who ordered them to destroy Earth. [[spoiler:After her generals are all killed by the Doom Slayer, she makes a desperate play to awaken the Icon of Sin to replace them, who is [[DragonInChief far more dangerous than she is]].]]
* CutsceneBoss: Technically speaking, [[spoiler:the Slayer kills all of them almost as soon as he sees them in cutscenes, save for the final one, who 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]].]]
* DefiantToTheEnd: [[spoiler: Deconstructed with Grav. He spends his last moments talking back to the Doom Slayer, but instead of being honorable and badass it just makes him [[TooDumbToLive look like an idiot in his last moments]].]]
* 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]]]].
* DirtyCoward: Deag Ranak begs for his life after finally being cornered by the Slayer and offers him power in exchange for sparing him. [[OffWithHisHead It doesn’t work]].
* 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 (and unlike the [[OlderThanTheyLook Slayer]] they look the part) and they are every bit as cruel as the [[BigBad Khan Maykr]].
* 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. Once the Doom Slayer gets back to Sentinel Prime to take out Grav, he summons the long-reigning champion of the arena to do battle with the Slayer.
* GreaterScopeVillain: Deag Grav is responsible for the fall of Argent D'Nur while Deag Ranak is the one who manipulated Olivia into orchestrating the demonic outbreak on Mars in ''Doom 2016''.
* {{Jerkass}}: They're not just evil -- they're arrogant, condescending dicks 24/7. Commanding TheLegionsOfHell gives you very little reason to hone your people skills, which turns out to be a problem when the angriest man in the multiverse finally has you at his mercy.
* 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.
* 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 Maykr to summon the Icon of Sin]].
* 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 was 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 loses 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.
* PaperTiger: Deag Ranak spends most of the Cultist Base missions smugly taunting the Slayer. When finally cornered, he cowardly begs for his life.
* 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, and Deag Nilox directly oversees the demonic conquest of Earth.
* SmugSnake: Deag Grav more than the rest of them, especially [[spoiler:after the Gladiator 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.
* TooDumbToLive: Grav has the gall to talk back to the Doom Slayer as he’s pointing a shotgun at him. [[spoiler: It costs him his life]].
* 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.]]'' Grav gets a lore page on him in Sentinel Prime, but after the first level he only shows up to summon the Gladiator and [[spoiler: to get his head blown off.]] Ranak avoids this, appearing constantly throughout the Cultist Base via holograms and making an appearance in the Horde Mode intro cutscene in the same way.
* 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.]]]]

to:

* AgeWithoutYouth: [[spoiler:The Slayer's flashbacks AttackReflector: Once his shield is destroyed, he can spin his flail to eons ago show that reflect all projectiles.
* BigRedDevil: It may lack
the Priests once looked like completely human middle-aged men, red skin, 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
horns, goat legs 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.
* CoDragons: They are the highest subordinates of Khan Maykr, who ordered them to destroy Earth. [[spoiler:After her generals
cloven hooves are all killed by there.
* DualWielding: Upon
the Doom Slayer, she makes a desperate play to awaken second phase of the Icon of Sin to replace them, who boss battle, The Gladiator's shield is [[DragonInChief far more dangerous than she is]].]]
* CutsceneBoss: Technically speaking, [[spoiler:the Slayer kills all of them almost as soon as
destroyed and he sees them in cutscenes, save for the final one, who 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]].]]
* DefiantToTheEnd: [[spoiler: Deconstructed
fills out his empty hand with Grav. He spends another identical flail.
* EpicFlail: Uses a demonic-faced spiked morningstar connected to its handle with a chain of argent energy.
* EyepatchOfPower: Has a spiked metal eyepatch over
his last moments talking back 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 Doom Slayer, but instead of being honorable and badass it just makes him [[TooDumbToLive look like an idiot in his last moments]].]]
* DiesWideOpen: Nilox and Ranak's heads have their eyes open after their deaths. [[spoiler:[[YourHeadASplode There isn't enough of
plot beyond holding the PlotCoupon that allows Deag Grav's head left for him death to do this]]]].
* DirtyCoward: Deag Ranak begs for
stick. Even his life after finally being cornered by the Slayer and offers him power in exchange for sparing him. [[OffWithHisHead It doesn’t work]].
* EvilGloating: They really love doing this. ''Deconstructed'' in that their words ultimately fall on deaf ears as the Slayer doesn't particularly care
codex entry talks more 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 (and unlike the [[OlderThanTheyLook Slayer]] they look the part) and they are every bit as cruel as the [[BigBad Khan Maykr]].
* 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. Once the Doom Slayer gets back to Sentinel Prime to take out Grav, he summons the long-reigning champion of
the arena to do battle with the Slayer.
* GreaterScopeVillain: Deag Grav
he's kept in rather than his own origin. The Art Book ''does'' present a bit of context, stating that he is responsible for the fall of Argent D'Nur while Deag Ranak is the one who manipulated Olivia into orchestrating the demonic outbreak on Mars in ''Doom 2016''.
* {{Jerkass}}: They're not just evil -- they're arrogant, condescending dicks 24/7. Commanding TheLegionsOfHell gives you very little reason to hone your people skills,
[[{{Immortality}} immortal as long as he has his shield]] which turns out to be a problem when the angriest man in the multiverse finally has you at his mercy.
* 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.
* 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 Maykr to summon the Icon of Sin]].
* 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 was 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 containing the souls soul of dead people]], his master]], implying that the Gladiator's [[TimeAbyss been around for quite a while]].
* GoForTheEye: The Gladiator’s living shield is near impervious to conventional weaponry, but one poke in the eye with the Doomblade was enough to make it explode.
* 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 past soul of his dead master. It can also fire an energy wave in the DespairEventHorizon]].
* OffWithHisHead: Deag Nilox gets his head ripped off, Deag Ranak gets his head sliced off
shape of itself while the Gladiator is blocking with it.
* 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 Doomblade, classic Hell Nobles, most prominently through its fanged, goatlike facial structure, woolly legs and [[spoiler:Deag Grav [[ChunkySalsaRule gets his head blown off]] cloven hooves. The beige colouration of its skin suggests it to more specifically be a Hell Knight.
** The level that the Gladiator is fought in, Sentinel Prime, builds up to the fight
with an ambient remix of ''Sign of Evil''; the Super Shotgun]].
same track used for the first ''Doom'''s E1M8, the first-ever level in which Hell Nobles (specifically, two Barons of Hell) are fought.
* OhCrap: Nilox loses his composure 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 Ice Bombs 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 shows him a token that nullifies stabs the protection Gladiator's shield in its eye and concludes the priest has on his soul. The two remaining priests share fight's first phase, the shield screams ''"KAR EN TUK"''[[note]]"RIP AND TEAR" in Argenta[[/note]] -- the same reaction when war cry that which the Sentinels cheered the Slayer tosses Nilox's head at them.
* PaperTiger: Deag Ranak spends most of
on with -- before exploding. Given how the Cultist Base missions smugly taunting the Slayer. When finally cornered, he cowardly begs for his life.
* 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,
shield is described as lording over containing the populace of Sentinel Prime, while Deag Ranak was placed in direct charge undying, tortured soul of the UAC after Olivia Pierce's death, directing cultist efforts to aid the forces of Hell, and Deag Nilox directly oversees the demonic conquest of Earth.
* SmugSnake: Deag Grav more than the rest of them, especially [[spoiler:after the Gladiator 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
Gladiator's master, chances 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.
* TooDumbToLive: Grav has the gall to talk back to
it's cheering on the Doom Slayer to finish the Gladiator off; a show of thanks for freeing it from its torturous existence.
* ResurrectiveImmortality: The Gladiator can never truly die -- while his mortal body can be destroyed, his soul will prevail, waiting for his body to reform
as he’s pointing with most demons. The only way to ''truly'' kill him is to destroy the spirit of his master... whose soul is being contained within the Gladiator's ''shield''.
* SavageSpikedWeapons: Uses
a spiked morningstar to better illustrate his character as a bestial demonic gladiator.
* ShedArmorGainSpeed: He becomes considerably faster and more dangerous once his shield is destroyed.
* SpinAttack: He's prone to spinning and letting his flail fly far with wide sweeps.
* StoneWall: Unlike the Marauder, the Gladiator can't attack while turtling behind his shield and his transition from blocking with his shield to launching an attack is heavily telegraphed and can be easily countered with a super
shotgun at blast, which will immediately stagger him. [[spoiler: It costs This makes fighting him a lot more straightforward than the Marauder, though his life]].
offensive abilities become considerably faster in his second form.
* TheUriahGambit: The Hell Priests betrayed SoulJar: Its shield holds 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 soul of its former master. In exchange for said master’s eternal pain, the ravening demons that Gladiator’s body cannot be 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
as long as its shield exists. This only delayed its death by minutes of the game, Deag Nilox ends up choked by as the Doom Slayer so hard was all too happy to introduce the shield to his head snaps off his body. His total screentime amounts to ''[[ExaggeratedTrope 16 seconds.]]'' Grav gets a lore page on him in Sentinel Prime, but after Doomblade before ending the first level he only shows up to summon rest of the Gladiator and [[spoiler: to get his head blown off.]] Ranak avoids this, appearing constantly throughout the Cultist Base via holograms and making an appearance in the Horde Mode intro cutscene in the same way.
itself.
* YourHeadASplode: How [[spoiler:Grav]] goes out, courtesy of [[spoiler:the Slayer's Super Shotgun]].
* YouWouldntShootMe: [[spoiler:Even as he was staring down the barrels
ThrowingYourShieldAlwaysWorks: One of the Slayer's Super Shotgun, Deag Grav was confident he wouldn't dare pull Gladiator's attacks in his first phase has him bash the trigger side of his shield and risk losing slam it down, causing the shield to fire out a ghostly replica of itself at the Slayer.
* TurnsRed: After destroying
his sovereignty among shield, he will whip out another flail and attack much more aggressively.
* YourHeadAsplode: At
the remaining Sentinels. [[BoomHeadshot He was wrong.]]]]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:Titans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/titan_7.png]]
[[caption-width-right:350:Titans in ''DOOM Eternal'']]
Absurdly massive demons that serve as beasts of burden for the more powerful demonic entities, and as combatants in the armies of Hell. Despite this, no Titan (Save for the Icon of Sin, which is unique enough to have its separate category) is fought in the game. However, some Titans have been slain by the Slayer in the past, most notably the Dreadnought of Taras Nabad and the behemoth known only as "''The'' Titan", now a level for ''DOOM(2016)''. There's also Maligog in ''The Ancient Gods: Part One'', see his folder for details.

to:

[[folder:Titans]]
[[folder:The Icon of Sin]]
!!The Icon of Sin
!!!'''Voiced by:''' Creator/EdwardBosco
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/titan_7.png]]
[[caption-width-right:350:Titans
org/pmwiki/pub/images/tumblr_348ee12dc47faab2f96bb702a0e6ab3f_8dd7a1fc_1280.png]]
[[caption-width-right:350:The Icon of Sin
in ''DOOM Eternal'']]
Absurdly massive demons that serve as beasts of burden for [[caption-width-right:350:[[labelnote:Click here to see its unarmoured form]]https://static.tvtropes.org/pmwiki/pub/images/iconofsin.png[[/labelnote]]]]
!!!'''Appear in:''' ''VideoGame/DoomEternal''

->''"For his payment,
the more powerful demonic entities, Betrayer's son was returned to him in our form, and as combatants in the armies of Hell. Despite this, no Titan (Save for the Icon of Sin, which is unique enough to have its separate category) is fought in Sin was brought upon the game. However, some Titans have been slain by heathens. His vengeance was swift and merciless, for the Slayer in wages of treachery are suffering."''
\\
A towering elder demon of pure destruction, extreme power and chaos -- whose corpse can be seen littering
the past, most notably bowels of Hell along with the Dreadnought of Taras Nabad and other ancient demons in ''DOOM (2016)''. It is the behemoth known only as "''The'' Titan", now a level for ''DOOM(2016)''. There's also Maligog in ''The Ancient Gods: Part One'', see his folder for details.final boss of ''DOOM Eternal''.


Added DiffLines:

* ApocalypseHow: Its mere presence on Earth threatens a ApocalypseHow/ClassX4 by wearing down spacetime in whatever dimension it's in, to the point of creating a supermassive black hole to drag the entire universe down into Hell.
* 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 (which, mind you, is at ''minimum'' of 150 meters).
* BookEnds: In ''Doom II'', you kill this thing 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 mouthing some type of demonic language to perform an EnemySummoner spell. In the second phase, it can be heard speaking out loud to summon a meteor shower.
* CameBackWrong: The Betrayer stuck a deal with Hell to bring his dead son back to life, only for him to be resurrected as the host of an infernal, towering elder demon, with Hell seeing 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 as its flesh is being blasted off its body, it will relentlessly fight back with no loss in vigour until its health is at zero.
* DroneOfDread: Its leitmotif consists of blaring, technological horns, first heard when it awakens on Urdak, and heard more prominently during its boss fight. Its classic theme, "Opening to Hell", is remixed as a bombastic choir playing between its boss fight's phases.
* 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 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 were also once mortal men, though whereas the Doom Slayer was granted godlike powers while retaining his humanity, the Betrayer's Son became host to the Icon, bringing it forth once again.
* EvilIsNotAToy: [[spoiler:Bringing the 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]].]]
* FanDisservice: Has a very well-modelled posterior, for some reason. It also belongs to a gargantuan demonic monstrosity hell-bent on destroying the universe.
* FinalBoss: Just like in ''Doom II'', The Icon serves as this once again for the main game. Only this time, it's not a wall texture, but instead a fully-fledged ''titan''.
* GenericDoomsdayVillain: Unlike the [[BigBad Khan Maykr]], he has [[FlatCharacter no personality or dialogue]] ([[BlackSpeech that we can understand, at least]]) and his role is just "really big scary thing."
* 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 can take 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''.
* GutturalGrowler: It can be heard [[CallingYourAttacks speaking a demonic language before summoning forth a meteor shower]], and its voice is so deep that it's essentially ''vocalized bass drops''.
* HornedHumanoid: An absolutely ''humongous'' one, 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. Though, given the lack of a hilt to remove such a blade, this task may prove considerably challenging.]]
** [[spoiler: As of ''The Ancient Gods: Part 2'' it is presumably finally completely destroyed along with all other demons outside of Hell.]]
* ItCanThink: At first, the Icon seems like some mindless monstrosity that only knows how to walk, roar, punch and destroy -- however, more is revealed as you fight it. The Icon has a massive plethora of magic attacks (including a meteor shower, fireballs/giant beam from its head, etc.), can conjure portals to go anywhere it wants at will, and even seems to mime some type of language [[CallingYourAttacks to teleport its brethren into the battlefield]]. It can also apparently ''speak'' said demonic language out loud in battle, with a GutturalGrowler voice. It also seems to spitefully scoff at the Slayer after its first phase, overlooking the battlefield with a snarl before walking into a portal.
* ItIsDehumanizing: Played with. Samuel and the Khan Maykr often refer to the Icon of Sin with masculine pronouns, as it has a male-esque build and a GutturalGrowler voice, though other times the Icon is referred to as an "it". However, unlike most examples, this is more ''befitting'' than dehumanizing, as the Icon isn't humane at all, but is more so an absolute force of destruction -- or as its name suggests, ''an icon of sin indeed.''
* 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's existence. 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]].
* JustHitHim: [[InvertedTrope Inverted]]. It ''does'' just hit the Slayer, but since it has the manual dexterity to do that, ''and'' the battle takes place atop a skyscraper, one might wonder why it doesn't just pick him up and fastball him into the next country. This could be because the Slayer could -- [[ImplacableMan and would]] -- survive that, and it's better to personally ''see'' the enemy DeaderThanDead just to make it certain.
* {{Kaiju}}: It's the size of a skyscraper, and you literally fight it while standing on a skyscraper yourself.
* KilledOffForReal: {{Implied|Trope}} -- for all its power, it's never stated to be exempt from the rule of "all demons outside of Hell die if the Dark Lord dies", [[spoiler:so the Slayer killing Davoth presumably kills it for good]].
* MagicPants: Of some sort. While the Icon's pelvis is exposed after its armour is destroyed, its leg armour goes unscathed due to the Slayer being at the height of its waist at its 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 takes 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: After Valen the Betrayer sold out the Night Sentinels to resurrect his son, he quickly learned the hard way about what Hell sees in traitors, given how his son was returned as the Icon's host.
* 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 alongside the Betrayer's heart, 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 the heart is destroyed and the son's soul freed, the Icon immediately starts a rampage to consume all of reality.
* SpeakingSimlish: While there is no SdrawkcabSpeech regarding John Romero, the Icon still says one thing; across Final Sin and his boss fight, it growls out a demonic phrase that sounds like "surrender" or "[[CallBack I still remember]]". It also says this [[CallingYourAttacks before summoning a shower of asteroids.]]
* 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.]]
* TragicMonster: It's only revealed in the backstory, but the Icon we see is the corporeal vessel of what was once an ordinary man, twisted into this towering abomination.
* VillainousValor: Even reduced to a mangled mess, it shows no fear of the Slayer - only spite, annoyance and a continued drive to defeat him. 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 becoming merged with the unfathomably ancient 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]]

!!Other

[[folder:Titans]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/titan_7.png]]
[[caption-width-right:350:Titans in ''DOOM Eternal'']]
Absurdly massive demons that serve as beasts of burden for the more powerful demonic entities, and as combatants in the armies of Hell. Despite this, no Titan (Save for the Icon of Sin, which is unique enough to have its separate category) is fought in the game. However, some Titans have been slain by the Slayer in the past, most notably the Dreadnought of Taras Nabad and the behemoth known only as "''The'' Titan", now a level for ''DOOM(2016)''. There's also Maligog in ''The Ancient Gods: Part One'', see his folder for details.
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* AnArmAndALeg: Powerful attacks can tear their arms clean off, though this has no real effect gameplay-wise.

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* AnArmAndALeg: Powerful attacks can tear their arms appendages clean off, though this has no real effect gameplay-wise.

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Moving the Blood Maykr folder to the Maykrs and Argenta page. If the Maykr Drone is there, I don't see why the Blood Maykr isn't. Plus, it make the pages' size slightly more even.


[[folder:Blood Maykr]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bloodmaykr.png]]
[[caption-width-right:350:Blood Maykr in ''DOOM Eternal'']]

Blood Maykrs are [[Characters/Doom2016MaykrsAndArgenta Maykr Angels]] that were corrupted by the will of the Icon of Sin when it was let loose in Urdak. Their minds shattered by the Icon's wrath, they move freely among the demons as they ravage their former home with hellfire coursing through their veins.

to:

[[folder:Blood Maykr]]
[[quoteright:350:https://static.
!!Introduced in ''The Ancient Gods: Part Two''
[[folder:Screecher]]
[[quoteright:304:https://static.
tvtropes.org/pmwiki/pub/images/bloodmaykr.png]]
[[caption-width-right:350:Blood Maykr
org/pmwiki/pub/images/de_screecher.png]]
[[caption-width-right:304:Screecher
in ''DOOM Eternal'']]

Blood Maykrs are [[Characters/Doom2016MaykrsAndArgenta Maykr Angels]] that were corrupted by the will of the Icon of Sin when it was let loose in Urdak. Their minds shattered by the Icon's wrath, they move freely among the Human cultists who have become monstrosities, empowering other demons as they ravage with their former home with hellfire coursing through their veins.screams of rage.



* AchillesHeel:
** It's as weak to headshots as its lesser brethren, although it has a defensive barrier that it only drops for certain attacks.
** The BFG will force it to drop its defences entirely, [[DownplayedTrope although given how rare ammo for that is...]]
* AirborneMook: Blood Maykrs sport wings not unlike the Khan Maykr, which allow them to hover high in the air and strike with thunderbolts.
* AttackItsWeakPoint: A headshot is the quickest and best way to dispose of them. They'll also drop loot if killed this way.
* BoomHeadshot: Just like its uncorrupted brethren, a properly placed headshot will take it down instantly, provided it lets its defences down.
* BigRedDevil: Seems to invoke this, albeit to a lesser extent compared to ''2016'''s Baron of Hell, with its primary colour being bright red and its headpiece sporting curved horns. Ironic, considering its formerly angelic nature.
* CyberCyclops: A trait carried over from the Maykr Angels, they appear to have a single yellow eye.
* DeflectorShields: They're equipped with ones similar to that of the Khan Maykr. However, they behave more like the Marauder's shield, in that they will afford the Blood Maykr complete immunity to all damage until they drop their guard to attack.
* FallenAngel: A big part of their theme, considering how they are [[AngelicAbomination Maykrs]] who have been corrupted by Hell.
* HoistByHisOwnPetard: One of their Glory Kills has the Slayer snatching their staff and shoving it right through their mouth.
* HornsOfVillainy: Part of its headpiece sports golden horns, befitting of its now-demonic nature.
* PinataEnemy: Similarly to the Maykr Drone, they will explode into a shower of ammo if killed with a headshot.
* ShockAndAwe: The Blood Maykr attacks with thunderbolts using its staff. The thunderbolts will slow the Slayer down if they hit.
* TacticalSuicideBoss: [[DownplayedTrope Downplayed]]. While it could simply not use its most powerful and debilitating attacks to harm the Slayer to stay invincible, using the BFG will force it to become defenceless anyway.

to:

* AchillesHeel:
** It's as weak to headshots as its lesser brethren, although it
BeingTorturedMakesYouEvil: Well, they already were a little evil, being cultists and all, but being in the Citadel of Anguish for millennia has a defensive barrier made them bitter over their life-long deception. They've decided to put that it only drops anger to a [[StatusBuff good use]].
* MakeMeWannaShout: They aren't called Screechers
for certain attacks.
** The BFG will force it to drop its defences entirely,
nothing.
* ThePowerOfHate: After being tortured for millennia, they've channeled their rage into a powerful scream that makes other demons even stronger.
* PurpleIsPowerful:
[[DownplayedTrope although given how rare ammo for that is...]]
* AirborneMook: Blood Maykrs
Downplayed.]] While Screechers do sport wings not unlike a very distinct purple coloration and make other demons more powerful upon death, they aren't much stronger than the Khan Maykr, which allow them to hover high in average Zombie.
* SchmuckBait: Yes, go ahead, kill
the air and strike with thunderbolts.
glowing purple Zombie. Have fun getting chased around by an empowered Baron or, even worse, a Marauder.
* AttackItsWeakPoint: A headshot is the quickest and best way to dispose of them. They'll also drop loot if StatusBuff: Their main schtick. If killed this way.
* BoomHeadshot: Just like its uncorrupted brethren, a properly placed headshot will take it down instantly, provided it lets its defences down.
* BigRedDevil: Seems
(which is very easy to invoke this, albeit to a lesser extent compared to ''2016'''s Baron of Hell, with its primary colour being bright red and its headpiece sporting curved horns. Ironic, considering its formerly angelic nature.
* CyberCyclops: A trait carried over from the Maykr Angels, they appear to have a single yellow eye.
* DeflectorShields: They're equipped with ones similar to that of the Khan Maykr. However, they behave more like the Marauder's shield, in that they will afford the Blood Maykr complete immunity to all damage until they drop their guard to attack.
* FallenAngel: A big part of their theme, considering how
do when they are [[AngelicAbomination Maykrs]] who have been corrupted by Hell.
essentially purple [[TheGoomba Zombies]]) they let out a scream that empowers all demons near them, making them faster, stronger, and tougher to kill.
* HoistByHisOwnPetard: One UndergroundMonkey: A glowing purple Zombie (specifically, the Unwilling/Hell Zombies found in Argent D'Nur and Hell) that can make demons stronger upon death.
* WasOnceAMan: They were once human worshippers
of a cult called the Ra'Itha Va'Tuum, but instead of being rewarded for their Glory Kills has the Slayer snatching their staff and shoving it right through their mouth.
* HornsOfVillainy: Part of its headpiece sports golden horns, befitting of its now-demonic nature.
* PinataEnemy: Similarly to the Maykr Drone,
devotion, they will explode were tortured in the Citadel of Anguish for millennia, eventually transforming them into a shower of ammo if killed with a headshot.
* ShockAndAwe: The Blood Maykr attacks with thunderbolts using its staff. The thunderbolts will slow the Slayer down if
what they hit.
* TacticalSuicideBoss: [[DownplayedTrope Downplayed]]. While it could simply not use its most powerful and debilitating attacks to harm the Slayer to stay invincible, using the BFG will force it to become defenceless anyway.
are now.



!!Introduced in ''The Ancient Gods: Part Two''
[[folder:Screecher]]
[[quoteright:304:https://static.tvtropes.org/pmwiki/pub/images/de_screecher.png]]
[[caption-width-right:304:Screecher in ''DOOM Eternal'']]

Human cultists who have become monstrosities, empowering other demons with their screams of rage.

to:

!!Introduced in ''The Ancient Gods: Part Two''
[[folder:Screecher]]
[[quoteright:304:https://static.
[[folder:Armored Baron]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/de_screecher.png]]
[[caption-width-right:304:Screecher
org/pmwiki/pub/images/de_armoredbaron2.png]]
[[caption-width-right:350:Armored Baron
in ''DOOM Eternal'']]

Human cultists who have become monstrosities, empowering other demons with their screams of rage.Fireborne Barons clad in near-impenetrable armor and an EpicFlail for an arm.



* BeingTorturedMakesYouEvil: Well, they already were a little evil, being cultists and all, but being in the Citadel of Anguish for millennia has made them bitter over their life-long deception. They've decided to put that anger to a [[StatusBuff good use]].
* MakeMeWannaShout: They aren't called Screechers for nothing.
* ThePowerOfHate: After being tortured for millennia, they've channeled their rage into a powerful scream that makes other demons even stronger.
* PurpleIsPowerful: [[DownplayedTrope Downplayed.]] While Screechers do sport a very distinct purple coloration and make other demons more powerful upon death, they aren't much stronger than the average Zombie.
* SchmuckBait: Yes, go ahead, kill the glowing purple Zombie. Have fun getting chased around by an empowered Baron or, even worse, a Marauder.
* StatusBuff: Their main schtick. If killed (which is very easy to do when they are essentially purple [[TheGoomba Zombies]]) they let out a scream that empowers all demons near them, making them faster, stronger, and tougher to kill.
* UndergroundMonkey: A glowing purple Zombie (specifically, the Unwilling/Hell Zombies found in Argent D'Nur and Hell) that can make demons stronger upon death.
* WasOnceAMan: They were once human worshippers of a cult called the Ra'Itha Va'Tuum, but instead of being rewarded for their devotion, they were tortured in the Citadel of Anguish for millennia, eventually transforming them into what they are now.
[[/folder]]

[[folder:Armored Baron]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/de_armoredbaron2.png]]
[[caption-width-right:350:Armored Baron in ''DOOM Eternal'']]

Fireborne Barons clad in near-impenetrable armor and an EpicFlail for an arm.
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* TragicVillain: Despite being [[GreaterScopeVillain the biggest bad]] in the entire franchise, he remains the most sympathetic because unlike all of the other selfish bastards fought throughout the series, his fall was simply caused by a selfless desire to not only fulfil the Father's wish [[UtopiaJustifiesTheMeans in creating the perfect paradise]] but also giving in to the most intrinsically self-sacrificing act of all—[[EvenEvilHasLovedOnes love for his own kin]]. It's just that he went too far in his love for them and [[FaceMonsterTurn lost himself along the way]]. ''Part Two'' has [[spoiler:him being [[{{God}} THE original Father]], who originally wanted to save ALL of his creations from death, not just those in Jekkad, but fear from the cold, logical Maykrs that he made to discover the secret to immortality betrayed him and imprisoned him over the possibility of destroying creation... [[SelfFulfillingProphecy a prophecy made true]] [[NiceJobBreakingItHero by their very actions in betraying him]], turning him into a hateful OmnicidalManiac out of the indignity and anguish of having everything stomped on and stolen from him, turning him into the GodOfEvil he is now.]]



* TragicVillain: Despite being [[GreaterScopeVillain the biggest bad]] in the entire franchise, he remains the most sympathetic because unlike all of the other selfish bastards fought throughout the series, his fall was simply caused by a selfless desire to not only fulfil the Father's wish [[UtopiaJustifiesTheMeans in creating the perfect paradise]] but also giving in to the most intrinsically self-sacrificing act of all—[[EvenEvilHasLovedOnes love for his own kin]]. It's just that he went too far in his love for them and [[FaceMonsterTurn lost himself along the way]]. ''Part Two'' has [[spoiler:him being [[{{God}} THE original Father]], who originally wanted to save ALL of his creations from death, not just those in Jekkad, but fear from the cold, logical Maykrs that he made to discover the secret to immortality betrayed him and imprisoned him over the possibility of destroying creation... [[SelfFulfillingProphecy a prophecy made true]] [[NiceJobBreakingItHero by their very actions in betraying him]], turning him into a hateful OmnicidalManiac out of the indignity and anguish of having everything stomped on and stolen from him, turning him into the GodOfEvil he is now.]]

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* HoistByTheirOwnPetard: [[spoiler:He's not only the one that created the Doom Slayer in a revenge plan against the Maykrs spanning untold amounts of time but also the one that urged Samur to give the Slayer a fragment of his own power in the Divinity Machine to fulfil this plan. Once the Maykrs are soundly defeated and the Khan Maykr was slain, the Slayer ends up going after the Dark Lord next and defeating him thanks to that plan leaving him in the perfect position to do so. For what it's worth, the Dark Lord was expecting this to happen, and in fact ready to duel the Slayer to decide the fate of all creation.]]



* HoistByTheirOwnPetard: [[spoiler:He's not only the one that created the Doom Slayer in a revenge plan against the Maykrs spanning untold amounts of time but also the one that urged Samur to give the Slayer a fragment of his own power in the Divinity Machine to fulfil this plan. Once the Maykrs are soundly defeated and the Khan Maykr was slain, the Slayer ends up going after the Dark Lord next and defeating him thanks to that plan leaving him in the perfect position to do so. For what it's worth, the Dark Lord was expecting this to happen, and in fact ready to duel the Slayer to decide the fate of all creation.]]
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* BladeOnAStick: They wield their staffs, which can fire energy bursts and can push back the Slayer if he gets too close to them. Especially powerful attacks require them to drop their defenses, however.
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** In ''Eternal'', Cyber-Mancubi with their armor broken off can be told apart from the standard Mancubus by their green skin.

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** In ''Eternal'', in addition to their traditional green UAC body armor, Cyber-Mancubi with their armor broken off can be told apart possess bright green skin that further differentiates them from the standard Mancubus by their green skin.Mancubi (particularly if said armor has been stripped).
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** In ''Eternal'', Cyber-Mancubi with their armor broken off can be told apart from the standard Mancubus by its green skin.

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** In ''Eternal'', Cyber-Mancubi with their armor broken off can be told apart from the standard Mancubus by its their green skin.

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* RevisitingTheRoots: Very downplayed in comparison to many of the other ''Eternal'' redesigns, with Pinkies now having yellow eyes like their classic counterparts instead of red eyes.



* AlienBlood: Bright blue!
** Averted in ''2016'', where they have red blood.

to:

* AlienBlood: Bright blue!
** Averted in ''2016'',
''DOOM (2016)'' averts this, where they have red blood like all the other demons. ''Eternal'', however, plays this straight, giving them back their bright blue blood.



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

to:

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



* 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.

to:

* ColorCodedForYourConvenience: ColorCodedForYourConvenience:
**
In ''2016'', 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.red.
** In ''Eternal'', Cyber-Mancubi with their armor broken off can be told apart from the standard Mancubus by its green skin.



* 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.

to:

* SmokeOut: In ''Eternal's'' Multiplayer Battle Mode, Battlemode, it possesses the ability to launch Smoke Bombs to hide from the Doom Slayer so they can retreat or attack in secret.



Summoners are 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'' (or at least, not as ghosts), where [[TheBusCameBack the original shows up to show us how it's done.]]

to:

Summoners are 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'' (or at least, not as ghosts), Spirits), where [[TheBusCameBack the original shows up to show us how it's done.]]



* 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 and is even referred to as such in the game files, but the name was changed before release for unknown reasons.

to:

* 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 ''be'' the Archvile and is even referred to as such in the game files, but the name was changed before release for unknown reasons.



* UnstoppableRage: In Battlemode the Dread Knight can use the Berserk ability, which replaces their usual energy wave attack with high-speed slashes and makes them much faster and reduces damage taken to boot. The ability has a very slow cooldown after being used, however.

to:

* UnstoppableRage: In Battlemode Battlemode, the Dread Knight can use the Berserk ability, which replaces their usual energy wave attack with high-speed slashes and makes them much faster and reduces damage taken to boot. The ability has a very slow cooldown after being used, however.



* 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}}''.[[note]]Classic Cyberdemons weren't slow to ''turn'' as, being sprite-based games, everything in classic ''Doom'' could turn instantly, but their only attack was firing a barrage of rockets at you that could be comfortably dodged as long as you didn't stop strafing and had enough room to maneuver in.[[/note]]

to:

* 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 Cyberdemons back in the original ''VideoGame/{{Doom}}''.[[note]]Classic Cyberdemons weren't slow to ''turn'' as, being sprite-based games, everything in classic ''Doom'' could turn instantly, but their only attack was firing a barrage of rockets at you that could be comfortably dodged as long as you didn't stop strafing and had enough room to maneuver in.[[/note]]



* DecompositeCharacter: In ''DOOM (2016)'', the Summoners served as SuspiciouslySimilarSubstitutes to the Archvile, having a similar role and attacks. After the Archvile returned in ''Eternal'', the Summoners were initially cut from the line-up until being repurposed into the much more unique Spirits.



* BigRedDevil: Seems to invoke this, albeit to a lesser extent compared to ''2016'''s Baron of Hell, with its primary colour being bright red and its headpiece sporting curved horns.
* BladeOnAStick: They wield their staffs, which can fire energy bursts and can push back the Slayer if he gets too close to them. Especially powerful attacks require them to drop their defences, however.

to:

* BigRedDevil: Seems to invoke this, albeit to a lesser extent compared to ''2016'''s Baron of Hell, with its primary colour being bright red and its headpiece sporting curved horns.
horns. Ironic, considering its formerly angelic nature.
* BladeOnAStick: They wield their staffs, which can fire energy bursts and can push back the Slayer if he gets too close to them. Especially powerful attacks require them to drop their defences, defenses, however.



* ThePowerOfHate: After being tortured for millennia, they've channelled their rage into a powerful scream that makes other demons even stronger.

to:

* ThePowerOfHate: After being tortured for millennia, they've channelled channeled their rage into a powerful scream that makes other demons even stronger.stronger.
* PurpleIsPowerful: [[DownplayedTrope Downplayed.]] While Screechers do sport a very distinct purple coloration and make other demons more powerful upon death, they aren't much stronger than the average Zombie.



* BalanceBuff: Originally they effectively had a measly 1 health and would gib instantly upon taking any sort of damage. They've since been buffed somewhat and are now at least regular enemies; they're a little tougher than zombies and imps, but weaker than possessed soldiers. You'll still mow through them effortlessly, though.

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* BalanceBuff: Originally Originally, they effectively had a measly 1 health and would gib instantly upon taking any sort of damage. They've since been buffed somewhat and are now at least regular enemies; they're a little tougher than zombies and imps, but weaker than possessed soldiers. You'll still mow through them effortlessly, though.



* CanonForeigner: Other than the basic zombies and the Hell Razers, they're the only enemies in the game not directly based on an enemy from the classic ''Doom'' games.

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* CanonForeigner: Other than the basic zombies and the Hell Razers, they're the only enemies in the game ''DOOM (2016)'' not directly based on an enemy from the classic ''Doom'' games.



* BodyHorror: [[https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/ed4309a9-2ad5-4a07-a028-739b166123e4/ddwg9tt-56faed7a-a2d9-49d5-bfa7-1f2e4bc8decc.jpg/v1/fill/w_1245,h_642,q_70,strp/doom_eternal_titan_by_blinkjisooxps_ddwg9tt-pre.jpg A surface-level observation of their model]] shows that their bodies are perpetually scarred to the point of having their ribcage and their organs perpetually exposed.

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* BodyHorror: [[https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/ed4309a9-2ad5-4a07-a028-739b166123e4/ddwg9tt-56faed7a-a2d9-49d5-bfa7-1f2e4bc8decc.jpg/v1/fill/w_1245,h_642,q_70,strp/doom_eternal_titan_by_blinkjisooxps_ddwg9tt-pre.jpg A surface-level observation of their model]] good look at them shows that their bodies are perpetually horrifically scarred to the point of having that their ribcage and their organs are perpetually exposed.



* SlaveMook: In ''Doom Eternal'', they are chained to the massive and cumbersome Hell Barges used by the Hell Priests, and carry them around like beasts of burden. Two others are also chained to the Argent Transmitter on the top of Nekravol, as well as another chained up near the front gate.

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* SlaveMook: In ''Doom ''DOOM Eternal'', they are chained to the massive and cumbersome Hell Barges used by the Hell Priests, and carry them around like beasts of burden. Two others are also chained to the Argent Transmitter on the top of Nekravol, as well as another chained up near the front gate.



* FinalBoss: Of ''The Ancient Gods: Part Two'', and ''Doom Eternal'' as a whole.

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* FinalBoss: Of ''The Ancient Gods: Part Two'', and ''Doom ''DOOM Eternal'' as a whole.
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[[Characters/Doom2016TheDoomSlayer The Doom Slayer]] | '''Demons''' ([[Characters/Doom2016TheDarkLord The Dark Lord]]) | [[Characters/Doom2016UACAndARC UAC and ARC]] | [[Characters/Doom2016MaykrsAndArgenta Maykrs and Argenta]] -]]]]]

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[[Characters/Doom2016TheDoomSlayer The Doom Slayer]] | '''Demons''' ([[Characters/Doom2016TheDarkLord The Dark Lord]]) | [[Characters/Doom2016UACAndARC UAC and ARC]] | [[Characters/Doom2016MaykrsAndArgenta Maykrs and Argenta]] -]]]]]

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The Dark Lord does not meet byte criteria per Character Specific Pages.


[[folder:The Dark Lord]]

->See his [[Characters/Doom2016TheDarkLord page]]. '''Unmarked spoilers ahead!'''

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[[folder:The Dark Lord]]

->See
Lord ('''SPOILER''')]]
!!Davoth, The Dark Lord
!!!'''Voiced by:''' Piotr Michael
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_lord_9.jpg]] [[caption-width-right:350:[[labelnote:Click here to see him in
his [[Characters/Doom2016TheDarkLord page]]. '''Unmarked Praetor Suit]] https://static.tvtropes.org/pmwiki/pub/images/bef4bac1_2a74_4917_a456_681471f32e26_1.png[[/labelnote]]]]
[[caption-width-right:350:''"You feel you are prepared now, for this...?"'']]

The supreme leader of Hell's armies who has been sealed without physical form for eons. He is a WalkingSpoiler, so
spoilers ahead!'''up to the ''The Ancient Gods: Part 1'' DLC are unmarked.
----
* AlternateSelf: He's an AlternateUniverse version of the Slayer, as in Hell's version of the Slayer. Though if anything, it would be more accurate to say the Slayer is a version of ''him'', as the realm which is now Hell and the Dark Lord himself had existed long before one of his many AlternateUniverse "echoes", the Doom Slayer, was born in his own Earth.
* AmbiguousSituation: ''The Ancient Gods: Part Two'' reveals quite a bit of ambiguity about the Dark Lord, but primarily about his origins; [[spoiler: namely, does him being the true Creator mean ''all'' of what was previously told about him was a lie to cover up a cold-hearted betrayal by the Maykrs or was it a lie told to soften the blow that ''the'' first being in the multiverse was capable of going homicidally insane as a result of finding out even he wasn't strong enough to prevent the death of his creations and needed to be put down for the sake of reality? [[https://youtu.be/WRm1jxpyVr0 The game's director]] implies Davoth and Doom Slayer are both Primevals and there is at least one being older and stronger than Davoth further confuses things and makes it possible that him being the Father is itself a lie.]]
* ApocalypseHow: [[spoiler:Following his betrayal courtesy of the Maykrs,]] his goal is to cause a ApocalypseHow/ClassZ out of resentment, annihilating "all of creation" [[spoiler:that he himself created]], likely even including Hell considering its horrific downfall from what it used to be.
* ArchEnemy: To the Doom Slayer, as he is the ultimate commander of Hell's legions and had masterminded the whole franchise's events; up to the murder of Doomguy's pet rabbit Daisy, upping it to an ItsPersonal level. Reviving and killing him is the ultimate goal of ''The Ancient Gods'' DLC.
* ArchnemesisDad: Well, [[spoiler: Archnemesis Creator, but the Doom Slayer is a MessianicArchetype whom he, as {{God}}, made in His own image for the sake of vengeance towards his enemies. Doesn't stop the Slayer from slaying ''him'', either way]].
* AsskickingLeadsToLeadership: As the Father puts it, "The Dark Lord is the leader of Hell's armies. Not a king, but a warrior of the Dark Realm. The fiercest among them, as only the strongest could rule the demons."
* BarrierWarrior: Just like the Marauder, the Dark Lord fights with a shield, and you can only do damage to him when it's down. Unlike the Marauder, he can do a powerful ShieldBash attack which hits like a freight train, which means the likelihood of him lowering his shield is considerably lower.
* BigBad: Of ''The Ancient Gods'' ExpansionPack duology, and the GreaterScopeVillain of the entire franchise.
* BigRedDevil: His Praetor Suit is designed to invoke this appearance given its colour scheme, bulk and the pair of horns it possesses, though Davoth himself isn't one outside of it.
* CannibalismSuperpower: When lesser gods were defeated by his demonic servants, [[GodEating they were absorbed by Davoth,]] allowing his strength to vastly grow beyond what the Father intended for him. [[spoiler:Or rather, allowing him to regain some of the powers stolen from him by the Maykrs]].
* CoolSword: In the Codex entries, and his boss fight, he's shown wielding a massive Crucible LaserBlade of his own.
* ContrastingSequelAntagonist: To every other major antagonist in the reboot, who are almost entirely self-serving, vile scum. Olivia Pierce had betrayed her species to become a god by the demons' promises; the Khan Maykr made a pact with the Dark Lord to create Argent Energy, letting mankind suffer immensely if it means keeping her greedy rule satiated; and the Hell Priests followed suit while also basking in their own sadism. The Dark Lord is an OmnicidalManiac willing to destroy everything, but not out of hatred or fun: he actually ''adores'' his fellow demons, and was willing to do virtually anything to defeat the very concept of death if it means saving them and allowing them to live forever. Unfortunately, nothing he tried had worked, which had dragged him down into complete insanity. He also acknowledges the Slayer as a WorthyOpponent ready for a DuelToTheDeath, and even cooperates with the Slayer until his resurrection seemingly out of honour. [[spoiler:Revelations of his true origins show that he isn't as selfless now as he used to be; he wanted to bring immortality to his creations, true, but his current motivations are revenge for being betrayed, usurped and sealed away by his creations, which is still PayEvilUntoEvil at this point and very understandable as a motivation after what the Maykrs had done.]]
* CreateYourOwnHero: [[spoiler:He was the one who created the Doom Slayer in his own image, something both he and Father point out. According to the Codex, he influenced the Khan Maykr to create the Divinity Machine containing a shard of his stolen power, then influenced Samur to imbue that power into the Doom Slayer. He did this as an ironic punishment for the Maykrs; as he was betrayed and destroyed by something he had created, so too shall the Maykrs be betrayed and destroyed by something they had created. He got what he wanted, and he also knows very well that he's going to have to fight and kill the Doom Slayer afterwards.]]
* DarkIsEvil: The franchise's SatanicArchetype, who's depicted in ancient tablets as wearing pitch-black PowerArmor. Funnily enough, while he is the equivalent of Satan in the ''Doom'' universe, [[TragicVillain he's actually one of the most sympathetic villains thus far]], especially compared to the Khan Maykr.
* TheDreaded: The greatest warrior of Hell who all demons fear, and with good reason: He's Hell's [[AlternateSelf version]] of the Doom Slayer. When the Slayer himself returns to Earth with the Dark Lord's life sphere in hand, almost the entire ARC staff immediately evacuates.
* DyingVocalChange: [[spoiler: Moments before dying, his booming baritone disappears, replaced by a hoarse, rasping growl.]]
* EvilCounterpart:
** To the Doom Slayer, as Hell's version of the protagonist who embraced all the worst parts of their shared {{Determinator}} personalities. Though it might be more accurate to say that the Slayer is his GoodCounterpart.
** To Samuel Hayden. Both have tried to bring [[TheNeedsOfTheMany prosperity to their worlds]]. But while Hayden swore off Argent, trying to find a synthetic alternative after discovering it was PoweredByAForsakenChild, the Dark Lord went OmnicidalManiac on the rest of the universe in hopes enough sacrifices could let him destroy ''death itself'' for his people.
** He also shares a few traits with VEGA, The Father, even despite their deep animosity; back in their prime, they were both loving rulers who ruled prosperous worlds, before certain circumstances had befallen them; The Father due to Samur stealing his essence, and the Dark Lord due to none of his steps to giving his people {{Immortality}} working as he wished. Not to mention that they both have life spheres; The Father having a [[GoldAndWhiteAreDivine golden-yellow one]] and the Dark Lord [[RedIsViolent having a reddish magenta one.]] [[spoiler: Although as ''Part Two'' reveals, this might have initially been the other way around.]]
* EvilDoppelganger: An AlternateUniverse version of the Slayer who hails from Hell rather than Earth.
* EvilIsBigger: The Dark Lord's battle armor is much bigger than the Doom Slayer's, being a MiniMecha with two shoulder guns who wields a demonic Crucible. It's also red and has horns.
* EvilSoundsDeep: Trapped in a life sphere, he has an incredibly low, gravely, booming voice to reflect his demonic nature. This carries over to his physical form, and as it turns out, his voice is so deep that his battle suit can only give him VoiceOfTheLegion properties. Later on though...
* EvilSoundsRaspy: At the end of ''Part Two'', [[spoiler:he is so critically injured and deprived of energy that his echoing baritone is reduced to a more snarling tenor, the lack of echo even making him sound human.]]
* FaceDeathWithDignity: [[spoiler:After a grueling battle to the death with the Slayer, while on his knees, rather than continue fighting to his last breath like the rest of his servants would, the Dark Lord simply casts aside his LaserBlade and more or less tells the Slayer to GetItOverWith.]]
* FinalBoss: Of ''The Ancient Gods: Part Two'', and ''Doom Eternal'' as a whole.
* FisherKing: His descent into a RoaringRampageOfRevenge, after being sealed away for his cruel, violent pursuit of the secrets of eternal life, is what transformed his universe from a paradise into literally Hell, and turned his people into insane, soulless monsters.
* {{Foil}}: To the Doom Slayer himself, even more so than the Marauder. Both are fierce warriors with equipment-laden Praetor Suits, but Davoth explicitly prefers melee weapons such as a Crucible sword and shield while the Doom Slayer has a wide arsenal of guns, a BladeBelowTheShoulder and a chainsaw at his disposal. Furthermore, how they became Primevals are completely dissimilar; the Slayer started out as a silent BadassNormal ScrewTheRulesImDoingWhatsRight marine before gradually earning more power just through killing powerful demons and hunting demons to protect Earth and avenge his pet rabbit, Daisy. Davoth on the other hand is a verbose decillion [[spoiler:or more]] year old demon god who was apparently born into supreme power in the first place and serves as the creator and leader of Hell, then known as Jekkad; and became the tyrannical OmnicidalManiac he is today [[spoiler:because his own creations betrayed him.]]
* {{God}}: [[spoiler:The final battle against him in ''The Ancient Gods: Part 2'' has him force the Father to reveal the truth: Davoth was the Father, was the first being and created all realms in the known existence. The one we know as the Father was actually one of Davoth's creations along with the Maykrs in his quest to gift immortality to his people. When the Maykrs betrayed him and sealed Jekkad, they re-wrote their history to hide the truth that they had betrayed the real Father and used the powers that they stole from Davoth to ascend one of their own as the Father, the one we know of today. Leaving Davoth trapped and forgotten, betrayed by his own creations, and who stole both his power, his very name, and the secret to immortality, it's no wonder the guy's ''absolutely'' '''pissed'''. However, given it is suggested there is an entity even greater somewhere in the cosmos (the Mysterious Voice heard after defeating the Khan Maykr), Davoth may simply be the Primeval[=/=]first being of this facet of reality.]]
* GodAndSatanAreBothJerks: Of a form. He worked with the Khan Maykr to destructively invade Earth to harvest human souls. [[spoiler:In the end though, you could just rename this trope to "God and Satan Are ''[[TwoAliasesOneCharacter The Same]]''" and it would perfectly apply to him.]]
* GodIsEvil: [[spoiler:He's the real Father, whom the Maykrs presented instead as Father's creation when they usurped him. He's waging a war against all of creation over this. Given the implication that there is an even older and greater being out there whom Davoth doesn't seem to be aware of, this would make him akin to the Demiurge from UsefulNotes/{{Gnosticism}}.]]
* GodzillaThreshold: Notable in that he is the maximum threshold that the ''Doom Slayer'', another definite example of this trope, is willing to use. The Slayer's hatred for demonkind as a whole is ''so'' infinite and ''so'' violent that he would go out of his way to ''risk all of reality'' via reawakening the Dark Lord if it means his death would equal the demons being banished to Hell forever. Unfortunately, this is also where he burns bridges with Samur, who is so adamantly against this decision that he opts to kill the Slayer. [[spoiler:Even the sudden revelation that Davoth was the true Father all along barely shakes the Slayer, and in fact pisses him off so extremely that ''[[BreakingOldTrends he actually says one word]]'' just as he kills Davoth.]]
* GoodColorsEvilColors: His Praetor Suit is predominately hot red in color with yellow accents, clashing with the Doom Slayer's earthy green and brown suit.
* GracefulLoser: Unlike the rest of the Slayer's major opponents, who are either too monstrous to give a coherent response to their defeat, or too haughty to accept it, [[spoiler:Davoth deactivates his crucible upon his defeat, a nonverbal indicator that he knows he's lost and is done fighting, and simply asks the Slayer if he has anything to say before he finishes the job.]]
* GreaterScopeVillain: Everything in the reboot can be traced back to him, as he's the one who struck a deal with the Khan Maykr. As he is also Satan in all but name, he could also serve as this in the classic games, with creatures such as the Spider Mastermind, the Icon of Sin, [[VideoGame/Doom64 the Mother Demon]], and possibly [[VideoGame/Doom3 Dr. Betruger]] as his [[TheHeavy enforcers]]. [[spoiler:Even yet further pronounced when it's revealed that he's not just the devil, ''he's also God too.'']]
* HumanoidAbomination: When he reincarnates into physical form at the end of ''The Ancient Gods: Part One'', he is revealed to look almost exactly like the human Doom Slayer himself, despite being an incredibly ancient demonic god.
* IHaveManyNames: His various monikers include Davoth, the Dark Lord, the Nameless One, the Infernal Master, the Lord of Hell, the Malicious One, the Dark One, the First Primeval, and most damningly, [[spoiler:''The Father''.]]
* HoistByTheirOwnPetard: [[spoiler:He's not only the one that created the Doom Slayer in a revenge plan against the Maykrs spanning untold amounts of time but also the one that urged Samur to give the Slayer a fragment of his own power in the Divinity Machine to fulfil this plan. Once the Maykrs are soundly defeated and the Khan Maykr was slain, the Slayer ends up going after the Dark Lord next and defeating him thanks to that plan leaving him in the perfect position to do so. For what it's worth, the Dark Lord was expecting this to happen, and in fact ready to duel the Slayer to decide the fate of all creation.]]
* KeystoneArmy: Currently, his power is the only thing that allows the demons to escape their dimensional prison in Hell. Thus, if he is killed, every single demon outside of Hell will be destroyed. This is the main reason the Doom Slayer releases him from his prison, as he is well and truly sick of the demons arising again and again to threaten Earth. [[spoiler:This is precisely what happens at the end of ''Part Two'', although not without sapping the Slayer of his Divinity Machine powers; which were actually all part of Davoth's essence.]]
* KingMook: Gameplay-wise, he acts like a boss version of the Marauder, albeit with the ability to summon astral projections of other types of demons, including ''Tyrants''. He also has his own version of the Slayer's grenade launcher and a shield bash reminiscent of the Gladiator.
* LifeDrain: One of the main gimmicks of his fight is that he heals himself whenever he lands a blow on you.
* LoveMakesYouEvil: His love of his people was so great he wished to never lose even one, leading him to try and unravel the secrets of eternal life. However, the endless lack of results drove him increasingly mad, causing him to throw all his realm's resources into the study of eternal life and torture any who attempted to stop him. In the end, his creator -- the Father -- sealed him away and deprived him of a physical form, for what could have been ''eons'' -- and still, his will to return never falters. This is terrifyingly similar to the Doom Slayer's devotion to Earth and humanity, willing to kill anything that threatens his homeworld. [[spoiler:However, ''The Ancient Gods Part 2'' reveals this story is partially a lie fabricated by the Maykrs. Davoth ''is'' the Father, the Maykrs usurped, stole at least part of his power, and sealed him away; the Father we know is one of his creations. The above story was created to explain away the Dark Lord. His love for his people, however, is still genuine, where in the same scene he laments how his servants ruined Immora's chances of being a truly prosperous city full of perfect people.]]
* ManipulativeBastard: Befitting of a SatanicArchetype character, who has been reduced to whispers. Not only is he indirectly working through the demons behind the scenes, and the source of most Faustian pacts in the series, the codex in ''The Ancient Gods: Part Two'' reveals that [[spoiler:he manipulated the Khan Maykr and duped Samur into using the Divinity Machine to empower the Doom Slayer, all for revenge on the Maykrs]].
* MiniMecha: He sports his own variation of the Doom Slayer's Praetor Suit, but which is larger than the Slayer's own suit and more akin to [[TabletopGame/Warhammer40000 Terminator Armour]].
* MirrorBoss: The final battle with him has him using his own Praetor Suit, complete with Equipment Launcher and his own sword to counter the Slayer's Sentinel Hammer. Notably, ''he's even able to heal himself via certain attacks'', just like the Slayer with his Glory Kills.
* MortalityPhobia: Not towards his own death, with him being perfectly aware of his immortality, but he is rather terrified of his people dying out, leaving him alone in an empty realm. [[spoiler:Even with the revelation he is actually the Father, this motive might have been true since his plan was to attain eternal life for ''all'' of his creations.]]
* NonActionBigBad: This guy has been stuck as a Life Sphere for ''a decillion years''[[note]]that's 33 zeroes after the 1, about 70 sextillion times the age of the real-life universe[[/note]], thus many powerful demons became his successors across the four ages. He's destined to reclaim his rulership, as the Slayer restores him to a physical body to kill him.
* NoOntologicalInertia: Played with. [[spoiler:According to VEGA, Davoth's death is actually ''not'' directly tied to the deaths of demons outside of Hell, but it's actually part of Hell's law. "By Hell's law, if the Dark Lord is defeated in ritual combat, any demon outside of Hell will be destroyed" - as in, if Davoth is defeated, he will no longer be able to exert his influence upon Jekkad and all demons outside of Hell under his influence will be destroyed ''as penance''.]]
* PhysicalGod: The first of the Father's creations, a "Primeval" who rules over an entire realm of creation, and can warp reality through his will alone. According to the Book of the Seraphs, each realm created by the Father can only contain ''one'' Primeval, such is their power. [[spoiler:And then it's revealed he's actually the real Father. While it is suggested the original Father is actually more akin to a Primeval, he is still this trope]].
* PowerEchoes: Almost always speaks with a booming reverb, which deepens his already low voice significantly. [[spoiler:He only loses this when he's near-dead.]]
* PowerTattoo: Has a glowing red Slayer symbol on his back to represent his identity as the WorldsBestWarrior of Hell: the Slayer of Hell.
* RealityWarper: It’s said his will alone is what allows Hell energy and demons to manifest outside of their realm, and being a Primeval means he can warp reality at will. [[spoiler:Upon his reincarnation into physical form, he shows he can just casually create a portal directly to Immora, the deepest and most ancient part of Hell, from within Luminarium.]] As further revelations about his origins show [[spoiler:he was actually the original Father; it’s ambiguous if he really had created realities before he became self-aware, but at minimum, he had created Urdak and the Maykrs, Jekkad, as well as countless realms and Seraphs to steward them]].
* RedEyesTakeWarning: His irises and sclerae are red, to denote his demonic nature.
* RevengeBeforeReason: When the Father sealed him away for his increasingly violent, unhinged behaviour in pursuit of eternal life for his people, he became obsessed instead with killing the Father and destroying the rest of creation in retaliation. Before long, his pursuit of vengeance reduced his universe from a paradise to Hell as it is today. [[spoiler:This revenge becomes even more pronounced when we learn that he ''was'' the original Father, and has ''damn good reason'' to be pissed for being betrayed by his own creations and having everything taken from him]].
* TheReveal:
** ''The Ancient Gods: Part One'' reveals at the end that he is none other than Hell's version of the Doom Slayer. Or, rather, the Doom Slayer is a version of him.
** ''The Ancient Gods: Part Two'' reveals he's [[spoiler:the real Father, the creator of the multiverse]].
* SatanIsGood: A heavily downplayed example in his past. He is by no means ''good'' anymore, but he is driven by a desire to help his own creations out of love that drove him to insanity, rather than being hungry for power for its own sake like previous antagonists. [[spoiler:As it turns out, this story is a lie. He's actually the Father, enraged by the betrayal of his followers who took ''everything'' from him]].
* SatanicArchetype: It is fairly obvious that he's the stand-in for Satan in this franchise; As the Dark Lord and numerous other wicked names, is the supreme ruler of Hell, and is the ultimate commander of all demons. He is even directly referred to "The Devil" by the intern working with the Doom Slayer. [[spoiler: Though his status as the true creator of all things would more make him a DemiurgeArchetype.]]
* SealedEvilInACan: His soul has been trapped in a life sphere in the Blood Swamps of Hell for eons. This hasn't stopped his will from escaping the confines of its prison and manipulating various forces within Hell and beyond.
* ShadowArchetype: Serves as a dark warning as to what would happen to the Doom Slayer if he sought to protect his people from something that ''couldn't'' be overcome: Death. The Dark Lord's eternal crusade against death has made him enemies with the rest of TheMultiverse, turned his realm into Hell itself, and corrupted his people into literal demons.
* ShowsDamage: Like the Spider Mastermind, he starts to display heavy damage in the latter half of the fight; his Praetor Suit begins to break apart, spark yellow electricity and smoke black fumes. The difference is that the Spider Mastermind gradually becomes slower and weaker, while for Davoth this is just a visual effect, and he actually only becomes ''[[TurnsRed stronger]]'' from here.
* SuspiciouslySimilarSubstitute: At his basis he appears to be the modern era's edition of [[VideoGame/Doom64 the Mother Demon]], having birthed demonkind, masterminded all of Hell's invasions and is the final enemy of the story. [[spoiler:His true name, The ''Father'', parallels perfectly with the ''Mother'' Demon's; and their defeats result in Doomguy facing an uncertain fate; in ''64'''s case he voluntarily stays in Hell, in ''Eternal'' he collapses and is resealed into his cursed tomb.]]
* TakesOneToKillOne: According to the "Book of the Seraphs," only a fellow Primeval or something even more powerful could defeat him if he were to be reincarnated into physical form. [[spoiler:It is telling the only one who can face Davoth in combat is the Slayer, who was made in his own image and had a fragment of himself within]].
* TattooAsCharacterType: His body is covered in pentagrams and other demonic symbols to denote his affiliation with Hell.
* TimeAbyss: He is mentioned as being at least a '''decillion years old''', and hasn't been summoned into a physical form for just as long. For reference, the current age of the known universe is around 13.77 billion years, and Davoth is at least '''''72 sextillion times older'''''. [[spoiler:And with TheReveal, it's entirely possible that he may actually be infinitely older than ''that''.]]
* TheUnfettered: He wanted to defeat death itself to protect his people. His failure to accomplish it eventually drove him completely insane, to the point he seeks to destroy and consume the rest of creation both out of revenge against the Father for imprisoning him and the hope that if he just has enough power he can finally realize his goals. [[spoiler:However, with TheReveal he was betrayed by the Maykrs who stole everything from him back when he was the original Father, it becomes unclear if he really was SlowlySlippingIntoEvil in his quest for immortality, or if the Maykrs betrayed him first.]]
* TragicVillain: Despite being [[GreaterScopeVillain the biggest bad]] in the entire franchise, he remains the most sympathetic because unlike all of the other selfish bastards fought throughout the series, his fall was simply caused by a selfless desire to not only fulfil the Father's wish [[UtopiaJustifiesTheMeans in creating the perfect paradise]] but also giving in to the most intrinsically self-sacrificing act of all—[[EvenEvilHasLovedOnes love for his own kin]]. It's just that he went too far in his love for them and [[FaceMonsterTurn lost himself along the way]]. ''Part Two'' has [[spoiler:him being [[{{God}} THE original Father]], who originally wanted to save ALL of his creations from death, not just those in Jekkad, but fear from the cold, logical Maykrs that he made to discover the secret to immortality betrayed him and imprisoned him over the possibility of destroying creation... [[SelfFulfillingProphecy a prophecy made true]] [[NiceJobBreakingItHero by their very actions in betraying him]], turning him into a hateful OmnicidalManiac out of the indignity and anguish of having everything stomped on and stolen from him, turning him into the GodOfEvil he is now.]]
* UnseenEvil: Despite being the ruler of Hell, he doesn't make any physical appearance in ''2016'' or ''Eternal''. He finally makes an appearance at the very end of ''The Ancient Gods: Part One''.
* VillainousValor: The logical conclusion of much of the bosses' increasing fearlessness of the Slayer. Davoth is nothing if not honorable, understanding that the Slayer is the one and only man who can defeat him; and yet not only does he ''not'' dread that possibility, he makes various testaments to his might, and is even cordial enough to tell the Slayer where he will go for their battle ''right after he tried shooting him at the Luminarium''. Considering that he [[spoiler:essentially made Doomguy into the Slayer he is now]], ''of course'' he would not be afraid of [[spoiler:his own creation.]]
* VocalEvolution: Zigzagged; In ''2016'', his voice is a very booming, guttural baritone with added effects to make it sound even more thunderous. In ''Eternal'' his voice is still the same booming low baritone, but his voice is now more reverberated than bass boosted, making his voice sound clearer. In his boss fight, the original bass boost returns in a form whenever he has his helmet on, though now complemented by a VoiceOfTheLegion.
* WalkingSpoiler: Describing his physical appearance or background gives away TheReveal from the end of ''The Ancient Gods: Part One'' that he is an AlternateUniverse EvilDoppelganger of the Doom Slayer himself. ''Part Two'' only makes him ''even more'' spoiler-heavy if that was even possible!
* WellIntentionedExtremist: He used increasingly brutal methods in pursuit of granting his people eternal life. Unfortunately, this loosened his grip on sanity till he sank into becoming an OmnicidalManiac who vowed to destroy all of reality if it means accomplishing his mission. This insanity eventually cost him his freedom and physical form, courtesy of the Father... until the Slayer gives him back both in hopes of killing him. [[spoiler:As it's revealed the story about the Dark Lord were at least partially lies, whether or not he was this trope in the first place is debatable, but by no means he is this trope in present time.]]
* WorthyOpponent: He recognizes the Slayer, out of all potential entities throughout the series, as potentially ''the only foe'' that can best him and his legions of Hell. To that end, he had erected scriptures that tell his tale as a foreboding warning to his kind and tried everything he possibly could in his limited physical influence to prevent his reawakening with Olivia in the ''2016'' game. In the end, as shown in ''The Ancient Gods'', he's willing to goad him on into a final battle, knowing that he may potentially die for good in a DuelToTheDeath because he acknowledges his strength that much; which all makes sense given the Doom Slayer is an AlternateSelf of the Dark Lord, and thus in the Dark Lord's eyes capable of the same level of {{Determinator}} unstoppableness as the Dark Lord himself. The end of the FinalBoss shows that the Dark Lord holds the Slayer in such high regard [[spoiler:that he willingly opts to FaceDeathWithDignity and allows the Slayer to kill him.]]
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->''"Tell me...have you nothing to say to...your creator...before you strike him down?"''
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His entry is by far the biggest and dwarfs the rest. I think it's fair to make him a separate page.


[[folder:The Dark Lord '''(UNMARKED SPOILERS)''']]
!! Davoth, The Dark Lord
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_lord_9.jpg]] [[caption-width-right:350:[[labelnote:Click here to see him in his Praetor Suit]] https://static.tvtropes.org/pmwiki/pub/images/bef4bac1_2a74_4917_a456_681471f32e26_1.png[[/labelnote]]]]
[[caption-width-right:350:''"You feel you are prepared now, for this...?"'']]
!!!'''Voiced by:''' Piotr Michael

The supreme leader of Hell's armies who has been sealed without physical form for eons. He is a WalkingSpoiler, so spoilers up to the "The Ancient Gods: Part One" DLC is unmarked.
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* AlternateSelf: He's an AlternateUniverse version of the Slayer, as in Hell's version of the Slayer. Though if anything, it would be more accurate to say the Slayer is a version of ''him'', as the realm which is now Hell and the Dark Lord himself had existed long before one of his many AlternateUniverse "echoes", the Doom Slayer, was born in his own Earth.
* AmbiguousSituation: ''The Ancient Gods: Part Two'' reveals quite a bit of ambiguity about the Dark Lord, but primarily about his origins; [[spoiler: namely, does him being the true Creator mean ''all'' of what was previously told about him was a lie to cover up a cold-hearted betrayal by the Maykrs or was it a lie told to soften the blow that ''the'' first being in the multiverse was capable of going homicidally insane as a result of finding out even he wasn't strong enough to prevent the death of his creations and needed to be put down for the sake of reality? [[https://youtu.be/WRm1jxpyVr0 The game's director]] implies Davoth and Doom Slayer are both Primevals and there is at least one being older and stronger than Davoth further confuses things and makes it possible that him being the Father is itself a lie.]]
* ApocalypseHow: [[spoiler:Following his betrayal courtesy of the Maykrs,]] his goal is to cause a ApocalypseHow/ClassZ out of resentment, annihilating "all of creation" [[spoiler:that he himself created]], likely even including Hell considering its horrific downfall from what it used to be.
* ArchEnemy: To the Doom Slayer, as he is the ultimate commander of Hell's legions and had masterminded the whole franchise's events; up to the murder of Doomguy's pet rabbit Daisy, upping it to an ItsPersonal level. Reviving and killing him is the ultimate goal of ''The Ancient Gods'' DLC.
* ArchnemesisDad: Well, [[spoiler: Archnemesis Creator, but the Doom Slayer is a MessianicArchetype whom he, as {{God}}, made in His own image for the sake of vengeance towards his enemies. Doesn't stop the Slayer from slaying ''him'', either way]].
* AsskickingLeadsToLeadership: As the Father puts it, "The Dark Lord is the leader of Hell's armies. Not a king, but a warrior of the Dark Realm. The fiercest among them, as only the strongest could rule the demons."
* BarrierWarrior: Just like the Marauder, the Dark Lord fights with a shield, and you can only do damage to him when it's down. Unlike the Marauder, he can do a powerful ShieldBash attack which hits like a freight train, which means the likelihood of him lowering his shield is considerably lower.
* BigBad: Of ''The Ancient Gods'' ExpansionPack duology, and the GreaterScopeVillain of the entire franchise.
* BigRedDevil: His Praetor Suit is designed to invoke this appearance given its colour scheme, bulk and the pair of horns it possesses, though Davoth himself isn't one outside of it.
* CannibalismSuperpower: When lesser gods were defeated by his demonic servants, [[GodEating they were absorbed by Davoth,]] allowing his strength to vastly grow beyond what the Father intended for him. [[spoiler:Or rather, allowing him to regain some of the powers stolen from him by the Maykrs]].
* CoolSword: In the Codex entries, and his boss fight, he's shown wielding a massive Crucible LaserBlade of his own.
* ContrastingSequelAntagonist: To every other major antagonist in the reboot, who are almost entirely self-serving, vile scum. Olivia Pierce had betrayed her species to become a god by the demons' promises; the Khan Maykr made a pact with the Dark Lord to create Argent Energy, letting mankind suffer immensely if it means keeping her greedy rule satiated; and the Hell Priests followed suit while also basking in their own sadism. The Dark Lord is an OmnicidalManiac willing to destroy everything, but not out of hatred or fun: he actually ''adores'' his fellow demons, and was willing to do virtually anything to defeat the very concept of death if it means saving them and allowing them to live forever. Unfortunately, nothing he tried had worked, which had dragged him down into complete insanity. He also acknowledges the Slayer as a WorthyOpponent ready for a DuelToTheDeath, and even cooperates with the Slayer until his resurrection seemingly out of honour. [[spoiler:Revelations of his true origins show that he isn't as selfless now as he used to be; he wanted to bring immortality to his creations, true, but his current motivations are revenge for being betrayed, usurped and sealed away by his creations, which is still PayEvilUntoEvil at this point and very understandable as a motivation after what the Maykrs had done.]]
* CreateYourOwnHero: [[spoiler:He was the one who created the Doom Slayer in his own image, something both he and Father point out. According to the Codex, he influenced the Khan Maykr to create the Divinity Machine containing a shard of his stolen power, then influenced Samur to imbue that power into the Doom Slayer. He did this as an ironic punishment for the Maykrs; as he was betrayed and destroyed by something he had created, so too shall the Maykrs be betrayed and destroyed by something they had created. He got what he wanted, and he also knows very well that he's going to have to fight and kill the Doom Slayer afterwards.]]
* DarkIsEvil: The franchise's SatanicArchetype, who's depicted in ancient tablets as wearing pitch-black PowerArmor. Funnily enough, while he is the equivalent of Satan in the ''Doom'' universe, [[TragicVillain he's actually one of the most sympathetic villains thus far]], especially compared to the Khan Maykr.
* TheDreaded: The greatest warrior of Hell who all demons fear, and with good reason: He's Hell's [[AlternateSelf version]] of the Doom Slayer. When the Slayer himself returns to Earth with the Dark Lord's life sphere in hand, almost the entire ARC staff immediately evacuates.
* DyingVocalChange: [[spoiler: Moments before dying, his booming baritone disappears, replaced by a hoarse, rasping growl.]]
* EvilCounterpart:
** To the Doom Slayer, as Hell's version of the protagonist who embraced all the worst parts of their shared {{Determinator}} personalities. Though it might be more accurate to say that the Slayer is his GoodCounterpart.
** To Samuel Hayden. Both have tried to bring [[TheNeedsOfTheMany prosperity to their worlds]]. But while Hayden swore off Argent, trying to find a synthetic alternative after discovering it was PoweredByAForsakenChild, the Dark Lord went OmnicidalManiac on the rest of the universe in hopes enough sacrifices could let him destroy ''death itself'' for his people.
** He also shares a few traits with VEGA, The Father, even despite their deep animosity; back in their prime, they were both loving rulers who ruled prosperous worlds, before certain circumstances had befallen them; The Father due to Samur stealing his essence, and the Dark Lord due to none of his steps to giving his people {{Immortality}} working as he wished. Not to mention that they both have life spheres; The Father having a [[GoldAndWhiteAreDivine golden-yellow one]] and the Dark Lord [[RedIsViolent having a reddish magenta one.]] [[spoiler: Although as ''Part Two'' reveals, this might have initially been the other way around.]]
* EvilDoppelganger: An AlternateUniverse version of the Slayer who hails from Hell rather than Earth.
* EvilIsBigger: The Dark Lord's battle armor is much bigger than the Doom Slayer's, being a MiniMecha with two shoulder guns who wields a demonic Crucible. It's also red and has horns.
* EvilSoundsDeep: Trapped in a life sphere, he has an incredibly low, gravely, booming voice to reflect his demonic nature. This carries over to his physical form, and as it turns out, his voice is so deep that his battle suit can only give him VoiceOfTheLegion properties. Later on though...
* EvilSoundsRaspy: At the end of ''Part Two'', [[spoiler:he is so critically injured and deprived of energy that his echoing baritone is reduced to a more snarling tenor, the lack of echo even making him sound human.]]
* FaceDeathWithDignity: [[spoiler:After a grueling battle to the death with the Slayer, while on his knees, rather than continue fighting to his last breath like the rest of his servants would, the Dark Lord simply casts aside his LaserBlade and more or less tells the Slayer to GetItOverWith.]]
* FinalBoss: Of ''The Ancient Gods: Part Two'', and ''Doom Eternal'' as a whole.
* FisherKing: His descent into a RoaringRampageOfRevenge, after being sealed away for his cruel, violent pursuit of the secrets of eternal life, is what transformed his universe from a paradise into literally Hell, and turned his people into insane, soulless monsters.
* {{Foil}}: To the Doom Slayer himself, even more so than the Marauder. Both are fierce warriors with equipment-laden Praetor Suits, but Davoth explicitly prefers melee weapons such as a Crucible sword and shield while the Doom Slayer has a wide arsenal of guns, a BladeBelowTheShoulder and a chainsaw at his disposal. Furthermore, how they became Primevals are completely dissimilar; the Slayer started out as a silent BadassNormal ScrewTheRulesImDoingWhatsRight marine before gradually earning more power just through killing powerful demons and hunting demons to protect Earth and avenge his pet rabbit, Daisy. Davoth on the other hand is a verbose decillion [[spoiler:or more]] year old demon god who was apparently born into supreme power in the first place and serves as the creator and leader of Hell, then known as Jekkad; and became the tyrannical OmnicidalManiac he is today [[spoiler:because his own creations betrayed him.]]
* {{God}}: [[spoiler:The final battle against him in ''The Ancient Gods: Part 2'' has him force the Father to reveal the truth: Davoth was the Father, was the first being and created all realms in the known existence. The one we know as the Father was actually one of Davoth's creations along with the Maykrs in his quest to gift immortality to his people. When the Maykrs betrayed him and sealed Jekkad, they re-wrote their history to hide the truth that they had betrayed the real Father and used the powers that they stole from Davoth to ascend one of their own as the Father, the one we know of today. Leaving Davoth trapped and forgotten, betrayed by his own creations, and who stole both his power, his very name, and the secret to immortality, it's no wonder the guy's ''absolutely'' '''pissed'''. However, given it is suggested there is an entity even greater somewhere in the cosmos (the Mysterious Voice heard after defeating the Khan Maykr), Davoth may simply be the Primeval[=/=]first being of this facet of reality.]]
* GodAndSatanAreBothJerks: Of a form. He worked with the Khan Maykr to destructively invade Earth to harvest human souls. [[spoiler:In the end though, you could just rename this trope to "God and Satan Are ''[[TwoAliasesOneCharacter The Same]]''" and it would perfectly apply to him.]]
* GodIsEvil: [[spoiler:He's the real Father, whom the Maykrs presented instead as Father's creation when they usurped him. He's waging a war against all of creation over this. Given the implication that there is an even older and greater being out there whom Davoth doesn't seem to be aware of, this would make him akin to the Demiurge from UsefulNotes/{{Gnosticism}}.]]
* GodzillaThreshold: Notable in that he is the maximum threshold that the ''Doom Slayer'', another definite example of this trope, is willing to use. The Slayer's hatred for demonkind as a whole is ''so'' infinite and ''so'' violent that he would go out of his way to ''risk all of reality'' via reawakening the Dark Lord if it means his death would equal the demons being banished to Hell forever. Unfortunately, this is also where he burns bridges with Samur, who is so adamantly against this decision that he opts to kill the Slayer. [[spoiler:Even the sudden revelation that Davoth was the true Father all along barely shakes the Slayer, and in fact pisses him off so extremely that ''[[BreakingOldTrends he actually says one word]]'' just as he kills Davoth.]]
* GoodColorsEvilColors: His Praetor Suit is predominately hot red in color with yellow accents, clashing with the Doom Slayer's earthy green and brown suit.
* GracefulLoser: Unlike the rest of the Slayer's major opponents, who are either too monstrous to give a coherent response to their defeat, or too haughty to accept it, [[spoiler:Davoth deactivates his crucible upon his defeat, a nonverbal indicator that he knows he's lost and is done fighting, and simply asks the Slayer if he has anything to say before he finishes the job.]]
* GreaterScopeVillain: Everything in the reboot can be traced back to him, as he's the one who struck a deal with the Khan Maykr. As he is also Satan in all but name, he could also serve as this in the classic games, with creatures such as the Spider Mastermind, the Icon of Sin, [[VideoGame/Doom64 the Mother Demon]], and possibly [[VideoGame/Doom3 Dr. Betruger]] as his [[TheHeavy enforcers]]. [[spoiler:Even yet further pronounced when it's revealed that he's not just the devil, ''he's also God too.'']]
* HumanoidAbomination: When he reincarnates into physical form at the end of ''The Ancient Gods: Part One'', he is revealed to look almost exactly like the human Doom Slayer himself, despite being an incredibly ancient demonic god.
* IHaveManyNames: His various monikers include Davoth, the Dark Lord, the Nameless One, the Infernal Master, the Lord of Hell, the Malicious One, the Dark One, the First Primeval, and most damningly, [[spoiler:''The Father''.]]
* HoistByTheirOwnPetard: [[spoiler:He's not only the one that created the Doom Slayer in a revenge plan against the Maykrs spanning untold amounts of time but also the one that urged Samur to give the Slayer a fragment of his own power in the Divinity Machine to fulfil this plan. Once the Maykrs are soundly defeated and the Khan Maykr was slain, the Slayer ends up going after the Dark Lord next and defeating him thanks to that plan leaving him in the perfect position to do so. For what it's worth, the Dark Lord was expecting this to happen, and in fact ready to duel the Slayer to decide the fate of all creation.]]
* KeystoneArmy: Currently, his power is the only thing that allows the demons to escape their dimensional prison in Hell. Thus, if he is killed, every single demon outside of Hell will be destroyed. This is the main reason the Doom Slayer releases him from his prison, as he is well and truly sick of the demons arising again and again to threaten Earth. [[spoiler:This is precisely what happens at the end of ''Part Two'', although not without sapping the Slayer of his Divinity Machine powers; which were actually all part of Davoth's essence.]]
* KingMook: Gameplay-wise, he acts like a boss version of the Marauder, albeit with the ability to summon astral projections of other types of demons, including ''Tyrants''. He also has his own version of the Slayer's grenade launcher and a shield bash reminiscent of the Gladiator.
* LifeDrain: One of the main gimmicks of his fight is that he heals himself whenever he lands a blow on you.
* LoveMakesYouEvil: His love of his people was so great he wished to never lose even one, leading him to try and unravel the secrets of eternal life. However, the endless lack of results drove him increasingly mad, causing him to throw all his realm's resources into the study of eternal life and torture any who attempted to stop him. In the end, his creator -- the Father -- sealed him away and deprived him of a physical form, for what could have been ''eons'' -- and still, his will to return never falters. This is terrifyingly similar to the Doom Slayer's devotion to Earth and humanity, willing to kill anything that threatens his homeworld. [[spoiler:However, ''The Ancient Gods Part 2'' reveals this story is partially a lie fabricated by the Maykrs. Davoth ''is'' the Father, the Maykrs usurped, stole at least part of his power, and sealed him away; the Father we know is one of his creations. The above story was created to explain away the Dark Lord. His love for his people, however, is still genuine, where in the same scene he laments how his servants ruined Immora's chances of being a truly prosperous city full of perfect people.]]
* ManipulativeBastard: Befitting of a SatanicArchetype character, who has been reduced to whispers. Not only is he indirectly working through the demons behind the scenes, and the source of most Faustian pacts in the series, the codex in ''The Ancient Gods: Part Two'' reveals that [[spoiler:he manipulated the Khan Maykr and duped Samur into using the Divinity Machine to empower the Doom Slayer, all for revenge on the Maykrs]].
* MiniMecha: He sports his own variation of the Doom Slayer's Praetor Suit, but which is larger than the Slayer's own suit and more akin to [[TabletopGame/Warhammer40000 Terminator Armour]].
* MirrorBoss: The final battle with him has him using his own Praetor Suit, complete with Equipment Launcher and his own sword to counter the Slayer's Sentinel Hammer. Notably, ''he's even able to heal himself via certain attacks'', just like the Slayer with his Glory Kills.
* MortalityPhobia: Not towards his own death, with him being perfectly aware of his immortality, but he is rather terrified of his people dying out, leaving him alone in an empty realm. [[spoiler:Even with the revelation he is actually the Father, this motive might have been true since his plan was to attain eternal life for ''all'' of his creations.]]
* NonActionBigBad: This guy has been stuck as a Life Sphere for ''a decillion years''[[note]]that's 33 zeroes after the 1, about 70 sextillion times the age of the real-life universe[[/note]], thus many powerful demons became his successors across the four ages. He's destined to reclaim his rulership, as the Slayer restores him to a physical body to kill him.
* NoOntologicalInertia: Played with. [[spoiler:According to VEGA, Davoth's death is actually ''not'' directly tied to the deaths of demons outside of Hell, but it's actually part of Hell's law. "By Hell's law, if the Dark Lord is defeated in ritual combat, any demon outside of Hell will be destroyed" - as in, if Davoth is defeated, he will no longer be able to exert his influence upon Jekkad and all demons outside of Hell under his influence will be destroyed ''as penance''.]]
* PhysicalGod: The first of the Father's creations, a "Primeval" who rules over an entire realm of creation, and can warp reality through his will alone. According to the Book of the Seraphs, each realm created by the Father can only contain ''one'' Primeval, such is their power. [[spoiler:And then it's revealed he's actually the real Father. While it is suggested the original Father is actually more akin to a Primeval, he is still this trope]].
* PowerEchoes: Almost always speaks with a booming reverb, which deepens his already low voice significantly. [[spoiler:He only loses this when he's near-dead.]]
* PowerTattoo: Has a glowing red Slayer symbol on his back to represent his identity as the WorldsBestWarrior of Hell: the Slayer of Hell.
* RealityWarper: It’s said his will alone is what allows Hell energy and demons to manifest outside of their realm, and being a Primeval means he can warp reality at will. [[spoiler:Upon his reincarnation into physical form, he shows he can just casually create a portal directly to Immora, the deepest and most ancient part of Hell, from within Luminarium.]] As further revelations about his origins show [[spoiler:he was actually the original Father; it’s ambiguous if he really had created realities before he became self-aware, but at minimum, he had created Urdak and the Maykrs, Jekkad, as well as countless realms and Seraphs to steward them]].
* RedEyesTakeWarning: His irises and sclerae are red, to denote his demonic nature.
* RevengeBeforeReason: When the Father sealed him away for his increasingly violent, unhinged behaviour in pursuit of eternal life for his people, he became obsessed instead with killing the Father and destroying the rest of creation in retaliation. Before long, his pursuit of vengeance reduced his universe from a paradise to Hell as it is today. [[spoiler:This revenge becomes even more pronounced when we learn that he ''was'' the original Father, and has ''damn good reason'' to be pissed for being betrayed by his own creations and having everything taken from him]].
* TheReveal:
** ''The Ancient Gods: Part One'' reveals at the end that he is none other than Hell's version of the Doom Slayer. Or, rather, the Doom Slayer is a version of him.
** ''The Ancient Gods: Part Two'' reveals he's [[spoiler:the real Father, the creator of the multiverse]].
* SatanIsGood: A heavily downplayed example in his past. He is by no means ''good'' anymore, but he is driven by a desire to help his own creations out of love that drove him to insanity, rather than being hungry for power for its own sake like previous antagonists. [[spoiler:As it turns out, this story is a lie. He's actually the Father, enraged by the betrayal of his followers who took ''everything'' from him]].
* SatanicArchetype: It is fairly obvious that he's the stand-in for Satan in this franchise; As the Dark Lord and numerous other wicked names, is the supreme ruler of Hell, and is the ultimate commander of all demons. He is even directly referred to "The Devil" by the intern working with the Doom Slayer. [[spoiler: Though his status as the true creator of all things would more make him a DemiurgeArchetype.]]
* SealedEvilInACan: His soul has been trapped in a life sphere in the Blood Swamps of Hell for eons. This hasn't stopped his will from escaping the confines of its prison and manipulating various forces within Hell and beyond.
* ShadowArchetype: Serves as a dark warning as to what would happen to the Doom Slayer if he sought to protect his people from something that ''couldn't'' be overcome: Death. The Dark Lord's eternal crusade against death has made him enemies with the rest of TheMultiverse, turned his realm into Hell itself, and corrupted his people into literal demons.
* ShowsDamage: Like the Spider Mastermind, he starts to display heavy damage in the latter half of the fight; his Praetor Suit begins to break apart, spark yellow electricity and smoke black fumes. The difference is that the Spider Mastermind gradually becomes slower and weaker, while for Davoth this is just a visual effect, and he actually only becomes ''[[TurnsRed stronger]]'' from here.
* SuspiciouslySimilarSubstitute: At his basis he appears to be the modern era's edition of [[VideoGame/Doom64 the Mother Demon]], having birthed demonkind, masterminded all of Hell's invasions and is the final enemy of the story. [[spoiler:His true name, The ''Father'', parallels perfectly with the ''Mother'' Demon's; and their defeats result in Doomguy facing an uncertain fate; in ''64'''s case he voluntarily stays in Hell, in ''Eternal'' he collapses and is resealed into his cursed tomb.]]
* TakesOneToKillOne: According to the "Book of the Seraphs," only a fellow Primeval or something even more powerful could defeat him if he were to be reincarnated into physical form. [[spoiler:It is telling the only one who can face Davoth in combat is the Slayer, who was made in his own image and had a fragment of himself within]].
* TattooAsCharacterType: His body is covered in pentagrams and other demonic symbols to denote his affiliation with Hell.
* TimeAbyss: He is mentioned as being at least a '''decillion years old''', and hasn't been summoned into a physical form for just as long. For reference, the current age of the known universe is around 13.77 billion years, and Davoth is at least '''''72 sextillion times older'''''. [[spoiler:And with TheReveal, it's entirely possible that he may actually be infinitely older than ''that''.]]
* TheUnfettered: He wanted to defeat death itself to protect his people. His failure to accomplish it eventually drove him completely insane, to the point he seeks to destroy and consume the rest of creation both out of revenge against the Father for imprisoning him and the hope that if he just has enough power he can finally realize his goals. [[spoiler:However, with TheReveal he was betrayed by the Maykrs who stole everything from him back when he was the original Father, it becomes unclear if he really was SlowlySlippingIntoEvil in his quest for immortality, or if the Maykrs betrayed him first.]]
* TragicVillain: Despite being [[GreaterScopeVillain the biggest bad]] in the entire franchise, he remains the most sympathetic because unlike all of the other selfish bastards fought throughout the series, his fall was simply caused by a selfless desire to not only fulfil the Father's wish [[UtopiaJustifiesTheMeans in creating the perfect paradise]] but also giving in to the most intrinsically self-sacrificing act of all—[[EvenEvilHasLovedOnes love for his own kin]]. It's just that he went too far in his love for them and [[FaceMonsterTurn lost himself along the way]]. ''Part Two'' has [[spoiler:him being [[{{God}} THE original Father]], who originally wanted to save ALL of his creations from death, not just those in Jekkad, but fear from the cold, logical Maykrs that he made to discover the secret to immortality betrayed him and imprisoned him over the possibility of destroying creation... [[SelfFulfillingProphecy a prophecy made true]] [[NiceJobBreakingItHero by their very actions in betraying him]], turning him into a hateful OmnicidalManiac out of the indignity and anguish of having everything stomped on and stolen from him, turning him into the GodOfEvil he is now.]]
* UnseenEvil: Despite being the ruler of Hell, he doesn't make any physical appearance in ''2016'' or ''Eternal''. He finally makes an appearance at the very end of ''The Ancient Gods: Part One''.
* VillainousValor: The logical conclusion of much of the bosses' increasing fearlessness of the Slayer. Davoth is nothing if not honorable, understanding that the Slayer is the one and only man who can defeat him; and yet not only does he ''not'' dread that possibility, he makes various testaments to his might, and is even cordial enough to tell the Slayer where he will go for their battle ''right after he tried shooting him at the Luminarium''. Considering that he [[spoiler:essentially made Doomguy into the Slayer he is now]], ''of course'' he would not be afraid of [[spoiler:his own creation.]]
* VocalEvolution: Zigzagged; In ''2016'', his voice is a very booming, guttural baritone with added effects to make it sound even more thunderous. In ''Eternal'' his voice is still the same booming low baritone, but his voice is now more reverberated than bass boosted, making his voice sound clearer. In his boss fight, the original bass boost returns in a form whenever he has his helmet on, though now complemented by a VoiceOfTheLegion.
* WalkingSpoiler: Describing his physical appearance or background gives away TheReveal from the end of ''The Ancient Gods: Part One'' that he is an AlternateUniverse EvilDoppelganger of the Doom Slayer himself. ''Part Two'' only makes him ''even more'' spoiler-heavy if that was even possible!
* WellIntentionedExtremist: He used increasingly brutal methods in pursuit of granting his people eternal life. Unfortunately, this loosened his grip on sanity till he sank into becoming an OmnicidalManiac who vowed to destroy all of reality if it means accomplishing his mission. This insanity eventually cost him his freedom and physical form, courtesy of the Father... until the Slayer gives him back both in hopes of killing him. [[spoiler:As it's revealed the story about the Dark Lord were at least partially lies, whether or not he was this trope in the first place is debatable, but by no means he is this trope in present time.]]
* WorthyOpponent: He recognizes the Slayer, out of all potential entities throughout the series, as potentially ''the only foe'' that can best him and his legions of Hell. To that end, he had erected scriptures that tell his tale as a foreboding warning to his kind and tried everything he possibly could in his limited physical influence to prevent his reawakening with Olivia in the ''2016'' game. In the end, as shown in ''The Ancient Gods'', he's willing to goad him on into a final battle, knowing that he may potentially die for good in a DuelToTheDeath because he acknowledges his strength that much; which all makes sense given the Doom Slayer is an AlternateSelf of the Dark Lord, and thus in the Dark Lord's eyes capable of the same level of {{Determinator}} unstoppableness as the Dark Lord himself. The end of the FinalBoss shows that the Dark Lord holds the Slayer in such high regard [[spoiler:that he willingly opts to FaceDeathWithDignity and allows the Slayer to kill him.]]

to:

[[folder:The Dark Lord '''(UNMARKED SPOILERS)''']]
!! Davoth, The Dark Lord
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_lord_9.jpg]] [[caption-width-right:350:[[labelnote:Click here to see him in
Lord]]

->See
his Praetor Suit]] https://static.tvtropes.org/pmwiki/pub/images/bef4bac1_2a74_4917_a456_681471f32e26_1.png[[/labelnote]]]]
[[caption-width-right:350:''"You feel you are prepared now, for this...?"'']]
!!!'''Voiced by:''' Piotr Michael

The supreme leader of Hell's armies who has been sealed without physical form for eons. He is a WalkingSpoiler, so
[[Characters/Doom2016TheDarkLord page]]. '''Unmarked spoilers up to the "The Ancient Gods: Part One" DLC is unmarked.
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* AlternateSelf: He's an AlternateUniverse version of the Slayer, as in Hell's version of the Slayer. Though if anything, it would be more accurate to say the Slayer is a version of ''him'', as the realm which is now Hell and the Dark Lord himself had existed long before one of his many AlternateUniverse "echoes", the Doom Slayer, was born in his own Earth.
* AmbiguousSituation: ''The Ancient Gods: Part Two'' reveals quite a bit of ambiguity about the Dark Lord, but primarily about his origins; [[spoiler: namely, does him being the true Creator mean ''all'' of what was previously told about him was a lie to cover up a cold-hearted betrayal by the Maykrs or was it a lie told to soften the blow that ''the'' first being in the multiverse was capable of going homicidally insane as a result of finding out even he wasn't strong enough to prevent the death of his creations and needed to be put down for the sake of reality? [[https://youtu.be/WRm1jxpyVr0 The game's director]] implies Davoth and Doom Slayer are both Primevals and there is at least one being older and stronger than Davoth further confuses things and makes it possible that him being the Father is itself a lie.]]
* ApocalypseHow: [[spoiler:Following his betrayal courtesy of the Maykrs,]] his goal is to cause a ApocalypseHow/ClassZ out of resentment, annihilating "all of creation" [[spoiler:that he himself created]], likely even including Hell considering its horrific downfall from what it used to be.
* ArchEnemy: To the Doom Slayer, as he is the ultimate commander of Hell's legions and had masterminded the whole franchise's events; up to the murder of Doomguy's pet rabbit Daisy, upping it to an ItsPersonal level. Reviving and killing him is the ultimate goal of ''The Ancient Gods'' DLC.
* ArchnemesisDad: Well, [[spoiler: Archnemesis Creator, but the Doom Slayer is a MessianicArchetype whom he, as {{God}}, made in His own image for the sake of vengeance towards his enemies. Doesn't stop the Slayer from slaying ''him'', either way]].
* AsskickingLeadsToLeadership: As the Father puts it, "The Dark Lord is the leader of Hell's armies. Not a king, but a warrior of the Dark Realm. The fiercest among them, as only the strongest could rule the demons."
* BarrierWarrior: Just like the Marauder, the Dark Lord fights with a shield, and you can only do damage to him when it's down. Unlike the Marauder, he can do a powerful ShieldBash attack which hits like a freight train, which means the likelihood of him lowering his shield is considerably lower.
* BigBad: Of ''The Ancient Gods'' ExpansionPack duology, and the GreaterScopeVillain of the entire franchise.
* BigRedDevil: His Praetor Suit is designed to invoke this appearance given its colour scheme, bulk and the pair of horns it possesses, though Davoth himself isn't one outside of it.
* CannibalismSuperpower: When lesser gods were defeated by his demonic servants, [[GodEating they were absorbed by Davoth,]] allowing his strength to vastly grow beyond what the Father intended for him. [[spoiler:Or rather, allowing him to regain some of the powers stolen from him by the Maykrs]].
* CoolSword: In the Codex entries, and his boss fight, he's shown wielding a massive Crucible LaserBlade of his own.
* ContrastingSequelAntagonist: To every other major antagonist in the reboot, who are almost entirely self-serving, vile scum. Olivia Pierce had betrayed her species to become a god by the demons' promises; the Khan Maykr made a pact with the Dark Lord to create Argent Energy, letting mankind suffer immensely if it means keeping her greedy rule satiated; and the Hell Priests followed suit while also basking in their own sadism. The Dark Lord is an OmnicidalManiac willing to destroy everything, but not out of hatred or fun: he actually ''adores'' his fellow demons, and was willing to do virtually anything to defeat the very concept of death if it means saving them and allowing them to live forever. Unfortunately, nothing he tried had worked, which had dragged him down into complete insanity. He also acknowledges the Slayer as a WorthyOpponent ready for a DuelToTheDeath, and even cooperates with the Slayer until his resurrection seemingly out of honour. [[spoiler:Revelations of his true origins show that he isn't as selfless now as he used to be; he wanted to bring immortality to his creations, true, but his current motivations are revenge for being betrayed, usurped and sealed away by his creations, which is still PayEvilUntoEvil at this point and very understandable as a motivation after what the Maykrs had done.]]
* CreateYourOwnHero: [[spoiler:He was the one who created the Doom Slayer in his own image, something both he and Father point out. According to the Codex, he influenced the Khan Maykr to create the Divinity Machine containing a shard of his stolen power, then influenced Samur to imbue that power into the Doom Slayer. He did this as an ironic punishment for the Maykrs; as he was betrayed and destroyed by something he had created, so too shall the Maykrs be betrayed and destroyed by something they had created. He got what he wanted, and he also knows very well that he's going to have to fight and kill the Doom Slayer afterwards.]]
* DarkIsEvil: The franchise's SatanicArchetype, who's depicted in ancient tablets as wearing pitch-black PowerArmor. Funnily enough, while he is the equivalent of Satan in the ''Doom'' universe, [[TragicVillain he's actually one of the most sympathetic villains thus far]], especially compared to the Khan Maykr.
* TheDreaded: The greatest warrior of Hell who all demons fear, and with good reason: He's Hell's [[AlternateSelf version]] of the Doom Slayer. When the Slayer himself returns to Earth with the Dark Lord's life sphere in hand, almost the entire ARC staff immediately evacuates.
* DyingVocalChange: [[spoiler: Moments before dying, his booming baritone disappears, replaced by a hoarse, rasping growl.]]
* EvilCounterpart:
** To the Doom Slayer, as Hell's version of the protagonist who embraced all the worst parts of their shared {{Determinator}} personalities. Though it might be more accurate to say that the Slayer is his GoodCounterpart.
** To Samuel Hayden. Both have tried to bring [[TheNeedsOfTheMany prosperity to their worlds]]. But while Hayden swore off Argent, trying to find a synthetic alternative after discovering it was PoweredByAForsakenChild, the Dark Lord went OmnicidalManiac on the rest of the universe in hopes enough sacrifices could let him destroy ''death itself'' for his people.
** He also shares a few traits with VEGA, The Father, even despite their deep animosity; back in their prime, they were both loving rulers who ruled prosperous worlds, before certain circumstances had befallen them; The Father due to Samur stealing his essence, and the Dark Lord due to none of his steps to giving his people {{Immortality}} working as he wished. Not to mention that they both have life spheres; The Father having a [[GoldAndWhiteAreDivine golden-yellow one]] and the Dark Lord [[RedIsViolent having a reddish magenta one.]] [[spoiler: Although as ''Part Two'' reveals, this might have initially been the other way around.]]
* EvilDoppelganger: An AlternateUniverse version of the Slayer who hails from Hell rather than Earth.
* EvilIsBigger: The Dark Lord's battle armor is much bigger than the Doom Slayer's, being a MiniMecha with two shoulder guns who wields a demonic Crucible. It's also red and has horns.
* EvilSoundsDeep: Trapped in a life sphere, he has an incredibly low, gravely, booming voice to reflect his demonic nature. This carries over to his physical form, and as it turns out, his voice is so deep that his battle suit can only give him VoiceOfTheLegion properties. Later on though...
* EvilSoundsRaspy: At the end of ''Part Two'', [[spoiler:he is so critically injured and deprived of energy that his echoing baritone is reduced to a more snarling tenor, the lack of echo even making him sound human.]]
* FaceDeathWithDignity: [[spoiler:After a grueling battle to the death with the Slayer, while on his knees, rather than continue fighting to his last breath like the rest of his servants would, the Dark Lord simply casts aside his LaserBlade and more or less tells the Slayer to GetItOverWith.]]
* FinalBoss: Of ''The Ancient Gods: Part Two'', and ''Doom Eternal'' as a whole.
* FisherKing: His descent into a RoaringRampageOfRevenge, after being sealed away for his cruel, violent pursuit of the secrets of eternal life, is what transformed his universe from a paradise into literally Hell, and turned his people into insane, soulless monsters.
* {{Foil}}: To the Doom Slayer himself, even more so than the Marauder. Both are fierce warriors with equipment-laden Praetor Suits, but Davoth explicitly prefers melee weapons such as a Crucible sword and shield while the Doom Slayer has a wide arsenal of guns, a BladeBelowTheShoulder and a chainsaw at his disposal. Furthermore, how they became Primevals are completely dissimilar; the Slayer started out as a silent BadassNormal ScrewTheRulesImDoingWhatsRight marine before gradually earning more power just through killing powerful demons and hunting demons to protect Earth and avenge his pet rabbit, Daisy. Davoth on the other hand is a verbose decillion [[spoiler:or more]] year old demon god who was apparently born into supreme power in the first place and serves as the creator and leader of Hell, then known as Jekkad; and became the tyrannical OmnicidalManiac he is today [[spoiler:because his own creations betrayed him.]]
* {{God}}: [[spoiler:The final battle against him in ''The Ancient Gods: Part 2'' has him force the Father to reveal the truth: Davoth was the Father, was the first being and created all realms in the known existence. The one we know as the Father was actually one of Davoth's creations along with the Maykrs in his quest to gift immortality to his people. When the Maykrs betrayed him and sealed Jekkad, they re-wrote their history to hide the truth that they had betrayed the real Father and used the powers that they stole from Davoth to ascend one of their own as the Father, the one we know of today. Leaving Davoth trapped and forgotten, betrayed by his own creations, and who stole both his power, his very name, and the secret to immortality, it's no wonder the guy's ''absolutely'' '''pissed'''. However, given it is suggested there is an entity even greater somewhere in the cosmos (the Mysterious Voice heard after defeating the Khan Maykr), Davoth may simply be the Primeval[=/=]first being of this facet of reality.]]
* GodAndSatanAreBothJerks: Of a form. He worked with the Khan Maykr to destructively invade Earth to harvest human souls. [[spoiler:In the end though, you could just rename this trope to "God and Satan Are ''[[TwoAliasesOneCharacter The Same]]''" and it would perfectly apply to him.]]
* GodIsEvil: [[spoiler:He's the real Father, whom the Maykrs presented instead as Father's creation when they usurped him. He's waging a war against all of creation over this. Given the implication that there is an even older and greater being out there whom Davoth doesn't seem to be aware of, this would make him akin to the Demiurge from UsefulNotes/{{Gnosticism}}.]]
* GodzillaThreshold: Notable in that he is the maximum threshold that the ''Doom Slayer'', another definite example of this trope, is willing to use. The Slayer's hatred for demonkind as a whole is ''so'' infinite and ''so'' violent that he would go out of his way to ''risk all of reality'' via reawakening the Dark Lord if it means his death would equal the demons being banished to Hell forever. Unfortunately, this is also where he burns bridges with Samur, who is so adamantly against this decision that he opts to kill the Slayer. [[spoiler:Even the sudden revelation that Davoth was the true Father all along barely shakes the Slayer, and in fact pisses him off so extremely that ''[[BreakingOldTrends he actually says one word]]'' just as he kills Davoth.]]
* GoodColorsEvilColors: His Praetor Suit is predominately hot red in color with yellow accents, clashing with the Doom Slayer's earthy green and brown suit.
* GracefulLoser: Unlike the rest of the Slayer's major opponents, who are either too monstrous to give a coherent response to their defeat, or too haughty to accept it, [[spoiler:Davoth deactivates his crucible upon his defeat, a nonverbal indicator that he knows he's lost and is done fighting, and simply asks the Slayer if he has anything to say before he finishes the job.]]
* GreaterScopeVillain: Everything in the reboot can be traced back to him, as he's the one who struck a deal with the Khan Maykr. As he is also Satan in all but name, he could also serve as this in the classic games, with creatures such as the Spider Mastermind, the Icon of Sin, [[VideoGame/Doom64 the Mother Demon]], and possibly [[VideoGame/Doom3 Dr. Betruger]] as his [[TheHeavy enforcers]]. [[spoiler:Even yet further pronounced when it's revealed that he's not just the devil, ''he's also God too.'']]
* HumanoidAbomination: When he reincarnates into physical form at the end of ''The Ancient Gods: Part One'', he is revealed to look almost exactly like the human Doom Slayer himself, despite being an incredibly ancient demonic god.
* IHaveManyNames: His various monikers include Davoth, the Dark Lord, the Nameless One, the Infernal Master, the Lord of Hell, the Malicious One, the Dark One, the First Primeval, and most damningly, [[spoiler:''The Father''.]]
* HoistByTheirOwnPetard: [[spoiler:He's not only the one that created the Doom Slayer in a revenge plan against the Maykrs spanning untold amounts of time but also the one that urged Samur to give the Slayer a fragment of his own power in the Divinity Machine to fulfil this plan. Once the Maykrs are soundly defeated and the Khan Maykr was slain, the Slayer ends up going after the Dark Lord next and defeating him thanks to that plan leaving him in the perfect position to do so. For what it's worth, the Dark Lord was expecting this to happen, and in fact ready to duel the Slayer to decide the fate of all creation.]]
* KeystoneArmy: Currently, his power is the only thing that allows the demons to escape their dimensional prison in Hell. Thus, if he is killed, every single demon outside of Hell will be destroyed. This is the main reason the Doom Slayer releases him from his prison, as he is well and truly sick of the demons arising again and again to threaten Earth. [[spoiler:This is precisely what happens at the end of ''Part Two'', although not without sapping the Slayer of his Divinity Machine powers; which were actually all part of Davoth's essence.]]
* KingMook: Gameplay-wise, he acts like a boss version of the Marauder, albeit with the ability to summon astral projections of other types of demons, including ''Tyrants''. He also has his own version of the Slayer's grenade launcher and a shield bash reminiscent of the Gladiator.
* LifeDrain: One of the main gimmicks of his fight is that he heals himself whenever he lands a blow on you.
* LoveMakesYouEvil: His love of his people was so great he wished to never lose even one, leading him to try and unravel the secrets of eternal life. However, the endless lack of results drove him increasingly mad, causing him to throw all his realm's resources into the study of eternal life and torture any who attempted to stop him. In the end, his creator -- the Father -- sealed him away and deprived him of a physical form, for what could have been ''eons'' -- and still, his will to return never falters. This is terrifyingly similar to the Doom Slayer's devotion to Earth and humanity, willing to kill anything that threatens his homeworld. [[spoiler:However, ''The Ancient Gods Part 2'' reveals this story is partially a lie fabricated by the Maykrs. Davoth ''is'' the Father, the Maykrs usurped, stole at least part of his power, and sealed him away; the Father we know is one of his creations. The above story was created to explain away the Dark Lord. His love for his people, however, is still genuine, where in the same scene he laments how his servants ruined Immora's chances of being a truly prosperous city full of perfect people.]]
* ManipulativeBastard: Befitting of a SatanicArchetype character, who has been reduced to whispers. Not only is he indirectly working through the demons behind the scenes, and the source of most Faustian pacts in the series, the codex in ''The Ancient Gods: Part Two'' reveals that [[spoiler:he manipulated the Khan Maykr and duped Samur into using the Divinity Machine to empower the Doom Slayer, all for revenge on the Maykrs]].
* MiniMecha: He sports his own variation of the Doom Slayer's Praetor Suit, but which is larger than the Slayer's own suit and more akin to [[TabletopGame/Warhammer40000 Terminator Armour]].
* MirrorBoss: The final battle with him has him using his own Praetor Suit, complete with Equipment Launcher and his own sword to counter the Slayer's Sentinel Hammer. Notably, ''he's even able to heal himself via certain attacks'', just like the Slayer with his Glory Kills.
* MortalityPhobia: Not towards his own death, with him being perfectly aware of his immortality, but he is rather terrified of his people dying out, leaving him alone in an empty realm. [[spoiler:Even with the revelation he is actually the Father, this motive might have been true since his plan was to attain eternal life for ''all'' of his creations.]]
* NonActionBigBad: This guy has been stuck as a Life Sphere for ''a decillion years''[[note]]that's 33 zeroes after the 1, about 70 sextillion times the age of the real-life universe[[/note]], thus many powerful demons became his successors across the four ages. He's destined to reclaim his rulership, as the Slayer restores him to a physical body to kill him.
* NoOntologicalInertia: Played with. [[spoiler:According to VEGA, Davoth's death is actually ''not'' directly tied to the deaths of demons outside of Hell, but it's actually part of Hell's law. "By Hell's law, if the Dark Lord is defeated in ritual combat, any demon outside of Hell will be destroyed" - as in, if Davoth is defeated, he will no longer be able to exert his influence upon Jekkad and all demons outside of Hell under his influence will be destroyed ''as penance''.]]
* PhysicalGod: The first of the Father's creations, a "Primeval" who rules over an entire realm of creation, and can warp reality through his will alone. According to the Book of the Seraphs, each realm created by the Father can only contain ''one'' Primeval, such is their power. [[spoiler:And then it's revealed he's actually the real Father. While it is suggested the original Father is actually more akin to a Primeval, he is still this trope]].
* PowerEchoes: Almost always speaks with a booming reverb, which deepens his already low voice significantly. [[spoiler:He only loses this when he's near-dead.]]
* PowerTattoo: Has a glowing red Slayer symbol on his back to represent his identity as the WorldsBestWarrior of Hell: the Slayer of Hell.
* RealityWarper: It’s said his will alone is what allows Hell energy and demons to manifest outside of their realm, and being a Primeval means he can warp reality at will. [[spoiler:Upon his reincarnation into physical form, he shows he can just casually create a portal directly to Immora, the deepest and most ancient part of Hell, from within Luminarium.]] As further revelations about his origins show [[spoiler:he was actually the original Father; it’s ambiguous if he really had created realities before he became self-aware, but at minimum, he had created Urdak and the Maykrs, Jekkad, as well as countless realms and Seraphs to steward them]].
* RedEyesTakeWarning: His irises and sclerae are red, to denote his demonic nature.
* RevengeBeforeReason: When the Father sealed him away for his increasingly violent, unhinged behaviour in pursuit of eternal life for his people, he became obsessed instead with killing the Father and destroying the rest of creation in retaliation. Before long, his pursuit of vengeance reduced his universe from a paradise to Hell as it is today. [[spoiler:This revenge becomes even more pronounced when we learn that he ''was'' the original Father, and has ''damn good reason'' to be pissed for being betrayed by his own creations and having everything taken from him]].
* TheReveal:
** ''The Ancient Gods: Part One'' reveals at the end that he is none other than Hell's version of the Doom Slayer. Or, rather, the Doom Slayer is a version of him.
** ''The Ancient Gods: Part Two'' reveals he's [[spoiler:the real Father, the creator of the multiverse]].
* SatanIsGood: A heavily downplayed example in his past. He is by no means ''good'' anymore, but he is driven by a desire to help his own creations out of love that drove him to insanity, rather than being hungry for power for its own sake like previous antagonists. [[spoiler:As it turns out, this story is a lie. He's actually the Father, enraged by the betrayal of his followers who took ''everything'' from him]].
* SatanicArchetype: It is fairly obvious that he's the stand-in for Satan in this franchise; As the Dark Lord and numerous other wicked names, is the supreme ruler of Hell, and is the ultimate commander of all demons. He is even directly referred to "The Devil" by the intern working with the Doom Slayer. [[spoiler: Though his status as the true creator of all things would more make him a DemiurgeArchetype.]]
* SealedEvilInACan: His soul has been trapped in a life sphere in the Blood Swamps of Hell for eons. This hasn't stopped his will from escaping the confines of its prison and manipulating various forces within Hell and beyond.
* ShadowArchetype: Serves as a dark warning as to what would happen to the Doom Slayer if he sought to protect his people from something that ''couldn't'' be overcome: Death. The Dark Lord's eternal crusade against death has made him enemies with the rest of TheMultiverse, turned his realm into Hell itself, and corrupted his people into literal demons.
* ShowsDamage: Like the Spider Mastermind, he starts to display heavy damage in the latter half of the fight; his Praetor Suit begins to break apart, spark yellow electricity and smoke black fumes. The difference is that the Spider Mastermind gradually becomes slower and weaker, while for Davoth this is just a visual effect, and he actually only becomes ''[[TurnsRed stronger]]'' from here.
* SuspiciouslySimilarSubstitute: At his basis he appears to be the modern era's edition of [[VideoGame/Doom64 the Mother Demon]], having birthed demonkind, masterminded all of Hell's invasions and is the final enemy of the story. [[spoiler:His true name, The ''Father'', parallels perfectly with the ''Mother'' Demon's; and their defeats result in Doomguy facing an uncertain fate; in ''64'''s case he voluntarily stays in Hell, in ''Eternal'' he collapses and is resealed into his cursed tomb.]]
* TakesOneToKillOne: According to the "Book of the Seraphs," only a fellow Primeval or something even more powerful could defeat him if he were to be reincarnated into physical form. [[spoiler:It is telling the only one who can face Davoth in combat is the Slayer, who was made in his own image and had a fragment of himself within]].
* TattooAsCharacterType: His body is covered in pentagrams and other demonic symbols to denote his affiliation with Hell.
* TimeAbyss: He is mentioned as being at least a '''decillion years old''', and hasn't been summoned into a physical form for just as long. For reference, the current age of the known universe is around 13.77 billion years, and Davoth is at least '''''72 sextillion times older'''''. [[spoiler:And with TheReveal, it's entirely possible that he may actually be infinitely older than ''that''.]]
* TheUnfettered: He wanted to defeat death itself to protect his people. His failure to accomplish it eventually drove him completely insane, to the point he seeks to destroy and consume the rest of creation both out of revenge against the Father for imprisoning him and the hope that if he just has enough power he can finally realize his goals. [[spoiler:However, with TheReveal he was betrayed by the Maykrs who stole everything from him back when he was the original Father, it becomes unclear if he really was SlowlySlippingIntoEvil in his quest for immortality, or if the Maykrs betrayed him first.]]
* TragicVillain: Despite being [[GreaterScopeVillain the biggest bad]] in the entire franchise, he remains the most sympathetic because unlike all of the other selfish bastards fought throughout the series, his fall was simply caused by a selfless desire to not only fulfil the Father's wish [[UtopiaJustifiesTheMeans in creating the perfect paradise]] but also giving in to the most intrinsically self-sacrificing act of all—[[EvenEvilHasLovedOnes love for his own kin]]. It's just that he went too far in his love for them and [[FaceMonsterTurn lost himself along the way]]. ''Part Two'' has [[spoiler:him being [[{{God}} THE original Father]], who originally wanted to save ALL of his creations from death, not just those in Jekkad, but fear from the cold, logical Maykrs that he made to discover the secret to immortality betrayed him and imprisoned him over the possibility of destroying creation... [[SelfFulfillingProphecy a prophecy made true]] [[NiceJobBreakingItHero by their very actions in betraying him]], turning him into a hateful OmnicidalManiac out of the indignity and anguish of having everything stomped on and stolen from him, turning him into the GodOfEvil he is now.]]
* UnseenEvil: Despite being the ruler of Hell, he doesn't make any physical appearance in ''2016'' or ''Eternal''. He finally makes an appearance at the very end of ''The Ancient Gods: Part One''.
* VillainousValor: The logical conclusion of much of the bosses' increasing fearlessness of the Slayer. Davoth is nothing if not honorable, understanding that the Slayer is the one and only man who can defeat him; and yet not only does he ''not'' dread that possibility, he makes various testaments to his might, and is even cordial enough to tell the Slayer where he will go for their battle ''right after he tried shooting him at the Luminarium''. Considering that he [[spoiler:essentially made Doomguy into the Slayer he is now]], ''of course'' he would not be afraid of [[spoiler:his own creation.]]
* VocalEvolution: Zigzagged; In ''2016'', his voice is a very booming, guttural baritone with added effects to make it sound even more thunderous. In ''Eternal'' his voice is still the same booming low baritone, but his voice is now more reverberated than bass boosted, making his voice sound clearer. In his boss fight, the original bass boost returns in a form whenever he has his helmet on, though now complemented by a VoiceOfTheLegion.
* WalkingSpoiler: Describing his physical appearance or background gives away TheReveal from the end of ''The Ancient Gods: Part One'' that he is an AlternateUniverse EvilDoppelganger of the Doom Slayer himself. ''Part Two'' only makes him ''even more'' spoiler-heavy if that was even possible!
* WellIntentionedExtremist: He used increasingly brutal methods in pursuit of granting his people eternal life. Unfortunately, this loosened his grip on sanity till he sank into becoming an OmnicidalManiac who vowed to destroy all of reality if it means accomplishing his mission. This insanity eventually cost him his freedom and physical form, courtesy of the Father... until the Slayer gives him back both in hopes of killing him. [[spoiler:As it's revealed the story about the Dark Lord were at least partially lies, whether or not he was this trope in the first place is debatable, but by no means he is this trope in present time.]]
* WorthyOpponent: He recognizes the Slayer, out of all potential entities throughout the series, as potentially ''the only foe'' that can best him and his legions of Hell. To that end, he had erected scriptures that tell his tale as a foreboding warning to his kind and tried everything he possibly could in his limited physical influence to prevent his reawakening with Olivia in the ''2016'' game. In the end, as shown in ''The Ancient Gods'', he's willing to goad him on into a final battle, knowing that he may potentially die for good in a DuelToTheDeath because he acknowledges his strength that much; which all makes sense given the Doom Slayer is an AlternateSelf of the Dark Lord, and thus in the Dark Lord's eyes capable of the same level of {{Determinator}} unstoppableness as the Dark Lord himself. The end of the FinalBoss shows that the Dark Lord holds the Slayer in such high regard [[spoiler:that he willingly opts to FaceDeathWithDignity and allows the Slayer to kill him.]]
ahead!'''
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[[Characters/Doom2016TheDoomSlayer The Doom Slayer]] | '''Demons''' | [[Characters/Doom2016TheDarkLord The Dark Lord]] | [[Characters/Doom2016UACAndARC UAC and ARC]] | [[Characters/Doom2016MaykrsAndArgenta Maykrs and Argenta]] -]]]]]

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[[Characters/Doom2016TheDoomSlayer The Doom Slayer]] | '''Demons''' | [[Characters/Doom2016TheDarkLord ([[Characters/Doom2016TheDarkLord The Dark Lord]] Lord]]) | [[Characters/Doom2016UACAndARC UAC and ARC]] | [[Characters/Doom2016MaykrsAndArgenta Maykrs and Argenta]] -]]]]]
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[[Characters/Doom2016TheDoomSlayer The Doom Slayer]] | '''Demons''' | [[Characters/Doom2016UACAndARC UAC and ARC]] | [[Characters/Doom2016MaykrsAndArgenta Maykrs and Argenta]] -]]]]]

to:

[[Characters/Doom2016TheDoomSlayer The Doom Slayer]] | '''Demons''' | [[Characters/Doom2016TheDarkLord The Dark Lord]] | [[Characters/Doom2016UACAndARC UAC and ARC]] | [[Characters/Doom2016MaykrsAndArgenta Maykrs and Argenta]] -]]]]]
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* 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.

to:

* 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. Once the Doom Slayer gets back to Sentinel Prime to take out Grav, he summons the long-reigning champion of the arena to do battle with the Slayer.



* 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.]]''

to:

* 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.]]'']]'' Grav gets a lore page on him in Sentinel Prime, but after the first level he only shows up to summon the Gladiator and [[spoiler: to get his head blown off.]] Ranak avoids this, appearing constantly throughout the Cultist Base via holograms and making an appearance in the Horde Mode intro cutscene in the same way.
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** The original Spider Mastermind from the first game was famously killable with a single point-blank BFG shot. The Glory Kill performed on ''this'' version has Doomslayer shove the BFG in her mouth to finish her off.

to:

** The original Spider Mastermind from the first game was famously killable with a single point-blank BFG shot. The Glory Kill performed on ''this'' version has Doomslayer the Doom Slayer shove the BFG in her mouth to finish her off.



* CoDragons: They are the highest subordinates of Khan Maykr, who ordered them to destroy Earth. [[spoiler:After her generals are all killed by the Doomslayer, she makes a desperate play to awaken the Icon of Sin to replace them, who is [[DragonInChief far more dangerous than she is]].]]

to:

* CoDragons: They are the highest subordinates of Khan Maykr, who ordered them to destroy Earth. [[spoiler:After her generals are all killed by the Doomslayer, Doom Slayer, she makes a desperate play to awaken the Icon of Sin to replace them, who is [[DragonInChief far more dangerous than she is]].]]



* AmbiguousSituation: ''The Ancient Gods: Part Two'' reveals quite a bit of ambiguity about the Dark Lord, but primarily about his origins; [[spoiler: namely, does him being the true Creator mean ''all'' of what was previously told about him was a lie to cover up a cold-hearted betrayal by the Maykrs or was it a lie told to soften the blow that ''the'' first being in the multiverse was capable of going homicidally insane as a result of finding out even he wasn't strong enough to prevent the death of his creations and needed to be put down for the sake of reality? [[https://youtu.be/WRm1jxpyVr0 The game's director]] implies Davoth and Doomslayer are both Primevals and there is at least one being older and stronger than Davoth further confuses things and makes it possible that him being the Father is itself a lie.]]

to:

* AmbiguousSituation: ''The Ancient Gods: Part Two'' reveals quite a bit of ambiguity about the Dark Lord, but primarily about his origins; [[spoiler: namely, does him being the true Creator mean ''all'' of what was previously told about him was a lie to cover up a cold-hearted betrayal by the Maykrs or was it a lie told to soften the blow that ''the'' first being in the multiverse was capable of going homicidally insane as a result of finding out even he wasn't strong enough to prevent the death of his creations and needed to be put down for the sake of reality? [[https://youtu.be/WRm1jxpyVr0 The game's director]] implies Davoth and Doomslayer Doom Slayer are both Primevals and there is at least one being older and stronger than Davoth further confuses things and makes it possible that him being the Father is itself a lie.]]
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* BodyHorror: A lot of demons are born from physical and mental torture of Hell's victims, thus it's not really surprising many of them are horrific to look at. Some of them, such as the Mancubi and Tyrants, have had limbs replaced with gruesome cybernetics to give them a combat advantage. Battle damage may reveal their flesh, bones, brains, and other organs, and they will still fight.

to:

* BodyHorror: A lot of demons are born from the physical and mental torture of Hell's victims, thus it's not really surprising many of them are horrific to look at. Some of them, such as the Mancubi and Tyrants, have had limbs replaced with gruesome cybernetics to give them a combat advantage. Battle damage may reveal their flesh, bones, brains, and other organs, and they will still fight.



* TheCorruption: Any place and space invaded by demons slowly warps itself into a reflection of their hellish home. The process can be greatly accelerated by more powerful demons, such as Hell Priests and Titans.

to:

* TheCorruption: Any place and space invaded by the demons will slowly warps warp itself into a reflection of their hellish home. The process can be greatly accelerated by more powerful demons, such as Hell Priests and Titans.



* MadeOfIron: According to the Codex, even lower ranking demons such as Zombies/Possessed and Imps actually require weaponry on the level of real life anti-tank weaponry just to meaningfully harm. More powerful demons can easily shrug off explosives and energy blasts orders of magnitude greater, and in extreme cases, even reducing them to skeletons and ashes won't stop them from fighting.

to:

* MadeOfIron: According to the Codex, even lower ranking demons such as Zombies/Possessed and Imps actually require weaponry on the level of real life real-life anti-tank weaponry just to meaningfully harm. More powerful demons can easily shrug off explosives and energy blasts orders of magnitude greater, and in extreme cases, even reducing them to skeletons and ashes won't stop them from fighting.



* SealedEvilInACan: ''The Ancient Gods: Part 1'' DLC reveals the entirety of Hell, [[spoiler:Jekkad, is actually sealed off from the rest of multiverse by the Father. It’s the will of Dark Lord alone which allows demons to establish connections with the rest of reality and start dimensional invasions, which makes Hell (and the many realms it has consumed) a LeakingCanOfEvil on a multiversal scale. Killing the Dark Lord would thus prevent Hell energy and demons from manifesting outside of Jekkad; something which the Slayer sets out to do]]. By the end of ''Ancient Gods Part 2'', [[spoiler:the Slayer succeeds, though it remains ambiguous if demons are now permanently trapped in Jekkad or if they can still potentially open up new paths to the rest of reality with their technology.]]

to:

* SealedEvilInACan: ''The Ancient Gods: Part 1'' DLC reveals the entirety of Hell, [[spoiler:Jekkad, is actually sealed off from the rest of multiverse by the Father. It’s the will of the Dark Lord alone which allows demons to establish connections with the rest of reality and start dimensional invasions, which makes Hell (and the many realms it has consumed) a LeakingCanOfEvil on a multiversal scale. Killing the Dark Lord would thus prevent Hell energy and demons from manifesting outside of Jekkad; something which the Slayer sets out to do]]. By the end of ''Ancient Gods Part 2'', [[spoiler:the Slayer succeeds, though it remains ambiguous if demons are now permanently trapped in Jekkad or if they can still potentially open up new paths to the rest of reality with their technology.]]



* VillainousValour: Whatever else they are they aren't cowards. Doom Slayer has just butchered dozens of high powered demons, right in front of them? That lone Imp won't hesitate to try its luck.

to:

* VillainousValour: Whatever else they are they aren't cowards. Doom Slayer has just butchered dozens of high powered high-powered demons, right in front of them? That lone Imp won't hesitate to try its luck.



* {{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.

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 in their skull.



** If you jump on them to do a glory kill in ''Eternal'' they’ll spend their last moments rawr-ing at The Doom Slayer before he obliterates their head in with a punch.

to:

** If you jump on them to do a glory kill in ''Eternal'' they’ll spend their last moments rawr-ing at The Doom Slayer before he obliterates their head in with a punch.



* HelpfulMook: In ''Eternal'', zombies often spawn when the game realizes you lack health, defense or ammo, so you can recover these easily on an easy target.

to:

* HelpfulMook: In ''Eternal'', zombies often spawn when the game realizes you lack health, defense armour or ammo, so you can recover these easily on an easy target.



* AchillesHeel: ''2016''[='s=] Possessed Security 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 with ''Eternal''[='s=] Shield Zombie Soldiers, where most plasma-based attacks (particularly the Plasma Rifle's Microwave Beam) with overcharge their shield and cause it to explode violently in a wide radius.

to:

* AchillesHeel: ''2016''[='s=] Possessed Security 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 with ''Eternal''[='s=] Shield Zombie Soldiers, where most plasma-based attacks (particularly the Plasma Rifle's Microwave Beam) with can overcharge their shield and cause it to explode violently in a wide radius.



* BaldOfEvil: Shield Zombie Soldiers in ''Eternal'' have completely shaved heads, a nod to to the zombie shotgunners from the classic games.

to:

* BaldOfEvil: Shield Zombie Soldiers in ''Eternal'' have completely shaved heads, a nod to to the zombie shotgunners from the classic games.



** ''Eternal''[='s=] Zombie Soldiers all come equipped to jetpacks, allowing them to better keep up with the Slayer and move to more advantageous firing positions.

to:

** ''Eternal''[='s=] Zombie Soldiers all come equipped to with jetpacks, allowing them to better keep up with the Slayer and move to more advantageous firing positions.



* EnergyWeapon: 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.

to:

* EnergyWeapon: Their primary method of attacks attack is to fire a beam of Argent energy at you, be it sniping from a distance or spraying the beam horizontally.



* 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.
* ThroatLight: Their throat also emits a glowing red light.

to:

* 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 Chaingun is replaced with an integrated laser gun.
* ThroatLight: Their throat also emits a glowing red light.



* 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.

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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 of shots from either the Heavy Cannon or Chaingun to stagger them ripe for a Glory Kill.



* LightningBruiser: Pinkies may not be [[DumbMuscle the brightest monsters around]], but their SuperSpeed coupled with their [[SuperToughness natural armor]] give them an incredible melee power. Spectres are even more dangerous, as they share the aformentioned power with invisibility.

to:

* LightningBruiser: Pinkies may not be [[DumbMuscle the brightest monsters around]], but their SuperSpeed coupled with their [[SuperToughness natural armor]] give them an incredible melee power. Spectres are even more dangerous, as they share the aformentioned aforementioned power with invisibility.



* ContinuityNod: Their more demonic-looking design compared to the ones of classic ''Doom'' (which looked human skulls with horns) seems to be a call-back to their appearance in ''Doom 64''.
* 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 deaths. The Doom Slayer is only too happy to oblige.

to:

* ContinuityNod: Their more demonic-looking design compared to the ones of classic ''Doom'' (which looked like human skulls with horns) seems to be a call-back to their appearance in ''Doom 64''.
* DeathSeeker: ''Eternal'' gives this as an explanation to for 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 deaths. The Doom Slayer is only too happy to oblige.



* LogicalWeakness: Ever burning skulls do not handle sudden temperature changes of the cold variety well apparently. An ice bomb will instantly kill them.

to:

* LogicalWeakness: Ever burning Ever-burning skulls do not handle sudden temperature changes of the cold variety well apparently. An ice bomb will instantly kill them.



* TechnicolorFire: Their flames can change 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.

to:

* TechnicolorFire: Their flames can change 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.



* RevisitingTheRoots: In ''Eternal'' they ditch the skinless heads and blood splatters for a more emancipated but clean look, making them closer resemble the completely skeletal Revenants of the original games. They also get their homing rockets back, but under the condition that the lock-on can be cancelled.

to:

* RevisitingTheRoots: In ''Eternal'' they ditch the skinless heads and blood splatters for a more emancipated but clean look, making them closer closely resemble the completely skeletal Revenants of the original games. They also get their homing rockets back, but under the condition that the lock-on can be cancelled.



* WoobieDestroyerOfWorlds: Crosses over with TragicMonster, but it's revealed that the process for making Revenant's is absolutely horrifying, even if they did it willingly, as the transformation into them itself is unimaginably painful and involves their skeleton growing out of their bodies and all their internal organs decomposing, and this process takes weeks to finally finish, and the unfortunate subjects are alive and are in great pain for the entirety of this process. Killing them feels less like slaying a demon and more like euthanizing a tragic, pitiful, beast.

to:

* WoobieDestroyerOfWorlds: Crosses over with TragicMonster, but it's revealed that the process for making Revenant's Revenants is absolutely horrifying, even if they did it willingly, as the transformation into them itself is unimaginably painful and involves their skeleton growing out of their bodies and all their internal organs decomposing, and this process takes weeks to finally finish, and the unfortunate subjects are alive and are in great pain for the entirety of this process. Killing them feels less like slaying a demon and more like euthanizing a tragic, pitiful, beast.



** In ''Eternal'', Mancubi 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 firepower from any other weapon, they can only fire pathetic, slow-moving 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. In fact, a point blank blast from the Super Shotgun after Blood Punching off their armor puts them in a Glory Kill state immediately.

to:

** In ''Eternal'', Mancubi 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 arm cannons with either a weak point-buster (Sticky Bomb, Precision Bolt, Ballista standard fire) or enough firepower from any other weapon, they can only fire pathetic, slow-moving 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. In fact, a point blank point-blank blast from the Super Shotgun after Blood Punching off their armor off puts them in a Glory Kill state immediately.



* {{Cyborg}}: The Cyber-Mancubi, as is in their name, have been enhanced with UAC technology such as new weapons replacing their organic flamethrowers and 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 armor without going to the extent of the Cyber-Mancubi.

to:

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



* {{Gasshole}}: These things have noxious fumes emanating from them near constantly, and that's when they aren't actively using it as OrganicTechnology.

to:

* {{Gasshole}}: These things have noxious fumes emanating from them near constantly, and that's when they aren't actively using it as OrganicTechnology.



* 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 original games' Baron of Hell (who did not return in ''3''). ''2016'' brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.

to:

* 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, redesign and took a similar role as original games' the Baron of Hell from the original games (who did not return in ''3''). ''2016'' brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.



* 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).

to:

* 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, guys; get backed into a corner when they are about to do their ground pound, and you ''will'' be hurting).hurting.



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

to:

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



* 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.

to:

* 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.shockwave.



* 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.

to:

* LargeAndInCharge: Are both 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.



* 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.

to:

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



* EliteMooks: Summoners ar more advanced versions of Imps, as they replace fireballs with waves of hell energy.

to:

* EliteMooks: Summoners ar are more advanced versions of Imps, as they replace fireballs with waves of hell energy.



* 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, and is even referred to as such in the game files, but the name was changed before release for unknown reasons.

to:

* 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, Archvile and is even referred to as such in the game files, but the name was changed before release for unknown reasons.



A demon similar in appearance to the Summoner which only appears in ''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.

to:

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



* 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.

to:

* 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.



* IntroducedSpeciesCalamity: A slight aversion: The Codex lists Gargoyles as natives to the Sentinel homeworld, making them one of the few known non-native creatures to not only survive Hell but thrive in it, integrating themselves into the demonic hierarchy enough to the point of being classified as demons outright.
* OurGargoylesRock: Grotesque demons with a split lower jaw and lanky, malnourished frame. Its hands possess large metal blades, which appear to be grafted onto the demon's body. Similarly to the Imp, it has a hunched over body frame and well-built legs.

to:

* IntroducedSpeciesCalamity: A slight aversion: The Codex lists Gargoyles as natives to the Sentinel homeworld, making them one of the few known non-native creatures to not only survive Hell but thrive in it, within Hell, integrating themselves into the demonic hierarchy enough to the point of being classified as demons outright.
* OurGargoylesRock: Grotesque demons with a split lower jaw and lanky, malnourished frame. Its hands possess large metal blades, which appear to be grafted onto the demon's body. Similarly to the Imp, it has a hunched over hunched-over body frame and well-built legs.



* LightningBruiser: Their SpiderTank gives them an impressive mobility on the floor and on walls, their limbs can deal as much damage as their PlasmaCannon and grenades, and they are as tanky as you can expect from heavy demons.

to:

* LightningBruiser: Their SpiderTank gives them an impressive mobility on the floor and on walls, their limbs can deal as much damage as their PlasmaCannon and grenades, and they are as tanky as you can expect from heavy demons.



* 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. Their right arms are essentially merged with their own cannons, tendrils of rotted flesh wrapped around it.

to:

* 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. Their right arms are essentially merged with their own cannons, tendrils of rotted flesh wrapped around it.them.



Hell Knights enhanced with various cybernetics by the UAC, equipped with twin energy blades and pumped full of performance-enhancing chemicals.

to:

Hell Knights that are enhanced with various cybernetics by the UAC, equipped with twin energy blades and pumped full of performance-enhancing chemicals.



** One barrage from the Rocket Launcher’s lock on mod will instantly put them in a Glory Kill state.

to:

** One A single barrage from the Rocket Launcher’s lock on mod Lock-On Burst will instantly put them in a Glory Kill state.



* 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 ground pounds even create pools of electrified plasma that can still damage you and restrict your movement, even if they miss.

to:

* EliteMooks: Are far 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 ground pounds even create pools of electrified plasma that can still damage you the player and restrict your their movement, even if they miss.the strike itself is dodged.



* PromotedToPlayable: Joined the roster of playable demons in Update 6.66.

to:

* PromotedToPlayable: Joined the roster of playable Battlemode demons in Update 6.66.



* 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.

to:

* 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, terms, 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.



* AssKickingPose: The Archvile will raise its flaming hands into the air, Wrestling/RandyOrton style, when summoning fire, [[CallBack much like in the original games]].

to:

* AssKickingPose: The Archvile will raise its flaming hands into the air, Wrestling/RandyOrton style, style when summoning fire, [[CallBack much like in the original games]].



* EliteMooks: The Archvile serves as the upgraded replacement of the Summoner in ''Eternal'', and thus as an enhanced version of Imps with more complex fire abilities and summoning powers; it’s also classified as Super-Heavy, meaning it’s immune to the chainsaw.

to:

* EliteMooks: The Archvile serves as the upgraded replacement of the Summoner in ''Eternal'', and thus as being an enhanced version of Imps with more complex fire abilities and summoning powers; it’s also classified as Super-Heavy, meaning it’s making it immune to the chainsaw.



* TeleportSpam: The Archvile possesses the ability to teleport, though, in Battlemode, this is restricted to anywhere in its line-of-sight as long as the path isn't obstructed.

to:

* TeleportSpam: The Archvile possesses the ability to teleport, though, in Battlemode, this is restricted to anywhere in its line-of-sight line of sight as long as the path isn't obstructed.



Former Night Sentinels who remained loyal to the Khan Maykr despite her consorting with Hell. Resurrected by Hell, they serve as the antithesis to the Doom Slayer.

to:

Former Night Sentinels who remained loyal to the Khan Maykr despite her consorting with Hell. Resurrected by Hell, they serve as the antithesis to of the Doom Slayer.



** Besides the typical Ballista/SSG/Rocket combos, the quickest methods of Marauder elimination involve staggering them with an Arbalest bolt, followed up by either melting him with the Full Auto Shotgun while launching grenades in their face or with the Chaingun while repeatedly dashing into him with the Energy Shield up. The Arbalest offers a high-damage opening attack to stagger the Marauder with, while the Frags and Chaingun Shield (provided that they're equipped with the Combustion Concussion and Dash Smash upgrades respectively) can keep the Marauder faltered as he is whittled away by the Full Auto or Chaingun.

to:

** Besides Beside the typical Ballista/SSG/Rocket combos, the quickest methods of Marauder elimination involve staggering them with an Arbalest bolt, followed up by either melting him with the Full Auto Shotgun while launching grenades in their face or with the Chaingun while repeatedly dashing into him with the Energy Shield up. The Arbalest offers a high-damage opening attack to stagger the Marauder with, while the Frags and Chaingun Shield (provided that they're equipped with the Combustion Concussion and Dash Smash upgrades respectively) can keep the Marauder faltered as he is whittled away by the Full Auto or Chaingun.



* 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.

to:

* PunchCatch: One of the Glory Kill animations is animation has them catching Doom Slayer's fist as it's going for their head. Unfortunately for him, them, the Slayer just extends his Doomblade to impale the Marauder through the eye instead.



* SwordBeam: Their long-ranged attack is to launch red energy slashes with their battle-axe.

to:

* SwordBeam: Their long-ranged attack is to launch red energy slashes with their battle-axe.argent battleaxes.



* 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.

to:

* DeathFromAbove: Can rain down rockets from the sky. This attack involves few fewer rockets and covers less of any particular arena than the 2016 Cyberdemon's ''2016'''s Cyberdemon did.



* EyeScream: If you jump on them to do a glory kill, the Doom Slayer will stab it’s eye with his blade three times until hitting the brain and killing it.

to:

* EyeScream: If you jump on them to do a glory kill, the Doom Slayer will stab it’s its eye with his blade three times until hitting the brain and killing it.



* 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.

to:

* MeatSackRobot: Unlike the majority of the other demons who show visible bones, muscle, muscles, and organs, blasting flesh off of Tyrants reveals mechanical features beneath their skin.



* SwordBeam: As a close to mid-range attack, they can summon a fire sword and fire flaming slashes.

to:

* SwordBeam: As a close to mid-range close-to-mid-range attack, they can summon a fire sword and fire flaming slashes.



** Notably, they also suffer from a weakness to the Microwave Beam when they possess enemies. Normally, Spirit-possessed demons can't be staggered at all, but the Microwave Beam bypasses this and can stun these kinds of enemies anyways. As a result, you can pretty effectively beat them down with your normal arsenal and then swap to the beam when the enemy they are possessing is at low health to finish them off.

to:

** Notably, they also suffer from a this weakness to the Microwave Beam when they possess while possessing enemies. Normally, Spirit-possessed demons can't be staggered at all, but the Microwave Beam bypasses this and can stun these kinds of enemies anyways. As a result, you can pretty effectively beat them down with your normal arsenal and then swap to the beam when the enemy they are possessing their host is at low health to finish them off.



* StatusBuff: This is its gimmick: Demons that spawn in possessed by a Spirit gain a hefty damage resistance (roughly ''quadrupling'' their durability) and speed increase, immunity to the Chainsaw, Ice Bomb and being faltered, and if the demon it possesses has a weak point [[note]] Arachnotrons, Revenants and Mancubi[[/note]], those points are rendered ''indestructible''. And if the Spirit isn't killed in time after being released from its deceased host, it always chooses to possess the next strongest demon and applies to them the same cocktail of buffs detailed above. ''Always''. This is at its most pronounced in the Slayer Gate within ''The Holt'', where it possesses a [[LightningBruiser Marauder.]]

to:

* StatusBuff: This is its gimmick: Demons that spawn in possessed by a Spirit gain a hefty damage resistance (roughly ''quadrupling'' their durability) and speed increase, immunity to the Chainsaw, Ice Bomb and being faltered, and if the host demon it possesses has a weak point [[note]] Arachnotrons, Revenants and Mancubi[[/note]], those points are rendered ''indestructible''. And if If the Spirit isn't killed in time after being released from its deceased host, it always chooses to possess the next strongest demon and applies to them the same cocktail of buffs detailed above. ''Always''. This is at its most pronounced in the Slayer Gate within ''The Holt'', where it possesses a [[LightningBruiser Marauder.]]



* BoomHeadshot: Just like its uncorrupted brethren, a properly placed headshot will take it down instantly, provided it lets its defenses down.

to:

* BoomHeadshot: Just like its uncorrupted brethren, a properly placed headshot will take it down instantly, provided it lets its defenses defences down.



* BladeOnAStick: They wield their staffs, which can fire energy bursts and can push back the Slayer if he gets too close for them. Especially powerful attacks require them to drop their defences, however.

to:

* BladeOnAStick: They wield their staffs, which can fire energy bursts and can push back the Slayer if he gets too close for to them. Especially powerful attacks require them to drop their defences, however.



* AttackAttackAttack: It's main tactic as it no longer possesses its ranged attacks.
* AchillesHeel: While their armor grants them a massive durability increase, it lacks the arm blades and it loses it's regular counterpart's ranged fireball attacks, only being able to charge at you and perform basic swipes. A skilled Slayer can very easily kite around them and wait for the right chance to break their armor and unload a barrage of punishment.

to:

* AttackAttackAttack: It's Their main tactic tactic, as it they no longer possesses possess its standard counterpart's ranged attacks.
* AchillesHeel: While their armor grants them a massive durability increase, it lacks the arm blades and it loses it's its regular counterpart's ranged fireball attacks, only being able to charge at you and perform basic swipes. A skilled Slayer can very easily kite around them and wait for the right chance to break their armor and unload a barrage of punishment.punishing barrage.



* ThereIsNoKillLikeOverkill: According to their codex entry, their flails obliterate both body and soul, having been cursed by the Dark Lord himself. It does not affect the Doom Slayer in any way however.

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* ThereIsNoKillLikeOverkill: According to their codex entry, their flails obliterate both body and soul, having been cursed by the Dark Lord himself. It does not affect the Doom Slayer in any way way, however.



* StatusEffects: Getting hit deactivates your dash ability, lock-on capabilities, and deals damage over time. The only way to stop this is to kill the Cursed Prowler with a Blood Punch.

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* StatusEffects: Getting hit deactivates your dash ability, ability and the lock-on capabilities, capabilities of certain weapons, and deals damage over time. The only way to stop this is to kill the Cursed Prowler with a Blood Punch.



* SuspiciouslySimilarSubstitute: They take a lot of cues from the Chaingun Commandos of the classic series, being chaingun wielding zombies clad in red.

to:

* SuspiciouslySimilarSubstitute: They take a lot of cues from the Chaingun Commandos of the classic series, being chaingun wielding chaingun-wielding zombies clad in red.



* BadassOnPaper: The ageless guardians of the center of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than possessed human soldiers? They don't even qualify as [[{{Mook}} Fodder]] class enemies. That said, they're not utterly pathetic by ''all'' measures and could be threatening to your average first person shooter protagonist; its just that they're outclassed by everything else around them.

to:

* BadassOnPaper: The ageless guardians of the center centre of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than possessed human soldiers? They don't even qualify as [[{{Mook}} Fodder]] class enemies. That said, they're not utterly pathetic by ''all'' measures and could be threatening to your average first person first-person shooter protagonist; its it's just that they're outclassed by everything else around them.



* RedAndBlackAndEvilAllOver: They are clad in red and black armor, befitting of a hellish warrior class.

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* RedAndBlackAndEvilAllOver: They are clad in red and black armor, befitting of a hellish warrior class.caste.



* 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.

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* 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 on his shoulder.



* 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.

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* LaserBlade: If one looks carefully enough as it performs its SwordBeam attack, it appears to conjure first a larger energy sword based off of from the bony spike on its arm before tossing the projectiles.



* 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 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.

to:

* 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 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 its 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.



* 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.

to:

* 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.



* 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.

to:

* BarrierWarrior: The first Hell Guard has an energy shield that it only drops when attacking, and even then it only giving gives 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 on an enemy from the classic ''Doom'' games.



* KilledOffScreen: As mentioned in the entry above, several 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.

to:

* KilledOffScreen: As mentioned in the entry above, several 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 was 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.



** 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.]]

to:

** The original Spider Mastermind from the first game was famously killable with a single point-blank BFG shot. The Glory Kill you perform performed 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 durability, and becomes the host of a massive hivemind of demons.]]



* 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.

to:

* 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 to roar at the Slayer before immediately readying the guns.



** 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 Heavy Cannon's Micro Missiles or the Rocket 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.

to:

** 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 Heavy Cannon's Micro Missiles or the Rocket Launcher's Lock-On Burst. Both phases will go down in only a few salvos[[note]]three for the first phase, and 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, and 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.



* 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.

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* ArtifactTitle: Despite their name, the Doom Hunters [[NonIndicativeName don't so much "hunt" the Slayer]] as Slayer]], but instead 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.



* {{Cyborg}}: It's a mostly robotic demonic skeleton who still has part of its head, chest and right arm still made of flesh.

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* {{Cyborg}}: It's a mostly robotic demonic skeleton who that still has part of its head, chest and right arm still made of flesh.



* 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.

to:

* ExtraEyes: Although the 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.



* 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.

to:

* SuperSoldier: Doom Hunters were a once-thought extinct 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.



* 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.

to:

* ThrowingYourShieldAlwaysWorks: One of the Gladiator's Phase 1 attacks in his first phase 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.



* 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.

to:

* BookEnds: In ''Doom II'', you kill this guy thing 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.



* 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.

to:

* 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.



* 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]].

to:

* 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.Icon's existence. 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]].



* KilledOffForReal: {{Implied|Trope}} -- for all it's power, it's never stated to be exempt from the rule of "all demons outside of hell die if the Dark Lord dies", [[spoiler:so the Slayer killing Davoth presumably kills it for good]].
* MagicPants: Of some sort. While the Icon's pelvis is exposed after its armour is destroyed, its leg armour 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.

to:

* KilledOffForReal: {{Implied|Trope}} -- for all it's its power, it's never stated to be exempt from the rule of "all demons outside of hell Hell die if the Dark Lord dies", [[spoiler:so the Slayer killing Davoth presumably kills it for good]].
* MagicPants: Of some sort. While the Icon's pelvis is exposed after its armour is destroyed, its leg armour goes unscathed due to the Slayer being at the height of its waist at its 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, well and take takes a massive amount of damage to put down.



* MonsterFromBeyondTheVeil: After Valen the Betrayer sold out the Night Sentinels to resurrect his son, he quickly learned the hard way of what Hell sees in traitors, given how his son was returned as the Icon's host.

to:

* MonsterFromBeyondTheVeil: After Valen the Betrayer sold out the Night Sentinels to resurrect his son, he quickly learned the hard way of about what Hell sees in traitors, given how his son was returned as the Icon's host.



* TheManBehindTheMan: Deag Ranak's work with Olivia Pierce and his manipulations after her death was 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.

to:

* TheManBehindTheMan: Deag Ranak's work with Olivia Pierce and his manipulations after her death was 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, D'Nur but was the one who brought his son back as the Icon of Sin.



Absurdly massive demons that serve as beasts of burden for the more powerful demonic entities, and as combatants in the armies of Hell. Despite this, no Titan (Save for the Icon of Sin, which is unique enough to have its separate category) is fought in the game. However, some Titans have been slain by the Slayer in past context, most notably the Dreadnought of Taras Nabad and the behemoth known only as "''The'' Titan", now a level for ''DOOM(2016)''. There's also Maligog in ''The Ancient Gods: Part One'', see his folder for details.

to:

Absurdly massive demons that serve as beasts of burden for the more powerful demonic entities, and as combatants in the armies of Hell. Despite this, no Titan (Save for the Icon of Sin, which is unique enough to have its separate category) is fought in the game. However, some Titans have been slain by the Slayer in past context, the past, most notably the Dreadnought of Taras Nabad and the behemoth known only as "''The'' Titan", now a level for ''DOOM(2016)''. There's also Maligog in ''The Ancient Gods: Part One'', see his folder for details.



* HornsOfVillainy: They have curved, goatlike horns, which fits with their alignment.

to:

* HornsOfVillainy: They have curved, goatlike horns, which fits fit with their alignment.



* WombLevel: The Titan corpse in ''DOOM (2016)'' remains on the Great Steppe, and non-significant amount of deterioration has occurred. Demons have used the body to build temples and rooms into the beast's internal structure. The Slayer goes over there to clean them out.

to:

* WombLevel: The Titan corpse in ''DOOM (2016)'' remains on the Great Steppe, and a non-significant amount of deterioration has occurred. Demons have used the body to build temples and rooms into the beast's internal structure. The Slayer goes over there to clean them out.



* FacialHorror: His face is scarred to their point that his ''skull'' is visible, in addition to [[EyeScream missing an eye]].

to:

* FacialHorror: His face is scarred to their the point that his ''skull'' is visible, in addition to [[EyeScream missing an eye]].



* {{Foil}}: To the Doom Slayer himself, even moreso than the Marauder. Both are fierce warriors with equipment-laden Praetor Suits, but Davoth explicitly prefers melee weapons such as a Crucible sword and shield while the Doom Slayer has a wide arsenal of guns, a BladeBelowTheShoulder and a chainsaw at his disposal. Furthermore, how they became Primevals are completely dissimilar; the Slayer started out as a silent BadassNormal ScrewTheRulesImDoingWhatsRight marine before gradually earning more power just through killing powerful demons, and is hunting demons to protect Earth and avenge his pet rabbit Daisy. Davoth on the other hand is a verbose decillion [[spoiler:or more]] year old demon god who was apparently born into supreme power in the first place, and serves as the creator and leader of Hell, then known as Jekkad; and became the tyrannical OmnicidalManiac he is today [[spoiler:because his own creations betrayed him.]]
* {{God}}: [[spoiler:The final battle against him in ''The Ancient Gods: Part 2'' has him force the Father to reveal the truth: Davoth was the Father, was the first being and created all realms in the known existence. The one we know as the Father was actually one of Davoth's creations along with the Maykrs in his quest to gift immortality to his people. When the Maykrs betrayed him and sealed Jekkad, they re-wrote their history to hide the truth that they had betrayed the real Father, and used the powers that they stole from Davoth to ascend one of their own as the Father, the one we know of today. Leaving Davoth trapped and forgotten, betrayed by his own creations, and who stole both his power, his very name, and the secret to immortality, it's no wonder the guy's ''absolutely'' '''pissed'''. However, given it is suggested there is an entity even greater somewhere in the cosmos (the Mysterious Voice heard after defeating the Khan Maykr), Davoth may simply be the Primeval[=/=]first being of this facet of reality.]]

to:

* {{Foil}}: To the Doom Slayer himself, even moreso more so than the Marauder. Both are fierce warriors with equipment-laden Praetor Suits, but Davoth explicitly prefers melee weapons such as a Crucible sword and shield while the Doom Slayer has a wide arsenal of guns, a BladeBelowTheShoulder and a chainsaw at his disposal. Furthermore, how they became Primevals are completely dissimilar; the Slayer started out as a silent BadassNormal ScrewTheRulesImDoingWhatsRight marine before gradually earning more power just through killing powerful demons, demons and is hunting demons to protect Earth and avenge his pet rabbit rabbit, Daisy. Davoth on the other hand is a verbose decillion [[spoiler:or more]] year old demon god who was apparently born into supreme power in the first place, place and serves as the creator and leader of Hell, then known as Jekkad; and became the tyrannical OmnicidalManiac he is today [[spoiler:because his own creations betrayed him.]]
* {{God}}: [[spoiler:The final battle against him in ''The Ancient Gods: Part 2'' has him force the Father to reveal the truth: Davoth was the Father, was the first being and created all realms in the known existence. The one we know as the Father was actually one of Davoth's creations along with the Maykrs in his quest to gift immortality to his people. When the Maykrs betrayed him and sealed Jekkad, they re-wrote their history to hide the truth that they had betrayed the real Father, Father and used the powers that they stole from Davoth to ascend one of their own as the Father, the one we know of today. Leaving Davoth trapped and forgotten, betrayed by his own creations, and who stole both his power, his very name, and the secret to immortality, it's no wonder the guy's ''absolutely'' '''pissed'''. However, given it is suggested there is an entity even greater somewhere in the cosmos (the Mysterious Voice heard after defeating the Khan Maykr), Davoth may simply be the Primeval[=/=]first being of this facet of reality.]]



* GracefulLoser: Unlike the rest of the Slayers major opponents, who are either too monstrous to give a coherent response to their defeat, or too haughty to accept it, [[spoiler:Davoth deactivates his crucible upon his defeat, a nonverbal indicator that he knows he's lost and is done fighting, and simply asks the Slayer if he has anything to say before he finishes the job.]]

to:

* GracefulLoser: Unlike the rest of the Slayers Slayer's major opponents, who are either too monstrous to give a coherent response to their defeat, or too haughty to accept it, [[spoiler:Davoth deactivates his crucible upon his defeat, a nonverbal indicator that he knows he's lost and is done fighting, and simply asks the Slayer if he has anything to say before he finishes the job.]]



* HoistByTheirOwnPetard: [[spoiler:He's not only the one that created the Doom Slayer in a revenge plan against the Maykrs spanning untold amounts of time but also the one that urged Samur to give the Slayer a fragment of his own power in the Divinity Machine to fulfill this plan. Once the Maykrs are soundly defeated and the Khan Maykr slain, the Slayer ends up going after the Dark Lord next and defeating him thanks to that plan leaving him in the perfect position to do so. For what it's worth, the Dark Lord was expecting this to happen, and in fact ready to duel the Slayer to decide the fate of all creation.]]

to:

* HoistByTheirOwnPetard: [[spoiler:He's not only the one that created the Doom Slayer in a revenge plan against the Maykrs spanning untold amounts of time but also the one that urged Samur to give the Slayer a fragment of his own power in the Divinity Machine to fulfill fulfil this plan. Once the Maykrs are soundly defeated and the Khan Maykr was slain, the Slayer ends up going after the Dark Lord next and defeating him thanks to that plan leaving him in the perfect position to do so. For what it's worth, the Dark Lord was expecting this to happen, and in fact ready to duel the Slayer to decide the fate of all creation.]]



* LoveMakesYouEvil: His love of his people was so great he wished to never lose even one, leading him to try and unravel the secrets of eternal life. However, the endless lack of results drove him increasingly mad, causing him to throw all his realms resources into the study of eternal life and torture any who attempted to stop him. In the end, his creator -- the Father -- sealed him away and deprived him of a physical form, for what could have been ''eons'' -- and still, his will to return never falters. This is terrifyingly similar to the Doom Slayer's devotion to Earth and humanity, willing to kill anything that threatens his homeworld. [[spoiler:However, ''The Ancient Gods Part 2'' reveals this story is partially a lie fabricated by the Maykrs. Davoth ''is'' the Father, the Maykrs usurped, stole at least part of his power, and sealed him away; the Father we know is one of his creations. The above story was created to explain away the Dark Lord. His love for his people, however, is still genuine, where in the same scene he laments how his servants ruined Immora's chances of being a truly prosperous city full of perfect people.]]

to:

* LoveMakesYouEvil: His love of his people was so great he wished to never lose even one, leading him to try and unravel the secrets of eternal life. However, the endless lack of results drove him increasingly mad, causing him to throw all his realms realm's resources into the study of eternal life and torture any who attempted to stop him. In the end, his creator -- the Father -- sealed him away and deprived him of a physical form, for what could have been ''eons'' -- and still, his will to return never falters. This is terrifyingly similar to the Doom Slayer's devotion to Earth and humanity, willing to kill anything that threatens his homeworld. [[spoiler:However, ''The Ancient Gods Part 2'' reveals this story is partially a lie fabricated by the Maykrs. Davoth ''is'' the Father, the Maykrs usurped, stole at least part of his power, and sealed him away; the Father we know is one of his creations. The above story was created to explain away the Dark Lord. His love for his people, however, is still genuine, where in the same scene he laments how his servants ruined Immora's chances of being a truly prosperous city full of perfect people.]]



* MiniMecha: He sports his own variation of the Doom Slayer's Praetor Suit, but his is larger than the Slayer's own suit and more akin to [[TabletopGame/Warhammer40000 Terminator Armour]].

to:

* MiniMecha: He sports his own variation of the Doom Slayer's Praetor Suit, but his which is larger than the Slayer's own suit and more akin to [[TabletopGame/Warhammer40000 Terminator Armour]].



* PhysicalGod: The first of the Father's creations, a "Primeval" who rules over an entire realm of creation, and can warp reality through his will alone. According to the Book of the Seraphs, each realm created by the Father can only contain ''one'' Primeval, such is their power. [[spoiler:And then it's revealed he's actually the real Father. While it is suggested the original Father is actually more akin a Primeval, he is still this trope]].

to:

* PhysicalGod: The first of the Father's creations, a "Primeval" who rules over an entire realm of creation, and can warp reality through his will alone. According to the Book of the Seraphs, each realm created by the Father can only contain ''one'' Primeval, such is their power. [[spoiler:And then it's revealed he's actually the real Father. While it is suggested the original Father is actually more akin to a Primeval, he is still this trope]].



* ShadowArchetype: Serves as a dark warning to what would happen to the Doom Slayer if he sought to protect his people from something that ''couldn't'' be overcome: Death. The Dark Lord's eternal crusade against death has made him enemies with the rest of TheMultiverse, turned his realm into Hell itself, and corrupted his people into literal demons.

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* ShadowArchetype: Serves as a dark warning as to what would happen to the Doom Slayer if he sought to protect his people from something that ''couldn't'' be overcome: Death. The Dark Lord's eternal crusade against death has made him enemies with the rest of TheMultiverse, turned his realm into Hell itself, and corrupted his people into literal demons.



* TheUnfettered: He wanted to defeat death itself to protect his people. His failure to accomplish it eventually drove him completely insane, to the point he seeks to destroy and consume the rest of creation both out of revenge against the Father for imprisoning him, and the hope that if he just has enough power he can finally realize his goals. [[spoiler:However, with TheReveal he was betrayed by the Maykrs who stole everything from him back when he was the original Father, it becomes unclear if he really was SlowlySlippingIntoEvil in his quest for immortality, or if the Maykrs betrayed him first.]]

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* TheUnfettered: He wanted to defeat death itself to protect his people. His failure to accomplish it eventually drove him completely insane, to the point he seeks to destroy and consume the rest of creation both out of revenge against the Father for imprisoning him, him and the hope that if he just has enough power he can finally realize his goals. [[spoiler:However, with TheReveal he was betrayed by the Maykrs who stole everything from him back when he was the original Father, it becomes unclear if he really was SlowlySlippingIntoEvil in his quest for immortality, or if the Maykrs betrayed him first.]]



* WalkingSpoiler: Describing his physical appearance or background give away TheReveal from the end of ''The Ancient Gods: Part One'' that he is an AlternateUniverse EvilDoppelganger of the Doom Slayer himself. ''Part Two'' only makes him ''even more'' spoiler-heavy if that was even possible!

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* WalkingSpoiler: Describing his physical appearance or background give gives away TheReveal from the end of ''The Ancient Gods: Part One'' that he is an AlternateUniverse EvilDoppelganger of the Doom Slayer himself. ''Part Two'' only makes him ''even more'' spoiler-heavy if that was even possible!
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* BadassOnPaper: The ageless guardians of the center of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than possessed human soldiers? They don't even qualify as [[{{Mook}} Fodder]] class enemies. That said, they're not utterly pathetic by by ''all'' measures and could be threatening to your average first person shooter protagonist; its just that they're outclassed by everything else around them.

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* BadassOnPaper: The ageless guardians of the center of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than possessed human soldiers? They don't even qualify as [[{{Mook}} Fodder]] class enemies. That said, they're not utterly pathetic by by ''all'' measures and could be threatening to your average first person shooter protagonist; its just that they're outclassed by everything else around them.
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* RevisitingTheRoots: In ''Eternal'' they ditch the skinless heads and blood splatters for a more emancipated but clean look, making them closer resemble the completely skeletal Revenants of the original games. They also get their homing rockets back, but under the condition that the lock-on can be cancelled.
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* ApocalypseHow: [[spoiler:Following his betrayal courtesy of the Maykrs,]] his goal is to cause a ApocalypseHow/ClassZ out of resentment, annihilating "all of creation" [[spoiler:that he himself created]], likely even including Hell considering its horrific downfall from what it used to be.
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* BadassOnPaper: The ageless guardians of the center of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than possessed human soldiers? They don't even qualify as [[{{Mook}} Fodder]] class enemies. That said, they're not utterly pathetic by by ''all'' measures and could be threatening to your average first person shooter protagonist; its just that they're outclassed by everything else around them.


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* PinataEnemy: In exchange for their immunity to the chainsaw and inability to be glory killed, they drop ammo upon death regardless of how you do it.
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Female snake-like demons with UAC-made cybernetic augmentations that wield a pair of bladed whips.

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Female snake-like Female, serpentine demons with UAC-made cybernetic augmentations that wield a pair of bladed whips.
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* DualWielding: 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]].


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* SpinAttack: He's prone to spinning and letting his flail fly far with wide sweeps.
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* WhipItGood: He's prone to spinning and letting his flail fly far with wide sweeps.
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Disambiguated.


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

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

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Removed: 2

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->"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'''
\\

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->"The ->'''Deag Ranak:''' The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..."
->"...
\\
'''Deag Grav:''' ...
as it is written, from the souls of the non-believers!"
->"You
non-believers!\\
'''Deag Ranak:''' You
will not save them from their judgement!"
-->--'''Deag Ranak and Deag Grav'''
\\
judgement!

Changed: 207

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"Perhaps" looks like either Examples Are Not Arguable or Fridge entries.


* 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 original games' Baron of Hell (who did not return in ''3''). ''2016'', perhaps sensing an opportunity to invoke this trope, brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their new look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.

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* 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 original games' Baron of Hell (who did not return in ''3''). ''2016'', perhaps sensing an opportunity to invoke this trope, ''2016'' brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their new look from ''3'', and they've become a tough CloseRangeCombatant that lacks the projectile attack that previous versions had.



* 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.

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* 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 some the most agile demons in Hell's armies.



* DiscardAndDraw: Between ''Doom II'' and ''Eternal'', [[{{Necromancer}} the power to bring back dead monsters]] gets replaced with simply summoning in replacements. Perhaps it has something to do with how most monsters now [[EverythingFades burn away]] after dying, without leaving a corpse to resurrect.

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* DiscardAndDraw: Between ''Doom II'' and ''Eternal'', [[{{Necromancer}} the power to bring back dead monsters]] gets replaced with simply summoning in replacements. Perhaps it has something to do with how most monsters now [[EverythingFades burn away]] after dying, without leaving a corpse to resurrect.

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