Characters / Doom

Here's the characters of Doom series: on this page you'll find the main character for all games, the general list of enemies, and the bosses of the classic games.

For other characters and bosses in Doom 3, see Doom 3.

For other characters and bosses in the 2016 reboot, DOOM, see DOOM.

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    The Doomguy
The Player Character.

In the original Doom, he's a nameless marine sent to do grunt work on Mars after an incident over not wanting to kill innocent people on Earth causes him to lash out against his commanding officer. During his dull-as-dirt assignment, it seems the scientists of the Union Aerospace Corporation (UAC) are conducting experiments with teleporters when everything falls to pieces. One of Mars' moons and a UAC outpost, Deimos, completely vanishes into the ether while another, Phobos, is immediately overrun by The Legions of Hell. Everyone is either slaughtered or converted into minions of the invaders. The marine dispatches to Phobos, where he proceeds to clean up the situation as brutally as possible. During his one-man war against the forces of Hell, he discovers what became of Deimos (ended up floating above Hell itself) and then treks down to the surface of Hell to finish the job.

When the sequel, Doom II: Hell on Earth, rolls around, the marine had just finished ripping Hell a new one when a distress signal alerts him that the armies that invaded the Mars moon bases have now breached their way to Earth. The humans who are able to escape the genocide decide their only recourse is to escape the planet but their exit route is barricaded by the invaders and obstructed by a force field they set up. The marine is called to break the line of defense and deactivate the force field on behalf of the other humans so they may escape, which he does and remains as the last human on Earth. However, further communication from the escaped humans reveals that the epicenter of the invasion is still on Earth, allowing the marine to finally push back against the invaders. After fighting their forces he decides to cross back into Hell yet again, this time with the intent of making sure they can never invade anywhere ever again. After this trek through Hell, he manages to essentially destroy it, literally leaving no place for the damned to go once they die. Come Doom 64, Earth is finally mopping up from the attacks from the first two games, when something resurrects all the demons on Phobos and Deimos, prompting another assault that ends in the marine storming Hell a third time and apparently wiping demons off the face of Hell completely by killing the Mother Demon.

In Doom 64: The Absolution, the marine is pulled back into service when demons start to reappear, stronger than ever, on the old moon bases. Figuring that only he has the expertise to deal with this threat, he is once more sent into the fray and slaughter said demons (which he does with gusto), deciding to remain in hell and make sure the demons never attempt an invasion again (possibly leading into the events of the 2016 installment).

In Doom 3, since it serves as a Continuity Reboot, Doomguy is a whole new marine, who simply happens to have the bad luck of being transferred to the UAC's Mars base the day Betruger unleashes hell upon the planet. Through determination, sheer luck, and large volumes of gunfire, he manages to stop the invasion and close the portals, trapping Betruger in Hell after slaying Hell's ultimate warrior, the Cyberdemon.

In Doom 3: Resurrection of Evil, yet another new marine takes up the mantle of Doomguy, this time a marine Engineer exploring Mars as part of an expedition to try and figure out just what Betruger actually did. Discovering a demonic Artifact that Betruger attempts to use to generate a second invasion, he fights his way into Hell and slays Betruger, stopping his plans cold.

In Doom 3: The Lost Mission, the player takes up the role of The Bravo Marine, the sole survivor of the massacred Bravo Team that Doomguy found in the Enpro Plant. Tough enough to survive the carnage, after being dragged through a vent into a different part of the Plant, he fights his way up to Exis Labs, where he travels into Hell at the behest of the surviving scientist Dr. Richard Meyers. His mission: to destroy a teleportation platform that was drawn through the dimensions, which could possibly be used to invade Earth from Hell.

In DOOM, the marine goes back to basics. Awakening in a stone sarcophagus in a UAC base on Mars that has literally gone to Hell, the Doomguy proceeds to butcher his way through armies of demons to put an end to the madness. His background is never clearly stated, though depending on who you ask, he could be either of two things: Some material suggests he's the Sole Survivor of the "Night Sentinels", an order of warriors from the now Hell-consumed world of Argent D'nur. Another interpretation is that he's the same Marine from the first Doom, Doom II and Doom 64, who ended up on Argent D'nur, and took up the Night Sentinels banner in his continuing war against Hell. Either way, he's been murdering his way through the legions of Doom for seemingly several eons, to the point that all of Hell now calls him "The Doom Slayer." As the demons were utterly unable to kill him, they instead sealed him away in the sarcophagus, before the UAC discovered him during an expedition into Hell.
  • Action Hero: In Doom, Doom II and Doom 2016. The Doomguy is a straight-up balls-to-the-walls killing machine who slaughters his way through the forces of Hell without qualm or respite.
  • Action Survivor: In Doom 3 and The Lost Mission, due to the game's restructuring to a more actiony Survival Horror setting. Zigzagged in Resurrection of Evil; the character survives to the end of the game, but he's on a Suicide Mission and he knows it, though it's ambiguous if he dies or not.
  • Ambiguously Human:
    • In Doom (2016), The Doom Slayer seems human, and has English of all things written on his Praetor armor, but has strange runes etched on him, and doesn't flinch when exposed to demonic energy that turns most people into zombies. Further, it's ambiguous if his lost homeworld, Argent D'nur, is an alien planet or an Alternate Universe Earth.
    • This also extends to the classic incarnations. He actually died at the end of the first game's Knee-Deep in the Dead, but fought his way into and then out of Hell altogether; whether they revived him or not, combined with things like the Soulspheres, it's entirely debatable whether he's even human at that point.
  • And Show It to You: The Doom Slayer is capable of tearing out hearts as part of his Glory Kills mechanic. The gore nests likewise require him to rip out their beating hearts in order to shut them down.
  • Anti-Hero: The classic Doom and especially the 2016 version. While it's very clear that he has a preference for ripping through demon hordes with psychotic enthusiasm, as well as a penchant for violence little can match, he is still on our side for the right reasons.
  • Ax-Crazy: Heroic example for the original Doomguy . While there's no doubt he's a good guy, the fact that he kills his enemies with too much joy makes clear he's not exactly well lit.
  • Badass Family: Doomguy has been confirmed (at least in the classic continuity) to be the son of Billy Blaze (A.K.A. Commander Keen, William J. Blazkowicz II) and great-grandson of William J. Blazkowicz.
  • Badass Normal: All the Doomguy needs to battle the hordes of Hell is a few really big guns.
  • Bare Your Midriff: At least according to the box art of the first Doom. Male example, courtesy of Clothing Damage.
  • The Berserker: In any game besides 3, he wipes out entire armies of demons with unimaginable ferocity.
    • Taken up to 11 with the Berserker powerup, where he starts one-shotting demons with his bare fists.
  • BFG: Officially entitled the "Bio-Force Gun," he wields the very first Big Frickin' Gun.
  • Blood Knight: The original Doomguy looks like this. He smiles sadistically every time he obtains a new weapon and grits his teeth when he fires with it. Taken even further in Doom 2016, if the brutality of the Glory Kills are any indication.
    • Emphasized in an interview with Doom 2016's Creative Director: "Most people would avoid the gore nests because they start a fight. The Doomguy's looking for a fight."
  • Bruiser with a Soft Center: Doomguy had a pet rabbit named Daisy (the past tense usage there being the biggest regret of the forces of hell by far) and in Doom 2016, he treats the collectibles (which is in form of cute bobblehead like figure of Doomguy) with care.
  • Canon Name: In novels based on the original games, he is named Flynn "Fly Taggert, and Stan Blazkowicz in the mobile RPG. The Doom 3 novel calls him John Kane.
  • Chainsaw Good: A chainsaw is a suped-up replacement for your fists as a melee attack option in the classic games and the core game of Doom 3. In the original games in particular it's often held up as the best weapon you can use, if you're skilled enough. In Doom 2016, it's a special weapon that requires fuel cells to use, with bigger enemies taking more fuel to use it on, but it's a One-Hit Kill attack that results in a massive loot-drop, more so than even an ordinary Glory Kill.
  • Character Title: In the 2016 game, after his off-screen rampage prior to the game's beginning, the demons fearfully refer to him as the Doom Slayer.
  • Charles Atlas Superpower: There's technically nothing supernatural behind his Berserk Punch and ability to withstand direct hits from a rocket launcher, at least in the pre-2016 games. The 2016 game has the Doom Slayer using demon-crafted/upgraded Powered Armor fueled by hellish Argent Energy and bolstered with magical runes.
  • Chronic Hero Syndrome:
    • Classic series: After returning from Hell at the end of the first game, he volunteers to lead the strike force to recapture Earth's last spaceport and evacuate the last surviving humans. Then after that he volunteers to go back into Hell to reverse the invasion.
    • The Marine: Fights his way into Hell to use the Soul Cube to seal Hell off from the mortal plane, in order to stop a full-fledged demon invasion.
    • The Engineer: Invades Hell to return the Artifact and stop the demon invasion, even knowing it'll be a one-way trip, as he has to turn off the life support in the Mars base to get enough power to teleport there
    • The Bravo Marine: Fights his way into Hell to destroy an experimental teleporter that could be used to allow them to invade Earth even if the Delta Labs teleporter is destroyed, even with no way of knowing that this won't leave him stranded in Hell forever.
    • The Doom Slayer: He has to sacrifice VEGA to progress, and he clearly hesitates before doing so. When given the chance to back it up and take it along, he does so, and all his hesitation is gone.
  • Conflicting Loyalty: Hinted at in 2016; Codex entries refer to the "Wretched Betrayer", a Night Sentinel who stabbed his fellow warriors in the back and allowed Hell to invade Argent D'nur at the cost of returning the Betrayer's son who died in battle. They upheld their end of the bargain alright, only the son came back as the Icon of Sin. The demons speak of the Betrayer's retribution for their betrayal in the same manner of the Doom Slayer's Unstoppable Rage.
  • Covered in Scars: What little we see of him in Doom (2016) without his armor is covered with lots of small scars.
  • Determinator: He will never stop, until he has crippled the dominions and powers of Hell, leveling it totally, or turning the ruin into his kingdom to rule over alone. The demons hate and fear this aspect of his character above all.
  • Did You Just Punch Out Cthulhu?: Each of the people who have held this title have taken on demonic horrors that have made even the Elite Mooks look like babies and bust a cap in the ass of each one of them.
  • Doomed Hometown:
    • Doomguy's hometown on Earth is attacked in Doom II: Hell on Earth, and is the location of a portal to Hell that he must go through to stop the invasion.
    • In Doom (2016), Doomguy is the last survivor of his homeworld, Argent D'Nur, after it was conquered by demons and absorbed into Hell. Naturally, Doomguy wants payback.
  • The Dreaded: In the 2016 reboot. All of Hell tried to keep him sealed away during their invasion of Mars for as long as possible, and they only managed to stop him the first time by dropping an entire temple right on top of him. When the UAC found his tomb, the demons began to freak out, fighting with "a desperate ferocity" that the UAC had never seen before. There's a reason he's generally referred to as the Doom Slayer (also Hell Walker, the Unchained Predator, Scourge of Hell).
  • Dumb Muscle: The Doom Slayer may be a lethal killing machine, but he rarely seems to indicate much more than a basic cunning and a knack for slaughtering everything in his way, as shown in his many moments of Cutscene Incompetence. Of course, since he's hopped up on demonic Argent Energy and probably mentally broken from the trauma of everything he's undergone, it's quite understandable.
  • Empowered Badass Normal: Every Doomguy bar the Bravo Marine makes use of something that puts him beyond the pale. The Original Doomguy makes use of demonic power ups, at least one of which is fueled by captive souls. The Marine in Doom 3 wields the Soul Cube, an ancient Martian Magitek device that feeds on demonic essences and repays him with life energy. The Engineer in Resurrection of Evil carries the Artifact, a soul-eating demonic heart that can bestow Super Strength, Super Speed and Invulnerability upon him. The 2016 Doom Slayer collects assorted scientific and magical tokens to power himself up; argent energy cells to enhance his armor's basic capabilities, special Praetor enhancement tokens to upgrade various utility functions and equipment traits, and demonic runes to magically augment his capabilities; he's also been empowered by angels with enough strength and speed to go One-Man Army on Hell, though records indicate that he was already kicking huge amounts of ass by the time they did.
  • Featureless Protagonist: You get to see his features during a few cutscenes in Doom 3 and ROE, but otherwise, you never see under his helmet, unless you count his classic "Doomguy's face as health indicator". The opening of Doom 2016 also shows his hands and feet, but nothing else.
  • Finishing Move: In Doom 2016, the Doom Slayer can do these to demons, something borrowed from the popular Brutal Doom mod. It's actually encouraged to do this, as enemies finished off with a "Glory Kill" are guaranteed to drop health pickups (and armor fragments, with a rune), and Glory Kills are the only way to finish off bosses.
  • Gatling Good: In the classic Doom games, he didn't have an assault rifle, he had a man-portable chaingun instead. In 2016, it can be modded into an absolute monster of a weapon known as the "Mobile Turret," which splits into three smaller gatling guns and rivals THE big gun in size and firepower.
  • Godzilla Threshold: Is the proverbial Godzilla for Samuel Hayden in Doom (2016), as waking him from his can leads him to destroying everything related or even concerning Hell, including the extremely powerful Argent energy that the company had been exploiting Hell for.
  • Guest Fighter: Doomguy is a secret character in the PC version of Tony Hawk's Pro Skater 3, due to Gearbox Software being the one who ported the Windows version of the game.
  • Helmets Are Hardly Heroic: Averted in the classic games, where the box-art and in-game sprites show that Doomguy is wearing a helmet, but played straight in Doom 3 and ROE, where the Marine and the Engineer are consistently bare-headed throughout the cutscenes. Left ambiguous for the Bravo Marine. Doom 2016 justifies its HUD having it be displayed on the Doom Slayer's visor.
  • Heroic Ambidexterity: While Classic Doomguy wields two handed guns like a right hander would, he wields his pistol, and punches, southpaw.
  • Heroic Comedic Sociopath:
    • His incarnation in the comic book. It has to be seen to be believed.
    • Downplayed in Doom (2016). He is extremely rude and the UAC, which caused the Legions of Hell to invade, and to demons, who are Always Chaotic Evil with extreme prejudice. Taken even further down when he needs to sacrifice VEGA in order to progress... but only after hesitating and making sure to back it up and bring it along for the rest of his adventure.
  • Heroic Lineage: His father saved the world from aliens, and his great-grandfather fought Nazis.
  • Heroic Mime: Never speaks beyond Voice Grunting in the first three games. In Doom 2016, he doesn't even do that.
  • He Who Fights Monsters: Given he's running around in a suit of armor that feeds on Argent Energy, the same Hellish power that the UAC used to create its Possessed and Revenants, there's a pretty strong chance that the Doom Slayer has actually become a demonic entity himself and just hasn't noticed it!
  • Hidden Depths: In the 2016 Doom at any rate, especially considering he never says a word. While he's still a rampaging berserker he show surprising depths at times. For instance he's obviously disgusted with Hayden's callousness toward the loss of life he's ultimately caused, yet still doesn't make any attempt on the man's life when they meet in person (though you can try to shoot him, Hayden has a Plot Armor energy shield). He also hesitates to destroy VEGA, a fully sentient A.I., even though he knows it's necessary, and even ultimately makes a backup first.
    • He's also surprisingly adept with technology (when he's not intentionally destroying it), given how long he may of been fighting in Hell. He only ever hesitates on his options for VEGA, and otherwise seems to speed through numerous options and activation with no real difficulty. Even on Olivia's personal and top-secret computers, he doesn't waste a second on any single option each as he picks through them to unlock what he needs. The interfaces may be user-friendly, but he clearly knows what he's doing.
  • Horrifying the Horror: The monsters he butchers on a regular basis are bogeymen that parents tell their kids stories about to behave at the very least. And the Doomguy himself? He fills that role for them.
    • Really driven home in Doom 2016, where various data pads (on Mars) and artifacts (in Hell) make it clear just how terrible the Doom Slayer is for the denizens of Hell. It was said that the demons fought with unprecedented ferocity to prevent the UAC from retrieving the Doom Slayer's sarcophagus.
  • Humanoid Abomination: The Doom Slayer begins the game with strange runes etched on him, and he doesn't flinch when exposed to demonic energy for the sake of a buff.
  • Humanoid Alien: The Doom Slayer is actually a native from a Hell-consumed world called Argent D'nur. Of course, whether that's somewhere else in the galaxy or is in an Alternate Universe is never made clear in the game. Either way, he's not from Earth.
  • Hyperspace Arsenal: Carries a huge arsenal of weapons in all games. Common to all are a pistol, a shotgun, a chaingun, a rocket launcher, a plasma gun, and the BFG-9000. He adds more to this depending on the game. It's a wonder he doesn't clank when he walks.
    • Doom 2 adds the double-barrel "super" shotgun.
    • Doom 64 adds the double-barrel shotgun and the Unmaker.
    • Doom 3 adds the chainsaw, machine gun, grenades, flashlight and Soulcube.
    • Resurrection of Evil adds the Grabber Gun, double-barrel shotgun, grenades, flashlight, machine gun and Artifact.
    • The Lost Mission adds the Grabber Gun, double-barrel shotgun, grenades and machine gun.
    • Doom 2016 adds the heavy assault rifle (which can also be modded to serve as an automatic sniper rifle and/or rapid-fire micro-missile launcher), the Gauss Cannon, the life-leeching Siphon Grenades, frag grenades, a holodecoy projector, and a super shotgun. To these, the multiplayer mode adds two different sorts of electricity-shooting gun (the "electric flamethrower" Lightning Gun and the movement-fueled Static Cannon), a burst fire rifle, a semi-auto heat-ray called the Hellshot, and a chargeable beam sniper rifle called the Vortex Rifle.
      • At one point of the campaign, the Doom Slayer stuffs an entire upper torso in his inventory to bypass a retinal scanner.
  • I Choose to Stay: At the end of Doom 64, Doomguy decides to stay behind in Hell to make sure he's killed off the demons for good.
  • Incorruptible Pure Pureness: The Doom Slayer. Granted, he's not like most examples of this trope, but you know it says something when the forces of Hell call him "incorruptible". Presumably he's too bent on massacring them to care about anything they have to offer.
  • It's Personal: Doomguy's various incarnations all have at least some personal investment in the fight against the demons. In the classic game, they killed Daisy, butchered all his buddies on Mars, and then invaded Earth. In Doom 3 and its expansion-packs, they killed all of his coworkers and fellow Marines on Mars. In Doom 2016, they corrupted and slaughtered his fellows in the demon-killing order of the Night Sentinels, and then destroyed his homeworld.
  • Kill 'em All: Adopted this policy thanks to the repeated antics of the forces of Hell.
  • Knight in Sour Armor: One interpretation of his behavior over the series, especially in Doom (2016); he may not be the most calm or peaceful person around, but he still fights for what he believes in and against Hell. His unbridled rage at the UAC in 2016 shows a cynical and bitter side, and yet his team up with Hayden also shows he'll put it aside on a whim for the greater good of stopping Hell again.
  • Late to the Party: Doomguy's many incarnations are always too late to save any survivors after Hell initially attacks Mars. Inverted in The Lost Mission, though; canonically, Bravo Marine was the first marine of the Doom 3 continuity to breach Hell, beating the Marine into Hell as part of his quest to destroy the Hell-stranded teleporters.
  • Legendary in the Sequel: Has apparently risen to this in Doom (2016), being The Dreaded to the forces of Hell and demanding their full attention to stop him from halting their invasion.
  • Living Legend: He's basically become to the Demons what they are to us, being feared in-story and having all the forces of hell either wary or outright shitting themselves at the very least.
  • Lightning Bruiser: Classic Doomguy becomes the "hard-hitting Fragile Speedster" version of this in Doom II; the original game had its moments of comparative "breather" time, but II was where the lightning-fast array of flying bullets and hellfire and the emphasis on constant movement that has become definitive of the series was really introduced. Taken Up to Eleven with the Doom Slayer; capable of outrunning virtually every demon and delivering punishing firepower, but in return, he needs to stay on the move constantly in order to survive, to the point the developers have stated "if you stand still, you're going to die".
  • Multiple-Choice Past: The codex entries in Doom 2016 give few concrete facts about the Doom Slayer's origins, but plenty of Wild Mass Guessing fuel. Several references to the classic series enforce the fan theory that he's the Doomguy from 1/2/64. However there's also hints that the Doom Slayer was the last surviving member of the Night Sentinels, protecting the dimension that Hell completely subsumed. Despite this, theories also abound to connect both possibilities. Finally, there's an additional story about a traitor that facilitated Hell's conquest of Argent D'nur, described as going on a Roaring Rampage of Revenge of their own after being Rewarded as a Traitor Deserves. Debate ensues as to whether the Doom Slayer was the same traitor, or whether the betrayer is a Hero of Another Story, and how it fits in with the "Doom Slayer is Doomguy" theory.
  • Names to Run Away from Really Fast: In the 2016 reboot, the demons have a name for him: The Doom Slayer.
  • Nice Job Breaking It, Hero!: The Engineer technically caused the second demon invasion of Mars by disturbing the Artifact. He makes amends by stopping it singlehandedly.
  • No Name Given: While he has plenty of fanon names (and a couple arguably canonical), the Doomguy really has no official, cemented name. Romero stated that he wanted the players to feel like THEY were the marine and to invent their own personality.
  • One-Man Army: It's you and every demon that the depths of Hell can throw at you, get to it. Deified.
  • Only Sane Man: It's quite clear he does not buy a single syllable of the shaky self-satisfied Well-Intentioned Extremist malarkey the UAC keeps feeding him, because said malarkey is also what keeps on provoking demonic invasions. To him, there's exactly three things in the world: Kill demons, save the world, and do it as efficiently as possible.
  • Offscreen Moment of Awesome: During his rampage of Hell, as explained in Doom (2016), he fought a massive demon called the Titan, Hell's greatest champion, and now its massive skeleton litters the aptly named Titan's Realm region of Hell.
  • Palette Swap: In multiplayer other marines become this.
  • Pet the Dog: In the 2016 version, when Samuel Hayden tries to justify his actions in creating the mess over the intercom, the Doom Marine's response is to look down at the corpse of one of the victims, crack his knuckles, and smash the intercom in disgust.
    • When it becomes necessary to sacrifice VEGA, the Doom Slayer hesitates for a moment and makes a back-up of the AI (which he then keeps with him) before pushing the button.
  • Powered Armor: The Doom Slayer's Praetor Suit, which was actually built/enhanced by a rogue demon to further his ability to kill other demons.
  • Powered by a Forsaken Child:
    • Inverted with the Soulcube in Doom 3 and the Unmaker in Doom 64, which feed on the life-essence of demons.
    • The Artifact in ROE is fueled by human souls, which the Engineer collects from the various human casualties scattered throughout the base.
    • The Praetor Suit in 2016 is fueled by Argent Energy, the same filtered Hell Energy that the UAC has been harnessing to fight the solar system's energy crisis, experiment on their personnel, and generally do Bad Stuff with.
  • Real Men Love Jesus: In the novelization, he's a devout Catholic. Ironically, his great-grandfather in the games was Jewish.
  • Real Men Wear Pink: The thing that makes the events of The Ultimate Doom's Thy Flesh Consumed episode truly personal? The demons killed his pet rabbit. Also, 2016 Doomguy can search all over the place for his ever expanding doll collection. Of course, all the dolls are of himself, so that could just be narcissism at work rather than any actual love of dolls.
  • Red Baron: He may have no official name, but his enemies have thought of a few names for him. In the 2016 game, the demons refer to him as "the Doom Slayer" and the UAC calls him "the Doom Marine".
  • Roaring Rampage of Revenge: Depending on the game, his reasons for destroying Hell range from invading Mars, pulling him into their dimension, invading earth, and killing his precious pet rabbit.
    • In the 2016 version, he really goes apeshit on the demonic forces for destroying his realm of Argent D'Nur, and goes on such a ground-shattering vengeful rampage that it makes the collective forces of hell piss themselves in fear, and only ends when they manage by luck on their part to seal him away. And that only bought them time.
    • Depending on your perspective of the 2016 codex entries, he may also be the "Wretched Betrayer" who sold out his fellow Night Sentinels because Hell promised to return his son who had perished on the battlefield. Only when they did return him, they did so in their image (heavily implied to be the Icon of Sin). This naturally pissed him right off.
  • Screw the Rules, I'm Doing What's Right!: Doomguy does not care what the hell you want the demons for. Doomguy wants them all dead because no one can control demons, end of story.
  • Sealed Evil in a Duel: Doomguy at the end of Doom 64 is stated to stay in Hell to ensure the demons never cause trouble again. Likewise the Doom Slayer of Doom 2016 is implied to have been rampaging in Hell for a long time before the events of the game, before the demons managed to drop an entire temple on him, making him Sealed Good in a Can instead.
  • Sealed Good in a Can: Started off as this before Doom (2016), and the opening is literally him breaking out from his can. Hayden then Book Ends the game by sending the Slayer somewhere (no doubt with the ability to recall him, should things to south again) via the Tether system.
  • Self-Made Orphan: In a bonus level of Doom II, he is forced to kill four clones of his own father, Billy Blaze, in order to leave.
  • Silent Snarker: Portrayed as such in the 2016 remake, visibly having no patience for Samuel Hayden's tendencies to exploit hell for resources and For Science!!
  • Slasher Smile: Whenever classic Doomguy picks up a new weapon, he gets a very psychotic grin.
  • Sociopathic Hero: His narrations in the "cutscenes" and instruction manuals give this impression. Classic series only. Maybe.
  • Sole Survivor: Original Doomguy is the only marine who survived the initial invasion, though humanity as a whole survived, as the sequels reveal. The Doom 3 Marine, Bravo Marine and Engineer avert this. The Doom Slayer is this Up to Eleven: his entire demon-fighting order, his homeworld and his entire species has been wiped out by Hell.
  • The Southpaw: Original Doomguy uses his left hand for punching and pistols, though he fires two-handed guns right-handed.
  • Space Marine: A non-Super Soldier example.
  • Strong Family Resemblance: Doomguy in the original continuity has remarkably similar facial features and body structure to his great-grandfather, B.J. Blazkowicz.
  • Suicide Mission: One man attempting to fight off an entire army of demons, and in multiple games invading Hell itself singlehandedly. Nobody's expecting you to come out alive. Zigzagged in all games save for ROE, where it's left ambiguous note , in that you complete your mission and live.
  • Teeth-Clenched Teamwork: In the 2016 reboot, it's clear that the Doom Slayer does not trust Samuel Hayden. But he's forced to work with him to stop the demonic invasion. Hayden likewise doesn't appreciate the Slayer's somewhat permanent approach to shutting down operations, but admits that the Slayer is possibly the only person who can stop them.
  • Tranquil Fury: The Doom Slayer in the 2016 version never cries out in rage, not even once. But his mannerisms and the fact that he dispatches every demon, monster or zombie that gets in his way brutally and without a shred of mercy indicates that he is very, very angry, and considering what he's been through, who can blame him?
    • Doomguy in all his adaptations (Well, maybe not all of them) is actually very quiet, only opening his mouth to yell if he dies or to let out a grunt of pain. It speaks volumes of how immeasurably pissed he is that everyone understands it immediately without him ever saying a word.
  • To Hell and Back:
    • In the first game he ends up in Hell after discovering where Deimos had teleported to and wanting to teach the demons a lesson on messing with him. Hell "plays fair" and spits him back out into the human world after his rampage kills the Spiderdemon.
    • In the second game, he voluntarily returns to Hell and completely wrecks the joint, to the point that he is left to wonder what would become of the evil men in the world when they die. In Doom 64 he kills the Mother Demon and apparently exterminates the demons completely. Also he stays in hell by choice.
    • In the core Doom 3, the Marine tears his way out of Hell after destroying the Cyberdemon and throwing the Soul Cube into the opening, implicitly causing severe damage to Hell itself. The Bravo Marine (Lost Mission Doomguy) fights his way into Hell, destroys their teleporter, and escapes back to Mars, where he — and his comms buddy, Dr. Myers — survive to get evacced. Left ambiguous with the Engineer (ROE Doomguy), who kills the Maledict but is implied to have died in the process.
    • In Doom 2016, he goes to Hell and back twice that the player can see, and is said to have done it at least once before, which is how he became so damn scary to the demons.
  • Unexpected Virgin: Canonically speaking note , Doomguy is a virgin. Granted, he's got more important things on his mind. Losing his virginity is on the backburner.
  • Unscrupulous Hero: In Doom 2016. He is extremely violent and committed to his goals above all else, but his reactions to dead civilians and his treatment of VEGA indicate his moral compass is quite functional.
  • Unstoppable Rage: The 2016 incarnation is the Sole Survivor of his realm, and considering how he utterly brutalises any demon or possessed that get in his way as well as his lengthy rampage before he was sealed away, one could agree that the experience has left him with...anger issues.
  • Weapon of Choice: The Marine from Doom 3 seems to prefer the shotgun, as it's the weapon he's always seen wielding in cutscenes. If both covers of the 2016 game are anything to go by, the Doom Slayer prefers the Super Shotgun.
  • Well-Intentioned Extremist: The Doom Slayer will stop at nothing to stop the forces of Hell from consuming another world, even if it means undoing any good the UAC could have done with Argent Energy. Earth is stated to be suffering from a serious energy crisis, but the Slayer doesn't care, or doesn't think the UAC can keep the evil in its can forever.
    • The Extremist Was Right: Given the situation at the UAC when he first woke up, what sort of stuff it was up to before that point, a personal history of watching demons break loose and literally raise Hell if allowed, and that Argent Energy itself appears to have a Healing Factor effect on said demons, it's really, really hard to disagree with him on this one.
  • Would Not Shoot a Civilian: He may have issues, but he draws the line here. The backstory asserts that he was transferred to Mars because, upon being ordered to fire on a group of civvies by his commanding officer, he responded by beating the man so hard he got put in a body cast. Or possibly killed him, depending on where you look. Classic series only. Maybe. In the 2016 game the UAC's casual dismissal of their civilian casualties has him visibly trembling with rage.
  • Younger Than They Look: Doomguy's father Billy Blaze was born in 1982, and the original Doom takes place in 2022. This means that Doomguy would have been in his late teens or early twenties when he first fought the legions of Hell.


Former Human Grunt, Sergeant, and Commando

These were the soldiers on Mars (and then Earth) who were "conscripted" into the armies of Hell as front line defenders. They are essentially zombies and increase progressively in toughness (Grunts go down in a few shots while Commandos are armed with a chaingun and will take some punishment). Classic series only.

  • Boss in Mook Clothing: Heavy Weapon Dudes (Former Commandos) are NOT to be taken lightly, especially in close-quarters, as they employ a short/medium ranged attack that starts quickly and continues in rapid succession, without pause and cannot be dodged.
  • Everything's Deader with Zombies: They're former Space Marines killed and animated (or possibly possessed) by demons. In combat, they're very different from what you would expect from a zombie though; most notably, they set themselves apart from Hellish creatures by using hitscan firearms.
  • Gatling Good: Former Commando's Weapon of Choice. It's quite inaccurate compared to yours, but at point blank it can shred you before you have the chance to turn around.
  • Glass Cannon: Former Commandos. They have 70 HP (compared to an Imp's 60), but the high damage output of their weapons makes them one of the most powerful regular monsters weapons aside from "elites" such as Barons of Hell. Getting them into an infight is also very easy, because they won't stop firing even when there's an ally between them and you. This is also played to a greater degree with regular grunts and sergeants; the former has only 20 HP and a semi-automatic rifle (that essentially behaves like your pistol), while sergeants have 30 HP and a shotgun (which fires 3 pellets to the grunt's 1).
  • The Goomba: These are the most common enemies you'll face, especially in the early levels. Certain later levels in some map packs (e.g. MAP 09 of TNT) have them reappear in massive numbers- the aforementioned Map 09 pits you against hordes of shotgun guys, chaingun guys, and even at the very beginning you are surrounded by a mass of grunts firing upon you from fortifications. If you don't get out of that room IMMEDIATELY, they will quickly tear you apart, even if individually they are inaccurate- there is just so many shots being taken at you.
    • Subverted in Doom (2016). Zombie grunts are now Possessed Soldiers- they have partially-flesh-melted combat armor giving them good health, and arm-mounted plasma rifles that can do MUCH more damage than the Classic Series hitscan rifles. Possessed Security (the shotgun guy equivalent) can be even worse, thanks to their attack-deflecting energy riot shields and due to being the only enemy in the game with a hitscan weapon.
  • Hitscan: The only enemies besides the Spider Mastermind with hitscan weapons, which can make them (Commandos in particular) very annoying to deal with. Mostly balanced by having every zombie-type enemy be heavily inaccurate, but this is only a limit for regular grunts- commandos and sergeants fire much more lead at you, giving them a better chance to hit.
  • Shotguns Are Just Better: The Sergeant's weapon of choice, to the point his name in the source code is "Shotgun Guy".


Hell's own soldiers. Monsters who are capable of throwing fireballs, Imps are the lowest level of demon that lead the charge for the forces that follow. In Doom 3 continuity, they have several "little brothers"; the two-headed Maggots, the teleporting Wraiths, and the ROE exclusive Vulgars.

  • Death from Above: In the 2016 version, they like to cling to walls or ceilings and then pelt you with fireballs.
  • Doing In the Wizard:
    • Played straight in the novels; their fireballs are explained as the imps spitting up globs of a chemical that reacts with oxygen to ignite, which the imps then fling like baseballs of flaming snot.
    • Zigzagged in Doom 3; the UAC file explains that the imps are able to create and manipulate globes of coherent plasma, but explains the scientists can't figure out how that's actually possible in the first place.
  • Eyes Do Not Belong There: It's subtle, but the Doom 3 continuity version of the imp has multiple spidery eyes scattered over its face.
  • Fangs Are Evil: They're demons. They've got fangs. Kinda goes with the whole "evil" thing they're got going on.
  • Fatality: In 2016, if they defeat the Doom Slayer, they knock him to the ground and then scurry over. Before he can recover, they turn him over, disembowel him with their claws, rip off his left arm and then brutally smash him in the face with it.
  • Fireballs: Their primary ranged weapon.
  • Fragile Speedster: The Maggot has just over half the health of the standard Imp, but moves much more quickly into close range, as it lacks a projectile attack.
  • The Goomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games. They are a bit of a step up from zombies- in MAP 01 of Doom II for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts.
  • Mooks: Hell seems to have a nigh-unlimited supply of Imps; expect to see them more than every other Demon combined.
  • Multiple Head Case: The Maggot has two heads and three arms.
  • Palette Swap: Nightmare Imps in Doom 64, just like the Spectres.
  • Red Eyes, Take Warning: In the classic series.
  • No Sneak Attacks: Imps have a tendency to helpfully screech and alert you to their presence before attacking.
  • Spikes of Villainy: On their shoulders and knees. Classic series only.
  • Took a Level in Badass: In Doom 2016, Imps are considerably more agile and aggressive foes than before. 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 One-Hit Kill players without armor.
    • 2016's Summoners are also implied to be closely related to Imps by one of the reports.
  • Underground Monkey: Doom 3 continuity only. The Imp, Wraith, Maggot and Vulgar are all considered part of the same family. Maggots are large, two-headed monsters that are quick-but-weak melee attackers, Wraiths are short, teleporting, scythe-armed variants of the Imp, and Vulgars are skeletal-looking imp-kin that are quicker, more agile and have better aim.
    • In Doom 2016, there's also the Hell Razer, which is an Imp (or similar demon) with an Organic Technology Arm Cannon that shoots Frickin' Laser Beams of Hell energy. In practice though, it behaves more like a Hellish version of the zombie grunts, whom in this game have recieved a significant upgrade with plasma guns and smarter behavior.
  • Wall Crawling: In Doom 3 and its expansion packs, imps often show up by clambering out of vents, climbing up to balconies, crawling down walls or squeezing their way out of gaps in the walls. Meanwhile, it's an active combat tactic for them in Doom 2016.

Demon (a.k.a. "Pinky") and Spectre

Hulking brutes that are tinted pink. These guys get in your face as they have no ranged attack, but can do some serious damage. Spectres are versions of Demons that only appear as hazy outlines when encountered. Doom 3 gives an extensive redesign to Demons, but effectively they're the same.

  • Attack! Attack! Attack!: All they know how to do is run at you and bite.
    • Though often they'll run back and forth erractically to make it hard to hit them.
  • Bullfight Boss: Not a boss, but in the 2016 pinkies are extremely well-armored in front and very prone to charging, making encounters with them similar gameplay wise.
  • Cephalothorax: Their classic design is basically a giant demonic face with arms up near the temples running around on two legs. They do technically have a torso, it's just their oversized head and forward-hunched position makes head and torso indistinguishable when viewed from the front.
  • Eyeless Face: Doom 3 Pinkies are stated as being born with their faces covered in folds of flab and skin, so they have to chew through their own flesh to expose their mouth, which does nothing to reveal their eyes (if they have any).
  • Food Chain of Evil: Pinkies won't hesitate to attack and eat other demons in the classic series, especially Imps.
    • It was at least proposed in the reboot that Pinkies all have cybernetic legs because the demons cut off their old ones for food.
    • Also said to be beasts of burden and livestock in the 2016 game. At the very least, they're something of a delicacy.
  • Invisibility Cloak: The defining trait of the Spectre is its near-total transparency.
  • Invisible Monsters: Spectres are nearly invisible and almost transparent, making them hard to see. In 2016 they tend to turn fully visible again upon death.
  • Made of Iron: The 2016 version is not totally invulnerable from the front, so you can, in fact, shoot your way out if one corners you in a narrow passage, but its armored carapace takes a lot of firepower to punch through.
  • Palette Swap: Spectre is this for the Pinky, being the same monster but with an Invisibility Cloak.
  • Took a Level in Badass: The 2016 rendition of the Pinky gives it chitinous armor covering most its front that is highly resistant to bullets and plasma, as well as a charge attack that can be difficult to dodge. They can be a serious problem, especially if you have to deal with more than one at once.
  • Visible Invisibility: Spectres are partially transparent in their original incarnation, and use the Predator style in 2016. In 2016, their invisibility is a Perception Filter said to be the result of implanting a Cacodemon's optic nerve into a test subject, allowing it a form of psionic invisibility... a trait somehow passed on to offspring when the Spectre escaped back to Hell and reproduced.
  • Volumetric Mouth: The classic Pinky has a mouth that opens so wide it nearly touches the floor; it's much easier to notice when you see it from a side angle.
  • You Don't Look Like You:
    • The reboot version from Doom 3 and Resurrection of Evil is a monstrous, eyeless quadraped that is... well, sort of a cross between a hornless bull and an overweight fanged piglet is reasonably close, only with its rear half chopped off and replaced by comparatively slender cybernetic legs.
    • The 2016 version is closer to the original, but has some very distinct changes, like the addition of red armor plating and a small reptilian tail.

Lost Soul

Disembodied horned skulls that are on fire. They can spawn from other enemies and simply fly into you as their only means of attack.

  • Airborne Mook: One of the few enemies that are capable of flight.
  • Colour-Coded for Your Convenience: In Doom 2016, their flames are ordinarily blue; when they spot you and begin to charge, they turn a pinkish-red color.
  • Flaming Skulls: Disembodied ones, at that.
  • Fragile Speedster: They go down after only a few direct hits, but be careful with your aim; the speedy buggers can be tough to hit.
  • Ghostly Glide: They move around through levitation, gliding through the air. In Doom 3, they make ghostly wails while they do so, for good measure.
  • Glass Cannon: They can easily kill you, but they explode after 1-2 shots from the shotgun.
  • Technicolor Fire: In the 2016 game, 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.
  • Your Head A-Splode: After being killed. The explosion is merely an effect, though, and won't affect anything near the Lost Soul (no longer the case in the 2016 game, where there's even an achievement for killing one Lost Soul with another one's death explosion).


Floating blobs of red flesh with a single green eye, horns, and a nasty maw. They mostly attack by spitting energy blasts at you, but they will take a bite out of you if you get close enough.

  • Airborne Mook: One of the few enemies that are capable of flight.
  • Alien Blood: It bleeds red when shot, but its death sprites clearly have it bleeding blue.
  • Breath Weapon: All versions of the Cacodemon use some kind of oral projectile to mess with your day, although what it is depends on the model.
    • The classic Cacodemon from 1, 2 and 64 uses barrages of fast-flying Fireballs.
    • The Doom 3 Cacodemon spits slow-moving globes of ball lightning, which you can actually disperse with a well-aimed shot.
    • The 2016 Cacodemon spews globules of "psychoactive narcotic bile", which messes around with vision and speed temporarily as well as damaging a victim.
  • Cephalothorax: Basically a one-eyed, huge red floating head.
  • Cyclops: Has only one green eye for vision.
  • Ghostly Glide: Since they have no legs, they float to get around the battlefield.
  • Eye Scream: Most glory kills on them in 2016 involve damage to their eye.
  • Interface Screw: Their venomous spittle will temporarily scramble your vision in the 2016 game. It's also said to slow the victim down, but the Slayer is only disoriented.
  • Mascot Mook: They're one of the most recognizable of common enemies and so get a lot of marketing.
  • More Teeth than the Osmond Family: Their 2016 incarnation, which has four jaws (two horizontal, two vertical) all bristling with teeth.
  • My Brain Is Big: The Doom 3 version has exposed brain tissue along the top of its body.
  • Perpetual Smiler: In the classic games, they have large, fanged grins.
  • Shock and Awe: Their attacks in the 2016 incarnation are ball lightning, which if it hits will mess around with the Praetor suit for a bit.
  • Slasher Smile: Constant one at that.
  • Took a Level in Badass: The 2016 version does considerably more damage with its bite attack than before, and its spit causes Interface Screw should it connect.
  • You Don't Look Like You:
    • Doom 3 redesigned the Cacodemons to look more like Pain Elementals, but they're similar to the older variety in gameplay.
    • Likewise, the Doom 2016 Cacodemon is in many ways similar to the Pain Elemental, complete with dangling arms, though its coloration and attack methodology remains the same.

Baron of Hell & Hell Knight

Hell's elite. They are hoofed beings that walk upright and have a ram-like head, basically giant Satyrs. The Hell Knights are brown while the Barons are pink and tougher. They throw bolts of green fire and can slash with their hands. The Barons first appear at the end of the first episode of Doom as the final boss.

  • Alien Blood: They also bleed red when shot, but their death sprites clearly have them bleeding green.
    • Though the Barons bleed red in Doom 64.
  • Big Red Devil: They're pink and brown, respectively, but they have a fairly classical goatman/minotaur-like look, with furry legs, cloven hoves and huge horns.
  • Degraded Boss: From Episode 2 onward in the classic game.
  • Divergent Character Evolution: Hell Knights in Doom 2 were Palette Swaps of Barons of Hell with lower health. In Doom 3, they took a similar role as the Baron of Hell did in the original, and sported a different look. Come the 2016 game, and they're a lot different, now a tough Close-Range Combatant that lacks the projectile moves their original and Doom 3 variants had, while the Baron of Hell utilizes both close range attacks as well as green fireballs, while keeping close to their original look.
  • Dual Boss: A pair of Barons serve as the first "boss fight" at the end of Episode 1.
  • Eyeless Face: Played with in Doom 3 and Resurrection of Evil; while they do have eyes (they're in the fleshy parts on both sides of their mouths), they're tough to see, giving them this appearance anyway - perhaps as a contrast to the multi-eyed Imp. Played straight with the Hell Knight in the 2016 game.
  • Fatality: In the 2016 game, if the Barons of Hell defeat the Doom Slayer, they'll knock him to the ground, pin him under a hoof, and then rip off both his legs. Then they'll grab his head in one hand and crush it. The Hell Knights will just crush him to a pulp with three Megaton Punches.
  • Fireballs: They attack by throwing green ones at the player. This can actually make the Baron easier to deal with than the Knights in 2016, due to the Knights being very aggressive melee combatants that can be harder to evade.
  • King Mook: In Doom 3, Hell Knights are absolutely massive.
  • Lightning Bruiser: In Doom 2016, Hell Knights and Barons 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.
  • Palette Swap: The Hell Knight is one. Oddly, he uses a separate set of sprites, but is for all other intents and purposes treated as the same entity as the Baron of Hell, just weaker.
  • Smash Mook: Hell Knights have lost their ranged attack in the 2016 game, but make up for it with their speed and agility.
  • Took a Level in Badass: Played with in the games after the classic series. Doom 3 did this with the Hell Knight and gave it most of the Baron's old traits, as it effectively replaced the Baron in that game. The 2016 reboot inverts this with the Hell Knight by making them melee-oriented Lightning Bruiser's that are more common, but plays this straight with its take on the Baron of Hell, reimagining it as a massive, powerful, and surprising fast enemy with a large array of melee and projectile attacks.
  • You Don't Look Like You: In Doom 3 and its spin-offs, the Baron of Hell was removed and the Hell Knight lost their traditional look, instead becoming armor-plated monsters that look more like hellish Golems. In Doom 2016, the Baron was reintroduced as classical devil-types, while Hell Knights retain their Doom 3 appearance as a base.

Pain Elemental

Another floating blob of flesh with a single eye and unpleasant mouth. These guys are brown (unlike Cacodemons, which are red). They can create Lost Souls, which is how they attack. Classic series only.

  • Airborne Mook: One of the few enemies that are capable of flight.
  • Asteroids Monster: They release three more Lost Souls upon death.
  • Cephalothorax: Basically a one-eyed, huge brown floating head.
  • Cyclops: Has only one red eye for vision.
  • Red Eyes, Take Warning: They're pretty horrifying to look at anyway, but the glowing red eyes are an extra bit of warning.
  • Mook Maker: Can produce an endless array of Lost Souls.


A walking skeleton with the ability to fire rockets off its shoulders. Exactly why they look so humanoid is never explained, except for in Doom 2016, which gives them an all too chilling reason...

  • Airborne Mook: Their 2016 versions can fly for short periods of time.
  • And I Must Scream: The 2016 version of the Revenant is a former human being who was effectively Flayed Alive 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.
  • Body Horror: In the 3D games, which makes them far more disturbing than mere animated skeletons with rocket launchers.
  • Death from Above: Revenants in the 2016 game have jetpacks that allow them to take flight and launch a barrage of missiles from the air.
  • Dem Bones: With some armor and rocket launchers. Doom 3 gives them actual flesh, it's just translucent save for the blood vessels and entrails, whilst the 2016 Revenants are once-human bodies flayed down to mostly bones and guts.
  • The Dog Bites Back: 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 "live" with constant unending agony isn't going to give them second thoughts.
  • Everything's Deader with Zombies: Like the Possessed, the 2016 version of the Revenant is a Human Sacrifice who was brutally mutilated to death, upgraded with cybernetic implants, and then brought back to life with demonic energies.
  • Fatality: In the 2016 game, if they defeat the Doom Slayer, they will rip off both of his arms, slap him with one of his own arms for added insult, and then crush his skull with a single punch.
  • Homing Projectile: One of the rockets he can launch.
  • Human Sacrifice: As with the Possessed, in the 2016 game, they were humans who volunteered to be butchered and reanimated to become the UAC's deadly new living weapons.
  • Jump Jet Pack: The 2016 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.
  • Macross Missile Massacre: In the 2016 game, they can shoot a lot of rockets, very quickly. Averted in earlier games, where they can usually only shoot two shots at once.
  • Mascot Mook: For the Collector's Edition for the 2016 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 12"-tall statue of one.
  • Super Soldier: In the 2016 game, they were intended to be the next step up from the Possessed in the UAC's arsenal, being cybernetically augmented before turned into pseudo-demonic undead warriors.
  • Turned Against Their Masters: 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?
  • Took a Level in Badass: Has been given a jetpack in the 2016 reboot, allowing it to quickly move across large distances and fly up to rain down missiles on players who try and hide behind cover.
  • Was Once a Man: Revenants in the 2016 game 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.


Really fat demons with fireball cannons for arms. First introduced in Doom II: Hell on Earth, they've become staples in every game since.

  • And Show It to You: One of their Glory Kill options in the 2016 game involves ripping out their heart and then stuffing it down their throats.
  • Arm Cannon: Each arm has been replaced by a huge cannon, which they use to kill anything in their way.
  • Body Horror: In the 2016 game, it's stated that their arm cannons are based on chitinous growths that envelop their hands and squirt a noxious, flammable effluvium derived from their own decaying flesh, creating bizarre biological flamethrowers.
  • Color-Coded for Your Convenience: In addition to being larger, the Cyber-Mancubus has green bioluminescent lights on its body as opposed to the regular's red.
  • Cthulhumanoid: Their Doom 3 redesign has this sort of look.
  • Damage Sponge: They can suck up a lot of ammo before going down.
  • Fat Bastard: Larger that most demons, and designed to look really fat.
  • Giant Mook: They're one of the biggest demons in the game.
  • Ground Pound: Mancubi can do this to attack you if they feel you're too close in the 2016 game.
  • Ironic Name: Part of their name references the rather good looking succubus or incubus... these guys are anything but good looking.
  • Mighty Glacier: Slow, but their durability and damage output can be frightening.
  • Non-Indicative Name: Rather than being the Spear Counterpart to succubi, they're heavily associated with Gluttony, at least in the 2016 version. They're Fat Bastards with twin Arm Cannons that spew fireballs (or globs of Hollywood Acid) fuelled by over-eating, not Horny Devils.
  • Organic Technology: The mancubi in Doom 2016 have organic Arm Cannons. More "old school" mancubi appear as the "Cyber-Mancubus" enemy variant.
  • Playing with Fire: They wield implanted Arm Cannons that shoot fireballs at enemies. In the 2016 game, they also have a flamethrower attack for if you try to get up close and personal.
  • Poisonous Person: The Cyber-Mancubus can't ignite the bile it produces anymore due to the replacement of its arms with rifled cybernetic barrels; however, the resultant slime is both immensely toxic and highly corrosive, so it's still lethally effective.
  • Took a Level in Badass: In the 2016 game, they have a number of new attacks to defend against players who try and circlestrafe it at close range, such as a ground-pound that repels anyone too close and using its arm cannons as flamethrowers.
  • Walking Wasteland: Downplayed; the Cyber-Mancubus has a unique attack where it spews bile on the ground, creating a toxic pool that will damage anything that enters it whilst it lingers.
  • Underground Monkey: The 2016 game has both the regular Mancubus and the Cyber-Mancubus, which has different armor, mechanical Arm Cannons, and a fancy technological helmet to visually distinguish it. In true Underground Monkey fashion, the Cyber-Mancubus is also more dangerous than its vanilla counterpart, with increased health and damage output.


A smaller version of the Spider Mastermind, they are strange beings mounted on four metallic legs with a plasma gun bolted to the front.


A being that can revive fallen monsters. Also attacks the player with flames that can erupt underneath the target.

  • Always Accurate Attack: Its flame attack will always hit you unless you can put something between it and you to block it from seeing you. Trees or other monsters won't work, for the record - you have to find a wall.
    • Averted in the Doom 3 continuity. It's hard to dodge, but as it's a stream of fire, you can get around it or block it off.
  • Boss in Mook Clothing: Has a lot of health, can resurrect fallen enemies, and has a powerful attack that can only be dodged by getting out of his line of sight.
  • Evil Laugh: The way he lets you know how much you are screwed.
  • Heal It with Fire: The way he resurrects his fellows.
  • Kill It with Fire: How he deals with you. The fire doesn't hurt you, it only marks the place for the explosion he'll cause.
  • Mook Maker: In Doom 3, instead of resurrecting fallen enemies, he summons more enemies.
  • Mook Medic: In Doom 2, he resurrects fallen enemies.
  • Moral Myopia: Screams "why?!" upon death because he is Hell's "evil healer". He doesn't understand why anyone would want to kill him since he's only doing good by resurrecting his fellow demons. And then burning you to death.

    Bosses (original series) 

Spider Mastermind

The final boss of episode 3 of Doom. A gigantic version of the Arachnotrons, she too is a creature mounted upon four titanic metal legs and a chaingun for defense.


Hell's most fearsome creature and the boss of episode 2 of Doom. He is a towering creature with metal legs and a rocket launcher.

  • Arm Cannon: A rocket launcher, to make things worse.
  • Artificial Limbs: Metal legs and a cannon arm.
  • Back from the Dead: In 2016, you have to kill him once and shatter the Argent Accumulator embedded in his chest in order to open a portal to Hell. After the Slayer and Cyberdemon have been transported to Hell, the sudden influx of Hell Energy - or sheer murderous rage - is enough for the Cyberdemon to pull himself back up for round 2!
  • Breakout Villain: First he was The Dragon to the Spider Mastermind. In subsequent games, he's either the the last obstacle before the Icon of Sin (Doom 2, Plutonia) or just the Final Boss (Doom 3, No Rest for the Living). Nowadays he's one of the most recognizable elements of the franchise.
  • Climax Boss: He's the culmination of the entire episode, and initially seemed to be the Big Bad, until the next episode was released and you faced off against the Spider Mastermind.
  • Contractual Boss Immunity: Like the Spider Mastermind, to splash damage. This effectively gives him nearly 70 percent resistance to the player's rockets.
  • Cyborg: "Half unfeeling machine, half raging horned devil", as said by the SNES manual
  • The Dragon: In the first game, he's only the second in command; it's the Spider Mastermind who's the true leader of the invasion and the final boss.
  • Damage-Sponge Boss: Can take an incredible amount of punishment in all the games it's in. As the GamePro parody protip says:
    PROTIP: To defeat the Cyberdemon, shoot at it until it dies.
  • I'm a Humanitarian: His lair in the original DOOM features several half-eaten Barons of Hell strung up on the walls, the idea being to make you worried about what could possibly be dangerous enough to look at the Barons — who up 'til now were your most prominent Demonic Spider enemy — and think "Dinner!"
  • Lightning Bruiser: He's the fastest-moving monster in the game apart from the Archvile and the Lost Soul when it's charging, has 4000 HP and an immunity to splash damage, and can easily splatter an unwary player who's a Fragile Speedster/Glass Cannon by comparison.
  • Mascot Mook: Not anywhere near as popular as the Cacodemon, but still the second most recognizable enemy in the game and appears on the cover art of Doom II.
  • One-Hit Kill: Gains the ability to stomp on the player for an instant kill in Doom 64 (as well as the Brutal Doom mod.)
  • Wake-Up Call Boss: Twice as much health as the "Baron Brothers" combined and able to splay you across the floor in two direct hits. Hope you figured out how to circlestrafe by now.

Icon of Sin

The leader of Hell and the final boss of Doom II. Spawns demons to defend itself.

  • Attack of the 50-Foot Whatever: All the player ever sees is it's head, but the ending implies that it's massive enough to destroy most of Hell in its death throes.
  • Big Bad: Absolute ruler of Hell in the classic games.
  • Chekhov's Gunman: Its face shows up on stage architecture in both games before the player even knows about its existence.
  • Death by Cameo: Mechanically speaking, the "demon" is actually a big wall with a hole. The actual entity that takes damage is the head of John Romero impaled on a spike.
  • Mook Maker: Its only real attack in the game is spawning an endless supply of other enemies.
  • No Name Given: The boss was never given an official name in-game; "Icon of Sin" is the name of the level you encountered it. But since there was nothing else in the level, the fandom used the level's name as the boss's name out of convenience. It took 22 years for John Romero to confirm Icon of Sin was also the name of the demon.
    • The manual of Final Doom gives its Doom II incarnation name as "Baphomet", though that still leaves the question of the names of its incarnations in the two Final Doom WADS.
  • Subliminal Seduction: The sound that plays when he first sees you is backmasked.
    "Oremor nhoj, em llik tsum uoy, emag eht niw ot."

Mother Demon

The final boss of Doom 64. A demon with the ability to resurrect other demons much like the Arch-Vile (only making them stronger than before.) Single-handedly rebuilds the demon army, forcing the marine to put them down another time.

  • Big Bad: The ultimate boss of Doom 64, and technically superior even to the Icon of Sin, going by the lore.
  • Gameplay and Story Segregation: Apparently all she needs to do is pass by a demon and it comes back to life. You fight her in a room likely covered in dead demons (unless you use the Demon Artifacts to seal off the portals before any come through) and they all stay dead.
  • Kill It with Fire: Her primary attack
  • Monster is a Mommy: Subverted. She's called the Mother Demon, but according to the story she just resurrects dead demons instead.