Here's the characters of Doom series:
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- 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 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 4/Doom (2016), the marine goes back to basics again. Assigned to the UAC base on Mars, he awakens one day to find the base has literally gone to Hell, and he has to butcher his way through armies of demons and put and end to the madness.
- Action Hero: In Doom, Doom II and Doom 4. 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.
- And Show It to You: The Doom 4 Doomguy 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.
- Badass: Seriously, how is he not one if he practically destroys Hell by the end of the second one.
- Awesome McCool Name: Doomguy. Can't live up to that in badassery.
- Badass Grandpa / Badass Family: Doomguy is implied to be "William J. Blazkowicz III" which makes him a blood relative of William J. Blazkowicz and a direct descendant of Billy Blaze (A.K.A. Commander Keen, William J. Blazkowicz II).
- Badass Normal: With emphasis on Badass.
- 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 power ups that are really 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 Doomguy collects assorted scientific and magical tokens to power himself up; argent cells to enhance his gear and health, enhancement tokens to upgrade various physical or equipment traits, and demonic runes to magically augment his capabilities.
- Charles Atlas Superpower: There's technically nothing supernatural behind his Berserk Punch and ability to withstand direct hits from a rocket launcher.
- One-Man Army: It's you and every demon that the depths of Hell can throw at you, get to it.
- Bruiser with a Soft Center: Doomguy has a pet rabbit named Daisy.
- Bare Your Midriff: At least according to the box art of the first Doom. Male example, courtesy of Clothing Damage.
- 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 4, 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.
- 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.
- 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".
- Finishing Move: In Doom 4, the 2016 Doomguy 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" will drop more rewards/loot than those simply shot to death.
- Guest Skater: Doomguy is a secret character in the PC version of Tony Hawk's Pro Skater 3, due 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. At least one variant of the Doom 4 box-art depicts the Doomguy wearing a helmet and what looks like understated Powered Armor.
- Heroic Lineage: In the Wolfenstein RPG, it's implied that Doomguy is a descendant of B.J. Blazkowicz.
- Heroic Mime: Never speaks in any of the games.
- 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. Doom 2 adds the double-barrel shotgun. 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 has the Grabber Gun, double-barrel shotgun, grenades and machine gun. It's a wonder he doesn't clank when he walks.
- 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.
- 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.
- 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 2016 Doomguy; capable of outrunning virtually every demon and delivering punishing firepower 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".
- 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 Official 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.
- 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.
- 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.
- Space Marine: A non-Super Soldier example.
- Suicide Mission: One man attempting to fight off an entire army of demons singlehandedly, 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.
- 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. He makes it out in one piece.
- 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.
- 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.
- 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.
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.
- Everything's Deader with Zombies: They're former Space Marines killed and animated (or possibly possessed) by demons.
- Gatling Good: Former Commando's Weapon of Choice.
- Glass Cannon: Former Commandos.
- The Goomba: These are the most common enemies you'll face, especially in the early levels.
- Hit Scan: The only enemies besides the Spider Mastermind with hitscan weapons, which can make them (Commandos in particular) very annoying to deal with.
- Shotguns Are Just Better: The Sergeant's weapon of choice, to the point his name in the source code is "Shotgun Guy".
- When Hell first breaks loose in Doom 3, the majority of the civilian population are quickly possessed by Demonic spirits and transformed into Zombies. Alone, they're very little threat, due to their lack of agility, but they have a nasty habit of popping up from behind corners.
- Chainsaw Good: Averted. An extremely rare variant with a hunched back and a leather mask shows up in a few spots in the late game that carries one.
- Dead Weight: Fat zombies are a little stronger and do more melee damage than thin ones.
- Everything's Deader with Zombies: They're created by Demonic Possession and arguably Technically Living Zombies (the very first zombie we see is converted straight from a living victim, implying at least some of the others you fight subsequently went straight from alive to zombie without dying first). They have some capacity for tool use, but these basic zombies are slow and stupid.
- Facial Horror: Some zombies come with this, depending on model type; thin zombies can have their lower jaw ripped clean off, whilst fat ones can have their face peeled off, exposing naked skull amidst bloody meat.
- Glass Cannon: They can deal surprising damage (especially the fat ones) but their slow speed and lack of durability cause them to be minimal threats unless they sneak up on you.
- The Goomba: These are the most vanilla enemies you face in the game.
- Zombie Gait: With a few exceptions, most shamble slowly towards you.
- Stands for "Zombie Security", the basic security troops of Mars are also quickly turned to Hell by the demonic spirits. They avert their civilian counterpart's Zombie Gait and attack with whatever weapons they had while alive. Though armor style varies slightly (shotgun-wielders are more likely to have open faced helmets), and weapon loadout varies from pistol to machine rifle to shotgun, they're all equal in strength. They equate to the Zombie Troopers of the classic series.
- Everything's Deader with Zombies: They're a variant of the regular Zombies above created from the former Marines serving security detail on Mars. Unlike their brethren, they display no cannibalistic traits and are fast agile, and smart enough to use projectile weapons and basic tactics.
- Short-Range Shotgun: Averted: the shotgun-wielding variety has a narrow spread on his weapon, allowing him to shoot from far distances.
- Zombie Gait: Averted: these zombies retain their full mobility from life.
- Former elite UAC Marine troops corrupted by demonic energies and mutated into monsters that now serve as Betruger's personal warriors. Dramatically stronger, quicker and tougher than humans, they tend to fight with chainguns or their own bare fists.
- Combat Tentacles: Most Commandos sport a single long tentacle for their right arm, which they use to attack with.
- Everything's Deader with Zombies: They're a particularly different version of the Z-Secs above.
- Gatling Good: Later in the game, you encounter Commandos carrying chainguns.
- Made of Iron: Much, much tougher than the Z-Secs you've fought up until this point, even though they're barechested instead of wearing armor.
- 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.
- 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: Naturally.
- 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.
- 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.
- 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.
- Wall Crawling: In Doom 3 and Ro E, 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.
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 will do some 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.
- 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: Reboot 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.
- Invisibility Cloak: For Spectre.
- Palette Swap: Spectre is this for the Pinky, being the same monster but with an Invisibility Cloak.
- 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.
- Disembodied horned skulls that are on fire. They can spawn from other enemies and simply fly into you as their only means of attack.
- Expy: In Doom 3 the Lost Soul was redesigned as a floating, hairless human head with a rocket attachment at the back and wide-split jaws. In Resurrection of Evil they brought back the original "flaming horned skull" design and called it the Forgotten One.
- 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.
- Glass Cannon: They can easily kill you, but they explode after 1-2 shots from the shotgun.
- Your Skull A 'Splode: After being killed. The explosion is merely an effect, though, and won't affect anything near the Lost Soul.
- Floating blobs of red flesh with a single green eye, horns, and a nasty maw. Doom 3 redesigned the Cacodemons to look more like Pain Elementals, but they're similar to the older variety in gameplay.
- Alien Blood: It bleeds red when shot, but its death sprites clearly have it bleeding blue.
- Fireballs: Their spit. In Doom 3 and Ro E, they actually shoot a sort of ball lightning.
- Ghostly Glide
- Mascot Mook
- Slasher Smile / Technically a Smile: Constant one at that.
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. Redesigned in Doom 3 and Ro E into a less Big Red Devil type appearance.
- 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.
- Contractual Boss Immunity: Barons and Hell Knights are immune to their own and each other's fireballs (though this is changed in Doom 64.)
- Degraded Boss: From Episode 2 onward.
- Dual Boss: A pair of Barons at the end of Episode 1.
- Eyeless Face: In Doom 3 and Resurrection of Evil, perhaps as a contrast to the multi-eyed Imp.
- King Mook: In Doom 3, Hell Knights are absolutely massive.
- 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.
- 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.
- A walking skeleton with the ability to fire rockets off its shoulders.
- Dem Bones: With some armor and rocket launchers.
- Demonic Spiders: By far the most dangerous enemy in Doom except for the Archvile and the bosses.
- Homing Projectile: One of the rockets he can launch.
- Really fat demons with fireball cannons for arms.
- Arm Cannon: Two of them.
- Cthulhumanoid: Their Doom 3 redesign has this sort of look.
- Fat Bastard: Larger that most demons, and designed to look really fat.
- Giant Mook: They're one of the biggest demons in the game.
- Playing with Fire: They wield implanted Arm Cannons that shoot fireballs at enemies.
- Mighty Glacier: Slow, but their durability and damage output can be frightening.
- A smaller version of the Spider Mastermind, they are strange beings mounted on four metallic legs with a plasma gun bolted to the front.
- Brain in a Jar: And by "jar" we mean a cybernetic weapons platform.
- Giant Spider: Not as big as Spider Mastermind, but still quite big.
- Kaleidoscope Eyes: Normally its eyes are blue, but when attacking the eyes turn red.
- Red Eyes, Take Warning: When shooting.
- 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.
- 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.
- A heavily augmented demon encountered in Doom 3: Resurrection of Evil and Doom 3: The Lost Mission. Sort of a hybrid of Hell Knight and Mancubus.
- Arm Cannon: Two flame cannons, like the Mancubus.
- Beam Spam: What makes him feel more dangerous than the Mancubus; his attacks do the same damage, but he launches volleys of them with far greater speed than the Mancubus.
- Hollywood Cyborg: Cybernetic legs, guns for arms, and an electronic screen implanted into his face that displays snarling teeth.
- Lightning Bruiser: He's actually squishier than the Mancubus (825 health to their 1000 health), and less potent in melee (he barely does half the melee damage they do), but he moves — and shoots! — a hell of a lot quicker and can easily kill you if you're not careful.
- Playing with Fire: Hurls rapid-fire volleys of fireballs, like the Mancubus.
Bosses (original series)
- The final boss of episode 3 of Doom. A gigantic version of the Arachnotrons, it too is a creature mounted upon four titanic metal legs and a chaingun for defense.
- Big Bad: In the plot of the original game.
- Brain in a Jar: And by "jar" we mean a cybernetic weapons platform.
- Contractual Boss Immunity: To splash damage. This effectively gives it nearly 70 percent resistance to rockets.
- Gatling Good
- Giant Spider: A mechanical one, in fact.
- Good News, Bad News: As noted in the Doom II manual, the Spider Mastermind has a souped-up chaingun as its main weapon:
- Monster Is a Mommy: Not actually true, but the manual refers to the Mastermind as the mother of the Arachnotrons.You guess the Arachnotrons had to come from somewhere. Hi, Mom.
- Red Eyes, Take Warning
- Hell's most fearsome creature and the boss of episode 2 of Doom. It 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.
- Breakout Villain: First it was The Dragon to the Spider Mastermind. In subsequent games, it'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 it's one of the most recognizable elements of the franchise.
- Climax Boss
- Contractual Boss Immunity: Like the Spider Mastermind, to splash damage. This effectively gives it nearly 70 percent resistance to the player's rockets.
- Cyborg: "Half unfeeling machine, half raging horned devil", as said by the SNES manual
- 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
- 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
- No Name Given: The boss doesn't actually have an official name; "Icon of Sin" is the name of the level. But since there's nothing else in the level, the fandom uses the level's name as the boss's name out of convenience.
- Subliminal Seduction: The sound that plays when he first sees you is backmasked."Oremor nhoj, em llik tsum uoy, emag eht niw ot."
- 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
- 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. It's called the Mother Demon, but according to the story it just resurrects dead demons instead.
Bosses (Doom 3 and Resurrection of Evil)
- A large monstrosity with the body of a spider with a humanoid torso, similar to a centaur.
- Degraded Boss: Much like the Barons of Hell and even the Cyberdemons of the original games.
- Fan Disservice: The Making of Doom 3 book states she was built with the concept "Sexy + Gross = Creepy".
- Monster Is a Mommy: Possibly. Earlier in the game the player hears "They took my baby" said by a voice similar to the Vagary's.
- Also, given that the Vagary's boss fight takes place at the end of the Alpha Labs, which is literally crawling with the other spider-based enemies, the Trites, there is a popular theory among the fandom that the Trites have established an insect-like colony within the Alpha Labs with the Vagary as their queen.
- If you can spare the time to look at the Vargary's abdomen when fighting her, you'll see it's translucent, with a giant demonic fetus floating inside! It actually looks somewhat similar to the Mancubus.
Guardian of Hell
- A massive blind beast that chases the player through the bowels of Hell.
- Attack Its Weak Point: The Soul Cube even tells you to.
- Cores and Turrets Boss: Half of one; it uses orbiting "Seekers" to compensate for its blindness
Saboath & Sgt. Kelly
- The possessed form of Sgt. Kelly. Most of his body has been replaced with military hardware.
- The final boss of Doom 3. Even bigger than before.
- Contractual Boss Immunity: To everything but the Soul Cube.
- Flunky Boss: He's escorted by a lot of minor demons for you to recharge your Soul Cube with.
- Giant Foot of Stomping: His melee attack, which is a One-Hit Kill.
- Legacy Boss
- Attack Its Weak Point: The Berserk Hunter. Shoot its "heart".
- Burning with Anger: The Berserk Hunter.
- Flash Step: The Helltime Hunter.
- Shielded Core Boss: The Invulnerability Hunter uses four nearby power couplings to recharge his energy shield.
- Shockwave Stomp: One of the Invulnerability Hunter's attacks.
- Tennis Boss: The Helltime Hunter.
- Victor Gains Loser's Powers: After death, their powers are absorbed into the Artifact for the player to use against the next one.
- Warmup Boss: The Helltime Hunter exists mostly to teach the player how to use the Grabber.
Dr. Bertruger & Maledict
- The new leader of Hell, fought at the end of Doom 3: Resurrection of Evil. A giant pterodactyl-like or gargoyle-like demon that spews fire and summons meteor showers.
- Be Careful What You Wish For: In the final cutscene, he demands that the marine gives him the Artifact. The marine shoves the Artifact down the Maledict's throat, killing him almost instantly.
- Draco Lich
- Contractual Boss Immunity: Inverted; his attacks cut through your invulnerability if you try to use the Artifact.
- Final Boss, New Dimension
- Flunky Boss: He likes to summon a lot of Forgotten Ones.
- Heads I Win, Tails You Lose: After his health is depleted, the fight immediately switches to a cutscene where he knocks the player character on his ass.