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The native inhabitants of Hell, demons are Always Chaotic Evil beings that thrive on nothing but rage, hatred, pain and suffering, and perpetually seek out other worlds and dimensions for conquest and slaughter. They are the central antagonistic force of the series.


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    General Tropes 
  • Abusive Precursors: The Ancient Gods: Part Two reveals that Davoth is the true father and creator of reality itself, with the citizens of Jekkad being his first creations. After he was betrayed and locked away by the Maykrs, his wrath caused his followers from Jekkad to evolve to the demons of today and wage war against the rest of his creations to avenge the betrayal against him.
  • Always Chaotic Evil: We've yet to see a single demon that can't be summed up as "wants to murder/torture everything that isn't from Hell". Oftentimes, even their fellow demons are fair game. The Ancient Gods reveals, however, that they weren't always like this, or at least the original ones weren't. Like any of the other races, they were more morally complex, but their bond to the Dark Lord wound up corrupting them further into a race of world-devouring monsters as he too slipped into insanity trying to prevent their deaths. For at least the modern demons, this trope is justified by them being both artificial creations and The Soulless.
  • Ambition Is Evil: When the Father first created them and their realm of Jekkad, he instilled into them a burning ambition and a lack of restraint so that indecisiveness wouldn't hinder their efforts. With such traits, they created untold wonders to achieve paradise, but they and their god, Davoth, started to threaten all other realms with their drive when they sought to achieve the final piece to their paradise: Immortality. Though with the revelations in Ancient Gods Part Two, it is debatable if that story is actually true at all.
  • Ax-Crazy: Demons live for slaughter and genocide on planetary scales. Their own personal death animations for The Doom Slayer are brutal and sadistic, and they enjoy slaughtering humans when they finally get their hands on Earth.
  • Body Horror: A lot of demons are born from the physical and mental torture of Hell's victims, thus it's not really surprising many of them are horrific to look at. Some of them, such as the Mancubi and Tyrants, have had limbs replaced with gruesome cybernetics to give them a combat advantage. Battle damage may reveal their flesh, bones, brains, and other organs, and they will still fight.
  • The Berserker: They all are described as being the incarnation of rage and brutality itself.
  • The Corruption: Any place and space invaded by the demons will slowly warp itself into a reflection of their hellish home. The process can be greatly accelerated by more powerful demons, such as Hell Priests and Titans.
  • Enemy Civil War: Codex entries refer to a few which happened during their first age; for example, the Hell Knights were serving an entity known as the Great Serpent until its defeat and they became gladiators. Even in-game certain demons will just fight each other when there is nothing else to do.
  • Even Evil Has Standards: Not that it stops them from being Always Chaotic Evil, but it's very apparent from their decision to bring back Valen's son as the Icon of Sin that they hold him in contempt for his treachery.
  • Evil Is Visceral: Their Hell is a cross between Fire and Brimstone Hell and full-on Hieronymus Bosch Bloody Bowels of Hell. Some demons are crudely grafted with cybernetics, interwoven with their own guts, and most of their environments and structures are made from entrails and corpses. Justified, since Hell has consumed many, many universes and realms into itself, along with any unfortunate victims, in addition to their Always Chaotic Evil tendencies as detailed in Enemy Civil War above.
  • Immortality Seeker: The Book of Seraphs Codex in The Ancient Gods: Part One reveals Davoth commanded them to find a way to achieve immortality so that they could finally create a perfect society for themselves. It is that goal and drive, along with Davoth's determination to give his people everlasting life, that leads them to conquer and assimilate other realities to gain the power and knowledge to achieve it. However, The Ancient Gods: Part Two reveals while this might have been true in the past, it's no longer Davoth's primary intention - which is to exact revenge on his creations, particularly the Maykrs.
  • Informed Attribute: Hell is repeatedly alluded to as being a civilization in its own right, with a ruling aristocracy, temples, slave labour, and gladiatorial traditions, but very little of that organization is conveyed by the demons themselves in gameplay, who are near-universally animalistic killing machines who attack you with their natural weapons. The Ancient Gods also states that Hell became what it is due to Davoth’s obsession with giving its people eternal life, which is strange considering their favourite tactic is the Zerg Rush.
    • Possibly explained in The Ancient Gods, Part II. Hell’s capital city, Immora, is a high-tech metropolis with distinct similarities to Urdak, and defended in part by human-like soldiers with guns and armor. The Intern, surprised that Hell actually has their own technology, theorises that all the tech must have been centralised around Immora, like a kind of ruling elite.
  • Informed Flaw:
    • According to the lore and the Slayer Testament, in particular, they are absolutely terrified of The Doom Slayer, and he's driven them over the Despair Event Horizon at least once. However, none of the demons you encounter in-game ever beg for their lives, surrender, or offer to betray their kin in exchange for mercy. They attack The Slayer with the same vicious contempt and rage they do any of their other enemies. This is remedied in Eternal to a degree; some Glory Kills give you a glimpse of terror from demons such as the Pain Elemental and Archvile, probably indicating that they are hiding their fear.
    • The Ancient Gods reveals that there might be more to this, given the fact that The Dark Lord is an Alternate Self to the Slayer and they are aware of it to a degree due to their symbiotic connection with him; their fear is probably less to do with strictly HOW relentlessly violent the Slayer is towards them and more to do out of awe-inspired reverence for his power, with an inherent lust to best him as an attempt to prove themselves worthy. Though considering that the Slayer is an alternate Dark Lord siding against demons, they could still be desperate and terrified just due to that prospect alone.
  • Keystone Army: Eternal shows while individual demons might be able to manifest outside of Hell via a portal or through summoning, great numbers of demonic hordes require a certain "anchor" to be able to remain outside of Hell and begin true invasions. The Hell Priests are functioning as this, which is why killing them off will banish/destroy the hordes they are sustaining, as does killing the Icon of Sin afterwards. The Ancient Gods: Part One further reveals the Dark Lord's will is sustaining their connection to their realm when outside of Hell. If he was to be killed after reincarnating into a physical form, all demons invading other realms would be cut off from Hell and be destroyed.
  • Lack of Empathy: The Book of Seraphs claim the inhabitants of Jekkad were instilled with burning ambition and lack of restraint, which also means they are willing to go extremely far for their goals, regardless of the consequences for other realms. That having been said, revelations in The Ancient Gods: Part Two show this to be a lie made up by the Maykrs and Seraphs.
  • Made of Iron: According to the Codex, even lower ranking demons such as Zombies/Possessed and Imps actually require weaponry on the level of real-life anti-tank weaponry just to meaningfully harm. More powerful demons can easily shrug off explosives and energy blasts orders of magnitude greater, and in extreme cases, even reducing them to skeletons and ashes won't stop them from fighting.
  • Monstrous Cannibalism: Demons regularly kill and eat each other. Some, like the Pinkies, are even noted as being considered delicacies by stronger demons.
  • Multiversal Conqueror: Hell has absorbed countless other universes and intends to continue until it consumes all of reality.
  • No Ontological Inertia: As detailed in Keystone Army, large numbers of demonic hordes require certain entities to act as their anchors to manifest outside of Hell. As shown in Doom Eternal when Doom Slayer just needs to kill one Hell Priest to reduce the demonic consumption of Earth by a third, while the Icon of Sin's defeat disperses the majority of the surviving demons. Taken to the extreme in The Ancient Gods, as Doom Slayer's plan involves invoking this by killing the Dark Lord, which would cause every single demon still outside of Hell to instantly die.
  • Oh, Crap!: In Eternal quite a few demons show absolute terror during their glory kills.
  • Sealed Evil in a Can: The Ancient Gods: Part 1 DLC reveals the entirety of Hell, Jekkad, is actually sealed off from the rest of multiverse by the Father. It’s the will of the Dark Lord alone that allows demons to establish connections with the rest of reality and start dimensional invasions, which makes Hell (and the many realms it has consumed) a Leaking Can of Evil on a multiversal scale. Killing the Dark Lord would thus prevent Hell energy and demons from manifesting outside of Jekkad; something which the Slayer sets out to do. By the end of Ancient Gods Part 2, the Slayer succeeds, though it remains ambiguous if demons are now permanently trapped in Jekkad or if they can still potentially open up new paths to the rest of reality with their technology.
  • The Soulless: Demons lack souls as the very nature of Hell forces out the souls of living creatures to be eventually stripped away and conglomerated at various pools like The Well. These Wells turn that life force into demonic essence, which strengthens them and allows them to perform magic.
  • Standard FPS Enemies:
    • Zombies: Possessed Scientists/Workers and Earth/Hell/UAC/Mecha Zombies mindlessly attack the player despite being outmatched.
    • Soldiers: Revenants are tough, highly manoeuvrable combatants whose missile barrages have a respectable damage output, while Maykr Drones are the most resilient of Fodder-class demons (headshots notwithstanding) with decently damaging firepower.
    • Turrets: The Turrets will take potshots at the Slayer from where they're placed, with the only effective elimination method being to counter-snipe them with flick-shots.
    • Bats: Lost Souls are small, frail enemies that come in large numbers and whose explosive Suicide Attack also makes them Canisters.
    • Grunts: Possessed/Blaster Zombie Soldiers, Imps, Gargoyles and Demonic Troopers are weak enemies who attack with projectiles and whose strength comes from their large numbers and coordinated firepower.
    • Elites: Cyber-Mancubi, Dread Knights, Blood Maykrs and Stone Imps are stronger and tougher versions of Mancubi, Hell Knights, Maykr Drones and Imps respectively.
    • Heavies: Arachnotrons and Mancubi are large, somewhat slow but incredibly resilient demons that can lock down the player with devastating attacks at most ranges.
    • Ninjas: Whiplashes/Spectre Whiplashes and Prowlers can rapidly slither or teleport around the arena while taking potshots at the player with high-speed projectiles, throwing tricky and distracting curveballs in the heat of combat.
    • Pyros: Hell Knights and Pinkies/Spectres are lightning bruisers that operate exclusively as close range combatants.
    • Canisters: Possessed Engineers/Cueballs are more straightforward examples, being literal Action Bombs.
    • Shields: Carcasses, Possessed Security/Shield Zombie Soldiers and Riot Soldiers all utilise barriers of various shapes, sizes and toughness to protect them from the Slayer's weapons.
    • Snipers: Hell Razers stay at a distance from the player to shoot, but they can still perform melee attacks if they can't escape.
    • Champions: Barons of Hell are bigger, better, and stronger versions of the Hell Knights who can throw projectiles, Armored Barons are even more resilient Barons with regenerating armor and a more devastating projectile attack, and Marauders are Mirror Characters of the Doom Slayer.
    • Triggers: Spirits and Screecher Zombies are weak by themselves, but can make other demons faster and tougher, either by possession or post-mortem screaming respectively.
    • Medics: Summoners and Arch-Viles can summon demons around them, while Buff Totems make them stronger.
    • Walking Tank: Tyrants are Degraded Boss versions of the Cyberdemon without losing any of their powers, mobility or resistance, while Doom Hunters are essentially hovering weapons platforms that can lay down extremely withering firepower.
    • Gunships: Cacodemons and Pain Elementals fly around and shoot the Slayer with purple plasma balls and Lost Souls respectively.
  • Utopia Justifies the Means: The Ancient Gods Part One reveals the demons conquer and consume entire universes and races in their quest for immortality, all so they can finally make their society a perfect "paradise". The subsequent part reveals this might have been the case before Davoth was betrayed by the Maykrs, but now they are hell-bent on destroying all of reality in the name of revenge.
  • Villainous Valour: Whatever else they are they aren't cowards. Doom Slayer has just butchered dozens of high-powered demons, right in front of them? That lone Imp won't hesitate to try its luck.
  • Was Once a Man:
    • Demons are actually former sentient lifeforms from many realms who wandered Hell for years until their souls were drained by Hell essence and their bodies twisted into demons. The technology from their alliance with the Maykrs only accelerated the process, as any mortal the demons kill gets sent to Hell, where their souls are ripped out and then tortured and refined into Argent Energy, while their bodies are dumped in the shadowlands to become more demons.
    • Goes even further when you learn their origins in The Ancient Gods, where it was revealed they weren't the ravenous dimensional pillagers that they've been portrayed as since their inception. They were a highly advanced race that only grew to such depravity due to their symbiotic connection with the Dark Lord as he crossed one Moral Event Horizon after another.
  • Zerg Rush: While Hell's ruling class (such as the Hell Priests and the Nameless One) employ deceit and manipulation to subvert the defences of realms and worlds marked for conquest, most of the actual battle tactics used by Hell's armies basically boil down to "overwhelming the enemy with hundreds of thousands of bloodthirsty monsters".

    Hell Priests 

Hell Priests

Voiced by: Keith Silverstein (Deag Grav, Deag Nilox), Jason Spisak (Deag Ranak)

https://static.tvtropes.org/pmwiki/pub/images/hell_priests.png
Hell Priests in Doom Eternal

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

Once known as the Order Deag, the priesthood of the Night Sentinels, the Hell Priests were seduced by the power of Hell and subsequently played a pivotal role in the fall of Argent D'Nur. First mentioned in 2016, they play a central role in Eternal, where they guide the demonic consumption of Earth. Three are known to exist: Deag Nilox, Deag Ranak, and Deag Grav.


  • Age Without Youth: The Slayer's flashbacks to eons ago show that the Priests once looked like completely human middle-aged men, but have since withered away.
  • Ain't Too Proud to Beg: When Deag Ranak gets cornered by the Doom Slayer after he defeats the Doom Hunters, he desperately tries to offer him assistance or power in exchange for being spared. This ultimately falls on deaf ears.
  • Asshole Victim: Absolutely none of them get the slightest bit of pity when the Slayer kills them systematically. Especially in the codex when you learn they did it all in selling out their people out of fanatic devotion to the Khan Maykr, to fuel their addiction to Argent Energy and its power, and sheer amusement regardless of the destruction they cause of countless worlds in the process, including Earth.
  • Cool Crown: They each have stylish spiked crowns of various styles, from a more standard design to a circlet covered by a hood to a full stylized helmet and faceplate, on their heads.
  • Co-Dragons: They are the highest subordinates of Khan Maykr, who ordered them to destroy Earth. After her generals are all killed by the Doom Slayer, she makes a desperate play to awaken the Icon of Sin to replace them, who is far more dangerous than she is.
  • Cutscene Boss: Technically speaking, the Slayer kills all of them almost as soon as he sees them in cutscenes, save for the final one, who manages to summon a guardian to protect him but once that's down soon meets the fate at the rest, all while mid-sentence of a monologue.
  • Defiant to the End: Deconstructed with Grav. He spends his last moments talking back to the Doom Slayer, but instead of being honorable and badass it just makes him look like an idiot in his last moments.
  • Dies Wide Open: Nilox and Ranak's heads have their eyes open after their deaths. There isn't enough of Grav's head left for him to do this.
  • Dirty Coward: Deag Ranak begs for his life after finally being cornered by the Slayer and offers him power in exchange for sparing him. It doesn’t work.
  • Evil Gloating: They really love doing this. Deconstructed in that their words ultimately fall on deaf ears as the Slayer doesn't particularly care about what they have to say and kills them mid-sentence.
  • Evil Makeover: Flashbacks and their individual codex pages show them as they were before being corrupted by Hell, with cleaner robes, straighter postures, and overall much healthier complexions. They also gained an inhuman reverb to their voices over the process.
  • Evil Old Folks: They are very old and wrinkly (and unlike the Slayer they look the part) and they are every bit as cruel as the Khan Maykr.
  • Gladiator Games: The Arena on Sentinel Prime was originally meant to be a proving ground for outsiders and prisoners to join the ranks of the Sentinels and was how Doomguy first joined them. Since Argent's fall, it's been turned into a place of horrific bloodsport by Deag Grav, who pits armed civilians against demons for his own amusement. Once the Doom Slayer gets back to Sentinel Prime to take out Grav, he summons the long-reigning champion of the arena to do battle with the Slayer.
  • Gotta Kill Them All: The Slayer's objective in the first half of the game is to kill the Hell Priests in order to stop the Blood Ritual keeping the invasion going, which uses their life force to power it.
  • Greater-Scope Villain: Deag Grav is responsible for the fall of Argent D'Nur while Deag Ranak is the one who manipulated Olivia into orchestrating the demonic outbreak on Mars in Doom 2016. Furthermore, Deag Nilox is the culprit behind Hell being able to use dimensional gateways to invade other worlds.
  • Jerkass: They're not just evil — they're arrogant, condescending dicks 24/7. Commanding The Legions of Hell gives you very little reason to hone your people skills, which turns out to be a problem when the angriest man in the multiverse finally has you at his mercy.
  • Karma Houdini Warranty: Deag Grav was first mentioned in Doom (2016)'s codex as the one who swayed the Betrayer into the Deal with the Devil that led to the destitution of Argent D'Nur, while Eternal reveals Deag Ranak to be the one who convinced Olivia Pierce to unleash Hell on Mars in exchange for godlike power, avoiding consequences due to never appearing in-game. Upon confronting the Doom Slayer in Eternal that luck abruptly runs out.
  • Keystone Army: Every time the Slayer kills one of them the demonic consumption of Earth goes down by roughly 1/3. Killing all of them puts a complete halt to the invasion, forcing the Khan Maykr to summon the Icon of Sin.
  • Killed Mid-Sentence: All three of them. They either boast about how they're supposedly indestructible or try to bargain with the Doom Slayer. It doesn't work.
    Deag Nilox: My soul remains guarded... You can't—! (head ripped off by the Slayer)
    Deag Ranak: ... th... the... the... Beast... does he... hehe... not seek enhanced power? Gifts to aid him in his... noble conquest... perhaps in return for my— (decapitated by the Slayer's Doomblade)
    Deag Grav: This stops nothing. Earth will be consumed, regardless of what ha— (the Slayer blows his head apart with the Super Shotgun)
  • Living MacGuffin: Killing each of them is the key to halting the demonic corruption of Earth that is driving the plot of Eternal.
  • The Man Behind the Man: Deag Ranak's work with Olivia Pierce and his manipulations after her death was responsible for the UAC becoming a demon cult, while Deag Grav was the one who is mentioned above to have not only swayed Valen into the Deal with the Devil that doomed Argent D'Nur but was the one who brought his son back as the Icon of Sin.
  • Mad Scientist: Deag Ranak dabbles in cybernetics. He has notably designed the Doom Hunters, calling them his greatest work, and indeed these prove to be among the tougher enemies the Slayer can face.
  • The Mole: When the Argent civil war began, the Sentinel Priests professed loyalty to King Novik against the Khan Maykr. Too bad they were actually setting the Night Sentinels up for the Uriah Gambit below.
  • Not Hyperbole: The first you hear from Deag Ranak and Grav in the game is "The sacrament of this world to the great Khan Maykr will be made, and the energy will be restored once again..." "...as it is written, from the souls of the non-believers!", and it's safe to say they weren't kidding. Argent Energy is made from the souls of dead people, tormented past the Despair Event Horizon.
  • Off with His Head!: Deag Nilox gets his head ripped off, Deag Ranak gets his head sliced off with the Doomblade, and Deag Grav gets his head blown off with the Super Shotgun.
  • Oh, Crap!: Nilox loses his composure when the Slayer shows him a token that nullifies the protection the priest has on his soul. The two remaining priests share the same reaction when the Slayer tosses Nilox's head at them.
  • Paper Tiger: Deag Ranak spends most of the Cultist Base missions smugly taunting the Slayer. When finally cornered, he cowardly begs for his life.
  • The Quisling: While the Khan Maykr is the ultimate leader of what remains of the Sentinel Worlds, the Hell Priests seem to do most of the actual ruling. Deag Grav, in particular, is described as lording over the populace of Sentinel Prime, while Deag Ranak was placed in direct charge of the UAC after Olivia Pierce's death, directing cultist efforts to aid the forces of Hell, and Deag Nilox directly oversees the demonic conquest of Earth.
  • Smug Snake: Deag Grav more than the rest of them, especially after the Gladiator boss battle on Sentinel Prime, where he has the gall to try and boast to the Slayer immediately after he slays his guardian about his blood pact that, if broken, will have all of Urdak and the Sentinels try to kill him. The Slayer blows off his head anyway before he can finish boasting.
  • Squishy Wizard: They are immensely powerful summoners, responsible for orchestrating not only the fall of Argent D'Nur, but are leading the invasion of Earth at the behest of the Khan Maykr, but once the Slayer reaches any of them, he effortlessly kills them before they can either cast something noteworthy or begin monologuing his ears off.
  • Too Dumb to Live: Grav has the gall to talk back to the Doom Slayer as he’s pointing a shotgun at him. It costs him his life.
  • The Uriah Gambit: The Hell Priests betrayed the Night Sentinels by sending them on a mission against Nekravol, only to use their magic to separate them and cut them off from escape, leaving them divided and vulnerable to the ravening demons that killed all of them except the Slayer himself.
  • Was Once a Man: They were once high priests of Argent D'Nur, before abandoning any semblance of their humanity to become undying demonic monsters with great power.
  • We Hardly Knew Ye: Within the first few minutes of the game, Deag Nilox ends up choked by the Doom Slayer so hard his head snaps off his body. His total screentime amounts to 16 seconds. Grav gets a lore page on him in Sentinel Prime, but after the first level he only shows up to summon the Gladiator and to get his head blown off. Ranak avoids this, appearing constantly throughout the Cultist Base via holograms and making an appearance in the Horde Mode intro cutscene in the same way.
  • Your Head A-Splode: How Grav goes out, courtesy of the Slayer's Super Shotgun.
  • You Wouldn't Shoot Me: Even as he was staring down the barrels of the Slayer's Super Shotgun, Deag Grav was confident he wouldn't dare pull the trigger and risk losing his sovereignty among the remaining Sentinels. He was wrong.

Demons

Fodder Demons

    The Possessed, The Unwilling, & Zombies 

The Possessed, The Unwilling, & Zombies

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/doom_eternal_unwilling.png
Unwilling in Doom Eternal
Click here to see a Zombie in Doom (2016).
Reinterpretations of the Zombie enemy from Doom³.

In Doom (2016), the Possessed are former staff members of the UAC, resurrected when Olivia Pierce unleashed an Argent Wave from the Lazarus Labs to kickstart Hell's invasion of Mars. These come in several varieties: Workers and Scientists are undead cannon fodder with little health and a claw swipe as their only means of attack, while the Unwilling are ancient, alien zombies who have been transformed over centuries in Hell into lesser demons.
In Doom Eternal, the Possessed return as the Zombies, each coming in several distinct variants: Earth Zombies are the remnants of Earth's population following their conversion into mindless slaves; Hell Zombies are ancient zombies from past conquests, and Cultist Zombies are members of the UAC cult who have given up their souls and minds for their devotion to Hell. There also exists the Mecha-Zombies, which are UAC cultist experiments that have been outfitted with cybernetics to increase their combat effectiveness.
  • All There in the Manual: The fact that the Possessed were deliberately created by the UAC before the demonic invasion is covered in "The UAC Handbook", a small flavour-text manual that comes bundled with the physical copies of the game.
  • Arm Cannon: The Mecha Zombies have their right arm replaced with a plasma cannon that also doubles as a flamethrower.
  • Bald of Evil: Not a single normal Possessed/Zombie has hair.
  • Body Horror:
    • In 2016, the Argent Energy that brought them back really did a number on them; their skin is overgrown and seems to consume anything in contact with it, which leads to them getting things like bits of clothing and implants absorbed into their body. Additionally, Possessed Scientists have a single eye on their forehead, but a look closer reveals that it isn't an eye and merely an opening that gives you a little peephole to see into their skull, which is completely hollow.
    • The Zombies of Eternal don't look quite as disgustingly inhuman, excluding the Mecha Zombie, which has various cybernetic bits poking out all over its body, as well as what looks to be exposed intestines.
  • Came Back Wrong: Long story short: Good news, Argent Energy allows you to come back from the dead. Bad news, you are now the furthest thing from human that you can be.
  • Cannon Fodder: The Handbook states that the Unwilling play this role in Hell for the demons.
  • Cyclops: Possessed Scientists in 2016 only have a single large eye-like cavity on their head. However, closer inspection shows it's just a gaping hole in their skull.
  • Defiant to the End:
    • In 2016, the first Possessed the Doom Slayer deals with tries to bite him before he bashed its head in.
    • If you jump on them to do a glory kill in Eternal they’ll spend their last moments rawr-ing at The Doom Slayer before he obliterates their head with a punch.
  • Elite Zombie: Mecha Zombies can take more damage than Possessed Soldiers, have their left hand replaced with sharp metal claws, and possess an arm cannon that doubles as both a plasma blaster for ranged attacks and a flamethrower for close-range attacks. Their walking speed is still pretty slow, however.
  • Full-Frontal Assault: The Unwilling in 2016, as well as the Earth and Hell Zombies in Eternal, appear to be totally naked bar some tattered rags that already kind of match their skin tone.
  • The Goomba: The basic Possessed/Zombie variants are the weakest enemies by a decent margin, being slow, fairly stupid, fragile, and none too damaging.
  • Helpful Mook: In Eternal, zombies often spawn when the game realizes you lack health, armour or ammo, so you can recover these easily on an easy target.
  • Humanoid Abomination: Former human beings that were exposed to demonic energy, transforming them into deformed feral monstrosities, with 2016's Unwilling and Possessed Scientists, in particular, appearing barely human.
  • Human Sacrifice: Supposedly, UAC staff members volunteered to become Possessed for experimentation purposes (willingly or otherwise), but still.
  • Man Bites Man: If a Possessed Scientist or an Unwilling kills the Doom Slayer in 2016, you get a scene of them ripping out his throat with their teeth.
  • Nerf: Zig-zagged. In terms of combat capability, they're not too dissimilar to their Doom 3 counterparts; however, the Slayer's much greater mobility compared to the third game's Marines makes them completely harmless compared to the threat they presented during 3's early missions. In fact, Eternal's basic Zombies are actually faster and tougher than the Doom 3 ones, and even have a pretty impressive lunge attack; it's just that the Doom Slayer is so overwhelmingly powerful that they're still near-harmless cannon fodder.
  • Our Zombies Are Different: The Possessed in 2016 are former UAC staff that were killed and then resurrected by Argent Energy as a result of the Lazarus Wave, while the Unwilling are the partially demonic remnants of cultures defeated and assimilated by Hell over eons. The Zombies are Eternal are stated to be those who have been "corrupted and deceived" by Hell's power to become "mindless, grotesque contortions of their former selves", with different location-specific variants.
  • Palette Swap: The Unwilling in 2016 and Eternal have no statistical differences from the other Possessed civilians.
  • Piñata Enemy: Eternal's codex entry for Zombies straight up encourages you to farm them for resources. This is also true for 2016, where you seem to encounter gangs of unprotected Possessed fairly often, allowing you to stagger them each with a single melee strike and effortlessly Glory Kill them for easy health.
  • Progressively Prettier: A mild example; the zombies in Eternal look more akin to classic zombies than the deformed masses of flesh they were in 2016.
  • Skeletons in the Coat Closet: The Unwilling appear to have grown armour plating made of their own bones, not that it makes them any tougher, though.
  • Took a Level in Badass: Not, y'know, a big one, Eternal's zombies still have pitiful health and attack power, but they can no longer be knocked into Glory Kill status in a single punch.
  • Undead Barefooter: Applies to all standard Possessed and Zombie variants.
  • Underground Monkey: Even the most basic Possessed/Zombie comes in many varieties, ranging from former UAC scientists and workers to unfortunate citizens of Earth, to even ancient undead (referred to as "the Unwilling" in 2016) who are the remnants of alien civilizations conquered and absorbed by The Legions of Hell.
  • Unfriendly Fire: It's surprisingly easy to get Possessed in 2016 to damage their own forces, as they have considerable reach with their flailing claw strikes, which in cramped confines often results in one Possessed hitting a bunch of its buddies instead of you, usually staggering them for you to follow up with some quick Glory Kills.
  • Wolverine Claws: Mecha Zombies have had the fingers on their left hand replaced with large metal claws.
  • Zombie Gait: All Possessed and Zombie variants will shamble slowly at you.

    Imp 

Imp

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/imp_eternal.jpg
Imp in Doom Eternal
Click here to see them in Doom (2016).
One of the most common demonic enemies you fight, this version of the Imp looks and acts similarly to their older counterparts... if with a few refinements.
  • Achilles' Heel: While not terribly resilient on their own, Imps in Eternal have a particular weakness to bullets; it takes only a couple of shots from either the Heavy Cannon or Chaingun to stagger them ripe for a Glory Kill.
  • Amazing Technicolor Population: Their skin in 2016 is an odd mixture of brown, tan, red and pale purple.
  • Charged Attack: Can charge up their fireball to deal massive damage.
  • Death from Above: They like to cling to walls or ceilings and then pelt you with fireballs.
  • Fatality: If they defeat the Doom Slayer in 2016, they knock him to the ground and then scurry over. Before he can recover, they turn him over, disembowel him with their claws, rip off his left arm and then brutally smash him in the face with it.
  • Fireballs: Like in previous games, their primary attack is tossing a fireball.
  • Fragile Speedster: Imps are fast and agile, but go down easily.
  • Glass Cannon: However, their fireballs and melee attacks can easily destabilize the Slayer, and even put him down easily in harder difficulties.
  • The Goomba: Despite their upgrades, they remain relatively common and easy to take down.
  • Lean and Mean: Muscular, but really lean and sinewy.
  • Insectoid Aliens: Imps have shades of this, mostly because of their movement style and some facial details.
  • Ludicrous Gibs: Imps are one of three specific demon species that you must seek out to master one of your weapons. Twenty direct hits with the Combat Shotgun's Grenade Launcher mod are required to master this upgrade, so prepare for a lot of bloody Imp parts flying around once you get to work.
  • Mooks: Just like in the original Doom, they are commonly encountered. In fact, they appear on every single level in both games. According to the Imp's Codex entry in Eternal, this is because their low level of intelligence and high level of aggression combined with their seemingly limitless numbers makes them perfect expendable cannon fodder for Hell to throw at enemies en masse.
  • Revisiting the Roots: While Eternal's Imps still largely resemble their counterparts from 2016, they've received some subtle changes that harken back to their classic incarnations, such as a Spikes of Villainy growing from their shoulders, a more muted brownish skin tone, and their eyes have been changed from a glowing gold-yellow to a bright red.
  • Spikes of Villainy: In Eternal, Imps sport pronounced spikes of bone on their backs, to more closely resemble their classic designs.
  • Took a Level in Badass: They are considerably more agile and aggressive than in the classic games and even Doom 3. They often throw fireballs while running, cling to walls and pipes to rain down fireballs upon targets, and have a charged fireball attack that, on higher difficulties, can One-Hit Kill players without armour.
  • Wall Crawling: They can climb and cling to walls to get a better shot at you.

    Stone Imp (The Ancient Gods

Stone Imp

Appear in: The Ancient Gods: Part Two

https://static.tvtropes.org/pmwiki/pub/images/de_stoneimp.png
Stone Imp in The Ancient Gods: Part Two
An Imp that was resurrected by being bathed in the volcanic pits of the Burning Abyss. They are significantly tougher than the ordinary Imp.
  • Achilles' Heel: The Full-Auto Shotgun mod shreds through them like cheese, and even gives you ammo back. The Sentinel Hammer and chainsaw also work, if you don't mind using them. The Energy Shield upgrade for the Chaingun also kills them effectively.
  • Back from the Dead: Imps that are killed in battle are dunked in the lava of a part of Hell called the Burning Abyss, causing their skin to harden into stone and imbuing them with hellfire.
  • Elite Mooks: They are much stronger than normal Imps, soaking up damage like there's no tomorrow (aside from the shotgun).
  • Rolling Attack: Their main offence is curling up in a ball, setting themselves on fire, and charging right at you.
  • Underground Monkey: A white Imp with purple accents, and is quite different from the normal variety.

    Possessed Soldiers & Zombie Soldiers 

Possessed Soldiers & Zombie Soldiers

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/zombiesoldiers_de.png
Shield (left) and Blaster (right) Zombie Soldiers in Doom Eternal
Click here to see them in Doom (2016).
The zombified remnants of human soldiers, these grunts retain most of their combat prowess and intelligence compared to other zombies and wield either a plasma rifle or a shield-and-shotgun combo. They are the modern counterparts of the Zombiemen and Z-Sec enemies of old.
  • Achilles' Heel: 2016's Possessed Security can effortlessly tank bullets and shotgun shells with their shield. However, the 2016 Plasma Rifle's Stun Blast mod will disable their shield in a single shot and leave them a sitting duck for several precious seconds. This is taken even further with Eternal's Shield Zombie Soldiers, where most plasma-based attacks (particularly the Plasma Rifle's Microwave Beam) can overcharge their shield and cause it to explode violently in a wide radius.
  • Arm Cannon: Their gun is directly merged into their right arm.
  • Bald of Evil: Shield Zombie Soldiers in Eternal have completely shaved heads, a nod to the zombie shotgunners from the classic games.
  • Body Horror:
    • 2016's Possessed Soldiers and Security have had their armour fused into their flesh.
    • While Eternal's Zombie Soldiers look a lot more human, their guns are still fused to their arm, with their other hand being a bloated, oddly contorted mess with only three fingers.
  • Charged Attack: Possessed Soldiers and Blaster Zombie Soldiers can charge up their plasma rifles to fire a slow-moving shot that explodes after travelling a short distance.
  • Composite Character:
    • Eternal's Blaster Zombie Soldiers are identical to 2016's Possessed Soldiers, but with a design completely based off the original Zombieman from classic Doom.
    • Likewise, the Shield Zombie Soldiers in Eternal are what you'd get by throwing 2016's Possessed Security and the classic Doom Shotgun Sergeant into a blender.
  • Hoist by His Own Petard: Come Eternal, the Doom Slayer can turn the Shield Zombie Soldier's own protection against him by overloading it with plasma, which blows him up for an instant kill, as well as taking out any weak demon he might be huddling up with.
  • It Can Think: As stated in 2016's codex, Possessed formed from individuals with military training or exceptional physical prowess are fully cognizant and calculating, allowing them to use tactics as well as any living soldier. The UAC Handbook outright brags about their ability to think fast on their feet, and how they overall move, act and think much more human-like than the basic Possessed. One of the credit scenes is a good example, showing a Possessed Soldier vaulting a rail as two Possessed Scientists mindlessly shamble around in the background. In fact, Possessed Soldiers occasionally say something in a deep, distorted voice that is clearly not just roaring and growling, and some of their voice lines seem to actually be barely legible English, indicating that they may indeed be sentient.
  • Jump Jet Pack: In Eternal, they get jetpacks that allow them to make huge leaps across gaps and up surfaces, allowing them to better keep pace with the Slayer.
  • Progressively Prettier: Eternal's Zombie Soldiers are far more humanlike than their Possessed counterparts.
  • Revisiting the Roots: The Possessed Soldiers/Security were redesigned into the Blaster/Shield Zombie Soldiers in Eternal to more closely resemble their classic Doom counterparts: Blaster Zombie Soldiers now have green hair and a predominantly beige uniform, matching the Zombieman sprite; Shield Zombie Soldiers are bald and wear a dark grey uniform, which takes major cues from the Shotgun Sergeants of old.
  • Shield-Bearing Mook: Possessed Security/Shield Zombie Soldiers carry arm-projected riot/tower Deflector Shields that protects their front and is capable of reflecting ballistic slugs and bullets right back at the player. The shield can be damaged through sustained fire (indicated by its colour changing from blue to purple to red), but all it takes to return it to full strength is a one-second wrist-flick on the wielder's part, which means you're all but forced to outmanoeuvre them if you can't bring explosive or plasma ordnance to bear against them.
  • Shotguns Are Just Better: The Possessed Security and Shield Hell Soldiers wield shotguns and are among the few enemies with a hitscan attack, making them surprisingly dangerous, especially combined with their bullet-repelling shield. However, their weapon has ridiculously short range beyond which it doesn't deal any damage whatsoever, so keeping your distance makes them largely harmless.
  • Super-Soldier: The UAC on Mars experimented thoroughly with the undead created from humans slain by Lazarus Wave radiation, hoping to find scientific/military applications. The discovery that certain individuals retained cognizance depending on their background is what directly led to the Revenant project.
  • Took a Level in Badass:
    • The basic Soldiers in modern Doom may no longer wield hitscan weapons, but they have several advantages over their Zombiemen and Z-Sec counterparts; their bullet weapons are replaced with plasma rifles that pack more punch, they move with far more speed and agility, and they can absorb a lot more firepower before they fall.
    • Possessed Security and Shield Zombie Soldiers carry energy shields that make them far more durable than their Shotgun Sergeant predecessors.
    • Eternal's Zombie Soldiers all come equipped with jetpacks, allowing them to better keep up with the Slayer and move to more advantageous firing positions.
  • Unfriendly Fire: Plasma bolts fired by the Soldiers continue on their trajectory until they hit something regardless of affiliation, and their Charged Attack has a considerable radius around the detonation point; in 2016, this means that they often hurt other demons instead of you.

    Hell Razer 

Hell Razer

Appear in: Doom (2016)

https://static.tvtropes.org/pmwiki/pub/images/hell_razor.png
Hell Razer in Doom (2016)
A humanoid creature making its first — and currently only — appearance in 2016, geared with an arm-like protrusion that can charge up and emanate a beam of unrefined Argent energy.
  • Arm Cannon: Their right arm is replaced by a large protrusion that functions as a laser cannon.
  • Energy Weapon: Their primary method of attack is to fire a beam of Argent energy at you, be it sniping from a distance or spraying the beam horizontally.
  • Eyeless Face: They don't seem to have eyes, a particularly interesting trait for what is basically a demonic sniper.
  • Long-Range Fighter: While they can swing their arm as a melee attack, they usually prefer staying at a far distance from you.
  • Palette Swap: They are essentially tougher Possessed Soldiers carrying laser-beam weapons, and share most of their animations and glory kill sequences. In fact, that was exactly what they were in early versions of the game.
  • Power Glow: Their body emits red lights of unrefined Argent energy.
  • Puppeteer Parasite: The Handbook reveals that the actual Hell Razer is a parasite that takes over the body of another organism early in its life and later mutates its arm into an organic cannon.
  • Suspiciously Similar Substitute: The Hell Razer is most definitely a stand-in for the Chaingunner from classic Doom and the Chaingun Commando from Doom 3, only the Chaingun is replaced with an integrated laser gun.
  • Throat Light: Their throat emits a glowing red light.

    Gargoyle 

Gargoyle

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/gargoyle_eternal.png
Gargoyle in Doom Eternal
Imp-like demons with wings on their back, allowing them to fly.
  • Acid Attack: They launch globs of acid instead of fireballs like Imps, and can fly to rain down a dozen acid balls at once.
  • Achilles' Heel: Damaging them as they perform their airborne spit attack with a low-yield weapon will see them crashing to the ground ripe for a Glory Kill.
  • Airborne Mook: They make good use of their wings in combat, hovering high in the air to rain down acid from relative safety. The Codex also mentions that Gargoyles were a real pain for the Night Sentinels to deal with, as their ability to fly meant that they could easily bypass city defences and snatch up unsuspecting civilians.
  • Blade Below the Shoulder: Their arms end in two scythe-like appendages they use in melee combat. With the right Glory Kill, the Doom Slayer can cleave their head in half with their own scythe.
  • Body Horror: A closer look at the Gargoyle reveals that their arm scythes don't look to be a natural part of their anatomy, given that they appear to be misshapen metal blades crudely grafted in their forearms, bisecting their hands. All that gore coating the Gargoyle's arms is probably as much from them as it is from their victims.
  • Fragile Speedster: As Fodder demons, their fragility is a given. However, like the Imp, they will never stay in the same place for long. Their flying abilities and overall agility make it hard to land a shot. At first.
  • Introduced Species Calamity: A slight aversion: The Codex lists Gargoyles as natives to the Sentinel homeworld, making them one of the few known non-native creatures to not only survive but thrive within Hell, integrating themselves into the demonic hierarchy enough to the point of being classified as demons outright.
  • Our Gargoyles Rock: Grotesque demons with a split lower jaw and lanky, malnourished frame. Its hands possess large metal blades, which appear to be grafted onto the demon's body. Similarly to the Imp, it has a hunched-over body frame and well-built legs.

    Lost Soul 

Lost Soul

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/lost_soul_eternal.png
Lost Soul in Doom Eternal
Click here to see them in Doom (2016).
Floating skull demons, the modern incarnations of the Lost Soul aren't too different from their classic counterparts.
  • Action Bomb: They blow up upon impact.
  • Airborne Mook: Just like their classic counterparts, they float around.
  • Continuity Nod: Their more demonic-looking design compared to the ones of classic Doom (which looked like human skulls with horns) seems to be a call-back to their appearance in Doom 64.
  • Death Seeker: Eternal gives this as an explanation for their Action Bomb tendencies. Driven to madness by the circumstances leading to their undeath, the vestiges of humanity that Lost Souls still cling to compel them to mindlessly attack whatever they come across so that hopefully it could grant them their deaths. The Doom Slayer is only too happy to oblige.
  • Demonic Possession: What they are trying to do by ramming you, according to the lore. It does say it only works on the weak-willed, which explains why they don't possess the Doom Slayer even if they kill him.
  • Fragile Speedster: They move quite quickly, but go down with just a few shots.
  • Glass Cannon: They go down easily, but their attacks deal a lot of damage if they hit.
  • Logical Weakness: Ever-burning skulls do not handle sudden temperature changes of the cold variety well apparently. An ice bomb will instantly kill them.
  • Nerf: Partly. While still a decent threat, a single weak attack kills them instantly, and their only means of attacking, while more damaging than in previous games, also kills them in the process.
  • Suicide Attack: Their only mode of attack, period. They can't spit plasma at you like Cacodemons or throw fire like Imps, all they can do is ram you in a fiery explosion.
  • Technicolor Fire: 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 pinkish-red as they charge.

    Screecher Zombies (The Ancient Gods

Screecher Zombies

Appear in: The Ancient Gods: Part Two

https://static.tvtropes.org/pmwiki/pub/images/de_screecher.png
Screecher in The Ancient Gods: Part Two
Human cultists who have become monstrosities, empowering other demons with their screams of rage.
  • Being Tortured Makes You Evil: Well, they already were a little evil, being cultists and all, but being in the Citadel of Anguish for millennia has made them bitter over their life-long deception. They've decided to put that anger to a good use.
  • The Power of Hate: After being tortured for millennia, they've channelled their rage into a powerful scream that makes other demons even stronger.
  • Purple Is Powerful: Downplayed. While Screechers sport a very distinct purple coloration and make other demons more powerful upon death, they aren't much stronger than the average Zombie.
  • Schmuck Bait: Yes, go ahead, kill the glowing purple Zombie. Have fun getting chased around by an empowered Baron or, even worse, a Marauder.
  • Status Buff: Their main schtick. If killed (which is very easy to do when they are essentially purple Zombies) they let out a scream that empowers all demons near them, making them faster, stronger, and tougher to kill.
  • Super-Scream: They aren't called Screechers for nothing.
  • Underground Monkey: A glowing purple Zombie (specifically, the Unwilling/Hell Zombies found in Argent D'Nur and Hell) that can make demons stronger upon death.
  • Was Once a Man: They were once human worshippers of a cult called the Ra'Itha Va'Tuum, but instead of being rewarded for their devotion, they were tortured in the Citadel of Anguish for millennia, eventually transforming them into what they are now.

    Riot Soldier 

Riot Soldier

Appear in: The Ancient Gods: Part Two

https://static.tvtropes.org/pmwiki/pub/images/de_riottrooper.png
Riot Soldier in The Ancient Gods: Part Two
Like the Zombified Soldiers, these former humans now march under the banner of the Dark Lord. They come equipped with a chaingun and an impenetrable shield stolen from Urdak.
  • Achilles' Heel: The codex lists explosives as being their primary weakness, with mods like the Combat Shotgun's Stickybomb Launcher and the Rocket Launcher's Remote Detonator making quick work of them.
  • Gatling Good: Wields a chaingun that rapid-fires projectiles.
  • More Dakka: Taking obvious inspiration from the Chaingunners of old, they wield a rapid-fire chaingun capable of shredding your health at close-to-mid range.
  • Nerf: The Chaingun Commandos of the classic games could quickly shred your health to bits on most difficulties, especially in groups. Riot Soldiers, even on Nightmare, are a lot weaker by comparison. Their chainguns are now projectile-based as opposed to hitscan, which, combined with their sub-par accuracy from long range, makes dodging their attacks practically effortless. While they possess a lot of perks that effectively render them immune to frontal attacks, their crippling weakness to explosives combined with sluggish movement means they can be quickly wiped out with basic tools like the Stickybomb Launcher & Frag Grenades, especially since they usually spawn in tight-knit groups of two or more alongside other demons.
  • Kung Fu-Proof Mook: Their helmets make them completely immune to headshots.
  • Shield-Bearing Mook: They bear a riot shield like the Shield Soldiers, but unlike them, it can't be destroyed since it utilises the Maykr shielding technology stolen from Urdak. As a tradeoff, they turn a lot slower to allow you to get behind them.
  • Suspiciously Similar Substitute: They take a lot of cues from the Chaingun Commandos of the classic series, being chaingun-wielding zombies clad in red.

    Demonic Trooper 

Demonic Trooper

Appear in: The Ancient Gods: Part Two

https://static.tvtropes.org/pmwiki/pub/images/de_demonictrooper.png
Demonic Trooper in The Ancient Gods: Part Two
Immora's warrior caste who defend their home, with undying loyalty toward Davoth.
  • The Ageless: Immora's codex mentions them as having achieved a form of eternal life, having kept their souls, youth and human forms through regular injections of Hell Energy. However, this immortality is still incomplete, as not only is Hell Energy only created through the suffering of the souls of othersnote , but as shown in gameplay, they are very, very easy to kill physically.
  • Badass on Paper: The ageless guardians of the centre of Hell and bodyguards of the Dark Lord. Would you expect them to go down easier than possessed human soldiers? They don't even qualify as Fodder class enemies. That said, they're not utterly pathetic by all measures and could be threatening to your average first-person shooter protagonist; it's just that they're outclassed by everything else around them.
  • Balance Buff: Originally, they effectively had a measly 1 health and would gib instantly upon taking any sort of damage. They've since been buffed somewhat and are now at least regular enemies; they're a little tougher than zombies and imps, but weaker than possessed soldiers. You'll still mow through them effortlessly, though.
  • Fake Ultimate Mook: First seen manning the walls of Immora (the centre of Hell’s domain) and personally guarding the Dark Lord, their enclosed armor and energy spears mark them as evil counterparts to the Night Sentinels besieging the city, making them seem like they're Elite Mooks. They really, really aren't. In fact, thanks to being laughably easy to kill, going down from the slightest damage, they aren't enough of a threat to even qualify as Fodder and are relegated to being classified as Ambient, a category usually reserved for demons that barely qualify as enemies. Also, they don't even have the spears in gameplay. Unlike most enemies, they cannot be chainsawed or glory killed. To compensate, they drop ammo upon death.
  • The Goomba: Originally by far the weakest enemies encountered in the series, with less durability than even the Lost Soul, and even after having their health increased they're still cannon fodder. They have no special abilities to speak of, die in a single hit from most weapons (even coming into contact with the Chaingun's energy shield causes them to explode), and their only attack is an incredibly inaccurate, slow-firing energy weapon that deals a pathetic amount of damage (on default difficulty it deals a pitiful 2 damage per shot). They can survive a handful of heavy machinegun or plasma rifle shots, but anything heavier utterly destroys them.
  • Kung Fu-Proof Mook: They can't be chainsawed or glory killed, which normally isn't a big deal given how easy they are to kill, but they can be a problem when you're at low health and being chased by a Super Heavy Demon or two and desperately looking for a fodder enemy to recharge yourself with.
  • Made of Plasticine: And that's the nice way of putting it. Even though they're The Ageless, they're 100% mortal like any human... and when pitted against such an absurdly powerful force like the Slayer, they can barely touch him without exploding into gibs. While they were buffed a bit in a later update, it was not by much; pretty most things in the Slayer's arsenal will still kill them in half a second. And prior to that, a punch could kill them. Not a Blood Punch, mind you: a regular punch.
  • Mooks: Their durability and damage output are actually on par with basic mooks from most other First Person Shooter games... however, since this is Doom Eternal and everything else (including the player) is so overpowered, they get steamrolled pathetically easily.
  • Mythology Gag: Their armour and weaponry are both reused from 2016's multiplayer mode, specifically the Catalyst armour set and the Reaper respectively.
  • Piñata Enemy: In exchange for their immunity to the chainsaw and inability to be glory killed, they drop ammo upon death regardless of how you do it.
  • Red and Black and Evil All Over: They are clad in red and black armor, befitting of a hellish warrior caste.
  • Redshirt Army: They are hilariously weak, having an atrocious aim and exploding into gore after a single hit from any non-automatic weapon, and are even classified as ambient enemies. If that wasn't enough, they even wear literal red armor.
  • Undying Loyalty: To Davoth, which is why they are more than willing to fight the Slayer, though they are completely incompetent at doing so.
  • Unusable Enemy Equipment: The Reaper, the weapon they use.

Heavy Demons

    Arachnotron 

Arachnotron

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/zzzzetmpts7vaaelbbc.jpg
Arachnotron in Doom Eternal
Giant, brain-shaped demons fused to a spider-shaped cybernetic frame equipped with a plasma turret and a pair of grenade launchers.
  • Achilles' Heel: They are ferociously powerful mid-range combatants who can lock the Slayer down with their plasma turret, but said turret can be destroyed with a single Sticky Bomb, Precision Bolt or Ballista primary fire. This renders them largely impotent — they are slow, easy to hit, and have no other ranged attacks besides a grenade launcher that roots them in place when they use it.
  • A.I. Is a Crapshoot: They were created by the UAC as part of another project to weaponize demons, building a factory to clone them on a production line using the Spider Mastermind's genetic material. While the operators inevitably got slaughtered by a demonic outbreak, the fully automated and AI-governed factory continues to mass-produce new Arachnotrons.
  • Ain't Too Proud to Beg: While many demons do this in their Glory Kills, Arachnotrons do this more blatantly.
  • Bizarre Alien Biology: Their ribcage is inside of their brain.
  • Brain Monster: Like the Spider Mastermind, they resemble demonic brains with vestigial limbs mounted on Spider Tank bodies. Justified, since they are clones created from the tissue of the original Spider Mastermind.
  • The Bus Came Back: After being absent from the franchise for more than a decade, Arachnotrons return for Doom Eternal.
  • Cyborg: Its legs are robotic, while its body is a giant demonic brain.
  • Degraded Boss: They're a Mook version of the Spider Mastermind from 2016.
  • Eye Scream: The Doom Slayer can impale their eyes with their own vestigial claws during a top-front Glory Kill. Doing this from the top-rear makes the Slayer skew both of the Arachnotron's eyes that way.
  • Feed It a Bomb: One of the Glory Kills the Slayer can perform on an Arachnotron has him prying open one of its launchers to get a grenade, and then stuffing it into the thing's mouth, where it promptly explodes.
  • Giant Spider: They're demonic spider-esque monsters that are the size of a truck.
  • Grenade Launcher: Fires a quartet of grenade launchers from either side of its spiderlike chassis as one of its attacks. These launchers become the Arachnotron's sole ranged attack if its turret gets broken.
  • Lightning Bruiser: Their Spider Tank gives them impressive mobility on the floor and on walls, their limbs can deal as much damage as their Plasma Cannon and grenades, and they are as tanky as you can expect from heavy demons.
  • Meaningful Name: The Arachnotron's chassis comes equipped with four spiderlike limbs that allow it to Wall Crawl, while its signature plasma turret extends from the demon's rear like the stinger on a scorpion's tail.
  • My Brain Is Big: Unlike most instances of this trope, it doesn't seem to give them any psychic powers, but it still takes up a solid 70% of their body! Their codex entry implies their massive brain capacity helps them interface properly with their extensive cybernetic prosthetics.
  • Took a Level in Badass: Unlike the original Arachnotrons, they can move freely while using their plasma gun (they still need to stop to throw grenades) and they shoot with more accuracy than in the classic games.
  • Wall Crawl: Unlike their classic counterparts, Arachnotrons in Doom Eternal can crawl over pillars, walls and ceilings using their giant spiked legs.
  • Weak Turret Gun: Downplayed, since their tail turrets do take some shooting to destroy. Surefire methods of destruction usually involve a well-placed Stickybomb or Precision Bolt.

    Cacodemon 

Cacodemon

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/de_cacodemon.png
Cacodemon in Doom Eternal
Click here to see them in Doom (2016).
Large red floating head demons, these Cacodemons look much more like their classic counterparts than their Doom 3 versions.
  • Achilles' Heel: In Eternal, they are very tough and hard to stagger, and their attacks can easily kill the Slayer in only a few hits, making them a massive threat at any range. However, they can be instantly staggered for a Glory Kill by launching a Frag Grenade or Sticky Bomb into their mouths, and their status as an airborne demon causes them to take additional damage from the Ballista; it only takes a single Arbalest bolt to kill them outright.
  • Alien Blood: Doom (2016) averts this, where they have red blood like all the other demons. Eternal, however, plays this straight, giving them back their bright blue blood.
  • An Arm and a Leg: Powerful attacks can tear their arms clean off, though this has no real effect gameplay-wise.
  • Breath Weapon: They spew globules of "psychoactive narcotic bile", which messes around with vision and speed temporarily as well as damaging a victim. Confusingly, the UAC Handbook instead states that they spit ball-lightning, which is also implied by the electrical sparks that can be seen in a Cacodemon's mouth if you look closely.
  • Cephalothorax: They are giant, floating heads with vestigial arms.
  • Combat Tentacles: The Multiplayer variant can launch tendrils out of its mouth to grab players and instantly eat them.
  • Cyclops: Only has one big eye in the middle of its head.
  • Dumb Muscle: Codex entries describe Cacodemons as being dumb beasts, driven almost exclusively by the urge to feed.
  • Extreme Omnivore: In Eternal, they not only catch the Slayer's explosives in their mouth — they swallow them too, granting an easy kill.
  • Eye Scream: Most glory kills involve damaging or outright removing their eye.
  • Feed It a Bomb: Eternal introduces the ability to incapacitate them by lobbing grenades into their massive mouths. You can toss a grenade into their mouths while they're charging at you, which causes them to pause for a moment and comically swell up for a second, which stuns them and makes them susceptible to a Glory Kill. If your grenade is on cooldown, then the shotgun's sticky bomb is also fair game.
  • Glass Cannon: In Eternal their offensive capabilities have been massively buffed but they’re very easy to kill via their crippling weaknesses to FragGrenades/Sticky Bombs or the Ballista’s Arblast Mod. They’re quite tanky without exploiting these weaknesses but other Heavy Demons don’t have such easily exploitable weaknesses.
  • I Ate WHAT?!: Their reaction after you feed them a bomb in Eternal.
  • Made of Iron: They're remarkably tanky considering how relatively small they are and how commonly they appear. They can take about as much damage as a Hell Knight to bring down, while often appearing in greater numbers.
  • More Teeth than the Osmond Family: This version has four jaws (two horizontal, two vertical) all bristling with teeth.
  • Nerf: In Eternal, their new weakness to swallowing grenades means that you can now easily kill them even without heavy weapons.
  • Revisiting the Roots: Although not quite as drastic a redesign as those received by some of the other demons between 2016 and Eternal, the Cacodemon is given back some smaller details from its classic design, such as more vibrant red skin, whiter horns and teeth, a pupil in its eye, and even its blue blood.
  • Shock and Awe: At the very least, their projectile attack seems to have lightning elements to it.
  • Spam Attack: In Eternal, they can fire a rapid burst of multiple projectiles at once.
  • This Is Gonna Suck: Performing a Berseker kill on one in Eternal causes its eye to open wide and a huge frown to appear on its face just before the Slayer's boot connects with lethal force.
  • Took a Level in Badass: They do considerably more damage with their bite attacks than before, and their spit causes Interface Screw should it connect. Eternal gives them further buffs concerning their damage, aggression, and tankiness (at least if you're not using the Ballista or making them gulp down grenades).

    Pain Elemental 

Pain Elemental

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/pain_elemental_28doom_eternal29.jpg
Pain Elemental in Doom Eternal
Powerful, floating one-eyed demons that can launch multiple Lost Souls.
  • Achilles' Heel: They're slower and larger than their fellow flying heavies, the Cacodemons; they also lack their devastatingly powerful bite, and their projectiles can be shot down, unlike the lightning balls the Caco spits. Additionally, as a flying unit, they also receive additional damage from the Ballista, going down in a minimum of two Arbalest shots to the Caco's one.
  • And I Must Scream: According to the Codex, their entire existence is devoted to forging Lost Souls within their stomach, which is an understandably excruciating process.
  • Barrier Warrior: In Battlemode, where it can summon a Soul Shield made up of Lost Souls to not only protect itself against attacks but launch at the Doom Slayer.
  • Bizarre Alien Biology: Much like the Cacodemons and Arachnotrons, their skull contains their ribcage.
  • The Bus Came Back: After being absent from the franchise since Doom 64 (released in 1997), they're back for Doom Eternal.
  • Cephalothorax: Like the Cacodemons, they are giant floating heads with arms, which are perfectly functional this time.
  • Cyclops: They only have one big red eye in the middle of their giant head.
  • Elite Mooks: They serve as an upgraded, tougher, and smarter version of Cacodemons: the same tactics to stagger these (launching a grenade or Sticky Bomb into their mouth) will not work on Pain Elementals.
  • Eye Scream: All the Glory Kills on them involve the Doom Slayer doing something horrible to their eye, with one involving the Slayer stabbing up through their upper jaw and impaling their eye with such force that it goes straight out of their head.
  • Fastball Special: Sometimes, a Pain Elemental will just grab a Lost Soul from its gullet and straight-up chuck it at you.
  • Fate Worse than Death: The Pain Elementals are said to be abhorrent beasts from the depths of the Umbral Plains, cursed to eternally forge Lost Souls in their gut, which causes them such excruciating, everlasting pain that the only way they can relieve it is to kill indiscriminately and spread suffering.
  • Grumpy Old Man: Was designed to look as if it had such a disposition. Given its codex entry, it has every right to be a bit surly.
  • Horns of Villainy: Their head is crowned with several small ones, as well as a particularly impressive main pair.
  • Magic Missile Storm: Its main form of attack is launching Lost Souls at you.
  • Monstrous Mandibles: Has two jaws and no less than 8 toothy mandibles. Its "Big Mouth" emote displays its huge, horrendous maw as it roars.
  • Mook Maker: Played with; besides a close-range melee swipe, its attacks all involve summoning Lost Souls. However, unlike in classic Doom, these Lost Souls function more like projectiles rather than enemies with independent AI.
  • Revisiting the Roots: They don't stick to the Eldritch Abominations design they had Doom 64, but rather to the "goofy grey Cacodemon with arms" looks they had in Doom II.
  • Waddling Head: Played with. Since it's a giant demonic head that floats around rather than walks, it doesn't have feet, but instead has two stubby little arms, which it uses to pantomime various motions that make it look like it's stomping through the air towards you, as a tongue-in-cheek reference to their animations from the original game, which look like the Pain Elemental is walking with invisible legs.

    Carcass 

Carcass

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/carcass_8.png
Carcass in Doom Eternal
Cybernetically-augmented human corpses created by the UAC, the Carcass is a highly effective support unit.
  • Achilles' Heel: Their shields are vulnerable to the same overloading effects as the Shield Soldier's, and the explosion generated with its destruction is much bigger; this means that they often endanger their allies FAR more than they help them.
  • Attack Its Weak Point: The Carcass has a tank of fuel attached to its back and shooting it will make kill the Carcass in one hit as the tank explodes.
  • And I Must Scream: According to its Codex entry, a Carcass is more or less a cybernetic zombie — stuck in a stage between life and death. Its unliving 'host' body is connected to the cybernetic apparatus, essentially keeping each other alive; and since the armature is simulating living impulses, that would indicate that if there even is a working brain in the Carcass, it is utterly helpless to stop what its body is doing.
  • Artificial Zombie: They are human carcasses that are reanimated and fitted with cybernetics, just like the Revenants.
  • Barrier Warrior: The Carcass can erect a wall of plasma energy that will block the Doom Slayer's shots against itself or other demons, primarily as a deterrent against the rocket launcher, as well as just blocking the path of the Slayer himself. It can do this from all the way across an arena, but the projection leaves a trail of electricity that leads to its location.
  • Body Horror: Bloated, rotting upper bodies of human corpses, merged with the machinery that once again brings them life and unceremoniously attached to a three-legged cybernetic chassis. Their right arms are essentially merged with their own cannons, tendrils of rotted flesh wrapped around them.
  • Balloon Belly: Notably obese, due to decomposition.
  • Cyborg: The lower half of its body is completely mechanical, and even the upper half has been augmented with cybernetics.
  • Energy Ring Attack: They can fire ring-shaped laser blasts.
  • Fat Bastard: Its upper torso is stuffed with cybernetics and bloated with decomposition, giving it a corpulent appearance. During gameplay, it tends to let out an inhuman gravelly laugh at the Slayer.
  • Fighting Clown: Despite its grotesque appearance, it is characterized as one. It flails about for its melee attacks, jumps and scampers around to avoid direct conflict, and its ranged attack involves firing energy rings generated from its torso while it essentially jams out to the music.
  • Ground Wave: It can fire its shield cannon into the ground to launch a short-range shockwave at the Slayer.
  • Spider Limbs: The human-like upper body of the Carcass is stuck to three cybernetic legs.
  • Spin Attack: Its melee attack involves it spinning its upper body around while sticking out its arms.
  • Slasher Smile: They all appear to have open-toothed grins full of rotted teeth, most likely from a combination of decomposition and their transformation.
  • Squishy Wizard: Physically bloated and squishy attributes aside, its attacks can be devastating and those shields do their job well of blocking your/your bullet's path if you're not expecting them, but the poor guy puts those shields up for a reason as it can't take much punishment at all. As mentioned above, a good shot at its fuel tank will explode it into jelly, and if you manage to get past its shields and reach it directly, a single fully upgraded blood punch will knock them into a glory kill state, and since they count as heavy demons, the blood punch you used to glory kill them will be immediately replenished upon butchering them!

    Hell Knight 

Hell Knight

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/hellknight_de.png
Hell Knight in Doom Eternal
Click here to see them in Doom (2016).
Bearing a close resemblance to their Doom³ counterparts, Hell Knights are hulking, yet surprisingly swift bruisers who will turn the Doom Slayer into paste should they get their hands on him. They are also one of the only demon types to respect hierarchy, so any plans that hell has beyond blindly attacking everything is enforced through them and the Barons.
  • Achilles' Heel: In both 2016 and Eternal — they are very strong and very fast, but they are extremely predictable in their attack patterns. They're also VERY large, making them hard to miss. They're easy to shut down as long as you stay out of their reach.
    • Things get even worse for them in Eternal, where the Slayer's new dash ability lets him effortlessly kite around them even in close quarters. Furthermore, they've gained an additional weakness to Chaingun fire alongside other Hell Nobles, causing them to falter when under fire from it and disrupting their attacks and movement.
  • The Brute: Hell's version of it. Hulking (though not as much as the Barons), straightforward and completely focused on melée combat.
  • Body Horror: Hell Knights seem to have exposed flesh on several parts of their body.
  • Can't Catch Up: A particularly literal example; as mentioned above, they are one of the only returning enemies from 2016 who don't get any new moves in Eternal. They're slightly faster, but that's about it. This leaves them at the mercy of the Slayer's greatly-enhanced mobility; his Dash allows them to be easily dodged, baiting them into fruitless leaps that leave them wide open for retaliation.
  • Close-Range Combatant: Unlike its classic and Doom 3 counterparts, the modern Hell Knight has no ranged attacks, but compensates with his high speed and immense strength.
  • Divergent Character Evolution: Hell Knights in Doom II were Palette Swaps of Barons of Hell with lower health. In Doom 3, they received a major redesign and took a similar role as the Baron of Hell from the original games (who did not return in 3). 2016 brought both enemies back, with the Barons of Hell resembling their classic appearance while the Hell Knights retain their look from 3, and they've become a tough Close-Range Combatant that lacks the projectile attack that previous versions had.
  • Elite Mooks: Like their original iteration, Hell Knights are bigger, better, and stronger Imps: while they lack fire powers, they still share their speed and agility, and combine it with Super-Strength. They are the primary enforcers of the Archdemons, and you'll quickly find out why if you let them touch you.
  • Eyeless Face: Hell Knights in 2016 have no (visible) eyes, but Averted in Eternal, which redesigns them to have glowing yellow eyes.
  • Fatality: Being killed by a Hell Knight in 2016 will net you a first-person scene of it crushing you to a pulp with three Megaton Punches.
  • Good Old Fisticuffs: Using their huge size to their advantage, they primarily attack using their enormous strength, given that they no longer have the ranged attacks their classic versions had.
  • Lightning Bruiser: They are no longer the lumbering behemoths they were in previous games. Now, they are extremely agile, able to perform devastating leaping ground pounds and traverse up to higher surfaces with ease. The Slayer is still somewhat faster, but you will be tested in your effective maneuverability when dealing with these guys; get backed into a corner when they are about to do their ground pound, and you will be hurting.
  • Nerf: No longer able to throw fireballs like in previous games. They are also not quite as durable as they were in Doom 3, where they filled the Baron of Hell's niche.
  • Revisiting the Roots: In Eternal, to Doom 3 of all things; their skin is overall greyer in colouration, and their cranial regions now feature eyes and a more visible divide between either half of the skull.
  • Skull for a Head: Their faces distinctly resemble that of a human skull, except for the eye sockets and the ridiculous amount of muscle surrounding it.
  • Shockwave Stomp: Their preferred attack when you're too far away for a basic punch is an enormous leap that's followed by an earth-shaking landing that deals heavy damage to anything caught in the shockwave.
  • Smash Mook: Hell Knights have lost their ranged attacks, but make up for it with their greatly increased speed and agility.

    Dread Knight 

Dread Knight

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/dreadknight.png
Dread Knight in Doom Eternal
Hell Knights that are enhanced with various cybernetics by the UAC, equipped with twin energy blades and pumped full of performance-enhancing chemicals.
  • Achilles' Heel:
    • They aren't quite as fast as their unmodified counterparts are, and their tendency to launch ranged attacks means that they will often be left behind by both their fellow demons and the Slayer as the battle moves around the arena.
    • Since they're considered a Hell Noble, they're also susceptible to the faltering and attack disruptions courtesy of More Dakka from the Chaingun.
    • A single barrage from the Rocket Launcher’s Lock-On Burst will instantly put them in a Glory Kill state.
  • Blade Below the Shoulder: Has a Laser Blade attached to each wrist.
  • Cyborg: While functionally similar to Hell Knights, Dread Knights stand in stark visual contrast as their flesh has been meshed with cybernetics, with their arms, in particular, being replaced by Artificial Limbs equipped with energy blades.
  • Elite Mooks: Far stronger than the standard Hell Knights, forming a bridging point between them and the Barons of Hell. They also lose some of their predecessor's weaknesses — they gain both a ranged attack and a wide-reaching sweeping slash that covers a large radius around them, making kiting them a hazardous proposition. Their ground pounds even create pools of electrified plasma that can still damage the player and restrict their movement, even if the strike itself is dodged.
  • More Dakka: Their aforementioned weakness, courtesy of the Chaingun. Handily demonstrated by a particular section in Super Gore Nest where you're dropped into a small arena with one right after obtaining the Chaingun. Two seconds of concentrated rapid-fire will bring it down.
  • Player-Exclusive Mechanic: Several in Battlemode. In addition to now being able to double jump, the playable Dread Knight has the ability to use the Quantum Orb and go Berserk.
  • Power Glows: Player-controlled Dread Knights glow bright orange with Berserk activated.
  • Promoted to Playable: Joined the roster of playable Battlemode demons in Update 6.66.
  • Shockwave Stomp: Its leaping stomp attack as been upgraded to unleash red lightning in a wide area around itself, creating a floor hazard that damages anyone who goes over it.
  • Super-Soldier: They are essentially Hell's version of this: they are faster, tougher and stronger than normal Hell Knights, juiced up with massive doses of epinephrine (in layman's terms, adrenaline) to keep them in an unbroken state of bloodlust and injected with artificial dopamine for every kill they get, making them even more eager to disregard their lives for the sake of battle.
  • Sword Beam: They can throw these at you with their arm blades if they can't catch you.
  • Teleportation: The Quantum Orb ability allows the Dread Knight to shoot out an Energy Ball and teleport to the orb's location after being sent out.
  • Unstoppable Rage: In Battlemode, the Dread Knight can use the Berserk ability, which replaces their usual energy wave attack with high-speed slashes and makes them much faster and reduces damage taken to boot. The ability has a very slow cooldown after being used, however.

    Mancubus 

Mancubus

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/mancubus_de.png
Mancubus in Doom Eternal
Click here to see them in Doom (2016).
Morbidly obese demons with fireball cannons for arms.
  • Achilles' Heel: In Eternal, Mancubi are hideously tanky, even by the standards of their fellow heavyweight demons; their arm cannons let them function as an anti-aircraft cannon, keeping you from moving too freely around the arena. However, if you blast off their arm cannons with either a weak point-buster (Sticky Bomb, Precision Bolt, Ballista standard fire) or enough firepower from any other weapon, they can only fire pathetic, slow-moving fireballs that don't explode and whistle like a firework. They also lose their devastating close-range flamethrower attack, making them easy to kite.
  • Acrofatic:
    • Mancubi aren't exactly fast, but they're just as agile as any other demon when it comes to traversing the battlefield. It can be quite a shock when you believe yourself safe on a ledge above them, only for the beast to simply jump up to you despite their paunch and stubby legs.
    • In fact, in Battlemode of Eternal, Mancubi are actually some of the more agile demons out there, with surprisingly brisk movement speed and even a Double Jump. With the right upgrades and ability boosts, a Mancubus player can outrun the Slayer himself.
  • And Show It to You: One of their Glory Kill options involves ripping out their heart and then stuffing it down their throats.
  • Arm Cannon: In 2016, it has organic arm cannons that form naturally. In Eternal, it is equipped with man-made arm cannons.
  • Body Horror:
    • It's stated in Doom (2016) that their arm cannons are chitinous growths that envelop their hands and squirt a noxious, flammable effluvium derived from their own decaying flesh, creating bizarre biological flamethrowers. The sequel changes this to being artificial cybernetic cannons, which is no less horrific.
    • The general design of the Mancubus is quite horrific as well. Apart from the obvious fact that they are demons, they are so horrifically obese that their stomachs usually appear to have burst at some point and stapled back together.
  • Cyborg: This has become standard for regular Mancubi in Eternal, and their redesign is explained in their codex as the UAC Cultists having done man-made cybernetic modifications to improve upon their fighting power and armor without going to the extent of the Cyber-Mancubi.
  • Damage Sponge: They can suck up a lot of ammo before going down.
  • Double Jump: In Eternal, they are capable of this in Battlemode, though as a trade-off, they won't be able to shoot until they land again.
  • Extreme Omnivore: Their backstory states that they have a proclivity to eat everything, and that they grow rapidly in girth because of it.
  • Fat Bastard: Larger than most demons, and so fat that their natural armor is incapable of fully protecting them. Humorously, according to one of its Codex entries, the UAC tried to remedy this with all-encompassing armor, but the Cyber-Mancubi kept outgrowing said armor anyway.
  • Feed It a Bomb: Glory kill a Mancubus and the Doom Slayer pulls out a piece of its flammable innards, and shoves it in the beast's mouth, blowing it up.
  • Gasshole: These things have noxious fumes emanating from them constantly, and that's when they aren't actively using it as Organic Technology.
  • 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.
  • Ironic Name: Part of their name references the rather good-looking succubus or incubus... these guys are anything but good looking. Moreover, they're associated with Gluttony rather than Lust.
  • Jiggle Physics: On their bellies.
  • Kevlard: The Mancubus is the beefiest demon in Battlemode HP-wise, which is understandable considering their significant girth. That is not to say they're Made of Iron, however; their increased HP simply allow them to stand against the Slayer for a bit longer than the smaller demons, not tanking rockets and Ballista shots all day.
  • Made of Plasticine: If you have a Blood Punch loaded in Eternal, you can run up to a Cyber-Mancubus and punch it once to break through all of its armor in a single hit, making the rest of the fight a lot shorter (it's weaker than a regular Mancubus once its armor is down).
  • Made of Explodium: The noxious, flammable effluvium that they spew from their arm cannons is a product of their own biology, and the player can use this against them. In Doom 2016 they can explode if they take damage in their stomach, and in Eternal, a Glory Kill to the chest area and a front chainsaw attack can also make them explode, hurting other demons
  • Mighty Glacier: They fill this role on the battlefield. They can withstand more punishment than almost any other non-boss enemy, and their damage output can be frightening, but they are some of the slowest, most formulaic enemies in the game, making them both predictable and easy to outrun.
  • Mundane Utility: Their legs are much too stubby to allow them to jump like most other demons. However, they can be seen firing their weapons into the ground to launch themselves up to ledges to keep up with you.
  • Non-Indicative Name: Rather than being the Spear Counterpart to succubi, they're heavily associated with gluttony. They're Fat Bastards with twin Arm Cannons that spew fireballs (or globs of Hollywood Acid in regards to the Cyber-Mancubus), not Hot as Hell seducers.
  • Organic Technology: The Mancubi have organic Arm Cannons. Inverted with the Cyber-Mancubi, who use cybernetic cannons akin to the "old school" Mancubi, and averted completely with the design of both variants in Doom Eternal, being directly based on the classic Mancubus appearance (with Cyber-Mancubi featuring a layer of cybernetic armour).
  • Playing with Fire: They are armed with two flamethrowers, and they have little fireball cannons below.
  • Revisiting the Roots: As seen above, Mancubi are given the most dramatic redesign of the demons in Eternal, ditching the chitinous cyclops appearance of 2016 for the classic "fat ogre" form, with cybernetic arm cannons instead of Organic Technology.
  • Rocket Jump: This is how they boost themselves up to elevated positions, by literally using their Arm Cannons as thrusters.
  • Smoke Out: In Eternal's Battlemode, it possesses the ability to launch Smoke Bombs to hide from the Doom Slayer so they can retreat or attack in secret.
  • Took a Level in Badass: Unlike the classic games, they have several new attacks to defend against players who try and circle-strafe it at close range, such as a "vent" flame-shockwave that repels anyone too close and using its arm cannons as flamethrowers.

    Cyber-Mancubus 

Cyber-Mancubus

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/cybermancubus_de.png
Cyber-Mancubus in Doom Eternal
Click here to see them in Doom (2016).
The Cyber variant of the Mancubus, the result of UAC experimentation on several test subjects, outfitted with two corrosive acid guns as opposed to the organic flame cannons.
  • Achilles' Heel: The Cyber-Mancubus naturally amps both of these attributes up to eleven, but in return, has an even more easily-exploited weakness; a single Blood Punch will tear off all of their armour and most of their HP, exposing their huge guts to retaliation. In fact, a point-blank blast from the Super Shotgun after Blood Punching their armor off puts them in a Glory Kill state immediately.
  • Arm Cannon: In 2016, it has its normal cannons them replaced with UAC-made cannons. In Eternal, it is equipped with man-made arm cannons.
  • Color-Coded for Your Convenience:
    • In 2016, in addition to being slightly larger, the Cyber-Mancubus has had its chitinous armour replaced with teal-green UAC technology, complete with green bioluminescent lights on its body as opposed to the regular's red.
    • In Eternal, in addition to their traditional green UAC body armor, Cyber-Mancubi possess bright green skin that further differentiates them from standard Mancubi (particularly if said armor has been stripped).
  • Cyborg: The Cyber-Mancubi, as is in their name, have been enhanced with UAC technology such as new weapons replacing their organic flamethrowers and armor plating grafted to their flesh.
  • Damage Sponge: They are even worse than their regular counterpart in these regards.
  • Decomposite Character: In most Doom games the Mancubi are otherwise organic creatures with cybernetic guns. 2016 splits them into two kinds: the entirely organic Mancubi and the far more visibly enhanced Cyber-Mancubi. Both return in Doom Eternal, though are now directly based on the classic Mancubus appearance-wise.
  • Discard and Draw: Played with. In Eternal, a well-placed blood punch can destroy their armor, but on the one hand, their cannons can no longer be destroyed by the Precision Bolt, and they can leave behind damaging pools of acid with their attacks. On the other, they lose their close-range flamethrower.
  • Heavily Armored Mook: Cyber-Mancubi have heavy armor that lets them tank about twice as much damage as a regular Mancubus, though in Eternal their armor can be knocked off with a blood punch.
  • Poisonous Person: The Cyber-Mancubus can't ignite the bile it produces anymore due to the replacement of the chitinous cannons with rifled cybernetic barrels; however, the resultant slime is both immensely toxic and highly corrosive, leaving sizzling pools of the stuff wherever they land. Combined with its ability/preference to fire these globs from longer distances, this makes the Cyber-Mancubus just as lethally effective as its organic counterpart.
  • Revisiting the Roots: Like the regular Mancubi, Cyber-Mancubi are redesigned to look closer to the classic games' design. They only distinguish by their green hue and a layer of cybernetic armor applied to most of their bodies. This is even lampshaded in the Codex as the Mancubi of Eternal are noted to be different than the ones discovered by UAC expeditions.
  • Underground Monkey: There's both the regular Mancubus and the Cyber-Mancubus, the latter of which has had its chitinous armor/Arm Cannons replaced with green metal plating, mechanical Arm Cannons, and is also outfitted with a fancy technological helmet to better visually distinguish it. In true Underground Monkey fashion, the Cyber-Mancubus is also more dangerous than its vanilla counterpart, with unique variations of the standard attacks alongside increased health and damage output.
  • Walking Wasteland: Downplayed; the bile fired by the Cyber-Mancubus will create a toxic pool that damages anything that enters it whilst it lingers.

    Pinky 

Pinky

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/pinky_eternal.jpg
Pinky in Doom Eternal
Click here to see them in Doom (2016).
So-named for their pink colouration, Pinkies will charge their foes and possess heavy armour, with only their backsides vulnerable.
  • Achilles' Heel: They are very fast and incredibly resilient from the front, but they are terrible at cornering and can only swivel slightly to either side while charging. This makes it easy to dodge or jump out of their way and shoot them in their vulnerable backsides.
    • Eternal goes one step further and also makes Pinkies weak to Blood Punches, meaning that as long as you have a Blood Punch charged you can instantly One-Hit Kill them without even having to bother trying to get behind them.
  • Attack Its Weak Point: As tough as they are from the front, their rear end is incredibly squishy.
  • Bizarre Alien Senses: According to the Doom Eternal Collector's Edition Lore Book, they have an uncanny ability to scent the blood of their prey.
  • Brutish Bulls: Pinkies slightly evoke this in their design, having little horns and hoofs as legs, and like a bull in a corrida, they are very prone to charging by using their extremely well-armored front. It's generally best to dodge around their attack so you can hit their vulnerable rear.
  • Close-Range Combatant: As they have no ranged attacks, they rely entirely on their melee charge.
  • Dumb Muscle: Pinkies are little more than simpleminded brutes whose main claim to fame is a simple — yet devastating — charge attack
  • Eye Scream: In 2016, Glory Killing them from the front will have the Doom Slayer rip off one of their tusks and stab it into their eye.
  • Food Chain of Evil: They are said to serve as beasts of burden, hunting companions, and livestock, with higher demons considering them something of a delicacy.
  • Heavily Armored Mook: The bony armor on their heads allows them to survive even a direct rocket hit.
  • Lightning Bruiser: Pinkies may not be the brightest monsters around, but their Super-Speed coupled with their natural armor give them an incredible melee power. Spectres are even more dangerous, as they share the aforementioned power with invisibility.
  • Made of Iron: They're not completely invulnerable from the front, so you can, in fact, shoot your way out if one manages to corner you in a narrow passage, but their armored carapace will still take a lot of firepower to punch through.
  • No Name Given: In-universe, the term "Pinky" was coined by UAC expedition soldiers, the nickname sticking because researchers couldn't find any direct references to the creatures in demonic texts. It's actually a invokedFandom Nod to the fact that this enemy was originally simply called "demon" but fans called him "Pinky".
  • Outside-the-Box Tactic: In Eternal, a single Blood Punch will kill them even from the front.
  • Revisiting the Roots: Very downplayed in comparison to many of the other Eternal redesigns, with Pinkies now having yellow eyes like their classic counterparts instead of red eyes.
  • Took a Level in Badass: This rendition of the Pinky gains chitinous armor covering most of its front that is highly resistant to all but the heaviest of guns, as well as a charge attack that can be difficult to dodge. They can be a real pain to deal with (especially if you have to fight several of them at once), particularly in 2016's Classic Stages where they appear in the same massive numbers as in the original games.

    Spectre 

Spectre

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/spectre_eternal.jpg
Spectre in Doom Eternal
Click here to see them in Doom (2016).
Spectres are identical to Pinkies but are completely invisible save for the light refracting through them.

    Prowler 

Prowler

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/the_prowler_9.png
Prowler in Doom Eternal
Click here to see them in Doom (2016).

Swift and agile Imp-like demons who are expert hunters and ambushers. While in 2016 they only appear in the multiplayer as a playable demon, they return as standard enemies in Doom Eternal's campaign.


  • Achilles' Heel: Being frozen by Ice Bombs or pinned by the Meathook will lock them in place, preventing them from teleporting away. Despite requiring three chainsaw fuel pips to kill in Eternal, they are fairly squishy, to the point that a single blast from the Super Shotgun reduces them to meaty chunks, and a standard Ballista shot will instantly stagger them. The trouble is hitting them.
  • Ascended Extra: From a multiplayer-only monster in 2016 to an actual campaign enemy in Eternal.
  • Ceiling Cling: In 2016's multiplayer, they can latch onto walls and ceilings to better maneuver around the battlefield.
  • Elite Mooks: Despite their Imp-like appearance, they're classified as a "Heavy" demon in Eternal. While both species employ similarly evasive combat tactics, Prowlers are far stronger and tougher (requiring three pips of fuel to kill with a chainsaw), have a Spread Shot attack for when you're mid-distance and can teleport all over the place.
  • Expy: They share multiple design cues evocative of the Nightmare Imps from Doom 64, with an implike body structure alongside purple colouration applied to their skin and thrown projectiles.
  • Extra Eyes: They have three eyes arranged in a crude right-pointing triangle shape on their forehead.
  • Fragile Speedster: They have just a little bit more health than Imps, but their teleportation powers (as well as their ability to climb and swing like Spider-Man in the multiplayer) makes them some the most agile demons in Hell's armies.
  • Gameplay and Story Segregation: The Codex states that they prefer to hunt alone, as it gives them more precision to take down their enemies. In the game, you only encounter them in packs and/or in the company of other demons.
  • Glass Cannon: Played straight in Doom 2016, where if you get can get a bead on one, it'll go down pretty easily, but if it gets up close to you, all of its attacks are One Hit Kills. Zigzagged in Eternal; in the upper difficulties they can occasionally survive a point-blank super shotgun blast (whereas Imps still get salsa chunked), but they are still by far the smallest and weakest of the Heavy-class demons.
  • In a Single Bound: They can jump around rapidly in great distances.
  • Monstrous Mandibles: They have a tripartite jawline, with the lower jaw opening vertically as well as horizontally.
  • More Teeth than the Osmond Family: Their mouth is lined with sharp teeth.
  • Oh, Crap!: One of its Eternal Glory Kills plays this in a hilariously realistic fashion. Doomguy slices its arm off with the Doomblade, and for the second or so before he finishes it off, it can only stand there screaming in fear and pain at the wound.
  • Spread Shot: In Eternal, they can fire purple energy projectiles, sometimes charging them to fire three of them at once in a spread.
  • Teleport Spam: In Eternal, they are given the ability to teleport. They abuse it with ruthless efficiency to dodge your attacks and sneak up behind you.
  • Took a Level in Badass: While Prowlers can no longer one-shot players in Eternal, they are now able to fire purple projectiles and teleport all over the place.
  • X-Ray Vision: The Prowler in 2016's multiplayer has the ability to see enemies through walls, better allowing it to evade and ambush you. This is referenced in the codex of Eternal, where they are said to be excellent ambush hunters that can see prey through cover.

    Cursed Prowler (The Ancient Gods

Cursed Prowler

https://static.tvtropes.org/pmwiki/pub/images/de_cursedprowler.png
Cursed Prowler in The Ancient Gods: Part Two

Appear in: The Ancient Gods: Part Two

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

    Revenant 

Revenant

Appear in: Doom (2016) | Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/revenant_de.png
Revenant in Doom Eternal
Click here to see them in Doom (2016).
Reanimated skeletons with the ability to fire rockets off their shoulders. Exactly why they look so humanoid is finally explained...
  • Achilles' Heel:
    • Hitting their jetpack while they're in mid-air will briefly stun them and force them to land.
    • In Eternal, their shoulder cannons can be destroyed (with weapons like the Sticky Bomb, Precision Bolt and Ballista able to do so in one shot), which also disables their jetpack when both are destroyed. This can render them into largely-impotent melee enemies who are only slightly faster than the basic Imps.
    • To add insult to injury, they're considered a flying unit in Eternal (even with their jetpack disabled) causing them to take additional damage from the Ballista.
  • Airborne Mook: They can fly for short periods of time.
  • And I Must Scream: They are former human beings who were 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: This game makes them far more disturbing than mere animated skeletons with rocket launchers.
  • Darker and Edgier: They were just another type of mook that are just human skeletons wearing a breastplate with built-in rocket launchers in the original games, with the manual stating that they're just demons brought back to life. But now, they both have a vastly more frightening appearance and are given a backstory that's both more horrifying than the original and equally tragic as well, as they're stated as being humans who underwent an extremely painful transformation that lasts over a period of weeks.
  • Death from Above: They've got jetpacks that allow them to take flight and launch a barrage of missiles from the air.
  • Dem Bones: 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 those first few test subjects who became Possessed in the name of scientific experimentation, Revenants are human sacrifices who were brutally mutilated to death, upgraded with cybernetic implants, and then brought back to life with demonic energies.
  • Fate Worse than Death: The procedure of becoming a Revenant is an extremely gruesome and excruciating procedure that apparently lasts for weeks, before the subjects die of sheer pain, only to be brought back later as undead abominations.
  • Fatality: If they defeat the Doom Slayer, they will 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: Eternal gives them back the ability to fire homing rockets.
  • Human Sacrifice: As with the Possessed, they were humans who volunteered to be butchered and reanimated to become the UAC's deadly new living weapons.
  • Jump Jet Pack: 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: They can shoot a lot of rockets very quickly.
  • Mascot Mook: For the Collector's Edition of the game. One is on the cover of the box the Collector's Edition comes with, as well as being on the cover of the steelbook, as well as coming with a 30cmIn Imperial-tall statue of one.
  • Nerf: In 2016, they lack the homing rockets that made them such an infamous enemy in previous games. Even in Eternal, the lock-on can be evaded by simply dashing.
  • Revisiting the Roots: In Eternal they ditch the skinless heads and blood splatters for a more emancipated but clean look, making them closely resemble the completely skeletal Revenants of the original games. They also get their homing rockets back, but under the condition that the lock-on can be cancelled.
  • Scary Skeleton: Like in the previous games, but now equipped with jet-packs.
  • Super-Soldier: What they were intended to be following their investigation into the effects of Lazarus Wave exposure on human test subjects, this time being cybernetically augmented before being turned into pseudo-demonic undead warriors in the UAC's arsenal of weaponized demons.
  • Took a Level in Badass: Revenants were already considered a pain in the ass in the original games. Here they have jetpacks, allowing them to quickly move across large distances and fly up to rain down missiles on players who try and hide behind cover. They can also fire a lot more rockets at once than in previous games.
  • 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?
  • Was Once a Man: They used to be human volunteers. First, the rocket launchers are grafted to their shoulders along with an Argent-charged chip implant that allows them to mentally control the launchers. The subject is then exposed to Lazarus Waves and Argent Energy, causing rapid bone growth to the point that the Revenant grows to some three meters in height, whilst all skin, plus most muscle and connective tissue, is avulsed — i.e. ripped off/ejected, and the internal organs are exposed. Now bolt on some exoskeletal parts to hold everything together and boom, you have yourself a combat-ready Revenant.
  • Woobie, Destroyer of Worlds: Crosses over with Tragic Monster, but it's revealed that the process for making Revenants is absolutely horrifying, even if they did it willingly, as the transformation into them itself is unimaginably painful and involves their skeleton growing out of their bodies and all their internal organs decomposing, and this process takes weeks to finally finish, and the unfortunate subjects are alive and are in great pain for the entirety of this process. Killing them feels less like slaying a demon and more like euthanizing a tragic, pitiful, beast.

    Summoner 

Summoner

Appear in: Doom (2016)

https://static.tvtropes.org/pmwiki/pub/images/img_0166.PNG
Summoner in Doom (2016)
Summoners are floating, rapidly moving demons that can conjure up other demons and fires damaging beams of unfiltered Argent energy. Essentially the 2016 equivalent of the Archvile from the classic games; as such, they aren't seen in Eternal (or at least, not as Spirits), where the original shows up to show us how it's done.
  • Elite Mooks: Summoners are more advanced versions of Imps, as they replace fireballs with waves of hell energy.
  • Enemy Summoner: The Summoner... well... summons demons to help out on the battlefield.
  • Half the Man He Used to Be: Summoners can inflict this on the Doom Slayer if their red shockwave attack deals him the killing blow.
  • Lightning Bruiser: Summoners are not the strongest demon, but it has a fairly quick attack, moves very rapidly among the demons it summons, and can take quite the beating.
  • Power Floats: Summoners have atrophied legs without feet, so they would be incapable of walking even if they wanted to.
  • Roboteching: Summoners are one of three specific demon species that you must seek out to attain Mastery one of your weapon mods. Five Summoners must be killed with the Rocket Launcher's Lock-On Burst upgrade, a task that often results in hilarious missile trajectories as the warheads chase the incessantly teleporting freak around the battlefield.
  • Suspiciously Similar Substitute: It essentially served as 2016's version of the Archvile before being Put on a Bus for Eternal in favour of bringing back the Archvile. Allegedly, in early versions of the game, the Summoner was originally going to actually be the Archvile and is even referred to as such in the game files, but the name was changed before release for unknown reasons.
  • Teleport Spam: Summoners teleport around rapidly to avoid you.
  • Zombify the Living: The Handbook states that the Hellwave the Summoner uses as an attack has a chance of turning the occasional victim into a Possessed.

    Harvester (Multiplayer Only

Harvester

Appear in: Doom (2016)

https://static.tvtropes.org/pmwiki/pub/images/harvestercleanup.png
Harvester in Doom (2016)
A demon similar in appearance to the Summoner which only appears in 2016's multiplayer. It was added in the first expansion pack, "Unto the Evil". It uses vampiric plasma lightning beams to steal the life force from its victims and then convert it into Hellish energy projectiles.
  • Cyclops: Sports a single large, yellow eye that dominates its face.
  • Life Drain: Its primary mechanic is its ability to leech health for itself from opposing players.
  • Spread Shot: After using its life drain lightning to fill up its meter, it can then launch a spread of five large plasma shots similar to the BFG, each with the capacity to one-shot other players.

    Whiplash 

Whiplash

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/whiplash_full.jpg
Whiplash in Doom Eternal
Female, serpentine demons with UAC-made cybernetic augmentations that wield a pair of bladed whips.
  • Achilles' Heel: They prioritize getting up close and personal with the Slayer, which works great — until you get the Super Shotgun. They also make no effort to avoid explosives launched into their intended path of travel, which makes it easy to trick them into moving right into a primed grenade. However, the easiest way to kill them is with a Lock-On Burst, which completely negates their evasiveness and is lethal if all three rockets connect.
  • Body Horror: Judging from their appearance, they were once organic beings, but their transformation has led to literally everything below their chest, as well as their arms, being severed and replaced by cybernetics.
  • Blade Below the Shoulder: Their whips are launched from within their forearms.
  • Dual Wielding: The Whiplash is equipped with a pair of presumably Argent-powered whips that she can use to both attack from afar and maneuver around the environment.
  • Lightning Bruiser: The Whiplash is an extremely evasive enemy that can easily slither through your projectile attacks, deal quite a bit of damage with her whips, and take quite the beating before going down.
  • One-Gender Race: All Whiplashes are female.
  • The Smurfette Principle: She's the only non-boss demon that is explicitly female.
  • Snake People: The snake part is cybernetic, but it's implied that they were all biologically snakelike even before the UAC augmented them.

    Whiplash Spectre (The Ancient Gods

Whiplash Spectre

Appear in: The Ancient Gods: Part One

https://static.tvtropes.org/pmwiki/pub/images/whip_spectre.png
Whiplash Spectre in The Ancient Gods: Part One
A variant of the Whiplash with the invisibility of the Spectre.
  • Giant Space Flea from Nowhere: These hybrid mooks are left completely unexplained. There isn't even a Codex entry about them to give even a Hand Wave.
  • Kung Fu-Proof Mook: They have the benefits of the Spectre's invisibility, which also grants them immunity to lock-on mods such as the Plasma Rifle's Microwave Beam, the Rocket Launcher's Lock-On Burst and the Super Shotgun's Meathook. Freezing them with Ice Bombs, however, can be used to bypass this immunity.
  • Logical Weakness: They can be hard to spot due to staying at a distance and having invisibility. But if you encounter an Empowered Demon version of them, you can easily spot them since Empowered Demons are highlighted and tagged, negating the Whiplash's invisibility.
  • No Name Given: Unlike the Spectre, they aren't given a name of their own via Codex. The only way you'd know their name is if you encountered one as an Empowered Demon, which will highlight it and tag it with its name.
  • Unique Enemy: Zig-zagged. While they are a semi-regular enemy in both parts of the DLC, their only appearances outside of it are in the Master Level versions of the Super Gore Nest, Taras Nabad, Mars Core and the World Spear.

Super-Heavy Demons

    Archvile 

Archville

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/arch_vile_doom_eternal.jpg
Archvile in Doom Eternal
Archviles are high-ranking demons with the power to control flames and summon and empower fellow demons.
  • Achilles' Heel: Archviles' strongest attacks require them to stay in place and they're incredibly slow compared to their fellow demons (teleportation notwithstanding). If you can close the quarters with them, the Slayer's absurd damage output lets him obliterate Archviles into kibble within moments.
  • Area of Effect: If you stay too close to an Archvile, it will turn the area around itself into a sea of flames. Like in the original games, it can also instantly turn the Slayer's current location into a raging inferno, though this time, the attack can be avoided by simply moving away from the spot in question. In Battlemode, this ability is called "Lake of Fire" and can be summoned to any location the Archvile player's crosshair is pointing at.
  • Arrogant Kung-Fu Guy: In the Phobos reveal trailer, the Archvile reacts to the Doom Slayer, not with fear or blind rage, but as if he were called in to do pest control rather than kill the guy who makes Hell bend down to its knees.
  • Ass Kicking Pose: The Archvile will raise its flaming hands into the air, Randy Orton style when summoning fire, much like in the original games.
  • Deployable Cover: The Archvile can produce a flaming shield that's impervious to attacks (unless you Blood Punch it) and impassable by the Slayer; while in the campaign the Archvile has to stand still to maintain its shield, in Battlemode it can simply deploy the shield and move on (or through it).
  • Discard and Draw: Between Doom II and Eternal, the power to bring back dead monsters gets replaced with simply summoning in replacements.
  • Elite Mooks: The Archvile serves as the upgraded replacement of the Summoner in Eternal, thus being an enhanced version of Imps with more complex fire abilities and summoning powers; it’s also classified as Super-Heavy, making it immune to the chainsaw.
  • Enemy Summoner: If left alone in Campaign, the Archvile will continuously summon waves of new enemies; it can even summon its fellow Super Heavies given enough time.
  • Ground Wave: Archvile's primary attack at a close-medium range in the campaign is to launch fast-moving waves of flame along the ground.
  • Large and in Charge: Archviles descend from the oldest race of demons and with their superior intellect and psychomancy they are natural rulers of Hell's savage forces. They also tower over most other demons that aren't Super-Heavy types.
  • Milking the Giant Cow: Sort of. See Ass Kicking Pose.
  • Mook Debut Cutscene: Subverted. Despite pre-release footage showing the Archvile making a dramatic entrance on Phobos, in the actual game it first appears in Taras Nabad with so little fanfare that you might not even notice it's there until you see other demons being buffed or summoned.
  • More Teeth than the Osmond Family: The Archvile has a mouthful of jagged, pointy teeth.
  • Nerf: The original Arch-Vile had two abilities that made it infamously painful to fight in classic Doom; the one introduced in Eternal lacks both of these (not that they are any easier to deal with, though):
    • The original Arch-Vile had a powerful and long-ranged hitscan flame attack that would always hit you (and launch you into the air, which can screw with your controls due to reduced air traction) if you didn't get behind cover and break its line of sight in time. Eternal's Archvile does practically the opposite: instead of forcing you into cover, the damage-over-time grounded flames force you to move and stay in the air — something that you're probably already naturally doing as part of the gameplay.
    • Secondly, it no longer has the ability to revive demons; the original Arch-Vile would basically resurrect enemies relentlessly as long as it had access to corpses, meaning that you'd be fighting an endless wave of resurrecting enemies if you weren't targeting the Arch-Vile. While Eternal's Archvile can now summon in new enemies instead (which is still a pain in the ass), it only does so a few at a time, and you can stop the process by simply attacking the Archvile while it's in the middle of summoning, something that was never possible with the original.
  • Oh, Crap!: Archviles are among the demons that are most blatantly afraid when you Glory Kill them, shrieking in clear terror or trying to get away from the Doom Slayer before he finishes them.
  • Our Demons Are Different: The Archvile has all the makings of a classic Cthulhumanoid, but with a hellish twist instead of an eldritch one. Its elongated cephalopod-like forehead and tall posture, magical and psychic powers, and description that states it to be an elite demon that bends the minds of those weaker than it all point to a mind flayer-esque demon.
  • Playing with Fire: Its abilities are primarily flame-based.
  • Rank Scales with Asskicking: The Archvile is stated by its codex entry to be among Hell's royalty, and is one of the most powerful demons on the roster.
  • Secret A.I. Moves: Player-controlled Archviles do not use a fire wave attack like in the single-player, nor do they function as walking Buff Totems (outside of the "Buff Minions" end-of-round upgrade available to all player-controlled demons).
  • Shock and Awe: The Archvile also possessed a few lightning powers in pre-release multiplayer gameplay. This did not make it into the final build.
  • Squishy Wizard: Subverted; the Archvile may be a caster, but it is far from squishy. While it is less beefy than the other Super Heavies, it still has a considerable amount of health, so much so that it can sometimes tank a BFG shot, point-blank. Played straight in Battlemode, however.
  • Status Buff: The Archvile does this to all the enemies in the area whenever it's around, turning them red and on fire, and more importantly, increases their health and damage. It even increases their resistance to the Doom Slayer's Chainsaw, requiring more fuel to use it against them unless you find and kill the Archvile.
  • Tele-Frag: Faltering an Archvile while it's trying to summon will make it botch the process, instantly gibbing the would-be summons.
  • Teleport Spam: The Archvile possesses the ability to teleport, though, in Battlemode, this is restricted to anywhere in its line of sight as long as the path isn't obstructed.
  • Took a Level in Badass: While the Archvile was always a nightmare to deal with in earlier titles, the Doom Eternal incarnation of the infamous demon boasts a whole suite of new powers, ranging from covering the ground around itself in flame to teleporting around, to giving significant power boosts to any demon in its vicinity.

    Baron of Hell 

Baron of Hell

Appear in: Doom (2016) (Baron of Hell) | Doom Eternal (Fireborn Baron)

https://static.tvtropes.org/pmwiki/pub/images/baron_of_hell_eternal.jpg
Baron in Doom Eternal
Click here to see them in Doom (2016).
Members of Hell's ruling class, the Barons are among the most powerful demons in the game, with their design harkening back to the classic games. The ones faced in Eternal are also known as "Fireborne Barons", a specific clan from the banishing grounds bordering the Burning Abyss who have fused with the incendiary matter of Hell itself.
  • Achilles' Heel:
    • They take the speed of a Hell Knight and couple it with a devastating ranged attack. However, their large size makes them easy targets, and they handle differing elevations poorly; if you're on the same level as they are, watch out, but getting to higher elevation requires them to take the time to leap up themselves, allowing you to punish them without retaliation.
    • As with all Hell Nobles, Eternal's Fireborne Barons will now stumble and falter while under fire from the Chaingun, particularly with the Mobile Turret equipped.
  • Alien Blood: In Eternal, the Fireborne Barons bleed liquid hot magma. Justified, given the Fireborne Barons have fused with Hellfire itself.
  • Asskicking Leads to Leadership: Are among the highest-ranking demons in Hell, and boy, do they earn it.
  • Big Red Devil: Just like his classic counterpart, the 2016 version is a big red demon with horns and hooves. The Fireborne Barons play with this a bit; it loses the red colouring until you damage it enough to reveal its bright burning insides.
  • Blade Below the Shoulder: The Fireborne Barons have a flaming blade attached to each arm.
  • Brutish Bulls: They have large horns, hoofs as legs and facial features evoking bulls.
  • Elemental Embodiment: Essentially what the Fireborne Barons of Eternal are; the embodiment of Hellfire itself.
  • Elite Mooks: Barons of Hell are superior versions of the Hell Knights (who are themselves this to Imps), and unlike them, they can use fireballs. They also happen to be the strongest non-boss enemy in 2016, and they remain one of the toughest in Eternal. In Battlemode, they serve as the strongest NPC demon that player demons can summon.
  • Fatality: If you're killed by a Baron in 2016, it will knock you to the ground, pin you under a hoof, and then rip off both your legs. Then it'll grab your head in one hand and crush it.
  • Fireballs: Their ranged attack is a flaming projectile (green in 2016, fiery orange and red in Eternal).
  • Ground Wave: In 2016's multiplayer, the Baron of Hell loses his ability to throw fireballs but can pound the ground to launch a row of rock spikes in front of him.
  • Large and in Charge: Both the largest and highest-ranking non-boss demons in 2016. They're dwarfed by Tyrants in Eternal, but are still up there in terms of both size and position in Hell's social hierarchy.
  • Lightning Bruiser: Despite their massive bulk, the Barons are pretty damn swift and agile, even if an attentive Slayer can still outmaneuver them. Taken to its extreme in Eternal, where they are even tankier but have lost none of their agility.
  • Magma Man: The Fireborne Barons in Eternal. As the player deals damage to them, their ashen grey obsidian hides crack away, revealing a molten, skeletal core.
  • Playing with Fire: The Fireborne Barons have far more flame-themed attacks compared to their regular counterpart.
  • Praetorian Guard: The 2016 codex states that they are the Royal Guard of the current Dark Lord.
  • Shockwave Stomp: Like the Hell Knight, they can perform an enormous leap that creates a massive shockwave wherever they land.
  • Took a Level in Badass: Barons in 2016 are pretty tough, but not significantly more so than other elite demons. The Fireborne Barons of Eternal are "Super Heavy"-tier demons capable of tanking a BFG blast, and this status means that they are invulnerable to the chainsaw.

    Armored Baron (The Ancient Gods

Armored Baron

Appear in: The Ancient Gods: Part Two

https://static.tvtropes.org/pmwiki/pub/images/de_armoredbaron2.png
Armored Baron in The Ancient Gods: Part Two
Fireborne Barons clad in near-impenetrable armor and an Epic Flail for an arm.
  • Attack Its Weak Point: The fastest way to break its armor is to shoot its flail as it's charging an attack.
  • Attack! Attack! Attack!: Their main tactic, as they no longer possess its standard counterpart's ranged attacks.
  • Achilles' Heel: While their armor grants them a massive durability increase, it lacks the arm blades and it loses its regular counterpart's ranged fireball attacks, only being able to charge at you and perform basic swipes. A skilled Slayer can very easily kite around them and wait for the right chance to break their armor and unload a punishing barrage.
  • Cyber Cyclops: Like the Blood Maykrs and Seraphim, they feature a singular yellow eye slit on their helmets.
  • Epic Flail: Their right hand is replaced with a morning star that they can launch outward. It's also their weak spot.
  • Heavily Armored Mook: Like the Cyber-Mancubus, they are covered head to toe in powered armor. Unlike the Cyber-Mancubus however, their armor is near indestructible, barring shooting them in the flail or using the Plasma Rifle. Furthermore, their armor regenerates after a period of vulnerability.
  • Horrifying the Horror: It is said that even the Maykrs fear them.
  • There Is No Kill Like Overkill: According to their codex entry, their flails obliterate both body and soul, having been cursed by the Dark Lord himself. It does not affect the Doom Slayer in any way, however.

    Doom Hunter 

Doom Hunter

Voiced by: Dave Boat

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/tumblr_c9390b82e9ef999e5386151d5cf217ae_6470d4fa_1280.png
Doom Hunter in Doom Eternal''
"I thought you'd appreciate the sentry I chose. The great Agaddon Hunters from the Telos Realm, though long thought to be extinct, created to hunt only the Slayer and his Night Sentinels during the Unholy Crusade. Some improvements on the design have been made; enjoy what is undoubtedly my finest work."
Deag Ranak

Formerly Agaddon Hunters, an ancient beast-like race that was bred and modified by Hell specifically to hunt the Doom Slayer and the Night Sentinels. After they were supposedly driven extinct long ago, they have been revived as heavily armed cyborgs to continue their task.
  • Achilles' Heel:
    • They can be dispatched rapidly by dropping their shield with the Plasma Rifle and then hitting them with a rapid barrage of explosives, either from the Heavy Cannon's Micro Missiles or the Rocket Launcher's Lock-On Burst. Both phases will go down in only a few salvosnote .
    • The Degraded Boss versions of the Hunter which show up later in the game are even weaker, requiring only three salvos to kill both phasesnote . This is rather ironic, given that their preferred method of attack while on their sled is to constantly spam missiles at you. Their sleds are also particularly vulnerable to Blood Punches, with one being enough to reduce it to the brink of collapse.
  • Arm Cannon: Sports one that shoots fireballs.
  • Artifact Title: Despite their name, the Doom Hunters don't so much "hunt" the Slayer, but instead are plopped in his way to hinder him in his quest. Rather, their name is a holdover from back when their job was to actually hunt the Slayer before he devastated their ranks to extinction.
  • Attack Its Weak Point: While breaking its plasma shield and smacking it around will force it to ditch its sled, the sled itself is not actually protected by the shield. Savvy players can aim directly for the sled and destroy it without having to go through the barrier.
  • Back from the Dead: The Aggadon Hunters were an ancient race of beast-like hunters that Hell used specifically to hunt the Doom Slayer only to get wiped out instead. However, they've been revived as the cybernetic and armed-to-the-teeth Doom Hunters.
  • Broken Armor Boss Battle: The main body of the Doom Hunter is protected by a shield generator which must be temporarily disabled by the Plasma Rifle if you want to hurt any part of it other than the sled. Once the Doom Hunter has been damaged enough to abandon its sled, it'll lose access to the energy shield.
  • Chainsaw Good: Its left arm has a set of two flaming chainsaws on it, which it uses to melee attack.
  • Clipped-Wing Angel: Once you do enough damage to it, it's forced to abandon its sled, which disables its force field, missile, and machine-gun attacks.
  • Contractual Boss Immunity: Played straight, though later averted. Prior to Update 6, the first three Doom Hunters fought as part of the two-phase Doom Hunter Base boss battle possessed an immunity to being frozen by Ice Bombs, with subsequent Doom Hunters losing that immunity. Eternal's Game Director Hugo Martin admitted that the team recognised it as a game design flaw on their part, with Update 6 making it so that all instances of the Doom Hunter can be frozen with Ice Bombs.
  • Cyborg: It's a mostly robotic demonic skeleton that still has part of its head, chest and right arm still made of flesh.
  • Deflector Shields: It can generate a plasma shield around the organic parts of its body that needs to be taken down via the Plasma Rifle before damage can be dealt to its fleshy bits. It will regenerate if you don't destroy the Doom Hunter's sled fast enough.
  • Degraded Boss: Doom Hunters start showing up in later levels as standard enemies (albeit still a Super Heavy level threat). While they're a bit easier to kill, they still hit just as hard as their boss versions.
  • Extra Eyes: Although the initial concept art had it be more of a Cyber Cyclops, the actual enemy has seven eyes; One giant one and then six smaller ones surrounding it.
  • Hover Tank: The lower half of its body is a giant armoured "sled" with various jets that allow it to float in the air, as well as packing mounted missile launchers and machine guns.
  • Lightning Bruiser: The Doom Hunter is surprisingly mobile and can do a lot of damage at just about any range, thanks to the massive array of weapons it can choose from. It also has a large amount of health, which is bolstered further by the regenerating shield protecting its body.
  • Macross Missile Massacre: Can fire lock-on rockets that home onto the Doom Slayer's position. This is its primary means of attack if it's far away from the Slayer.
  • More Dakka: Its sled has two machine guns mounted to it, which it will gladly use to turn you into Swiss cheese.
  • Shed Armor, Gain Speed: Enough damage to a Doom Hunter will cause it to abandon its sled, sacrificing firepower and defence for a massive increase in agility.
  • Super-Soldier: Doom Hunters were a once-thought-extinct species from Earth that were captured and genetically modified by Hell into mindless cyborgs to specifically combat and hunt the Doom Slayer and the Night Sentinels. They've only gotten stronger after Deag Ranak rebuilt them.
  • Mythology Gag:
    • Their design is very similar to Sabaoth from Doom³.
    • The twin-bladed chainsaw they wield is evocative of the Doom 64 chainsaw, which also features two blades.
  • Ultraterrestrials: The Aggaddon Hunters are native to Earth according to DNA analysis, with Carbon-dating on some preserved subjects measuring them as nearly eighty million years old and pre-dating all complex, carbon-based life on Earth. The Argenta discovered them sixty million years ago, and no fossils of the species have been found beyond the Arctic tundra.
  • We Can Rebuild Him: Deag Ranak brought the species back and gave them the arsenal of a tank division as an upgrade.
  • Wolfpack Boss: In their boss encounter, you'll first be pitted against one Doom Hunter. Kill that one, and you'll have to fight two more simultaneously.

    Marauder 

Marauder

Voiced by: Edward Bosco

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/tumblr_75a22f3789ef0d9510c0090e2e2121a8_71ce96db_1280.png
Marauder in Doom Eternal
"You were never one of us. You were nothing but a usurper. A false idol. My eyes have been opened. Let me help you to see, Slayer."

Former Night Sentinels who remained loyal to the Khan Maykr despite her consorting with Hell. Resurrected by Hell, they serve as the antithesis of the Doom Slayer.
  • Achilles' Heel: They're fast, tanky, and hit like a runaway freight train, but they have exploitable weaknesses just like every other demon:
    • While they can block any direct damage thrown their way, they can't do a thing about splash damage; plastering the area around them with grenades, sticky bombs, rockets (especially remote-denoted ones) and Arbalest bolts from the Ballista will rapidly blow away large portions of their health.
    • They can't summon wolves unless they block damage with their shield.
    • They can be chain-faltered by efficient usage of weapons with high burst damage such as the Super Shotgun, Ballista and Rocket Launcher, either killing them in one hit (see Alpha Strike below) or leaving them in a staggered state ripe for a glory kill.
    • The Ancient Gods: Part 2 brings us one of the bigger counters to the Marauder via the Sentinel Hammer, which stuns it for a long time. Needless to say, landing a successful hit with the hammer on the Marauder leaves them completely open to the next trope on the list.
  • Alpha Strike:
    • The fastest way to kill a Marauder (without using the BFG) is to bait out his attack, then hit him with absolutely everything in your arsenal while he is faltered, keeping him off balance with a series of explosions (particularly those capable of staggering demons), shotgun blasts and Ballista shots. Keeping him off-balance is critical to this strategy, as once he regains his composure, his shield will negate any damage you can throw at him and you'll be getting a super shotgun blast to the face for being at the range necessary to pull this off.
    • Beside the typical Ballista/SSG/Rocket combos, the quickest methods of Marauder elimination involve staggering them with an Arbalest bolt, followed up by either melting him with the Full Auto Shotgun while launching grenades in their face or with the Chaingun while repeatedly dashing into him with the Energy Shield up. The Arbalest offers a high-damage opening attack to stagger the Marauder with, while the Frags and Chaingun Shield (provided that they're equipped with the Combustion Concussion and Dash Smash upgrades respectively) can keep the Marauder faltered as he is whittled away by the Full Auto or Chaingun.
  • Barrier Warrior: They project a large energy tower shield to defend against all attacks (even the BFG) so they can close in on you.
  • The Beastmaster: Can summon an astral projection of a wolf to attack you.
  • Bishōnen Line: Subverted since they were formerly Night Sentinels, but compared to the other "Super Heavy" demons, Marauders are not as overly huge or monstrous, being the smallest and most humanoid of the group. However, they're generally considered the toughest Super Heavies in the game.
  • Boss in Mook's Clothing: Technically, not even the first Marauder fought at the end of ARC Complex is a boss, given his lack of overhead health bar. Nonetheless, these guys are the absolute bane of players on any difficulty level, so much so that they transcend Elite Mooks, with a single Marauder being enough to make your blood boil, even on I'm Too Young To Die. The game will teach you to hate them with a passion.
  • Bottomless Magazines: Although they have to quickly reload after every shot, player-controlled Marauders in Battlemode never run out of ammo for their Super Shotguns.
  • Counter-Attack: The most reliable way to damage them is to bait out their melee attack (in which their eyes conveniently flash green for a brief moment) and retaliate with either the Super Shotgun or the Ballista, which will briefly stun them. If you follow this up with a direct shot from the BFG, they'll go down instantly.
  • Cycle of Hurting: A skilled player can keep them perpetually stunlocked by swapping between the Ballista and Super Shotgun after each shot while spamming grenades.
  • Death or Glory Attack: Their axe swings, which are by far their most devastating attack but also the only time it's safe to damage them.
  • Defiant to the End: One Glory Kill has the Marauder Punch Catch the Doom Slayer’s fist instead of just letting himself get killed. Unfortunately, it’s the arm that also has the Doomblade on it so he ends up stabbed through the face for his trouble instead. They are also one of the few types of demons who don't scream in pain or fear during any glory kill, at best glaring when the Doom Slayer is about to take their head off with their own axe.
  • Evil Counterpart: Serves as a corrupted version of the Doom Slayer, with a similar build, similar armour, and equivalents of some of the marine's weapons, as well as moving just as fast as him. After falling in battle, they were resurrected into their current state by the same Divinity Machine that was used to empower the Doom Slayer.
  • Evil Sounds Deep: The first Marauder encountered speaks with a deep, reverberating voice befitting his alignment and demonic corruption.
  • Expy: They're Chaos Space Marines in all but name, being members of a race of superhuman interstellar warriors who were corrupted by the powers of evil and are now some of the most powerful demonic enemies you can face.
  • Fake Ultimate Hero: Invoked by the first Marauder fought against the Slayer, calling him nothing but "a usurper" and "false idol".
  • Fallen Hero: They are former Night Sentinels who fell to demonic corruption.
  • Flash Step: Not unlike Doom Slayer's own dash ability, Marauders will frequently dodge in bright red flashes of Argent energy, either to make space or close the distance when making a bold strike with their axe.
  • Foil: To the Doom Slayer. Like the Slayer, they both wear green Powered Armor with exposed skin, as well as wield an Argent Laser Blade and a super shotgun. That's where the similarities end. The Doom Slayer is a Glass Cannon who is generally best when fighting proactively, dispatching threats with relentless efficiency; the Marauder on the other hand is a Stone Wall whose strategy forces the Slayer to be reactive, as he's only vulnerable while attacking at a specific range.
  • Glowing Eyes of Doom: Their eyes briefly flash green when they're about to swing their axe. This is also the one time that they're open to a direct counterattack, and a quickly timed shot from a weapon like the Ballista or the Super Shotgun will briefly stagger them.
  • Hoist by His Own Petard: One of the Glory Kills the Doom Slayer can inflict on the Marauder is to break his leg, then snatch his battle axe and behead him with it as he doubles over in pain.
    • You can also use the summoned wolf to your advantage by frying it with the Microwave Beam, stunning the Marauder for a counterattack.
  • Kung Fu-Proof Mook: They are notably resistant to many of your equipment and superweapons. The chainsaw doesn't do anything to Marauders regardless of fuel capacity, and trying to One-Hit Kill them using the Crucible is so difficult to set up that you are much better just fighting them conventionally. Additionally, shots from the BFG-9000 will bounce right off their shield and not deal any damage, and they can't be slowed down using Ice Bombs. However, the Flame Belch still works on them if you can time it right, and a BFG blast will still one-shot them if they've been staggered with another weapon first.
  • Laser Blade: Uses a double-sided axe whose blades are made out of pure Argent energy.
  • Like Cannot Cut Like: Carries a shield that's obviously made out of the same stuff as the Doom Slayer's Crucible sword. As a result, they're the only enemy that can protect themselves from being cloven in two with a single swipe of the Crucible.
  • Lightning Bruiser: Sweet Jesus. They have a metric ton of health, can block attacks and reflect projectiles with their shields, move and jump around just as fast as the Slayer and can do quick dashes that allow them to very easily close the distance and maneuver to your flank/rear. When it comes to their offensive arsenal, they can launch an axe beam from range, blast you with their Super Shotgun when you're up close, rush you while swinging their axe, and summon fiery wolf apparitions to attack you. In multiplayer, they can even repeatedly and rapidly throw exploding axes. In short, this is an enemy not to be taken lightly at all. One particular Marauder encounter in The Ancient Gods: Part 1 exaggerates everything vicious about them by having one guard a completely unreachable Buff Totem that can only be reached by killing him... and because the buff totem is active, he is empowered by it. Have fun.
  • Logical Weakness: Their shield may be impervious to all direct fire, but a savvy Slayer can exploit the blast radius of his explosives to damage them from the side/rear without needing to bait out their melee attack.
  • Luckily, My Shield Will Protect Me: Luckily for them, unluckily for you because the shield they carry can block a direct hit from every single weapon in the game, even the BFG and Crucible.
  • Pint-Sized Powerhouse: Despite being human-sized, they're Lightning Bruisers with Super Heavy Demon-level health, being at least as durable as a Cyber Mancubus or Baron of Hell.
  • Player-Exclusive Mechanic: To make up for the removal of some abilities noted under Secret A.I. Moves, Marauder players in Battlemode can throw their axes and Double Jump instead.
  • Pretender Diss: The first Marauder the Slayer encounters insults him, saying that he was not a true Sentinel and just an outsider that was let in, a "usurper".
  • Punch Catch: One Glory Kill animation has them catching Doom Slayer's fist as it's going for their head. Unfortunately for them, the Slayer just extends his Doomblade to impale the Marauder through the eye instead.
  • Retractable Weapon: When they attack, the handle of their Argent axe extends, with the blade enlarging.
  • Secret A.I. Moves: Unlike their campaign counterparts, player-controlled Marauders cannot activate a shield, nor can they swing their axe or fire beams from it.
  • Shotguns Are Just Better: Uses a super shotgun like the Doom Slayer, though it doesn't have a Meathook of its own.
  • Sword and Gun: Wields an axe and a shotgun at the same time.
  • Sword Beam: Their long-ranged attack is to launch red energy slashes with their argent battleaxes.
  • Sword Drag: The first Marauder you fight briefly drags his battle-axe on the floor as he rants about the Doom Slayer, creating sparks.
  • Tactical Suicide Boss: The Marauder is only open to a direct counterattack when he swings his axe. If he just stuck to tossing axe beams, firing his shotgun, and summoning wolves, he'd be almost completely immune to direct fire. Downplayed because he's still susceptible to splash damage from explosives.
  • Throwing Your Sword Always Works: In Battlemode, their primary mid-range attack is tossing their axe, which will either instantly explode upon hitting the Slayer or function like a timed sticky mine if it lands on any part of the environment. They'll use Hammerspace to quickly pull out another one.

    Tyrant 

Tyrant

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/2878b5a5_addc_4a0e_b787_2620b252de18.png
Tyrant in Doom Eternal
Heavily inspired by the Cyberdemon of the original game, Tyrants are one of the largest standard enemies fielded by the forces of Hell.
  • Achilles' Heel: The Tyrant is absolutely enormous, and it has a devastating ranged attack that lets it section off entire portions of the battlefield as inaccessible. However, it's very slow to turn around, and as mentioned before, its' massive size leaves it pretty much impossible to miss; the best way to take one out is to get in close and dance around it while you hammer it with everything you've got (As noted under Continuity Nod, this is how you dealt with them way back in the classic Doom games).
  • Adaptational Wimp: Downplayed, but against its classic Doom counterparts it's much easier to take down. It doesn't have resistance to blast damage, it is much slower, and its rockets aren't One-Hit Kills. However, it does have new abilities that its classic counterpart lacks, like a laser cannon and raining rockets from above. It's also fought alongside waves of other enemies, instead of by itself.
  • Arm Cannon: Its prosthetic left arm holds a quadruple-barreled rocket launcher that doubles as a laser cannon.
  • Bad Boss: The Tyrants served as wardens and slavers of the infernal pits, tasked with overseeing and collecting sin-branded human souls, and they also ruled over lesser demons, who feared the Tyrants for their cruelty and malice. They're also prone to attacking any other demons in their vicinity when The Slayer isn't present.
  • Boss in Mook's Clothing: When a Tyrant shows up, expect to devote a good portion of your attention to it if you plan to continue staying alive. Not that that's difficult; it practically dwarfs every other demon on the field in size easily, and is a terrifying sight.
  • Body Horror: Whatever led up to their cybernetic augmentation can't be pretty, judging by the exposed ribs and scarred flesh that can be seen.
  • Brutish Bulls: Their large horns, one remaining hoof and some of their facial features give off this vibe.
  • Continuity Nod: The codex lists the Tyrant's weakness as being their slow turn speed. In other words, they are weak against circle-strafing. That is exactly how you deal with Cyberdemons back in the original Doom.note 
  • Cyborg: A mixture of demonic flesh and robotic augmentations.
  • Death from Above: Can rain down rockets from the sky. This attack involves fewer rockets and covers less of any particular arena than 2016's Cyberdemon did.
  • Decomposite Character: They're essentially the original mid-boss Cyberdemon, due to the 2016 incarnation being established as a wholly unique entity.
  • Degraded Boss: Effectively acts as a standard enemy variant of 2016's Cyberdemon, since they retain much of his moveset, save the rock wall, dashing ability, and two health bars. However, true to tradition, they are just as durable as their classic counterparts, boasting the highest amount of health out of all Super-Heavies, capable of soaking up Ballista shots after Super Shotgun blasts like nobody's business.
  • Eye Scream: If you jump on them to do a glory kill, the Doom Slayer will stab its eye with his blade three times until hitting the brain and killing it.
  • Horns of Villainy: Sport an appropriately impressive pair, particularly for their massive size, stretching to about their shoulders.
  • Large and in Charge: Of all the recurring enemies, the Tyrant is easily the tallest (almost twice as tall as a Mancubus) and it rules over lesser demons through fear.
  • Macross Missile Massacre: Like its original incarnation, its primary attack is rapidly firing rockets.
  • More Dakka: Outside of their slow turning speed and large size, Tyrants have no directly-exploitable weak points or weaknesses to a specific weapon; a loading screen tip will helpfully tell you that to defeat a Tyrant, shoot it until it dies.
  • Meat-Sack Robot: Unlike the majority of the other demons who show visible bones, muscles, and organs, blasting flesh off of Tyrants reveals mechanical features beneath their skin.
  • Mighty Glacier: It's extremely slow even for a Super Heavy demon and its huge size makes it an easy target, but it also has an incredible amount of health and the firepower to match.
  • Mythology Gag: On the loading screen, you can have this message:
  • Revisiting the Roots: Unlike the 2016 Cyberdemon, the Tyrant is more or less a modern recreation of the classic Cyberdemon, from its facial appearance (long curving black horns, beady eyes set apart, razor-sharp teeth, noseless nostrils) and colour palette, right down to the exact location and design of its cybernetics (right leg, left arm, abdomen), though it retains the 2016 Cyberdemon's Arm Cannon design and a good portion of its attacks. Reflecting the classic Cyberdemon's degradation from the boss of the original Doom's Episode 2 to a rare Mini-Boss in Doom II, Tyrants are presented as Elite Mooks or mini-bosses instead of the full-on Boss encounter that 2016's Cyberdemon was.
  • Suspiciously Similar Substitute: Serves as this to the Cyberdemon, only having a different name due to "Cyberdemon" referring to one specific demon in 2016.
  • Sword Beam: As a close-to-mid-range attack, they can summon a fire sword and fire flaming slashes.
  • Wave-Motion Gun: Like the Cyberdemon in 2016, the Tyrant can use a large laser from his arm cannon. It has a warning beam and takes a bit to wind up, but it deals high damage and the Tyrant will attempt to lead the beam on a mobile Slayer. There's a bug in the game where, if you freeze a Tyrant with an Ice Bomb while he is firing the laser, he will fire the beam indefinitely once he unfreezes.

Ambient Demons

    Possessed Engineers & Cueballs 

Possessed Engineers & Cueballs]

Appear in: Doom (2016) (Possessed Engineer)| Doom Eternal (Cueball)

https://static.tvtropes.org/pmwiki/pub/images/cueball.png
Cueball in Doom Eternal
Click here to see the Possessed Engineer in Doom (2016).
Former UAC Engineers who either fell to the Lazarus Wave on Mars or to the demonic invasion of Earth respectively. Their most defining feature is the welding canisters that have fused with their bodies, turning them into living explosive barrels.
  • Action Bomb: Both varieties possess propane tanks lodged in their torso. Possessed Engineers will detonate these canisters if you get too close to them. Cueballs will only do so after rocketing off and impacting something.
  • Body Horror: Their gas canisters have fused with their bodies, jutting out at extremely awkward angles.
    • Possessed Engineers are the most human-like of the possessed variants, with vague vestiges of a face covered in horrific scarring and boils on the scalp.
    • Cueballs take this even further, resembling bloated, misshapen corpses whose skin appears to be growing around the canisters embedded into them.
  • Explosive Barrel: Because they have no combat capability, Cueballs are pretty much just undead explosive barrels.
  • Helpful Mook: Downplayed. Classified as "ambient" demons, Cueballs will literally just stand around harmlessly until shot/punched, whereupon it will fly in a straight line and explode against whatever wall or enemy is unfortunate enough to be in its way. This will instantly gib anything short of a Cyber Mancubus, and heavily injure whatever survives. However, it is still not your friend; it can gib the Slayer just as readily as it can nearby enemies.
  • Incendiary Exponent: The gas tanks inside of the Cueball are perpetually producing a blowtorch flame.
  • Meaningful Name: Cueballs are named that for their bald heads, but also, they're ideally dispatched by lining them up with a big group of enemies before launching them towards them, similar to a cueball in pool or billiards.
  • Suicide Attack: Engineers in 2016 will charge at the player and detonate themselves when they get close.

    Tentacle 

Tentacle

Appear in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/tentacle_7.png
Tentacle in Doom Eternal
Ambient, but not harmless demons created through the spread of the Hellgrowth infesting Earth. They hide in holes or under purple goop, waiting for anything to come close so they can strike.
  • Attack of the 50-Foot Whatever: In The Ancient Gods: Part One, there are specimens in the Blood Swamp that are the size of skyscrapers. They are also considerably tougher and more dangerous.
  • Combat Tentacles: They are one of themselves.
  • Glass Cannon: Make no mistake, they pack a serious punch and can take a substantial amount of armour/health when the Doom Slayer gets close, but they can't tank a Combat Shotgun blast, never mind the tougher weapons.
  • Jump Scare: Inexperienced players will have some the first time they jump out of the ground.
  • Meat Moss: In the Codex, it hints that these tentacles don't live in the Hellgrowth, but as part of it; a natural defence.
  • Whack-a-Monster: Their modus operandi. Where there are tentacles, there are many holes that may house one of these tentacles. However, not every hole has one.

    Turret (The Ancient Gods

Turret

Appear in: The Ancient Gods: Part One

https://static.tvtropes.org/pmwiki/pub/images/de_turret.png
Turret in The Ancient Gods: Part One
A lesser demon bound in a fellsteel container, they serve as stationary guards for their leaders. They manifest as a single eye that shoots projectiles and protects itself by ducking into its container. They first appeared in the main campaign in Nekravol guarding Kalibas the Sightless Judge, but The Ancient Gods promotes them to common enemies.
  • Achilles' Heel: The Precision Bolt will destroy it in two shots and the Ballista takes it out in just one.
  • Don't Look At Me: They retreat into their containers if you spend too long aiming at them without firing.
  • Eye Beams: A given. They shoot energy globs.
  • Faceless Eye: They are merely pillars with a single eye that peeks out.
  • Go for the Eye: The only way to damage it.
  • King Mook: There is a boss variant fought as part of the Trial of Maligog at the conclusion of the Blood Swamps. They are essentially just giant Turrets encased in flying cubes that are fought alongside waves of summoned demons.
  • Piñata Enemy: They drop ammo upon getting destroyed.
  • Sinister Surveillance: They were invented by Deag Nilox and, although they were mainly used as guards by other Demons, the Hell Priest used them as a direct visual link between him and what they saw.

    Spirit (The Ancient Gods

Spirit

Appear in: The Ancient Gods: Part One and Two

https://static.tvtropes.org/pmwiki/pub/images/spirit_1_6.png
Spirit in The Ancient Gods: Part One
The ghosts of the fallen Summoners from Doom (2016), Spirits rely on nearby demons to fight by possessing them, in turn granting their host enhanced speed, strength, and aggression.
  • Achilles' Heel: The only way to kill them is by using the Microwave Beam, in a deliberate Shout-Out to Ghostbusters and to give a use to an otherwise underused ability.
    • Notably, they also suffer from this weakness while possessing enemies. Normally, Spirit-possessed demons can't be staggered at all, but the Microwave Beam bypasses this and can stun these kinds of enemies anyways. As a result, you can pretty effectively beat them down with your normal arsenal and then swap to the beam when their host is at low health to finish them off.
  • Back from the Dead: As revealed in the Codex, Spirits are the ghosts of the Summoners.
  • Boss in Mook's Clothing: Spirit-possessed demons are several times tougher than even Empowered or Buffed demons. A Spirit-possessed Super Heavy Demon is practically a full boss.
  • The Bus Came Back: The Summoner design finds a new use after being replaced by the Archvile.
  • Decomposite Character: In Doom (2016), the Summoners served as Suspiciously Similar Substitutes to the Archvile, having a similar role and attacks. After the Archvile returned in Eternal, the Summoners were initially cut from the line-up until being repurposed into the much more unique Spirits.
  • Demonic Possession: Of other demons!
  • Kung Fu-Proof Mook: As mentioned above, the Spirit can't be killed with anything other than the Microwave Beam due to being a ghostly demon. Spirit-possessed demons are also immune to the chainsaw and ice bombs, cannot be staggered, and, if the given demon possesses weak points, said weak points can no longer be destroyed.
  • The Power of Hate: Their hatred of the Doom Slayer due to him killing them has led to them becoming ghosts that make enemies even beefier.
  • Screw This, I'm Outta Here: If there aren't any nearby compatible demons to possess, a released Spirit will look around in confusion before warping away.
  • Status Buff: This is its gimmick: Demons that spawn in possessed by a Spirit gain a hefty damage resistance (roughly quadrupling their durability) and speed increase, immunity to the Chainsaw, Ice Bomb and being faltered, and if the host demon has a weak point note , those points are rendered indestructible. If the Spirit isn't killed in time after being released from its deceased host, it always chooses to possess the next strongest demon and applies to them the same cocktail of buffs detailed above. Always. This is at its most pronounced in the Slayer Gate within The Holt, where it possesses a Marauder.

Boss Demons

    The Cyberdemon 

The Cyberdemon

Appears in: Doom (2016)

https://static.tvtropes.org/pmwiki/pub/images/img_0161_0.PNG
Cyberdemon in Doom (2016)
A Baalgar-class demon captured by the UAC and cybernetically modified to be even more lethal. The BFG-9000 was supposed to be attached to this monstrosity before the incident (thank god it isn't).
  • Back from the Dead: Thrice. This guy was a pile of bones before a bunch of scientists got their hands on him, the first clone of him they made escaped so they had to make another one, and after being forcibly shut down by the Doom Slayer tearing his power source out, he comes back for another round by absorbing Hell's ambient energy.
  • Determinator: This creature wills himself back to life out of sheer psychopathic hate for the Doom Slayer. Somewhat justified in that you kill it once to generate a portal to Hell, which is where the Argent Energy powering it comes from. So you banish it and go to a place where it can come back stronger.
  • Degraded Boss: The "Tower of Babel" secret classic map uses a simplified version of the Cyberdemon that behaves more like its classic counterpart, focusing on firing rockets instead of using its many new special moves. The Tyrants in Doom Eternal also use the Cyberdemon's basic moveset, only lacking some of the more exotic, boss arena-specific attacks, and not being nearly as durable.
  • Dishing Out Dirt: When resurrected in Hell, it gains the ability to create rock walls to trap the player and heavily restrict movement.
  • Foreshadowing: The third Cyberdemon codex includes some speculation as to how the lobotomized Cyberdemon was able to consciously redirect the Argent Energy in a way that would specifically heal its brain. The official report on the incident apparently suggested a theory that demonkind actually operates as a pseudo-Hive Mind under the direction of a "mastermind".
  • For Science!: What amounts to the thought process behind the Too Dumb to Live scientists at UAC in making the Cyberdemon in the first place. Then doing it again.
  • Gone Horribly Right: The think tank responsible for the reanimation and modification of the monster were giddy to make it an "ultimate battle demon" and thought of it too good a chance to pass up. They completely ignored the fact that they had no good ways to control said demon, nor did they have a "why" to add to their "how," so they did end up with a great demon warrior... and without any methods to make sure it would stay on their side. And they did this twice. It took a Heroic Sacrifice from one of the scientists to lure the demon into a containment chamber, and they sealed it in pending a means to actually control it properly.
  • It's Personal: Considering he was a Shadowlord who was offed by the Doom Slayer and how he reacts when he sees him again, one could agree that his experience has left him with a massive chip on his shoulder.
  • Kill It with Fire: It will randomly throw blades of fire at you, and if you get too close he'll try to crush you with a quick, fiery stomp wave.
  • Lightning Bruiser: This iteration of the Cyberdemon is very fast, and the codex entries outright boast of its ability to take extreme amounts of punishment.
  • Living MacGuffin: The Doom Slayer needs the Argent Accumulator powering the Cyberdemon to send himself to Hell, while Dr Peters needs the Accumulator in its prototype clone to close the Hell Portal on Mars.
  • Laser Blade: If one looks carefully enough as it performs its Sword Beam attack, it appears to conjure first a larger energy sword from the bony spike on its arm before tossing the projectiles.
  • Macross Missile Massacre: Aside from fighting with a cybernetic left arm ending with a rapid-fire rocket launcher as its main weapon, it also has a back-mounted artillery system that will launch an aerial bombardment.
  • Mythology Gag: The design of the Cyberdemon's upper carapace gives it a noticeable resemblance to the armour worn by the classic Doomguy, even including "shoulder pads", exposed biceps and a pectoral-shaped frontal section. While easily missed, the Cyberdemon also possesses a partially-cybernetic right foreleg, calling back to its own classic design.
  • Nitro Boost: He uses these in-built jets to make himself harder to hit during the boss fight.
  • Off with His Head!:
    • If he kills the Doom Slayer with his crescent-shaped energy blade projectile attack, you get to watch through the Doom Slayer's eyes as his head falls onto the ground behind his body, which promptly collapses without it.
    • This is also how the Cyberdemon itself is finally put down, as the Slayer snaps off its intact horn and then strikes the Cyberdemon's head with it, with enough force to annihilate everything above the monster's lower jaw.
  • Roaring Rampage of Revenge: This creature used to be an ancient Shadowlord before the Doom Slayer fatally deposed him. After regaining sentience and finding the Doom Slayer again, he doesn't take it well.
  • Sword Beam: The Cybderdemon occasionally fires three, wide sword slash projectiles that require the Doom Slayer to jump or crouch to avoid them. Missing a jump hurts. A lot. The Cyberdemon also creates barriers to form a tight 'corridor' during this attack, preventing the player from simply strafing out of the way.
  • Too Dumb to Live: Not the Cyberdemon itself, which is pretty competent, but rather the scientists who brought it Back from the Dead thought that turning it into an "ultimate battle demon" was a good idea. The creature was hostile from the outset, with the prototype of it managing to escape to Hell. When they made the second one the people who created it put the creature into an effectively brain-dead state to stop it from killing everything around it at the first opportunity, then they started tinkering with the creature's Argent Energy core, so it could direct the energy to any part of its body at will. Cue the beast using this to jolt itself back to consciousness and override its programming before going on another rampage with any hope of restraining it lost. All after having seemingly learned nothing from their experience with the prototype to use to control the second version.
  • Twin Maker: Doom: VFR reveals that another Cyberdemon was created as a prototype before the one Doom Slayer fights in-game, but that the UAC lost it and it ended up back in Hell. It looks and fights identically to the other one, though it has no second phasenote , and Dr Peters has to go find and kill it to retrieve its Argent Accumulator to close the Mars portal.
  • Villainous Valour: Unlike the other demons, this one doesn't display any fear of the Doom Slayer, despite having been killed by him in the past. The first thing he does when he realizes the Doom Slayer was about to enter his chamber is to force the doors open and drag him in himself. After being seemingly killed in the boss fight the first time, he uses his sheer hate to draw on Argent Energy to bring himself back to life.
  • Wave-Motion Gun: One of its attacks in this iteration is a huge energy blast. Also, that BFG-9000 you're so proud of? Yeah, it was supposed to belong to this guy here.
  • We Can Rebuild Him: When the UAC captured it, the demon was nothing but fossilized remains. It was cloned at least twice, revived with Argent Energy, and then outfitted with cybernetic enhancements that made it incredibly hard to subdue or kill.
  • You Will Not Evade Me: After returning from death in Hell, it can create rock corridors to heavily restrict the player's movement, specifically to enable the use of its Sword Beam attack.

    Hell Guard 

Hell Guard

Appears in: Doom (2016)

https://static.tvtropes.org/pmwiki/pub/images/img_0164.PNG
Hell Guard in Doom (2016)
A trio of demonic suits of armor, each playing host to a diminutive, snakelike creature that controls it.
  • Achilles' Heel: Their huge energy balls can be destroyed with gunfire, and in the second phase if you shoot one of them while they're charging an energy ball it will explode in their face and stun them, opening them up to a heavy attack.
  • All There in the Manual: The Doom Eternal Collector Edition's Lore Book states that the parasite pilots are known in Hell as "Ebon Leeches", while the armor itself is seemingly referred to as a "Bone Strider".
  • Barrier Warrior: The first Hell Guard has an energy shield that it only drops when attacking, and even then it only gives a brief window to hit it.
  • Canon Foreigner: Other than the basic zombies and the Hell Razers, they're the only enemies in Doom (2016) not directly based on an enemy from the classic Doom games.
  • Conservation of Ninjutsu: The first Hell Guard, who you face one-on-one, has some very damaging attacks and a magical barrier that renders it invulnerable unless attacking. The second and third attack you jointly, but lack some of the more damaging attacks of the first and lack the barrier, making them easier to defeat.
  • Defiant to the End: The third and final Hell Guard you kill has one of the most drawn-out Glory Kills in the game because of this. After you break open its shell, the tiny parasite inside bites down hard on the Doom Slayer's hand, and he visibly struggles to pull it out of the armour. It takes several seconds to tug the Puppeteer Parasite free. It's still doggedly biting down even as the Slayer tries to pull it in half.
  • Dual Boss: The second and third Hell Guards attack you at the same time.
  • Foreshadowing: Dead specimens of the parasite pilots can be spotted among the vast pile of ammo and armour right before the Guard's Boss Battle.
  • Half the Man He Used to Be: The Doom Slayer pulls the last parasite in half.
  • Killed Offscreen: As mentioned in the entry above, several dead parasites, specifically seven, are scattered before the entrance to the Boss Battle. It is unclear whether they were killed or just simply died, but if each of the corpses was meant to have been part of a full Hell Guard unit, then that means the Doom Slayer was meant to have fought ten of them for the Crucible instead of just the remaining three.
  • Mythology Gag: The second phase of the fight has you face off against two Hell Guards at the same time, possibly referencing the original Doom where, in E1M8, you fight two Barons of Hell (the iconic "Bruiser Brothers").
  • Powered Armor: All they are is basically magical and meaty suits of armour with a Puppeteer Parasite inside both piloting it and acting as its battery.

    The Spider Mastermind 

The Spider Mastermind

Appears in: Doom (2016)

https://static.tvtropes.org/pmwiki/pub/images/img_0162_9.PNG
Spider Mastermind in Doom (2016)
"When the gate is opened, in the fourth age, when we have risen and the masters have shown us the path, she will be come. A great blessing will be given to the keyholder, for they will become one with the master, and in that holy union the power of the dark priest will be unleashed upon the heretics of the Penumbral Plain. The Aranea Imperatrix. Carried in the mind of all who follow, fed from the blood of those who fell, made with bone of rock, iron, steel and sinew. A mighty god to rule over all other gods. One become two become legion."

A vaguely spider-like cybernetic demon monstrosity referred to in Hell as the Aranea Imperatrix. She is the final boss of Doom (2016).
  • Badass Boast: Not on her part, but the Codex entry on her has quite an impressive one from the demons of Hell:
    When the gate is opened, in the fourth age, when we have risen and the masters have shown us the path, she will come. A great blessing will be given to the keyholder, for they will become one with the master, and in that holy union the power of the dark priest will be unleashed upon the heretics of the Penumbral Plain. The Aranea Imperatrix. Carried in the mind of all who follow, fed from the blood of those who fell, made with bone of rock, iron, steel and sinew. A mighty god to rule over all other gods. One become two become legion.
  • Beam Spam: She makes use of a plasma chaingun and multiple laser blasters to roast and toast anything in her way.
  • Be Careful What You Wish For: The result of such a wish. Olivia wanted unfathomable godlike power, and her demonic patrons gave her everything she wanted and more. Just not the way she likely would've liked it.
  • Brain Monster: She looks like a demonic brain with a face and vestigial limbs mounted on a Spider Tank body, and when you consider it's Olivia Pierce after she's transformed into a demon, the "monster" part is more than literal.
  • Cephalothorax: Like the original incarnation, she's a big head with an even bigger brain, mounted on a spider-like chassis with little stubby hands.
  • Clipped-Wing Angel: Unlike any other boss fight in the game, or even the series, this Spider Mastermind gradually gets weaker and weaker with the more health she loses, indicating that actually fighting the Doom Slayer was the worst possibility for her. By the time the finisher comes, she can't even fight back anymore. The fact that she merged with an Evil Cripple may be a factor as to why this is. Alternatively, Gameplay and Story Segregation may be at play, as she has the most health of the bosses; so if she isn't weak, she is certainly resilient.
  • Damage-Sponge Boss: She will take a Hell of a beating before finally going down. While she does drop ammo after certain amounts of her health are shaved off, it's not uncommon to run out of ammo when fighting her.
  • Dark Action Girl: She’s one of the toughest, strongest demons in Hell, a form Olivia is forced to take on when she got more than what she bargained for, and provides a tough challenge for the Doom Slayer.
  • Final Boss: She's the final boss the Slayer must face at the end of the game.
  • Freeze-Frame Bonus: She can be spotted briefly in a vision the Doom Marine gets when first reaching the Lazarus Labs (replacing the loading screen), hinting at her connection with Olivia Pierce.
  • Fusion Dance: With Olivia Pierce.
  • Giant Space Flea from Nowhere: Her inclusion in the game is obliquely hinted at in exactly one lore entry, with no other mention until you fight her. After dropping down into the boss arena, Olivia Pierce is shocked, and merges with the Spider Mastermind. Then the battle starts.
  • Impossibly Graceful Giant: She's able to elegantly and swiftly flip herself upside down to protect her main body by using the range of motion in her legs without any sign of balance issues.
  • Ironic Death: She's eventually killed with the BFG... which Olivia, her host, helped design.
  • Lightning Bruiser: It is the most durable enemy in 2016, can dish out a beating with all of its attacks, and is deceptively fast despite its size.
  • Mind over Matter: One of her powers is telekinesis, which she uses to throw bits of the arena at you.
  • Morphic Resonance: The Mastermind, like Olivia, needs a bone-coloured mechanical exosuit hooked to her brain to move properly.
  • My Brain Is Big: She is a giant brain in a cybernetic weapons platform.
  • Mythology Gag:
    • In the original Doom II's manual, it's noted to be thankful for the small mercy that the Spider Mastermind didn't wield a plasma weapon like her Arachnotron underlings.note  Guess what? This one does.
    • The original Spider Mastermind from the first game was famously killable with a single point-blank BFG shot. The Glory Kill performed on this version has the Doom Slayer shove the BFG in her mouth to finish her off.
    • The Spider Mastermind was intended to use some sort of magic attack in the original Doom, as evidenced by one of various unused sprites revealed by John Romero during Doom's 21st anniversary. This incarnation indeed delves into magic when down to half health, specifically electrifying the floor and utilizing psychic abilities - the latter of which in turn also references the Vagary from Doom 3.
  • Personality Powers: Olivia was a very stubborn person with a high tolerance for pain who valued her mind and manipulated all those beneath her to achieve her goals. As the Mastermind, she gains telekinetic powers, inhuman durability, and becomes the host of a massive hivemind of demons.
  • Psycho Electro: One of her attacks lets her create a burst of electricity in an aura around herself.
  • Samus Is a Girl: The codex on it refer to it in female terms. Although it's not much of a surprise when you finally get to it since Olivia merges with it.
  • She Is the King: Zig-zagged. Her title, the Aranea Imperatrix, is roughly Latin for "Spider Empress", but the Badass Boast in her codex entry refers to her as "a mighty god to rule over all other gods", and not a goddess.
  • Shock and Awe: The second half of her boss battle has her electrifying the floor, requiring the Doom Slayer to jump on top of pillars to avoid damage. Her final phase has her manipulating electricity to throw the same pillars at the Doom Slayer.
  • Shows Damage: She becomes increasingly bruised and has greater trouble moving as you damage her. By the end of the fight, she's just flailing lasers and limbs that can no longer support her weight at you in an attempt to get you to relent.
  • Spider Tank: Her lower half is a cybernetic, four-legged chassis meant to support her quite large head. She can also flip herself upside down with no problem.
  • Turns Red: Halfway into the fight, she rips out a pair of cables that keep her psychokinetic powers properly restrained and begins electrifying the floor and tossing pillars at you like javelins.
  • Villainous Breakdown: As the fight goes on and the damage she's taking starts catching up with her, she becomes much more desperate in her efforts to kill you. Her final phase is a pathetic blast of everything she's got left, most of which won't even hit you. By the time you've weakened her enough for a Glory Kill, she's pretty much given up and resigns herself to her imminent death.
  • Villainous Valour: She is one of the very few demons who displays no signs of fear toward the Doom Slayer even once defeated. In fact, the first thing she does upon surfacing is to roar at the Slayer before immediately readying the guns.
  • Was Once a Man: This demonic monstrosity is none other than Olivia Pierce herself, having been "rewarded" by her demonic superiors. Subverted by the Codex and the Doom Eternal Collector Edition's Lore Book, which indicates that the Spider Mastermind is actually a separate and very ancient entity that merged with Olivia to gain a physical form.
  • Your Head Asplode: The result of being executed point-blank with a BFG blast through her mouth. Granted, there's not much of her to 'asplode besides head.

    The Gladiator 

The Gladiator

Appears in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/tumblr_26f07ba0d741d76e671e80e146e68331_33a50258_1280.png
The Gladiator in Doom Eternal
A demonic executioner that serves as the grand champion of Hell's Colosseum. He is the guardian of Deag Grav on Sentinel Prime.
  • Ambiguous Situation: Not surrounding the Gladiator himself, who's a pretty clear cut opponent sent after you, but more his master trapped within his shield. Once the Slayer destroys it, the shield seems to scream "KAR EN TUK" - Argenta for "Rip and tear", as the Sentinels have across the boss fight. Given how the shield is described as containing the undying, tortured soul of the Gladiator's master, chances are it's cheering on the Doom Slayer to finish the Gladiator off; a show of thanks for freeing it from its torturous existence. But also, assuming it is a demon itself, and demonkind seems to live almost comfortably in eternal suffering so long as they can spread it outward, plus the fact that the Gladiator Turns Red after it explodes, it's also not hard to believe that the shield is telling him to rip and tear, and fulfill his duty.
  • Attack Reflector: Once his shield is destroyed, he can spin his flail to reflect all projectiles.
  • Big Red Devil: It may lack the red skin, but the horns, goat legs and cloven hooves are all there.
  • Dual Wielding: Upon the second phase of the boss battle, The Gladiator's shield is destroyed and he fills out his empty hand with another identical flail.
  • Epic Flail: Uses a demonic-faced spiked morningstar connected to its handle with a chain of argent energy.
  • Eyepatch of Power: Has a spiked metal eyepatch over his right eye.
  • Face-Design Shield: His shield has a demonic, animate face on it with glowing eyes like his own.
  • Giant Space Flea from Nowhere: The Gladiator is never mentioned beyond the very level where he is fought, and even then the level is short enough that it feels like he appears out of nowhere. He has no relevance to the plot beyond holding the Plot Coupon that allows Deag Grav's death to stick. Even his codex entry talks more about the arena he's kept in rather than his own origin. The Art Book does present a bit of context, stating that he is immortal as long as he has his shield which is containing the soul of his master, implying that the Gladiator's been around for quite a while.
  • Go for the Eye: The Gladiator’s living shield is near impervious to conventional weaponry, but one poke in the eye with the Doomblade was enough to make it explode.
  • Hoist by His Own Petard:
    • During the first phase of the fight, the shield will visibly blink well before the Gladiator strikes with its flail, blinking once or twice depending on whether it's a quick or heavy attack respectively. Given the circumstances behind what the shield is, this blinking may be an intentional act of defiance.
    • The Doom Slayer finishes it off by crushing its skull with one of its own flails.
  • Living Weapon: The shield he carries is said to contain the tormented soul of his dead master. It can also fire an energy wave in the shape of itself while the Gladiator is blocking with it.
  • Monstrous Mandibles: Has an extra pair of fanged mandibles on either side of his face that better illustrate his demonic nature.
  • Mythology Gag:
    • Its design clearly evokes the classic Hell Nobles, most prominently through its fanged, goatlike facial structure, woolly legs and cloven hooves. The beige colouration of its skin suggests it to more specifically be a Hell Knight.
    • The level that the Gladiator is fought in, Sentinel Prime, builds up to the fight with an ambient remix of Sign of Evil; the same track used for the first Doom's E 1 M 8, the first-ever level in which Hell Nobles (specifically, two Barons of Hell) are fought.
  • No-Sell: As a boss, he is immune to most of your equipment and superweapons. The Flame Belch doesn't generate armour when used on him, the Chainsaw doesn't register him as a valid target, and Ice Bombs don't take effect. He also can't be instant-killed by the Crucible if the player tries to pull this on him when replaying the mission (it will still take out a massive chunk of his health), though the BFG and Unmaykr still work on him.
  • Pre-Explosion Glow: Befor the shield explodes, it emits red beams from within.
  • Pre-Mortem Catchphrase: After the Slayer stabs the Gladiator's shield in its eye and concludes the fight's first phase, the shield screams "KAR EN TUK"note  — the same war cry that which the Sentinels cheered the Slayer on with — before exploding. Whether it's cheering you on or the Gladiator is unclear, but either way, the latter becomes WAY more dangerous from here.
  • Resurrective Immortality: The Gladiator can never truly die — while his mortal body can be destroyed, his soul will prevail, waiting for his body to reform as with most demons. The only way to truly kill him is to destroy the spirit of his master... whose soul is being contained within the Gladiator's shield.
  • Savage Spiked Weapons: Uses a spiked morningstar to better illustrate his character as a bestial demonic gladiator.
  • Shed Armor, Gain Speed: He becomes considerably faster and more dangerous once his shield is destroyed.
  • Spin Attack: He's prone to spinning and letting his flail fly far with wide sweeps.
  • Stone Wall: Unlike the Marauder, the Gladiator can't attack while turtling behind his shield and his transition from blocking with his shield to launching an attack is heavily telegraphed and can be easily countered with a super shotgun blast, which will immediately stagger him. This makes fighting him a lot more straightforward than the Marauder, though his offensive abilities become considerably faster in his second form.
  • Soul Jar: Its shield holds the soul of its former master. In exchange for said master’s eternal pain, the Gladiator’s body cannot be killed as long as its shield exists. This only delayed its death by minutes as the Doom Slayer was all too happy to introduce the shield to his Doomblade before ending the rest of the Gladiator itself.
  • Throwing Your Shield Always Works: One of the Gladiator's attacks in his first phase has him bash the side of his shield and slam it down, causing the shield to fire out a ghostly replica of itself at the Slayer.
  • Turns Red: After destroying his shield, he will whip out another flail and attack much more aggressively.
  • Your Head Asplode: At the end of their battle, The Gladiator gets a particularly brutal bludgeoning by the hands of the Doom Slayer, which concludes with its head being crushed like a watermelon.

    The Icon of Sin 

The Icon of Sin

Voiced by: Edward Bosco

Appears in: Doom Eternal

https://static.tvtropes.org/pmwiki/pub/images/tumblr_348ee12dc47faab2f96bb702a0e6ab3f_8dd7a1fc_1280.png
The Icon of Sin in Doom Eternal
Click here to see its unarmoured form

"For his payment, the Betrayer's son was returned to him in our form, and the Icon of Sin was brought upon the heathens. His vengeance was swift and merciless, for the wages of treachery are suffering."

A towering elder demon of pure destruction, extreme power and chaos — whose corpse can be seen littering the bowels of Hell along with the other ancient demons in Doom (2016). It is the final boss of Doom Eternal.
  • Apocalypse How: Its mere presence on Earth threatens a Class X-4 by wearing down spacetime in whatever dimension it's in, to the point of creating a supermassive black hole to drag the entire universe down into Hell.
  • Armor As Hit Points: Until you knock all of its armour plates off its body, you will not be able to do any damage to its fleshy bits.
  • Attack of the 50-Foot Whatever: A giant goat-headed demon the size of a skyscraper (which, mind you, is at minimum of 150 meters).
  • Book Ends: In Doom II, you kill this thing by shooting its brain. In Eternal, after destroying its armour and then its body, you kill it once more by planting the Crucible right into its brain.
  • The Bus Came Back: The Final Boss of Doom II: Hell on Earth returns once again after being absent since Doom 64.
  • Calling Your Attacks: When unmasked, it can be seen mouthing some type of demonic language to perform an Enemy Summoner spell. In the second phase, it can be heard speaking out loud to summon a meteor shower.
  • Came Back Wrong: The Betrayer stuck a deal with Hell to bring his dead son back to life, only for him to be resurrected as the host of an infernal, towering elder demon, with Hell seeing this as a fitting reward for a traitor like the Betrayer.
  • Death from Above: One of its attacks is raining down meteors from the sky.
  • Determinator: Even as its flesh is being blasted off its body, it will relentlessly fight back with no loss in vigour until its health is at zero.
  • Drone of Dread: Its leitmotif consists of blaring, technological horns, first heard when it awakens on Urdak, and heard more prominently during its boss fight. Its classic theme, "Opening to Hell", is remixed as a bombastic choir playing between its boss fight's phases.
  • Easter Egg: While it doesn't appear as an enemy in 2016, you can find its skull in "The Necropolis". Shooting a rocket at the sigil on its head (the spot where its weak spot was in Doom II) will have it recite the famous "!oremoR nhoJ ,em llik tsum uoy emag eht niw oT" quote from the classic Doom II boss battle and spit out a spawn cube that drops a Doom Slayer collectible doll.
  • Eldritch Abomination: A colossal demonic beast that distorts reality, is capable of tearing down spacetime, spreads madness wherever it goes, and cannot be permanently killed.
  • Evil Counterpart: To the Doom Slayer. It uses a giant suit of powered armour just like his and is easily the only thing that's remotely in his weight class. Both were also once mortal men, though whereas the Doom Slayer was granted godlike powers while retaining his humanity, the Betrayer's Son became host to the Icon, bringing it forth once again.
  • Evil Is Not a Toy: Bringing the Icon of Sin into Urdak was not the wisest decision the Khan Maykr could have made, in part thanks to the Doom Slayer interfering with the ritual meant to control it.
  • Fan Disservice: Has a very well-modelled posterior, for some reason. It also belongs to a gargantuan demonic monstrosity hell-bent on destroying the universe.
  • Final Boss: Just like in Doom II, The Icon serves as this once again for the main game. Only this time, it's not a wall texture, but instead a fully-fledged titan.
  • Generic Doomsday Villain: Unlike the Khan Maykr, he has no personality or dialogue (that we can understand, at least) and his role is just "really big scary thing."
  • Godzilla Threshold: The Khan Maykr considers it this, as releasing the Icon onto Earth would mean that the entire world would be assimilated into Hell, preventing the world from being reused as a source of souls after humanity had recovered from their near-extinction. But with the loss of the Hell Priests, it becomes the only plan she can take to continue the collection of Earth's souls before the Doom Slayer comes for her.
  • Good Old Fisticuffs: Don't let your guard down by thinking it only has fire and ranged attacks. It can and will regularly use its fists to strike at you or the arena in general, and those punches hurt.
  • Horned Humanoid: An absolutely humongous one, with a pair of big, goatlike horns.
  • Humanoid Abomination: A humanoid, goat-headed demon that’s unfathomably old, possesses near-godlike powers and is brought back to life by the Khan Maykr to bring about The End of the World as We Know It. While the Doom Slayer may be called the Beast of the Apocalypse, this entity is the real deal in the traditional sense.
  • Immortality: As mentioned by Samuel Hayden, only a Crucible blade can stop a Titan, and should the blade be removed the Titan will rise again, no matter how damaged its body is. Meaning that if the blade of Doom Slayer's Crucible is ever removed from the Icon of Sin's head, it would get back up and continue rampaging across Earth. Though, given the lack of a hilt to remove such a blade, this task may prove considerably challenging.
    • As of The Ancient Gods: Part 2 it is presumably finally completely destroyed along with all other demons outside of Hell.
  • It Can Think: At first, the Icon seems like some mindless monstrosity that only knows how to walk, roar, punch and destroy — however, more is revealed as you fight it. The Icon has a massive plethora of magic attacks (including a meteor shower, fireballs/giant beam from its head, etc.), can conjure portals to go anywhere it wants at will, and even seems to mime some type of language to teleport its brethren into the battlefield. It can also apparently speak said demonic language out loud in battle, with a deep voice. It also seems to spitefully scoff at the Slayer after its first phase, overlooking the battlefield with a snarl before walking into a portal.
  • "It" Is Dehumanizing: Played with. Samuel and the Khan Maykr often refer to the Icon of Sin with masculine pronouns, as it has a male-esque build and a deep voice, though other times the Icon is referred to as an "it". However, unlike most examples, this is more befitting than dehumanizing, as the Icon isn't humane at all, but is more so an absolute force of destruction — or as its name suggests, an icon of sin indeed.
  • The Juggernaut: The Icon of Sin has one purpose: to keep going perpetually, long enough for reality to collapse in on itself by sheer virtue of the Icon's existence. To that end, being the size of a high-rise and exorbitantly powerful, the Icon is virtually unstoppable by conventional means. It walks through buildings like it was wading through water, and it only bothers stopping for anything when it's encountered by Hell's mortal enemy. Not even being physically killed will stop it, as the Icon will eventually just get back up again unless a Crucible keeps it out of commission.
  • Just Hit Him: Inverted. It does just hit the Slayer, but since it has the manual dexterity to do that, and the battle takes place atop a skyscraper, one might wonder why it doesn't just pick him up and fastball him into the next country. This could be because the Slayer could — and would — survive that, and it's better to personally see the enemy Deader than Dead just to make it certain.
  • Kaiju: It's the size of a skyscraper, and you literally fight it while standing on a skyscraper yourself.
  • Killed Off for Real: Implied — for all its power, it's never stated to be exempt from the rule of "all demons outside of Hell die if the Dark Lord dies", so the Slayer killing Davoth presumably kills it for good.
  • Magic Pants: Of some sort. While the Icon's pelvis is exposed after its armour is destroyed, its leg armour goes unscathed due to the Slayer being at the height of its waist at its lowest.
  • Mighty Glacier: It's every bit as slow-moving as you would expect given its massive size. It hits as hard as you expect as well and takes a massive amount of damage to put down.
  • Mix-and-Match Critters: A demon with a vaguely human-shaped body, hands like a bat, and a goat-like head.
  • Monster from Beyond the Veil: After Valen the Betrayer sold out the Night Sentinels to resurrect his son, he quickly learned the hard way about what Hell sees in traitors, given how his son was returned as the Icon's host.
  • Planet Destroyer: Its primary purpose is to warp the reality of whatever dimension it exists in, eventually tearing down spacetime and sending whatever planet it's on straight to Hell to be devoured. This tear in spacetime would create an ever-growing black hole that, unbound, would send not only Earth but the entire universe straight to Hell.
  • Playing with Fire: It can shoot jets of flame from its hands, launch a barrage of fireballs from the inverted pentagram on its head, and summon blazing meteor storms.
  • Powered Armor: In its first phase, it's clad in an exoskeleton of Maykr design which protects its body. This suit was designed as a means of controlling it alongside the Betrayer's heart, but due to the Slayer interfering with its resurrection and the subsequent death of the Khan Maykr, the Icon answers to no one.
  • Reality Warper: Its mere presence twists the world around it.
  • Restraining Bolt: The heart of the Betrayer’s son, housing the remains of his soul, is what keeps the Icon of Sin dormant when not in use. The Maykrs planned to use it to help control the beast, but when the heart is destroyed and the son's soul freed, the Icon immediately starts a rampage to consume all of reality.
  • Speaking Simlish: While there is no Sdrawkcab Speech regarding John Romero, the Icon still says one thing; across Final Sin and his boss fight, it growls out a demonic phrase that sounds like "surrender" or "I still remember". It also says this before summoning a shower of asteroids.
  • Stationary Boss: It has a little more freedom of movement than your typical FPS "Giant Torso Boss", but is otherwise a pretty typical example of the trope. Until the second phase, that is, where it'll move around the building you're on to rain attacks on you from different angles.
  • Stripped to the Bone: It takes reducing it to a mere skeleton with scraps of muscle hanging on to finally open it up for a finishing blow.
  • Thinking Up Portals: Can apparently create portals at will. It uses one to invade Earth once it's awakened in Urdak and later summons another one to flee after the Doom Slayer strips its armour off, forcing the Slayer to jump in after it.
  • Took a Level in Badass: The last time we saw it in Doom II: Hell On Earth, it was little more than a flat texture on a wall, with its only defensive and offensive capabilities revolving around spawning monsters, and only taking several rockets to put down. Here, it's a titanic, demonic Humanoid Abomination who not only can still spawn monsters but possesses a plethora of direct attacks that can easily kill the Doom Slayer if he lets himself get hit. To make things worse, it's also monumentally tougher to kill, as the Doom Slayer has to destroy its armour, shred its body with gunfire until it's reduced to a skeleton with a couple of meat chunks still hanging on, and then impale its exposed brain with the Crucible (which happens to be literally the only viable method of putting it down). And that still only puts it out of commission instead of killing it.
  • Tragic Monster: It's only revealed in the backstory, but the Icon we see is the corporeal vessel of what was once an ordinary man, twisted into this towering abomination.
  • Villainous Valour: Even reduced to a mangled mess, it shows no fear of the Slayer - only spite, annoyance and a continued drive to defeat him. When it retreats through a portal after the first phase, it's evident that it's much less fleeing and much more prepping a change of scenery and tactics.
  • Walking Wasteland: It warps reality and terraforms its surroundings into Hellish structures just by existing. If left alone for long enough, its presence will suck the entire universe into Hell.
  • Was Once a Man: Formerly the mortal son of the Betrayer, before becoming merged with the unfathomably ancient Titan as part of Hell's cruel twist on the Betrayer's Deal with the Devil.
  • Wave-Motion Gun: One of its attacks has it fire a massive energy ray from its forehead.

Other

    Titans 
https://static.tvtropes.org/pmwiki/pub/images/titan_7.png
Titans in Doom Eternal
Absurdly massive demons that serve as beasts of burden for the more powerful demonic entities, and as combatants in the armies of Hell. Despite this, no Titan (Save for the Icon of Sin, which is unique enough to have its separate category) is fought in the game. However, some Titans have been slain by the Slayer in the past, most notably the Dreadnought of Taras Nabad and the behemoth known only as "The Titan", now a level for Doom (2016). There's also Maligog in The Ancient Gods: Part One, see his folder for details.
  • Achilles' Heel: They are completely immortal and can resurrect from any damage, no matter how grievous. The only known things which can put them down are Crucible blades and Atlan weaponry. For the former, Samuel Hayden claims should a Crucible blade be removed from a slain Titan, it will rise again; for the latter, the Night Sentinels were able to permanently kill Titans with their gigantic laser weapons powered by the Wraith's essence.
  • Attack of the 50-Foot Whatever: Subverted and Zig-Zagged, they aren't fought within the present context, but the Slayer has killed several of these beings, like the Dreadnought and The Titan.
  • Body Horror: A good look at them shows that their bodies are horrifically scarred to the point that their ribcage and organs are perpetually exposed.
  • Complete Immortality: Titans can't normally be killed. Even if they're ripped into pieces, they're still technically alive and will regenerate with enough time. The Crucibles can keep them from regenerating, and the Atlan weapons can seemingly kill them off, but the precise reason the latter can do so is not made clear.
  • Giant Mook: Averted, they're not fought in-game.
  • Horns of Villainy: They have curved, goatlike horns, which fit with their alignment.
  • Our Titans Are Different: Big, lumbering, horned demons.
  • Slave Mook: In Doom Eternal, they are chained to the massive and cumbersome Hell Barges used by the Hell Priests, and carry them around like beasts of burden. Two others are also chained to the Argent Transmitter on the top of Nekravol, as well as another chained up near the front gate.
  • The Unfought: None of the minor Titans are killed by the Doom Slayer during the gameplay, although some were killed by him before.
  • Womb Level: The Titan corpse in Doom (2016) remains on the Great Steppe, and a non-significant amount of deterioration has occurred. Demons have used the body to build temples and rooms into the beast's internal structure. The Slayer goes over there to clean them out.

    Kalibas 
https://static.tvtropes.org/pmwiki/pub/images/1500px_kalibas_closeup.jpg
Kalibas in Doom Eternal
Kalibas the Sightless Judge is the demon floor supervisor of Nekravol, the Maykr-controlled Hell factory where captured human spirits are processed into Argent energy. He is responsible for separating the souls suitable for processing into Argent energy from those unsuitable to be processed. A massive brain with tentacles coming out of it, Kalibas is unable to move and relies on four disembodied eyes held within mechanical pillars to defend himself. He appears as a sort of "boss fight" in Eternal, although he has no health bar or even a Codex entry, though he is mentioned in the Codex entries for Nekravol itself.
  • Brain Monster: He's a massive brain with tentacles for arms, hiding behind an impenetrable force field. You need to destroy his "eyes" to bring down the force field, at which point he explodes with a single punch.
  • Expy: The "boss fight" with him is extremely evocative of the fight with Mother Brain from the original Metroid game; he's a massive brain who attacks you with turrets that fire slow-moving energy balls at you from pillars, and the fight takes place in a large lava-filled room with platforms that rise and sink into the lava periodically.
  • Stationary Boss: It's mentioned that the slightest movement requires enormous effort on his part, so he doesn't move at all during the fight with him (in-game he's actually a piece of scenery with some scripting attached to it, rather than an actual character model).

    Maligog 
https://static.tvtropes.org/pmwiki/pub/images/maligog.png
Maligog in Doom Eternal
Maligog is a scarred, elderly Titan who hosts the Trials of Maligog. He helps the Slayer to retrieve the Father's life sphere.
  • Attack of the 50-Foot Whatever: When compared to every other demon, even including the Icon of Sin, Maligog is absolutely huge. For reference, the Slayer himself is only about a quarter of the size of one of his fingernails.
  • Facial Horror: His face is scarred to the point that his skull is visible, in addition to missing an eye.
  • Helpful Mook: He never attacks or threatens the Slayer, and instead helps lift him to the top of Ingmore's Sanctum. Not like he would have had any chance to win against the Doom Slayer.
  • Token Heroic Orc: Maligog can be considered this since he is possibly the only demon we have seen so far that isn't actively hostile against the Doom Slayer. If anything, the look in his eyes suggests he is more or less neutral towards the Slayer.

    The Dark Lord (SPOILER

Davoth, The Dark Lord

Voiced by: Piotr Michael

https://static.tvtropes.org/pmwiki/pub/images/dark_lord_9.jpg
Click here to see him in his Praetor Suit
"You feel you are prepared now, for this...?"

The supreme leader of Hell's armies who has been sealed without physical form for eons. He is a Walking Spoiler, so spoilers up to the The Ancient Gods: Part 1 DLC are unmarked.


  • Alternate Self: He's an Alternate Universe version of the Slayer, as in Hell's version of the Slayer. Though if anything, it would be more accurate to say the Slayer is a version of him, as the realm which is now Hell and the Dark Lord himself had existed long before one of his many Alternate Universe "echoes", the Doom Slayer, was born in his own Earth.
  • Affably Evil: Despite everything he's done and everything he plans to do, the Dark Lord treats the Doom Slayer with genuine respect during their final confrontation, with even his final words being as polite as possible.
  • Ambiguous Situation: The Ancient Gods: Part Two reveals quite a bit of ambiguity about the Dark Lord, but primarily about his origins; namely, does him being the true Creator mean all of what was previously told about him was a lie to cover up a cold-hearted betrayal by the Maykrs or was it a lie told to soften the blow that the first being in the multiverse was capable of going homicidally insane as a result of finding out even he wasn't strong enough to prevent the death of his creations and needed to be put down for the sake of reality? The game's director implies Davoth and Doom Slayer are both Primevals, and there is at least one being older and stronger than Davoth out there in reality; this muddles things further and could imply him being the Father is itself a lie.
  • Apocalypse How: Following his betrayal courtesy of the Maykrs, his goal is to cause a Class Z out of resentment, annihilating "all of creation" that he himself created, likely even including Hell considering its horrific downfall from what it used to be.
  • Arch-Enemy: To the Doom Slayer, as he is the ultimate commander of Hell's legions and had masterminded the whole franchise's events; up to the murder of Doomguy's pet rabbit Daisy, upping it to an It's Personal level. Reviving and killing him is the ultimate goal of The Ancient Gods DLC.
  • Archnemesis Dad: Well, Archnemesis Creator, but the Doom Slayer is a Messianic Archetype whom he, as God, made in His own image for the sake of vengeance towards his enemies. Doesn't stop the Slayer from slaying him, either way.
  • Asskicking Leads to Leadership: As the Father puts it, "The Dark Lord is the leader of Hell's armies. Not a king, but a warrior of the Dark Realm. The fiercest among them, as only the strongest could rule the demons."
  • Battle Cry: At the beginning of his boss fight, he rears back and lets out an echoing roar before going on the offense. He also lets this out at the beginning of the final phase, and yells repeatedly if he wins.
  • Barrier Warrior: Just like the Marauder, the Dark Lord fights with a shield, and you can only do damage to him when it's down. Unlike the Marauder, he can do a powerful Shield Bash attack which hits like a freight train, which means the likelihood of him lowering his shield is considerably lower.
  • Big Bad: Of The Ancient Gods Expansion Pack duology, and the Greater-Scope Villain of the entire franchise.
  • Big Red Devil: His Praetor Suit is designed to invoke this appearance given its colour scheme, bulk and the pair of horns it possesses, though Davoth himself isn't one outside of it.
  • Cannibalism Superpower: When lesser gods were defeated by his demonic servants, they were absorbed by Davoth, allowing his strength to vastly grow beyond what the Father intended for him. Or rather, allowing him to regain some of the powers stolen from him by the Maykrs.
  • Cool Sword: In the Codex entries, and his boss fight, he's shown wielding a massive Crucible Laser Blade of his own.
  • Contrasting Sequel Antagonist: To every other major antagonist in the reboot, who are almost entirely self-serving, vile scum. Olivia Pierce had betrayed her species to become a god by the demons' promises; the Khan Maykr made a pact with the Dark Lord to create Argent Energy, letting mankind suffer immensely if it means keeping her greedy rule satiated; and the Hell Priests followed suit while also basking in their own sadism. The Dark Lord is an Omnicidal Maniac willing to destroy everything, but not out of hatred or fun: it's out of love. He earnestly adored his realm and his people, and was willing to do virtually anything to defeat the very concept of death if it means saving them and allowing them to live forever. Unfortunately, nothing he tried had worked, which had dragged him down into complete insanity, his realm twisting into the Hell that you rip and tear into today. He also acknowledges the Slayer as a Worthy Opponent ready for a Duel to the Death, and even cooperates with the Slayer until his resurrection seemingly out of honour. Revelations of his true origins show that he isn't as selfless now as he used to be; he wanted to bring immortality to his creations, true, but his current motivations are revenge for being betrayed, usurped and sealed away by his creations, which is still Pay Evil unto Evil at this point and very understandable as a motivation after what the Maykrs had done.
  • Create Your Own Hero: He was the one who created the Doom Slayer in his own image, something both he and Father point out. According to the Codex, he influenced the Khan Maykr to create the Divinity Machine containing a shard of his stolen power, then influenced Samur to imbue that power into the Doom Slayer. He did this as an ironic punishment for the Maykrs; as he was betrayed and destroyed by something he had created, so too shall the Maykrs be betrayed and destroyed by something they had created. He got what he wanted, and he also knows very well that he's going to have to fight and kill the Doom Slayer afterwards.
  • Dark Is Evil: The franchise's Satanic Archetype, who's depicted in ancient tablets as wearing pitch-black Power Armor. Funnily enough, while he is the equivalent of Satan in the Doom universe, he's actually one of the most sympathetic villains thus far, especially compared to the Khan Maykr.
  • The Dreaded: The greatest warrior of Hell who all demons fear, and with good reason: He's Hell's version of the Doom Slayer. When the Slayer himself returns to Earth with the Dark Lord's life sphere in hand, almost the entire ARC staff immediately evacuates.
  • Dying Vocal Change: Moments before dying, his booming baritone disappears, replaced by a hoarse, rasping growl.
  • Evil Counterpart:
    • To the Doom Slayer, as Hell's version of the protagonist who embraced all the worst parts of their shared Determinator personalities. Though it might be more accurate to say that the Slayer is his Good Counterpart.
    • To Samuel Hayden. Both have tried to bring prosperity to their worlds. But while Hayden swore off Argent, trying to find a synthetic alternative after discovering it was Powered by a Forsaken Child, the Dark Lord went Omnicidal Maniac on the rest of the universe in hopes that enough sacrifices could let him destroy death itself for his people. Or at least that's the initial story - much like Hayden being a human.
    • He also shares a few traits with VEGA, The Father, even despite their deep animosity; back in their prime, they were both loving rulers who ruled prosperous worlds, before certain circumstances had befallen them; The Father due to Samur stealing his essence, and the Dark Lord due to none of his steps to giving his people Immortality working as he wished. Not to mention that they both have life spheres; The Father having a golden-yellow one and the Dark Lord having a reddish magenta one. Although as Part Two reveals, this might have initially been the other way around.
  • Evil Doppelgänger: An Alternate Universe version of the Slayer who hails from Hell rather than Earth.
  • Evil Is Bigger: The Dark Lord's battle armor is much bigger than the Doom Slayer's, being a Mini-Mecha with two shoulder guns who wields a demonic Crucible. It's also red and has horns.
  • Evil Sounds Deep: Trapped in a life sphere, he has an incredibly low, gravely, booming voice to reflect his demonic nature. This carries over to his physical form, and as it turns out, his voice is so deep that his battle suit can only give him Voice of the Legion properties. Later on though...
  • Evil Sounds Raspy: At the end of Part Two, he is so critically injured and deprived of energy that his echoing baritone is reduced to a more snarling tenor, the lack of echo even making him sound human.
  • Face Death with Dignity: After a grueling battle to the death with the Slayer, while on his knees, rather than continue fighting to his last breath like the rest of his servants would, the Dark Lord simply casts aside his Laser Blade and more or less tells the Slayer to Get It Over With.
  • Fallen Hero: He was the original Father that created the universe and once sought to bring prosperity to his creation. However, after being driven insane by his desire to gift them eternal life, the Father was sealed away by his own servants, resulting in him succumbing to villainy and becoming the vengeful Dark Lord.
  • Final Boss: Of The Ancient Gods: Part Two, and Doom Eternal as a whole.
  • Fisher King: His descent into a Roaring Rampage of Revenge, after being sealed away for his cruel, violent pursuit of the secrets of eternal life, is what transformed his universe from a paradise into literally Hell, and turned his people into insane, soulless monsters.
  • Foil: To the Doom Slayer himself, even more so than the Marauder. Both are fierce warriors with equipment-laden Praetor Suits, but Davoth explicitly prefers melee weapons such as a Crucible sword and shield while the Doom Slayer has a wide arsenal of guns, a Blade Below the Shoulder and a chainsaw at his disposal. Furthermore, how they became Primevals are completely dissimilar; the Slayer started out as a silent Badass Normal Screw the Rules, I'm Doing What's Right! marine before gradually earning more power just through killing powerful demons and hunting demons to protect Earth and avenge his pet rabbit, Daisy. Davoth on the other hand is a verbose decillion or more year old demon god who was apparently born into supreme power in the first place and serves as the creator and leader of Hell, then known as Jekkad; and became the tyrannical Omnicidal Maniac he is today because his own creations betrayed him.
  • God: The final battle against him in The Ancient Gods: Part 2 has him force the Father to reveal the truth: Davoth was the Father, was the first being and created all realms in the known existence. The one we know as the Father was actually one of Davoth's creations along with the Maykrs in his quest to gift immortality to his people. When the Maykrs betrayed him and sealed Jekkad, they re-wrote their history to hide the truth that they had betrayed the real Father and used the powers that they stole from Davoth to ascend one of their own as the Father, the one we know of today. Leaving Davoth trapped and forgotten, betrayed by his own creations, and who stole both his power, his very name, and the secret to immortality, it's no wonder the guy's absolutely pissed. However, given it is suggested there is an entity even greater somewhere in the cosmos (the Mysterious Voice heard after defeating the Khan Maykr), Davoth may simply be the Primeval/first being of this facet of reality.
  • God and Satan Are Both Jerks: Of a form. He worked with the Khan Maykr to destructively invade Earth to harvest human souls. In the end though, you could just rename this trope to "God and Satan Are The Same" and it would perfectly apply to him.
  • God Is Evil: He's the real Father, whom the Maykrs presented instead as Father's creation when they usurped him. He's waging a war against all of creation over this. Given the implication that there is an even older and greater being out there whom Davoth doesn't seem to be aware of, this would make him akin to the Demiurge from Gnosticism.
  • Godzilla Threshold: Notable in that he is the maximum threshold that the Doom Slayer, another definite example of this trope, is willing to use. The Slayer's hatred for demonkind as a whole is so infinite and so violent that he would go out of his way to risk all of reality via reawakening the Dark Lord if it means his death would equal the demons being banished to Hell forever. Unfortunately, this is also where he burns bridges with Samur, who is so adamantly against this decision that he opts to kill the Slayer. Even the sudden revelation that Davoth was the true Father all along barely shakes the Slayer, and in fact pisses him off so extremely that he actually says one word just as he kills Davoth.
  • Good Colors, Evil Colors: His Praetor Suit is predominately hot red in color with yellow accents, clashing with the Doom Slayer's earthy green and brown suit.
  • Graceful Loser: Unlike the rest of the Slayer's major opponents, who are either too monstrous to give a coherent response to their defeat, or too haughty to accept it, Davoth deactivates his crucible upon his defeat, a nonverbal indicator that he knows he's lost and is done fighting, and simply asks the Slayer if he has anything to say before he finishes the job.
  • Greater-Scope Villain: Everything in the reboot can be traced back to him, as he's the one who struck a deal with the Khan Maykr. As he is also Satan in all but name, he could also serve as this in the classic games, with creatures such as the Spider Mastermind, the Icon of Sin, the Mother Demon, and possibly Dr. Betruger as his enforcers. Even yet further pronounced when it's revealed that he's not just the devil, he's also God too.
  • Humanoid Abomination: When he reincarnates into physical form at the end of The Ancient Gods: Part One, he is revealed to look almost exactly like the human Doom Slayer himself, despite being an incredibly ancient demonic god.
  • Hoist by Their Own Petard: He's not only the one that created the Doom Slayer in a revenge plan against the Maykrs spanning untold amounts of time but also the one that urged Samur to give the Slayer a fragment of his own power in the Divinity Machine to fulfil this plan. Once the Maykrs are soundly defeated and the Khan Maykr was slain, the Slayer ends up going after the Dark Lord next and defeating him thanks to that plan leaving him in the perfect position to do so. For what it's worth, the Dark Lord was expecting this to happen, and in fact ready to duel the Slayer to decide the fate of all creation.
  • I Have Many Names: His various monikers include Davoth, the Dark Lord, the Nameless One, the Infernal Master, the Lord of Hell, the Malicious One, the Dark One, the First Primeval, and most damningly, The Father.
  • Keystone Army: Currently, his power is the only thing that allows the demons to escape their dimensional prison in Hell. Thus, if he is killed, every single demon outside of Hell will be destroyed. This is the main reason the Doom Slayer releases him from his prison, as he is well and truly sick of the demons arising again and again to threaten Earth. This is precisely what happens at the end of Part Two, although not without sapping the Slayer of his Divinity Machine powers; which were actually all part of Davoth's essence.
  • King Mook: Gameplay-wise, he acts like a boss version of the Marauder, albeit with the ability to summon astral projections of other types of demons, including Tyrants. He also has his own version of the Slayer's grenade launcher and a shield bash reminiscent of the Gladiator.
  • Life Drain: One of the main gimmicks of his fight is that he heals himself whenever he lands a blow on you.
  • Love Makes You Evil: His love of his people was so great he wished to never lose even one, leading him to try and unravel the secrets of eternal life. However, the endless lack of results drove him increasingly mad, causing him to throw all his realm's resources into the study of eternal life and torture any who attempted to stop him. In the end, his creator — the Father — sealed him away and deprived him of a physical form, for what could have been eons — and still, his will to return never falters. This is terrifyingly similar to the Doom Slayer's devotion to Earth and humanity, willing to kill anything that threatens his homeworld. However, The Ancient Gods Part 2 reveals this story is partially a lie fabricated by the Maykrs. Davoth is the Father, the Maykrs usurped, stole at least part of his power, and sealed him away; the Father we know is one of his creations. The above story was created to explain away the Dark Lord. His love for his people, however, is still genuine, where in the same scene he laments how his servants ruined Immora's chances of being a truly prosperous city full of perfect people.
  • Manipulative Bastard: Befitting of a Satanic Archetype character, who has been reduced to whispers. Not only is he indirectly working through the demons behind the scenes, and the source of most Faustian pacts in the series, the codex in The Ancient Gods: Part Two reveals that he manipulated the Khan Maykr and duped Samur into using the Divinity Machine to empower the Doom Slayer, all for revenge on the Maykrs.
  • Mini-Mecha: He sports his own variation of the Doom Slayer's Praetor Suit, but which is larger than the Slayer's own suit and more akin to Terminator Armour.
  • Mirror Boss: The final battle with him has him using his own Praetor Suit, complete with Equipment Launcher and his own sword to counter the Slayer's Sentinel Hammer. Notably, he's even able to heal himself via certain attacks, just like the Slayer with his Glory Kills.
  • Mortality Phobia: Not towards his own death, with him being perfectly aware of his immortality, but he is rather terrified of his people dying out, leaving him alone in an empty realm. Even with the revelation he is actually the Father, this motive might have been true since his plan was to attain eternal life for all of his creations.
  • Non-Action Big Bad: This guy has been stuck as a Life Sphere for a decillion yearsnote , thus many powerful demons became his successors across the four ages. He's destined to reclaim his rulership, as the Slayer restores him to a physical body to kill him.
  • No Ontological Inertia: Played with. According to VEGA, Davoth's death is actually not directly tied to the deaths of demons outside of Hell, but it's actually part of Hell's law. "By Hell's law, if the Dark Lord is defeated in ritual combat, any demon outside of Hell will be destroyed" - as in, if Davoth is defeated, he will no longer be able to exert his influence upon Jekkad and all demons outside of Hell under his influence will be destroyed as penance.
  • Omnicidal Maniac: As if the actions of his demonic forces didn't make this obvious, the Dark Lord seeks to destroy all of creation and begin anew as retribution for being usurped by them eons ago.
  • Physical God: The first of the Father's creations, a "Primeval" who rules over an entire realm of creation, and can warp reality through his will alone. According to the Book of the Seraphs, each realm created by the Father can only contain one Primeval, such is their power. And then it's revealed he's actually the real Father. While it is suggested the original Father is actually more akin to a Primeval, he is still this trope.
  • Power Echoes: Almost always speaks with a booming reverb, which deepens his already low voice significantly. He only loses this when he's near-dead.
  • Power Tattoo: Has a glowing red Slayer symbol on his back to represent his identity as the World's Best Warrior of Hell: the Slayer of Hell.
  • Reality Warper: It’s said his will alone is what allows Hell energy and demons to manifest outside of their realm, and being a Primeval means he can warp reality at will. Upon his reincarnation into physical form, he shows he can just casually create a portal directly to Immora, the deepest and most ancient part of Hell, from within Luminarium. As further revelations about his origins show he was actually the original Father; it’s ambiguous if he really had created realities before he became self-aware, but at minimum, he had created Urdak and the Maykrs, Jekkad, as well as countless realms and Seraphs to steward them.
  • Red Eyes, Take Warning: His irises and sclerae are red, to denote his demonic nature.
  • Revenge Before Reason: When the Father sealed him away for his increasingly violent, unhinged behaviour in pursuit of eternal life for his people, he became obsessed instead with killing the Father and destroying the rest of creation in retaliation. Before long, his pursuit of vengeance reduced his universe from a paradise to Hell as it is today. This revenge becomes even more pronounced when we learn that he was the original Father, and has damn good reason to be pissed for being betrayed by his own creations and having everything taken from him.
  • The Reveal:
    • The Ancient Gods: Part One reveals at the end that he is none other than Hell's version of the Doom Slayer. Or, rather, the Doom Slayer is a version of him.
    • The Ancient Gods: Part Two reveals he's the real Father, the creator of the multiverse.
  • Satan Is Good: A heavily downplayed example in his past. He is by no means good anymore, but he is driven by a desire to help his own creations out of love that drove him to insanity, rather than being hungry for power for its own sake like previous antagonists. As it turns out, this story is a lie. He's actually the Father, enraged by the betrayal of his followers who took everything from him.
  • Satanic Archetype: It is fairly obvious that he's the stand-in for Satan in this franchise; As the Dark Lord and numerous other wicked names, is the supreme ruler of Hell, and is the ultimate commander of all demons. He is even directly referred to "The Devil" by the intern working with the Doom Slayer. His status as the creator of all known things subverts this and would make him God, though Word Or God then reveals the existence of at least one even older and greater entity outside of his knowledge would make him a Demiurge Archetype than anything.
  • Sealed Evil in a Can: His soul has been trapped in a life sphere in the Blood Swamps of Hell for eons. This hasn't stopped his will from escaping the confines of its prison and manipulating various forces within Hell and beyond.
  • Shadow Archetype: Serves as a dark warning as to what would happen to the Doom Slayer if he sought to protect his people from something that couldn't be overcome: Death. The Dark Lord's eternal crusade against death has made him enemies with the rest of The Multiverse, turned his realm into Hell itself, and corrupted his people into literal demons.
  • Shows Damage: Like the Spider Mastermind, he starts to display heavy damage in the latter half of the fight; his Praetor Suit begins to break apart, spark yellow electricity and smoke black fumes. The difference is that the Spider Mastermind gradually becomes slower and weaker, while for Davoth this is just a visual effect, and he actually only becomes stronger from here.
  • Suspiciously Similar Substitute: At his basis he appears to be the modern era's edition of the Mother Demon, having birthed demonkind, masterminded all of Hell's invasions and is the final enemy of the story. His true name, The Father, parallels perfectly with the Mother Demon's; and their defeats result in Doomguy facing an uncertain fate; in 64's case he voluntarily stays in Hell, in Eternal he collapses and is resealed into his cursed tomb.
  • Takes One to Kill One: According to the "Book of the Seraphs," only a fellow Primeval or something even more powerful could defeat him if he were to be reincarnated into physical form. It is telling the only one who can face Davoth in combat is the Slayer, who was made in his own image and had a fragment of himself within.
  • Tattoo as Character Type: His body is covered in pentagrams and other demonic symbols to denote his affiliation with Hell.
  • Time Abyss: He is mentioned as being at least a decillion years old, and hasn't been summoned into a physical form for just as long. For reference, the current age of the known universe is around 13.77 billion years, and Davoth is at least 72 sextillion times older. And with The Reveal, it's entirely possible that he may actually be infinitely older than that.
  • Tragic Villain: Despite being the biggest bad in the entire franchise, he remains the most sympathetic because unlike all of the other selfish bastards fought throughout the series, his fall was simply caused by a selfless desire to not only fulfil the Father's wish in creating the perfect paradise but also giving in to the most intrinsically self-sacrificing act of all—love for his own kin. It's just that he went too far in his love for them and lost himself along the way. Part Two has him being THE original Father, who originally wanted to save ALL of his creations from death, not just those in Jekkad, but fear from the cold, logical Maykrs that he made to discover the secret to immortality betrayed him and imprisoned him over the possibility of destroying creation... a prophecy made true by their very actions in betraying him, turning him into a hateful Omnicidal Maniac out of the indignity and anguish of having everything stomped on and stolen from him, turning him into the example of God Is Evil he is now.
  • The Unfettered: He wanted to defeat death itself to protect his people. His failure to accomplish it eventually drove him completely insane, to the point he seeks to destroy and consume the rest of creation both out of revenge against the Father for imprisoning him and the hope that if he just has enough power he can finally realize his goals. However, with The Reveal he was betrayed by the Maykrs who stole everything from him back when he was the original Father, it becomes unclear if he really was Slowly Slipping Into Evil in his quest for immortality, or if the Maykrs betrayed him first.
  • Unseen Evil: Despite being the ruler of Hell, he doesn't make any physical appearance in 2016 or Eternal. He finally makes an appearance at the very end of The Ancient Gods: Part One.
  • Villainous Valour: The logical conclusion of much of the bosses' increasing fearlessness of the Slayer. Davoth is nothing if not honorable, understanding that the Slayer is the one and only man who can defeat him; and yet not only does he not dread that possibility, he makes various testaments to his might, and is even cordial enough to tell the Slayer where he will go for their battle right after he tried shooting him at the Luminarium. Considering that he essentially made Doomguy into the Slayer he is now, of course he would not be afraid of his own creation.
  • Vocal Evolution: Zigzagged; In 2016, his voice is a very booming, guttural baritone with added effects to make it sound even more thunderous. In Eternal his voice is still the same booming low baritone, but his voice is now more reverberated than bass boosted, making his voice sound clearer. In his boss fight, the original bass boost returns in a form whenever he has his helmet on, though now complemented by a Voice of the Legion.
  • Walking Spoiler: Describing his physical appearance or background gives away The Reveal from the end of The Ancient Gods: Part One that he is an Alternate Universe Evil Doppelgänger of the Doom Slayer himself. Part Two only makes him even more spoiler-heavy if that was even possible!
  • Well-Intentioned Extremist: He used increasingly brutal methods in pursuit of granting his people eternal life. Unfortunately, this loosened his grip on sanity till he sank into becoming an Omnicidal Maniac who vowed to destroy all of reality if it means accomplishing his mission. This insanity eventually cost him his freedom and physical form, courtesy of the Father... until the Slayer gives him back both in hopes of killing him. As it's revealed the story about the Dark Lord were at least partially lies, whether or not he was this trope in the first place is debatable, but by no means he is this trope in present time.
  • Worthy Opponent: He recognizes the Slayer, out of all potential entities throughout the series, as potentially the only foe that can best him and his legions of Hell. To that end, he had erected scriptures that tell his tale as a foreboding warning to his kind and tried everything he possibly could in his limited physical influence to prevent his reawakening with Olivia in the 2016 game. In the end, as shown in The Ancient Gods, he's willing to goad him on into a final battle, knowing that he may potentially die for good in a Duel to the Death because he acknowledges his strength that much; which all makes sense given the Doom Slayer is an Alternate Self of the Dark Lord, and thus in the Dark Lord's eyes capable of the same level of Determinator unstoppableness as the Dark Lord himself. The end of the Final Boss shows that the Dark Lord holds the Slayer in such high regard that he willingly opts to Face Death with Dignity and allows the Slayer to kill him.

"Tell me...have you nothing to say to...your creator...before you strike him down?"


 
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A man of one word.

Doom Eternal provides a neat showcase of the Pre-Mortem One Liner - it doesn't need to be more than a single word; what matters is that it is delivered after the deathblow is struck, but before consciousness fades.

How well does it match the trope?

4.95 (66 votes)

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Main / PreMortemOneLiner

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