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Here's the characters of the classic Doom series.

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

For the characters and bosses in DOOM (2016) and its sequel DOOM Eternal, see DOOM (2016).

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    The Doomguy
Click here for his full body 
"You're a marine, one of Earth's toughest, hardened in combat and trained for action."
— Excerpt of The Story So Far section of the Doom instruction manual

The Player Character.

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

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

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

For the tropes pertaining to the Doom Slayer of the reboot continuity, see that character page.

  • Action Hero: The Doomguy is a straight-up balls-to-the-walls killing machine who slaughters his way through the forces of Hell without qualm or respite.
  • Ambiguously Human: Starting off just fine, the Doomguy did canonically die at the end of the first episode of the original. But since he was on the Deimos base, which was in Hell itself, this only mostly inconvenienced and displaced him. Since then he's returned from Hell as well as dived right back into it multiple times over, so it's not entirely clear whether he's really human or truly alive by our standards anymore.
  • Ax-Crazy: A heroic example. While there's no doubt he's a good guy, the fact that he kills his enemies with too much joy makes clear he's not exactly well lit.
  • Badass Family: Doomguy has been confirmed (at least in the classic continuity) to be the son of Billy Blaze (A.K.A. Commander Keen, William J. Blazkowicz II) and great-grandson of William J. Blazkowicz.
  • Bare Your Midriff: At least according to the box art of the first Doom. Male example, courtesy of Clothing Damage.
  • The Berserker: He wipes out entire armies of demons with unimaginable ferocity. Taken up to 11 with the Berserker powerup, where he starts one-shotting demons with his bare fists.
  • BFG: He wields the very first Big Fucking Gun.
  • Blood Knight: He smiles sadistically every time he obtains a new weapon and grits his teeth when he fires with it.
  • Bruiser with a Soft Center:
    • Doomguy had a pet rabbit named Daisy (the past tense usage there being the biggest regret of the forces of hell by far).
    • Doomguy was also only sent to Mars in the first place because he assaulted his superior officer who ordered him to fire on civilians. This being Doomguy, the "soft center" still involved putting someone in a body cast.
  • Bulletproof Vest: His Iconic Outfit includes a green vest that, according to the manuals, is kevlar.
  • Canon Name: Somewhat, as several different sources give him several different names: in the novels based on the original games, he is named Flynn "Fly" Taggert, the Doom 3 novels name him John Kane, and in the mobile RPG he's Stan Blazkowicz. Moreover, they're only "somewhat" canon in that, no matter how many sources try to attach a name to him, the people from id Software who made the game continue to insist the Doomguy doesn't have an official name, since giving him one would get in the way of his status as a cipher for the player - e.g. he doesn't have a name because he's just supposed to be you, albeit you as a Space Marine who can go toe-to-toe with Hellspawn.
  • Can't Bathe Without a Weapon: In the first Doom novel, he decides to risk taking a shower in the Phobos Lab infirmary. He takes the trouble to lock the doors and turn off the lights except for the one in the shower stall and keeps his trusty shotgun within arm's reach in case of he's attacked. Luckily he doesn't. He gets attacked immediately after leaving the infirmary though.
  • Charles Atlas Superpower: There's technically nothing supernatural behind his Berserk Punch and ability to withstand direct hits from a rocket launcher, at least in the pre-2016 games.
  • Cultured Badass: If his description in the Quake III Arena manual is to be believed, Doomguy has brains in addition to brawn.
    Distracted and intelligent sounding, (but not a member of the intelligentsia, more like a well-educated tradesman) this guy may be a few cards short of a full deck, but his training serves him well. He's a bad-ass in the arenas.
  • Determinator: He will never stop, until he has crippled the dominions and powers of Hell, leveling it totally, or turning the ruin into his kingdom to rule over alone. The demons hate and fear this aspect of his character above all. And it turns out that this insane level of determination carried him all the way through the rebooted series!
  • Did You Just Punch Out Cthulhu?: He's taken on demonic horrors that would have made even Jesus wet his pants and busted a cap in the ass of each one of them.
  • Doomed Hometown: Doomguy's hometown on Earth is attacked in Doom II: Hell on Earth, and is the location of a portal to Hell that he must go through to stop the invasion.
  • Empowered Badass Normal: The Doomguy is pretty much just a soldier armed with two things: an arsenal full of really big guns, and a bottomless hatred for the Legions of Hell. However, he can also temporarily empower himself with hell artifacts that grant him power-ups such as temporary invulnerability or invisibility. The berserk pack makes him strong enough to punch demons into paste. But even without these things, he's still able to go up against every demon in Hell and come out on top.
  • Flat Character: A deliberate example, as the devs wanted players to project their own personality onto him.
  • Fragile Speedster: In Doom II, he gains speed to dodge bullets, but is still as frail as he was in the original iteration.
  • From Nobody to Nightmare: From the demon's perspective he is the embodiment of this trope. Running and gunning into their midst, just another mortal, a marine, a grunt to either slaughter or zombify. But then he ends up becoming a serious threat they can't silence, and goes on to destroy the forces of Hell several times over. Understandably, he is very much now The Dreaded in Hell.
  • Glass Cannon: While he can hit demons hard with his arsenal and actually has decent health, Doomguy loses it as fast as them if he doesn't dodge their attacks quickly.
  • Good Old Fisticuffs: One of Doomguy's "weapons" is a basic punching attack. It functions as a Joke Weapon for the most part. That is unless you grab a Berserk Pack, which turns it into a Lethal Joke Weapon against the weaker monsters.
  • Guest Fighter:
    • Doomguy is a secret character in the PC version of Tony Hawk's Pro Skater 3, due to Gearbox Software being the one who ported the Windows version of the game.
    • Doomguy appeared as a playable character in Quake III: Arena where he was simply named "Doom".
  • Helmets Are Hardly Heroic: The boxart for Doom II shows him having ditched a helmet as he takes on a Cyberdemon. Otherwise averted in the classic games, where the first game's art and in-game sprites in both show that Doomguy is wearing a helmet.
  • Heroic Ambidexterity: While Classic Doomguy wields two-handed guns with his right hand at the trigger, he punches and uses his pistol southpaw.
  • Heroic Comedic Sociopath: His incarnation in the comic book. It has to be seen to be believed.
  • Heroic Lineage: His father saved the world from aliens, and his great-grandfather fought Nazis.
  • Heroic Mime: Never speaks beyond Voice Grunting in the first three games.
  • Heroic Sacrifice: Seemingly dies in one at the end of 64 , as he decides to stay in hell to fight it's forces for as long as he can. It didn't take, as he went on to become the Doomslayer after an encounter with the Maykrs.
  • His Name Really Is "Barkeep": Word of God proclaims that Doom Guy is his real name.
  • Hyperspace Arsenal: Carries a huge arsenal of weapons in all games. Common to all are a pistol, a shotgun, a chaingun, a rocket launcher, a plasma gun, and the BFG-9000. He adds more to this depending on the game. It's a wonder he doesn't clank when he walks.
    • Doom 2 adds the double-barrel "super" shotgun.
    • Doom 64, in addition to its own version of the double-barrel shotgun, adds the Unmaker.
  • I Choose to Stay: At the end of Doom 64, Doomguy decides to stay behind in Hell to make sure he's killed off the demons for good.
  • It's Personal: In the classic game, they killed Daisy, butchered all his buddies on Mars, and then invaded Earth.
  • Lantern Jaw of Justice: If the status screen is to be believed.
  • Late to the Party: Doomguy's many incarnations are always too late to save any survivors after Hell initially attacks Mars.
  • Lightning Bruiser: Classic Doomguy becomes the "hard-hitting speedster" version of this in Doom II; the original game had its moments of comparative "breather" time, but II was where the lightning-fast array of flying bullets and hellfire and the emphasis on constant movement that has become definitive of the series was really introduced. He can also play this trope straighter if he finds ways to upscale his health and armor, which give them protection without impacting his movements or firepower.
  • No Name Given: While he has plenty of fanon names (and a couple arguably canonical), the Doomguy really has no official, cemented name. Romero stated that he wanted the players to feel like they were the marine and to invent their own personality.
  • One-Man Army: It's this guy and every demon that the depths of Hell can throw at him. The demons are rightly terrified of him. According to this post there are 8265 demons in just the first two games. And even considering most players wont kill every single monster, it will still probably be more than half that by the end.
  • Palette Swap: In multiplayer other marines become this.
  • Patricide: In a bonus level of Doom II, he is forced to kill four clones of his own father, Billy Blaze, in order to leave.
  • Real Men Love Jesus: In the novelization, he's a devout Catholic. He probably takes after his grandmother.
  • Real Men Wear Pink: The thing that makes the events of The Ultimate Doom's Thy Flesh Consumed episode truly personal? The demons killed his pet rabbit, Daisy.
  • Roaring Rampage of Revenge: Doomguy slaughters his way through a huge swath of hell because they killed his rabbit.
  • Shell-Shocked Veteran: According to the Doom 64 manual, Doomguy was left with severe PTSD from his experience in the first two games. Nonetheless, when the forces of Hell rear their head again, he voluntarily jumps back into the fight.
  • Skewed Priorities: Doomguy seems more upset about the death of his rabbit than the deaths of his army buddies.
  • Sealed Evil in a Duel: Doomguy at the end of Doom 64 is stated to stay in Hell to ensure the demons never cause trouble again. As the reboot series suggests, fate had different plans for him.
  • Sir Swears-a-Lot: He'll say some rather unflattering things about you, the player, should you choose to quit instead of continuing the campaign against Hell.note 
  • Slasher Smile: Whenever classic Doomguy picks up a new weapon, he gets a very psychotic grin.
  • Sociopathic Hero: His narrations in the "cutscenes" and instruction manuals give this impression. Classic series only.
  • Sole Survivor: Original Doomguy is the only marine who survived the initial invasion, though humanity as a whole survived, as the sequels reveal.
  • Space Marine: A non-Super Soldier example. However, the Super Soldier aspect does get played straight in the modern games after Samur Maykr puts him through the Divinity Machine, turning him into the Doomslayer.
  • Strong Family Resemblance: Doomguy in the original continuity has remarkably similar facial features and body structure to his great-grandfather, B.J. Blazkowicz.
  • Suicide Mission: One man attempting to fight off an entire army of demons, and in multiple games invading Hell itself singlehandedly. Nobody's expecting you to come out alive. Zigzagged in all games save for ROE, where it's left ambiguous note , in that you complete your mission and live.
  • To Hell and Back:
    • In the first game he ends up in Hell after discovering where Deimos had teleported to and wanting to teach the demons a lesson on messing with him. Hell "plays fair" and spits him back out into the human world after his rampage kills the Spiderdemon.
    • In the second game, he voluntarily returns to Hell and completely wrecks the joint, to the point that he is left to wonder what would become of the evil people in the world when they die.
    • In Doom 64 he kills the Mother Demon and apparently exterminates the demons completely. Also he stays in hell by choice in order to ensure that no further demonic incursions happen.
  • Unexpected Virgin: Canonically speaking note , Doomguy is a virgin. Granted, he's got more important things on his mind. Losing his virginity is on the backburner.
  • Unexplained Recovery: Despite being mauled by demons at the end of the first episode of the first game, he was somehow able to survive and continue his rampage against the forces of Hell. How this happened is never clearly stated, given the Excuse Plot.
  • Would Not Shoot a Civilian: He may have issues, but he draws the line here. The backstory asserts that he was transferred to Mars because, upon being ordered to fire on a group of civvies by his commanding officer, he responded by beating the man so hard he got put in a body cast.
  • Younger Than They Look: According to the timeline released by Bethesda, Doomguy's father Billy Blaze was born in 1982, and the original Doom takes place in 2022. This means that Doomguy would have been in his late teens or early twenties when he first fought the legions of Hell.


Former Human Grunt, Sergeant, and Commando
Shotgun Guy
Heavy Weapons Dude
"Just a few days ago, you were probably swapping war stories with one of these guys. Now it's time to swap some lead upside their head."
— Zombiemen's description in the Doom instruction manual

"Same as the Former Humans, but much meaner, and tougher. These walking shotguns provide you with a few extra holes if you're not careful!"
— Shotgun Guy's description in the Doom instruction manual

"Geeze, weren't shotgun zombies bad enough? At least when you fade these jerks you get a cool chaingun."
— Heavy Weapons Dude's description in the Doom II instruction manual

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

  • The Big Guy: The Commandos, while not huge are noticeably larger than their zombie brethren.
  • Boss in Mook Clothing: Heavy Weapon Dudes (Former Commandos) are NOT to be taken lightly, especially in close-quarters, as they employ a short/medium ranged attack that starts quickly and continues in rapid succession, without pause and cannot be dodged, and God help you in Nightmare!, where they respawn.
  • Empty Shell: Implied to just be walking corpses with none of the original "owner's" personality or memories, as evidenced by their monstrous growling and lack of any coherent speech.
  • Everything's Deader with Zombies: They're former Space Marines killed and animated (or possibly possessed) by demons. In combat, they're very different from what you would expect from a zombie though; most notably, they set themselves apart from Hellish creatures by using hitscan firearms.
  • Fallen Hero: A literal example. They started out as other marines but then died (i.e fell) and became zombies.
  • Gatling Good: Former Commando's Weapon of Choice. It's quite inaccurate compared to yours, but at point blank it can shred you before you have the chance to turn around.
  • Glass Cannon:
    • Former Commandos. They have 70 HP (compared to an Imp's 60), but the high damage output of their weapons makes them one of the most powerful regular monsters weapons aside from "elites" such as Barons of Hell. Getting them into an infight is also very easy, because they won't stop firing even when there's an ally between them and you.
    • This can also apply to the Sergeants as well. While they're not much tougher than a Grunt and go down easy, their shotguns do pack quite a punch. If they're in large groups or if you have no armor (or worse, both) then they can really put a big hurt on you.
  • The Goomba: These are the most common enemies you'll face, especially in the early levels. Certain later levels in some map packs (e.g. MAP09 of TNT) have them reappear in massive numbers- the aforementioned Map 09 pits you against hordes of shotgun guys, chaingun guys, and even at the very beginning you are surrounded by a mass of grunts firing upon you from fortifications. If you don't get out of that room IMMEDIATELY, they will quickly tear you apart, even if individually they are inaccurate- there is just so many shots being taken at you.
  • Helpful Mook: Sort of. All former human enemies drop ammo/weapons when you kill them. The Grunts drop clips (ammo for the pistol or chaingun) while the Sergeants and Commandos drop shotguns and chainguns, respectfully.
  • Hitscan: The only enemies besides the Spider Mastermind with hitscan weapons, which can make them (Commandos in particular) very annoying to deal with. Mostly balanced by having every zombie-type enemy be heavily inaccurate, but this is only a limit for regular grunts- commandos and sergeants fire much more lead at you, giving them a better chance to hit.
  • Imperial Storm Trooper Marksmanship Academy: The standard, green-haired zombie Grunts are the most inaccurate with their guns, despite using a hitscan attack. However, this is somewhat averted if you play on the "Nightmare" setting, where all enemies attack relentlessly (which makes them more likely to hit you).
  • It Can Think: Downplayed: They retain just enough intelligence to operate their guns, but their marksmanship and tactics are pretty poor.
  • Little Useless Gun: The guns carried by the grunts look like an M16 rifle, but fire pistol ammo, suggesting that they could be the Colt Model 635 SMG. They fire very slowly, and their shots do the same damage as the player's pistol. Understandably, Doomguy can't pick these guns up (nor would he want to). The zombiefied soldiers in Doom 3, on the other hand, shoot their submachine guns in full-auto mode.
  • Made of Plasticine: The zombies can very easily be splattered by heavy weapons like the BFG, Plasma Gun, Rocket Launcher, or an exploding barrel. Amusingly, the green haired grunts in particular can be splattered by Doomguy's Berserk Fist attack or even a stray fireball from a Baron of Hell.
  • Palette Swap: Surprisingly enough, all three of them are, with the Zombieman and Shotgun Guys being pretty straightforward retextures, and the Commando being much the same, but stretched out to look larger.
  • Our Zombies Are Different: While they are very much zombies, they differ from traditional depictions by utilizing firearms, lacking any particular desire for human flesh, and for being the result of demonic forces, rather than any disease or virus.
  • Red Eyes, Take Warning: All variations have red eyes.
  • Scary Black Man: The Commando has noticeably darker skin than the other zombie types.
  • Shotguns Are Just Better: The Sergeant's weapon of choice, to the point his name in the source code is "Shotgun Guy".
  • You Gotta Have Blue Hair: The Grunts appear to have green-ish hair.

"You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s."
— The Imp's description in the Doom instruction manual

Hell's own soldiers. Brown spiked monsters who are capable of throwing fireballs, Imps are the lowest level of demon that lead the charge for the forces that follow.

  • Call a Smeerp a "Rabbit": As the manual points out, the "imps" in this game don't look much like the "cute little dude in a red suit with a pitchfork" image that word normally brings to mind, being instead brown humanoid monsters covered in spikes and throwing fireballs.
  • Doing In the Wizard: In the novels their fireballs are explained as the imps spitting up globs of a chemical that reacts with oxygen to ignite, which the imps then fling like baseballs of flaming snot.
  • Fangs Are Evil: They're demons. They've got fangs. Kinda goes with the whole "evil" thing they're got going on.
  • Fireballs: Their primary ranged weapon.
  • The Goomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games. They are a bit of a step up from zombies — in MAP01 of Doom II for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts.
  • I'm a Humanitarian: Implied in map 21 of Doom II, "Nirvana", which opens on a group of Imps clustered around a mutilated human corpse.
  • Mooks: Hell seems to have a nigh-unlimited supply of Imps; expect to see them more than every other Demon combined.
  • Palette Swap: Nightmare Imps in Doom 64. Just like the Spectres, Nightmare Imps have a partial Invisibility Cloak, and are colored differently (blue, in this case).
  • Red Eyes, Take Warning: In the classic series.
  • No Sneak Attacks: Imps have a tendency to helpfully screech and alert you to their presence before attacking.
  • Spikes of Villainy: On their shoulders and knees.

Demon (a.k.a. "Pinky") and Spectre
"Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off."
— Pinky's description in the Doom instruction manual

"Great. Just what you needed. An invisible (nearly) monster."
— Spectre's description in the Doom instruction manual

Hulking brutes that are tinted pink. These guys get in your face as they have no ranged attack, but can do some serious damage. Spectres are versions of Demons that only appear as hazy outlines when encountered.

  • Attack! Attack! Attack!: All they know how to do is run at you and bite.
    • Though often they'll run back and forth erratically to make it hard to hit them.
  • The Big Guy: Huge, muscular beasts, that's not even mentioning their heads. Amped up in 64 where Pinkies are much more hulking in shape.
  • Cephalothorax: Their classic design is basically a giant demonic face with arms up near the temples running around on two legs. They do technically have a torso, it's just their oversized head and forward-hunched position makes head and torso indistinguishable when viewed from the front.
  • Close-Range Combatant: They have no ranged attacks, instead simply running up to try and bite you.
  • Food Chain of Evil: Pinkies won't hesitate to attack and eat other demons in the classic series, especially Imps.
    • It was at least proposed in the reboot that Pinkies all have cybernetic legs because the demons cut off their old ones for food.
  • Invisibility Cloak: The defining trait of the Spectre is its near-total transparency.
  • Invisible Monsters: Spectres are nearly invisible and almost transparent, making them hard to see.
  • Leeroy Jenkins: If they're part of a Monster Closet or random ambush, they have a tendency to charge ahead of the main group (justified, due to only having a melee attack). On a positive note, this makes them very likely to get hit by other monster attacks from behind and are thus very susceptible to triggering a Monster In-Fight.
  • Off-Model: Each time they attack, they're seen chewing on ripped-off flesh, even if they don't hit anything.
  • Palette Swap: Spectre is this for the Pinky, being the same monster but with an Invisibility Cloak. Doom 64 recolors Spectres to yellow, though they're still mostly invisible.
  • Visible Invisibility: Spectres are partially transparent in their original incarnation.
  • Volumetric Mouth: The classic Pinky has a mouth that opens so wide it nearly touches the floor; it's much easier to notice when you see it from a side angle.
  • Spikes of Villainy: They got two large horns on the sides of their heads.

Lost Soul
"Dumb. Tough. Flies. On fire. 'Nuff said."
— Lost Souls' description in the Doom instruction manual

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

  • Airborne Mook: One of the few enemies that are capable of flight.
  • Flaming Skulls: Disembodied ones, at that.
  • Fragile Speedster: They go down after only a few direct hits, but be careful with your aim; the speedy buggers can be tough to hit.
  • Ghostly Glide: They move around through levitation, gliding through the air.
  • Leeroy Jenkins: Just like the Demons and Spectres, they charge ahead towards you due to only having a melee attack. And, like Demons and Spectres, Lost Souls also can create a Monster In-Fight this way.
  • Nothing Is Scarier: Lost Souls are the only monster in the classic DOOM games that don't have a battle cry when they're alerted to your presence. In fact, they don't make any sounds until they actually attack. This makes it kind of easy for them to sneak up on you if you're distracted or not paying attention. That being said, though, they do make a loud hissing sound when they do their flying charge attack.
  • Your Head A-Splode: After being killed. The explosion is merely an effect, though, and won't affect anything near the Lost Soul.
  • Zerg Rush: Lost Souls usually attack in groups and it's very rare to see a single one appear in a room/area all by itself.

"They float in the air, belch ball-lightning, and boast one Hell of a big mouth. You're toast if you get too close to these monstrosities."
— Cacodemon's description in the Doom instruction manual

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

Baron of Hell & Hell Knight
Baron of Hell
Hell Knight
"Tough as a dump truck and nearly as big, these goliaths are the worst thing on two legs since Tyrannosaurus rex."
— Hell Knight's description in the Doom II instruction manualnote 

"The Hell Knight was bad news, but this is Big Daddy. These bruisers are a lot like Hell Knights, but look a little different and are twice as tough to kill."
— The Baron of Hell's description in the Doom II instruction manual

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

  • Alien Blood: They also bleed red when shot, but their death sprites clearly have them bleeding green. Though the Barons bleed red in Doom 64.
  • Amazing Technicolor Population: They come in shades of bright red and a dull brown, depending on their class.
  • The Big Guy: They tower over most of their fellow demons, not to mention their formidable shape.
  • Big Red Devil: They're pink and brown, respectively, but they have a fairly classical goatman/minotaur-like look, with furry legs, cloven hooves and huge horns.
  • Degraded Boss: From Episode 2 onward in the classic game.
  • Dual Boss: A pair of Barons (referred to in the Doom Bible as the "Bruiser Brothers") serve as the first "boss fight" at the end of Episode 1.
  • Fireballs: They attack by throwing green ones at the player.
  • Like Cannot Cut Like: They are the only monster type incapable of triggering an infight between themselves (and likewise between Knights and Barons) because of a special exception that explicitly codes out the ability for them to take damage from projectiles from their own species. You are able to sic Barons and Knights on other monsters, however, and if you can get them to use their melee attacks on one another or damage one another with a barrel, they'll still infight. Some ports also drop this exception.
  • Palette Swap: The Hell Knight is one. Oddly, he uses a separate set of sprites, but is for all other intents and purposes treated as the same entity as the Baron of Hell, just weaker.

Pain Elemental
"What a name. And what a guy. Killing him is almost as bad as letting him live."
— The Pain Elemental's description in the Doom II instruction manual

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

  • Airborne Mook: One of the few enemies that are capable of flight.
  • Asteroids Monster: They release three more Lost Souls upon death.
  • Cephalothorax: Basically a one-eyed, huge brown floating head.
  • Cyclops: Has only one red eye for vision.
  • Hell Is That Noise: Pain Elementals' sound effects stand out from the rest in how unique and strange they are. When spotting the player, they emit a garbled sped-up tiger growl, and whenever they are hit they let loose a digitized winding-down "WA Ooowww" noise.
  • Karma Houdini: When it comes to Monster Infighting. If a Pain Elemental is hit by another monster, it will "shoot" Lost Souls at the offender. However, since the Lost Soul is considered a separate monster, the other monster will target it instead of the Pain Elemental in the resulting fight. A Pain Elemental being targeted by The Doomguy on the other hand is another story...
  • Red Eyes, Take Warning: They're pretty horrifying to look at anyway, but the glowing red eyes are an extra bit of warning.
  • Mook Maker: Can produce an endless array of Lost Souls.
  • You Don't Look Like You: In Doom 64, they're colored purple instead of brown, their eye is green instead of red, and they have two mouths.

"Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do."
— The Revenant's description in the Doom II instruction manual

A walking skeleton with the ability to fire rockets off its shoulders.

  • Dem Bones: They're walking skeletons.
  • Fragile Speedster: They move quickly, but don't have too much health, and are easy to stunlock.
  • Glass Cannon: They can be taken out with just two Super Shotgun blasts, but those missiles do quite a bit of damage if they hit.
  • Good Old Fisticuffs: Revenants use a punching attack when they get close enough to you.
  • Homing Projectile: One of the rockets he can launch.
  • Jump Scare: Upon spotting the player, Revenants let out a very loud and sudden scream. This can be rather startling if you open a door that just happens to have one waiting for you on the other side—or if it's a door that opens on its own.
  • Marionette Motion: They move in an exaggerated, jerky way.
  • Off-Model: Even though they only launch one missile at a time, both of their launchers will light up when they attack.
  • Scary Skeleton: Towering skeletons armed with rocket launchers, who let out a terrifying screech before attacking.
  • Wacky Sound Effect: The Revenants use a punching attack when you get too close and it sounds pretty cartoony.

"The only good thing about fatso is that he's a nice wide target. Good thing, because it takes a lot of hits to puncture him. He pumps out fireballs like there was no tomorrow."
— Description of the Mancubus in the Doom II manual

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

  • A-Team Firing: He shoots his fireballs in a spread-out pattern rather than straight at you, which complicates dodging.
  • Arm Cannon: Each arm has been replaced by a huge cannon, which they use to kill anything in their way.
  • Evil Sounds Deep: They let out deep, gurgling and rather disgusting-sounding vocalizations. Their attack sound in particular is actually a sound of pigs squealing, but very low pitched; emphasizing both this and their obese stature.
  • Fat Bastard: Larger that most demons, and designed to look really fat.
  • Giant Mook: They're one of the biggest demons in the game.
  • Incredibly Durable Enemies: They can suck up a lot of ammo before going down.
  • Ironic Name: Part of their name references the rather good looking succubus or incubus... these guys are anything but good looking.
  • Mighty Glacier: Slow, but their durability and damage output can be frightening.
  • Playing with Fire: They wield implanted Arm Cannons that shoot fireballs at enemies.

"Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in Hell with a plasma gun."
— The Arachnotron's description in the Doom II instruction manual

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


"One of the worst of a bad lot. You can't think of enough rotten things to say about him. He's fast, hard to kill, casts spells, and resurrects dead monsters! At least these suckers are rare."
— The Arch-Vile's apt description in the Doom II manual

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

  • Always Accurate Attack: Its flame attack will always hit you unless you can put something between it and you to block it from seeing you. Trees or other monsters won't work, for the record - you have to find a wall.
  • Anti-Frustration Features: They lack the ability to resurrect other archviles, as otherwise multiple archviles would be nearly unbeatable.
  • Boss in Mook Clothing: Has a lot of health, can resurrect fallen enemies, and has a powerful attack that can only be dodged by getting out of his line of sight.
  • Early-Bird Cameo: Appears immortalized by a wall texture in the first DOOM, alongside the Baron of Hell and the Icon of Sin.
  • Evil Laugh: The way he lets you know how much you are screwed. He lets loose a warbling, rising one when spotting you, and emits a... strange chuckle when roaming.
  • Immune to Flinching: Not quite immunity, but the Arch-Vile still stands out for having the lowest pain chance of all demons: approximately 4% per hit taken. Even a point-blank Super Shotgun blast has only an average 80% chance of inflicting a pain state on them, making that a risky gamble. For comparison, the next-toughest demon (the Cyberdemon) has an approximately 8% pain chance.
  • Karma Houdini: Archviles are flagged so that they cannot be targeted by other monsters. Arch-Viles will attack other monsters that hit them accidentally, but any monsters they hit will not retaliate.
  • Lean and Mean: The Archvile's body type could be compared to a severely emaciated human.
  • Lightning Bruiser: They can move really fast (in fact, they're the second fastest enemy other than a charging Lost Soul), hit hard with their flame attack, and can take a bit of punishment before going down.
  • Mook Medic: In Doom 2, he resurrects fallen enemies.
  • Moral Myopia: Screams "why?!" upon death because he is Hell's "evil healer". He doesn't understand why anyone would want to kill him since he's only doing good by resurrecting his fellow demons. And then burning you to death.
  • Only Sane Man: Their tactic of resurrecting other monsters is the only example of any demon actually helping its cohorts, rather than mostly getting in each other's way and starting fights. That still doesn't stop them from getting into fights with other monsters themselves, either.
  • Playing with Fire: Creates a flame underneath you as an attack. However, the fire doesn't hurt you at first, but after a charge-up time it'll explode and deal a lot of damage.
  • Support Party Member: A lone Arch-Vile is not much of a threat: its only attack can easily be dodged simply by hiding behind a wall. However, in the heat of combat, you may find yourself in a position where it's not possible to get to cover in time. And that's on top of its ability to revive other demons, meaning you'll probably want to Shoot the Medic First.
  • Weaksauce Weakness: They only have one attack, which has by far the longest "wind up" time of any in the game, during which they are completely vulnerable to attack (or running out of line of sight if you're low on ammo). Likely because of this, they have the lowest flinch chance of any monster (less than the cyberdemon even) to make it harder to interrupt their attack. If you hit them with the super-shotgun at close range you can still interrupt them about 25 percent of the time as each "pellet" counts as a separate hit.

Wolfenstein SS
"Mein leben!"
— The SS' death quote

A Nazi soldier taken from Wolfenstein 3-D, appearing only in two secret levels in Doom II. Several versions of Doom II replace them with ordinary monsters so the game could be sold in Germany.

  • Acceptable Targets: Technically these guys are the only (unzombified) humans Doomguy kills in either game, but it's okay because they're Nazis.
  • Easter Egg: Not a canon enemy, appearing only in two secret levels.
  • Ghostapo: They fight alongside demons against Doomguy, implying they're assisting (or at least not stopping) the demonic invasion.
  • Gratuitous Nazis: The presence of ordinary human Nazis in a game about slaying demons in a futuristic setting is pretty jarring to say the least. The intro to MAP31 Hand Waves it by describing it as part of Hell, but this creates a Voodoo Shark because the level where you find the entrance to the secret map (MAP15, Industrial Zone) takes place before Doomguy enters the portal to Hell.
  • Hitscan: They shoot in two-round burst, unlike the other hitscan enemies (A side-effect of having two frames in their firing animation, unlike the Fallen Human they were coded from.)
  • Imperial Stormtrooper Marksmanship Academy: Their accuracy and damage have been significantly lowered from their Wolfenstein origins.
  • No Swastikas: As mentioned before, are removed from some releases of Doom II.
  • Off-Model: The devs cut a lot of corners when porting the SS guards into Doom II. They're visibly smaller than the levels/other characters, they always face the player even when shooting in other directions, and they have a single magenta pixel between their legs that someone forgot to change to transparent.
  • Phenotype Stereotype: Blond-haired and blue-eyed to the last one.
  • Vocal Dissonance: Despite having their own unique "enemy spotted" and death sounds, the sound they make when damaged is identical to the sound made by normal zombie enemies.


"A missile-launching skyscraper with goat legs. 'Nuff said."
— The Cyberdemon's description in the Doom II instruction manual

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

  • Arm Cannon: A rocket launcher, to make things worse.
  • Artificial Limbs: Metal legs and a cannon arm.
  • Attack! Attack! Attack!: He is specifically programmed to attack more often than most monsters, and always shoots 3 rockets each time he attacks, whereas most monsters just throw one projectile per attack.
  • Breakout Villain: First he was The Dragon to the Spider Mastermind. In subsequent games, he's either the last obstacle before the Icon of Sin (Doom II, Plutonia) or just the Final Boss (Doom 3, No Rest for the Living). Nowadays he's one of the most recognizable elements of the franchise, being put on the front cover of Doom II and becoming the first boss of Doom 2016.
  • Climax Boss: He's the culmination of the entire episode, and initially seemed to be the Big Bad, until you faced off against the Spider Mastermind.
  • Contractual Boss Immunity: Like the Spider Mastermind, to splash damage. This effectively gives him nearly 70 percent resistance to the player's rockets.
  • Cyborg: "Half unfeeling machine, half raging horned devil", as said by the SNES manual.
  • The Dragon: In the first game, he's the second in command; it's the Spider Mastermind who's the true leader of the invasion and the final boss. In the second, he is the final obstacle in the last regular level, "The Living End", just before the player faces the Icon of Sin.
  • Damage-Sponge Boss: Can take an incredible amount of punishment in all the games it's in. As the GamePro parody protip says:
    PROTIP: To defeat the Cyberdemon, shoot at it until it dies.
  • Establishing Character Moment: The first thing you see when you enter the Tower Of Babel (the level where he first appears) is the dismembered corpses of four Barons of Hell, the Dual Boss of the first episode, strung up on the walls, which instantly leads you to wonder "What kind of monster could do this to Barons of Hell?"
  • Flunky Boss: It depends on the level and the difficulty setting, but sometimes the Cyberdemon is accompanied by other monsters when you fight it. For example, the first Cyberdemon you encounter in the "Tower of Babel" level in Episode 2 of the original DOOM is accompanied by Lost Souls.
  • Hell Is That Noise: Has a very loud and unmistakable stomping noise when he walks.
  • I'm a Humanitarian: As noted above, his lair contains four mutilated corpses of Barons of Hell, which he seems to have eaten.
  • Late-Arrival Spoiler: He is not mentioned in the first game's instruction manual, so as to keep his climactic appearance in Episode 2 a surprise, but players will already know to expect him at some point just by looking at the cover of Doom II, which he appears on.
  • Lightning Bruiser: He's the fastest-moving monster in the game apart from the Archvile, his rockets are faster than the fireballs of the other demons, has 4000 HP and an immunity to splash damage, and can easily splatter an unwary player who's a Glass Cannon by comparison.
  • Mascot Mook: Not anywhere near as popular as the Cacodemon, but still the second most recognizable enemy in the game and appears on the cover art of Doom II.
  • One-Hit Kill: His rockets really hurt, and a direct hit will do enough damage to be guaranteed fatal to a player with the default 100% health and no armor. And with his rockets dealing a possible maximum of 268 damage, it'll take the player getting their health boosted beyond 100% and good armor to make surviving a direct rocket a sure thing. Of course, the Cyberdemon never fires just one rocket at a time.
  • The Man in Front of the Man: Possibly. While the Spider Mastermind is the Final Boss of the original Doom, at the end of Doom II there is a sort of monster "roll call" showing the monsters in order of weakest to strongest. The Cyberdemon comes last, after the Spider Mastermind, which implies he is really the most powerful (other than the Icon Of Sin of course).
  • Unexplained Recovery: The ending text of "The Shores of Hell" seems to imply that the Cyberdemon is a singular individual, which leads one to question how he comes back in later levels after exploding into a giant shower of blood. Of course, this can be easily accepted if it's just a species of demon like all of the others, which is also implied in the small number of levels which features multiple Cyberdemons at once, like level 17 of Doom 64.
  • Wake-Up Call Boss: Twice as much health as the "Bruiser Brothers" combined and able to splay you across the floor in two-three direct hits or even one shot you if you don't have both boosted health and armor. Hope you figured out how to circlestrafe by now.

Spider Mastermind
"You guess the Arachnotrons had to come from somewhere. Hi, Mom. She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun. Crap."
— The Spider Mastermind's description in the Doom II manual

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

  • Big Bad: In the plot of the original game. 2 and 64 introduced higher ranking demons since, but the moon base invasions were all the Spider's idea.
  • Brain in a Jar: And by "jar" we mean a cybernetic weapons platform.
  • Butt-Monkey: Most of her appearances in Doom II are deliberately designed so that the player can easily get her killed without actually having to do much. Typically, this is done by placing her in a crowded space with other powerful monsters (such as the Cyberdemon, a group of her own Arachnotron "children", or even herself) that are very likely to start a fight with her and win, but most humiliating of all is Map 6, "The Crusher", where (on Ultra-Violence difficulty and higher) she can be squashed flat by the titular crusher with a simple flip of a switch.
  • Contractual Boss Immunity: To splash damage. This effectively gives her nearly 70 percent resistance to rockets.
  • Cyborg: A tremendous brain attached to a set of mechanical legs.
  • Gatling Good: Spidey's original incarnation has her blasting off with a super chaingun.
  • Giant Space Flea from Nowhere: Unlike the Cyberdemon, her existence isn't foreshadowed at all before her appearance in the final boss battle, nor is her status as the commander of the invasion established until you've already defeated her, and it's doubtful anyone would have ever expected the leader of Hell to be a cyborg brain-spider thing instead of, y'know, Satan.
  • Giant Spider: A mechanical one, in fact.
  • Good News, Bad News: As noted in the Doom II manual, the Spider Mastermind has a souped-up chaingun as her main weapon:
    She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun. Crap.
  • Hell Is That Noise: Makes very loud pounding noises when she walks, which can be heard from whole rooms away.
  • King Mook: She's a larger version of the Arachnotrons, with a more devastating weapon. She actually appeared first, however.
  • Monster Is a Mommy: Not actually true, but the manual refers to the Mastermind as the mother of the Arachnotrons.
    You guess the Arachnotrons had to come from somewhere. Hi, Mom.
  • My Brain Is Big: She's an immense creature, and most of her organic component seems to consist of brain tissue. Not for nothing is she called the MasterMIND.
  • Mythology Gag: Her death animation is very similar to how Hitler dies in Wolfenstein 3-D: She basically collapses into a pile of gore with only her facial features still recognizable.
  • Noisy Robots: Her legs produce a loud pneumatic sound as they move - she sounds almost like a steam engine when she gets going.
  • Red Eyes, Take Warning: Hardly needed, but her glaring crimson eyes emphasize her monstrous nature.
  • Unexplained Recovery: As with the Cyberdemon, the ending text after your first encounter with the Spider Mastermind seems to claim that there is only one of her, yet she returns in "Thy Flesh Consumed" and Doom II after being killed at the end of "Inferno". Also as with the Cyberdemon, she occasionally appears in pairs (such as in Map 28 of Doom II, "The Spirit World", on Ultra-Violence difficulty and higher), so this could be explained as her simply being a species of demon after all.

Icon of Sin
"Oremor nhoj, em llik tsum uoy, emag eht niw ot."
"The horrendous visage of the biggest demon you've ever seen crumbles before you, after you pump your rockets into his exposed brain. The monster shrivels up and dies, its thrashing limbs devastating untold miles of Hell's surface."
— Excerpt from the Doom II ending screen

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

  • Attack Its Weak Point: To kill it, you have to fire rockets into the hole in its forehead.
  • Attack of the 50-Foot Whatever: All the player ever sees is its head, but the ending implies that it's massive enough to destroy most of Hell in its death throes. Eternal shows that it can cause serious destruction on Earth as well.
  • Big Bad: Absolute ruler of Hell in the classic games, at least if you discount the Mother Demon.
  • Chekhov's Gunman: Its face shows up on stage architecture in both games before the player even knows about its existence.
  • Death by Cameo: Mechanically speaking, the "demon" is actually a big wall with a hole. The actual entity that takes damage is the head of John Romero impaled on a spike.
  • Digitized Sprites: The sprite for the severed head deep inside the hole was ripped from a photograph of John Romero taken for Wired Magazine.
  • Gameplay and Story Segregation: The ending text for Doom II states it to have massive tentacles that it destroys Hell with in its death throes, but ingame it's just an inanimate texture on a wall.
  • Generic Doomsday Villain: As he has absolutely no personality or backstory other than "giant demon who creates other demons", he's about as generic as a doomsday villain can get.
  • Mook Maker: Its only real attack in the game is spawning an endless supply of other enemies.
  • No Name Given:
    • The boss was never given an official name in-game; "Icon of Sin" is the name of the level you encountered it. But since there was nothing else in the level, the fandom used the level's name as the boss's name out of convenience. It took 22 years for John Romero to confirm Icon of Sin was also the name of the demon.
    • The manual of Final Doom gives its Doom II incarnation name as "Baphomet", though that still leaves the question of the names of its incarnations in the two Final Doom WADs.
  • Public Domain Character: It's modeled after Baphomet, a figure in occult symbology that's widely revered by Satanists, making it one of the few demons in the series to have genuine religious roots. Baphomet as a religious figure is not actually connected to Hell or demons, however, so some Artistic License still applies.
  • Puzzle Boss: To get at its weak point, you have to ride a rising pillar. Because the vanilla Doom engine has a vertically fixed camera, you have to time your attacks to just before the pillar reaches the top.
  • Satanic Archetype: As far as you can tell, he is the ruler of hell and the demons. He's probably not the literal Satan from The Bible though considering there's more than one of his kind.
  • Subliminal Seduction: The sound that plays when he first sees you is backmasked.
    "Oremor nhoj, em llik tsum uoy, emag eht niw ot."

Mother Demon
"An unseen entity from beyond, cloaked by radiation, has rejuvenated the rotting carnage of Phobos. The demons are back. Your assignment is clear. Total annihilation."
— Description on the product page of Doom 64

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

  • Big Bad: The ultimate boss of Doom 64, and technically superior even to the Icon of Sin, going by the lore.
  • Big Creepy-Crawlies: She takes the form of a giant wingless moth.
  • Gameplay and Story Segregation: The game's backstory makes her out to be an Arch-Vile on steroids, only needing to pass by a demon to resurrect it stronger than before, explaining how Hell's forces came back after Doom 2. However ingame she does not have any such reviving ability, and so all the demons you have to kill in her arena before fighting her will stay dead.
  • Kill It with Fire: Her attack involves firing out four fire trails across the ground in the four cardinal directions from her, that will send the player soaring into the sky on contact much like the Archvile's attack, which is then immediately followed by her launching four fireballs that home in the player like the Revenants' rockets.
  • There Is Another: The lost levels of 64 reveal there there are two of them, and they're sisters.

"Besides, someone was gonna pay for what happened to Daisy, your pet rabbit."
— Excerpt from the Thy Flesh Consumed ending screen from The Ultimate Doom

Doomguy's pet rabbit, which was only seen in the PC version's ending screen. She was slaughtered by the demons during their breakout into Earth, and that serves as the catalyst for Doomguy's true enmity with demonkind.

  • Ascended Extra: In her first appearance, she was just a nameless bunny head impaled on a spike in the endscreen of the first game. The bonus episode "Thy Flesh Consumed," released years later as part of The Ultimate Doom, revealed she was Doomguy's pet and a motivation for his Roaring Rampage of Revenge.
  • Bad People Abuse Animals: Likely the developer's initial motivation to include a severed rabbit head on a pike, before Memetic Mutation inspired them to retcon it as Doomguy's pet.
  • Biography: DOOM Eternal reveals that Doomguy wrote a book about her titled "My Best Friend, Daisy".
  • Cradle of Loneliness: Averted. Thanks to the positioning and pixellated artstyle, a common misconception is that Doomguy is holding Daisy's head in the endscreen, when it's actually a wooden pike jutting out from the bottom of the viewable screen. The endscreen of "Thy Flesh Consumed" plays this straight, showing Doomguy sorrowfully carrying Daisy's head.
  • Decapitation Presentation: Of the pike variety.
  • Easter Egg: In the remakes, Daisy is alive and hidden somewhere in every level of Doom Eternal. This is your first hint of the Doom Slayer's true past - he is the Doomguy of the classic series, albeit incredibly pissed and perhaps seeing Daisy as a hallucination.
  • Impaled with Extreme Prejudice: We can only hope it was after she'd already died...
  • It's Personal: Implied by the endscreen text.
    "Besides, someone was gonna pay for what happened to Daisy, your pet rabbit."
  • Off with His Head!: Poor Daisy.
  • Tragic Keepsake: Quake Champions mentions that Doomguy carries around Daisy's rabbit foot as a reminder of what he's fighting for, and even in Doom Eternal, he still keeps her empty cage in his Fortress of Doom.

Alternative Title(s): Doom II


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