Horrors of Hell – Monsters from the DOOM series

“From a whirling vortex of vile energy, beings beyond comprehension emerge.  Their properties and proportions are both impossible and demonic looking.  Each are sculpted into grotesque and morbid forms, some of which brandishing relics and artifacts of incredible power.  They glare at all of you with wicked malice, as they ready their rampage.”

In part due to the Blood War, knowledge of fiends has slowly traveled the multiverse.  However, different dimensions entirely have introduced new sorts of fiends ready to wreak until havoc upon the planes, for whatever reason.  These horrors come in shapes not seen by planar and clueless alike.  Their daemonic nature implies siding with the daemons of Abaddon, Hades, Carceri and Gehenna; but time will tell where their allegiances truly lie.  However, some assume that these creatures are recent additions to the Lower Planes.  It is likely these “xenoforms” plane shifted from another universe entirely.  In fact, less magical realities have had fateful incursions with their kind.  The most prominent case was a base on Mars, which was quickly overwhelmed by atrocious creatures.

Halloween may be over, but that doesn’t mean the waves of nightmarish monsters will cease!  Here’s a sampling of underworld monsters from the DOOM series of video games.  Specifically, I’m referring to the Demon, Imp and Cacodemon.

Author’s Note:  Some time a ways back, I created my own take on the Cyberdemon, albeit with a Yugoloth theme to it.  With that, here’s my ensemble of gruesome terrors from the DooM universe, reinterpreted as monsters of the Lower Planes.

Cacodaemon

Large fiend, neutral evil

Armor Class 15 (natural armor)

Hit Points 93 (11d10+33)

Speed 0 ft., 25 ft. (hover), 20 ft. (fly)

STR 16 (+3), DEX 17 (+3), CON 16 (+3), INT 10 (+0), WIS 15 (+2), CHR 8 (-1)

Saving Throws. Intelligence +3, Charisma +2

Skills.   Arcana +6, Intimidate +5

Damage resistance. acid, cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons

Damage immunity. lightning, poison

Condition immunity.  poisoned

Senses. Darkvision 120 ft., passive Perception 12

Languages. Abyssal, Infernal

Challenge 6 (2,300)

ACTIONS

Crunching Bite.  Melee Weapon Attack.  +6 to hit, reach 5 ft., one target.  Hit: 14 (2d10+3) piercing damage.

Lightning Blast.  Ranged Spell Attack.  +6 to hit, ranged 60 ft., one target.  Hit: 27 (6d8) lightning damage.

Imp, Doom

Medium fiend, neutral evil

Armor Class 13 (natural armor)

Hit Points 27 (5d8+5)

Speed 30 ft.

STR 16 (+3), DEX 15 (+2), CON 13 (+1), INT 10 (+0), WIS 14 (+2), CHR 13 (+1)

Skills.  Perception +4

Damage resistance. acid, cold; bludgeoning, piercing, and slashing damage from nonmagical weapons

Damage immunity. fire, poison

Condition immunity.  poisoned

Senses. Darkvision 120 ft., passive Perception 14

Languages. Abyssal, Infernal

Challenge 1 (200 XP)

ACTIONS

Claws.  Melee Weapon Attack.  +5 to hit, reach 5 ft., one target.  Hit: 10 (2d6+3) slashing damage.

Flame Bolt.  Ranged Spell Attack.  +4 to hit, ranged 60 ft., one target.  Hit: 13 (3d8) fire damage.

Demon, Doom

Medium fiend, neutral evil

Armor Class 13 (natural armor)

Hit Points 52 (8d8+16)

Speed 30 ft.

STR 19 (+4), DEX 12 (+1), CON 15 (+2), INT 10 (+0), WIS 14 (+2), CHR 10 (+0)

Saving Throws.  Strength +6, Constitution +4

Damage resistance. acid, cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons

Damage immunity. poison

Condition immunity.  poisoned

Senses. Darkvision 120 ft., passive Perception 14

Languages. Abyssal, Infernal

Challenge 3 (700 XP)

Charger.  The Demon can take a bonus action to move half of its speed when it wants to charge a target.  Targets hit by a charged attack must make a DC 14 dexterity saving throw or be knocked back 10 feet.

ACTIONS

Multiattack.  The Demon may make two gore or bite attacks.

Gore. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.  Hit: 11 (3d4+4) piercing damage

Bite.  Melee Weapon Attack.  +6 to hit, reach 5 ft., one target.  Hit: 11 (2d6+4) piercing damage.

Blurry (Recharge 6).  As a bonus action, the Demon can become harder to see.  Creatures relying on sight have disadvantage on attacks against the demon in this form.  This effect lasts for 1d4 rounds.

Created by Doctor Necrotic, for Doctor Necrotic Media.  DOOM belongs to id Software

Advertisements

5 thoughts on “Horrors of Hell – Monsters from the DOOM series

  1. Pingback: Expedition to Barrier Peaks – D&D 5th Edition Conversion (PART 4) – Pre-Existing Monsters and Custom Stuff | Daemons & Deathrays

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s