Monsters of DOOM, Revisited

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Hell.  Many thought of it as a mere theological concept, written in ancient scripture.  A team of scientists, corporate representatives and military conglomerates one day discovered that there was so much more.  On martian base, an experiment was conducted to reach into other realities.  They got an alternate dimension the denizens called Hell.  Perhaps it wasn’t what many considered, but Hell had come to that reality and tore it asunder.  Thanks to the impossible efforts of one space marine, referred to as “The Doom Guy”, the forces were pushed out of our world… for what we hoped was for good.

Since that incident, the malevolent armies of this underworld realm have discovered other Prime Material Planes and have continued a campaign of multiversal conquest!  Parallel realities and other planes entirely have faced off against these things.  It has even been rumored that some of these fiendish terrors have faced off in the eternal battleground known as The Blood War.

Author’s Note:  I wasn’t too satisfied with my original creations, so I decided to have a bit of a do over!  On top of that, I wanted to expand the monster list a little more by adding a few essential classic creatures.  Enjoy.

 

 

Cacodaemon

Spherical engines of destruction, capable of shooting lightning beams from their mouths.

Large fiend, chaotic evil

Armor Class 14 (natural armor)

Hit Points 84 (10d10+30)

Speed 0 ft., 25 ft. (hover), 25 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.   Intimidate +5, Perception +8

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

Damage immunity. lightning, poison

Condition immunity.  poisoned

Senses. Darkvision 120 ft., passive Perception 18

Languages. Abyssal, Infernal

Challenge 7 (2,900)

Devil Sight.  The cacodemon can see through magical darkness.

Magical Resistance.  The cacodemon has advantage on all saves against magical effects and spells.

ACTIONS

Multiattack.  The cacodemon may use Crunching Bite twice.

Crunching Bite.  Melee Weapon Attack.  +6 to hit, reach 5 ft., one target.  Hit: 19 (3d10+3) piercing damage.

Lightning Shot.  Ranged Spell Attack.  +6 to hit, ranged 80 ft., one target.  Hit: 36 (8d8) lightning damage.

 

 

Imp

A foot soldier in the relentless forces of the underworld.

Medium fiend, chaotic evil

Armor Class 13 (natural armor)

Hit Points 22 (4d8+4)

Speed 30 ft.

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

Saving Throws. Dexterity +4, Charisma +2

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)

Devil Sight.  The imp can see through magical darkness.

Magical Resistance.  The imp has advantage on all saves against magical effects and spells.

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.

 

ALTERNATE IMP: Revenant

Repurposed and “reanimated”, the revenant is a cybernetically upgraded Imp that still bears a lot of its battle wounds.

Medium fiend, chaotic evil

Armor Class 15 (augmented armor)

Hit Points 45 (7d8 + 14)

Speed 30 ft.

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

Saving Throws. Intelligence +2, Charisma +3

Skills.  Perception +4

Damage resistance. acid, cold, necrotic; 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 4 (1,100 XP)

Devil Sight.  The imp can see through magical darkness.

Magical Resistance.  The imp has advantage on all saves against magical effects and spells.

ACTIONS

Multiattack.  The revenant may may up to two attacks with its claws.

Claws.  Melee Weapon Attack.  +5 to hit, reach 5 ft., one target.  Hit: 13 (3d6+3) slashing damage.

Flame Bolt.  Ranged Spell Attack.  +5 to hit, ranged 60ft., one target.  Hit: 25 (5d8 + 3) fire damage.

Mini Rocket Launcher (Recharge 5 or 6).  Ranged Weapon Attack.  +5 to hit, ranged 120ft., one target.  Hit: 18 (4d8) fire damage and 18 (4d8) piercing damage.

 

 

Demon

Loathsome troopers of hell, they can dish out brutal beatings.

Medium fiend, chaotic evil

Armor Class 14 (natural armor)

Hit Points 39 (6d8+12)

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 4 (1,100 XP)

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 until the end of its next turn.  This effect counts as Invisible for the purposes of See Invisibility and related effects.

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 and take an additional 7 (2d6) damage.

Devil Sight.  The demon can see through magical darkness.

Magical Resistance.  The demon has advantage on all saves against magical effects and spells.

ACTIONS

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

Slam. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.  Hit: 14 (3d6+4) bludgeoning damage

Bite.  Melee Weapon Attack.  +6 to hit, reach 5 ft., one target.  Hit: 14 (3d6+4) piercing damage.

 

 

Lost Soul

Otherwise horrible pests, these small pests have a habit of exploding upon impact when slamming into a target hard enough.

Tiny fiend, chaotic evil

Armor Class 13

Hit Points 22 (5d4 + 10)

Speed 0ft., fly 30ft.

STR 8 (-1) DEX 16 (+3) CON 15 (+2) INT 9 (-1) WIS 14 (+2) CHA 10 (+0)

Damage Resistances acid, cold, poison, bludgeoning/piercing/slashing from nonmagical weapons

Damage Immunities fire, poison

Condition Immunities poisoned

Senses Darkvision 120 ft., passive Perception 12

Languages Abyssal, Infernal

Challenge 1 (200 XP)

Devil Sight.  The lost soul can see through magical darkness.

Magical Resistance.  The lost soul has advantage on all saves against magical effects and spells.

Dash.  The lost soul may take a bonus action to take the dash action.

ACTIONS

Charging Crunch.  Melee Weapon Attack: +5 to hit, reach 5ft., one target.  Hit: 8 (2d4 + 3)

REACTIONS

Suicide Charge. When the lost soul would otherwise be brought to 0 HP, it uses its reaction to move towards the nearest creature within 60ft. and explode.  Upon contacting and exploding, all creatures within 15ft. of the explosion point must make a DC 13 Dexterity saving throw.  Upon failure, the targets take 13 (3d8) fire damage.  Successful save results in half damage.  Even if there is no creature within range, the lost soul dies.

 

 

Cyberdemon

Upgraded and super deadly, the cyberdemon fuses technology and infernal power.

Large fiend, chaotic evil

Armor Class 17 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 35 ft.

STR 20 (+5) DEX 17 (+3) CON 19 (+4) INT 12 (+1) WIS 15 (+2) CHA 17 (+3)

Skills Acrbatics +6, Athletics +8, Perception +8

Saving Throws Intelligence +4, Wisdom +5

Damage Resistances cold, fire, lightning, bludgeoning/piercing/slashing from nonmagical weapons

Damage Immunities acid, poison

Condition Immunities charmed, poisoned

Senses Sarkvision 120 ft., passive Perception 18

Languages Abyssal, Infernal, telepathy 120 ft.

Challenge 8 (3,900 XP)

Brute Shot.  The cyberdemon does not receive disadvantage for firing a ranged weapon while adjacent to an enemy.

Devil Sight.  The cyberdemon can see through magical darkness.

Magical Resistance.  The cyberdemon has advantage on all saves against magical effects and spells.

Magic Weapon.  The cyberdemon’s weapon attacks are magical.

ACTIONS

Multiattack.  The cyberdemon can use make three attacks.  Arm Gun may only be used once per round.

Arm Gun.  Ranged Weapon Attack:  +6 to hit,Ranged 60 ft./120. ft., one target.  Hit: 25 (4d10+3) force damage.

Gun Butt.  Melee Weapon Attack:  +8 to hit, reach 10 ft.  one target.  Hit 12 (2d6+5) bludgeoning damage.  Targets hit by this attack must make a Dexterity saving throw (DC 17) or be pushed back 10 feet.

REACTIONS

Energy Shields  (Recharge 6).  When the cyberdemon is attacked, it immediately rolls for 2d10 temporary hit points before damage is resolved.

 

 

DOOM Zombie Variants

Once faithful soldiers dedicated to protecting the Earth, now they are the living dead; puppets of the invading forces of Hell.

  • Soldier Zombie
    • Armor Class 12
    • Change Dexterity to 14 (+2), Intelligence 6 (-2), Wisdom to 10 (+0)
    • Modify saving throws: Dexterity +4, Wisdom +2
    • Gain new attack: Gunner – +4 to hit, range 40/120ft., 9 (2d6 + 2) piercing
    • Challenge is increased to 1/2 (100 XP)
  • Shotgun Zombie
    • Increase Hit Points to 30 (4d8 + 12)
    • Armor Class 13
    • Change Dexterity to 16 (+3), Intelligence 6 (-2), Wisdom to 10 (+0)
    • Modify saving throws: Dexterity +5, Wisdom +2
    • Gain new attack: Scatter Shot – +5 to hit, range 30/60ft., one target (initially), 8 (2d4 + 3) piercing damage, other creatures within 30ft. cone must make a DC 13 Dexterity saving throw or take 5 (1d10) piercing damage.
    • Challenge is increased to 1 (200 XP)
  • Heavy Weapons Zombie
    • Increase Hit Points to
    • Armor Class 13
    • Change Strength 17 (+3), Dexterity 17 (+3), Intelligence 6 (-2), Wisdom 10 (+0)
    • Modify saving throws: Strength +5, Dexterity +5, Wisdom +2
    • Gain Multiattack: Attack twice with slam
    • Gain new attack: MORE DAKKA – +5 to hit, range 60/120ft., one target, 17 (4d6 + 3) piercing damage
    • Slam: +5 to hit, reach 5ft., 8 (1d10 + 3) bludgeoning
    • Challenge is increased to 2 (450 XP)

 

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

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