More DOOM Monsters!

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Incoming transmission! “There’s even more of them captain!  We thought we were finished, but they’ve only just unleashed even more of the damned things upon us!  Many of these wretched hell things feel even stronger than the last ones we fought!  We can’t hold out for mu-” Transmission ended!

Author’s Note:  Sorry for being late on this one.  I found out last minute that my group wanted to postpone my game, so I would have had a game synopsis last week.  I also got very sick following a busy work week.  With that, here’s a handful of more DOOM monsters.  I might do an update later on with another popular monster in mind… Arachnotron… Mancubus… Something like that!

 

 

Hell Knight

Bestial fiends that tower over most of their brethren.  These violent brawlers can dish out brutal physical attacks as well as blasts of hell fire.

Large fiend, chaotic evil

Armor Class 16 (natural armor)

Hit Points 135 (16d10+48)

Speed 40 ft.

STR 18 (+4), DEX 13 (+1), CON 17 (+3), INT 10 (+0), WIS 13 (+1), CHR 10 (+0)

Saving Throws. Dexterity +4, Charisma +3

Skills.   Athletics +7

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

Damage immunity. fire, poison

Condition immunity.  poisoned

Senses. Darkvision 120 ft., passive Perception 18

Languages. Abyssal, Infernal

Challenge 10 (5,900 XP)

Devil Sight.  The Hell Knight can see through magical darkness.

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

ACTIONS

Multiattack.  The Hell Knight may attack twice.

Claw.  Melee Weapon Attack.  +7 to hit, reach 5 ft., one target.  Hit: 16 (2d12+3) slashing damage.

Hellfire Blast.  Ranged Weapon Attack.  +7 to hit, ranged 60ft., one target.  Hit: 14 (2d10+3) fire damage.

Unholy barrage (Recharge 5 – 6).  The Hell Knight can make up to three hellfire attacks with a single attack action, instead of the two, targeting up to three creatures as well.

 

Baron of Hell (Variant Hell Knight)

Armor Class is increased to: 18 (natural armor)

Hit Points are increased to: 153 (16d10+64)

Increase STR to 18 (+4), DEX to 15 (+2), CON to 18 (+4)

Increase Strength attacks to +8 to hit, and +4 damage on modifier.

New Ability: Force of the Underworld.  As a bonus action, the Baron may gain advantage on its first attack after moving more than 20ft. to an enemy or attempt to grab a target after hitting with an attack.  If grabbed, the Baron of Hell may decide to use the Thrown Down attack.

New Attack: Throw Down.  Melee Weapon Attack. +8 to hit, reach 5ft., one target.  Hit: 22 (4d8+4) bludgeoning damage.  The target is also knocked prone.

TOTAL CHALLENGE 12 (8,400 XP)

 

 

Pain Elemental

Similar to the cacodemon, this floating sphere unleashes foul minions from its foul maw as well as having arms capable of flawing out whatever is in its way.

Large fiend, chaotic evil

Armor Class 14 (natural armor)

Hit Points 75 (9d10+27)

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

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

Saving Throws. Intelligence +3, Charisma +3

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 Slashing Claws twice.

Slashing Claws.  Melee Weapon Attack.  +6 to hit, reach 5 ft., one target.  Hit: 13 (3d6+3) slashing damage.

Conjure Lost Soul (Recharge 5 – 6).  Ranged Spell Attack.  +6 to hit, range 60/80ft., number of targets depending on summon roll.  Hit: 19 (3d10+3) bludgeoning damage.  Roll a “d3” (or a d6, divide by 2 and round up) before attacking, the amount of Lost Souls spawned is determined by the rolled total.  The Souls may target up to 1 target within range each.  After hitting or missing the target, they are spawned on field.  There may not be more than 6 spawned on the field at a time from this method.

REACTIONS

Deathly Summon.  When the Pain Elemental is killed, it uses a reaction to explode.  All creatures within 10ft. must make a DC 14 dexterity or take 13 (3d8) piercing damage.  In addition, 1d4 Lost Souls are spawned in its place.  This does not count towards the maximum number allowed at once.

 

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

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