Even more DOOM Monsters!

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Even more evils of the underworld invade your games!

AUTHOR’S NOTE: My last offering was kinda sad, so let’s finish off the rest of the monsters from DOOM I and DOOM II!

 

 

Arachnotron

Fleshy brain-like creatures with cybernetic arachnid-like bodies, these creatures run at rapid pace while unleashing deadly plasma attacks.

Large fiend (augmented), chaotic evil

Armor Class 18 (natural armor)

Hit Points 85 (10d10+30)

Speed 40 ft.

STR 13 (+1), DEX 19 (+4), CON 17 (+3), INT 14 (+2), WIS 13 (+1), CHR 8 (-1)

Saving Throws. Strength +4, Wisdom +4

Skills. Perception +7

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

Damage immunity. fire, poison, psychic

Condition immunity.  poisoned

Senses. Darkvision 120 ft., passive Perception 17

Languages. Abyssal, Infernal

Challenge 9 (5,000 XP)

Devil Sight.  The Arachnotron can see through magical darkness.

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

Cyborg.  The Arachnotron counts as a construct, in addition to a fiend.

ACTIONS

Multiattack.  The Arachnotron may attack twice.

Trample.  Melee Weapon Attack.  +4 to hit, reach 5 ft., one target.  Hit: 7 (1d12+1) bludgeoning damage.  The target must make a DC 15 Strength saving throw or be knocked prone and grappled as they are pinned by the Arachnotron.  This can only be done to one target at a time.

Plasma Blaster.  Ranged Weapon Attack.  +7 to hit, ranged 60ft., one target.  Hit: 21 (3d12+4) laser* damage.

Plasma Bombardment (Recharge 6).  The Arachnotron may use a bonus action to use the Plasma Blaster attack.

 

 

Arch-Vile

Pink, fleshy creatures that seem to have wavy patterns akin to fire.  These evil healers can bring back hellish horrors that had previously been slain.

Medium fiend, chaotic evil

Armor Class 16 (natural armor)

Hit Points 165 (22d8+66)

Speed 40 ft.

STR 13 (+1), DEX 15 (+2), CON 17 (+3), INT 14 (+2), WIS 19 (+4), CHR 17 (+3)

Saving Throws. Dexterity +6, Intelligence +6, Wisdom +8, Charisma +7

Skills. Medicine +8, Religion +6

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

Damage immunity. fire, poison

Condition immunity.  poisoned

Senses. Darkvision 120 ft., passive Perception

Languages. Abyssal, Infernal

Challenge 13 (10,000 XP)

Devil Sight.  The Arch-Vile can see through magical darkness.

Magical Resistance.  The Arch-Vile has advantage on all saves against magical effects and spells.

ACTIONS

Multiattack.  The Arch-Vile may attack with Pillar of Fire twice.

Pillar of Fire.  Ranged Spell Attack.  DC 16 Dexterity Saving Throw, 30ft. burst from Arch-Vile, all creatures in burst.  Failure: 22 (5d6+4) fire damage.  Success: half damage.

Reanimating Blasphemy.  The Arch-Vile may attempt a DC 15 Medicine check.  Upon success, it resurrects one fiend or undead within 5ft. of it to half its total hit points, if it has died within the last hour.  If the Arch-Vile rolls a 23 or more on its Medicine check, the target is brought back to full hit points instead.

 

 

Mancubus

These morbidly obese fiends have guns attached to each hand, ready to thrash or shoot up anything that comes close to their way.

Large fiend (augmented), chaotic evil

Armor Class 14 (natural armor)

Hit Points 94 (9d10+45)

Speed 40 ft.

STR 19 (+4), DEX 18 (+4), CON 20 (+5), INT 11 (+0), WIS 13 (+1), CHR 10 (+0)

Saving Throws. Intelligence +3, Wisdom +4

Skills. Perception +4

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

Damage immunity. fire, poison, psychic

Condition immunity.  poisoned

Senses. Darkvision 120 ft., passive Perception 14

Languages. Abyssal, Infernal

Challenge 8 (3,900 XP)

Devil Sight.  The Mancubus can see through magical darkness.

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

ACTIONS

Multiattack.  The Mancubus may attack three times.

Slam.  Melee Weapon Attack.  +7 to hit, reach 5 ft., one target.  Hit: 13 (2d8+4) bludgeoning damage.  The target must make a DC 15 Dexterity saving throw or fall prone.

Hellfire Gun.  Ranged Weapon Attack.  +7 to hit, ranged 60ft./120ft., one target.  Hit: 15 (4d4+5) fire damage.

 

*laser = lighting + fire damage.

 

Made by Doctor Necrotic, for Doctor Necrotic Media.  DOOM is property of Id Software as well as Bethesda.

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6 thoughts on “Even more DOOM Monsters!

  1. Since you did a revisit to one of my older favourites of yours, do you think you could do a revisit to your corruption and undeath stuff too? they were great, and i’d love to see you improve it to your modern standards too, that is if they aren’t already up to snuff.

    Like

    • Pardon the late response. I’ve wanted to do this for a while, myself. After I finish the next couple of things, I can try to revisit my corruption system. I had quite a bit of fun making both.

      Like

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