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More DOOM Monsters! - Daemons & Deathrays
More DOOM Monsters! - Daemons & Deathrays
April 26, 2017 by Doctor Necrotic in D&D 5th, Fantasy, Horror, Monsters, Science
Fiction and tagged 5E, 5th edition, classic gaming, dark fantasy, dark science fiction,
demon, demons, devils, DnD, DnD 5e, DooM, DOOM II, Dungeons and Dragons, FPS,
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Incoming transmission! “There’s even more of them captain! We thought we were February 2019
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! January 2019
We can’t hold out for mu-” Transmission ended!
December 2018
Author’s Note: Sorry for being late on this one. I found out last minute that my group
November 2018
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 October 2018
monsters. I might do an update later on with another popular monster in mind…
Arachnotron… Mancubus… Something like that! September 2018
August 2018
July 2018
June 2018
Hell Knight
May 2018
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. April 2018
February 2018
Armor Class 16 (natural armor)
January 2018
Hit Points 135 (16d10+48)
December 2017
Speed 40 ft.
November 2017
STR 18 (+4), DEX 13 (+1), CON 17 (+3), INT 10 (+0), WIS 13 (+1), CHR 10 (+0) October 2017
July 2017
Damage resistance. acid, force; bludgeoning, piercing, and slashing damage from
nonmagical weapons June 2017
February 2017
Languages. Abyssal, Infernal
January 2017
Challenge 10 (5,900 XP)
December 2016
Devil Sight. The Hell Knight can see through magical darkness.
November 2016
Magical Resistance. The Hell Knight has advantage on all saves against magical
effects and spells. October 2016
September 2016
ACTIONS
August 2016
Multiattack. The Hell Knight may attack twice.
July 2016
Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 16 (2d12+3)
slashing damage. June 2016
May 2016
Hellfire Blast. Ranged Weapon Attack. +7 to hit, ranged 60ft., one target. Hit: 14
(2d10+3) fire damage. April 2016
Unholy barrage (Recharge 5 – 6). The Hell Knight can make up to three hellfire March 2016
attacks with a single attack action, instead of the two, targeting up to three creatures
as well. February 2016
January 2016
December 2015
Baron of Hell (Variant Hell Knight)
November 2015
Armor Class is increased to: 18 (natural armor)
October 2015
Hit Points are increased to: 153 (16d10+64)
September 2015
Increase STR to 18 (+4), DEX to 15 (+2), CON to 18 (+4)
August 2015
Increase Strength attacks to +8 to hit, and +4 damage on modifier.
July 2015
New Ability: Force of the Underworld. As a bonus action, the Baron may gain June 2015
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 May 2015
use the Thrown Down attack.
April 2015
New Attack: Throw Down. Melee Weapon Attack. +8 to hit, reach 5ft., one target.
March 2015
Hit: 22 (4d8+4) bludgeoning damage. The target is also knocked prone.
February 2015
TOTAL CHALLENGE 12 (8,400 XP)
January 2015
December 2014
Register
Similar to the cacodemon, this floating sphere unleashes foul minions from its foul
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maw as well as having arms capable of flawing out whatever is in its way.
STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHR 10 (+0)
Damage resistance. acid, fire; bludgeoning, piercing, and slashing damage from
nonmagical weapons
Challenge 7 (2,900)
Magical Resistance. The cacodemon has advantage on all saves against magical
effects and spells.
ACTIONS
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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