Porting DOOM to Pathfinder 2e

by TheToastThief

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SECOND EDITION

Former Soldier

"Once a marine or guard like the protagonist, now a green-haired, Hell-possessed soldier carrying a rifle. The weakest of the enemies in Doom and therefore, the easiest to kill." (Doom Wiki)

These bastards use hitscan weaponry in the game, and so in the Pathfinder 2e variant they have an extremely high To-Hit bonus for their level but deal fairly low damage, allowing them to pepper you with shots from across the battlefield and needing you to rush to take them down (and they drop fairly easily with their low AC and health) before they slowly deplete all of your health

Former Soldier
CREATURE 1

CE
Medium
Fiend
Demon
Undead
Mindless
+10; Darkvision
Abyssal
Acrobatics +6, Athletics +4
+1
+4
+3
+3
+0
+0
Slow A former soldier is permanently slowed 1 and can’t use reactions.
15
+4
+10
+7
15 (negative healing) death effects, disease, mental, paralyzed, poison, unconscious positive 3, good 3
25 feet
rifle +11 (deadly d8, range increment 120 feet, reload 0) 1d4+2 piercing
Friendly Fire If the former soldier critically fails an attack roll, it hits a random ally within range.

Imp

"A brown, human-sized humanoid demon that throws round fireballs and claws nearby opponents." (Doom Wiki)

These lads shoot a large quantity of slow moving projectiles towards you, but fall in only a few shots so they aren't too big of a threat. However, they've got a nasty claw attack if you get too close to them.

Imp
CREATURE 2

CE
Medium
Fiend
Demon
+8; Darkvision
Abyssal
Acrobatics +8, Stealth +7, Survival +7
+3
+4
+1
+1
+3
+1
17
+5
+11
+8
25 fire good 3
25 feet
claw +9 (agile) 1d8+4 slashing
fireball +7 (range increment 60 feet, reload 0) 1d10+4 fire plus 1 splash fire

Former Sergeant

"A bald, more durable zombie in black armor with a shotgun. A bit tougher than the Zombieman (perhaps due to his rank), but still very easy to gun down." (Doom Wiki)

Another hitscanner from the games, and even more annoying because they can chunk you down much faster than the Former Soldier while also being harder to kill. Generally the #1 priority target.

Former Sergeant
CREATURE 2

CE
Medium
Fiend
Demon
Undead
Mindless
+8; Darkvision
Abyssal
Acrobatics +7, Athletics +5
+3
+4
+1
+1
+1
+1
Slow A former sergeant is permanently slowed 1 and can’t use reactions.
15
+5
+8
+5
21 (negative healing) death effects, disease, mental, paralyzed, poison, unconscious positive 3, good 3
25 feet
shotgun +11 (deadly d6, range increment 30 feet, reload 1)1d6+3 piercing plus buckshot
Friendly Fire If the former soldier critically fails an attack roll, it hits a random ally within range.
Buckshot If the target is within 20 feet, deals an extra d6 damage. If the target is within 10 feet, upgrade this to an extra 2d6.

Pinky

"About the size of a gorilla, this muscular pink brute runs quickly on its two hind legs to bite opponents. While not an immediate threat on their own, when in groups they do have a tendency to try and outflank their targets." (Doom Wiki)

These creatures charge you down and then just keep biting you until you either die or kill it. That's basically it. They are no threat at a range, but once they get close you are in for a world of hurt.

Pinky
CREATURE 2

CE
Medium
Fiend
Demon
+8; Darkvision
Abyssal
Athletics +8, Survival +7
+4
+3
+4
-4
+1
+3
15
+11
+0
+0
36 good 3
Attack of Opportunity
20 feet
bite +91d8+4 piercing
Pack Attack The pinky's Strikes deal 1d6 extra damage to creatures within the reach of at least two of the pinky's allies.
Powerful Charge The pinky Strides twice, then makes a bite Strike. If it moved at least 20 feet from its starting position, the Strike’s damage is increased to 2d8+6.
Rend bite

Spectre

"Identical to the Demon (Pinky), except that it is partially invisible." (Doom Wiki)

Yep, that quote basically says it all.

Spectre
CREATURE 3

CE
Medium
Fiend
Demon
+8; Darkvision
Athletics +8; Survival +7
+0
+4
+3
+3
+1
+3
17
+5
+11
+8
30 good 3
Attack of Opportunity
Partial Invisibility The spectre is hidden at all times, though when it takes a hostile action of any kind, it is observed instead of hidden until the start of its next turn, as the vague outline of its muscular form is faintly visible for a short period of time.
20 feet
bite +91d12+4 piercing
Powerful Charge The spectre Strides twice, then makes a bite Strike. If it moved at least 20 feet from its starting position, the Strike’s damage is increased to 2d8+6.
Rend bite

Baron of Hell

"Two of these act as the boss in Knee-Deep in the Dead, resembling large blood red Satyrs. It can hurl streaming balls of green plasma and employs a powerful clawing attack at close range. They can take enormous punishment before being slain." (Doom Wiki)

These towering beasts can rip you a new one if you get too close to them, but even at a range they can deal some heavy damage by flinging green plasma at you. The only good news for you is that they are a bit slow, but you'll probably die too fast to notice.

Baron of Hell
CREATURE 5

CE
Large
Fiend
Demon
+9; Darkvision
Abyssal
Athletics +13, Intimidation +12
+6
+2
+5
+2
+2
+4
19
+15
+9
+12
91 fire good 5
Attack of Opportunity
20 feet
claw +132d12+7 bludgeoning
plasma ball +15 (range increment 60 feet, reload 0)
2d8+7 fire
Power Attack The baron makes a melee Strike. This counts as two attacks when calculating the baron's multiple attack penalty. If this Strike hits, the baron deals an extra die of weapon damage.
Battle Cry (auditory, concentrate, emotion, mental); The baron rolls for initiative Bellowing mightily, the baron gives themself and all demon allies within 60 feet a +1 status bonus to attack and damage rolls until the end of the first round.

Cacodemon

"A large flying head-like monster with red scales, horns, and one eye. It moves relatively slowly, but has strong jaws and spits out "lightning balls" from a distance." (Doom Wiki)

These creatures can chunk down your hit points fast if you don't keep an eye on them, but if you are able to keep damaging them every round then they can consistently be slowed to become nearly useless.

Cacodemon
CREATURE 4

CE
Medium
Fiend
Demon
+11; Darkvision
Abyssal
Arcana +10
+3
+2
+3
+2
+5
+2
18
+8
+11
+14
72 electricity good 5
Pain StateThe cacodemon gains the slowed 1 trait until the end of it's next turn whenever an enemy scores a hit against it with a Strike. This is changed to slowed 2 if the hit was a critical.
0 feet; fly 30 feet
jaws +122d10+7 piercing
lightning ball +9 (range increment 60 feet, reload 0)
2d8+5 electricity

Cyberdemon

"The massive boss in The Shores of Hell, a monstrous humanoid cyborg as tall as two men that can absorb more damage than any other monster and moves at a relatively rapid rate for its size, pausing only to fire rockets from its mechanical arm at anything foolish enough to oppose it." (Doom Wiki)

You arrive at the final section of the demonic citadel, and find four barons of hell crucified on the walls around you. What sort of monster could kill that many of those monstrosities? You soon learn, as you see the skyscraper of machinery and flesh, towering over you with it’s rocket launcher arm pointed right at you. This is the cyberdemon.

Cyberdemon
CREATURE 8

CE
Huge
Fiend
Demon
+13; Darkvision
Abyssal
Athletics +16
+7
+1
+4
+3
+2
+2
26
+19
+13
+13
169 good 5
15 feet
stomp +222d12+15 bludgeoning
rocket +18 (range increment 60 feet, reload 0)
2d10+11 fire plus 5 splash piercing
Battle Cry (auditory, concentrate, emotion, mental); The cyberdemon rolls for initiative Bellowing mightily, the cyberdemon gives themself and all demon allies within 60 feet a +2 status bonus to attack and damage rolls until the end of the first round.
Rocket Barrage The cyberdemon makes three rocket attacks. Apply its multi attack penalty to each Strike normally.

All art and original monster ideas from the ID Software team and from DOOM (1993), I'm just making pathfinder 2e statblocks for them.