
This process is excrutiating and endless the Pain Elemental is intimately familiar with pain. The Pain Elemental comes from the lowest depths of the demon worlds, cursed to forage Lost Souls from its own gut. Lost Soul, 60/120 range, Necrotic damage (+7 to attack, +4 to damage) On fail, takes the soul shield’s current hit point value as necrotic damage.

The Fire Wolves it summons might as well be a ranged attack, as they move quickly (AND around corners!) and deal an annoying amount of fire damage while the marauder chooses his next move, far from the reach of the enemy.

That said, the marauder isn’t completely without ranged options. And the shotgun, which deals an extra d10 fire damage if fired in melee, is still a really strong asset in its favor. It’s an infernal axe, not a combined shield-laser-choppy axe. In this case, an impenetrable shield was replaced with extreme speed, and the focus went into how much damage it can do up close rather than giving the ability to destroy from both melee and across the map with just the axe.

It should be noted that as a player character, Krill’s power is much more on par with the others and not amplified to the mini-boss levels that the video game’s Marauder requires. His relatively low health for a front-line combatant also seems to speak toward a d8 instead of the d10 hit die of the fighter class. The Marauder, with his high speed, dexterity, strength, and wisdom, fits the mold for a monk pretty well, especially the Way of the Kensei from Xanathar’s Guide to Everything. Their primary goal is the destruction of the Doom Slayer. When they were cut down in battle, they were resurrected and augmented to serve as shock troopers. A subset of them denounced their oath to their order, their king, and the entities they swore to serve, and instead plead their allegiance to one of the lords of Hell, Khan Maykr. Marauders formerly belonged to group of elite warriors from an alien race. Hellfire shotgun (additional d10 fire damage if within 5 ft) Infernal Axe (two attacks, 1d12 + 3 damage)
Doom eternal marauder full#
Its smokebomb, rechargeable a minute after use, obscures the area to enemies while allowing its fellow demons full visual of the battlefield. It hand cannons deal decent ranged damage, while its flame cannons provide a nice area of effect of fire for enemies to dodge.Īlthough it seems like Mancubus would move slower with those stubby legs, they still carry enough power for it to move the same speed as the standard humanoid, as well as leap either out of danger or onto higher platforms in addition to its movement.

However, its attacks (and lack of hands) all focus on range, much more in line with a ranger or gunslinger. MENABLANAHBLAH.Īs the resident tank, the barbarian is a good leaping-off point for pure stats. But who needs brains when you have CANNONS. Also, its name is Mancubus, and its got no hands. It is a hulking and resilient pile of flesh with two mounted flame cannons. The Mancubus got its start in DOOM II, though over the course of the wars, its kind has traded natural armor for man-made metal plating and weaponry. Smoke Bomb: obscures an area for enemies until the start of next turn, 1 minute cooldown between uses Hand cannons, two attacks, 30/60 range (+5 to attack)įlame cannons, requires Dex Save, half damage on save (+4 to damage)
