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Porting DOOM to Pathfinder 2e _ GM Binder

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Published by goroiamanuci, 2023-05-11 05:22:49

Porting DOOM to Pathfinder 2e _ GM Binder

Porting DOOM to Pathfinder 2e _ GM Binder

CREATURE 1 CE MEDIUM FIEND DEMON UNDEAD MINDLESS Str +1;Dex +4;Con +3;Int +3;Wis +0; AC 15;Fort +4;Ref +10; CREATURE 2 CE MEDIUM FIEND DEMON Str +3;Dex +4;Con +1;Int +1;Wis +3; AC 17;Fort +5;Ref +11; FormerSoldier "Once a marine or guard like the protagonist, now a greenhaired, 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 ToHit 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 Perception +10; Darkvision Languages Abyssal Skills Acrobatics +6, Athletics +4 Cha +0 Slow A former soldier is permanently slowed 1 and can’t use reactions. Will +7 HP 15 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 3, good 3; Speed 25 feet Ranged rifle +11 (deadly d8, range increment 120 feet, reload 0), Damage 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 Perception +8; Darkvision Languages Abyssal Skills Acrobatics +8, Stealth +7, Survival +7 Cha +1 Will +8 HP 25; Immunities fire; Weaknesses good 3; Speed 25 feet Melee claw +9 (agile), Damage 1d8+4 slashing Ranged fireball +7 (range increment 60 feet, reload 0) , Damage 1d10+4 fire plus 1 splash fire 2


CREATURE 2 CE MEDIUM FIEND DEMON UNDEAD MINDLESS Str +3;Dex +4;Con +1;Int +1;Wis +1; AC 15;Fort +5;Ref +8; CREATURE 2 CE MEDIUM FIEND DEMON Str +4;Dex +3;Con +4;Int -4;Wis +1; AC 15;Fort +11;Ref +0; FormerSergeant "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 Perception +8; Darkvision Languages Abyssal Skills Acrobatics +7, Athletics +5 Cha +1 Slow A former sergeant is permanently slowed 1 and can’t use reactions. Will +5 HP 21 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 3, good 3; Speed 25 feet Ranged shotgun +11 (deadly d6, range increment 30 feet, reload 1), Damage 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 Perception +8; Darkvision Languages Abyssal Skills Athletics +8, Survival +7 Cha +3 Will +0 HP 36; Weaknesses good 3; Attack of Opportunity Speed 20 feet Melee bite +9, Damage 1d8+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 3


CREATURE 3 CE MEDIUM FIEND DEMON Str +0;Dex +4;Con +3;Int +3;Wis +1; AC 17;Fort +5;Ref +11; CREATURE 5 CE LARGE FIEND DEMON Str +6;Dex +2;Con +5;Int +2;Wis +2; AC 19;Fort +15;Ref +9; Spectre "Identical to the Demon (Pinky), except that it is partially invisible." (Doom Wiki) Yep, that quote basically says it all. SPECTRE Perception +8; Darkvision Skills Athletics +8; Survival +7 Cha +3 Will +8 HP 30; Weaknesses 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. Speed 20 feet Melee bite +9, Damage 1d12+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 Perception +9; Darkvision Languages Abyssal Skills Athletics +13, Intimidation +12 Cha +4 Will +12 HP 91; Immunities fire; Weaknesses good 5; Attack of Opportunity Speed 20 feet Melee claw +13, Damage 2d12+7 bludgeoning Ranged plasma ball +15 (range increment 60 feet, reload 0), Damage 2d8+7 fire Power Attack Effect 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); Trigger The baron rolls for initiative; Effect 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. 4


CREATURE 4 CE MEDIUM FIEND DEMON Str +3;Dex +2;Con +3;Int +2;Wis +5; AC 18;Fort +8;Ref +11; CREATURE 8 CE HUGE FIEND DEMON Str +7;Dex +1;Con +4;Int +3;Wis +2; AC 26;Fort +19;Ref +13; 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 Perception +11; Darkvision Languages Abyssal Skills Arcana +10 Cha +2 Will +14 HP 72; Immunities electricity ; Weaknesses 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. Speed 0 feet; fly 30 feet Melee jaws +12, Damage 2d10+7 piercing Ranged lightning ball +9 (range increment 60 feet, reload 0), Damage 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 Perception +13; Darkvision Languages Abyssal Skills Athletics +16 Cha +2 Will +13 HP 169; Weaknesses good 5; Speed 15 feet Melee stomp +22, Damage 2d12+15 bludgeoning Ranged rocket +18 (range increment 60 feet, reload 0), Damage 2d10+11 fire plus 5 splash piercing Battle Cry (auditory, concentrate, emotion, mental); Trigger The cyberdemon rolls for initiative; Effect 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 Effect The cyberdemon makes three rocket attacks. Apply its multi attack penalty to each Strike normally. 5


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


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