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) 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)