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For other related uses, see Pinky (disambiguation).
This article is about the specific enemy. For the collective term "demons" that refers to all the enemies in Doom, see Monster.


"Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off."
Doom manual description

The Demon (aka Pinky or Pinky demon) is a monster found in all classic Doom games up to date. The id Software staff has called the monster "pinky" in reference to its coloration, especially during the development of Doom 3, when a new version of the monster was designed, although they made it grayish instead of pink. Demons and Spectres also are sometimes collectively called "pigs"; this word is used in more than 100 Compet-n submissions.

Physical Appearance

Demons are relatively big, pink, bulky, muscular, vaguely humanoid monsters with sharp teeth, two horns on their big head, backwards knees and three claws on each foot. It chomps like a wild cat, and runs at about 16 kph (10 mph).

Combat Characteristics

Demons let out a loud growl, similar to a lion's roar, when they become aware of the player's presence. Demons do not have a ranged attack, thus they are not a threat at long range. However, they have a huge advantage over many of their counterparts: speed. They can outrun any character except the charging Lost Soul, the Cyberdemon, the Revenant, the Arch-Vile, and the player. Due to its speed, the demon closes distances very quickly, often running towards the player in a zig-zag pattern, making it harder to hit, and helping to corner the player. Under Nightmare! or with the fast monsters setting, the demon moves and attacks twice as fast, thus becoming the fastest monster in the game, and the second quickest to attack, after the cyberdemon. When killed, a demon emits a loud pig-like snort and spits up some teeth and blood, its forehead and stomach also burst open in two bloody gutting holes.

Tactical Analysis

Demon2

A Demon attacks the player near the exit of Level 3: The Gantlet, in Doom II.

A very useful weapon against demons is arguably the chainsaw; the demon is unable to attack the player when being damaged with the chainsaw, and the chainsaw does not use up any ammunition. This strategy is especially effective if the player is able to lure the demon(s) into a tight corridor, as they will be able to cut them down without having to worry about being swarmed from all directions. However, the Shotgun is also effective since it can cause damage at longer ranges, and the Super Shotgun can kill a demon at close range with one blast. Another quick way of killing them without wasting ammo is to punch them to death when in Berserk mode (generally taking anywhere from one to three such punches). The Chaingun is also substantially effective if the player lacks a chainsaw, but the player has a hard time dealing with them using a shotgun.

In monster infighting, healthy demons are able to make short work of former humans and Imps. Since Demons move faster than most other enemy types, they tend to be hit by projectiles from slower monsters located further away, and thus are generally the easiest monster to trick into attacking other enemies - however, the short range of their attacks make it difficult for a distracted Demon to provoke other monsters into counterattacking him. Demons actually appear to be considerably less intelligent (or more oblivious) than Imps, as they often run around for quite a long time aimlessly before attacking the player.

Notes

  • The name of the demon thing or object in the source code is MT_SERGEANT, as it fits into the role of a "demon sergeant" according to the Doom Bible in section 7.2. Correspondingly, the root of the sprite name of the monster is SARG.
  • Demon-exp

    The Alpha 0.5 death animation.

    In the Doom 0.5 alpha, the demon uses a different death animation where it stretches and distorts horizontally and explodes into a ball of yellow fire. This could have been the standard death animation or it could have been a gib animation (when hit with explosive weaponry).
  • The demon's attacking animation shows it biting a bloody bit of flesh off its intended target regardless of whether the attack landed or not.
  • The Demon, along with the Mancubus, Spiderdemon and Cyberdemon are the only monsters whose death sound clips includes noise other than the monsters' vocals; in this case, the demon makes an audible thud when it hits the ground after it dies. This and the Mancubus are the only monsters to do so, although the Demon's is much clearer.
  • Demons are capable of gibbing Zombiemen.
  • In a ZDoom-based source port, if the player is killed by a demon (monster is credited with delivering the blow that reduces player's health to 0%), an obituary message is displayed at the top of the screen: "[player name] was bit by a Demon".

Data

ID # Hit points Speed Width Height Reaction time Pain chance Pain time Mass Bits
3002 (decimal)
BBA (hex)
150 10 map units per frame
(175.0 map units per second)
60 56 8 180 (70.31%) 4 tics 400 4194310

1: 2: 22:
Obstacle Shootable Affects Kill %

Sprite name Alert sound Action sound Pain sound Death sound
SARG DSSGTSIT DSDMACT DSDMPAIN DSSGTDTH

Melee

Damage Sound
4-40 DSSGTATK

SargHistogram

Damage done by a demon's bite

Bites needed to kill1 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
5.161.2039
Player (100%
health, security armor)
7.321.33511
Player (200%
health, combat armor)
18.861.601522
Barrel1.500.6615
Zombieman1.500.6615
Shotgun guy1.970.7715
Wolfenstein SS2.980.9527
Imp3.290.9927
Heavy weapon dude3.840.9928
Lost soul5.161.2039
Commander Keen5.161.2039
Demon7.481.31511
Spectre7.481.31511
Romero's head212.151.59817
Revenant14.311.571118
Cacodemon18.861.601522
Pain elemental18.861.601522
Hell knight23.521.501927
Arachnotron23.521.501927
Mancubus28.151.352432
Arch-vile32.841.303036
Baron of hell46.721.794251
Spiderdemon139.432.32134144
Cyberdemon185.642.97180192
  1. This table assumes that all calls to P_Random for damage, pain chance, and blood splats are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
  2. Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics

In the classic Doom, the Demon is first encountered on these maps:

Game ITYTD and HNTR HMP UV and NM
Ultimate DoomE1M3: Toxin RefineryE1M3: Toxin RefineryE1M3: Toxin Refinery
Doom IIMAP03: The GantletMAP02: UnderhallsMAP02: Underhalls
TNT: EvilutionMAP01: System ControlMAP01: System ControlMAP01: System Control
PlutoniaMAP02: Well of SoulsMAP01: CongoMAP02: Well of Souls

The IWADs contain the following numbers of demons:

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom163303443
Doom II94213331
TNT: Evilution137208219
Plutonia105123139

Generations

Doom 64

Main article: Demon (Doom 64)
Doom64Demon-Doom64ex

The Demon's Doom 64 appearance.

Doom 64 includes the Demon, occasionally called a "Bull Demon". It first appears in MAP01: Staging Area. It underwent a new design, giving it a bulkier and more menacing appearance, with black horns, smaller red eyes, and accentuated teeth and claws.

Doom RPG / Doom II RPG

Main article: Pinky (Doom RPG)

In both Doom RPG and Doom II RPG, the Demon appears as the "Pinky" class of monster. There are three variations, identified by color:

A Pinky will attack automatically the moment the player steps into an adjacent square, even if it has already moved that turn. They are resistant to rockets but susceptible to shotgun attacks.

Also in Doom II RPG, in addition to a regular biting attack, each of the "pinky" class monsters has a charging attack which can cause the player to be knocked backwards a tile (and potentially into a hazard). The Pinkinator boss gives birth to Bull Demons over the course of the battle. Looting its corpse yields pinky embryos (unusable loot items), and as such it can be presumed that the pinkinator is the progenitor of all of the "pinky" class monsters.

*Smaller than the other types in Doom II RPG; pink in the Java and BREW versions, but olive-colored in the iOS version).

Doom 3

Pinky Demon

Pinky's design in Doom 3.

Main article: Pinky (Doom 3)

The Demon undergoes a heavy redesign in Doom 3. The monster has absented eyes, with its horns pointing straight forward instead of out from the side of its head. It walks on all fours in a canine style, and it has cybernetic hind legs. It roars frequently, messing with the player's perspective by shaking the screen.

Doom (2016)

Main article: Pinky (Doom 2016)

In the 2016 reboot of Doom, the Pinky's appearance now bears faint resemblance to its first classic generation. It is a large, pink, bulky, muscular boar-like beast with huge tusks that are used to bite and shred foes.

Doom Eternal

Main article: Pinky (Doom Eternal)

The Demon in its newer looks will appear in the upcoming Doom Eternal.

See also

Monsters from classic Doom games

Doom & Doom II Monsters

ArachnotronArch-Vile*Baron of HellCacodemonCommander Keen*CyberdemonDemonHeavy Weapon DudeHell KnightImpLost SoulMancubusPain ElementalRevenantShotgun GuySpectre | Spider MastermindZombiemanWolfenstein SS*Final Boss (Romero's head)*

Sony PlayStation exclusives

Caco-SpectreNightmare Spectre

Italics = Introduced in Doom II
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