Cacodemon
A large, spherical flying demon and one of the most recognizable recurring enemies in the Doom franchise.
The Cacodemon is a floating, spherical red demon with one green eye and a huge grinning mouth, introduced in Doom (1993) and present in Doom II, Final Doom and Doom 64. It spits balls of lightning, bites at close range and, because it flies, can reach the player almost anywhere.
Stats
// Engine constants from the Doom source, verified against doomwiki.org — the same dataset as the enemies database. Pain chance = painchance ÷ 256 (nominal odds).
- Health
- 400
- Attack
- Fireball: 5–40; bite: 10–60
- Speed
- 93.3 u/s
- Pain chance
- 50%
- First appears
- E2M1 on HMP+; E2M3 on lower skills
Tactics: Strafe around their fireballs and use the Super Shotgun, Plasma Gun or Rocket Launcher rather than wasting time with weak weapons.
Shots to kill
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 20 | 38 | 200 | — | 18.0 s | |
| Fist (Berserk) | 2 | 4 | 20 | — | 1.5 s | |
| Chainsaw | 20 | 38 | 200 | — | 4.2 s | |
| Pistol | 27 | 39 | 80 | 39 bullets | 15.2 s | |
| Shotgun | 4 | 6 | 12 | 6 shells | 5.3 s | |
| Super Shotgun | 2 | 2 | 4 | 4 shells | 1.5 s | |
| Chaingun | 27 | 39 | 80 | 39 bullets | 4.3 s | |
| Rocket Launcher | 2 | 3 | 4 | 3 rockets | 1.1 s | |
| Plasma Rifle | 10 | 18 | 80 | 18 cells | 1.5 s | |
| BFG 9000 | 1 | 1 | 4 | 40 cells | one shot |
Scroll sideways for more columns →
Every pellet and every hit lands; no infighting. Min = every damage roll at its maximum, Max = every roll at its minimum, Typical = at the average damage of Doom’s fixed random table (the true expected count can differ by a shot). Time = first hit to last at full fire rate, typical shots, projectile travel not included. For the two shotguns Min and Max are formula bounds the fixed table cannot fully reach: a super shotgun blast with every pellet on one monster lands about 170–245, never 100 or 300.
Rocket = direct hit + 103–117 blast (a rocket detonates one step short of its target; the Cyberdemon and Spider Mastermind take no blast). BFG 9000 = ball impact only (100–800); each of its 40 tracers adds 49–87 to whatever it hits, so against a big monster at close range the real count is lower. Fist (Berserk) = ×10. Chaingun and Chainsaw count single bullets and teeth; the chaingun always fires in pairs, so an odd count spends one bullet more.
Where it appears
Placed in 86 of the 132 classic maps (The Ultimate Doom 24, Doom II 16, TNT: Evilution 23, The Plutonia Experiment 23). First: E2M1 Deimos Anomaly. Most on Ultra-Violence: MAP16 Suburbs (Doom II) with 25. Across all maps: 244 / 449 / 603 on skill I–II / III / IV–V.
The Ultimate Doom — 24 maps, 193 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| E2M1 | Deimos Anomaly | 0 | 2 | 3 |
| E2M3 | Refinery | 1 | 3 | 6 |
| E2M4 | Deimos Lab | 1 | 8 | 11 |
| E2M5 | Command Center | 1 | 5 | 6 |
| E2M6 | Halls of the Damned | 0 | 6 | 9 |
| E2M7 | Spawning Vats | 2 | 5 | 5 |
| E2M9 | Fortress of Mystery | 10 | 10 | 10 |
| E3M1 | Hell Keep | 0 | 1 | 3 |
| E3M2 | Slough of Despair | 5 | 7 | 8 |
| E3M3 | Pandemonium | 1 | 3 | 2 |
| E3M4 | House of Pain | 4 | 7 | 13 |
| E3M5 | Unholy Cathedral | 2 | 7 | 6 |
| E3M6 | Mt. Erebus | 6 | 12 | 22 |
| E3M7 | Limbo | 4 | 9 | 9 |
| E3M8 | Dis | 2 | 2 | 2 |
| E3M9 | Warrens | 8 | 9 | 11 |
| E4M2 | Perfect Hatred | 4 | 11 | 17 |
| E4M3 | Sever the Wicked | 0 | 6 | 1 |
| E4M4 | Unruly Evil | 1 | 4 | 7 |
| E4M5 | They Will Repent | 0 | 1 | 3 |
| E4M6 | Against Thee Wickedly | 1 | 10 | 20 |
| E4M7 | And Hell Followed | 3 | 3 | 6 |
| E4M8 | Unto the Cruel | 2 | 7 | 5 |
| E4M9 | Fear | 4 | 6 | 8 |
Doom II — 16 maps, 188 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP05 | The Waste Tunnels | 1 | 2 | 3 |
| MAP08 | Tricks and Traps | 5 | 6 | 11 |
| MAP09 | The Pit | 0 | 5 | 6 |
| MAP11 | Circle of Death | 1 | 6 | 10 |
| MAP12 | The Factory | 6 | 12 | 16 |
| MAP13 | Downtown | 2 | 6 | 10 |
| MAP15 | Industrial Zone | 3 | 7 | 11 |
| MAP16 | Suburbs | 0 | 13 | 25 |
| MAP17 | Tenements | 1 | 7 | 13 |
| MAP18 | The Courtyard | 8 | 14 | 19 |
| MAP19 | The Citadel | 0 | 1 | 6 |
| MAP20 | Gotcha! | 3 | 7 | 11 |
| MAP24 | The Chasm | 2 | 5 | 8 |
| MAP26 | The Abandoned Mines | 5 | 16 | 23 |
| MAP28 | The Spirit World | 0 | 1 | 1 |
| MAP29 | The Living End | 7 | 13 | 15 |
TNT: Evilution — 23 maps, 99 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP02 | Human BBQ | 1 | 2 | 2 |
| MAP03 | Power Control | 0 | 2 | 2 |
| MAP04 | Wormhole | 0 | 4 | 4 |
| MAP05 | Hanger | 3 | 3 | 3 |
| MAP06 | Open Season | 2 | 3 | 6 |
| MAP07 | Prison | 4 | 7 | 6 |
| MAP08 | Metal | 0 | 0 | 2 |
| MAP10 | Redemption | 2 | 2 | 4 |
| MAP13 | Nukage Processing | 1 | 0 | 0 |
| MAP15 | Dead Zone | 0 | 1 | 5 |
| MAP16 | Deepest Reaches | 5 | 4 | 5 |
| MAP17 | Processing Area | 1 | 1 | 1 |
| MAP18 | Mill | 2 | 3 | 5 |
| MAP19 | Shipping/Respawning | 0 | 1 | 4 |
| MAP20 | Central Processing | 2 | 4 | 5 |
| MAP21 | Administration Center | 1 | 2 | 2 |
| MAP25 | Baron's Den | 2 | 7 | 7 |
| MAP26 | Ballistyx | 1 | 2 | 3 |
| MAP27 | Mount Pain | 6 | 9 | 9 |
| MAP28 | Heck | 2 | 1 | 0 |
| MAP29 | River Styx | 0 | 7 | 9 |
| MAP30 | Last Call | 3 | 4 | 5 |
| MAP31 | Pharaoh | 5 | 7 | 10 |
The Plutonia Experiment — 23 maps, 123 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | Congo | 0 | 1 | 1 |
| MAP02 | Well of Souls | 2 | 2 | 4 |
| MAP04 | Caged | 4 | 5 | 8 |
| MAP05 | Ghost Town | 2 | 2 | 2 |
| MAP06 | Baron's Lair | 2 | 2 | 3 |
| MAP08 | Realm | 5 | 4 | 3 |
| MAP09 | Abattoire | 1 | 2 | 5 |
| MAP10 | Onslaught | 2 | 4 | 5 |
| MAP12 | Speed | 2 | 6 | 6 |
| MAP13 | The Crypt | 2 | 3 | 3 |
| MAP14 | Genesis | 6 | 7 | 8 |
| MAP15 | The Twilight | 5 | 7 | 7 |
| MAP16 | The Omen | 5 | 5 | 5 |
| MAP17 | Compound | 2 | 2 | 2 |
| MAP19 | NME | 1 | 2 | 2 |
| MAP21 | Slayer | 6 | 6 | 6 |
| MAP22 | Impossible Mission | 2 | 2 | 2 |
| MAP23 | Tombstone | 16 | 16 | 16 |
| MAP24 | The Final Frontier | 8 | 8 | 10 |
| MAP25 | The Temple of Darkness | 3 | 3 | 3 |
| MAP26 | Bunker | 10 | 10 | 10 |
| MAP27 | Anti-Christ | 2 | 2 | 2 |
| MAP29 | Odyssey of Noises | 7 | 7 | 10 |
Single-player thing counts per skill column as the Doom Wiki lists them for each map (I–II = I’m Too Young to Die / Hey, Not Too Rough; III = Hurt Me Plenty; IV–V = Ultra-Violence / Nightmare!). Multiplayer-only placements are not counted; MAP30’s spawner is not a placement. Level data: doomwiki.org level articles, CC BY-SA 4.0 — the level database has the full report card per map.
Cacodemon is among the most recognizable demons in the roster of Doom enemies. Its bulbous, crimson silhouette drifting through the air is one of the enduring images associated with id Software’s franchise, appearing throughout the classic series and returning in later Doom titles.
Physical Description
The Cacodemon is defined by its unmistakable form: a large, spherical body covered in bumpy red flesh and crowned with a ring of horns. It lacks limbs in any conventional sense, relying entirely on levitation to traverse the environments it inhabits. According to the Doom Wiki, Cacodemons float slowly through the air, crossing over ledges and through open spaces that would stop ground-based enemies entirely. This aerial mobility is a core part of what makes them a persistent threat across so many arena types.
A single large eye dominates the front of the creature’s face, above a wide mouth filled with teeth. Although its core concept has remained recognizable across the series, the Cacodemon has undergone notable visual changes between games. The Doom 64 version substantially reworked the classic design, while the 2016 version added vestigial limbs and a stomach pouch before returning to a silhouette more closely resembling the classic Cacodemon in its overall form.
Presence in the Classic Games
Cacodemons are recurring demons in the classic Doom games, appearing in Doom, Doom II, and Final Doom. In the original Doom, they are absent from Episode 1, Knee-Deep in the Dead, including the shareware release. They first appear in Episode 2, The Shores of Hell: on Hurt Me Plenty and higher, their first appearance is E2M1: Deimos Anomaly, while on the two lower skill levels they first appear in E2M3: Refinery. In registered Doom, their numbers remain relatively modest, with 47 Cacodemons on I’m Too Young to Die, 96 on Hurt Me Plenty, and 126 on Ultra-Violence. The Cacodemon also appears in Doom 64, extending its presence beyond the original PC games.
In the classic engine, their slow movement speed is offset by their ability to ignore floor geometry, allowing them to pursue the player across gaps, over obstacles, and through spaces that ground-based enemies cannot easily navigate. This makes them particularly effective at maintaining pressure in open or vertical areas where other enemies may lose contact with the player.
Combat Behavior
Cacodemons are aggressive flying opponents whose attacks come from their wide mouths. Their threat comes primarily from their aerial mobility and ranged fireball attack, with a close-range bite available when they engage at short distance.
The Doom Wiki’s Eternal-specific entry notes that a fully charged bolt from the ballista with the arbalest mod, when stuck onto a Cacodemon, will kill it instantly once the bolt explodes.
The Cacodemon’s Attack Quirk
The classic Cacodemon has an unusual attack behavior: its fireball and bite are handled through the same attack sequence. When it begins attacking, it normally starts with the missile attack, while the bite occurs only when the player is already close enough.
Tactics
Because incoming hits can push the Cacodemon backward, sustained fire from weapons such as the chaingun or plasma gun can keep it at a distance and prevent it from ever getting close enough to bite. The bite also has no dedicated sound effect, making it an especially easy attack to overlook.
Lore and Origins
Doom 2016 lore describes Cacodemons as monstrous psionic demons driven primarily by the need to feed. This framing presents them as ravenous creatures whose behavior is dominated by their hunger.
The Cacodemon’s classic visual design has a specific connection to fantasy artwork. The original sprite was cropped from Jeff Easley’s depiction of an astral dreadnought on the cover of the Advanced Dungeons & Dragons Manual of the Planes, while its appearance also resembles the Dungeons & Dragons beholder. This gives the creature’s distinctive combination of a spherical body and single large eye a documented inspiration rather than merely placing it within a general tradition of one-eyed monsters.
Role Across the Franchise
The Cacodemon’s aerial nature gives it a specific niche in encounter design: it fills the sky in ways that purely terrestrial enemies cannot, requiring players to split their attention vertically. In the classic engine games, this meant managing threats both on the floor and in the air simultaneously, a dynamic that became a foundational part of Doom’s combat pacing.
In Doom Eternal, Cacodemons are more aggressive than their previous incarnation, using rapid projectile sequences and a lunging bite. Their aerial movement lets them attack from angles that ground-based enemies cannot easily reach.
Across the series, the Cacodemon has retained its core identity while receiving significant visual and mechanical changes. Doom 64 notably redesigned the classic form, while later games adapted the creature for fully three-dimensional environments.
Mascot and Community Status
The Cacodemon’s combination of an intimidating design and a strangely cartoonish face has also made it one of Doom’s most recognizable mascots. The community has often treated the creature as “hideously cute,” a reputation reflected in Hissy, a handmade Cacodemon plush created by Jonas “Chrozoron” Feragen in the 1990s. Hissy became a long-running Doom community icon and even appeared as a character and playable skin in Skulltag.
The Cacodemon’s mascot status later extended to official merchandise, including a Bethesda Store plush released in 2013. It has also been used as an icon for Doom on Xbox 360 Arcade and The Ultimate Doom on Steam.
Related Demons
The Cacodemon is closely related to two other flying demons in the classic Doom roster: the Pain Elemental and the Lost Soul. The Lost Soul shares the Cacodemon’s aerial movement and close-range attack style, while the Pain Elemental builds on the Cacodemon’s floating spherical form with a more specialized ability to spawn Lost Souls. Together, the three form a distinctive family of airborne threats, with the Cacodemon occupying the basic ranged-and-melee role, the Lost Soul functioning as a fast melee attacker, and the Pain Elemental turning aerial combat into a source of additional enemies.
For related enemy mechanics and encounter design, see Pain Elemental and Lost Soul.
Frequently asked questions
Where does the Cacodemon first appear?
In the original Doom, the Cacodemon does not appear in Episode 1, Knee-Deep in the Dead. It first appears in Episode 2, The Shores of Hell: E2M1 on Hurt Me Plenty and higher, and E2M3 on the two lower skill levels.
How does the Cacodemon move?
Cacodemons float through the air, moving over ledges and through open spaces. This aerial movement allows them to pursue players across terrain that would stop ground-based enemies.
Is the Cacodemon in Doom Eternal?
Yes. Its core design — a floating red sphere with a large mouth — carries over from the classic games into the modern title.
What is the fastest way to kill a Cacodemon in Doom Eternal?
According to the Doom Wiki, a fully charged bolt from the ballista using the arbalest mod, when stuck onto a Cacodemon, will kill it instantly.
What does Cacodemon lore say about its intelligence?
The Doom 2016 lore describes Cacodemons as monstrous psionic demons driven by the desire to feed, with limited intelligence.
How much damage does a Cacodemon do?
Its fireball deals 5–40 points of damage, while its bite deals 10–60 points.
Why does the Cacodemon keep backing away?
Hits can push a Cacodemon backward. Because its bite and fireball use the same attack animation and it generally begins the attack as a missile attack, sustained hits can keep it from effectively reaching the player for a bite.