Enemy

Hell Knight

A humanoid demon from Doom II, closely matching the baron of hell's appearance but recolored tan and given exactly half its hit points.

The hell knight is a recurring enemy in the Doom franchise, first appearing in Doom II: Hell on Earth (1994). It is a recolored version of the baron of hell’s sprite animations with the same attack damage but only 500 hit points, making it a less durable counterpart to the tougher demon.

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
500
Attack
Plasma ball: 8–64; melee: 10–80
Speed
93.3 u/s
Pain chance
19.53%
First appears
MAP05 on UV/NM; MAP06 on lower skills

Tactics: Essentially a weaker Baron. Save heavier ammunition for groups and exploit its predictable projectile attacks.

Shots to kill

WeaponMin shotsTypical shotsMax shotsAmmo (typical)Time (typical)More
Fist2547250—22.3 s
Fist (Berserk)3525—1.9 s
Chainsaw2547250—5.3 s
Pistol344910049 bullets19.2 s
Shotgun57157 shells6.3 s
Super Shotgun2356 shells2.9 s
Chaingun344910049 bullets5.5 s
Rocket Launcher2353 rockets1.1 s
Plasma Rifle132310023 cells1.9 s
BFG 900012580 cells1.1 s

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 66 of the 132 classic maps (Doom II 16, TNT: Evilution 24, The Plutonia Experiment 26). First: MAP05 The Waste Tunnels (Doom II). Most on Ultra-Violence: MAP28 The Sewers (Plutonia) with 39. Across all maps: 189 / 289 / 336 on skill I–II / III / IV–V.

Doom II — 16 maps, 75 on UV
MapNameI–IIIIIIV–V
MAP05The Waste Tunnels001
MAP06The Crusher152
MAP09The Pit024
MAP11Circle of Death022
MAP15Industrial Zone333
MAP17Tenements111
MAP18The Courtyard125
MAP20Gotcha!011
MAP21Nirvana036
MAP22The Catacombs010
MAP23Barrels o' Fun389
MAP24The Chasm366
MAP25Bloodfalls012
MAP27Monster Condo51321
MAP28The Spirit World367
MAP29The Living End245
TNT: Evilution — 24 maps, 110 on UV
MapNameI–IIIIIIV–V
MAP02Human BBQ005
MAP03Power Control100
MAP04Wormhole127
MAP05Hanger420
MAP06Open Season152
MAP07Prison167
MAP10Redemption222
MAP12Crater020
MAP13Nukage Processing235
MAP16Deepest Reaches231
MAP17Processing Area331
MAP18Mill121521
MAP19Shipping/Respawning111
MAP20Central Processing212
MAP21Administration Center31218
MAP22Habitat422
MAP24Quarry011
MAP26Ballistyx346
MAP27Mount Pain411
MAP28Heck575
MAP29River Styx067
MAP30Last Call222
MAP31Pharaoh345
MAP32Caribbean799
The Plutonia Experiment — 26 maps, 151 on UV
MapNameI–IIIIIIV–V
MAP02Well of Souls244
MAP03Aztec100
MAP04Caged654
MAP05Ghost Town420
MAP06Baron's Lair406
MAP07Caughtyard121
MAP08Realm232
MAP09Abattoire424
MAP10Onslaught6810
MAP12Speed023
MAP13The Crypt262
MAP14Genesis356
MAP15The Twilight566
MAP16The Omen022
MAP17Compound333
MAP18Neurosphere222
MAP20The Death Domain345
MAP21Slayer666
MAP22Impossible Mission142
MAP23Tombstone777
MAP25The Temple of Darkness388
MAP26Bunker479
MAP27Anti-Christ7912
MAP28The Sewers213239
MAP29Odyssey of Noises222
MAP31Cyberden576

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.

The hell knight is a humanoid demon with a towering, goat-legged body, muscular arms, and a horned head. It shares the baron’s basic appearance, but has a tan torso, whereas the baron has a pink torso. This distinction makes the two demons visually identifiable during combat.

For a more detailed explanation of the Doom monsters, check out our Doom enemies database.

Origin and design

id Software introduced the hell knight as a weaker counterpart to the baron of hell, allowing Doom II maps to use a monster with high attack power without slowing down the action. Its animation frames are identical to the baron’s, but Doom’s palette-translation feature could not produce the required recoloring, so id Software included a separate second set of sprites with the tan coloring already applied. The hell knight therefore uses BOS2, a recolored copy of the baron’s BOSS sprites, rather than a runtime palette swap.

Combat behavior

The hell knight’s attack repertoire mirrors that of the baron of hell exactly: it launches a large, green-glowing fireball that travels in a straight line toward the player. In melee range it also swipes with its claws, dealing significant close-quarters damage. What separates it from the baron is its hit-point pool — the hell knight is given exactly half the baron’s hit points, 500 instead of 1,000, while retaining the same attack damage.

Role across the franchise

In Doom II and Final Doom, hell knights appear from early in the games and are often placed in pairs; in Doom II, their first appearance is MAP05 on Ultra-Violence/Nightmare and MAP06 on lower skill levels. Most maps avoid packs of hell knights because their combination of half the baron’s health and the baron’s full damage output can make groups disproportionately dangerous. In Doom 64, the hell knight gets the green color scheme, and the baron becomes red-orange with red fireballs. In Doom 3, the hell knight was substantially redesigned as a large bipedal creature with ranged fireballs and melee attacks. In Doom (2016), the hell knight returned to a bipedal form, with a very muscular build, clawed hands and feet, and melee attacks including punches and hammer-like slams; it has no ranged attack. Doom Eternal retains the modern hell knight’s melee-focused design, while the hell knight also appears in Doom RPG and Doom: The Dark Ages.

Technical notes

In the original Doom II source, the hell knight is assigned the internal name MT_KNIGHT. Its sprite prefix is BOS2; the baron’s is BOSS. The hell knight is a separate thing type from the baron (thing type 69 versus 3003) and has its own enum entry, MT_KNIGHT, rather than sharing the baron’s MT_BRUISER. It also has distinct alert and death sounds (DSKNTSIT and DSKNTDTH), with the death sound based on a processed recording of a jaguar. The two monsters do, however, use the same action functions, except that only the baron’s death runs the boss check used on E1M8.

All of the hell knight’s animation frames are identical to the baron’s. Doom’s palette-translation feature, used for recoloring players in multiplayer, cannot produce the required hell knight recoloring, so the game includes a full second set of sprites with the recoloring already applied. This makes BOS2 a recolored copy rather than a runtime palette-swapped version of BOSS.

Modders working in ports such as GZDoom can override hell knight behavior via DECORATE or ZScript, while Boom-compatible ports expose the monster’s properties through DeHackEd patches.

Tactics: how to defeat the hell knight

  • Keep enough distance to give yourself room to dodge the fireball. The hell knight’s fireball travels at 15 map units per tic (525 units per second), faster than imp and cacodemon fireballs; at sufficient range it can be avoided by circlestrafing, while at close range it becomes harder to evade and can be lethal.
  • Use high-damage weapons when you need to bring a hell knight down quickly. Its 500 hit points and relatively low pain chance make the super shotgun, rocket launcher, and plasma gun convenient choices; roughly three rockets, three point-blank super shotgun blasts, or 23 plasma shots.
  • Do not stay in claw range after committing to a melee attack. The hell knight’s melee attack deals 10–80 damage, so close-range fighting is hazardous; if using a berserk punch, move back immediately after striking to avoid the counterattack.
  • Give groups more room than a lone hell knight. Multiple hell knights can combine their fireballs while their attacks remain individually straightforward, and most maps avoid packs for this reason; fighting from a range that preserves room to circle makes their projectiles easier to avoid.
  • Do not expect a baron of hell and hell knight to start infighting through their normal attacks in DOS Doom II. The two are separate monster types, but the original PC game has a hard-coded exception that makes them treat each other as the same species. In DOS Doom II, the exception can be bypassed when one damages the other through an exploding barrel; the exception was absent in the PlayStation version and Doom 64, allowing barons and hell knights to infight there.

Frequently asked questions

How likely is a hell knight to react to being hit?

The hell knight has a 50/256 pain chance, giving it a relatively low chance of entering its pain state when damaged.

How fast does a hell knight move?

In the original games, the hell knight moves at 93.3 map units per second, the same movement speed as the baron of hell and imp.

How much damage does a hell knight's melee attack do?

Its melee attack can inflict between 10 and 80 points of damage, making a close-range attack potentially severe even though the hell knight has only half the baron’s hit points.

Can a hell knight cause other monsters to infight?

Yes, but not barons of hell or other hell knights. In the original DOS version of Doom II, hell knights and barons are treated as the same species for infighting purposes, so their fireballs do not normally cause them to retaliate against one another. A hell knight can still damage other monster types with its fireball and trigger infighting when the usual conditions are met.

Does the hell knight have the same hitbox as the baron?

Yes. In Doom II, both are 24 units in radius and 64 unit tall. Doom 64 gives both of them a smaller hitbox than the PC versions.

Why is the hell knight's sprite called BOS2?

BOS2 is the sprite prefix assigned to the hell knight in the original Doom II data, while BOSS identifies the baron of hell. The two sets contain corresponding animation frames, with the hell knight’s sprites already recolored.

Sources