Spectre
A partially invisible variant of the demon enemy in Doom, distinguished by its fuzzy, blurred appearance.
Spectres are partially invisible counterparts of the demon. Except for their fuzzy, blurred appearance, they are exactly the same as the demon. They share the demon’s speed, melee attack, and durability, but their distorted silhouette makes them significantly harder to track and target, particularly in dark or visually complex environments.
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
- 150
- Attack
- Bite: 4–40
- Speed
- 175 u/s
- Pain chance
- 70.31%
- First appears
- E1M3 on UV/NM; E1M9 on lower skills
Tactics: Treat it like a Pinky you cannot reliably see. Watch dark corners and use splash damage or rapid fire when visibility is poor.
Shots to kill
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 8 | 14 | 75 | — | 6.3 s | |
| Fist (Berserk) | 1 | 2 | 8 | — | 0.5 s | |
| Chainsaw | 8 | 14 | 75 | — | 1.5 s | |
| Pistol | 10 | 15 | 30 | 15 bullets | 5.6 s | |
| Shotgun | 2 | 3 | 5 | 3 shells | 2.1 s | |
| Super Shotgun | 1 | 1 | 2 | 2 shells | one shot | |
| Chaingun | 10 | 15 | 30 | 15 bullets | 1.6 s | |
| Rocket Launcher | 1 | 1 | 2 | 1 rocket | one shot | |
| Plasma Rifle | 4 | 7 | 30 | 7 cells | 0.5 s | |
| BFG 9000 | 1 | 1 | 2 | 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 95 of the 132 classic maps (The Ultimate Doom 27, Doom II 22, TNT: Evilution 27, The Plutonia Experiment 19). First: E1M3 Toxin Refinery. Most on Ultra-Violence: MAP19 The Citadel (Doom II) with 27. Across all maps: 266 / 447 / 693 on skill I–II / III / IV–V.
The Ultimate Doom — 27 maps, 183 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| E1M3 | Toxin Refinery | 0 | 0 | 2 |
| E1M5 | Phobos Lab | 0 | 9 | 14 |
| E1M6 | Central Processing | 2 | 9 | 22 |
| E1M7 | Computer Station | 1 | 1 | 1 |
| E1M8 | Phobos Anomaly | 0 | 0 | 10 |
| E1M9 | Military Base | 2 | 5 | 14 |
| E2M1 | Deimos Anomaly | 0 | 0 | 1 |
| E2M2 | Containment Area | 0 | 0 | 2 |
| E2M3 | Refinery | 0 | 2 | 2 |
| E2M4 | Deimos Lab | 2 | 2 | 2 |
| E2M6 | Halls of the Damned | 1 | 2 | 3 |
| E2M7 | Spawning Vats | 0 | 1 | 5 |
| E3M2 | Slough of Despair | 5 | 8 | 11 |
| E3M3 | Pandemonium | 0 | 1 | 4 |
| E3M4 | House of Pain | 0 | 0 | 5 |
| E3M5 | Unholy Cathedral | 0 | 2 | 2 |
| E3M6 | Mt. Erebus | 1 | 2 | 4 |
| E3M9 | Warrens | 10 | 10 | 10 |
| E4M1 | Hell Beneath | 4 | 8 | 9 |
| E4M2 | Perfect Hatred | 5 | 9 | 10 |
| E4M3 | Sever the Wicked | 8 | 9 | 15 |
| E4M4 | Unruly Evil | 3 | 3 | 5 |
| E4M5 | They Will Repent | 2 | 4 | 4 |
| E4M6 | Against Thee Wickedly | 0 | 10 | 12 |
| E4M7 | And Hell Followed | 3 | 3 | 3 |
| E4M8 | Unto the Cruel | 0 | 0 | 7 |
| E4M9 | Fear | 2 | 2 | 4 |
Doom II — 22 maps, 175 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP03 | The Gantlet | 2 | 3 | 4 |
| MAP04 | The Focus | 0 | 1 | 3 |
| MAP05 | The Waste Tunnels | 0 | 3 | 7 |
| MAP06 | The Crusher | 3 | 5 | 11 |
| MAP08 | Tricks and Traps | 1 | 3 | 3 |
| MAP09 | The Pit | 0 | 3 | 5 |
| MAP10 | Refueling Base | 0 | 2 | 10 |
| MAP11 | Circle of Death | 1 | 5 | 12 |
| MAP13 | Downtown | 0 | 0 | 2 |
| MAP14 | The Inmost Dens | 3 | 2 | 3 |
| MAP16 | Suburbs | 2 | 3 | 4 |
| MAP17 | Tenements | 3 | 7 | 11 |
| MAP18 | The Courtyard | 9 | 15 | 21 |
| MAP19 | The Citadel | 6 | 14 | 27 |
| MAP21 | Nirvana | 0 | 0 | 3 |
| MAP22 | The Catacombs | 2 | 5 | 7 |
| MAP24 | The Chasm | 0 | 2 | 8 |
| MAP25 | Bloodfalls | 1 | 3 | 6 |
| MAP26 | The Abandoned Mines | 0 | 1 | 1 |
| MAP27 | Monster Condo | 4 | 7 | 9 |
| MAP28 | The Spirit World | 0 | 9 | 17 |
| MAP29 | The Living End | 0 | 0 | 1 |
TNT: Evilution — 27 maps, 224 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP02 | Human BBQ | 0 | 3 | 6 |
| MAP03 | Power Control | 0 | 5 | 14 |
| MAP04 | Wormhole | 1 | 8 | 17 |
| MAP05 | Hanger | 1 | 2 | 2 |
| MAP07 | Prison | 9 | 12 | 24 |
| MAP08 | Metal | 2 | 6 | 11 |
| MAP10 | Redemption | 2 | 2 | 2 |
| MAP11 | Storage Facility | 0 | 4 | 4 |
| MAP12 | Crater | 1 | 1 | 7 |
| MAP13 | Nukage Processing | 1 | 2 | 3 |
| MAP14 | Steel Works | 1 | 1 | 5 |
| MAP15 | Dead Zone | 4 | 9 | 13 |
| MAP16 | Deepest Reaches | 2 | 8 | 10 |
| MAP17 | Processing Area | 2 | 2 | 3 |
| MAP18 | Mill | 7 | 7 | 7 |
| MAP19 | Shipping/Respawning | 0 | 1 | 2 |
| MAP20 | Central Processing | 5 | 10 | 12 |
| MAP21 | Administration Center | 5 | 9 | 13 |
| MAP22 | Habitat | 14 | 19 | 23 |
| MAP23 | Lunar Mining Project | 1 | 1 | 1 |
| MAP24 | Quarry | 2 | 2 | 2 |
| MAP25 | Baron's Den | 4 | 8 | 8 |
| MAP26 | Ballistyx | 6 | 12 | 13 |
| MAP27 | Mount Pain | 2 | 2 | 2 |
| MAP30 | Last Call | 1 | 1 | 1 |
| MAP31 | Pharaoh | 8 | 10 | 14 |
| MAP32 | Caribbean | 2 | 3 | 5 |
The Plutonia Experiment — 19 maps, 111 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP02 | Well of Souls | 2 | 4 | 5 |
| MAP03 | Aztec | 1 | 1 | 1 |
| MAP04 | Caged | 5 | 6 | 8 |
| MAP06 | Baron's Lair | 4 | 4 | 4 |
| MAP08 | Realm | 4 | 4 | 4 |
| MAP09 | Abattoire | 8 | 8 | 8 |
| MAP10 | Onslaught | 4 | 4 | 6 |
| MAP12 | Speed | 0 | 1 | 1 |
| MAP13 | The Crypt | 2 | 2 | 2 |
| MAP15 | The Twilight | 0 | 0 | 3 |
| MAP16 | The Omen | 7 | 9 | 9 |
| MAP17 | Compound | 2 | 3 | 4 |
| MAP19 | NME | 3 | 3 | 3 |
| MAP20 | The Death Domain | 3 | 3 | 3 |
| MAP21 | Slayer | 9 | 9 | 9 |
| MAP22 | Impossible Mission | 12 | 12 | 12 |
| MAP23 | Tombstone | 22 | 22 | 22 |
| MAP25 | The Temple of Darkness | 2 | 2 | 2 |
| MAP31 | Cyberden | 5 | 5 | 5 |
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 spectre is the same monster as the demon (Pinky) in gameplay terms, with its distinctive visual effect coming from the engine’s partial-invisibility rendering rather than from a separate set of attack or movement states. It is one of the many enemies featured in Doom; see our Doom enemies repository for a complete reference to the game’s monsters and their characteristics.
In the original Doom source code, the spectre uses the demon’s SARG states while the MF_SHADOW flag causes its sprite to be rendered with the fuzz effect.
Appearance and visual effect
The spectre’s defining trait is the fuzz/shimmer effect applied to its sprite. In the original Doom renderer, the effect does not use a stippled transparency pattern. Instead, the renderer copies vertically adjacent pixels through a fixed fuzz table and darkens the copied pixels with colormap 6, producing the characteristic shimmering distortion. The effect is therefore a form of screen-space visual distortion rather than ordinary alpha transparency.
Because the original effect copies pixels from adjacent rows of the framebuffer, the engine leaves a one-pixel gap at the top and bottom edges of the game view where the effect is not drawn.
In well-lit areas, detecting the spectre is relatively straightforward; however, in darker maps, or when the spectre moves against visually similar backgrounds, its outline can be harder to distinguish.
Relationship to the demon
The spectre is exactly the same as the demon except for its appearance. This means it retains the demon’s speed, melee attack, health, pain chance, and general behavior.
The demon itself — commonly called the Pinky — is a bulky, pink, somewhat ape-like biped. It does not fire projectiles. Its danger is predicated almost entirely on speed and health: it can absorb a meaningful amount of punishment before going down, and it closes distance quickly enough that players who misjudge spacing end up taking damage they intended to avoid. The spectre amplifies this core threat not by changing any statistic but by adding friction to the process of tracking and targeting it. A shotgun blast that would reliably connect with a visible demon has a higher chance of missing a spectre, particularly if the player is simultaneously managing other threats.
Placement and usage in levels
Spectres are commonly encountered in dark areas or places where their fuzzy outline is difficult to distinguish from the surroundings. This can make an otherwise familiar demon harder to identify before it closes to melee range.
The Ultimate Doom contains 51 spectres on I’m Too Young To Die and Hey, Not Too Rough, 102 on Hurt Me Plenty, and 183 on Ultra-Violence and Nightmare!.
Engine and technical details
The spectre does not have a separate set of monster states in the original Doom engine. Its behavior is supplied by the demon’s SARG states while its MF_SHADOW flag changes how its sprite is drawn. This is why the spectre can retain the demon’s mechanics while appearing partially invisible.
The original Doom source code also shows that the Doom II cast sequence contains the demon but does not include the spectre as a separate entry. Doom 64, however, does include the spectre in its Cast of Characters sequence, making it a notable contrast with Doom II. The spectre is nevertheless a distinct map thing, with its own thing number. If a spectre corpse is crushed, the resulting gib pool continues to display the partial-invisibility effect.
The spectre in source ports and console versions
Software-renderer ports that closely replicate the original engine’s behavior tend to preserve the original fuzz/shimmer effect. According to Doom Wiki, hardware-accelerated ports may instead use translucency or other techniques because reproducing the original framebuffer-based fuzz effect is difficult with modern 3D rendering.
The Sega Saturn version uses a stippled transparency treatment rather than the original Doom fuzz effect. This technique relied on analog signal processing and pixel bleed on CRT displays, which helped the stippling blend together visually; the effect does not reproduce correctly on modern displays.
In ZDoom-family ports, the spectre is exposed through the engine’s class system as a class derived from the demon, allowing modders to use the existing actor as a basis for customized partially invisible enemies.
The PlayStation version adds the Nightmare spectre, a separate, stronger spectre variant. In Doom 64, spectres have their own rendering behavior: inactive spectres are opaque with a green tint and become translucent when they detect the player. The green coloration deliberately recalls the Nightmare spectre of the PlayStation version. When a Doom 64 spectre dies, it reverts to its opaque appearance. These versions therefore should not be treated as exact visual reproductions of the original DOS spectre.
How to see a spectre more easily
If a spectre is difficult to see, look for its distorted silhouette and use environmental contrast rather than relying solely on the monster’s sprite. An invulnerability powerup makes spectres significantly easier to see because its dedicated inverted monochrome colormap renders the entire view at full brightness, causing the displaced, darkened pixels of the fuzz effect to stand out in sharp contrast against the background.
Tactics: how to defeat the spectre
- Keep moving backward while firing when a spectre closes on you. Its attack is melee-only, so maintaining separation prevents it from reaching biting range while you continue attacking.
- Use the blood splatter as a visual confirmation that you hit it. Although the spectre itself may be difficult to see, a successful hit produces a fully visible blood-splatter effect, letting you confirm that your attack connected.
- Use the same general weapon choices you would use against a demon, but prioritize actually confirming the spectre’s position before firing. The spectre has the demon’s mechanics and durability, so there is no special weapon vulnerability to exploit; the main practical problem is reliably tracking the target.
- When other monsters are present, avoid letting the spectre close from an unseen angle while you concentrate on ranged enemies. The spectre retains the demon’s melee threat, so losing visual contact with it can allow it to reach you while your attention is elsewhere.
- Use an invulnerability powerup to improve visibility when you have one available and need to locate a spectre. The inverted palette can make the spectre’s fuzzed outline easier to distinguish, giving you a clearer target before engaging it.
Frequently asked questions
Is the spectre the same as the demon (pinky)?
Yes. The Doom Wiki states that the spectre is exactly the same as the demon in all respects except its fuzzy, blurred, partially invisible appearance. It shares the demon’s attack pattern, speed, and durability.
Why is the spectre harder to fight than the demon?
The spectre’s partial invisibility effect — a fuzzy/shimmering distortion applied to its sprite — makes it harder to track and target accurately, especially when its outline blends into the surrounding environment or when other enemies are demanding attention simultaneously.
How does the original spectre invisibility effect actually work?
The original software renderer uses a fixed fuzz table to copy vertically adjacent framebuffer pixels and applies colormap 6 to the copied pixels. This produces the characteristic shimmering distortion; it is not the stippled transparency method used by some later ports.
Where do spectres first appear?
In The Ultimate Doom, Spectres first appear on E1M3: Toxin Refinery on Ultra-Violence and Nightmare!, while on lower skill levels they are first encountered later unless the secret level is reached. In Doom II, they first appear on MAP03: The Gantlet.
Can I use the spectre as a base for custom enemies in mods?
In ZDoom-family ports, the Spectre is exposed as a standard Doom class derived from the Demon, so mod authors can use the class system to create customized actors based on it. The exact implementation and available properties depend on the port and its modding system.