Project Brutality

Project Brutality is an expansion of the Brutal Doom gore-themed WAD for Zandronum and GZDoom (only engines with known support so far). It is a standalone mod based on Brutal Doom version v20b, and further continues its gameplay expansion and references to the Doom comic. Project Brutality is currently at version 2.03, with version 3.0 under development at beta stage.

This mod is compatible with Doom / The Ultimate Doom, Doom II, and Final Doom.

General changes

 * Dynamic spawn system, affecting what monsters, weapons and items you will encounter. The exact active actors can be switched in the mod's options. By default, the spawn progression follows Doom 2's "episodes", and so is divided into four "Tiers":

- Tier I: levels 01-06

- Tier II: levels 07-11

- Tier III: levels 12-20

- Tier IV: levels 21-30 (and secret ones)


 * Expanded weapon arsenal, featuring over twice as many weapons than in Brutal Doom (v20), and some of them inspired by Quake and Duke Nukem games. Most of the weapons include teritary functions (also called "Weapon Specials"). Few, selected weapons have "weapon upgrades" tied to them, which are their improved versions that replace the old weapons (but can be obtained without the base weapon in possession) and can be found only on Tier IV.


 * Expanded monster roster, with most of the monster types having at least three other "variants" - alternate versions, of increasing threat level and various abilites.


 * Extra power-up types and inventory items.


 * Additional player abilities, e.g.: a "dash" dodging maneuver (performed by tapping twice a movement key), double jump, or taking meatshields (by punching a fatally wounded Zombieman/Sergeant/Imp while berserk).


 * Larger variety of Doomguy's voice commands: taunts, as well as one-liners (which can also happen automatically, if the player slays many monsters within a short period in a particularly brutal fashion) and weapon acquisiton quotes.


 * New death animations and fatalities, complementing introduced monster variants.

Weapon changes
There are three game modes, and each has their own general weapon loadout changes:


 * Project Brutality: Weapons are as described in the below subsections. Player starts with the UAC Pistol and UAC-30 DMR by default. All specialized features of this modification are in effect, including Weapon Specials and the weapon upgrades.


 * Classic v20 Mode: Weapon loadouts and drops conform to Brutal Doom's standard. All features not in vanilla Brutal Doom are disabled.


 * Traditional: "Vanilla" Doom experience, all loadouts and drops same as in original games, with all custom changes removed.

Fists (Slot 1)
Now support combo system: alternate primary and secondary attacks to execute combos that finish in highly damaging haymaker. Regarding unarmed combat, it is also worth noting that the player always has access to a Machete. This special melee weapon can be used at any time via its dedicated quick-key (as long as they are not dual-wielding their current weapon), and like Fists and kicks Machete is affected by Berserk's damage boost.

Primary: Left Jab

Secondary: Right Hook

Weapon Special: When the Berserk Pack/Demon Strength Rune effect is on the player, this button toggles between the classic "Smash mode" (smash enemies into gibs) (Smash mode) and ("Rip and Tear Mode" (enables Brutal Doom fatalities)

Chainsaw (Slot 1)
Primary: Attack similar to Brutal Doom v20b chainsaw, with a rare secondary attack animation during attacks

Secondary: The chainsaw is used as slashing melee weapon, and can be combined with the kick attack for combos

Weapon Special: This command allows the player to quickly fire off a shot with the Sawed Off Shotgun (if in the player's possession) while the Chainsaw is equipped as a backup/auxiliary attack

UAC .45 Standard Issue Handgun (Slot 2)
15-round pistol. A backup sidearm and a starting weapon along with UAC-30 DMR. Thanks to greatly increased rate of fire (allowing for actual semi-automatic fire) and the dual-wielding option it can be significantly more effective than the classic Pistol.

Primary: Fire

Secondary: Equips/de-equips a silencer. Silenced shots do less damage but do not alert enemies in the vicinity. Good for silenced kills when stealth is preferred

Weapon Special: Allows the player to dual-wield Pistols if they have two in their possession (unsilenced pistols only)

UAC .50 Hand-Cannon (Slot 2)
Tier II weapon. A powerful revolver. Each shot consumes 2 units of pistol-type ammo (actually consumed only during reload).

Primary: Fire

Secondary: Western (as in cowboy-western) trigger "fanning", which makes for faster shots but lowers accuracy

Weapon Special: Allows the player to dual-wield Revolvers, if they have two in their possession

UAC-Compact SMG (Slot 2)
Tier III weapon. Rapid-fire submachinegun.

Primary: Hip fire, less accurate than when fired while aiming down sights

Secondary: Use iron sights

Weapon Special: Activates/deactivates laser sight add-on that increases accuracy and reduces spread, but can alert enemies to your presence

12-Gauge Pump Shotgun (Slot 3)
Pump action shotgun. Can use two - or three, with the upgrade - different ammo types (which all consume Shell ammo supply).

Primary: Hip-fire

Secondary: Iron sights aim

Weapon Special: Switch shells for different effects:


 * Buckshot: Standard damage


 * Slug: More accurate fire, slightly less powerful than buckshot


 * Dragon's Breath: Incendiary pellets that can light targets on fire and leave temporary fires on the ground *Upgrade only*

Sawed-Off Double Barrel Shotgun (Slot 3)
The new version of Super Shotgun.

Primary: Both barrel fire like Super Shotgun, with extra recoil

Secondary: Single-barrel fire

Weapon Special: Dual-wield shotguns, if two are owned

Automatic Shotgun (Slot 3)
Tier III weapon. A fully automatic shotgun. Starts out with a 12-shell tube magazine that requires manual reload. Can be upgraded with drum magazines, which enable faster reload and 16 shots before reloading.

Primary: Automatic fire. Less accurate in comparison to the Pump Shotgun

Secondary: Flak cannon-like burst of penetrating, bouncing shot. Consumes two shotgun Shells per burst

Weapon Special: Dual-wield if two autshotguns are in player possession

UAC-30 Designated Marksman Rifle (Slot 4)
The starting weapon. Accurate and with moderate damage per shot.

Primary: Automatic fire

Secondary: Use scope while firing, greater accuracy

Weapon Special: Dual-wield if two assault rifles are in player's possession

UAC-41 Carbine (Slot 4)
Tier II weapon. A faster-firing alternative to UAC-30. Can be upgraded to Light Machine Gun to have a larger magazine (from 41 to 71) along with better damage and accuracy.

Primary: Fire

Secondary: Use scope, greater accuracy

Weapon Special: Cycle between semi-auto, three shot, or full-automatic modes (also can be changed to allow dual-wielding Carbines; LMG replaces any of these with toggleable laser sight)

UAC-Mach-3 Minigun (Slot 4)
Sextuple-barreled rotary machine gun. Can be upgraded to Triple Minigun, sporting 18 barrels and dramatically increased rate of fire.

Primary: Fire

Secondary: Prespins barrels. Lowers accuracy

Weapon Special: Toggles between Standard/Triple mode

UAC-Mach-2 Minigun (Classic v20 Mode Only)
Primary: Fire

Secondary: Prespins barrels. Lowers accuracy

Weapon Special: None

UAC-HMG Auto-Cannon (Slot 4)
Tier III weapon. Heavy-duty machine gun. Slower than Minigun and generates lots of recoil, but is significantly more powerful per shot.

Primary: Fire

Secondary: Toggles between 100-round magazine or belt feed mode. Latter can cause overheating if sustained fire is too intense, though reloading is eliminated

Weapon Special: Toggle ammo mode


 * Anti-Personnel: Standard ammo. Has higher rate of fire than FMJ


 * Full Metal Jacket: Armor-penetrating rounds, goes through shields and thin walls

Rocket Launcher (Slot 5)
Not much different compared to the classic Rocket Launcher, albeit with the extra multi-shot and laser guidance capabilities (which can be combined). Six rockets per magazine.

Primary: Fire

Secondary: Charge Shot: hold to fire up to 3 rockets at once

Weapon Special: Toggle between standard and laser-guided missile modes

Heavy Grenade Launcher (Slot 5)
Tier II weapon. "Thumper"-style break-open grenade launcher, akin to Skulltag's Grenade Launcher. More powerful per shot than Super Grenade Launcher.

Primary: Fire contact-fuse grenade

Secondary: Fire bouncing, timed-fuse grenade

Weapon Special: Switch between High Explosive (large splash effect) and Fragmentation (with extra bouncing-nails effect) payloads

Special/Super Grenade Launcher (Slot 5)
Tier III weapon. 6-round, revolver-style automatic grenade launcher. Enables to fire a plethora of specialized grenade types. Uses different ammo type and has lower range than Heavy Grenade Launcher.

Primary: Fire currently selected grenade type

Secondary: Detonate any live grenades you have fired (especially useful with sticky grenades)

Weapon Special: Cycle grenade types:


 * Impact: high-explosives of moderate splash effect


 * Sticky: these grenades do not explode on impact, only adhering to the encountered surface. They either explode after a moment since planting or via SGL's remote detonator function


 * Incendiary: bombard your foes with napalm


 * Cryo: the freezing type (safe for the user)


 * Acid: bouncing once, these canisters are full of caustic agent that is released in gaseous from. Very powerful and exceedingly painful, but also highly unsafe to use - be sure your aim is true

Plasma Rifle (Slot 6)
Sometimes designated "M1" to differentiate it from M2 Plasma Rifle. Less powerful per shot, but has faster rate of fire and faster bolts. Retains the recoil animation at the end of each volley that was characteristic of the original Doom's Plasma Rifle. Like all Slot 6 and 7 weapons, M1 Plasma Rifle stores 50 Cell ammo units worth of charge in its capacitor.

Primary: Fire hot plasma to melt your enemies

Secondary: Charge up a plasma shotgun blast. Consumes 12 Cell ammo units. Cancel the charge by pressing reload (the charge can also be withheld for indefinite time without consuming additional ammo)

Weapon Special: Dual-wield if two M1 Plasma Rifles are in player's possession

M2 Heavy Plasma Rifle (Slot 6)
Tier II weapon. More rare version of plasma rifle. Consumes 2 Cell units per shot for more powerful plasma bolts than M1. It is also semiautomatic only.

Primary: Fire super plasma burst

Secondary: Plasma Flamethrower blast ("Plasmathrower")

Weapon Special: Dual-wield if two M2 Plasma Rifles are in player's possession

UAC Cryogenic Dispersion Rifle (Slot 7)
Tier III weapon. A freezegun. Utilizes Cells.

Primary: Fire Ice Missile (slow rate of fire, large splash effect, 10 Cells per Missile)/Freeze Ray (rapid, focused attack)

Secondary: Switch to your side pistol and shatter frozen enemies at range

Weapon Special: Switch between Ice Missile and Freeze Ray modes

Railgun 2.0 (Slot 7)
Tier III weapon. Another Skulltag-familiar weapon. This heavy sniper weapon can pierce multiple enemies with a single shot. Powerful, but slow to fire repeatedly. Uses Cells to fire - 10 per shot.

Primary: Fire

Secondary: Zoom in with a electronic scope

Weapon Special: Toggle infrared vision when using the scope

BFG 9000 Mark IV (Slot 8)
Revamped classic BFG 9000, with a profile appearance akin to Doom film's BFG iteration. Features numerous fire modes.

Primary: Fire (classic BFG blast, generate mobile energy shield, chargeable contact bolt)

Secondary: Alternative fire (small BFG bolt, generate stationary energy shield, strong contact bolt)

Weapon Special: Cycle between fire modes (Classic BFG, Guard Mode, and Contact Beam)

BFG 11K Plasma Beam (Slot 8)
Tier III weapon. A specialized, prototype variant of BFG that focuses on rapid-firing capability. Resembling an energy minigun of sorts, BFG11K needs a moment to spin-up and cooldown after each volley, but compensates this downside with an extremely high damage-over-time potential.

Primary: Plasma Beam (ideal for large hordes)

Secondary: BFG Chaingun (ideal for larger enemies)

Weapon Special: N/A

Black Hole Generator (Slot 8)
Tier IV weapon. A portable black hole launcher. Takes much time to fire, but its destructive power is unparalleled. Consumes 100 Cell units per shot.

Primary: Fire the black hole

Secondary: Lock in place the black hole you just fired, remotely

Weapon Special: N/A

Mancubus Flame Cannon (Slot 9)
Acquired by gibbing a Mancubus or Daedabus or their corpses. Compared to Brutal Doom, this version of the gun received an extra, toxic fire mode - trading range for extra damage. Both firemodes are available from the weapon looted from either a Mancubus or Daedabus.

Primary: Mancubus/Daedabus ball

Secondary: Flamethrower/Acid spit

Weapon Special: Cycle weapon modes (Mancubus Flame Cannon/Daedabus Acid Cannon

Revenant Missile Launcher (Slot 9)
Acquired by gibbing a Revenant (either ordinary or Beam variant) or its corpse. In addition to missiles, it also enables to fire precise energy beams. Like in the case of Mancubus Cannon, missile and bem firemodes are accessible through either normal or Beam Revenant-derived weapons.

Primary: Fire Seeker missile/single beam

Secondary: Fire unguided rocket/triple beam

Weapon Special: Cycle weapon modes (Seeker Missiles/Beamgun)

Demon Tech Rifle (Slot 9)
Tier IV weapon. Hell's in-house small arms technology. Also called "Hell Rifle". Obtained solely from killed Demon Tech Troopers. Its ammo is derived from Demon Essence, collected from fallen demons. Demon Tech Rifle functions mostly akin to the plasma rifles, but differs from them in more exotic projectile types and unique alternate attacks.

Primary: Fire Inferno (fire)/Caustic (acid) projectiles

Secondary: Fire a seeking spirit that will possess a monster to fight for you/Shrink Ray

Weapon Special: Cycle weapon modes (Inferno/Caustic)

Hand Grenades
On par with rockets in terms of damage. Along with Proximity Mines, they can be procured from special explosive ordinance boxes (found amongst Rocket Launcher ammo).

Proximity Mines
Plantable version of grenades, will detonate only when enemy enter their blast arc. Significantly more potent than hand grenades. Can be defused with Use key.

Items
Thsese inventory items can be occasionally found in the place of Backpacks:

Combat Backpack
Provides large amounts of every type of ammo, increases ammo supply capacity even further than the standard Backpack and restores 50 HP.

Portable Medic Backpack
Works like the Duke Nukem 3D's Portable Medkit. Can restore up to 100 HP per piece (only a single Medical Backpack can be carried).

UAC Distress Beacon
Can summon Marines as NPC controlled allies (up to 3).

UAC Automatic Sentry Gun
A stationary machine gun platform that can be deployed to assist in holding certain positions. Can be destroyed, but once destroyed, can be recovered by pressing the "use" key on it (picking it back as the special item that it is). Susceptible to friendly fire.

Swarmer & Electricity Pods
Two special types of grenade-like means of attack. Swarmer releases a pack of fast-cutting drones that move fast along the ground, whereas Electricity Pod launches bouncing robots that emit high-voltage pulses repeatedly. They both inflict extremely high damage to enemies in their area of effect, and last for about 10 seconds. As they both are very rare items, Swarmer and Electric Pods should be saved for most difficult engagements (e.g. immediate teleport ambushes - since these weapons can travel through teleports, like grenades do).

New Powerups
All of these powerups are randomly spawned from slain enemies:

Demon Essence
The most common powerup. Demon Essence is dropped by slain demons (Former Humans never leave this). Comes in Lesser and Greater sizes. Lesser Demon Essence restores 2 AP, whereas Greater Demon Essence - 4 AP and 2 HP. Both varieties can empower you above health/armour limit of 100. Also provides ammo for Hell Rifle (Lesser DE - 2 ammo units, Greater DE - 10 ammo units). Differently than other powerups, Demon Essence fades out in roughly a minute.

Demon Strength Rune
Inherited from Brutal Doom. Heals 10 HP and grants Berserk effect for the remainder of the level. Drops more frequently than the rest of new powerups.

Double Damage Sphere
Doubles inflicted damage for 30 seconds.

Rage Sphere
Doubles the speed of all weapon animations (firing, reloading, other functions) for 30 seconds.

Time Sphere
Freezes enemies in place for 10 seconds. Gives a golden tint over the screen. Seems to be randomly dropped only by some of the strongest of enemy variants (e.g. Black Imps, Vocabuli, Flesh Wizards).

Revenant Morph Rune
Transforms the player into a Revenant. The Revenant has 800 HP and two attacks: a punch and its missile launchers. Also, you can use the Weapon Special command to activate its jetpack. Transformation lasts for around 60 seconds.

Monsters
Project Brutality also introduces "variant" types of each monster. These tend to sport increased strength and toughness over the original monster, as well as new abilities and powers (e.g. Imps can now climb on ceilings, Revenants will sometimes survive their "death" in a leg-less form, Hell Knights can throw three plasmaballs in quick succession, and so on). They can spawn with a varying frequency, depending on the chosen spawn setting.

Former Human Variants
The zombie-soldiers now utilize more varied tactics (e.g. throwing grenades, evasive rolls, crouch-fire). Their new variants are the most numerous, and come with widely different armaments:
 * Trooper variants: Axe Zombie, Pistol Trooper, Riot Shield Trooper, Lieutenant, Minigun Trooper, Plasma Trooper
 * Sergeant variants: Pyro Trooper, Rocket Trooper, Z-Sec Ops, Quad Shotgun Trooper, Auto Shotgun Trooper, Zombie Patrol, Hell Trooper
 * Commando variants: HMG Commando, LMG Commando
 * Wolfenstein-SS variants: Evil Marine

Imp Variants

 * Dark Imp: Stronger version of Imp. It has more HP and able to fire homing energy balls that deal more damage than a regular fireball

Lost Soul Variants

 * Phantasm: Has the same model with the Lost Soul but with green flames. Explodes on death, making it more dangerous in close combat

Revenant Variants

 * Beam Revenant: This Revenant is armed with a beam cannon, firing with deadly precision. The beam attack is weaker, but faster than homing missiles, and consequently it is especially difficult to dodge at longer ranges

Demon Variants
Like a couple other monsters, in Project Brutality the Pinky Demon has a special 'agonized' state: sometimes after losing an arm (caused by depleting their health), a Pinky may become berserk and resume hostilities with increased celerity, but will expire soon from blood loss, even without causing anymore damage to it.


 * Blood Demon: Has large horns and is dark-reddish in color. Way more aggressive, it runs and bites much faster. Also has slightly more HP than original Pinky
 * Mech Demon: More similar to the original but with cybernetic legs and spiked armour plate along the spine. Has higher HP than his brethren

Cacodemon Variants
Project Brutality version of Cacodemon is able to evade slower projectiles, making it trickier to deal with.


 * Inferno Cacodemon: A magma-like version of Cacodemon. It shoots a fireball rather than a lightning ball. The fireball is slower, but bigger and thus harder to evade in tight quarters. Rarely, Inferno Cacodemon will summon Watchers (small critters that resemble fledgling Cacodemons and fire fast, purple energy pulses). Watchers can also spawn on occasion after their "parent's" death (much like how a Pain Elemental leaves some Lost Souls in the wake of its demise)
 * Afrit: Another floating, fire-elemental demon, that has a body similar to the upper part of a Baron of Hell. Has 2 type of attacks. One is fast fireball projectile and one is a concentrated fireball that deals more damage

Pain Elemental Variants

 * Suffering Elemental: Has the same model as Pain Elemental but with green eyes and mouth. Summons Phantasms instead of Lost Souls
 * Trite Elemental: Roughly white-skinned version of Pain Elemental, with a characteristic, sewn-together mouth. Summons Trites (small, spider-like monsters that can swarm you easily if left unchecked)
 * Overlord: A very powerful demon that can kill the player quickly if not dealt with carefully. Resembles a black Cacodemon, but unlike them Overlord has six arms, and multiple attacks. First, it is able to teleport around to both avoid engaging the player, or to approach them up close quickly. Secondly, it will fire a barrage of energy balls. Third, it can summon a powerful homing orb that deals a large amount of damage (the orb can be destroyed by shooting it). Finally, the Overlord can create a demonic shockwave that summons red lightning: seemingly moving at random directions, but still able to track the player. This lightning attack deals massive damage - possibly the most out of all monster attacks - and can kill even a well-prepared player within an instant

Mancubus Variants

 * Daedabus: A green-skinned Mancubus that fires toxic projectiles. Can inflict poison-like afterdamage upon the player
 * Volcabus: Dark-skinned version. Even tougher than his brethen and armed with demonic launchers that deal a lot of damage

Arachnotron Variants

 * Demon-Tech Arachnotron: An Arachnotron that shoots Inferno bolts. These strike both faster and harder than ordinary plasma projectiles, turning this Arachnotron variant into a competent sniper
 * Arachnophyte: An airbone-type Arachnotron equipped with a machine gun
 * Elite Arachnotron: The most powerful version. Has higher HP and shoots even more damaging barrages of dark matter plasma

Hell Knight Variants
Standard Hell Knight - in addition to the triple volley attack mentioned above - can now perform a charge attack: running and jumping at you while doing a hammer punch, for great damage. Moreover, sometimes he can - after losing an arm - enter a last stand stance and continue to hurl plasmaballs at you.


 * Cyber Hell Knight: Cyborg version of Hell Knight. More durable and equipped with a chaingun, freezegun and missile launcher
 * Hell Paladin: An even more powerful version of Hell Knight with a shield that can deflect a lot of your firepower. Armed with a grenade launcher and fireball gun (installed into its shield). Requires heavy firepower in order to penetrate its defenses

Baron of Hell Variants
Project Brutality Barons of Hell - much like their underlings Hell Knights - received an enhanced, alternate version of the plasmaball attack: a Baron will on chance fire a quintuple volley, on a wide spread.


 * Cyber Baron: Just like the Hell Knight, the Baron of Hell also has its own cyborg version. Cyber Baron's weapons include flamethrower and rocket launcher, but unlike Cyborg Hell Knight retains the ability to throw his plasmaballs. The Cyber Baron's appearance is almost similar to a Cyberdemon with one mechanical leg and one rocket launcher attached to its arm
 * Belphegor: This demon has 4 reptilian legs and is brown in color, appearing like a centaur version of Hell Knight. Belphegor is very fast, strong and able to launch more powerful energy balls with huge splash damage. Extremely deadly in tight quarters

Arch-Vile Variants
In Project Brutality, regular Arch-Viles have expanded skillset. In addition to their fire blast and resurrection spells, they can also spawn Imps or Afrits, perform a firecrawler attack or heal nearby demons.


 * Ice-Vile: Ice-elemental variant of Arch-Vile, tougher and faster than their relatives. Instead of sight-based fire blasts, Ice-Vile casts homing cryo-projectiles that cause a big splash damage. Uniquely, it can also summon Ice Imps, which are way more powerful and resistant compared to ordinary Imps. In addition, both Ice-Viles and Ice Imps will enter hibernation-like state if they sustain fatal damage, and will recover with partially restored health if not finished off quickly
 * Flesh Wizard: An ominous apparition that remains invisible except when attacking. Flesh Wizard moves at incredible speeds, trying to disorient and exhaust you before suddenly stopping and launching a blood-looking powerful projectile. It is also suprisingly resilient for its relatively small frame. Extreme caution is advised

Spider Mastermind Variants

 * Demolisher: Upgraded version of Spider Mastermind. Armed with twin gatling cannons that shoot explosive rounds. But most dangerously, it also can fire BFG 9000 blasts
 * Juggernaut: A grey Mancubus (formerly the skin for the Daedabus before PB 2.0) mounted on a tank apparatus. Armed with two massive miniguns taking the place of the twin cannons and dual rocket pods on the sides of the chassis. Can crush player by driving over them with tank. Extremely durable and also fast for its size, Juggernaut necessitates an enormous amount of punishment to be brought down

Cyberdemon Variants

 * Annihilator: A Cyberdemon with both mechanical legs and armed with rocket launchers at both hands. With two rocket launchers on hand, Annihilator can fire twice as fast, making him even more dangerous than a normal Cyberdemon and arguably the most dangerous foe in Project Brutality

New changes in Project Brutality 3.0
Here is a list of some of the changes made in the mod for the future 3.0 version:


 * Ledge-grabbing player ability (the player character will mantle automatically upon ledges if they jump and reach them at arms' height)


 * New weapon: Excavator, replacing Heavy Grenade Launcher


 * Other changes to extant weapons (e.g. a new HMG that cannot be belt-fed but can switch to Nailgun mode)


 * New weapon upgrades: box magazine upgrade (comes along with Dragon's Breath ammo type) for Pump Shotgun, Quad Shotgun for Sawed-Off Shotgun, Underbarrel Grenade Launcher for DMR, M1 Pulse Cannon for M1 Plasma Rifle, Lightning Gun mode for M2 Plasma Rifle, Unmaker Cannon for Mancubus Cannon


 * New powerups: Haste, Quad Damage, Baron of Hell Transformation Rune


 * New monster variants: Chainsaw Zombie, Savage Imp, Draugr (Revanant variant), Void Spectre, Infernus (Baron of Hell variant), Hellion (Arch-Vile variant)