Imp (Doom 3)

The Imp in Doom 3 is humanoid in shape, has a grey skin with bony scales on its arms and multiple eyes. It emits a more high-pitched screech this time. These monsters are very common in the game, often being teleported into an area after a player enters it, or performed some action.

In Hell, Imps have a different appearance than those in Mars. Their skin is flesh-colored. This fact carries some to think they are naturally skinless and their muscles are exposed to outer enviroment.

Combat Characteristics
The Imp generally walks slowly towards the player, but it can climb walls as well. Most of the times they will ambush the player, hiding behind doors or when climbing the roof. They can either throw explosive plasma fireballs from their hands that travel in an arch, attack with their claws or pounce in a scratching attack. Occasionally, they will perform a sideways leap-dodge when hit.

The Doom 3 Imp can in some ways be seen as tougher than its classic counter part, since some of Doom 3's weapons are more powerful (most notably the shotgun, which has a similar amount of firepower to that of the classic Doom II double-bareled shotgun, and the chaingun). There are also other demons weaker than the Imp, but generally, it seems as weak as the classic Imp, taking a single shotgun blast at point-blank range to kill, though they sometimes survive such an encounter.

Tactical Analysis
The shotgun is usually the best weapon to use against individual Imps as a well-placed point-blank shot can kill it instantly, but players should be wary of their tendency to suddenly drop to all fours and pounce on the player. Players should aim for the upper part of their bodies and move in as close as possible as the Imp's thin stature makes it difficult to hit it with the full spray of pellets even at the slightest distance. Against multiple Imps, use of more powerful weapons such as the chaingun and plasma gun are advised.

Evading its fireballs is fairly easy once players get used to their traveling arch. Moving forward and ducking whenever the Imp tosses its projectile is the easiest way to avoid being hit.