PlanetDiablo | Diablo III | Monsters | Act II Standard Monsters

Act II Standard Monsters

Special Monsters from Act II are detailed on a separate page.
Table of Contents
Act I Standard Monsters
Act I Special Monsters
Act II Standard Monsters
Act II Special Monsters
Other Monsters

Standard monsters account for the vast majority of your foes in Diablo III. Each monster class has a set of types within it, the Dark Cultist class containing types such as the Dark Summoner and Dark Vessel. These different types have distinct statistics in terms of hit points, resistance levels, and special abilities. Additionally, each type is generally found in distinct areas of the game, later varieties naturally becoming better equipped to take down your hero or heroine.

Below you will find a listing of all known monster classes in Act II, progressively growing as more information is released, explaining features that offer distinction to other enemies. As standard monsters commonly appear throughtout the game and aren't restricted to one section of the game, some may be found in later Acts.

There are several varieties generated for each monster type. Occasionally there are super-unique varities of these monster classes that always spawn in the same location, in addition to the randomly generated "unique" monsters that are a bit stronger and have special abilities in their arsenal.

Thus, standard monsters are categorized into:

  • Normal: No special abilities or characteristics outside of those native to the monster class.
  • Champion: Spawned in small groups, these are stronger foes without additional special abilities.
  • Unique: Generally spawned with normal minions, these have special attacks and/or resistances.
  • Super-Unique: These always spawn in the same location with special abilities.

Check out each monster class for a detailed look at the foe.


Bone Reaver
Little is known about the Bone Reaver thus far other than the sketches of the few survivors who lived to tell others of its terrible shape. Like a giant scorpion with no midsection or a proper head, the Bone reaver possesses massive talons and a spiked tail, paralyzing and sucking victims into its gaping mouth.

Dark Beast
Dark Summoners, one type   of the Dark Cultist monster class, summon these beasts to their side in carrying out their evil deeds and slaughtering the enemies of the Prime Evils. Sharp bones jut out of the midsection of the Dark Beast class, a defensive feature supplementing their huge front talons and back claws. Razor sharp teeth line the beast's mouth, while the head is home to three large horns.

Dark Cultist
Originating in Diablo lore far back during the adventures of Uldyssian in the Sin War trilogy of novels, cultists are followers of the Triune, three conjoined religions secretly worshipping the three Prime Evils Mephisto, Baal, and of course Diablo. In Diablo III, the Dark Cultist class has several variations; some summon demon minions to aid in attacking foes, some chanting to sacrifice themselves as a vessel for a demon to take over, and some in groups to summon huge demons.

Dune Thresher
Our first look at the desert areas of Diablo III north of the city of Caldeum come along with the all-new Dune Thresher monster class. Think of these as sharks of the sands, largely hidden underground as they approach unwilling victims, only to pop above to devour them. Above two primary front legs these beasts are equipped with a second pair of appendage in the form of gigantic talons that supplement its leap-and-bite attack. These impecably fast monsters are very dangerous.

Ghoul
A cross between a Blood Guard and a Fallen, these imps attack with spiked clubs and lean on the weaker side of the monster spectrum. Shown in an early area of the game in the announcement video, a Barbarian did away with a whole horde of the Ghoul class with little trouble.

Khazra Shaman (Goatmen)
Never before have the Khazra (goatmen) had their own shaman equivalents like Fallen in Diablo II. Goatmen are a classic monster class present since the very beginning of the Diablo series, primarily in the Catacombs from the first game and various areas of Act I in the sequel. This shaman variant leads packs of warriors, as seen in the Leoric Highlands, presumably resurrecting minions and casting spells and traps.

Khazra Warrior (Goatmen)
A classic monster class present since the very beginning of the Diablo series, the Khazra goatmen resided originally in the Catacombs beneath the Tristram Cathedral dungeons in the first game. Bearing axes, this enforcer variation of the new goatmen possesses limited intelligence yet can be dangerous when allowed to get close to heroes weaker in melee defense. They are most often found in packs, sometimes led by the the new Khazra Shamans.

Scavenger
One of the most pesky monsters from Diablo II returned first in the announcement cinematic for Diablo III. Leapers, now called Scavengers, are fast-moving critters that offer little danger on their own, but deadly when in rank with other monsters. They swipe in for quick attacks and jump away before melee fighters can make a blow, while also able to avoid ranged attacks. Best dispatched via freezing attacks or guided missiles, the good news is that they are weak.

Skeleton Archer
The Skeleton Archer class returns in much the same form it took in Diablo II, except this time you may encounter them flanked by shieldmen, warriors, and summoners. The archer variant is weaker than its warrior and shieldman counterparts, opting to remain at distance from its foes, but generally slow moving can easily be caught. Still, against weaker adventureres they can be quite powerful in groups.

Skeleton Shieldman
Boasting a shield and apt at deflecting missiles until it burns out, the Skeleton Shieldman class is a bit stronger than the average skeleton warrior. Seen in the Forgotten Tombs below the Tristram Cathedral, these monsters come most often in groups, adding to the danger already created by the small space one may be trapped in while battling them.

Skeleton Summoner
While there were skeleton mages in Diablo II, the Skeleton Summoner class is a new variation of the Skeleton group never before seen. Like the mage predecessor, this one casts ranged elemental attacks against foes. However, it also leads and summons to the call minions of the Skeleton summoner class. The Summoner's strength lies in its ranged attacks and minions, while it is most vulnerable to harsh melee attacks of physical damage.

Skeleton Warrior
Always a classic monster, the Skeleton Warrior class returns in several varities also seen in the previous games. Generally slow-moving and of limited intelligence, these foes can be quickly disposed individually or in small packs, while in groups they pose a greater threat. The Warrior class wields a longsword and leans to the weak side, while other varieties such as the Skeleton Shieldman offer a greater challenge.

Triune Leader Blood Guard
Found in areas like the Forgotten Tombs below the Tristram Cathedral in Act I, the Blood Guard class has a Barbarian-like build and wields large maces. Lead designer Jay Wilson described these as having "a powerful attack that does massive damage." A clear tactic is to attack when the Blood Guard is off-guard, recovering from its attack.

The Unburied
The Unburied are hulking beasts comprised of a mass of corpses reanimated by the dark magics of the Burning Hells. Although slow moving, the several large scythe-like protrusions from their appendages are dangerous and sharp enough to slice right through unwitting victims. They can be found in places like the Tristram Cathedral and the Catacombs below it.

Wraith
These unsettled ghosts return from Diablo II, with a few differenes. They are much faster than their predecessors and instead of training mana upon melee attack, from afar they drain life (hit points). As seen in the announcement gameplay trailer, the Wraith class may be found in dungeon traps as well as independently. Now that they drain life from a distance they are even more dangerous in packs, so take care to keep from letting your hero or heroine from be surrounded.

Zombie
Could there really be a Diablo game without zombies? Well yes, of course, but it certainly would be lacking something in that case. Like always, the Zombie class of monsters is a slow-moving set interested more in devouring one's flesh than doing the bidding of the Burning Hells. (Their intents just happen to coincide.) In close-combat, they are deadly to foes of weaker defense, like ranged attackers, but they can generally be dispatched with little difficulty.


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