Diablo III Boss Modifiers are special bonus properties that bosses and champions randomly spawn, or that they have preset by the developers. These grant the bosses extra speed, damage, the ability to teleport or duplicate themselves, and much more.
Regular monsters sometimes appear with one of these properties, presumably as part of their base stats. Molten skeletons, for instance, appear to replace the "Burning Dead" skeletons seen in past Diablo games.
Blizzcon 2010 Update
Boss properties continue to evolve and be added to the game. At least four new properties were seen at Blizzcon 2010; Ballista, Desecrating, Vortex, and Linked. All have been added to the listing below.
Other known properties had evolved somewhat since Blizzcon 2009, and some weren't seen at the show; they may have been removed entirely, modified, or were just not noticed. A full list will have to wait on the final game.
Contents
Special Modifiers
Most of the special, random modifiers found on bosses in Diablo 3 are reminiscent of those seen in Diablo 2, but there are some new ones mixed in. All of the bosses seen (on normal difficulty) in the Blizzcon 2008 and 2009 demos had at least one modifier, but quite a few had two. It's not known if the bosses with two mods were SuperUniques sporting their own innate mod + a random one, or if some bosses can just spawn with multiple modifiers on normal difficulty.
Plenty of champions spawned with one or two properties as well, something never seen in Diablo II.
This page is the master list. Each entry has a brief listing here; click to the individual pages for a fully detailed listing with screenshots and gameplay reports.
Ballista
Ballista was a new property in the Blizzcon 2010 demo. This modifier appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giant, and the shots didn't explode upon impact, as Warcraft 2 fans might have expected, given the utility of the human catapult, the Ballista, in that title.
Cold Aura
Cold Aura reported by a fan, but not seen in any videos of the event. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. After Blizzcon, Jay Wilson let it be known that Auras would return to the game, most likely as Monk skills, so monsters having auras as well doesn't seem that unlikely.
Desecrating
Desecrating was seen in the Blizzcon 2010 demo. The function wasn't clear from viewing it; it seemed like monsters with this were enchanted with an Arcane energy; purple and crackling.
It may be basically a kind of "Arcane Enchanted" to use the Diablo II term, and this grants Arcane bonus damage to the monster as well as raising its resistance to Arcane damage.
Doppelganger
Doppleganger is an annoying property that can be quite dangerous.
Bosses and Champions with it create duplicates of themselves, much as Baal did in Diablo II: Lord of Destruction. The clones have the same properties as the original, a big danger when the boss has nasty mods on top of the Doppleganger. Clones have only have the hit points of the original, so the die fairly quickly, but they're not worth anything to kill, and while the player is busy with them, another Doppleganger or two are likely to appear.
The clones are easy to spot; their names say "Clone of _______" with the boss' name in the blank, but they're best ignored or avoided since the boss needs to be killed to stop the clones from appearing.
Individual bosses are able to produce numerous clones at the same time, essentially making their own minion packs.
Electrified
Electrified are Diablo 3's version of Lightning Enchanted bosses. These bosses emit sparks when struck, add lightning damage to their attacks, and presumably resise lightning damage as well, though that's not yet been tesed.
Their sparking properties were observed with awe at Blizzcon 2009 and 2010, for the sheer amount of blueish sparks they spit out like miniature arc reactors. The sparks don't seem to be very damaging, at least not early in the game, and are more about an impressive visual than a dangerous attack.
The sparks do not spit out in just four directions, as they did in Diablo II. They course out almost like blood being poured from a wound, with something of a disco light show to them as they move around in circles and send out long strands in various random directions, while the boss is taking damage.
Fast
Fast do what you'd expect, just more quickly. These monsters have much quicker movement speed than normal, and a faster attack as well. Most bosses looked to be about twice as fast, but Diii.net reported seeing a crazy fast desert wasp boss. [1]
- It’s a substantial speed increase; I got a Doppelganger, Fast, Desert Wasp, and the boss and its clones were moving like lightning. Far faster than any other monster I ever saw in the Blizzcon build, and Desert Wasps usually just hovered in place, hardly moving at all. The boss and the clones did not shoot out any of the little green wasp BBs, at least.
Nailing these with Entangling Shot provided some interesting visuals, as the boss would try to pursue at high speed, stretching the chain tethering him to the other slowed monsters for a great distance and seeming to pull the other slowed monsters along at a faster pace than they'd otherwise have moved.
Frozen
Frozen is Diablo 3's version of Cold Enchanted. These monsters hit with bonus cold damage that chills the target, and it's assumed that they have higher cold resistance as well.
The cold property is visible even when they're not attacking, as such monsters sparkle with frost and emit little puffs of cold as they move around.
Magical
Magical. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
Molten
Molten is a property that adds fire damage (and presumably fire resistance) to monsters, much as Fire Enchanted did in Diablo 2. This modifier was also seen on some normal monsters; Molten skeletons were seen, and they appeared to have fire damage added. From this sighting players are speculating that boss modifiers may regularly appear on normal monsters, adding to their abilities. Rather than Diablo 2's Burning Dead skeletons, Diablo 3 might just have regular skeletons with Molten or other boss properties.
As of Blizzcon 2010 Molten has been upgraded. Monsters with it now generate fire fields under their feet during combat, burning attackers. They also cause fire fields to appear under the feet of their attackers, guaranteeing that players take AoE fire damage during the combat, no matter how they dart around.
Multishot
The dreaded multi-shot boss modifier returns in Diablo[2]. It's nastier by itself in Diablo III, since ranged attacker pack more of a punch than most of them did in Diablo II, and a boss or champion pack of ranged attackers with this mod can emit some serious ordinance.
The real danger of MS in Diablo II was due to a bug; since the MS stacked on top of the sparks that Lightning-Enchanted bosses emitted, creating insta-kill fields of lightning. That MSLE bug was fixed in v1.10, and MSLE bosses have not been any special danger since then, and that bug will not return in Diablo III. The devs might, however, cause Multishot bosses to stack (somewhat) with Electrified bosses, if only to hurt players in homage of Diablo II's most feared boss modifier combo.
Mythical
Mythical was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
Nightmarish
Nightmarish bosses can inflicts the Witch Doctor's Horrify skill, causing characters to run away. It's an interesting property, since none of the mind control curses worked on players in Diablo 2. It's not dangerous in of itself, but if the horrified character runs into other monsters, or takes a lot of damage while non-responsive from fear, it could be quite dangerous.
Linked
Health linked bosses and champions were seen in the Blizzcon 2010 demo, and feared. This mod "links" the hit points of all the champions, or the boss and his minions, essentially giving them all one huge health pool. This makes it impossible to kill any single target quickly, since all of the enemies lose hit points at the same rate, until the health link breaks when they are very low on hit points.
It's dangerous since you can't pick them off one at a time, and you can't kill one quickly to lessen the damage they're dealing. All of the monsters stay on the attack until they're nearly dead, at which point they de-link and usually drop over one right after the other. That aspect of it is a fun mod, since the whole group goes over like dominoes once one of them succumbs.
Plagued
Plagued bosses add poison damage to their attacks, and presumably enjoyed greater resistance to poison damage as well. They gave off a visual identifier, with little clouds of green smoke rising up from them. This mod seems to be the Diablo 3 version of "Poison Enchanted."
Powerful
Powerful was seen in the Blizzcon 2010 demo, but not understood completely. It sounds like the Diablo III version of "Extra Strong," a Diablo II mod that granted bonus damage to monsters, but that wasn't clear from the play testing. Nor did these bosses seem to have any specially greater amount of hit points.
Stoneskin
Stoneskin returns from Diablo II, once again granting monsters much higher defense. It doesn't seem to improve the monster's hit points or resistances though, as Wizards found monsters with this one easy prey.
Teleporting
Teleporting is another returning modifier from Diablo 2, though it's been changed a bit in function. Diablo 3 bosses with Teleport use it regularly and randomly; about every 6 seconds the monster pops to a new, random location. This is annoying to the boss when it's a melee fighter, and it comes running back to attack at once.
On a large screen, especially one with obstacles like ledges or walls, this was vexing to players, since it often seemed to take a bout 5 seconds to get back into range, at which point the monster would teleport again. It was actually easier in practice to stand your ground when a monster popped too far away, hoping it would pop right back to you 6 seconds later.
This one is most dangerous when it spawns on ranged attackers, since the monster can keep on firing, while a melee fighter player runs after it, getting pincushioned.
Vampirific
Vampirific is life leech in Diablo III, and player reports from Blizzcon 2009 ranked this among the worst of the boss modifiers. The life leech was very high from this one, and some players found these guys literally impossible to kill, since they'd heal almost fully with a single hit, while it took dozens of hits to kill them.[3]
- A vampiric monster ruined my last playthrough of the con. I tried to hit it with my Witch Doctor, but it kept healing itself by hitting my mongrels. I spent something like 5 minutes gently kiting it around, trying to get off a Skull of Flame or two before it could melee me. I didn’t even get to level up that time. Very, very mad.
- --ExtraCrispy
Vortex
Vortex was seen in the Blizzcon 2010 demo. It was very nasty for ranged players to deal with, since it allowed the boss or champion to yank the player back into their midst; the last place a ranged attacker wanted to be. The graphics for this skill weren't yet clear, since there was no visible display for what was happening. To the player it looked almost like lag, or a desynch, as you'd rush away from the monsters and sudden get bounced back into the midst of them.
Julian Love said that the graphics were still under construction and it would be improved in the final game. [4]
Monsters of Diablo III[e] Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade |
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Beasts | Bat - Beast - Blood Hawk - Demonic Hellflyer - Electric Eel - Khazra - Lacuni - Lamprey - Quill Fiend - Rockworm - Sand Monster - Sand Shark - Sand Wasp - Scavenger - Spider - Spiderling - Swarm - Withermoth - Wood Wraith - |
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Demons |
Armored Destroyer - Dark Berserker - Deceiver - Fallen - Ghoul - Hellion - Thrall |
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Undead |
Accursed - Bone Reaver - Brigand - Dune Dervish - Ghost - Ghoul - Grotesque - Morlu Caster - Risen Dead - Skeleton - Skeleton Mage - Unburied - Wraith - Wretched Mother |
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Primary Quest Uniques |
Act One Bosses:
Araneae -
Skeleton King -
The Warden -
The Butcher
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Uniques Modifiers |
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer | ||||
Removed Modifiers |
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Act One Uniques | Araneae - Web Spit | Leoric - Summon Skeleton, Teleport Strike, Triple Cleave | The Butcher - Smash, Grappling Hook, Spear, Frenzy Charge | ||
Act Two Uniques | Maghda - Forcefield, Summoning Ritual, Punish, Moth Dust, Teleport. | Zoltan Kulle - Fiery Boulder, Time Bubble, Ceiling Collapse, Energy Twister,Vanish, Creepy Laugh | Belial - Phase One: Triple Fireball, Summon Vipers. Phase Two: Poison Meteors, Ground Pound, Lightning Strike, Lightning Breath. | ||
Act Three Uniques | Ghom - Acid Slime, Sneeze, Gas Cloud, Chomp. | Siegebreaker - Triple Hit, Charge, Leg Stomp, Grab and Throw. | Cydaea - Pain Bolts, Web Trap, Spider Pits. | Azmodan - Bellyflop, Laser Attack, Falling Corpses, Demon Gate, Pool of Destruction, Globe of Annihilation. | |
Act Four Uniques | Rakanoth - Cleave, Teleport Strike, Blade Strike, Volley, Summon Minion. | Izual - Frost Nova, Frozen, Summon Minions. | Diablo - Phase One: Claw Rip, Charge, Hell Spikes, Shadow Vanish Grab, Curse of Destruction, Ring of Fire, Ground Stomp, Curse of Anguish, Curse of Hatred. Phase Two: Shadow Clone. Phase Three: Overdrive, Lightning Breath. |
Monster Info |
Monsters Basics -
Bosses -
Boss Modifiers -
Champions -
Quest bosses -
Teeth of Diablo -
Fan-made monsters
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