Dune Dervish
- Are you looking for Dune Dervish (lore) connected with the Beastmaster of Caldeum achievement?
The Dune Dervish is a large, powerful monster found in the desert areas of Act II. Dervishes launch into a spinning Whirlwind attack, during which they deal heavy damage and also slow anyone caught up in it.
This makes them very difficult to assail during their spinning mode, increasing the pressure on players to get their attacks in during the Dervish's quiescent phase when it is largely harmless.
One of the more powerful monsters found on the surface of the Act 2 desert, the Dervish moves slowly and absently, seldom coming directly at the player. It waits to be attacked, and when a player closes to within range it launches into a whirlwind attack, spinning around, dealing heavy damage and knocking back any enemies in melee range. The Dervish is also capable of reflecting many types of projectiles while it spins, making it difficult for artillery characters to damage.
Sub Types[edit | edit source]
Act II
- Dune Dervish
- Sand Dervish
In Alphabetical Order
Dune Dervish[edit | edit source]
- Appears in Act II - Dahlgur Oasis and Hadi's Claim Mine
- Physical Whirlwind attack.
- Lightning infused whirlwind.
- Slows target
<mob>Dune Dervish</mob>
Sand Dervish[edit | edit source]
- Appears in Act II - Dahlgur Oasis and Path to the Oasis
- Physical Whirlwind attack.
- Lightning infused whirlwind.
- Slows target
<mob>Sand Dervish</mob>
Named[edit | edit source]
Superunique versions of Dune Dervish have a chance of spawning in the following areas:
- Samaras the Chaser - Dune Dervish, Stinging Winds
- Dervish Lord - Hadi's Claim Mine, Stinging Winds
- Pazuzu - Desolate Sands, Mysterious Jars
Strategy[edit | edit source]
The key to killing a Dervish is to stand back until it comes out of the spin, when it is vulnerable. A wise player will then quickly close in and hit it fast and hard, since it will begin spinning again after a couple of seconds. All types of spells will hurt the Dervish when it is not spinning, but when it is many projectiles are reflected away. These projectiles are still damaging; they can hurt other monsters, but they will not touch the Dervish while it is spinning.
Some spells can hurt the Dervish, though it's not always clear which. The Wizard's Magic Missile and Arcane Orbs are reflected away, but Electrocute hits the Dervish just like it would any other monster.
Dervishes have very large footprints, and can be hit by multiple spells at once. Witch Doctors have great success against the Dervish with Plague of Toads since the Dervish is so large that 2 or 3 toads from each cast will strike it. Charged Bolt is also effective, for the same reason. Neither of these spells is reflected away, either, perhaps because they are ground-based, rather than floating?
Lore[edit | edit source]
- Dune Dervish (required for Beastmaster of Caldeum achievement)
Development[edit | edit source]
The Dune Dervish was first seen in August 2009 in the GamesCom 2009 demo build. It's interesting Blizzard added a "dervish" type monster, since they originally talked about a Dervish class. The name might have lent itself to this monster, though the term "dervish" to describe a spinning individual is in fairly common usage.
In a piece of concept art, the Desert Dervish is referred to as a "Dune Dervish".[1].
Media[edit | edit source]
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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