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Bestiary: champions & uniques

How the horde grows, the five champion kinds, unique modifiers and the resistances they add.

The field thickens across a run: each act opens soft and ends hard, by D2's /players, and opens with more monsters than the last, about 125 on the field by the end of Act V. Champions and uniques come as often as in D2 on Normal, and at half D2's rate on Nightmare and Hell.

Champions

Champion packs come in five kinds, each as likely.

KindWhat sets it apart
ChampionMore life and damage than the pack.
GhostlyResists 80% of physical damage.
FanaticAttacks faster.
PossessedD2's possessed champion.
BerserkerA quarter of a champion's life, but hits harder.

Uniques and their modifiers

Uniques roll D2's modifiers: one on Normal and more on Nightmare and Hell. The monster bar shows a unique's kind and enchantments in gold (blue for a champion), and its immunities on their own line in each element's colour.

ModifierResistance it adds
Fire, Cold or Lightning Enchanted+75% to that element
Magic Resistant (not on Normal)+40% fire, cold and lightning
Spectral Hit+20% fire, cold and lightning, up to 75%
Stone Skin+50% physical
Mana Burn+20% magic
Extra Strong, Extra Fast, Cursed, Teleport, Multiple Shots, an aura

Modifiers never push a monster into a third immunity: once two elements reach 100%, its mods add no more.

Named monsters

  • Super uniques arrive on each act's clock, whatever area you are in. Every act route lists them.
  • A super unique you're fighting stays until it falls, even as the act boss comes.
  • Lightning Enchanted bolts and Cold Enchanted novas hit as their element: resistance cuts them, Damage Reduced doesn't.

Act bosses

NameImmune to
Andariel
124,09638—
Duriel
2215,98066—
Mephisto
2624,144188—
Diablo
4055,272138—
Baal
60105,936225—