DIABLO CREATURES

Individual creatures resistances and immunities are revealed after 15 of them
have been killed. Their hit points are revealed after 30 kills.
All creatures belong to one of the following creature classes:
undead, animals, demons.





SKELETONS - levels 1-6 - undead
Skeletons are fearless enemies, so unlike most other opponents, they come straight
for player characters. They move in short bursts, however, so running away from them
is not difficult. Like all undead, they can be injured by the Holy Bolt spell.
Skeleton - These walking piles of bones make up the 'body' of the skeletal regulars.
They are armed with twin axes, but are not as handy with them as the corpse axes.
They are quick on their feet, but with only 2-4 hit points, they are quick to die too.
Corpse Axe - This one's a swift fighter armed with two axes. They often pop up in
groups, so watch out. Skeleton Captain - The skeleton captain is the toughest of
the skeletal troops. He wields a short sword and a small shield. This is the most
likely skeleton to pop out of a sarcophagus.



FALLEN ONES - levels 1-5 - animals
Fallen Ones are short, goblin-looking creatures that wield swords or staves. They are
not very brave, luckily, so killing one of their kind (or anything else, actually) will send
the pack running. Like most of the low-level creatures, they aren't very dangerous except
in large numbers. The Fallen Ones - The Fallen Ones are the weaker goblin race, a
yellow bunch of sniveling idiots. Most of them carry a nasty curved brush-hook of a
sword, and a small round shield. Sometimes, though, they are armed with spears,
similar to their stronger brethren, the carvers. They are about half as tall as a human
being. In fact, they are so short that they have to jump to hit their opponent. Like all
goblins, they are hopeless cowards, and will promptly run away when one of their number
is slain. They will, after a time, regroup and come back at you, but a lot of time is spent
milling around. The Carvers - The blue skinned goblin race is probably the tougher one.
The Carvers seem to come in two varieties. One carries the standard goblin fare of
cutlass and buckler. The second variety has a long spear, taller than its wielder.
Carvers are hardy cave creatures, with 6-10 hitpoints.



SCAVENGER - levels 1-6 - animals
Sort of a cross between a scorpion and a rottweiler, these creatures can do
significant amounts of damage. Try not to let them surround you, or you won't be able
to hit back. Scavengers often stop to munch on the corpses of fallen comrades (yours
or theirs--they don't care), so sometimes taking out other beasts first can buy you some
time before the scavengers come in. If you hurt a scavenger enough, they will run away
and munch on the nearest corpse. Luckily, the little creeps can usually be taken out with
one hit. Once you do kill them, they let out a satisfying screech and wave their legs in the air.



ZOMBIE - levels 1-5 - undead
Zombies and their kin move slowly, giving you ample time to maim other nearby critters
before they approach. Their slow movement is also a good invite to ranged weapons.
Zombies, being Undead, are susceptible to the Holy Bolt spell. Walking Corpses -
Throughout the dungeon, you will find animated corpses. They are driven by dark,
necromantic energies. They are simple-minded and slow-witted. Beware, though,
these creatures of the night, for their strength comes from beyond the grave. Ghouls -
The fearsome ghouls are rumored to be the animated corpses of those buried alive.
Hypothermia has turned their blood blue, and open wounds gape pink upon their
backs. These mindless servants of darkness shamble towards you slowly. They more
than make up for their slowness, however, with a devastatingly strong attack. Because of
their speed, or lack thereof, ghouls are easy to run away from, as well as easy targets for
ranged spells and weapons. Zombies - Zombies are very much like ghouls. Their bodies
are older, and most of the blood has left them, leaving them a sickly yellow color. They
stagger around aimlessly, and attack any living being that is unlucky enough to fall in
their midst. Zombies seem to be very afraid of fire (i.e. fire-bolt spell). They each have
5-8 hit points, so they usually take a couple of hits before they collapse.



WINGED FIENDS - levels 2-8 - animals
These itty bitty flying demons can be a real annoyance, especially when they attack in
numbers. Due to their small size and their agility, they are pretty hard to hit. Some of the
variants use a relatively damaging lightning attack, and the Blinks can jump around on the
screen, making arrows miss and melee hard to engage. They like to attack from one
direction, back up, and then attack from another direction--further frustrating combat
attempts. Use fire spells to kill them en masse. Their tough hide and demon blood
give them 4-8 hitpoints apiece.



HIDDEN - levels 2-10 - demons
You can't see them until they are close, and if you suddenly find yourself
surrounded, it is easy to die quick (unless you've got good armor and a powerful sword).
Rogues can see them at a distance, and any ranged attack will hit them whether they are
visible or not. Like scavengers, they sometimes run after being injured, so you can wear
them down rather than trying to destroy them one by one. If Hiddens are harassing you on
a level, fire randomly in apparently clear directions and listen for their distinctive grunts. Kill
them before they get close!



GOAT CLAN - levels 4-9 - demons
Goat Boys, as they are locally known. There are four clans, and each clan comes in
melee and archer flavors. The worst are BloodStar-firing Fire Clans, which can do
massive damage from a distance. They are fun opponents, though, and like to spin
before they lay down to die.



GARGOYLES - level 5-12 - demons
Gargoyles will fly away and resume their stony posture if they are sufficiently injured.
This is a good thing (they will leave you alone if they are hurt bad) and a bad thing (they
recover hit points when they turn to stone). Hit them hard and fast; keep on the same
creature until it dies, and then turn to the next one. Luckily, they stay where they are
until you hit them or get too close--so stay away, and pick them off slowly.



OVERLORD - level 5-12 - demons
Overlords are fairly mundane fighters. They are boring, too. They move slowly,
which makes them easy to outrun. Use your ranged weapons!



HORNED DEMON - levels 7-12 - animals
Also known as RhinoBoys. These guys will charge, and although they can be effectively
killed in melee combat, their charge really really hurts. If, compared to their normal
attack, their charge does you serious damage, then find a corner to hide around and
wait for them to walk up to you.



SPITTING TERRORS - levels 6-14 - animals
Acid Beasts can be serious pains, especially for Warriors in the Caves. The more
dangerous acid beasts on the deeper dungeon levels can spit farther than their weak
kin. For all such terrors, then, try to attack them at a range greater than theirs. Listen
closely to your speakers, since that is often the best way to tell if you are standing on a
fresh spitter corpse or in a pile of acid that they have sent (via projectile vomit) in your direction.



MAGMA DEMON - levels 8-11 - demons
Magma Demons throw fiery balls of burning stone, which can be a painful experience
if you have to walk up to them and kill them in melee. Most magma kin are fire-resistant
(if not immune), so lightning attacks are the most effective. Other than their ranged attack,
they are not difficult opponents, so sometimes the best strategy--even for rogues--is to
approach and fight them face-to-face.



VIPER - levels 11-15 - demons
Vipers can be dangerous in packs, and some will dart across the screen in fast jumps,
so you can't run away from them. Resistances also vary, so there is no single spell that
works well against all snakes. Attack at range, with mass-affect spells (like flame wave
or chain lightning), then approach for final combat.



LIGHTNING DEMONS - levels 9-14 - demons
Death Wings are the large, lightning-throwing demons of the lower caves. Their
lightning attack is usually not extensively damaging, and also comes slowly (if steadily),
making it easy to use potions at a regular rate. Rings or other items of lightning
resistance come in very handy if you will be facing a level of death wings, which is one
reason to carry spare rings.



BALROG - levels 10-15 - demons
Slayers are the largest creatures in the game (except for Diablo, but there's only one
of him). Their Inferno fire attack, like the lightning of the Death Wings, comes slowly
and steadily, making well-paced potion usage easy. Slayers like to dance around,
though, much like Blinks, and sometimes the most effective strategy is to close and
attack at short range.



SUCCUBUS - levels 12-15 - demons
The Bitches. Succubi come in four flavors, the most heinous being the blue Soul
Burners. Their various burning-star attacks can be resisted with Crystal rings (or other
items giving resistance to magic)--and that makes a huge difference when fighting them.
They like to approach or retreat to a distance of six squares or so, sometimes making them
hard for Warriors to kill. They also travel in packs. Draw their attention, to fight them one
by one, and then back them into a corner. Anticipate their movements and lead them a bit,
either by fire or by foot.



KNIGHT - levels 12-16 - demons
Doom Guards have the most consistently high resistances, making them tough to kill
by Sorcerers. Their attack can be devastating, but luckily must be dealt by hand.
Ranged attacks (with a bow) work very well.



MAGES - levels 13-16 - demons
Counselors, Magistrates, Cabalists, and Advocates are some of the most annoying
creatures in the dungeon. Although they have very few hit points, they like to jump
around the screen, making a large group difficult to fight. They will also approach,
so if you are caught unawares they can sneak up and do considerable damage before
being dispatched. The best way to kill them is in a single blow--although, with high
resistances, this is often difficult. When they are recoiling, they are prevented from
teleporting, so a rogue can take them on easily--either one on one or with a high enough
AC so that other counselors do not interrupt your fire.






DIABLO BOSS CREATURES

NAME CLASS RESIST IMMUNE LEVEL HIT POINTS DAMAGE
Archbishop Lazarus advocate L,F M 15 600 30-50
Baron Sludge mud man F,L M 8 315 24-35
Bilefroth the PitMaster overlord L M,F 6 210 16-23
Blackjade hell spawn L M 15 400 30-50
Blacklash the Burning burning dead none M,F 4 120 6-16
Blackskull balrog L F 13 750 25-40
Blackstorm obsidian lord none L,M 10 525 20-40
Bladeskin the Slasher fallen one F none 2 77 1-5
Blightfire fire goat clan none F 7 321 13-21
Blighthorn Steelmace night clan L none 7 250 20-28
Bloodgutter fire clan none F 6 315 24-34
Bloodlust snow witch none L,M 15 825 20-55
Bloodskin Darkbow goat archer F,L none 5 207 3-16
Bluehorn frost charger F M 11 477 25-30
Bonehead Keenaxe corpse axe none M 2 91 4-10
Boneripper burning dead none F,M 2 54 6-115
Bongo devil kin none none 3 178 9-21
Breakspine mud runner F none 9 351 25-34
Brokenhead Bangshield corpse captain L M 3 108 12-20
Brokenstorm red storm none L 9 411 25-36
The Butcher overlord F,L none 2 110 220
ChaosHowler acid spitter none none 8 240 12-20
El Chupacabras plague eater F none 3 120 10-18
Deadeye corpsebow F M 2 49 6-9
Deathshade Fleshmaul goat clan F M 6 276 12-24
Deathspit acid spitter F,L none 6 303 12-32
Dreadjudge magistrate L M 14 540 30-40
Doomcloud maelstrom L M 13 612 25-40
Fangspeir cave viper none F 11 444 15-32
Fangskin gold viper L M 14 681 15-50
The Flayer storm rider F,M L 10 501 20-35
Foulwing gloom F none 5 246 12-28
Firewound the Grim magma demon F M 8 303 18-22
Gharbad the Weak flesh clan none L 4 120 8-16
Goldblight the Flame blood claw none F,M 10 405 15-35
Gorefeast vortex lord F none 13 771 20-55
Gorestone night clan L none 7 303 15-28
Goretongue rotting carcass none M 3 156 15-30
Graywar the Slayer doom guard L none 14 672 30-50
Gutshank the Quick carver F none 3 66 6-16
King Leoric skeleton king F,L none 3 120 240
Lionskull the Bent black knight none F,L,M 12 525 25
Madeye the Dead burning dead none F,M 4 75 21-24
Moonbender blink none F 4 135 9-27
Nightwing the cold gargoyle L M 7 342 18-26
Oozedrool toad demon L none 9 483 25-30
Plaguewrath acid spitter F M 10 450 20-30
Pukerat the Unclean fallen one F none 2 51 6-18
PulseCrawler shadow beast L F 4 150 16-20
Red Vex hell spawn F M 15 400 30-50
Rot Carnage rotting carcass L M 3 102 9-24
Rotfeast the hungry rotting carcass none M 2 85 4-12
Rustweaver Doom Guard none F,L 13 400 1-60
Shadowbite scavenger none F 2 60 3-20
Shadowcrow dark one none none 5 270 12-25
Shadowdrinker skeleton F,L M 5 300 18-26
Sir Gorash blood knight none none 16 1050 20-60
Skullfire corpsebow F none 3 125 6-10
Snotspill dark one L none 4 220 10-18
Soulpus rotting carcass F,L none 2 133 4-8
SpineEater bone gasher none L 4 180 18-25
Stareye the Witch hell spawn none F 14 726 30-50
Steelskull the Hunter steel lord L none 14 831 40-50
Viletouch death wing none L 12 525 20-40
Viperflame fire drake L F 12 570 25-35
The Vizier cabalist none F 15 850 25-40
Warlord of Blood Steel Lord none M,F,L 13 850 35-50
Warpskull hidden F,L none 3 117 6-18
Windspawn vortex lord none F,M 12 711 35-40
Witchfire the Unholy succubus L F,M 12 444 10-20
Witchmoon snow witch L none 13 310 30-40
Wrathraven blink none F 5 135 9-22
Zhar the Mad counselor F,L M 8 360 16-40






DIABLO CREATURES

Creature type Creature Resistance Immunity Level Hit points Damage Armor class
Acid Beasts Acid Beast none none 5-7 18-35 5-11 27%
Poison Spitter none none 7-9 31-45 5-16 29%
Pit Beast magic none 9-11 40-57 10-18 35%
Lava Maw magic fire 11-14 103-146 12-20 35%
Balrogs Slayer magic fire 10-12 65-90 13-20 67
Guardian magic fire 11-13 77-112 14-25 75
Vortex Lord magic fire 12-13 88-125 20-33 85
Balrog magic fire 13-15 110-145 24-37 85
Bats Fiend none none 2-3 3-5 1-5 9
Blink Bat none none 3-5 7-14 2-8 15
Gloom magic none 4-6 17-18 5-11 34
Familiar magic & lightning none 6-8 22-35 5-15 33
Counselors Counselor magic lightning fire none 12-13 60 8-15 0
Magistrate magic & lightning fire 13-14 80 11-22 0
Cabalist magic & fire lightning 14-15 100 14-25 0
Advocate fire lightning & magic 16 135 17-25 0
Fallen Ones Fallen one (spear) animal none none 1-2 1-2 1-3 0
Carver (spear) animal none none 2-3 4-8 2-5 5
Devil kin (spear) animal none none 2-4 6-12 3-7 10
Dark one (spear) animal none none 3-5 10-16 4-7 15
Fallen one (scimitar) animal none none 1-2 1-2 1-4 10
Carver (scimitar) animal none none 2-3 3-5 2-8 13
Devil kin (scimitar) animal none none 2-4 8-10 4-10 18
Dark one (scimitar) animal none none 3-5 12-17 4-10 25
Gargoyles Winged Demon none fire & magic 4-6 47-55 10-15 43
Gargoyle none light & magic 6-8 60-85 10-16 42
Blood Claw none magic & fire 8-10 80-125 15-20 49
Death Wing none magic & light 9-11 90-135 17-25 55
Goat Demons Flesh clan (mace) none none 3-5 17-12 4-9 35
Stone clan (mace) magic none 4-6 22-25 7-10 37
Fire clan (mace) fire none 5-7 25-32 8-16 45
Night clan (mace) magic none 6-9 28-33 15-19 49
Flesh clan (bow) none none 3-5 10-17 1-7 34
Fire clan (bow) fire none 5-7 20-25 3-11 35
Night clan (bow) magic none 6-9 25-32 4-13 40
Horned Demons Horned Demon none none 6-8 20-37 2-16 38%
Mud Runner none none 7-9 50-85 6-16 43%
Frost Charger lightning magic 8-10 75-85 8-20 45%
Obsidian Lord lightning magic 9-12 70-110 10-22 55%
Knights Black Night lightning & magic none 11-13 145 15-18 74
Doom Guard fire & magic none 13-14 165 18-25 75
Steel Lord lightning & magic fire 14-15 180 20-30 80
Blood Knight fire lightning & magic 15-16 195 25-35 84
Magma Demons Magma Demon none fire & magic 7-9 50-70 2-8 42%
Blood Stone none fire & magic 8-10 55-75 2-12 45%
Hell Stone none fire & magic 9-11 30-40 2-15 45%
Lava Lord none fire & magic 10-12 35-47 4-24 60%
Overlords Overlord none none 4-6 30-40 6-12 55
Mud Man none none 6-8 50-62 8-16 55
Toad Demon none magic 8-10 67-80 8-16 60
Flayed One magic fire 10-12 80-100 10-20 70
Red Storm Red Storm light magic 9-11 55-110 8-18 30%
Storm Rider magic lightning 10-12 60-100 8-18 25%
Storm Lord magic lightning 11-13 80-135 12-24 35%
Maelstrom magic lightning 12-14 90-150 15-28 40%
Scavengers Scavenger animal none none 1-2 1-4 1-5 14
Plague Eater animal none none 2-3 6-12 1-8 18
Shadow Beast animal none none 2-4 12-18 3-12 24
Bone Gnasher animal magic none 3-5 14-20 5-15 28
Skeletons Skeleton (axe) undead none magic 1-2 1-2 1-4 0
Corpse (axe) undead none magic 1-3 4-7 3-5 0
Burning Dead undead fire magic 2-4 4-6 3-7 5
Horror (axe) undead lightning magic 3-5 6-10 4-9 15
Skeleton (bow) undead none magic 2-3 2-4 1-2 0
Corpse (bow) undead none magic 2-4 4-8 1-4 0
Burning Dead (bow) undead fire magic 3-5 5-12 1-6 5
Horror (bow) undead lightning magic 4-6 7-22 2-9 15
Skeleton (captain) undead none magic 1-2 3-6 2-7 10
Corpse (captain) undead none magic 2-3 6-10 3-9 5
Burning Dead (captain) undead fire magic 2-4 8-15 4-10 15
Horror (captain) undead lightning magic 3-6 17-25 5-14 28
Succubi Succubus magic none 11-13 120-135 1-20 55
Snow Witch lightning none 12-13 135-18 1-24 65
Hell Spawn magic lightning 13-14 150-200 1-30 75
Soul Burner magic & lightning fire 15-16 140-225 1-35 85
The Hidden Hidden none none 2-4 5-11 3-6 23
Stalker none none 4-6 15-22 4-16 25
Unseen magic none 5-7 17-25 12-20 30
Illusion weaver magic & fire none 7-9 40-60 16-24 30
Vipers Cave Viper none magic 10-12 100-150 8-20 55
Fire Drake fire magic 11-13 120-165 12-24 65
Gold Viper lightning magic 12-14 140-180 15-26 70
Azure Drake fire & lightning none 14-15 160-200 18-30 75
Zombies Zombie undead none magic 1-2 4-7 2-5 5
Ghoul undead none magic 2-3 7-11 3-10 10
Rotting Carcass undead none magic 2-4 7-12 5-15 15
Black Death undead none magic 3-5 12-20 6-22 18





HELLFIRE CREATURES

Individual creatures resistances and immunities are revealed after 15 of them
have been killed. Their hit points are revealed after 30 kills.





ARACHNON - Festering Nest level 1-2
A lesser Spider Lord.



THE DEFILER - Festering Nest level 4
The boss of level 4.
A preying mantis demon, who attacks with slashing arms and a stinger.
Will give up the Cathedral Map.



FELLTWIN - Festering Nest level 1-2
A gray, 2-headed unseen that do not disappear.



HELLBOAR - Festering Nest level 1-2
A savage, bull-horned creature, who gores with its facial tusks.



HORK DEMON - Festering Nest level 3
Boss of Level 3 of the Festering Nest.
A large, knotted monster that horks up hork spawn.
It has no immunities, and will give up a magical item.



HORK SPAWN - Festering Nest level 2-3
Vicious, head creatures that bite with toothy oversized mouths.



LASHWORM - Festering Nest level 3-4
A worm-like creature that attacks with an undercutting scissor tail.



NECROMORB - Festering Nest level 3-4
A floating eyeball with tentacles; fires red stars.



PSYCHORB - Festering Nest level 1-2
A floating eyeball with tentacles; fires charged bolts.



THE SHREDDED - Festering Nest level 1-2



SPIDER LORD - Festering Nest level 3-4
A spider that walks on 2 legs, leaving the other 6 free for attack.
Also attacks by spitting poison.



STINGER - Festering Nest level 1-2
A scorpion-like creature, who attacks with its stinger.



TORCHANT - Festering Nest level ?
Part ant, part worm that spits fireballs that explode on impact.



VENOMTAIL - Festering Nest level 3-4
A scorpion-like creature, who attacks with its stinger.
Stronger than the Stinger.



ARCH LICH - Demon Crypts level 3-4
A floating skeletal ghost, stronger than the Lich.
Fires yellow magic stars, and retreats when approached.



BICLOPS - Demon Crypts level 3-4
A 2-headed brute, who swings a huge battle axe.


BONE DEMON - Demon Crypts level 3-4



CRYPT DEMON - Demon Crypts level 2-3
A metal or stone golem-type creature who crumbles when he dies.



DEVIL KIN BRUTE - Demon Crypts level 1-2
A variation of the Devil Kin found in the church crypts.


FIREBAT - Demon Crypts level 1-2
A creature that attacks with fire, retreats when approached.



FLESH THING - Demon Crypts level 3-4
A creature that moves slowly due to wheels on his left leg.



GRAVE DIGGER - Demon Crypts level 1
A slow-moving zombie-type creature.
He will regenerate hit points if he is allowed to dig.


HELLBAT - Demon Crypts level 3-4
A stronger variation of the Firebat, that attacks with fireballs.



LICH - Demon Crypts level 1-2
A floating skeletal ghost, that fires fireballs.
Disappears and retreats when approached.



REAPER - Demon Crypts level 3-4



SATYR LORD - Demon Crypts level 1-2
A winged, larger version of the goatboys from the catacombs.



SKULLWING - Demon Crypts level 1-2
A skeletal creature; can be killed by holy bolts.


TOMB DEMON - Demon Crypts level ?



TOMB RAT - Demon Crypts level 1-2
A rat-like scavenger, that attacks with bucked teeth


WINGED DEMON - Demon Crypts level ?
A stronger version of the Skullwing; fires magic stars.



NA-KRUL - Demon Crypts
The boss of level 4. Has no resistances.
He will surrender a bow, staff, sword, and book of Apocalypse.





HELLFIRE CREATURES

NAME ARMOR CLASS NORMAL
HP / RESIST / IMMUNE
NIGHTMARE
HP / RESIST / IMMUNE
HELL
HP / RESIST / IMMUNE
Arachnon 50 30-40/none/none ?/?/? 220-260/lightning/?
Arch Lich 75 90-100/magic, fire/lightning 370-400/magic, fire/lightning 460-500/ - /magic, fire,lightning/
Biclops 80 100-120/lightning/none 400-460/lightning/none 500-580/fire,lightning/none
Bone Demon 90 ?/?/fire, lighting 120-140/?/fire, lightning 580-660/?/fire,lightning
Crypt Demon 85 100-120/fire, lightning/magic 400-460/fire, lightning/magic 500-580/lightning/fire, magic
Devil Kin Brute 70 60-80/fire, lightning/none 240-340/fire, lightning/none 340-420/fire, lightning, magic/none
Felltwin 50 25-35/fire, lightning/? 175-205/fire, lightning/? 200-240/fire, lightning/?
Firebat 70 30-40/?/fire 190-220/?/fire 220-260/lightning, magic/fire
Flesh Thing 70 150-220/fire, lightning, magic/? 550-700/fire, lightning, magic/? 700-900/fire, lightning, magic/?
Gravedigger 20 60-120/?/lightning ?/?/lightning 340-580/fire, magic/lightning
Hellbat 80 50-70/lightning, magic/? 250-310/lightning, magic/fire 300-380/magic/fire, lightning
Hellboar 60 40-50/?/? 220-250/?/? 260-300/fire, lightning/?
Hork Demon 80 ?/some/none ?/some/none ?/some/none
Hork Spawn 25 15/magic/? 145/magic/? 160/magic/?
Lashworm 50 15/?/? 145/?/? 160/fire/?
Lich 60 40-50/lightning/? 220-250/lightning/? 260-300/fire, magic/lightning
Na-Krul 100 ?/lightning/fire, magic ?/lightning/fire, magic ?/lightning/fire, magic
Necromorb 50 15-20/fire/? 145-160/fire/? 160-180/lightning/fire
Psychorb 40 10-15/?/? 130-145/?/? 140-160/fire/?
Reaper ? 130-150/lightning/fire, magic 490-550/lightning/fire, magic 620-700/none/fire, lightning, magic
Satyr Lord ? 80-100/fire, lightning/? 340-400/fire, lightning/? 420-500/magic/fire, lightning
Shredded ? ?/fire, lightning/? 205-235/fire, lightning/? 240-280/fire, lightning/?
Skullwing ? 35/fire, lightning/? 205/fire, lightning/? 240/fire, lightning/?
Spider Lord ? ?/lightning/? 220-250/lightning/? 260-300/fire/lightning
Stinger ? ?/?/? 145-160/?/? 160-180/lightning/?
The Defiler ? ?/some/some ?/some/some ?/some/some
Tomb Rat ? 40-60/?/? 220-280/?/? 260-300/fire, lightning/?
Torchant ? 30-40/?/fire 190-220/?/fire 220-260/lightning, magic/fire
Venomtail ? 20-25/lightning/? 100-120/lightning/? 180-200/lightning/?





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