Monster Modifiers
Champions, unique monsters and super uniques spawn with modifiers that change how they fight: they hit harder, move faster, resist more or add elemental damage. Every special monster is also tougher than the monster it is made of. Each modifier has its own page.
How special monsters get their modifiers
- A random group of special monsters is a unique with minions four times out of five, and a champion pack the fifth time.
- A unique monster rolls 1 modifier in Normal, 2 in Nightmare and 3 in Hell, each from the same pool with equal chances. A unique comes with 3 to 6 minions, who get part of what its modifiers do.
- A super unique always has its own modifiers, and gets one random modifier more in Nightmare and two more in Hell. Griswold, Radament and Nihlathak also roll random modifiers in Nightmare and Hell.
- Some modifiers only roll on fitting monsters: Multiple Shots on ranged ones, Extra Fast on ones that walk.
- Each unique modifier shows under the monster's name, and a champion's type before it, so you can read what you are up against.
What every special monster gets
Before any modifier, being a champion, a unique or a unique's minion already raises a monster's numbers. The values are Normal / Nightmare / Hell. Enchanted elemental damage is a share of the monster's level: a level 80 Fire Enchanted unique adds 52-80 fire damage.
| Unique, super unique | Champion | Unique's minion | |
|---|---|---|---|
| Life | +300% / +200% / +100% | +200% / +150% / +100% | +100% / +75% / +50% |
| Attack rating | +90% / +75% / +66% | +67% / +56% / +49% | +45% / +37% / +33% |
| Damage | +135% / +112% / +99% (Extra Strong) | +90% / +75% / +66% | +67% / +56% / +49% (Extra Strong) |
| Enchanted elemental damage | 66-100% / 66-100% / 66-100% | 33-50% / 33-50% / 33-50% (Ghostly) | – / 33-50% / 33-50% |
| Monster level | +3 | +2 | +3 |
| Experience | ×5 | ×3 | ×5 |
Unique monster modifiers
The modifiers unique monsters roll at random and super uniques always have. The chance is that of one roll being that modifier; a unique rolls once in Normal, twice in Nightmare and three times in Hell.
| Modifier | Normal | Nightmare | Hell | Passed to minions |
|---|---|---|---|---|
| Extra Strong | 8.3% | 7.7% | 7.7% | yes |
| Extra Fast | 8.3% | 7.7% | 7.7% | yes |
| Cursed | 8.3% | 7.7% | 7.7% | no |
| Magic Resistant | never | 7.7% | 7.7% | no |
| Fire Enchanted | 8.3% | 7.7% | 7.7% | partly |
| Cold Enchanted | 8.3% | 7.7% | 7.7% | partly |
| Lightning Enchanted | 8.3% | 7.7% | 7.7% | partly |
| Mana Burn | 8.3% | 7.7% | 7.7% | partly |
| Spectral Hit | 8.3% | 7.7% | 7.7% | no |
| Teleportation | 8.3% | 7.7% | 7.7% | no |
| Stone Skin | 8.3% | 7.7% | 7.7% | no |
| Multiple Shots | 8.3% | 7.7% | 7.7% | yes |
| Aura Enchanted | 8.3% | 7.7% | 7.7% | no |
| Thief | never | never | never | – |
Champion types
Rules for all special monsters
- Only minions can be frozen: champions and uniques are only chilled. See Freezes Target.
- Stuns only work on them one time in ten, and effects that change monster behaviour only work on minions.
- Ignore Target's Defense only works on minions, and Open Wounds drains half as much from champions and uniques.
- Terror Zones raise monster levels, champions and uniques more than others, and with them every modifier that scales with level.