Prevent Monster Heal
Prevent Monster Heal stops a monster from regenerating the life it has lost. There is no chance attached to it: the property is either on the weapon or it is not, and every hit that lands applies it. Only a player can apply it, and once applied it holds for 80 minutes.
Why monster regeneration matters
Monsters regenerate a share of their maximum life continuously, and both that maximum and the rate scale with difficulty and with the number of players in the game. A boss in Hell recovers fast enough that a character who cannot out-damage the regeneration makes no progress at all, no matter how long the fight runs. Prevent Monster Heal removes that floor entirely, so every point of damage dealt is permanent.
The effect is written as a 120,000 frame timer, which is 80 minutes. Nothing in a normal game outlasts it, so for practical purposes a monster that has been hit once never heals again. That also closes the gap that opens when a monster runs away, teleports out of reach or is left alive while the rest of a pack is cleared.
Only the player applies it
The property does nothing when it is equipped by a mercenary or an Iron Golem. It is only applied by attacks the character makes personally, which sets it apart from almost every other on-hit property: Open Wounds and Freezes Target both work perfectly well from a hireling.
That makes a Mal rune, or a
Venom or
Breath of the Dying weapon, worth nothing at all in a mercenary's hands as far as this property is concerned.
Where it is worth a weapon slot
It is worth the most on slow weapons and in long fights, which are exactly the situations that give a monster the time to heal between swings. On a fast weapon clearing normal packs in one or two hits it does nothing, because nothing survives long enough to regenerate.
Open Wounds reaches the same result for as long as its bleed lasts, and poison damage does too. The difference is reliability: Open Wounds is a chance and poison runs out, while Prevent Monster Heal applies on every hit that lands and effectively never expires.
The two do interfere in one narrow way. Both properties are only applied when the target's life value changes on that hit, and once Prevent Monster Heal has already stopped the regeneration, an Open Wounds proc needs the attack to deal at least 1/256 of a point of damage to land at all.
Limitations
- It only applies through a weapon attack that lands, so a caster gets nothing from it and a missed swing applies nothing. Any melee or ranged attack carries it except Blade Sentinel and
Blade Shield.
- It is only applied if the target's life value actually changes on that hit, through damage taken or regeneration.
- Mercenaries and Iron Golems cannot apply it, no matter what they are holding.

The Pandemonium Event bosses are immune to it: Lilith, Uber Duriel, Uber Izual, Uber Mephisto, Pandemonium Diablo and Uber Baal all regenerate through it.
Diablo Clone of the world event is not immune, which is why keeping an
Edge missile weapon in the stash is a common precaution against a surprise spawn.- It does not stack in any way. It is a flag rather than a value, so a second source adds nothing.
Sources
A socketed
Mal Rune grants it on any weapon, and it is the one property of its kind that a magic or rare item can roll: the suffix of Vileness spawns on melee weapons other than rods and orbs from item level 9, at a required level of 6, which makes it available far earlier than the unique items that carry it. The earliest of those is
Blacktongue at required level 26.
Unique items
Blacktongue
Woestave
The Grim Reaper
Fleshrender
Headstriker
Spineripper
The Impaler
Husoldal Evo
Blackhorn's Face
Nature's Peace
Fleshripper
Lacerator
Bonehew