Diablo II Monsters [e] |
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Types |
Animals • Demons • Undead |
Info |
Complete Monster Listing Modifiers • Experience Champions • SuperUniques |
Monster Categories |
Animals • Demons • Undead Act Bosses • Guest Monsters Objects • SuperUniques Uber Monsters |
is a Monster |
Leapers are Animals.
These pesky creatures largely inhabit the desert regions. Although other species are known to exist, the desert leapers are the most common. Leapers get their name from their tremendous leaping ability. As a result, these extremely agile creatures make for difficult targets. Leapers are versatile animals and the desert variety has an extremely slow resting metabolism to minimize water use and storage. The harsh environment of the Aranoch, however, leaves little room for mistakes, and these creatures never pass up the opportunity to eat or drink. Packs sighting a potential meal leave their resting spots and work together to bring down their quarry with great tenacity.
Leapers are aptly-named, since they regularly propel themselves in wild hopping attacks. They also engage in ankle-slashing melee combat, and can even deal poison damage on Nightmare and Hell difficulties.
Killing Leapers can be time-consuming, since they flop backwards when they are hit, moving out of melee range each time. They also tend to run if chased. It's best to stand and wait for them to come to you, and try to knock them back into a wall or other object so they will hold still and die. Leapers can be frozen, locking them into place, and they are highly susceptible to ranged attacks, such as Strafe.
Leapers cannot be Revived by the Necromancer's spell, though skeletons can be raised from their corpses.
- All values are listed by difficulty level: Normal / Nightmare / Hell.
Statistics
- The TC/Rune drops listed are the highest Treasure Class/Rune Group a normal monster of that type can drop.
- TC Champions and Bosses can sometimes drop from the next higher group.
- The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item calculators to ascertain precisely what a monster from a given area can drop.
Type | Level | Experience | Hit Points | Speed | Max TC/Rune |
---|---|---|---|---|---|
Sand Leaper | 14 / 43 / 75 | 158 / 3914 / 35724 | 32-93 / 305-611 / 1509-4025 | 10 | 15/Nef, 45/Ko, 72/Ber |
Cave Leaper | 15 / 44 / 76 | 174 / 4188 / 37015 | 34-100 / 318-637 / 1544-4117 | 8 | 18/Nef, 51/Lem, 75/Ber |
Tomb Creeper | 17 / 46 / 77 | 211 / 4798 / 38306 | 38-115 / 346-693 / 1578-4209 | 8 | 15/Nef, 48/Ko, 75/Ber |
Tree Lurker | 22 / 52 / 80 | 341 / 7130 / 42180 | 55-161 / 428-856 / 1682-4485 | 8 | 24/Ral, 54/Um, 78/Cham |
Cliff Lurker | 26 / 56 / 82 | 497 / 9003 / 44762 | 68-204 / 483-966 / 1751-4469 | 8 | 33/Sol, 57/Um, 84/Zod |
Guest Monsters (Act Five, NM/Hell only) | |||||
Cave Leaper | -- / 61 / 82 | -- / 12046 / 44762 | -- / 51-1103 / 2334-4669 | 8 | --, 60/Ist, 84/Zod |
Tomb Creeper | -- / 63 / 83 | -- / 13536 / 46053 | -- / 305-611 / 2012-4025 | 8 | --, 63/Vex, 87/Zod |
Offense
- Leapers have a chance to deal additional poison damage when they make a successful hit.
- On Nightmare and Hell, they may land extra bonus leaping attacks. (On normal they leap, but do no damage with their leaps.)
- Guest Monster leapers add bonus cold damage to their melee and leaping attacks.)
Type | Melee Dmg | Elemental Dmg | Leap Attack | Attack Ratings |
---|---|---|---|---|
Sand Leaper | 6-12 / 23-43 / 55-102 | Poison Damage: Norm: -- Night, 5%: 14 over 4sec (3.5/sec) Hell, 10%: 75 over 6s (12.5/sec) |
-- / 19-36 / 46-85 | Melee: 125 / 864 / 3028 Leap: -- / 777 / 2725 |
Cave Leaper | 6-12 / 24-44 / 56-104 | Poison Damage: Norm: -- Night, 5%: 14 over 4s (3.6/sec) Hell, 10%: 76 over 6s (12.7/sec) |
-- / 20-37 / 47-87 | Melee:152 / 918 / 3104 Leap: -- / 826 / 2793 |
Tomb Creeper | 7-14 / 25-46 / 56-104 | Poison Damage: Norm: -- Night, 5%: 15 over 4s (3.8/sec) Hell, 10%: 76 over 6s (12.7/sec) |
-- / 21-39 / 47-87 |
Melee: 135 / 882 / 3066 Leap: -- / 793 / 2759 |
Tree Lurker | 9-17 / 27-51 / 59-109 | Poison Damage: Norm: -- Night, 5%: 17 over 4s (4.2/sec) Hell, 10% 80 over 6s (13.3/sec) |
-- / 23-43 / 50-91 | Melee: 207 / 1026 / 3218 Leap: -- / 923 / 2896 |
Cliff Lurker | 10-20 / 30-56 / 60-111 | Poison Damage: Norm: -- Night, 5%: 18 over 4s (4.6/sec) Hell, 10%: 82 over 6s (13.6/sec) |
-- / 25-47 / 51-93 | Melee: 246 / 1098 / 3294 Leap: -- / 988 / 2964 |
Guest Monsters (Act Five, NM/Hell only) | ||||
Cave Leaper | -- / 33-61 / 60-111 | Cold Damage: -- / 16-33 (3 sec) /30-61 (4 sec) |
Night: 28-51 + 17-34 (Cold, 3s) Hell: 51-93 + 31-62 (Cold, 4s) |
Melee: -- / 1188 / 3294 Leap: -- / 1069 / 2964 |
Tomb Creeper | -- / 33-62 / 61-112 | Cold Damage: -- / 17-34 (3 sec) / 31-62 (4 sec) |
Night: 28-52 + 17-34 (Cold, 3s) Hell: 51-94 + 31-62 (Cold, 4s) |
Melee: -- / 1224 / 3332 Leap: -- / 1101 / 2998 |
Defences
- Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.
- Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.
- Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.
- Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.
Type | Defense | Blocking | Regen Rate | Drain Effectiveness | Chill Effectiveness |
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Sand Leaper | 70 / 795 / 1917 | -- | 1.2% | 100 / 85 / 75 | 50 / 40 / 33 |
Cave Leaper | 75 / 811 / 1940 | -- | 1.2% | 100 / 85 / 75 | 50 / 40 / 33 |
Tomb Creeper | 85 / 842 / 1963 | -- | 1.2% | 100 / 85 / 75 | 50 / 40 / 33 |
Tree Lurker | 112 / 936 / 2031 | -- | 1.2% | 100 / 85 / 75 | 50 / 40 / 33 |
Cliff Lurker | 131 / 998 / 2077 | -- | 1.2% | 100 / 85 / 75 | 50 / 40 / 33 |
Guest Monsters (Act Five, NM/Hell only) | |||||
Cave Leaper | -- / 1076 / 2077 | -- | 3.1% | -- / 85 / 75 | -- / 40 / 33 |
Tomb Creeper | -- / 795 / 1917 | -- | 3.1% | -- / 85 / 75 | -- / 40 / 33 |
Resistances
- Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.
- Immunities can be "broken" by skills that lower resistance, if the value drops below 99%. See the Resistances page for more details.
Type | Physical | Fire | Cold | Lightning | Poison | Magic |
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Sand Leaper | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 50% / 100% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 0% |
Cave Leaper | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 50% / 100% | 0% / 0% / 0% | 0% / 0% / 0% |
Tomb Creeper | 0% / 0% / 0% | 0% / 0% / 0% | 40% / 60% / 105% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 0% |
Tree Lurker | 0% / 0% / 0% | 0% / 0% / 0% | 20% / 70% / 80% | 0% / 0% / 0% | 40% / 70% / 100% | 0% / 0% / 0% |
Cliff Lurker | 20% / 20% / 25% | 0% / 0% / 0% | 60% / 80% / 80% | 0% / 0% / 0% | 40% / 70% / 100% | 0% / 0% / 0% |
Guest Monsters (Act Five, NM/Hell only) | ||||||
Cave Leaper | -- / 0% / 0% | -- / 0% / 33% | -- / 50% / 100% | -- / 25% / 0% | -- / 0% / 15% | -- / 0% / 25% |
Tomb Creeper | -- / 0% / 0% | -- / 0% / 33% | -- / 50% / 120% | -- / 25% / 0% | -- / 0% / 15% | -- / 0% / 25% |
Locations
- Guest Monsters are found only in Act Five, and only on Nightmare and Hell difficulty levels.
- Monsters in areas marked "Boss Only" will only appear as random bosses or champions.
- Monsters in areas marked "No Boss" will never appear as random bosses or champions.
Type | Acts 1-4: Normal, Nightmare, and Hell |
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Sand Leaper | Act 2: Rocky Waste |
Cave Leaper | Act 2: Dry Hills |
Tomb Creeper | Act 2: Lost City |
Tree Lurker | Act 3: Lower Kurast |
Cliff Lurker | Act 4: Outer Steppes |
Guest Monsters (Act Five, NM/Hell only) | |
Cave Leaper | Crystalline Passage |
Tomb Creeper | Halls of Anguish |