Gorebellies are Demons. They're a species of the Blunderbore family of monsters.
Diablo II Monsters [e] |
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Animals • Demons • Undead |
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is a Monster |
Massive melee brawlers, Gorebellies are the largest normal type of monster in the game. They don't quite live up to their size, moving slowly and taking a lot of hits, but they can deal out quite a bit of punishment as well, and pack a stunning hit that is worse on mercenaries and minions than on characters.
- All values are listed by difficulty level: Normal / Nightmare / Hell.
Locations
- 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.
Act 2:
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 |
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Tal Rasha's Tomb | 20 / 49 / 80 | 342 / 8041 / 57720 | 116-146 / 1742-2129 / 10092-12335 | 4 | 21/Ral, 51/Lem, 78/Cham |
Offense
Gorebellies are slow with the first hit and have a slow hit recovery, but can chain multiple hits in rapid succession if they get on a roll.
Gorebellies have a 15% chance of Crushing Blow in Nightmare and a 25% chance of Crushing Blow in Hell.
Gorebellies use Smite (skill level 1 in Normal, 4 in Nightmare, 8 in Hell).
Type | Melee Attack #1 | Attack Rating #1 | Melee Attack #2 | Attack Rating #2 | Chance of Smite |
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Tal Rasha's Tomb | 10-18 / 36-57 / 81-127 | 248 / 1069 / 3539 | 16-20 / 49-63 / 109-141 | 185 / 972 / 3218 | 50% / 60% / 65% |
Defenses
- 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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Tal Rasha's Tomb | 102 / 547 / 1250 | -- | 2.4 | 100 / 100 / 100 | 50 / 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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Tal Rasha's Tomb | 0% / 0% / 55% | 0% / 0% / 50% | 0% / 0% / 140% | 0% / 0% / 50% | 0% / 0% / 0% | 0% / 0% / 0% |