Act Bosses

The information on this page covers all the five Act Bosses which will challenge players as they progress through the game.

Act 1 – Andariel

Andariel is a Demon, a SuperUnique, and an Act Boss

Andariel - Act Bosses
Andariel

Andariel is the boss of Act One, and must be defeated to complete the Sisters to the Slaughter quest and open the caravan route to Act Two. She’s found on level four of the Catacombs and is the first monster seen in the game who stands substantially taller than a player’s character. Andariel is known as the Maiden of Anguish, and is one of the four Lesser Evils, in the game’s mythology. In Diablo II she has been summoned from Hell by Diablo, and left to guard the Rogue Monastery, where she can prevent any heroes from following Diablo to the East. Characters must defeat Andariel to pursue Diablo across the vast desert to the town of Lut Gholein.

Andariel is a poison-based creature, capable of spewing toxic green clouds as well as striking with her scorpion tail-like stingers. She has good foot speed and attacks relentlessly, but is vulnerable to fire and can’t hurt characters with high poison resistance. Use poison resistance equipment and antidote potions when fighting Andariel, and use the terrain as well; the blood lake in the atrium outside her throne room can be an effective obstacle, and many a player has survived this encounter by running round and round it, giving their healing potions time to work against Andariel’s deadly poison. She is not a very popular monster to run for items, since she doesn’t drop that appealingly, and isn’t especially close to any waypoints. When killed, she erupts into a geyser of flame, and causes a small earthquake.

There is a Uber Andariel twin to kill in the Pandemonium Event, called Lilith.

  • Stats are displayed by difficult level: Normal / Nightmare / Hell.

Ancient Horadric texts record that Andariel and the other Lesser Evils once overthrew the three Prime Evils – Diablo, Mephisto and Baal – banishing them from Hell to our world. With this betrayal weighing against her, Andariel’s presence in Sanctuary can only mean that the forces of Hell are once again aligned behind Diablo and his Brothers. While it is clear that the Maiden of Anguish is acting on behalf of Diablo to prevent anyone from following him eastward, it is also clear that she must be destroyed if the Lord of Terror is to be stopped.

Statistics

NameLevelExperienceHit PointsSpeedMax TC/Rune
Andariel12 / 49 / 751282 / 92295 / 561,0661024 / 24800 / 60031815/Nef, 45/Ko, 69/Lo

Offense

Andariel’s stats are all preset. She does not get any random Monster Modifiers.

NameMelee Attack 1Attack RatingPoison SprayPoison Sting
AndarielPhysical + Poison:
Norm: 6-19 + 6 over 2.4s (2.6/sec)
Night: 73-90 + 63 over 2.6s (24.2/sec)
Hell: 153-187 + 493 over 18s (27.4/sec)
169
1944
14231
Poison + Physical:
Norm:
7-10 + 50-100 over 16s (3.1-6.3/sec)
Night: 22-25 + 215-269 over 17.2s (12.5-15.6/sec)
Hell:
42-45 + 470-529 over 18.8s (25-28.1/sec)
Poison Dmg:
Norm:
100-200 over 32s (3.1-6.3/sec)
Night: 473-577 over 33.2s (14.3-17.4/sec)
Hell: 1013-1121 over 34.8s (29.1-32.2/sec)

Defenses

Like the other Act Bosses, Andariel does not regenerate any hit points.

  • 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.
NameDefenseBlockingRegen RateDrain EffectivenessChill Effectiveness
Andariel
60 / 752 / 1622
0% / 20% / 40%
100 / 66 / 33
25 / 15 / 0

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.
NamePhysicalFireColdLightningPoisonMagic
Andariel
0% / 0% / 66%
-50% / -50% / -50%
50% / 50% / 66%
50% / 50% / 66%
80% / 50% / 66%
0% / 0% / 0%

Locations

All SuperUniques (except for Uber Diablo) are found in roughly the same location every game, on all three difficulty levels. (Except for the Uber Monsters who are only found on Hell Difficulty.)

NameLocation
AndarielAct 1: Catacombs, level 4. In the long room, through the double doors.

Taunts

Die, maggot.
Fear me!
The East is beyond your grasp.

Act 2 – Duriel

Duriel is a Demon, a SuperUnique, and an Act Boss.

Duriel
Duriel

Duriel is the boss of Act Two, and must be defeated to advance to Act Three. He’s found in the one true Tomb of Tal Rasha, and reached by inserting the completed Horadric Staff into the orifice. Characters who descend through the tunnel opened by this event will encounter Duriel in a small, pit-like level where the demon’s speed and charging ability can be put to merciless use. Duriel must be defeated to complete the last quest in Act Two, before moving on to Act Three is possible.

Duriel is a juggernaut of crunching, close range pain. Possessed of massive size, a fierce charging attack, and a rapid fire jab, Duriel can beat his way through the toughest meat shields, while protecting himself with a movement and attack-slowing Holy Freeze aura. His aura can not be resisted or negated with any type of equipment, including “Can not be frozen” gear. It can be avoided by standing some distance away from him; v1.10 greatly reduced the radius of Holy Freeze and most other target-effecting auras, and ranged attackers can now stand clear of the cold if they back up to the corners of Duriel’s pit.

Prior to v1.09, Duriel was one of the nastiest monsters in the game, and hardcore characters feared to face him without a nicely mixed party with minions, high hit point bonuses, and varied types of damage. In v1.09 Duriel was nerfed a bit, especially the speed with which he launched his first attack and the damage he did with his Charge. This took away his “kill you before the level finishes loading” capability, and as of v1.11 he’s still a brute, but not an especially deadly one.

Lore

As the Sin War plodded along through the centuries, many in Hell began to wonder just what it was they were fighting over. The Lesser Evils of Hell were growing tired of the endless ebb and flow in the tides of mortal favor, as well as those in the elaborate schemes of the three Prime Evils – Diablo, Baal and Mephisto. The Lesser Evils longed to return to the epic days of the Great Conflict, and lay siege again to the gates of the High Heavens.

Two of the Lesser Evils, Azmodan and Belial, saw the situation as their chance to overthrow the Prime Evils and take control of Hell for themselves. The two Demon lords made a pact with Andariel and Duriel – as well as their minor brethren – assuring them that humanity would not deter the ultimate victory of Hell. Azmodan and Belial devised a plan to end the stalemate and achieve victory in the Sin War, ultimately riding the bloody crest of the Great Conflict straight into Armageddon. Thus, a great revolution was set into motion as all of Hell went to war against the Three Brothers, seeking to send them into a Dark Exile.

Over the next two centuries, the three imprisoned brothers focused their Demonic powers upon corrupting the Soulstones that bound them to the mortal plane and began bending the will of any nearby humans. Mephisto was the first imprisoned and, consequently, was the first to break free from his bondage. His wrath against those who had put him such a compromised position was swift and merciless.

As punishment for his part in the Dark Exile that sent the Prime Evils to the mortal realm, Duriel has been left behind by Baal to guard the Tomb of Tal Rasha. Embittered by this new position of solitary servitude, the Lord of Pain has claimed the souls and blood of many bold adventurers.

  • Stats are displayed by difficult 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.
    • Champions and Bosses can sometimes drop from the next higher TC.
    • The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels can drop higher level items). See ATMA to ascertain precisely what a monster from a given area can drop.
NameLevelExperienceHit PointsSpeedMax TC/Rune
Duriel22 / 55 / 886007 / 147,990 / 914,751
3995 / 55799 / 84524
1024/Ral, 51/Lem, 72/Ber

Offense

Duriel’s stats are all preset. He does not get any random Monster Modifiers.

  • Duriel’s jab attack can hit several times in rapid succession.
  • Duriel’s Smite strike will stun targets.
  • Duriel’s charge attack is very dangerous, but can only be used from a distance.
NameJabJab ARSmiteSmite ARChargeShock
DurielPhysical:
19-25
63-85
140-190
444
1188
3874
Physical (stun):
19-22
51-74
115-165
556
1620
5283
Physical:
57-75
236-318
665-902
Physical:
24-31
85-115
207-281

Duriel’s aura functions like the Paladin’s Holy Freeze. It adds cold damage to his attacks, deals minor cold damage to all affected enemies, and slows all movement and attack speed considerably.

NameCold Aura: NormalCold Aura: NMCold Aura: Hell
DurielCold damage: 2-3
+Cold damage: +10-15
Slows targets: 30%
Cold Damage: 5-6
+Cold damage: +25-30
Slows targets: 40%
Cold Damage: 9-10
+Cold Damage: +45-50
Slows targets: 46%

Defenses

Like the other act bosses, Duriel does not regenerate any hit points.

  • 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.
NameDefenseBlockingRegen RateDrain EffectivenessChill Effectiveness
Duriel
112 / 907 / 2044
0% / 25% / 50%
100 / 100 / 100
25 / 15 / 0

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.
NamePhysicalFireColdLightningPoisonMagic
Duriel
0% / 0% / 50%
20% / 50% / 75%
50% / 75% / 95%
20% / 50% / 75%
20% / 50% / 75%
0% / 0% / 33%

Locations

All SuperUniques (except for Uber Diablo) are found in roughly the same location every game, on all three difficulty levels. (Except for the Uber Monsters who are only found on Hell Difficulty are special quest monsters. They are also extremely difficult, with far higher stats and new abilities above and beyond those found on normal monsters in the game)

NameLocation
DurielAct 2: In Tal Rasha’s Tomb, entered through a wall that is collapsed by inserting the Horadric Staff into the orifice, in the one true tomb reached from the Canyon of the Magi.

Taunts

I am your doom!
Looking for Baal?

Act 3 – Mephisto

Mephisto
Mephisto
Mephisto is a Demon, a SuperUnique, and an Act Boss.

Mephisto is the act boss of Act Three, and must be defeated to complete The Guardian quest and to move on to Act Four. He is brother to Diablo and Baal, is the first of the three Prime Evils a player encounters in Diablo II, and appears in the game as a skeletal, floating, legless apparition. Mephisto battles at melee range, but also possesses a wide variety of powerful enchantments, mixing lightning with poison and cold damage.

Lore

Mephisto was the first Prime Evil to be captured, and his Soulstone was put into the hands of the local priesthood, the Zakarum, for safekeeping. They kept it under a Zakarum temple in what would eventually become Kurast. In the meantime, the Horadrim pursued and eventually captured all three of the Prime Evils.

Eventually, however, Mephisto managed to overcome the powers of the Soulstone that imprisoned him enough to influence and corrupt the Zakarum. The demon then had the priests work spells to shatter the Soulstone into seven shards, breaking the mystic seal and freeing the Lord of Hatred.

Monster Run

Despite these advantages, Mephisto soon became the most popular “monster run” in the game, since he is quickly reached from the Durance of Hate, level 2 waypoint, and since he drops very tasty items. Item running “Meph” was made more difficult in v1.10, when Durance level 2 was greatly enlarged and the layout was randomized, but dedicated item runners still make Meph the backbone of much of the mid-level Diablo II economy. Hell Mephisto can not drop the highest level items, but he’s a great source of all exceptional items, and most of the low-to-mid level elites.

A popular way for ranged attackers to defeat Mephisto is to use the blood moat against him. Lure him to the edge of it, then move back into the open area at the start of the level so Meph remains just at the edge of the screen. He will pace around in a small area, able to see you but unable to get any closer, and slowly succumb to arrows, bolts, spells, thrown weapons, or other such attacks.

  • Stats are displayed by difficult 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.
    • Champions and Bosses can sometimes drop from the next higher TC.
    • The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels can drop higher level items). See ATMA precisely what a monster from a given area can drop.
NameLevelExperienceHit PointsSpeedMax TC/Rune
Mephisto26 / 59 / 8710718 / 240,504 / 1,148,886
6036 / 74547 / 94320
833/Sol, 54/Um, 78/Cham

Offense

Mephisto’s stats are all preset. He does not get any random Monster Modifiers.

NameMeleeMelee ARIncreased Attack SpeedIncreased Casting Speed
MephistoPhysical:50-75 / 78-107 / 156-215665 / 2304 / 6968— / +15% / +30%— / +15% / +30%

Spells

Mephisto possesses a variety of magical attacks he uses to supplement his physical melee strikes.

  • His lightning bolt can hit multiple targets in a row.
  • His Iceball deals physical and cold damage, and chills for several seconds as well.
NameLightningCharged BoltPoison CloudIceballFrost NovaBlizzard
MephistoLightning dmg:
15-180
15-270
15-390
Lightning dmg:
1-90 (8 bolts)
1-130 (11 bolts)
1-194 (15 bolts)
Poison Damage:
66 over 16.8s (3.9/sec)
103 over 19.2s (5.4/sec)
164 over 22.4s (7.3/sec)
Physical+Cold:
44-48 + 84-98 (7s)
68-72 + 138-158 (10s)
108-112 + 234-270 (14s)
Cold dmg:
40-60 (8s)
100-120 (14s)
180-200 (22s)
Cold (4s duration):
120-159
172-215
310-357

Defenses

After v1.10, Mephisto can not be leached for life or mana on Nightmare or Hell. Characters will need to bring along sufficient potions to stay alive and keep their mana flowing, on those difficulties.

  • Like the other act bosses, Mephisto does not regenerates hit points.
  • 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.
NameDefenseBlockingRegen RateDrain EffectivenessChill Effectiveness
Mephisto
183 / 1286 / 2697
20% / 40% / 50%
100 / 0 / 0
25 / 15 / 10

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.
NamePhysicalFireColdLightningPoisonMagic
Mephisto
0% / 0% / 20%
33% / 50% / 75%
25% / 25% / 75%
33% / 50% / 75%
50% / 50% / 75%
0% / 0% / 50%

Locations

All SuperUniques (except for Uber Diablo) are found in roughly the same location every game, on all three difficulty levels. (Except for the Uber Monsters who are only found on Hell Difficulty are special quest monsters. They are also extremely difficult, with far higher stats and new abilities above and beyond those found on normal monsters in the game)

NameLocation
MephistoAct 3: Durance of Hate, level 3.

Taunts

My brothers have escaped you.
You’re too late, ha ha ha ha ha ha.

Act 4 – Diablo

Diablo is a Demon, a SuperUnique, and an Act Boss.

Different versions of Diablo appear in several locations throughout the game. His main and original role is as the boss of Act Four, but he also appears in two special events added in patches long after release; as Uber Diablo (who can replace any SuperUnique in the entire game) and as Pandemonium Diablo in Uber Tristram at the end of the Pandemonium Event.

Game Interactions

Diablo’s original role is as the Act Boss of Act Four and must defeated to complete the Terror’s End quest. This quest ends the game in Diablo II and enables access to Act Five in Diablo II: Lord of Destruction. Diablo is found in the Chaos Sanctuary. He appears in the center of the large pentagram after the five seals have been opened and the three seal bosses have either been killed or lured out of the Chaos Sanctuary.

Diablo
Diablo
Diablo is the Lord of Terror and the youngest of the three Prime Evil brothers. The pursuit of Diablo and the battle to destroy his soulstone is the focal point of the game story and the lore in the game manuals for Diablo and Diablo II.

Like many of the monsters in Diablo II, Diablo was more difficult in earlier versions of the game. Prior to v1.08, his Firestorm (ground fire) attack could instantly kill almost any character who took it at point blank range since there were so many overlapping pixels of flames. Maximum fire resistance was essential along with fire absorption, and digging in for a long toe-to-toe fight with Diablo was almost sure suicide. Hit-and-run tactics had to be employed in order to survive back then.

v1.08 made Diablo much less dangerous and v1.10 nerfed him even further. Diablo’s Firestorm does much less damage and his pink lightning hose no longer touches characters battling him at melee range, though it can still be quite dangerous to ranged attackers.

Lore

Diablo spent two centuries slowly working to corrupt the Soulstone that imprisoned him. In time, he was able to extend his influence into the surrounding area of Khanduras and corrupt both King Leoric and his archbishop, Lazarus. The King proved too strong to fully control so the Demon took possession of his son, Prince Albrecht. Diablo then began to shape an outpost of Hell within the catacombs that ran beneath the town of Tristram. By spreading terror into the surrounding countryside, the demon was able to attract many heroes who came to cleanse the land of evil. By the time the strongest of these heroes reached this goal, though, he had become fully influenced by the will of Diablo. In his twisted state, this adventurer believed that the only way to fully control the Demon was to plunge the shard of the Soulstone into his own head. This, of course, was exactly what Diablo had planned as the Demon now had an even stronger body to use to find his brothers and complete his ultimate plan.

Statistics

Stats are displayed by difficult level: Normal / Nightmare / Hell.

The stats on this page apply only the regular version of Diablo, found as the act boss of Act Four. See the Uber Diablo and Pandemonium Diablo articles for details about those other incarnations of Big Red.

  • Diablo deals seven times his normal damage to player minions making it hard to keep mercenaries or summoned minions alive.
NameLevelExperienceHit PointsSpeedMax TC/Rune
Diablo40 / 62 / 9444902 / 465,362 / 2,195,808
13818 / 90749 / 113,812
636/Dol, 60/Ist, 84/Zod

Offense

Diablo’s stats are all preset. He does not get any random Monster Modifiers.

  • Diablo is vulnerable when charging, since he will run very slowly if slowed by various CC attacks, including cold attacks, the Holy Freeze aura, the Decrepify curse, etc. Ranged attackers can land many, many shots while Diablo slowly charges towards the location where they were standing when he began the charge.
NameMelee Attack 1Attack RatingMelee Attack 2Attack Rating 2Charge
Diablo19-49
91-112
192-235
1311
2592
8062
28-64
96-127
203-267
1051
2412
7500
53-69
80-96
116-132

Magical Attacks

Diablo uses a variety of spells to supplement his melee strikes. Several of these hit for physical and elemental damage making physical resistance useful for characters who wish to survive the battle.

NamePink LightningCold HandFire NovaFirestormFirewall
DiabloPhysical+Lightning:
54-72 + 126-216/sec
126-144 + 234-324/sec
216-234 + 378-468/sec
Magic damage:
42-61 (8s chill)
69-97 (8s chill)
105-145 (8s chill)
Fire dmg:
52-82
76-106
108-138
Physical+Fire:
8-17 + 24-38 (3-9 hits)
15-24 + 40-54 (6-18 hits)
24-32 + 62-76 (10-30 hits)
Fire dmg:
18-19/sec
29-30/sec
43-44/sec

Defenses

Like the other act bosses, Diablo does not regenerate hit points, unless you level up mid-battle by killing other monsters.

  • 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.
NameDefenseBlockingRegen RateDrain EffectivenessChill Effectiveness
Diablo
208 / 1176 / 2534
20% / 40% / 50%
100 / 50 / 0
25 / 15 / 10

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.
NamePhysicalFireColdLightningPoisonMagic
Diablo
0% / 0% / 45%
33% / 50% / 50%
33% / 50% / 50%
33% / 50% / 50%
50% / 50% / 50%
0% / 0% / 0%

Locations

All SuperUniques (except for Uber Diablo) are found in roughly the same location every game on all three difficulty levels (Except for the Uber Monsters who are only found in the Hell Difficulty).

NameLocation
Diablo
  • The Chaos Sanctuary, Act Four. As the Act boss for the main quest run, Diablo appears in the center of the pentagram once all five seals have been opened and the three seal bosses are either dead or lured away from the Chaos Sanctuary.
  • Uber Diablo: Can appear anywhere, replacing the closest SuperUnique to a player. This version of Diablo is summoned by selling Stone of Jordan rings in an event added in the v1.10 patch.
  • Pandemonium Diablo: Found in Uber Tristram as part of the Pandemonium Event, a special quest event added in the v1.11 patch.

Taunts

Aggh… The smell of life surrounds me.
Not even death can save you from me…

Act 5 – Baal

Baal is a Demon, a SuperUnique, and an Act Boss.

Baal is the last monster in the game, and the act boss of Act Five. He must be defeated to complete the Eve of Destruction quest. Killing Baal enables a character to proceed to the next higher difficulty level, and gains that character a title as well. Killing Baal is also required before a (D2:LoD) character can open the portal to the Secret Cow Level on that difficulty level.

  • Baal is one of the three Prime Evils, and the last one a character faces in the game, after already defeating Mephisto and Diablo.
  • A much upgraded version of Baal, Uber Baal is encountered during the climactic fight of the Pandemonium Event, a realm-only quest to challenge the highest level players added in v1.11.
Baal
Baal

Baal can be discerned from his Vile Effigy duplicate by carefully observing the names. Note that in the hover name of real Baal, pictured in the image below, the “B” of Baal is slightly offset to the left from the “D” of Demon. The B and the D in the hover of the Vile Effigy are exactly aligned. You will also notice which is which since the Vile Effigy is spawned with just half of Baal’s hit points, so even though their health bars look the same, the duplicate will appear to take damage much more quickly.

Baal has a fierce melee attack, and can also cast a wide variety of powerful spells:

  • Defense Curse. This spell substantially lowers the defense of Baal’s enemies.
  • Blood Mana. Only used on characters who have more mana than hit points, this dreaded curse causes the afflicted character to lose hit points equivalent to the mana cost of every spell they cast.
  • Incineration Nova. A nova of fireballs.
  • Hoarfrost. This icy wedge chills, damages, and knocks back all targets.
  • Mana Rift. This yellow flamethrower-like spell does damage as well as instantly draining 50% of a character’s mana.
  • Festering Appendage. Baal causes tentacles to erupt through the ground, lashing at any nearby targets. These deal damage, but they can actually be quite handy to leach life or mana from, since they are full of hit points and much easier to hit than Baal himself.
  • Vile Effigy. Baal can duplicate himself, creating a clone that has all the abilities and malevolence of Baal himself.

Stats are displayed by difficult level: Normal / Nightmare / Hell.

Background

Baal has been around for much longer than the world of Sanctuary. Together with his brother Prime Evils and servant demons of the Burning Hells, they have battled with the High Heavens for aeons.

When Sanctuary was created, the brothers realized that the world held potential for vast power and the possibility of once and for all defeat the High Heavens, and turned their attention towards it.

The treacherous Lesser Evils rebelled, and overthrew the brothers, trapping them on Sanctuary. Thus began the Sin War.

Statistics

  • The TC/Rune drops listed are the highest Treasure Class/Rune Group a normal monster of that type can drop.
    • Champions and Bosses can sometimes drop from the next higher TC.
    • The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels can drop higher level items). See ATMA to ascertain precisely what a monster from a given area can drop.
NameLevelExperience*Hit PointsSpeedMax TC/Rune
Baal60 / 75 / 99216,828 / 1,619,522 / 4,536,27626484 / 117,596 / 493,701642/Io, 63/Vex, 87/Zod
  • * The experience awarded for Baal on Hell difficult is bugged in v1.10+. The experience awarded for monster kills is supposed to increase with each additional player in the game, but Baal’s maxes out with 3 players. Four or more don’t cause his experience to increase any further, whether the players are real, or created by players x.

Offense

Baal’s stats are all preset. He does not get any random Monster Modifiers.

NameMelee Attack 1Attack RatingMelee Attack 2Attack Rating 2
BaalPhysical+Fire:
39-66 + 0 / 73-109 + 61-91 / 166-210 + 133-222
1603 / 3600 / 985050-100 / 82-146 / 183-2662402 / 3600 / 9850

Magical Attacks

Baal uses a variety of spells to supplement his melee strikes.

  • Baal can cast two curses.
    • Defense Curse is cast on targets with more hit points than mana. Characters so afflicted have their defense lowered considerably.
    • Blood Mana is cast on targets with more mana than hit points. Characters so afflicted deal themselves damage, lowering their hit points (and mana) by the mana cost of any spell they cast. Sorceresses must be very wary of this one, for it’s quite possible to kill yourself, or lower your hit points so far that the next hit from Baal will finish the job.
  • Teleport: Baal can teleport (does not regain health)
  • Vile Effigy: Baal creates a double of himself. The double exactly duplicates all of Baal’s abilities, but has just 1/2 of Baal’s hit points at the time the Vile Effigy is created. (The Vile Effigy can be discerned from Baal.) The effigy’s hit points bar looks the same as Baal’s when it first appers, but will drop much more quickly as it takes damage.
NameIncineration NovaHoarfrostMana RiftDefense CurseBlood Mana
BaalFireball Nova:
50-75 / 122-147 / 218-243
Cold & knockback:
20-40 (8s)
47-67 (14s)
83-102 (22s)
Damage + 50% mana drain:
8-12 / 26-30 / 50-54
Can hit 1-3 times.
Lowers defense by:
-60% / -75% / -95%
Spells drain
from mana
and hps.

Defenses

Like the other act bosses, Baal does not regenerates hit points.

  • 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.
NameDefenseBlockingRegen RateDrain EffectivenessChill Effectiveness
Baal313 / 1494 / 284740% / 45% / 55%100 / 50 / 2015 / 15 / 15

Resistances

Baal does not have any immunities on any difficulty level.

NamePhysicalFireColdLightningPoisonMagic
Baal0% / 0% / 50%33% / 50% / 50%33% / 50% / 50%33% / 50% / 50%50% / 50% / 50%0% / 0% / 0%

Locations

All SuperUniques (except for Uber Diablo) are found in roughly the same location every game, on all three difficulty levels. (Except for the Uber Monsters who are only found on Hell Difficulty are special quest monsters. They are also extremely difficult, with far higher stats and new abilities above and beyond those found on normal monsters in the game)

NameLocation
BaalAct 5: The Worldstone Chamber. Reached through the portal on the dais at the end of the Throne of Destruction level.

Taunts

My brothers will not have died in vain!
Aaaaggghhh…
(Maniacal Laughter).

Add a Commment