D1 Goatmen Bosses

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Bloodgutter and friends.

Goatmen are Demons.

  • See stats for regular Goatmen here.

Goatmen are fierce but loveable melee fighters. They move erratically, approaching in a circling pattern, and hit fast and hard. Despite their potential danger, most players enjoy finding them since the goatmen have great sound effects and death animations, and seem to have a lot of personality.

Two of the goatmen bosses use Horned Demon AI, and can land damaging charges as well as their usual melee brawling.

All boss monsters in Diablo and Hellfire are SuperUniques; they always appear on the same level and have preset stats and non-random modifiers. Some bosses (mostly ones tied to quests) appear in every single game, while most of the others are found on a particular level only if their base monster type spawns on that level in that game. There are no non-quest bosses in Hellfire's Hive or Crypt.


Statistics[edit]

  • Stats are listed by Normal / Nightmare / Hell difficulty levels.
  • MFL: Magic / Fire / Lightning.
    • I = Immune
    • R = Resistant (75%)
    • - = no resistance or immunity to that element
      • No monsters in Diablo or Hellfire have any physical resistance or immunity.
  • Dlvl = Dungeon Level. The boss will be found on this level only if the base monster type spawns on that level.
  • Mob = Some bosses spawn with a mob. The number of minions in the mob generally increases with difficulty level. Minions have the same stats as normal monsters of their type.
  • IntF = Intelligence Factor. Values are from 0-3; smarter monsters will pursue more doggedly, and the value is used in various calculations. Monsters that can Follow if you break the line of sight or open Doors are marked with F and D.

Name

DLvl Mob IntF Mlvl (combat) Mlvl (items) MFL
Gharbad the Weak (Flesh Clan) * 4 No 3 D F 8 / 23 / 38 7 / 7 / 7 --I / --I / --I
Deathshade Fleshmaul (Stone Clan) 6 No 0 D F 12 / 27 / 42 10 / 10 / 10 IR- / IR- / IR-
Bloodgutter (Fire Clan) 6 Yes 1 D F 12 / 27 / 42 12 / 12 / 12 -I- / -I- / -I-
Blighthorn Steelmace (Night Clan) 7 Yes 0 D F 14 / 29 / 44 14 / 14 / 14 --R / --R / --R


Combat Stats[edit]

  • Hit Points listed are for Diablo. All SuperUniques have a preset, non-random amount of hit points. Bosses have slightly higher hit points in Hellfire:
    • Hellfire Single Player: +0 / +49 / +97
    • Hellfire Multiplayer: +0 / +99 / +197
  • Attack Type: Some bosses have different AI, and behave like monsters of another type. More information on attack types can be found on the Diablo Monsters page.

Name

Experience Hit Points AC To/Hit Damage Attack Type
Gharbad the Weak
(Flesh Clan) *
460 / 2920 / 5840 120 / 361 / 483 40 / 90 / 120 Normal: 50 / 135 / 170
Spinning: 0 / 85 / 120
Normal: 6-16 / 16-36 / 30-70
Spinning: 0-0 / 4-4 / 6-6
Special
Deathshade Fleshmaul
(Stone Clan) **
685 / 3370 / 6740 276 / 829 / 1107 46 / 46 / 46 Normal: 60 / 145 / 180
Spinning: 0 / 85 / 120
Normal: 12-24 / 28-52 / 54-102
Charge/Spinning: 0-0 / 4-4 / 6-6
Horned Demon
Bloodgutter
(Fire Clan)
906 / 3812 / 7624 315 / 946 / 1263 45 / 95 / 125 Normal: 70 / 155 / 190
Spinning: 0 / 85 / 120
Normal: 24-34 / 52-72 / 102-142
Spinning: 0-0 / 4-4 / 6-6
Winged Fiend
Blighthorn Steelmace
(Night Clan) **
1190 / 4380 / 8760 250 / 751 / 1003 45 / 45 / 45 Normal: 80 / 165 / 200
Spinning: 15 / 100 / 135
Normal: 20-28 / 44-60 / 86-118
Charge/Spinning: 30-30 / 64-64 / 126-126
Horned Demon
  • * Gharbad the Weak is only found in single player.
  • **Deathshade and Blighthorn (and their mobs) have a charging attack. If it lands it deals the listed damage, plus it knocks the player into the hit recovery animation.

Movement Speed[edit]

Characters walk at 0.4 speed. See the Diablo Characters page for swing speeds, casting speeds, and other useful character speed break points.

Name

Walk time Hit Recovery Time Attack Time Hit Time
Gharbad the Weak (Flesh Clan) 0.40 0.30 0.60 / 0.60* 0.40
Deathshade Fleshmaul (Stone Clan) 0.40 0.30 0.60 / 0.60* 0.40
Bloodgutter (Fire Clan) 0.40 0.30 0.60 / 0.60* 0.40
Blighthorn Steelmace (Night Clan) 0.40 0.30 0.60 / 0.60* 0.40
  • The attack times for the regular swing and the spinning backhand are the same.