Difference between revisions of "Baboon Demon"

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Baboon Demons are [[Animals]].  (There are no "Baboon Animal" Demons, sadly.)
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[[Image:baboon-demon.jpg|frame|left|Baboon Demon (Doom Ape)]]
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{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Guest Monsters|s}}}}Baboon Demons are [[Animals]].  (There are no "Baboon Animal" Demons, sadly.)
  
These simian melee attackers are fast of foot and hit, but not very powerful. Their AI causes them to run off when they're low on hit points, at a speed much quicker than their usual one, making them quite hard to catch up to in open areas. They do not have a faster than usual hit point regeneration, and will come back on the attack while still very near death, if they move off the screen and their AI resets. This "run away and hide" tactic can be quite annoying when practiced by bosses or champions you want to kill for their drop.
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These simian [[melee]] attackers are fast of foot and hit, but not very powerful. Their AI causes them to run off when they're low on hit points, at a speed much quicker than their usual one, making them quite hard to catch up to in open areas. They do not have a faster than usual Regen Rate, and will come back on the attack while still very near death, if they move off the screen and their AI resets. This "run away and hide" tactic can be quite annoying when practiced by [[boss]]es or [[champion]]s you want to kill for their drop.
  
'''Night Marauders''' were added in v1.10, and are only found as Guest Monsters in the [[Halls of Vaught]].
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'''Night Marauders''' were added in v1.10, and are only found as [[Guest Monsters]] in the [[Halls of Vaught]].
  
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''
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* All values are listed by difficulty level: '''[[Normal]] / [[Nightmare]] / [[Hell]].'''
  
 
=Statistics=
 
=Statistics=
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|-
 
|-
 
| '''Dune Beast'''
 
| '''Dune Beast'''
| '''Act 2: '''Harem 2, Palace Cellar 1-3
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| '''Act 2: '''[[Harem|Harem 2]], [[Palace Cellar|Palace Cellar 1-3]]
 
|-
 
|-
 
| '''Jungle Hunter'''
 
| '''Jungle Hunter'''
| '''Act 3: '''Spider Forest
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| '''Act 3: '''[[Spider Forest]]
 
|-
 
|-
 
| '''Doom Ape'''
 
| '''Doom Ape'''
| '''Act 3: '''Lower Kurast
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| '''Act 3: '''[[Lower Kurast]]
 
|-
 
|-
 
| '''Temple Guard'''
 
| '''Temple Guard'''
| '''Act 3: '''Kurast Causeway
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| '''Act 3: '''[[Kurast Causeway]]
 
|-
 
|-
 
! colspan="2" | Guest Monsters (Act Five, NM/Hell only)
 
! colspan="2" | Guest Monsters (Act Five, NM/Hell only)
 
|-
 
|-
 
| '''Temple Guard'''
 
| '''Temple Guard'''
| '''Act 5:''' Halls of Anguish, Halls of Pain.
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| '''Act 5:''' [[Halls of Anguish]], [[Halls of Pain]].
 
|-
 
|-
 
| '''Night Marauder'''
 
| '''Night Marauder'''
| '''Act 5: '''Halls of Vaught (No boss).
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| '''Act 5: '''[[Halls of Vaught]] (No boss).
 
|}
 
|}
  
  
[[category:monsters]]
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[[category:demons]]
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{{D2 Monster Nav|animals}}
[[category:Guest Monsters]]
 

Latest revision as of 01:41, 25 July 2011

Baboon Demon (Doom Ape)
Diablo II Monsters [e]
Types
AnimalsDemonsUndead
Info
Complete Monster Listing
ModifiersExperience
ChampionsSuperUniques
Monster Categories
AnimalsDemonsUndead
Act BossesGuest Monsters
ObjectsSuperUniques
Uber Monsters
Monster Type
Baboon Demon:
is a Monster
and an Animal
and a Guest Monster

Baboon Demons are Animals. (There are no "Baboon Animal" Demons, sadly.)

These simian melee attackers are fast of foot and hit, but not very powerful. Their AI causes them to run off when they're low on hit points, at a speed much quicker than their usual one, making them quite hard to catch up to in open areas. They do not have a faster than usual Regen Rate, and will come back on the attack while still very near death, if they move off the screen and their AI resets. This "run away and hide" tactic can be quite annoying when practiced by bosses or champions you want to kill for their drop.

Night Marauders were added in v1.10, and are only found as Guest Monsters in the Halls of Vaught.

Statistics[edit]

Speed rates a monster's movement speed from 1-10. (A few special monsters move faster than 10.)

  • 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
Dune Beast 18 / 47 / 78 238 / 5942 / 45850 69-96 / 810-1215 / 3629-7258 7 18/Nef, 51/Lem, 75/Ber
Jungle Hunter 21 / 49 / 79 320 / 6804 / 47345 83-117 / 871-1306 / 3707-7414 7 24/Ral, 51/Lem, 78/Cham
Doom Ape 22 / 52 / 80 348 / 8256 / 48840 89-126 / 963-1445 / 3784-7569 7 24/Ral, 54/Um, 78/Cham
Temple Guard 24 / 53 / 81 425 / 8751 / 50334 100-141 / 994-1491 / 3862-7724 7 27/Ral, 54/Um, 78/Cham
Guest Monsters (Act Five, NM/Hell only)
Temple Guard -- / 63 / 83 -- / 15673 / 53324 -- / 1302-1953 / 5356-8035 7 -- / 63/Vex, 87/ Zod
Night Marauder -- / 64 / 84 -- / 20390 / 67278 -- / 1184-1850 / 4853- 7583 10 -- / 63/Vex, 87/ Zod


Offense[edit]

  • The Guest Monster types add elemental damage to the first attack type
  • Guest Monster Temple guards spawn on two levels, and they have different attack stats on them, hence two listings. Lighting in the Halls of Anguish, and Fire in the Halls of Pain.
Type Melee Attack #1 Attack Rating #1 Melee Attack #2 Attack Rating #2
Dune Beast 6-18 / 19-50 / 44-115 162 / 1123 / 3770 6-18 / 19-42 / 44-97 162 / 1216 / 4084
Jungle Hunter 7-21 / 20-53 / 45-118 197 / 1166 / 3816 7-21 / 20-45 / 45-100 197 / 1263 / 4134
Doom Ape 7-22 / 21-55 / 45-118 207 / 1231 / 3861 7-22 / 21-55 / 45-118 207 / 1333 / 4183
Temple Guard 8-24 / 22-57 / 46-120 223 / 1252 / 3907 8-24 / 22-48 / 46-102 223 / 1357 / 4232
Guest Monsters (Act Five, NM/Hell only)
Temple Guard
(Halls of Anguish)
Physical + 50% chance of Light:
--
26-67 +15-46
47-84 +28-84
-- / 1468 / 3998 -- / 26-57 / 47-103 -- / 1591 / 4331
Temple Guard
(Halls of Pain)
Physical + 50% chance of Fire:
--
26-67 +15-46
47-84 +28-84
-- / 1490 / 4044 -- / 26-57 / 47-103 -- / 1614 / 4381
Night Marauder Physical + 85% chance of Cold:
--
31-57 +15-41 (2sec)
56-103 +37-75 (3sec)
-- / 1428 / 3875 -- / 26-78 / 47-141 -- / 1552 / 4549


Defenses[edit]

  • 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
Dune Beast 90 / 726 / 1680 --
1.2%
100 / 100 / 100 50 / 40 / 33
Jungle Hunter 107 / 752 / 1700 -- 1.2% 100 / 100 / 100 50 / 40 / 33
Doom Ape 112 / 792 / 1719 -- 1.2% 100 / 100 / 100 50 / 40 / 33
Temple Guard 122 / 805 / 1739 -- 1.2% 100 / 100 / 100 50 / 40 / 33
Guest Monsters (Act Five, NM/Hell only)
Temple Guard -- / 937 / 1777 -- 1.2% -- / 75 / 50 -- / 40 / 33
Night Marauder -- /1209 / 2287 -- 1.2% -- / 75 / 50 -- / 40 / 33

Resistances[edit]

It's likely an oversight on the part of the Bliz programmer to not make the two types of Temple Guard Guest Monsters have different resistances. Logically, the Halls of Pain version, with fire damage on its attack, should switch the Lightning immunity to Fire.

  • 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
Dune Beast 0% / 0% / 33% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 50% 0% / 0% / 100% 0% / 0% / 25%
Jungle Hunter 0% / 0% / 45% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 50% 0% / 0% / 105% 0% / 0% / 25%
Doom Ape 0% / 0% / 45% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 50% 0% / 0% / 105% 0% / 0% / 25%
Temple Guard 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 50% 0% / 0% / 110% 0% / 0% / 25%
Guest Monsters (Act Five, NM/Hell only)
Temple Guard -- / 0% / 33% -- / 0% / 0% -- / 0% / 33% -- / 0% / 100% -- / 0% / 0% -- / 0% / 0%
Night Marauder -- / 0% / 100% -- / 0% / 0% -- / 0% / 33% -- / 0% / 0% -- / 0% / 105% -- / 0% / 0%


Locations[edit]

In early design these creatures were found on the surface of Act 2, hence a name like "Dune Beast" for a demon that's only found in dungeon areas.

  • 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
Dune Beast Act 2: Harem 2, Palace Cellar 1-3
Jungle Hunter Act 3: Spider Forest
Doom Ape Act 3: Lower Kurast
Temple Guard Act 3: Kurast Causeway
Guest Monsters (Act Five, NM/Hell only)
Temple Guard Act 5: Halls of Anguish, Halls of Pain.
Night Marauder Act 5: Halls of Vaught (No boss).