Script
Intro
Sanctuary.... A world of mortals, monsters, gods and demons, where creatures range from
whimsical and beautiful to monstrous and abomitibal. here lies the story of diablo, a tale of
heros and villans of victory and defeat and of monsters and men. Today we will be taking the
time to begin the catalog or Beastiary of sanctuarys creatures by going through diablo IIIs story
act by act. Do be prepared for the abominations you will face while embarking on this journey
with me for i swear to keep you safe while on this tour... now let us embark and discover what
creatures may lurk in the depths of SANCTUARY!
BEAST's (Monster)
Beasts are large, buffalo-like herd creatures seen in the plains areas of Sanctuary, they say
The large, sluggish beasts can thrive in any grassland or forest, provided there is enough water.
Farmers will recognize these brutes as the savage cousins of the common packbeast-- a tame
breed that was likely domesticated nearly two thousand years ago. One can hardly imagine the
trouble that effort must have taken. Beasts are slow, but tough creatures, whose most famous
attack is their bull charge. Before charging, they pause for a moment, pawing with one forelimb,
and snorting a great plume of steam before rocketing straight ahead, and subsequently hitting
their target, One can dodge this attack by simply moving out of the beast's way (it charges at
the point where the target was when the Beast began preparation), but if it hits, it will cause
MASSIVE damage knocking the target back and briefly stunning it. Their standard attacks also
contains ridiculous speed and while not packing as much of a punch as there charge it can still
hurt even a seasoned adventurer, if enough of these creatures are to gang up on a single target
it would surely meet a brutal end. Little is known of these creatures origins or family tree other
than the fact that there a distant relative of the beforementioned "Pack Beast" they were also
referred to as "Horned Ground Sloths" because while being aggressive an territorial they are
herbivores eating only the grass of the fields, though at one point in history however that name
was abandoned in choice of the much simpler "Beasts". Their also exists several Unique
"Variants" of this species all created by demonic magic from the realm of hell for example there
exists the "Horned charger" a zombified version with exposed rotting flesh and bones, they are
much harder to fight because of there lack of a sense of pain or self survival. There is also is
the "Goliath" a version that retains its life but has been molded and morphed into a creature of
hell losing all sense of self. Lastly of these variants there is also the "Skeletal Beast" a
considerably weaker version compared to the previous three lacking much of its originals
strength and speed. The Nephilim speaks of Two special beasts he encountered at the
beginning of their journey before reaching the "Drowned Temple" One they named "Charger"
and one they named "Growler".
Carrion Bat's and their nests. (Monster)
Carrion bats are demonic beasts originating from places unknown though its speculated to be
hell, They are often encountered in areas that are dark, Damp, and isolated, living in large
packs they sleep during the day and feast at night hunting for small, weak, frail or dead meat,
its noted that they are ESPECIALY attracted to the bones of demons. Though their origins
remain unknown, the death and destruction wrought by the Prime Evils in the western lands has
done much to increase their numbers. These poisonous pests litter the fields and dungeons of
Khanduras and do not shy away from attacking living creatures. Some even refer to these
creatures as "Death with wings" these same individuals say things like "Some foul new disease
has taken hold in this land, and the carrion bats are near the heart of it. Since returning to
Tristram, I have seen their numbers surge. The evil forces that linger here give them strength,
and I fear that the worst is yet to come". These creatures are often found alongside their "Nest"
witch in itself is a living organism mutated by some strange and unknown dark magic. The
nephilam writes in there journal "I was able to trace some carrion bats back to one of their
nests. What I found shocked me! The nest itself is a living organism, a mature bat that has been
mutated by the darkest of magics. I no longer doubt that demonic forces have corrupted these
creatures." however while the nest itself is a large mutated carrion bat it remains immobile fixed
tightly to the ground with some sort of strange plant style root system making it clear that
whatever is mangled with the bat is of a natural element regardless of how un-natural it has
become. Their exists several variants of the bats and their nests labeled Carrion Nests, Blood
Nests, Plagued and Cursed Nests, all spawn the corresponding bat species. Nests are
classified as Animals/Beasts. Unlike most other monsters they do not attack directly, but quickly
spawn more Carrion Bats every few seconds until destroyed. Several nests at once may prove
to be a challenge, as the nests themselves are quite durable and their spawn can quickly
outnumber any adventurer that cannot either focus down the nests or use area damage to keep
the bats under control. It is advised to always look for a nest when encountering bats and take it
out first, after that the remaining bats should not be much of a problem. Though the Carrion
Bats lack any special abilities or spells, a potent poison courses through their bodies, meaning
that their attacks deal additional Poison damage. Cave-inhabiting bats are often infused with
Lightning, dealing extra Lightning damage instead. Carrion Bats are generally weak and can
often be one-shot by the numbers. In area's with multiple nests players run the risk of being
swarmed by bats, and in large groups their attacks certainly hurt. Remember that they can fly
over impassable terrain, or even ascend from the pits to ambush their target. The Bats have a
single large eye in the center of their body, which is strange for a creature that is supposed to
live in caves and lastly The Nephilim speaks of Two special Carrion bats they encountered
before reaching "The Drowned temple", "Firestarter" a carrion bat perfectly harmonizing with
the element of fire spreading magic flames as it flew, and "GlideWing" a carrion bat so filled with
toxic poison that it seeped out of it and into its surrounding area.
Ghosts (Monster)
"The tragedies in these lands have left many restless spirits in their wake...and they demand
retribution. These spirits will take out their vengeance on any unsuspecting individual who may
pass...for they believe that the blood of the living will yet restore the lives that were ripped away
from them." Ghosts are simple creatures, the remaining emotions of a mortal along with the
natural magic of the world swirl together to create an echo of the creature, its unknown why the
world magic does this but some believe it to be a form of vengeance granted by nature and
given to those who have been wronged so that they might right that wrong, but others believe it
to be the lingering darkness that exists in all mortal souls finally being freed as the
consciousness fades into non existence only leaving the worst parts to reside. Regardless of
there method of which they come to be these creatures are often angry and violent towards the
living, lashing out at any in their path. Often times they are bound to an area unable to leave the
confines of a certain distance though this isint always the case, in rare circumstances the ghost
might be so powerful that it may move freely throughout the realm often times causing
destruction and mayhem in its wake. Their are also rare instances of a creature being so full of
positive emotion that upon death they resurrect and retain that alignment often times also being
able to move freely throughout the realm. While on their adventures the Nephilim wrote about a
few ghosts they had the dis-pleasure of putting to rest in honor of their memory an so they
might never be forgotten we will go over them now, Digger O'Dell, Dataminer, John Gorham
Coffin, and Drury Brown. the Nephilim also encountered a "Lucious the Depraved" but
mentioned that they were especially despicable so i decided to leave them out of the moment of
honor but still include them in this information. As to be expected of ghosts they aren't
especially strong on average but instances of Massively destructive ghosts do exist so confront
with caution!
Grotesque's & Corpse Worm's (Monster)
Grotesques are often encountered within the depths of caves, cellars, dungeons or other dark
an isolated places, They are lethal creatures for two reasons: First, they are capable of dealing
damage by producing spikes from their short, stubby arms and slamming forward. Secondly,
Grotesque are basically living pinatas: upon death they explode and expel whatever lurked in
their bellies. These two abilities have been cataloged by the Nephilim as such "Spike Thrust":
the Grotesque rushes into melee range and quickly jabs at the target with sharp tentacle-like
spikes concealed within its flesh. This may cause knockback in addition to damage. And the
second "Rupture": upon death, the Grotesque swells in size and bursts open, dealing 'explosion
damage' to everything caught in the blast and unleashing several creatures from its belly the
Cropse worms. Should this move kill any adventurer, all that will be left are bloody chunks of
his/her body. Note that, unlike most damaging abilities of Creatures, Rupture causes damage to
other Creatures as well, including other Grotesques. The damage is high enough to instantly kill
a lesser enemy, but will not one-shot an adequately geared Adventurer (beware of multiple
blasts at once, though). Before exploding, Grotesque will hover for a few seconds, the visual
range of the blast will be indicated by a faint red glow this is the danger zone. Grotesques are
dangerous foes, mostly because of their rupture-attack. In addition, they are surprisingly fast for
their size, so think twice about outrunning them. Like most enemies, Grotesques are deadliest
when encountered in groups. Their spike-attack does moderate damage, but should not be a
major concern. Their rupture-ability can easily kill a weakened adventurer however, especially
when multiple Grotesques die simultaneously. When a Grotesque dies you have approximately
three seconds to run for cover before the creature detonates. This explosion triggers regardless
of which way the monster is killed, and if they have Molten affix, two explosions will occur. The
Grotesque's rupture can be used against other creatures. When you battle a group of creatures
including a Grotesque, make the Grotesque your priority. The explosion will take out most
enemies nearby. This also works for packs of Rare Grotesque Minions and Unique monsters.
Killing one might detonate the entire pack, and spawned creatures may be killed by the
explosion of another Grotesque. Monsters spawned from the Grotesque upon death include
Corpse Worms, Demon Imps, Vile Swarms, Spiderlings and even Wretched Mothers depending
on the location. However today we will only cover the "Corpse Worms" the first kind that the
Nephilim encountered on there journey. Corpse Worms are squirming eel-like creatures that
emerge in a flood from a ruptured Grotesque. They are not powerful, but are disgusting in their
fecundity and must be stomped out. Their also exsists variants of the worms such as electric
eels and Lamprey, Lampreys are a special variant of Corpse Worms only encountered in the
Tidal Caves beneath the Greyhollow Island They appear as single worms (instead of packs of
three), and crawl out of any objects or just over the edges of rocks. "The Grotesques may seem
slow and senseless, but they hide many dangers within their hideously malformed bodies. A set
of spikes lurks beneath the monsters' flesh, and foul parasites nest within them. It is said that
these horrors themselves are constructed by a greater evil... a darkness that I cannot even
fathom."
Hungry Corpse's & Crawling Torso's (Monster)
Hungry Corpses appear wherever mortal men have been burried, They are faster, tougher and
stronger than average risens, but are far fewer in number. One can easily recognize them by
their more massive physique. They still share their lesser cousins' intelligence however and
often shamble around aimlessly. They often hide in the surroundings, and can crawl out of
barrels and pits to ambush adventurers. Hungry Corpses will sometimes spawn a Crawling
Torso if not critically damaged after dying. Sometimes, a Hungry Corpse wil fall forward and
split themselves in half almost voluntarily creating a crawling torso. Crawling torsos are just as
fast and strong as there standing counter-part however they lack the vitality that their standing
counterparts contain. In some areas (most notably the Weeping Hollow), bands of Crawling
Torsos can crawl forth from the bushes and ambush unwary travelers. Crawling Torsos can be a
surprise, but they are weak nevertheless. A single hit often suffices to send them back towards
their graves. Note that Crawling Torsos do not 'expire' on their own; you need to land a killing
blow in order to get rid of them. their exsists a few variants of these creatures such as the Blue
hungry corpse , rancid stumbler wich when dying drops a dust biter, and lastly the green
bloated corpse dropping a Voracious torsos when dying. However we will be discussing the
rancid stumbler, dust biter, bloated corpse and voracious torso at a latter time. Along the
Nephilims adventurers he noted tow special hunry corpses and crawling torsos before reaching
the "Drowned temple" , those being Father Rathe and Lord Stuart.
Quill Fiend's (Monster)
Quill Fiends are encountered in areas lingering with demonic magic, They usually rely on hit-
and-run-tactics, attacking from range with their quill-darts and scurrying of to safety when you
close into melee range. Like with other monsters, it's not unusual to encounter them in small
packs. The Quill Fiend fires multiple quills from its back and the Quills arc in a more or less
straight line moving fast, but not so fast as to be impossible to dodge. Quill Fiends are mostly
just a nuisance and do not pose a serious threat. Should you encounter multiple Fiends
however, they can quickly shower you with quills, steadily draining your health. Catching Quill
Fiends can prove quite a task. It's often best to stun/root them into place, shoot them from afar
or use skills as Leap to quickly close the distance. Quill Fiends do not have a large health-pool,
nor any mentionable resistances. Some find these creatures adorable however do not let there
small stature fool you these creatures are blood thirsty an will eat you alive! Of these small
creatures the Nephilim encountered two special versions MUCH bigger than there normal
counter-parts, one Gorathra and one Sarkoth, these two were apparently mates and most likely
the parents to most of the quill fiends still hiding throughout sanctuary. LastlyThere diet is much
like the "Carrion bats" eating and targeting the weaker smaller creatures but preferring demon
meat much the same.
The Risen Dead (Monster)
"I will never forget the first time I saw these horrors shambling out of the misty woods. Our loved
ones, buried long ago, rose from their graves and began to attack the living. However, the risen
dead were only the beginning..." The Risen dead are the most common creature you would
have seen back in the day, now most of them are re resting in the ground after rising and
attacking there loved ones and then being put back down. The Risen Dead are the reanimated
remains of the unjustly slain, and due to King Leoric's downfall, their numbers are legion.
Though most Risen were long buried in cemeteries, unmarked (mass) graves or tombs, the
power unleashed by the Fallen Star woke them from their eternal slumber. Consumed by a
thirst for vengeance against the living, they now seek to destroy those they once held dear.
They have the ability to infect other humans andThe only way to ensure Risen Dead stay dead
is to physically destroy them: burn to ashes, disintegrate or tear to pieces (even snapping them
in half does not help). In all other cases, they will rise again. Some mortals have devised ways
to control the Risen Dead. If one puts the shrunken head or heart of a Hellion around their neck,
they become more easy to control. Risen can often be seen feasting on the bodies of fallen
travelers or townsfolk and usually move about in small groups. Risen can also be spawned by
Wretched Mothers. Though individual Risen are weak and easily dispatched, large numbers
can potentially overwhelm even seasoned adventurers.
Risen lack special abilities or spells; they have a relatively weak melee attack, move and attack
with below the average speed, and do not have any resistances. Their main role is to distract
the player to allow more powerful monsters to engage uncontested. Risen are the typical
cannon-fodder monsters and usually don't prove much of a challenge. They move slowly and
can easily be outrun.
Should large packs of these monsters prove too much to defeat; try and scatter their ranks with
area of affect spells or run back a little to spread them out more. Be advised; in some area's,
Risen can claw forth from the ground or burst from tombs. Be mindful of your surroundings to
avoid nasty surprises. As with most creatures of Sanctuary there exists several variants of the
risen dead those being the ravenous dead, the decayer, the voracious zombie and the inferno
zombie. The only difference between the Ravenous Dead and the risen dead are that the
ravenous dead are slightly stronger and blue, as for the decayer they look identical to the
regular risen dead but are only found following Wretched mothers. We will not be discussing the
Voracious zombie or Inferno zombie today as the Nephilim hadn't encountered any by the time
they reached the "Drowned Temple". Notable Risen dead include Aaron Bright, Captain Clegg,
Captain Daltyn, Ebenezer Samuel, Farnham (Who we will doing a separate video on along with
Jondar, Mira Eamon, Rad'Noj, and Maghda who will all also get there own videos), Larson the
Strange, Latimorr Edgars, Lord Mathieu, Marko, Morris Jacobs, and Ravi Lilywhite.
Scavenger's (Monster)
Scavengers are ugly creatures who survive off of carrion and corpses too diseased to attract
any other carnivores. Eons of devouring necrotized flesh have transformed them beyond all
recognition. Scavengers can be found near any kind of filth and decay, and can camouflage
themselves within it. They are attracted to corpses, immune to rot, and carry disease. Unlike
most carnivores of this type however, they are extremely aggressive and will not hesitate to
attack those unfortunate enough to encounter them. Scavengers have powerful legs which they
use for swift springing attacks, striking at vulnerable faces and throats. Their anatomy bears a
striking resemblance to that of the leapers of the Aranoch desert, and thus, many researchers
classify the two groups as part of the same family of creatures. A demonic variant of the
Scavenger plagued adventurers in and around Tristram during the darkening of the town.
Appearance-wise, Scavengers look downright hideous, having wrinkled faces with mouths that
constantly chatter an annoying cry that rile even Dune Threshers up. They have a skull similar
in shape to hyenas, built for crushing bone while searching for any usable meat in a carcass.
They have a black mane from their heads to their mid-backs and their rear ends have a short
and hairy tail like that of a horse. But their most striking, albeit disproportioned, feature are their
limbs, which are actually as long as their torsos. Their hands are lean but have palms as large
as their heads complete with long nails that are used for burrowing beneath the ground. These
can also be used to great effect as weapons against what they think as potential competition to
their meal. Even though they rely on carrion for their food, they will not hesitate to create carrion
using their sharp claws. They look more like animals than demons, and are somewhat badger-
like in their furry, striped appearance. But they leap and dart around wildly, and seem quite
capable of swarming an unwary Adventurers by sheer numbers. Due to their ability to burrow,
Scavengers can even escape combat or ambush the unsuspecting from below. Scavenger's
have two main methods for attacking that the Nephilim cataloged, there Burrow attack where
the Scavenger digs a hole into the ground and vanishes, effectively leaving combat. Burrowed
Scavengers may emerge after a few seconds and resume battle, and there second ability to
Leap where a scavenger will close the distance between them an their target through leaping
before unleashing a flurry of swipes. Scavengers are more dangerous than they seem. They
move with blinding speed and often swarm players with their numbers. They make difficult
targets due to their speed, their constant moving, and their ability to burrow. Using snare
abilities or cold attacks can help gain control of the situation. Outrunning them is not advised as
Scavengers can easily catch up with you. Scattering their packs and swiftly taking them down
are your best options. The Nephilim only ever encountered two special kinds of these creatures
throught their journey both before they had even made it to the "Drowned temple" those being
Burrow Bile and Dreadclaw the leaper.
Skeleton's (Monster)
Skeletons have MANY variants, but for now we will only be discussing the following kinds,
Regular Skeletons, Skeletal Shieldman, Skeleton Archers, royal henchman, and the
SKELETON KING who we will be covering separately at the end of this section. Skeletons,
formally classified as "Ossium Animatum, and otherwise referred to as revenants are a type of
undead construct. Skeletons are the remains of warriors who either died as soldiers in some
dark campaign, or were betrayed by those they most trusted. Animated through necromantic
rites or the spells of demons skeletons do not seek to consume the flesh of the living, but only
to extinguish the life of their victims. While they may seem mischievous or imbecilic, skeletons
are unrelenting in their goals, move faster than zombies, and have some spark of intelligence,
the extent of which varies on the based on the power and scope of the spell involved in the
skeleton's creation. Theoretically one could have a single astute skeleton servant or a rather
dense army of a hundred for the same expenditure of magical energy. While physically frail,
skeletons never lack in number. Those who fall to skeletons in combat are damned to an
eternal lust for living blood. Coupled with their unthinking rage, this makes skeletons dangerous
opponents. Skeletons will swarm their targets unquestioningly until their commanding force
orders them otherwise. Skeletons have demonstrated the use of a wide variety of weapons,
including swords, clubs, bows, and even armor and shields, and are often equipped in the same
armament in which they fell or were buried with. Often these weapons are of poor quality. Even
more terrifying are the animated skeletal remains of expired magic wielders, who prove that
even the dead can wield the forces of magic. Most skeletons are actually constructed from bits
and pieces of any number of different skeletons, not a single one. Their diverse composition
gives them the ability to form and reform, and makes them easily summoned, permitted there is
adequate raw material at hand. For instance, one would have an easier time summoning
skeletons in a graveyard than in a forest. They are usually found in places where they were laid
to rest or the site of a great battle. An exception to this was during the Darkening of Tristram,
when skeletons rose up due to Diablo's evil. Skeletons were encountered in the depths of the
Tristram Cathedral, and it was believed that these were the remains of Horadric monks. The
Priests of Rathma, through necromancy, have the power to animate the remains of the
deceased into skeletons. Animated partially through their own will and partially through the
summoned spirits of ancient warriors, Necromancers often maintain a small host of these
reanimated soldiers to do their bidding. As the Necromancer's knowledge of the undead
improves, (s)he is able to harness and divert more powerful spirits to inhabit the corpses of the
recently dead. At least some Necromancers are able to communicate through their skeletons,
superimposing their image over the bones, talking through the skeleton even from miles away.
Some say that skeleton eyes contain magical properties, despite the fact that skeletons are
eyeless by definition. Skeletal Shieldmen carry a sword as well as their glowing blue shield, but
use it only sporadically, and not with very great effect. Their chief purpose is as a defensive unit,
and a phalanx of these skeletons can usually be found in front of Skeleton Archers or a Skeletal
Summoner. They block very effectively, thwarting most attacks launched straight at them, but
are very slow to turn and can be flanked or simply run past without much difficulty. Blocked
attacks will be completely nullified, but after absorbing enough damage, their shield breaks
(remaining damage transfers to the skeleton), resulting in the skeleton acting much like their
normal brethren. A very powerful hit will kill the Skeleton even with the shield intact. The
shieldmen are slow in moving to and attacking their foes, and their Life is not a great number.
Once the shield is destroyed, the skeletons are a minor threat, if any, and they are usually taken
down easily. Skeleton Archers wield a bow and a relatively slow firing rate, they are not
dangerous one on one, but a pack of them can be pretty nasty, especially against low armor or
stationary targets. In Diablo III, they usually spawn with Skeletal Shieldmen, firing from the
relative safety they find behind their blocking brethren. Royal Henchman are a stronger more
resilient variant that fights alongside the Skeleton king, besides this area they have never been
located anywhere else and are believed to e the only of there kind. Their were quite a few
special skeletons noted in the Nephilim's journal that were encountered before they had
reached the "Drowned Temple" these being HeadCleaver, Caretaker McCree, Merrium
Skullthorn, Captain Cage, and Killian Damort. "I am at a loss to explain the average skeleton's
somewhat ludicrous mental predisposition, however. Perhaps the implausibility of its own
existence makes the skeleton think it hilarious to hide in a barrel, cackling intermittently for
some three hundred years until a victim happens by?"
The Unburied (Monster)
These behemoths are essentially horrendous amalgamations of human bodies which were
disposed of unceremoniously. The rotting bodies join together hideously to form a large hulking
creature which crawls out of its grave and is said to "feed on human suffering." Their sickly gray
skins are spotted with even sicklier human heads, or what had been human heads when they
were alive, complete with fangs. Their hands, devoid of fingers, arms and their backside are
laden with brutal spikes. These spikes are shards of stone ripped from the earth during the
development of the creature. They stand on very disproportionally short legs, which gives them
a heavy stomping gait. Their spines also feature short but wicked spikes. Here is a Tale written
by a soldier about the Unburied "Something is dreadfully wrong. Fear is in the air; I can feel it. I
was but days out of Tristram when I saw a screaming ball of flame rip across the sky. Surely
enough, soon after witnessing this harbinger of doom, I stumbled upon a badly mangled
traveler. He was barely able to spit out the tale of the cursed monstrosity responsible for his
broken body as his life drifted away. He called his killer "the unburied". Months ago, when I
wrote of the undead blight upon our land, I thought them the gravest of threats. But they are
nothing compared to the new undead creature described to me by this poor fellow. He was a
law officer of sorts, a local guard out looking into the depraved handiwork of a crazed individual,
the sort we seem to be seeing more and more of in these dark days. When the guard happened
upon a mass grave dug by this sick fool, a massive, horned, disgusting behemoth was digging
itself out. The dying traveler described this loathsome beast – or, as he termed it, the unburied
– as being comprised of bloated parts from many fetid, rotting corpses, with a multitude of
disfigured heads and slobbering fanged mouths. He was fortunate that day, but when he
returned with several men to help him deal with the creature, they found to their horror that the
undead spawn was too much for even their combined efforts. They fought valiantly to the last
man, sacrificing themselves to keep the beast from rampaging across the countryside and
taking who knows how many innocent lives. He was the last survivor, and before he passed on,
he proudly told me that they were successful in eradicating the foul unburied creature. Being
born out of pits of human misery, these beings feed on human suffering. Wherever bodies are
dumped together unceremoniously, the unburied may rise. I cannot help but wonder if this be
some sort of cosmic justice for our inhumanity to our fellow man. But what is the catalyst? What
animates these things? What makes them so horrendously different from the run-of-the-mill
zombies or "normal" skeletal undead? Some days I truly feel that the end of humanity must be
at hand. Certainly our world is home to assorted disturbing and unsettling creatures, but every
dawn seems to bring news of more wretchedness we must endure as a people. The darkness
is coming, my friends: mark my words. " The unburied can take a beating and hit like trucks. It is
not uncommon to encounter multiple Unburied at the same time. In return, they move and
attack very slowly. Despite their sheer size, they are not immune to Knockback. "The unburied
are formed from human corpses that were flung together into mass graves without a proper
burial. This hideous amalgamation of bodies decomposes together into one being, bound by
some foul magic. For all my knowledge, I could only flee from it...and I would expect any other
sensible person to do the same.", of all the unburied that the Nephilim faced only a few were
worth note, Blightrot a large infectious version clouded in miasma, Cudgelarm a spike covered
version and Manglemaw a version with much more resilience an vitality than the average
unburied.
Wood Wraith's (Monster)
Wood Wraiths (a.k.a. Gnarled Walkers) are huge demonic plants. They often disguise
themselves as other trees, only to ambush and attack unknowing animals or travelers. Wood
Wraiths are creatures which have taken on the guise of foliage to ensnare their prey. They
move ponderously, and some are known to exude a foul stench that poisons their victims. Bark
harvested from Wood Wraiths contains faint traces of life energies, which make the wood ideal
for creating effigies or ritual incense. According to Pablo DeSoto, the Gnarled Walkers are vile
mystical creatures from another realm who can only sustain their existence in Sanctuary by
sapping life energy from humans or animals. He claimed that the Walkers shifted their
appearance to that of trees thereby luring their prey close so as to consume it whole and enrich
their reserves of dark power. He claimed that the Priests of Rathma were responsible for their
existence. Conflicting with this, Adria claimed that Wood Wraiths were once human spirits who
were drawn to the peace of nature, unwilling to move on after death. Some even imagined
themselves as protectors of their new homes. The Wood Wraiths were apparently corrupted; by
carving a demon lord's symbol into their trunk, the Wraith would change almost immediately. A
strong hand could bend it to their will. Wood Wraiths appear to possess both demon and animal
properties. They can either attack normally in melee (delivering slow, but powerful bashes with
their 'arms') or create up to seven sprouts growing in line. The sprouts cannot be damaged and
'bloom' immediately after targets steps on them, or after 6 seconds. Once they open, a cloud of
acidic spores is released, dealing very quick ticks of Poison damage to enemies standing close
enough for roughly 4 seconds. There is no limit of how many sprouts can be active per wood
wraith. The best tactic to counter these is to run away as soon as the wood wraith creates his
sprouts, especially if there are more enemies in the area. Occasionally, Wood wraiths will
ambush the target by pretending they are trees (there is no way to see if they are real trees or
monsters) and unrooting when enemy comes close enough. Due to their sheer size, Wood
wraiths are immune to Knockback. Wildwood Bulwarks are a variant of Gnarled Walkers, only
appearing on the Greyhollow Island and in Eternal Woods. They are of nearly white color, and
do not pretend to be trees. "I have heard the most ridiculous tales about travelers being
ambushed by vicious trees! It is too much. Despite their names, the wood wraiths are not plants
but fully mobile beasts who have taken on the guise of foliage to ensnare their prey. Only a
simpleton could be fooled by such a trick."
Wraith's (Monster)
Wraiths bear resemblance to the Ghosts however they are much stronger and much more
violent, They have a melee slashing attack, and a ranged life drain attack as well. Targets under
such an attack suffer a substantial penalty to their movement. Their channeled ranged attack
has a significant cooldown time and limited radius, but deals considerable damage over a few
seconds.
Another notable trait of Wraiths is their ability to freely phase through walls, obstacles and other
impassable terrain, which they often use to circle around player in attempt to avoid attacks. Use
of damage cooldowns is not recommended, as Wraiths will just spread out at will. Wraiths are
ethereal physical manifestations of tortured souls from the planes of the Burning Hells. They
materialize to attack as skeletal, bat-winged creatures, ringed by an aura of eldritch energy.
Often called "ghosts" or "evil spirits" by mortals, Wraiths are driven by an intense hatred for the
un-suffering living. They often inhabit the darkest dungeons, having either been drawn there by
the imprint of pain and suffering, or summoned and bound by powerful Mages to serve as
unwilling guardians. These ethereal creatures can pass through solid objects, and contact with
a Wraith can quickly drain one's life force. Spellcasters and other energy-reliant mortals may
not only be drained of health, but are also left defenseless as their mana is quickly spirited
away to slake the spiritual thirst of these damned souls. these spirits are so rare that the
Nephilim only ever encountered one worthy of note before reaching the Drowned temple,
Chancellor Eamon who we will also discuss at a later date.
Wretched Mother's (Monster)
"I, Deckard Cain, have spent many years traveling and writing about the strange creatures in
our world, but the sight of the wretched mothers still haunts me. They are the remnants of
Queen Asylla's slaughtered handmaidens, who were twisted by foul magic. Now they feast
upon cadavers and regurgitate them as newly formed risen dead." The Wretched mother has
two main ablities to be wary of, Regurgitate Risen where the Wretched Mother belches up two-
three new Risen undead, who shamble forth to attack the target. and there acidic spit that they
launch at targets covering them in acidic poison. Their unique ability of summoning new Risen
makes the Wretched Mothers a priority target. Multiple Wretched Mothers can be encountered
in the wilds, and leaving them unattended can result in huge swarms of Risen. It's often best to
ignore the weaker Risen and focus on taking out the mothers first. Their melee damage is
negligible, but Wretched Mothers will flee from melee combat. The spit-attacks can (and should)
be avoided easily, but in a crowd, there will be less space for maneuvering. The wretched
mother is unlike any other form of risen as hey are able to speak simple words and are believed
to still retain a bit of there personalities, but don't let this fool you they want nothing more than
to devour you an use your flesh to create more risen dead to command. there exists three
variants of the wretched mother all found in he early stages of the Nephilim's journey, there are
the blue Retching cadavers, the deathspitter identical in appearance to a standard wretched
mother but commanding an summoning Decayers, and the Spewing horrors a much stronger
an more toxic version with even larger vomit sprays than its original counterpart. The Nephilim
noted five special wretched mothers that they encountered before reaching the Drowned
temple. The Wretched queen who was a personal maiden to king leorics wife, Mother Rathe a
Temple woman who was often seen praying with the residents of tristram, penny lootbottoms
and teffeny who were standard handmaidens and lastly Mira Eamon who we will go over on a
separate occasion as stated before.
Skeleton King (Final Boss of the cathedral)
The Skeleton King appears as the first major Threat of Act I in the Nephilim's journal, who stood
between them and the Fallen Star. His remains rest in the Royal Crypts deep within the Tristram
Cathedral, and he can only be bound into a physical form by means of his old crown, which
must be placed atop his head. Once the king is activated, numerous undead minions appear.
As long as the King is active, more groups of monsters will appear, but they disappear after he
is defeated. The King has a large amount of Life, but moves slowly. "The warmth of life has
entered my tomb. Prepare yourself, mortal, to serve my Master for eternity!" King Leoric was
formerly the ruling monarch of Khanduras. Once a devout follower of the Zakarum faith, he was
ultimately corrupted by Diablo, the result being the end of his line, his kingdom and everything
he strove for. "We have just arrived in Tristram, and I must say I'm a bit dismayed. This place is
a backwater filled with serfs and an ancient, broken-down monastery, hardly fit for the king of
Khanduras! I cannot fathom why Lazarus was so intent on this becoming our new seat of
power." were the mans words upon inhabiting the area around tristram, Leoric originated from
Kehjistan. At some point in the 13th century, at the behest of the Zakarum Church Leoric came
into the lands of Khanduras and, in the name of the Zakarum, declared himself to be king. He
was unaware that Zakarum had been corrupted by Mephisto and that Lazarus, subtly under
Mephisto's influence, was to ensure that Tristram would be his seat of power—the resting place
of Diablo. Leoric brought with him his family, knights, and priests, the latter two groups forming
his Order of the Light. Along with his advisor, Lazarus, Leoric and his entourage made their way
to the town of Tristram, appropriating the decrepit monastery on the outskirts as his seat of
power. Although the people of Khanduras were not pleased with coming under the rule of a
foreign king, Leoric served them with justice. Eventually, his subjects came to respect him for
his purity of heart and deed. A case in point was Griswold, who forged Leoric's mithril sword
and crown At some point, a manor was constructed for Leoric, located well outside Tristram.
The Darkening of Tristram
"I am convinced that some malevolent being is attempting to wrest control of my thoughts away
from me. Voices direct me to horrendous acts, and there are times when I seem unable to
control my body. Lazarus knows; this is certain. He looks at me strangely when he thinks me
otherwise disposed." Unknown to Leoric, however, his seat of power was the resting place of
Diablo, imprisoned in the catacombs beneath the cathedral by the Horadrim long ago. Lazarus
fell under the Lord of Terror's sway, shattering his soulstone. Requiring an anchor to the world,
Diablo chose the strongest soul available to him to be his host—Leoric himself. For many
months, Leoric, unaware, fought against Diablo's will. Sensing that he had been possessed by
some unknown evil, Leoric kept his condition a secret from those close to him, believing that his
piety would be enough to exorcise the demon's corruption. In this he was sorely mistaken, and
Diablo stripped away the core of Leoric's being, burning all honor and virtue from his soul.
Lazarus, now also under Diablo's sway, kept close to his lord at all times, and sought to keep
Leoric's condition a secret. Despite this, Leoric's change in demeanor became known to his
subjects. His once proud visage became ravaged and deformed while his sanity slipped away.
Becoming increasingly deranged, Leoric began ordering summary executions of any who
questioned his decisions or authority, while he sent his knights to the outlying towns to force
them into submission. At the height of his madness, Leoric would evince his displeasure by
pummeling courtiers, servants, and even foreign dignitaries with his scepter. It is said that
merely a glance in Leoric's direction was enough to earn death at the height of his paranoia. In
his hunting grounds, where he had once led hunts, he would kill any peasant he came across.
Horrified by his actions, Leoric's subjects began calling him "the Black King." Concerned by the
"traitorous rabble" in Tristram, Leoric ordered Chancellor Eamon to secure his manor. He
ordered that the caves to the east be sealed, and filled with spiders that Lazarus had obtained.
Eamon sorrowfully obeyed. Lazarus, concerned of the suspicions Leoric's subjects had,
convinced the now delusional king that the kingdom of Westmarch was plotting to take over and
annex Khanduras, manipulating him into declaring war, diverting attention, as well as sending
many troublesome knights into their deaths when the armies of Westmarch inevitably crushed
those of Khanduras. Leoric's priests were, meanwhile, sent as emissaries. Thanks to Lazarus's
influence, Leoric even ordered the execution of Queen Asylla, his own wife.
The Fall of King Leoric
"Traitors! Even in death, the armies of Khanduras will still obey their king! Even if you will not..."
Leoric's final words to Lachdanan and his knights. With the lack of inquisitive eyes, Diablo
had free rein to assert his will over his vessal. However, Diablo found that a part of the
king's soul still fought against him, and that he would still not be able to take full control.
Thus he abandoned his attempts to take over Leoric, leaving him broken and insane as he
much more easily took control of Leoric's youngest son Albrecht instead.
When King Leoric found that his son had gone missing, he went into a rage and had many
innocent people executed for kidnapping the prince, slipping deeper into madness with each
passing day. He was eventually slain by his own lieutenant, the knight Lachdanan, who
returned from the Westmarch war only to find that he, too, was being accused of the
kidnapping, and that the king was nothing but a raving madman who set his guard upon those
knights who were returning. The knights came to blows and Lachdanan begged Leoric to
explain his actions. Leoric simply spat at him, condemning Lachdanan and his men as traitors.
Sorrowfully, Lachdanan struck down his liege, Leoric cursing him and all of his knights in his
last moments.
Rise of the Skeleton King
Despite his crimes, Leoric was nonetheless given a proper burial beneath the cathedral. He
was buried in his armor within the royal crypts. Unfortunately, Diablo was not content to leave
Leoric in the peace of death, and raised Leoric from the dead as a powerful undead warlord
called the Skeleton King. Lachdanan's knights were overcome at once, becoming the dreaded
Hell Knights, with only Lachdanan himself still retaining his mind and choosing to venture down
into the labyrinth of the cathedral to die alone rather than put Tristram in danger if he should fall
to the same darkness that claimed his men. Commanding a host of undead and finally serving
the evil he had resisted while alive, the Skeleton King was poised to lead forth his undead
horde to the surface and overwhelm Tristram. Many adventurers tried to slay Leoric, but
ultimately failed. However, he was felled by his eldest son Aidan and two other heroes.
Standing over the fallen king, they assured him they would find his son.
Return of the Skeleton King
Due to his corruption of the monarch, Diablo had left some of his power tied with Leoric's
blackened soul. Seven years after his defeat, the rogue Necromancer Lethes intended to gain
that power by summoning Leoric's spirit. She did this by resurrecting the spirit of Asylla, and in
doing so, provided a tether. The ritual was interrupted by Xul, but not stopped before a breach
was created to Leoric's location within the Unformed Land. The Shard-seeker ventured into the
breach to slay the king, in which they succeeded. Before being defeated, he vowed to
remember the trespass, and make the living sufer for it. Despite this, Leoric still endured, and it
was warned that once he returned, he would summon an undead army. Adventurers were
urged to travel to Ashwold and slay Leoric before his army could be raised
Fall of the Skeleton King
"The power of the fallen star awakened me, and soon, all will suffer as I have suffered!". 22
years after his first death, Leoric reawakened. The Fallen Star had descended upon New
Tristram, smashing through the cathedral, awakening Leoric and his undead minions. Enraged,
he set his minions on Deckard Cain, who had fallen into the depths of the cathedral after the
meteor's impact. The scholar was saved, however, by The Nephalem, who went on to retrieve
Leoric's old crown and use it to bind Leoric's spirit into his skeletal body. In a furious battle, the
Nephalem defeated Leoric, this time permanently. Because of his actions at Tristram, Leoric
earnt himself a place among the tyrants of history. After Leoric's (apparently final) defeat, a
villager in New Tristram intended to write an epic poem on Leoric's final death. All they needed
to do was to find out how he was killed. While another villager pointed out that they could simply
ask The Nephalem as to the details of the battle, the aspiring poet refused, as they didn't want
to give up their artistic license.