This document describes changes made to monsters that are in vanilla Diablo 2. In general, monsters are changed in a way that fits their name or role.

[MONSTERS] changes to generic type monsters (as in fallen ones, dark rogues, etc)
[SUPERUNIQUES] changes to superunique type monsters (as in Corpsefire, Bishibosh, etc)
[PRIME EVILS] changes to act bosses (as in Andariel, Duriel, etc)
[MONEQUIP] what monster equipment described in [MONSTERS] actually does
[SELF-REFERENCES]
{NOT IN THE GAME YET}

NOTE:
*If something is described like "5/4/3" then the first number refers to normal difficulty, the second to nightmare difficulty and the last to hell difficulty.
*If a monster is described as having a skill and only a single value is given, then the value is increased by difficulty levels (+3 in nightmare, +7 in hell). So if a description says "Specter now has Level 1 Cold Mastery." then it also means it has Level 4 Cold Mastery in nightmare and Level 8 Cold Mastery in hell.
*If a monster is described as having different levels in a skill per difficulty, then the difficulty level adjustment is already taken into account. So if a description says "Specter now has level 1/20/30 Cold Mastery." then it has level 1 Cold Mastery in normal, level 20 Cold Mastery in nightmare and level 30 Cold Mastery in hell.
*Action delay (the time between carrying out actions) is presumed to be 15/14/13 frames (these are the given values for most monsters in vanilla); so if a monster is said to have -2 action delay on all difficulties, it will have 13/12/11 frames of delay.

{IMPORTANT SELF-NOTE: MONSTER SKILL BONUS APPLIES TO ALL THEIR SKILLS ALA THE ALL-SKILL BONUS; THIS MEANS MONSTATS AND MONPROPS ARE INCREASED BY IT}

---

[MONSTERS]

>FALLEN SPECIES
All members have doubled pack size and doubled rallying.
[FALLEN]
[CARVER]
Carvers have a 25% chance of Deadly Strike.
Carvers have a 25% chance of dealing double damage (this can stack with Deadly Strike).
[DEVILKIN]
Devilkin cannot spawn with a shield (and thus cannot block).
Devilkin spawn with a random of amount of total speed between 5 and 50%.
[DARK ONE]
Dark Ones cannot spawn with torches (this greatly increases the odds of them spawning with shields, and guarantees that at least one of the two off-hands they are seeded with will be a shield).
Dark Ones have a 99% chance to attack when within melee range.
Dark Ones move at 5/6x speed.
Dark Ones can silently signal for raids instead of beckoning.
Dark Ones can attack with Zeal.
Dark Ones have +2 melee range.
>
guest members and warped ones can now cast throw dagger

>FALLEN SHAMAN SPECIES
All members, except warped shamans, have a 4/6/8% chance of spawning with a random level 1/4/8 Angelic Aura.
[FALLEN SHAMAN]
[CARVER SHAMAN]
Carver Shamans have a 50% chance of Deadly Strike (which means they can deal up to 4x damage).
Carver Shamans move 5/4x faster.
Carver Shamans do not cast spells, instead they attack.
Carver Shamans have a 100% chance to resurrect a nearby monster on striking.
Carver Shamans have +2 melee range.
[DEVILKIN SHAMAN]
Devilkin Shamans spawn with a random of amount of total speed between 5 and 50%.
Devilkin Shamans have halved AI delay.
[DARK SHAMAN]
Dark Shamans have no light radius.
Dark Shamans throw blades instead of casting fireballs.
Dark Shamans have a 50% chance to pierce.
Dark Shamans have level 1/4/8 Pierce.
>
warped shamans have a 50% chance of spawning with a random angelic aura

[Quill Rat Species]
All members have +2 to max pack size.
All members now have thorns, which increases by tier and difficulty, which is roughly equivalent to their melee damage in normal and their ranged damage in nightmare and hell.
[Quill Rat]
[Spike Fiend]
Spike Fiends claim ten times the territory.
Spike Fiends have a minimum spawn number one below its maximum and have an additional +2 max members.
[Thorn Beast]
Thorn Beasts have a 25% chance to cast level 1 Quill Volley when they take a hit.
Thorn Beasts have level 1 Animalistic Mastery.
[Razor Spine]
Razor Spines now have a 10% chance of causing open wounds.
[Bush Barb]
Bush Barbs can now spawn in the Flayer Jungle.
Bush Barbs are highly aggressive, quickly approaching if you get too close.
Bush Barbs deal as much melee damage as their quills deal.

[QUILL BEAR SPECIES]
All members have the same stats as their respective vanilla quill rat, except with 2x experience, 2x the life, 2x the defense, 2x damage regeneration and 15/35/65% to all resistances.
All members are 5x more likely to trigger elemental effects and deal 2x damage.
All members (excluding Giant Urchins) shoot out gigantic spines that pierce targets, knockback (usually with a 15% chance of applying per hit) and can hit many times in a row.
All members (excluding Giant Urchins) are not considered to be melee.
All members spawn with their rat-spawn as minions.
All members have +5 to unit level over their respective rat (this is primarily relevant in normal difficulty).
[QUILL BEAR]
Quill Bears have a 3/6/12% chance to block.
Quill Bears can now spawn in Cave Level 1 and 2.
Quill Bears can release Quill Rats, up to 2/5/7 times.
[SPIKE GIANT]
Spike Giants have a 6/12/25% chance to block.
Spike Giants can now spawn in Underground Passage Level 1 and 2.
Spike Giants can release Spike Fiends two at a time, up to 2/3/5 times (multiple shot can apply as well).
[THORN BRUTE]
Thorn Brutes have a 9/18/40% chance to block.
Thorn Brutes can now spawn in Hole Level 1 and 2.
Thorn Brutes can release Thorn Beasts, up to 3/5/6 times.
Thorn Brute spines explode into a nova of Thorn Beast spines upon colliding with walls.
[RAZOR BEAST]
Razor Beasts have a 10/20/45% chance to block.
Razor Beasts can now spawn in Pit level 1 and 2.
Razor Beasts can release Razor Spines, up to 3/4/5 times.
Razor Beasts have a 100% chance to cast level 1 Open Wounds on striking.
Razor Beasts have level 5/14/40 Negation Mastery (this reduces their Open Wounds damage by an equivalent number of levels).
[GIANT URCHIN]
Barbed Giants are now called Giant Urchins.
Giant Urchin have an 18/36/60% chance to block.
Giant Urchins can now spawn in the Great Marsh.
Giant Urchins cast a Blade Shield variant that gives 1/128th weapon damage and no added damage.
When at range, Giant Urchins have a chance of rushing towards you.
Giant Urchins have a 100% chance of casting level 1 Powerful Harm on attack with +6 Harm Range.

[ZOMBIE SPECIES]
[Zombie]
[Hungry Dead]
Hungry Dead can have up to 5 additional members.
Hungry Dead deal 2x damage in normal.
Hungry Dead run 2x faster.
Hungry Dead gain 25-50/25-100/50-200% life steal with overhead swings and half that with one-handed swings.
[Ghoul]
Ghouls run 3x faster and have 3x higher velocity.
Ghouls can have up to 3 additional members.
Ghouls have halved action delay on all difficulties.
Ghouls are much more likely to approach the player and have a doubled hunting radius.
[Plague Bearer]
Plague Bearers now have a 15/20/25% chance to release poison clouds on striking.
Plague Bearers can spawn up to 2 additional members.
Plague Bearers have 2x velocity.
[Drowned Carcass]
Drowned Carcasses now have a 75% chance to stun with one-handed swings.
Drowned Carcasses have -0.08 seconds AI delay.
Drowned Carcasses give 25% more experience.

[BRUTE SPECIES]
All members, except yetis, apply 0.40 seconds of stun duration with overhead swings.
[Gargantuan Beast]
[Brute]
Brutes can stun with one-handed swing as well.
Brutes have a 10/20/30% chance to knockback on striking.
Brutes have -0.08 seconds AI delay in all difficulties.
[Yeti]
Yetis have a 10/45/60% chance of gaining 100% of their base damage as additional cold damage, applying 1/1.48/2 seconds of cold duration from their one-handed hits, and the same but with 50/85/100% chance with overhead hits.
[Crusher]
Crushers have 5/10/15% crushing blow.
[Wailing Beast]
Wailing Beasts have a 15/20/25% chance of casting level 1/4/8 Wail on striking.

[CORRUPT ROGUE SPECIES]
{all members very rarely spawn with powerful equipment, but this also makes them drop additional loot}
[DARK HUNTER]
Dark Hunters have a run multiplier of 25%.
Dark Hunters have -0.04 seconds AI delay.
[VILE HUNTER]
Vile Hunters have a 10/20/30% chance of dealing 400% of their base damage as poison damage over 1 second.
[DARK STALKER]
Dark Stalkers spawn with the Stalker aura, which turns them invisible periodically and grants them deadly strike equal to their monster level; their aura re-activates every 4 seconds, with the delay decreasing by 0.04 seconds per monster level.
Dark Stalkers do not have a base chance of dealing double damage.
Dark Stalkers have a 5% chance to cast level 1/4/8 Dim Vision on striking.
Dark Stalkers have level 1/4/8 Amplify Damage (this acts as a synergy for Dim Vision).
[BLACK ROGUE]
Black Rogues are hyperaggressive: they will always approach if you are not in range, they will always attack if you are in range and they have a +25% chance of running when approaching.
Black Rogues have a 100% chance to cast level 1/4/8 Vigor when they get hit.
Black Rogues have level 19/22/26 Negation Mastery, which reduces the radius of Vigor (this results in a radius of 0/3/11).
{the sound of vigor constantly activating might get annoying; if so, change it so the sound can only run one at a time}
[FLESH HUNTER]
Flesh Hunters have a 10% chance of dealing 100% of their damage as additional life-element damage.
Flesh Hunters have a 10% chance of applying open wounds.

[CORRUPT ROGUE SPEARWOMAN SPECIES]
{all members very rarely spawn with powerful equipment, but this also makes them drop additional loot}
[DARK SPEARWOMAN]
Dark Spearwomen run and walk 25% faster.
Dark Spearwomen have -0.04 seconds AI delay.
[VILE LANCER]
Vile Lancers have a 10/20/30% chance of dealing 100% of their base damage as poison damage over 4 seconds.
Vile Lancers have -1 max members.
Vile Lancers have a 50% chance of spawning with a Returned Assistant.
[DARK LANCER]
Dark Lancers spawn with -1 minimum and maximum members.
Each Dark Lancer spawns with a Bone Clamp Mage.
[BLACK LANCER]
Black Lancers can now be encountered, but do not spawn as individual packs; rather, one will accompany each Black Archer that spawns (Black Lancers are like other Corrupt Rogue Spearwomen, but they are immune to lightning and have a chance to deal lightning damage in Nightmare and Hell).
Black Lancers are size 3.
Black Lancers have a 10/25/35% chance to attack with level 1 Jab.
[FLESH LANCER]
Flesh Lancers can now be encountered, but do not spawn as individual packs; rather, one will accompany each Flesh Archer that spawns (Flesh Lancers are like other Corrupt Rogue Spearwomen, but they are immune to cold and have a chance to deal fire damage in Nightmare and Hell).
Flesh Lancers also deal additional life-element damage, as much as their fire damage, but with half the chance of being applied.

[CORRUPT ROGUE ARCHER]
[DARK RANGER]
Dark Rangers can spawn with pet Dark Wolves, which are size 1, have 4x life regeneration, no resistances and have a 15/25/35% chance of thrashing a target (five hits, each with a physical damage multiplier of -75%).
[VILE ARCHER]
Vile Archers have 0.12/0.08/0.04 second AI delay.
Vile Archers attack and retreat within half the distance.
Vile Archers have a 20/25/35% chance to attack with Strafe.
[DARK ARCHER]
Dark Archers now spawn with near-identical Dark Archers (instead of Fire Arrow, they use Cold Arrow; instead of Exploding Arrow, they use Ice Arrow; instead of Immolation Arrow, they use Freezing Arrow).
Cold Dark Archers add cold damage, Fire Dark Archers add fire damage.
Dark Archers attack with Fire Arrow.
Dark Archers have a 10/25/50% chance to attack with Exploding Arrow instead.
Dark Archers have a 0/4/8% chance to attack with Immolation Arrow instead.
[BLACK ARCHER]
Each Black Archer is accompanied by a Black Lancer.
Black Archers have a 5/10/15% chance to attack with level 1 Guided Arrow.
[FLESH ARCHER]
Each Flesh Archer is accompanied by a Flesh Lancer.
Flesh Lancers also deal additional life-element damage, as much as their fire damage, but with half the chance of being applied.

[SKELETON SPECIES]
[Skeleton]
Skeletons spawn in groups of 1-5 members.
[Returned]
Returned spawn in groups of 4-7 members.
Returned now have a 25/50/90% chance to revive after death.
[Bone Warrior]
Bone Warriors have a 50/75/100% chance to consume a nearby corpse on death to keep living on (their revived form is identical to a plain Bone Warrior, except it gives only 25% as much experience, has an unusable corpse and drops no items).
[Burning Dead]
Burning Dead have a 5/10/16% chance to cast level 1/8/12 Hellclap on striking.
Burning Dead have a 25/35/45% chance to cast level 1/8/12 Hellclap on death.
[Horror]
Horrors spawn in groups of 3-6.
Horrors move 60% faster.
Horrors have a 0.12/0.08/0.04 second AI delay.
Horrors have minimal delay between actions and almost always attack when within range.

[SKELETON ARCHER SPECIES]
[Skeleton Archer]
Skeleton Archers now spawn in groups of 1-4.
[Returned Archer]
Returned Archers now have a 25/50/90% chance to revive after death.
Returned Archers no longer wander around, have a longer seeking radius and rarely rush towards their enemies.
[Bone Archer]
Bone Archers have a 50/75/100% chance to consume a nearby corpse on death to keep living on (their revived form is identical to a plain Bone Archer, except it gives only 25% as much experience, has an unusable corpse and drops no items).
[Burning Dead Archer]
Burning Dead Archers have a 4/8/13% chance to cast level 1/7/15 Fire Patch on striking.
Burning Dead Archers have a 25/35/45% chance to cast level 1/8/12 Hellclap on death.
[Horror Archer]
Horror Archers move 60% faster.
Horror Archers have a halved AI delay.
Horror Archers have a halved action delay.

[POISON SKELETON MAGE SPECIES]
[RETURNED ASSISTANT]
Returned Mages are now called Returned Assistants.
Returned Assistants have 4x life regeneration.
Returned Assistants only spawn under Vile Lancers.
Returned Assistants have a 15/50/95% chance to resurrect a nearby monster on striking.
[BONE CLAMP MAGE]
Bone Mages are now called Bone Clamp Mages.
Bone Clamp Mages only spawn under Dark Lancers.
Bone Clamp Mages have a 15/20/25% chance to cast level 1 Decrepify on striking.
[BURNING FLESH MAGE]
Burning Dead Mages are now called Burning Flesh Mages.
Burning Flesh Mages deal burn damage in addition to poison damage, dealing ??? damage per second for 1/4/8 seconds.
Burning Flesh Mages have a 4/8/13% chance to cast level 1/7/15 Fire Patch on striking.
Burning Flesh Mages have a 25/35/45% chance to cast level 1/8/12 Hellclap on death.
[DREAD MAGE]
Horror Mages are now called Dread Mages.
Dread Mages move 2x faster.
Dread Mages have 0.40/0.20/0.04 seconds of AI delay.
Dread Mages deal 50% of the base physical damage of Horror Archers.

[COLD SKELETON MAGE SPECIES]
[RETURNED HELLION]
Returned Mages are now called Returned Hellions.
Returned Hellions have halved cold resistance.
Returned Hellions move 1.5x faster.
Returned Hellions deal 5-9/20-39/45-79 and an equal amount of cold damage in a moderate radius.
Returned Hellions deal 1/4/8 seconds of freeze duration.
Returned Hellions release ice bolts on attack attempts, which explode.
Returned Hellions only spawn accompanying Returned Pyromancers and Returned Astrapimancers.
[BONE ATTENDANT]
Bone Mages are now called Bone Attendants.
Bone Attendants have halved cold resistance.
Bone Attendants have 8x life regeneration.
Bone Attendants have a 25/50/75% chance to resurrect a nearby monster on striking.
Bone Attendants only spawn accompanying Bone Spikers and Bone Bristlers.
[DEATH MAGE]
Death Mages have a 100% chance to cast level 1/7/15 Fire Patch on striking.
Death Mages have a 100% chance to cast level 1/8/12 Hellclap on death.
Death Mages move 8/5ths faster.
[TREPIDATION MAGE]
Horror Mages are now called Trepidation Mages.
Trepidation Mages have a 16x longer AI delay.
Trepidation Mage bolts freeze for 8 seconds.
Trepidation Mage bolts explode in a radius.
Trepidation Mages deal 4x cold damage.
Trepidation Mages move 3/5ths as fast.

[FIRE SKELETON MAGE SPECIES]
[RETURNED PYROMANCER]
Returned Mages are now called Returned Pyromancers.
Returned Pyromancers throw fireballs which explode in a small radius, leaving behind burning fire that lasts for 0.04 seconds per unit level.
Each Returned Pyromancer has a 50% chance to spawn with a Returned Hellion.
[BONE SPIKER]
Bone Mages are now called Bone Spikers.
Bone Spikers can cast four different spells: Fire Bolt (at range), Fire Ball (periodically, long range), Firestorm (periodically, close range) and Fire Spikes (occasionally, long range).
Bone Spikers will not cast Fire Ball until Nightmare.
Bone Spikers spawn with -1 max members.
Each Bone Spiker has a 50% chance to spawn with a Bone Attendant.
Bone Spikers have -50/25/50% Fire Skill Damage.
[BURNING DEAD MAGE]
Burning Dead Mages have a 100% chance to cast level 1 Hellclap on striking.
Burning Dead Mages have a 25% chance to cast level 1/7/15 Fire Patch on striking.
Burning Dead Mages have a 50% chance to cast level 1/7/15 Fire Patch on death.
Burning Dead Mages have a 50% chance to cast level 1 Hellclap on death.
Burning Dead Mages deal -25/+0/+0% base fire damage
Burning Dead Mages have level 1 Pierce.
[TERROR MAGE]
Horror Mages are now called Terror Mages.
Terror Mages have a 100% chance to cast Nihlathak's Corpse Explosion, level 20.
Terror Mages have level 0/10/16 Negation Mastery, which reduces their Corpse Explosion damage to 10-20/5-10/0-4%.

[LIGHTNING SKELETON MAGE SPECIES]
[RETURNED ASTRAPIMANCER]
Returned Mages are now called Returned Astrapimancers.
Returned Astrapimancers throw lightning balls which explode in a small radius, leaving behind shocking lightning that lasts for 0.04 seconds per unit level.
Each Returned Astrapimancer has a 50% chance to spawn with a Returned Hellion.
[BONE BRISTLER]
Bone Mages are now called Bone Bristlers.
Bone Spikers can cast four different spells: Lightning (at range), Nova (periodically, moderate range), Charged Bolt (periodically, close range) and Shock Bristles (occasionally, long range).
Bone Bristlers spawn with -1 max members.
Each Bone Bristler has a 50% chance to spawn with a Bone Attendant.
Bone Bristlers have -75/25/50% Lightning Skill Damage.
[SHOCKING DEAD MAGE]
Burning Dead Mages are now called Shocking Dead Mages.
shocking Dead Mages have a 25% chance to cast level 1/4/8 Holy Shock on striking
[HORROR MAGE]
Horror Mages move 8/5x faster.
Horror Mages have a 0.04 second AI delay.
Horror Mages have 25/50/500% increased attack speed.


[GOATMAN SPECIES]
[Moon Clan]
Moon Clan have a 10/15/20% chance of dealing 50% of their base damage as additional cold damage (without duration).
[Night Clan]
Night Clan have a 5/15/35% chance to turn invisible and to teleport themselves on striking.
[Blood Clan]
No longer have a failed attempt delay.
Blood Clan can destroy nearby corpses to go into a temporary rage, granting them 10 seconds of +100% attack rate and velocity.
Blood Clan spit out blood after destroying a corpse, which deals 1/16th of their weapon damage constantly.
[Death Clan]
Death Clan have a +10% chance of approaching.
Death Clan have a 0.24/0.16/0.08 second delay between attempts.
Death Clan have -0.08 frames of AI delay.
Death Clan have +2 melee range.
[Hell Clan]
Hell Clan are size 1.
Hell Clan have +2 melee range.

[BIGHEAD SPECIES]
[MISSHAPEN]
Misshapen now shoot out the missile from Lightning Prill.
Misshapen have level 1/5/60 Pierce, giving 23%/55%/100% chance to pierce (note that the minimum enhanced damage does not appear to apply to monsters; if it does somehow then let me know).
Misshapen have -2 action delay on all difficulties.
[DISFIGURED]
Disfigured now shoot out bolts that leave behind a trail of spark spittle and explode into a pool of long lasting spark spittle when it expires (this missile attack scales with Weather Mastery).
Disfigured have level 0/6/12 Weather Mastery (this is only used to make it so that its projectile spittle damage roughly matches its attack spittle damage; its attack is controlled by Animalistic Mastery, which it does not have).
Disfigured now only attempt to shoot at you if you either attack them at range or back away after hitting them in melee.
Disfigured have a 35/55/80% chance of casting level 1/13/20 Spark Spittle on attack.
[TAINTED]
Tainted now shoot out the missile from Vile Prill.
Tainted now have halved interest in shooting at you (except for retaliation).
Tainted now deal an average of 15/105/375 poison damage per second on attacking, over an average of 1.5/3/5 seconds.
Tainted now have -50/200/600% poison skill damage (their added poison damage already takes this into account; Spectral Hit is probably going to be too murderous in Hell though).
Tainted now have 50/75/85% poison resistance.
Tainted have 1 less minimum and maximum spawn count.
Tainted give 50% more experience.
Tainted have doubled action delay on all difficulties.
[AFFLICTED]
Afflicted now have +1-1 Lightning Damage (this is just so that their prills will produce the lightning overlay).
Afflicted now shoot out Antipodal Prills, which constantly release Pitiful Harm to those within their radius; they also can penetrate everything and return to hit again after elapsing their range.
[DAMNED]
Damned now shoot out the missile from Spark Sphere.
Damned now have level 1/10/30 Weather Mastery.
Damned move 29% faster.
Damned are worth 25% more experience in normal difficulty.


[FOUL CROW SPECIES]
All members have their AI delay reduced down to 0.12/0.08/0.04 seconds.
All members have doubled pack size.
[FOUL CROWS]
[BLOOD HAWKS]
Blood Hawks have a 12% chance of opening wounds.
blood Hawks deal 100% additional life drain damage on hits
[BLACK RAPTORS]
Black Raptors have 25% deadly strike (this is in addition to the base 5% double damage chance of all monsters, which can result in up to 4x damage).
Black Raptors have a +25% chance to become aggressive after a wandering cycle.
[CLOUD STALKERS]
Cloud Stalkers have 1.5x velocity.
cloud stalkers no longer gain poison damage, but they do gain lightning damage
Cloud Stalkers have a 10% chance to cast level 1 Scintillating Shell on death.
Cloud Stalkers have level 1/13/33 Monster Mastery.
Cloud Stalkers now have a 10/15/25% chance to deal 10-33% lightning damage on attack.


[FOUL CROW NEST SPECIES]
All members now drop equivalently to a champion.
All members now spawn monsters that give experience and items.
[FOUL CROW NEST]
Foul Crow Nests spawn two Foul Crows each interval.
Foul Crow Nests produce a poison cloud on death.
[BLOOD HAWK NEST]
Blood Hawk Nests spill a little bit of blood each time they produce a Blood Hawk (graphical).
[BLACK RAPTOR NEST]
Black Raptor Nests have 0.04 seconds of AI delay.
Black Raptor Nests have no delay between each spawning.
Black Raptor Nests spawn an additional 3/4/5 Black Raptors after death.
[CLOUD STALKER NEST]
Cloud Stalker Nests now spawn in the Spider Forest.
Cloud Stalker Nests attack with a bolt of lightning from the sky each time they release a Cloud Stalker, dealing 1-20/1-80/1-160 lightning damage over a small radius.


[FLYING SCIMITAR SPECIES]
Flying Scimitars now have -75/-80/-85% quaternity skill damage.
Have 2x the life.
Give 3x the experience.
Move 3x faster.


[WRAITH SPECIES]
[GHOSTS]
Ghosts have a 10/20/30% chance of spawning with level 1/2-7/8-14 Holy Freeze.
Ghosts cannot be frozen, chilled or slowed in all difficulties.
[WRAITHS]
Wraiths are now invisible, and lose their invisibility when hit.
Wraiths have a 5/50/100% chance of cloaking on striking.
Wraiths have doubled velocity.
Wraiths deal 50/25/25% more damage.
[SPECTERS]
Specters have a 15/25/40% chance to individually cast each of the following: level 1/5/11 fire bolt, level 1/2/5 charged bolt, level 1/5/11 ice bolt; on striking.
Specters have level 1 Fire, Cold and Lightning Mastery.
Specters now have 15/25/40% to each of fire and lightning resistances, 25/45/70% cold resistance and 85% damage resistance in Hell.
Specters deal 25% less physical damage on all difficulties.
[APPARATIONS]
Apparations have a 25/35/55% chance of spawning a Fabrication, which is similar to an Apparation, but it does not spawn Fabrications, moves 8/7ths faster, deals 25% damage, has 25% life, has 25% armor, gives 25% experience, has 1/4th the resistances and drops no items (and is also graphically faded).
[DARK SHAPES]
Dark Shapes now have a 25/40/60% chance of casting level 1 Blood Mist on striking.
Dark Shapes now have level 1 Blood Mastery.


[SAND LEAPER SPECIES]
[SAND LEAPER]
Sand Leapers now kick up sand puffs instead of executing normal attacks, each sand puff dealing 100% of their weapon damage and always hitting; sand puffs also have 100% pierce and lastcollide enabled.
[CAVE LEAPER]
Cave Leapers always attack while within melee range.
Cave Leapers have +1 melee range.
Cave Leapers have -0.08 seconds AI delay.
[TOMB CREEPER]
Tomb Creepers do not cast leap, instead they cast monzeal (like Zeal, but with no damage bonus, no attack rating bonus and 2/3/4 hits).
[TREE LURKER]
Tree Lurkers do not leap, instead they cast level 1/4/8 Vile Vines, which deals an equal amount of physical and poison damage (0 duration); the damage from a single vine pile is negligible, but it adds up quick with multiple.
{need to re-color vile vines so that they are distinct from normal vines; make them greenish}
[CLIFF LURKER]
Cliff Lurkers release rows of spines under their enemies instead of attacking.
Cliff Lurkers have +10 melee range.
Cliff Lurkers do not leap.
{spine graphics and sounds are a bit wonky; might want to refine them}

[BLUNDERBORE SPECIES]
All members now have a 10% chance of crushing blow on normal difficulty.
[BLUNDERBORES]
Blunderbores always attack when within range.
Blunderbores always approach when within range.
[GOREBELLIES]
Gorebellies now have a 2/10/15% chance to cast level 1/1/2 Steaming Gore on striking.
Gorebellies have -99%/0%/0% fire skill damage.
[MAULERS]
Maulers no longer use Smite; instead they use Level 1 Maul.
Maulers have doubled AI delay.
Maulers have 0.8x base damage.
Maulers have 1.2x base life.
Maulers have a doubled delay between failed attacks and approaches.
Maulers have a 70/75/85% chance to attack when within range.
Maulers have a 70% chance to approach.
Maulers have +2 melee range.
[URDARS]
Urdars now use Attack and Level 5 Fists of Fire instead of Level 1 Smite.
Urdars have a 33% chance of using Attack and a 67% chance of using Fists of Fire.
Urdars now have Level 1/7/20 Phoenix Strike (only for synergistic purposes).


>vampire species
VampireMissile's Firehead now counts as a hit.
VampireMissile's Firehead now deals 100% weapon damage.
[The Banished]
The Banished can cast from the full range of vanilla Vampire skills.
[GHOUL LORD]
Ghouls Lords can only cast VampireMissile.
Ghoul Lords have doubled life regeneration.
Ghoul Lords move 50% faster.
Ghoul Lords have an 85/90/95% chance to attack when in melee range.
Ghoul Lords have a doubled activation radius.
Ghoul Lords have a 15% chance to cast level 2/5/9 vanilla Vampire skills on striking (aside from VampireMissile).
Ghoul Lords have a 25/50/75% increased attack speed and cast rate.
[NIGHT LORD]
Night Lords no longer cast VampireMeteor; they instead cast Ice Eruption.
Night Lords no longer cast VampireFireball; they instead cast Glacial Spike + 2 re-directing Ice Bolts per 4 levels.
>dark lord
dark lords use chaotic themed skills: they can convert corpses into bone fetishes (these bone fetishes do not explode and do not leave corpses), bring other monsters into a frenzy, shoot dark balls of energy that deal randomized damage {make sure the poison damage isn't too strong} and open mad rifts that summon temporary ghastly figures and damaging black holes
{holding off since I'm having issues shrinking the mephisto missile; first frame keeps gibbing}
>blood lords
blood lords use life themed skills: their life steal fireballs are slowly hovering, locking-on siphons of life that burst and deal area of effect damage when they expire; their fireballs are bloody bubbles that knock opponents back; instead of fire walls they loose a tide of blood that slows and damages opponents; instead of meteors they burst open corpses, turning them into pools of melting blood


[VULTURE SPECIES]
[CARRION BIRD]
Carrion Birds can eat corpses, gaining +10% damage (no upper limit), attack rate (limited to +500%), hit recovery (limited to +500%), velocity (limited to +250%) per corpse consumed; buff lasts virtually indefinitely.
Carrion Birds spit out blood after eating corpses; this is just flavor graphics.
[UNDEAD SCAVENGER]
Undead Scavengers can consume nearby corpses, healing 10% of their life and spawning a randomized skeleton (Skeleton, Returned, Bone Warrior, Burning Dead, Horror, Skeleton Archer, Returned Archer, Bone Warrior Archer, Burning Dead Archer or Horror Archer).
Undead Scavengers release a black tooth after consuming a corpse, dealing 50% of their hit damage and adding 4-8/22-26/46-50 magic damage.
{might only be able to spawn 6, instead of 9, different skeletons at a time}
[HELL BUZZARDS]
Hell Buzzards have a 10/20/35% chance to cast level 1/5/12 Firestorm on striking.
[WINGED NIGHTMARES]
Winged Nightmares have 0.04 seconds of action delay on failed attempts.
Winged Nightmares have 0.08/0.08/0.04 seconds of AI delay.
Winged Nightmares have a 90/95/99% chance to attack if you are within range.
Winged Nightmares have a 90/95/99% chance to approach if you are not within range.
Winged Nightmares have +1 melee range.
Winged Nightmares move 7/5ths faster.


[GARGOYLE TRAP SPECIES]
[GARGOYLE TRAPS]
Now shoots out a fireball that, upon exploding, shoots out a firebolt that deals half the fireball damage.
Has level 2/8/60 Pierce (giving a 34%/65%/100% chance of piercing), which applies to both its fireball and firebolt.
Has 1x/2x/3x firing radius.
Does not delay shots if it decides to attack.
Has a 40/70/100% chance of deciding to attack.
Has an AI delay of 0.40/0.32/0.20 seconds.
Now drops items, using the same treasure class as a Wraith.

[LIGHTNING SPIRE SPECIES]
[LIGHTNING SPIRES]
Now spawns 1/3/5 specters, which can drop loot, on death.

[SARCOPHAGUS SPECIES]
[SARCOPHAGI]
No longer causes a crash with Cloak of Shadows.
Releases mummies in half the time in normal and nightmare, and releases mummies as quickly as possible in hell.
Now drops equivalently to a unique monster (note that if it dies from releasing too many mummies, then you get nothing).

[DEMON HUT SPECIES]
[EVIL DEMON HUTS]
Now immune to Cloak of Shadows.
Spawns monsters as long as you are within a radius of 25/50/75.
Now drops equivalently to a champion monster.

[FIRE TOWER SPECIES]
[FIRE TOWERS]
Fireballs have twice the range.
Fireballs create Fire Wall fire as they move, which deals massive damage.
Now drops equivalently to a unique monster.

[PANTHERWOMAN SPECIES]
[HUNTRESS]
Huntresses have +2 melee range.
Huntresses spawn in packs 3x larger.
Huntresses have a +50% chance of regrouping.
Huntresses group up at 1/4th the distance.
Huntresses walk and run 50% faster.
Huntresses have 0.5x life in normal difficulty.
Huntresses give 0.8x experience.
[SABER CAT]
Saber Cats have +2 melee range.
Saber Cats have a 0.12/0.08/0.04 second AI delay.
Saber Cats have a halved delay when failing an attempt.
Saber Cats have an 85/90/95% chance to attack when within melee range.
Saber Cats have an 85/90/95% chance to approach when not within melee range.
Saber Cats have +25/100/500% increased attack rate.
[NIGHT TIGER]
Night Tigers have a 25% chance of dealing double damage.
Night Tigers have a 25% chance of deadly strike (this allows them to potentially deal up to 4x damage).
[HELL CAT]
Hell Cats now have a 10% chance of dealing 100% of their base damage as additional fire damage in normal difficulty.
Hell Cats now deal strikes instead of attacks.
Hell Cat lashes now deal their full weapon damage in addition to causing constant fire damage for a short duration.
Hell Cats have level 19/48/79 Monster Mastery.


[SLINGER SPECIES]
[SLINGER]
Slingers have 0.5x AI delay.
Slingers have a 90/95/100% chance of shooting at you when within range.
Slingers walk and run 100% faster.
[SPEAR CAT]
Spear Cats walk and run 50% faster.
Spear Cat javelins have 100% more velocity and rapidly accelerate.
Spear Cat aggression radius is 3x larger.
[VANDAL CAT]
Used to be called a Spear Cat, but is now a Vandal Cat (this is the kind of cat that throws fire potions).
Vandal Cats have +25/100/500% increased attack rate.
Vandal Cats walk and run 100% faster
[NIGHT SLINGER]
Night Slingers have +25/100/500% increased attack rate.
Night Slinger aggression radius is 2x larger.
[BLIND PANTHER]
Blind Panthers walk and run 100% faster.
Blind Panthers can now spawn in the Ancient Tunnels (this looks like a Night Slinger, but it shoots javelins instead); it is very similar to the other javelin throwing cats, but it has a chance to deal lightning damage and is immune to lightning.
Blind Panthers are immune to AI changing states like Dim Vision, Cloak of Shadows, Attract, Terror and Confusion.
Blind Panthers have a 1/7th chance of approaching.
Blind Panthers have a halved awareness radius.
Blind Panthers have a 0.12/0.08/0.04 second AI delay.
Blind Panthers deal 50% more damage.
[HELL SLINGER]
Hell Slinger javelins are now invisible, move at half the speed, have half the range and release a stream of fire that deals constant fire damage.
Hell Slingers have level 1/4/8 Pierce.
Hell Slingers have level 19/48/79 Monster Mastery.


[MUMMY SPECIES]
[Dried Corpse]
Dried Corpse packs are 2x larger.
Dried Corpses give 0.60x experience.
[Decayed]
Decayed have a 5/10/15% chance to approach for an attack.
Decayed have a 50/75/100% chance to approach.
Decayed have a 15/25/40% chance to spawn with level 1/5/11 Decay.
Decayed have 2x AI delay.
[Embalmed]
Embalmed have a 5/10/15% chance to resurrect nearby creatures on attack.
[Preserved Dead]
Preserved Dead leave their wrappings behind on death, becoming a Ghoul.
[Cadaver]
Cadavers have an activation radius 3x larger.
Cadavers only approach to attack.
Cadavers move 2x faster.
Cadavers have 0.5x AI delay.


[UNRAVELER SPECIES]
Unraveler Unholy Bolts can (but won't necessarily) pierce.
Unraveler Unholy Bolts have 3x range.
[HOLLOW ONE]
Hollow Ones no longer move.
Hollow Ones are immune to knockback.
Hollow Ones release 3-6/4-8/6-12 Returneds when you get close enough.
Hollow Ones release 3/4/6 Returneds on death.
Unique and Minion Hollow Ones do not spawn Returneds when in proximity.
Unique Hollow Ones contain one Unique Hollow One inside of them, which spawns Returneds on death.
[GUARDIAN]
Guardians have level 60/63/67 pierce (this gives them 100% pierce).
Guardians have level 1/4/8 Monster Mastery.
Guardians have +1/+2/+4 to all skills, in addition to the normal difficulty skill level bonus.
[UNRAVELER]
Unravelers have +3 melee range.
Unravelers have halved AI delay.
Unravelers do not cast spells, they only walk up to you and attack.
Unravelers have level 60/63/67 pierce (this gives them 100% pierce).
Unravelers have level 1/4/8 Monster Mastery.
Unravelers now have a 15/25/45% chance to cast level 3/6/10 Unholy Bolt on attack.
Unravelers now have a 33/66/100% chance to resurrect undead on attack.
Unravelers have a 100% chance to cast Powerful Harm on attack.
Unravelers have +5 harm range.
Unravelers move 3x faster.
Unravelers deal 0.5x physical damage (ends up being around 100% of their normal damage due to the damage from Powerful Harm).
[HORADRIM ANCIENT]
Horadrim Ancients deal random-element attack damage instead of poison breath damage.
Horadrim Ancients have 1/10th the elemental hit duration.
Horadrim Ancients no longer cast unholy bolt, poison breath and raise undead.
Horadrim Ancients can rarely teleport-attack, releasing Pitiful Harm in a small radius on the target.
Horadrim Ancients can rarely release a magical, accelerating projectile (only destroyed after it runs out of range, can multi-hit, deals approximately 30/66/114 magic damage, mitigation applies at approximately 6/25x).
Horadrim Ancients can commonly release either: Horadrim Fire Bolt (1/4th weapon damage, not destroyed on collision, +4-8/16-18/32-34 fire damage), Horadrim Ice Bolt (1/4th weapon damage, not destroyed on collision, +2-5/11-14/23-26 cold damage, 6/9/13 seconds cold duration) or Horadrim Charged Bolt (1/4th weapon damage, 12 bolts released in a nova, +1-13/4-31/8-55 lightning damage).
Horadrim Ancients can commonly release either: Horadrim Fire Ball (2.67 yard radius, 12-24/48-60/96-108 fire damage), Horadrim Glacial Spike (2.67 yard radius, 6-15/33-42/69-78 cold damage, freezes for 6 seconds) or Horadrim Lightning (not destroyed on collision, 3-39/12-93/24-165 lightning damage).


>claw viper species
>tomb viper
>guest tomb viper
Guest Tomb Vipers now have a 1 second nextdelay on their poison clouds (this will make it significantly less threatening).
[CLAW VIPER]
Claw Vipers are now more aggressive and are able to also use MonZeal and ClawImpale (kind of like Impale, it makes attacks slower but adds a lot of damage).
[SALAMANDER]
Salamanders have level 1/4/8 Pierce.
Salamanders have level 1/4/8 Monster Mastery.
Salamanders shoot out mini-radius exploding arrows that deal 100% weapon damage and 5-10/26-31/54-59 fire damage.
{give an original graphic to their shot}
>pit viper
pit vipers move faster and are more aggressive
[SERPENT MAGUS]
Serpent Magi cannot be revived.
Serpent Magi randomly cast either Molten Boulder, Arctic Blast or Twister.
Serpent Magi have a 100% chance to cast level 1 Normal Drop on death.
{seems to only randomly select 2 of 3 spells; smith can select from 3}



[ARACH SPECIES]
[ARACH]
Arachs have -0.20 seconds to their AI delay.
Arachs always wander if not attacking.
[SAND FISHER]
Sand Fishers can now spawn, appearing in the Dry Hills; they are similar to other arachs but have a lightning immunity.
Sand Fishers can flee if they lose any amount of life, but do not have a flee distance.
Sand Fishers have a +30% chance to attack when in range.
Sand Fishers are 3x more likely to approach.
Sand Fishers can burrow for 8 seconds at a time instead of casting SpiderLay, increasing their base movement speed by 2x and giving them deadly strike equal to their monster level.
Sand Fishers do not have a base chance of dealing double damage.
[POISON SPINNER]
Poison Spinners deal 2x poison damage.
Poison Spinners now have a 1/5/15% chance to cast level 1/4/8 primepoisonnova on death.
[FLAME SPIDER]
Flame Spiders cast level 1/4/8 Blaze instead of laying webs.
Flame Spiders have a 40% chance to cast level 1/4/8 Fire Patch on striking.
Flame Spiders have a 25/50/100% chance to cast level 1/4/8 Hellclap on death.
[SPIDER MAGUS]
Spider Magi have a chance to deal additional random-element damage instead of poison.
Spider Magi have +4 melee range.
Spider Magi can spawn Spider Sprites, which have no resistances, and have (relative to a spider magus) 0.1x life, 1x armor, 0.1x damage, 1x attack rating, 0.1x experience; Spider Sprites have a 20/35/50% chance of gaining (rolled independently for each property): 3-5/9-11/17-19 fire damage, 1-4/7-10/15-18 cold damage, 1-8/1-20/1-36 lightning damage, 12.5/50/100 poison damage and 1-4/7-10/15-18 magic damage; durations are 1 second.
Spider Magi cannot be revived.
Spider Magi have a 100% chance to cast level 1 Normal Drop on death.


[SWARM SPECIES]
All members are now size 1.
[Itchies]
Itchies have a 100% chance to cast level 1/5/10 Bug Swarm on striking.
[Black Locusts]
Black Locusts are flying.
Black Locusts have +2 attack range.
[Hell Swarms]
Hell Swarms move 2x faster.
Hell Swarms have 0.12/0.08/0.04 seconds of AI delay.
Hell Swarm delay between attacks is cut in half.
Hell Swarms have +4 attack range.


[SCARAB SPECIES]
[Dung Soldiers]
Dung Soldiers do not release bolts, deal zero lightning damage with attacks and have 0% lightning resistance in all difficulties.
Dung Soldiers now have a 0.12/0.08/0.04 second delay between failed attacks.
Dung Soldiers now attack with level 1 Fury instead of level 1 Jab.
Dung Soldiers now have a 15/20/25% chance to attack with Fury.
Dung Soldiers now have an 85/90/99% chance to attack if you are in range.
Dung Soldiers now have an AI delay of 0.56/0.48/0.32 seconds.
Dung Soldiers now move 100% faster.
Dung Soldiers do not raid.
Dung Soldiers have +2 attack range.
[Death Beetles]
Death Beetles do not release bolts and have 0% lightning resistance in all difficulties.
Death Beetles no longer have a chance to deal lightning damage on their hits; this has been replaced with a 100% chance to leech life on normal attacks.
Death Beetles now have 0% physical resistance in all difficulties.
Death Beetles now attack with level 2 Monfrenzy (like Frenzy, but without enhanced damage) instead of level 2 Jab.
Death Beetles now have +4 attack range.
[Scarabs]
Scarabs do not release bolts like normal; instead they have a 25/35/50% chance to cast level 1 Scintillating Shell when they are hit and with a 100% chance on death.
Scarabs have level 16/44/83 Monster Mastery.
[Steel Scarabs]
Steel Scarabs do not release bolts like normal; instead they have a 25/35/50% chance to cast level 1 Scintillating Shell when they are hit and with a 100% chance on death.
Steel Scarabs now attack with level 1 Zeal instead of level 4 Jab.
Steel Scarabs cannot be put into hit recovery and knockback is usually ineffective.
Steel Scarabs have 5/20/45% resistance to fire, cold and magic.
Steel Scarabs have level 1-8/16-33/44-78 Monster Mastery.
[Bone Scarabs]
Bone Scarabs are now considered to be High Undead.
Bone Scarabs now have a 9/13/19% chance to cast level 1/6/17 Bone Spear on striking.
Bone Scarabs now have a 5/10/15% chance to turn a nearby corpse into a Scintillating Horror when hit (a Scintillating Horror is the same as a vanilla Horror, but with a 25/35/50% chance to cast level 1 Scintillating Shell when hit and 100% on death, level 16/44/83 Monster Mastery, 0% to all resistances on all difficulties, no life regeneration and have an unusable corpse).
Bone Scarabs have 25/45/85% resistance to magic and lightning.
Bone Scarabs now spawn as a single Bone Scarab with 3-5 additional Bone Scarabs and/or Horrors.
Bone Scarabs now have 25% more life.


[SAND RAIDER SPECIES]
[Sand Raider]
Sand Raiders now life rage at 50/40/30% life.
Sand Raiders now cast level 1 Holy Fire instead of Fire Hit.
Sand Raiders now have level 1 Resist Fire (this is not cast; it only acts as a synergy).
Sand Raiders now have a 0.04 second AI delay.
[Marauder]
Marauders do not life rage.
Marauders have a 10/15/25% chance to knockback on hit.
Marauders are much more likely to approach, much less likely to wander and use their ability twice as fast.
[Invader]
Invaders now life rage at 25% life.
Invaders spawn Shadow Invaders instead of casting level 3 Fire Hit (Shadow Invaders are the same as vanilla Invaders, but have 25% life, armor, experience, are size 1, have no resistances, no life regeneration, move at half the speed, have twice the AI delay, fly, do not go into a life rage and drop no items).
{replace the shadow invader death effect with a state when extended states becomes available}
[Infidel]
Infidels do not life rage.
Infidels never wander.
Infidels now have a 10/20/33% chance to cast level 10/20/30 vigor on striking (this lasts for anywhere from 0.04 to 2 seconds).
Infidels have level 1 Fanaticism (this acts as a synergy for Vigor).
Infidels have +2 attack range.
[Assailant]
Assailants do not life rage.
Assailants have halved AI delay.
Assailants have +5 attack range.
Assailants now deal an additional 100% life drain damage on stabbing attacks.


[BAT DEMON SPECIES]
All members now have an AI distance of 90 to prevent most pre-fluttering.
[DESERT WING]
Desert Wings have a 100% chance to cast level 3/8/14 Charged Bolt on striking.
Desert Wings have level 60 Pierce.
[FIEND]
Fiends move 2x faster.
Fiends have halved AI delay.
Fiends never flee when hit.
Fiends only flee when they reach a threshold of 1% life.
Fiends have a 90/95/100% chance to attack when within melee range.
[GLOOMBAT]
Gloombat packs are 4x larger.
Gloombats always flee when hit.
Gloombats are size 1.
Gloombats give 50% less experience.
Gloombats have 0.7x life.
[BLOOD DIVER]
Blood Divers have a 15% chance to cast level 1 Life Tap on striking.
Blood Divers have +100/300/1000 to Drain Efficacy.
Blood Divers have a 100% chance to leech 15/30/60% life on their non-lightning attacks.
[DARK FAMILIAR]
Dark Familiars have +2 melee range.
Dark Familiars have a 100% chance to resurrect nearby undead on striking.
Dark Familiars spawn with a single Doom Knight each.


>maggots
[SAND MAGGOT]
Sand Maggots can produce up to +1/2/5 extra eggs.
Sand Maggots are 2x more likely to lay eggs.
Sand Maggots have a 0.04 second AI delay.
Sand Maggots deal 0.6x attack damage.
Sand Maggot goo deals 384x physical damage.
[ROCK WORM]
Rock Worms now lob rolling boulders, which deals physical damage and stuns and has a slight chance of knockback {should try to fix the error in that sand starts being pushed even when it is in the air; maybe use frozen orb cltside to vary sand frequency}.
Rock Worms have halved life regeneration.
Rock Worms deal 50% more melee damage.
Rock worms cannot deal double damage.
Rock Worms have -25% increased attack speed.
[DEVOURER]
Devourers have a 100% chance to cause open wounds.
Devourers have a 100% chance to eat a nearby corpse on striking. {cltside is broken because of how itemeffect works; the only corpse-selecting skill I can find that works cltside for ctc is grim ward; might want to make an entirely new skill just to fix this, will lose the life gaining benefit, but it doesn't really make a difference anyways}
Devourer goo deals 1152x physical damage.
[GIANT LAMPREY]
Giant Lamprey do not have damage doubling.
Giant Lamprey have 2x AI delay.
Giant Lamprey do not attack, instead they latch onto enemies and hit 9 times in rapid succession; this attack has a -50% physical damage multiplier.
Giant Lampreys have 0.5x base damage.
Giant Lamprey gain +5/10/25 life on striking.
Giant Lamprey always approach and almost always immediately attack when within range.
Giant Lamprey do not spit acid.
Giant Lamprey do not lay eggs; instead, they can coax up to 2/3/5 eggs to raise up from the ground around them.
>blood maggot
blood maggots spew out tons of caustic blood at the player when spitting {use the lobbing effect and shock web skill and make it shoot like dozens of size 1 blood particles at a time}
blood maggots spew out a few drops of caustic blood at the player on striking
blood maggots burst into caustic blood on death, spreading evenly all around it
should use giant lamprey logic to spawn eggs, and then use another AI for a sequenced ranged attack (an act boss might be a good choice; could probably use mephisto since he has a lot of ranged behaviors)


>maggot eggs
all members now spawn baby maggots that give experience
sand maggot eggs can burrow {or maybe just make a burrowing graphic and go invisible as if they are burrowing}
rock worm eggs have 75% to all resistances
rock worm eggs now barely regenerate life
devourer eggs spawn twice the number of babies
giant lamprey eggs actively approach and chase the player {could make it leap, or give it a warping effect where it periodically moves every 5 seconds, or make it teleport short distances and have some muddy/sandy graphics play each time} {to make this look as clean as possible, would probably want to touch up the image by removing the dirt graphics around the egg}
blood maggot eggs spew out caustic blood when hit
blood maggot eggs burst into caustic blood on death

{

problem: maggot eggs break after casting a skill that isn't MaggotEgg; their AI becomes disabled and they become desynced, even if you hurt/kill them after they cast they will appear to be unaffected cltside

need to find a way for maggot eggs to suicide after casting their skill; I could change them to sarcophagus, but then they'd cast periodically instead of occasionally which would be kind of boring and generic

}


>maggot young
[SAND MAGGOT YOUNG]
Sand Maggot Young are size 1.
Sand Maggot Young have a halved delay when deciding to attack and failing to attack.
[ROCK WORM YOUNG]
Rock Worm Young do not regenerate life.
Rock Worm Young deal 2x damage.
Rock Worm Young have a doubled delay on successful and failed attacks.
[DEVOURER YOUNG]
Devourer Young have no delay on successful and failed attacks.
Devourer Young have a 5% chance to cause open wounds.
Devourer Young move 50% faster.
Devourer Young have a 100% chance to eat a nearby corpse on striking.
[GIANT LAMPREY YOUNG]
Giant Lamprey Young do not have damage doubling.
Giant Lamprey Young have 2x AI delay.
Giant Lamprey Young do not attack, instead they latch onto enemies and hit 9 times in rapid succession; this attack has a -50% physical damage multiplier.
Giant Lamprey gain +1/5/20 life on striking.
Giant Lamprey always approach and always attack when within range.
>blood maggot young
blood maggot young spew out a few drops of caustic blood at the player on striking {fewer and weaker than blood maggots}
blood maggot young burst into caustic blood on death, somewhat covering the radius around it {fewer and weaker than blood maggots}


[BABOON DEMON SPECIES]
[DUNE BEAST]
>rock dweller
Rock Dwellers can now spawn in the Stony Tomb Level 1 and 2 (their stats are very similar to that of a vanilla Dune Beast).
Rock Dwellers spawn in packs of 2-4, each with 2-4 accompanying Rock Dwellers.
Rock Dwellers are size 2 (instead of size 3).
Rock Dwellers have a 2% chance to additionally drop equivalently to a champion monster on death.
[JUNGLE HUNTER]
Jungle Hunters always poison on their double-handed attacks, dealing 25-50% of their physical damage as poison over 4 seconds.
[DOOM APE]
Doom Apes now have a 0.12/0.08/0.04 second AI delay between attacks.
Their action delay is also virtually non-existent.
Doom Apes deal half damage.
Doom Apes walk as fast as they run.
Doom Apes are size 2 (instead of size 3).
Doom Apes have +1 melee range.
[TEMPLE GUARD]
Temple Guards have 2.5x life regeneration at all times.
Temple Guards have a 15/25/45% chance to call a raid, during which they will move faster and attack with Level 1/4/8 Concentrate.


[MELEE FETISH SPECIES]
[RAT MAN]
Rat Men are size 1.
Rat Men have +1 melee range.
Rat Men spawn in packs that have 1-4 members, each of which spawns with 1-4 members.
Rat Men give 1/4 experience.
Rat Men have 1/2 life and damage.
Rat Men have a 0.08 second AI delay.
[FETISH]
Fetish can now be accompanied by Fetish and/or Bone Fetish.
[FLAYER]
Flayers have a 6/12/24% chance of inflicting open wounds.
Flayers apply -25/-45/-85% target defense.
[SOUL KILLER]
Soul Killers deal 10% of their base damage as additional mana burn.
Soul Killers gain 5-8/13-21/28-44 magic damage.


[RANGED FETISH SPECIES]
[RAT MAN PEST]
Now called a Rat Man Pest (was called Rat Man previously).
Now is able to spawn, appearing in the Catacombs Level 1.
Rat Man Pests spawn in packs that have 1-4 members, each of which spawns with 1-4 members.
Rat Man Pests have 1/2 experience, life and damage.
Rat Man Pests have a 0.08 second AI delay.
Rat Man Pests have 0.5x their attack radius.
Rat Man Pests have 1/3x their flee chance.
{should set their palette to be the same as the rat man/rat man shaman; I think I can do that by just dropping off a palette from different acts/areas and finding one that is the same as the melee fetish species}
[FETISH SNIPER]
Now called a Fetish Sniper (was called Fetish previously).
Fetish Sniper darts have twice the range and move 25% faster.
Fetish Snipers shoot at enemies from twice the normal range.
[GASHER]
Now called a Gasher (was called Flayer previously).
Flayers deal 25% more damage.
Flayers do not have a chance of dealing double damage.
Flayers have a 6/12/24% chance of inflicting open wounds.
Flayers apply -25/-45/-85% target defense.
[SOUL BREAKER]
Now called a Soul Breaker (was called Soul Killer previously).
Soul Breakers do not deal additional poison damage.
Soul Breakers deal 2/3 damage.
Soul Breakers deal 10% of their base damage as additional mana burn.
Soul Breakers gain 5-8/13-21/28-44 magic damage.


[FETISH SHAMAN SPECIES]
[RAT MAN SHAMAN]
Now is able to spawn, appearing in the Catacombs Level 1.
Rat Man Shamans are no longer accompanied by additional minions, but do spawn 3-8 to a pack.
Rat Man Shamans are size 1.
Rat Man Shamans have 0.5x life.
Rat Man Shamans no longer use inferno; instead they whack you with their torches.
Rat Man Shamans have a 0.40 second AI delay.
[FETISH SHAMAN]
Fetish Shamans now cast an aura that increases the movement and attack speed of allies within a radius by 11/17/25%.
{should change the state graphics to something original when I get the state extension}
[FLAYER SHAMAN]
Flayer Shamans have a +50% chance to revive nearby allies.
Flayer Shamans have an AI delay of 0.12/0.08/0.04 seconds.
[SOUL KILLER SHAMAN]
Soul Killer Shamans have a inferno that deals half the damage of the normal shaman inferno, but it deals magic damage and drains mana.


[BONE FETISH SPECIES]
[UNDEAD RAT MAN]
Undead Rat Men can now spawn, appearing in the Catacombs Level 4 (they have stats that are similar to the weakest vanilla Bone Fetish).
Undead Rat Men have halved resistances.
Undead Rat Men do not corpse explode themselves on death.
Undead Rat Men cast level 1 Powerful Damage on death with +3/4/5 damage range.
Undead Rat Men do not have a chance of dealing double damage.
Undead Rat Men are size 1.
Undead Rat Men have +1 melee range.
Undead Rat Men have 0.32/0.28/0.24 seconds of AI delay.
Undead Rat Men spawn in packs of 1-3, with an accompanying Undead Rat Man each.
Undead Rat Men deal 0.75x damage.
[UNDEAD FETISH]
Undead Fetish can now spawn, but only by accompanying Fetish.
Undead Fetish do not corpse explode themselves on death.
Undead Fetish cast level 1 Powerful Damage on death with +3/4/5 damage range.
Undead Fetish do not have a base chance of dealing double damage.
Undead Fetish deal 0.5x damage, but gain 200% of their base damage as additional fire damage.
[UNDEAD FLAYER]
Undead Flayers have a 12/24/48% chance of inflicting open wounds.
Undead Flayers apply -50/-90/-170% target defense.
[UNDEAD SOUL KILLER]
Undead Soul Killers deal 25% of their base damage as additional mana burn.
Undead Soul Killers gain 5-8/13-21/28-44 magic damage.
[UNDEAD STYGIAN DOLL]
Undead Stygian Dolls have a 25% chance to deal 100% of their base damage as additional cold damage.


[GIANT MOSQUITO SPECIES]
All members have +2 melee range.
[SUCKERS]
Suckers have a 5/15/25% chance level 1/4/8 Weaken, Life Tap, Decrepify and Lower Resist on attack.
Suckers have level 1/4/8 Amplify Damage (this acts as a synergy to their curses).
[FEEDERS]
Feeders no longer use Mosquito Attack, instead using level 1 Blood Rage (which is almost the same as Feral Rage, but with as much attack rate and hit recovery as it has velocity).


[THORNED HULK SPECIES]
[THORNED HULK]
Thorned Hulks no longer use monfrenzy.
Thorned Hulks can lob thorn balls, which explode into a bunch of thorns upon hitting the ground, each thorn dealing a significant portion of their weapon damage and adding in an additional amount of damage.
[BRAMBLE HULK]
Bramble Hulks no longer use monfrenzy.
Bramble Hulks can enter a rage, causing them to speed up and rapidly release brambles at enemies.
{could make the brambles slow down players by using a skill for the subbrambles instead of just a missile}
{due to unusual hardcoded limits, this bramble spawning skill was only possible through a very convoluted process. as a consequence, the brambles will hurt/debuff the player even if the bramble hulk itself is friendly}
[TRASHER]
Thrashers have 100% chance to cast Weak Harm on attack, and have +4 harm range.
[SPIKEFIST]
Spikefists can now spawn, potentially appearing in the Kurast Causeway.
Spikefists have more intense frenzying, and gain significant life steal as they get faster.


[FROG DEMON SPECIES]
[SWAMP DWELLER]
Swamp Dwellers prefer to get up close.
Swamp Dwellers move 50% faster and deal 25% more damage.
Swamp Dwellers have +2 melee range.
Swamp Dwellers emerge at twice the radius.
Swamp Dweller fireballs deal 100% of their weapon damage.
[BOG CREATURE]
Bog Creatures never attack in melee, instead always shooting.
Bog Creatures shoot within 2x the radius.
Bog Creatures have a +30% chance to attempt a missile shot.
Bog Creatures gain +25/100/500% attack rate.
Bog Creatures have a halved AI delay.
[SLIME PRINCE]
Slime Prince slimeballs deal 100% of their weapon damage.
Slime Prince missiles now leave behind steaming pools of acid on contact, dealing rapid physical and poison damage (duration of 0.4 seconds) for as long as they are steaming.
[KING OF SLIME]
A new monster, King of Slime, can spawn in the Sewers Level 2; they are mostly identical to Slime Princes.
Kings of Slime have 2x life.
Kings of Slime have -0.40 seconds AI delay on all difficulties.
Kings of Slime drop as champions if they are normal.


[WILLOWISP SPECIES]
[GLOAM]
[BURNING SOUL]
100% chance to cast level 1 Hell Clap on death (this is mostly just for fun).

>tentacle species {can't find a way to spawn these in the cold plains; will likely have to make some other monster spawn them}
all members now have a 100% chance to summon 1-3 invisible monsters on death on top of its killer that instantly die and drop good act 3 tier loot
all members now have 4x life, 3x tentacle slap damage, 4x experience and have 1/3rd of their slap damage added to their projectiles
all members have 10/25/45% fire and physical resistance
water watchers have 25/50/95% cold resistance
river stalkers have 25/50/95% lightning resistance
stygian watchers have 25/50/95% magic resistance
water watchers no longer shoot goo; they now spew out a cone of waves of water which pierce and knockback, with lastcollide enabled
river stalker goo leaves behind a puddle of acid that rapidly hurts those in its area of effect, dealing 1/25th of their slap damage every 0.04 seconds
stygian watchers gain 100% extra damage as magic damage
stygian watchers shoot much slower than normal and slap slightly slower
stygian watchers no longer shoot goo; instead they release a small, glowing projectile that deals 1/3rd of their slap damage but is stationary, but after a few seconds it glows brighter and becomes larger, slowly propelling forward and dealing half slap damage (creating a small explosion if it collides)), and then after a few more seconds it rapidly moves and locks on to a target, dealing full slap damage and creating a large explosion when it collides
river stalkers now have a bluish color
stygian watchers now have a blackish color

[ZAKARUM SPECIES]
[ZAKARUMITES]
Zakararumites spawn in packs 3x larger.
Zakarumites give 0.7x experience.
[FAITHFUL]
Faithful have a 5/10/15% chance to spawn with a random level 1/2/3 Angelic Paladin Aura.
[ZEALOTS]
Zealots have an 80/90/100% chance to run instead of walking.
Zealots have a 90/95/100% chance of attacking when within range.
Zealots retreat at 1% life.
Zealots have halved AI delay.


[ZAKARUM PRIEST SPECIES]
[SEXTON]
Sextons packs can have 1-2 members.
Sextons are accompanied by 50% more Zakarumites.
Sextons do not cast healing; instead they attack (at range) allies with Sexton Blessing, which causes the afflicted to explode into a Devotee on death (a devotee is identical to a Zakarumite, except that they can move through obstacles, are undead, have 0.5x resistances and no life regeneration).
Sextons have 500% increased attack speed.
[CANTOR]
Cantors do not teleport at low life; instead they cast level 1/4/8 Fanaticism.
[HIEROPHANT][HEIROPHANT]
Heirophants are now called Hierophants.
Hierophants cast zakarum chain lightning instead of zakarum lightning (the main difference is that it hits 2/5/9 times).
[ADHERENT]
An unused Zakarum Priest, which was also called a Hierophant, is now called an Adherent (Adherents do not have any immunities, but have 75% cold and lightning resistance).
Adherents spawn in the Durance of Hate Level 3.
Adherents are not accompanied by any monsters, but appear in 3x larger packs.
Adherents have an 80/85/95% chance to attack when you come within melee range.
Adherents cast Teleport instead of Lightning.
Adherents cast Lightning instead of Blizzard.
Adherents are now size 3 (this makes it easier for them to cage you in, but it means fewer can surround you at a time).
Adherents have halved AI delay.
Adherents have +1 melee range.

[TRAPPED SOUL SPECIES]
All members now have an equal chance of dropping from the h2h, cast and miss treasure classes (note that TrappedSouls do not function properly without their TrappedSoul AI, but the TrappedSoul AI also tries really hard to prevent items from dropping, so to make this work I had to create a very terrible, very convoluted system to get around it while still considering the player's magic and gold find).
[Trapped Soul]
Trapped Souls deal 100% of their base damage as additional random-element damage with a duration of 1/3/6 seconds.
[Tired Soul]
The second variety of Trapped Soul (which was previously also called Trapped Soul) is now called Tired Soul.
Tired Soul can't actually do anything (I'm not sure if this spawns anywhere; I'm assuming it doesn't; to clarify, this second variety uses a different graphical code despite looking identical, which makes it incapable of hurting anything).


[FINGER MAGE SPECIES]
All members now deal 100% of their weapon damage via their finger spiders.
{fix their attack explosion appearing way off character-center; not sure where this is located though; it is controlled by AI and/or code; might require hardcoding in which case forget it}
[DOOM CASTER]
Doom Casters have a 5% chance to cast level 1 Amplify Damage on striking.
[STRANGLER]
Stranglers do not flee at low life.
Stranglers cast diabprison (the little bone prison that Diablo makes) when they get close to a target, instead of casting finger spiders at a long range.
Stranglers have a 0.2x chance of casting their spell.
Stranglers move 50% faster.
[STORM CASTER]
Storm Casters have a 100% chance to cast level 1 Thunderstrike on striking.
Storm Casters have a 11/22/33% chance of dealing 100% of their damage as extra lightning damage.

[REGURGITATOR SPECIES]
All members now spit out corpses that deal 100% of their weapon damage, in addition to the added fire damage.
[CORPULENT]
Corpulents search for corpses within a 2x larger radius.
Corpulents will always eat corpses if you are within melee range.
Corpulents deal a massive amount of damage to any enemies that are close enough to the corpse they consume.
[CORPSE SPITTER]
Corpse Spitters are more likely to approach corpses.
Corpse Spitters have +3/4/5 harm range.
Corpse Spitters have a 100% chance to cast Powerful Harm on striking.
Corpse Spitters deal 65% base damage.
Corpse Spitters have 25/50/100% increased speeds, aside from movement.
[MAW FIEND]
Maw Fiends have a 5/10/15% chance to cast level 1/1/2 Steaming Gore on striking.
Maw Fiend spit always releases a steaming gore variant (and since it is striking, it can also release Steaming Gore via the chance to cast).

[VILEKIND SPECIES]
All members now spawn actual monsters, which give experience and can drop items (see individual members of Vilekind Child for more information).
[FLESH SPAWNERS]
Flesh Spawners now have a concurrent baby limit of 15/20/26.
Flesh Spawners can now spawn up to 20/22/24 times.
Flesh Spawners have a 75/85/95% chance of trying to spawn.
Flesh Spawners have a 0.12/0.08/0.04 second delay between failed attacks.
Flesh Spawners have a 0.12/0.08/0.04 second AI delay.
Flesh Spawners have a 1/4th chance of trying to attack, shuffle or approach.
Flesh Spawners spawn 1-(ulvl/20) Flesh Beasts per spawning.
[STYGIAN HAGS]
Stygian Hags have a 5/8/15% chance to deal their base damage as additional magic damage.
Stygian Hags have 25/40/66% magic resistance
Stygian Hags have 0% damage resistance.
Stygian Hags now have a concurrent baby limit of 6/7/9.
[GROTESQUES]
Grotesques have a 5/7/10% chance to stun for 0.4/1/2 seconds.
Grotesques have a 5/7/10% chance of crushing blow.
Grotesques have a 5/7/10% chance of knockback.
Grotesques can only spawn 3/6/9 babies.
Grotesques can only have 1/2/3 concurrent babies.
Grotesques move at 6/7ths normal speed.
Grotesques have a 0.12/0.08/0.04 second AI delay.
Grotesques have a 0.04 second delay between failed attacks.
Grotesques have a 1% chance to shuffle positions.
Grotesques have +3 melee range.


[VILEKIND CHILD SPECIES]
All members now give experience and can drop items.
[FLESH BEAST]
Flesh Beasts move 2x faster.
Flesh Beasts are now size 1 (instead of size 2).
Flesh Beasts have +1 melee range.
Flesh Beasts have halved resistances.
Normal Flesh Beasts use a similar treasure class as their mother, but they will only roll that treasure class 1 in 10 times.
Flesh Beasts give 1/13x the experience of their mother.
[STYGIAN DOG]
Stygian Dogs have a 100% chance to deal 25% of their base damage as additional magic damage.
Stygian Dogs have 12/20/33% magic resistance.
Normal Stygian Dogs use a similar treasure class as their mother, but they will only roll that treasure class 1 in 3 times.
Stygian Dogs give 1/2x the experience of their mother.
[GROTESQUE WYRM]
Grotesque Wyrms deal 2x damage, life, defense and attack rating.
Grotesque Wyrms have a 2x chance of dealing double damage.
Grotesque Wyrms have +2 melee range.
Grotesque Wyrms have a 3/6/10% chance of crushing blow.
Grotesque Wyrms have 15/20/25% physical resistance
Normal Grotesque Wyrms use the same treasure class as their mother, but they will roll that treasure class 2 times (meaning they drop twice as much as a normal Grotesque).
Grotesque Wyrms give as much experience as their mother.

>megademons
[BALROG]
Balrogs attack with Fury instead of using Inferno.
Balrogs can now spawn in nightmare and hell.
[PIT LORD]
Pit Lords release inferno for twice the length.
Pit Lord inferno increases in range and velocity per level.
[VENOM LORD]
Venom Lords spit poison gas instead of fire.
>hell lord
hell lords (formerly pandemonium pit lords) can use weakened versions of diablo's abilities


[DOOM KNIGHT SPECIES]
[DOOM KNIGHT]
Doom Knights move 25% faster.
[ABYSS KNIGHT]
Abyss Knights have level 1/8/60 Pierce and level 1/4/8 Monster Mastery.
[OBLIVION KNIGHT]
Essentially unchanged, but it is worth noting that the Necromancer's Iron Maiden is significantly weaker, which also applies to Oblivion Knight Iron Maiden; other Necromancer curses (when cast by Oblivion Knights) still behave essentially the same as they did in vanilla 1.10f.


>imp species
{need to change their interactions with siege beasts as well; currently they are identical to vanilla}
[DEMON IMP]
Demon Imps now release an additional Imp Fire Missile when teleporting.
[DEMON RASCAL]
Demon Rascals produce an explosion when teleporting, dealing their full damage in a large area of effect.
[DEMON GREMLIN]
Demon Gremlins cast a weakened Thunderstorm instead of shooting fire missiles.
>demon trickster
tricksters produce seemingly identical clones of themself on teleporting; clones cannot directly deal damage (they have like -500% quaternity damage, -500% damage) but spawn a short lasting beacon over its killer, which if they do not move, then they take massive physical damage and are knocked back
>demon sprite
demon sprites constantly spray out magical puffs of energy (use the andariel spray, recolor it to a bunch of different potential colors, or maybe make it change color constantly) that burst when collided with; the puffs launch out fairly quickly, but rapidly decelerate until they are stationary; the puffs deal every single damage type at once
when teleporting, demon sprites release the puffs in a nova


[SIEGE BEAST SPECIES]
Stomping deals damage again, like in pre-1.10.
[SIEGE BEAST]
Siege Beast stomps stun for 1/1.96/3.24 seconds.
Siege Beast stomps gain 2x damage per level.
Siege Beasts are 2x more likely to stomp.
[CRUSH BEAST]
Crush Beasts now have a 10/15/20% chance of crushing blow.
Crush Beast stomps do not gain added damage, but deal 100% weapon damage.
Crush Beast stomps have 1/5th the radius and 1/4th the shaking magnitude.
Crush Beasts never stomp at range.
Crush Beasts have a 5/10/20% chance to stomp when within melee range.
[BLOOD BRINGER]
Blood Bringers now walk and run 2x faster.
Blood Bringers deal 0.5x damage, but have a 100% chance to cast Powerful Harm on attack with +2 Harm Range.
Blood Bringers have a 100% chance to steal 100% life per hit.
Blood Bringers have a 100% chance to cast level 1 Open Wounds on attack and have level 28/35/41 Negation Mastery.
{negation mastery also incidentally nerfs their auras; might want to change this}



[OVERSEER SPECIES]
[OVERSEER]
Overseers have -0.40 seconds AI delay.
Overseers do not have damage doubling.
Overseers deal 0.5x base damage.
does things really fast, but has reduced damage to compensate
[LASHER]
Lashers no longer punch; they only use their whip.
Lashers no longer cast healing.
Lashers have +10 melee range.
[OVERLORD]
Overlord whipping gives 2x the attack rate benefit, lasts 2x longer and applies indiscriminately to everyone in the line of whipping, including to themselves.
[BLOOD BOSS]
Blood Bosses retaliate with Life Tap instead of crying for help.
Blood Bosses have a 100% chance to cast level 1 Open Wounds on striking with level 15/25/45 Monster Blood Mastery.
[HELL WHIP]
Hell Whips retaliate with Fissure instead of crying for help.


[MINION SPECIES]
[Enslaved]
Enslaved spawn in packs of 6-12 members.
Enslaved have 0.6x life, defense and experience.
Enslaved are size 1.
Enslaved move 50% faster.
[Slayer]
Slayers have 0.32/0.28/0.24 second AI delay.
Slayers have +3 attack range.
Slayers have an 85/90/100% chance to attack when within range, have halved action delay and have an 80/90/100% chance to approach.
Slayers are size 2.
[Ice Boar]
Ice Boars always deal 22-44/33-55/44-66% of their damage as additional cold damage when side-swinging, with a cold duration of 1/2/3 seconds.
Ice Boars are size 2.
Ice Boars have +1 attack range.
Ice Boars spawn in packs of 3-6.
Ice Boars deal 0.8x attack damage.
Ice Boars have a 75/80/85% chance to attack when within range, have a 60/75/85% chance to approach and have -0.08 seconds of action delay.
[Fire Boar]
Fire Boars now deal 35-45/45-55/55-65% of their damage as additional fire damage when side-swinging.
Fire Boars are size 2.
Fire Boars have +1 attack range
Fire Boars spawn in packs of 3-6.
Fire Boars deal 0.8x attack damage.
Fire Boars have a 75/80/85% chance to attack when within range, have a 60/75/85% chance to approach and have -0.08 seconds of action delay.
[HELL SPAWN]
Hell Spawns move 30% faster.
Hell Spawns have -0.12 seconds of AI delay.
Hell Spawns can enter into a raging attack, releasing 4 rapid hits in a row with a -70% physical damage multiplier.
[ICE SPAWN]
Ice Spawn can run.
Ice Spawn run 1.5x faster.
Ice Spawn have -0.12 seconds of AI delay.
[GREATER HELL SPAWN]
Greater Hell Spawns move 50% faster.
Greater Hell Spawns have -0.12 seconds of AI delay.
Greater Hell Spawns can enter into a raging attack, releasing 4 very rapid hits (24% faster than Hell Spawns) in a row with a -60% physical damage multiplier.
[GREATER ICE SPAWN]
Greater Ice Spawn can run.
Greater Ice Spawn have a 10/13/18% chance of releasing a rapid double swing that deals full damage on both hits.


>suicide spawns
{they don't have very many anims, but I can get around it with monseq.txt, or by directly cloning their anims into other slots}
All members now drop loot even if they explode on you.
[FANATIC ENSLAVED]
Fanatic Enslaved are size 1.
[BERSERKER SLAYERS]
Berserker Slayers no longer commit suicide; instead, they slam the ground, releasing a shockwave that deals 100% of their base damage.
>consumed ice boar
frenzied ice spawns now move very slowly, but gradually and permanently get faster until they are absurdly quick
frenzied ice spawns now release a secondary explosion, which has 3x the radius but deals 0.25x the damage with no knockback
>consumed fire boar
frenzied hell spawns now move very slowly, but gradually and permanently get faster until they are absurdly quick
frenzied hell spawns now release a secondary explosion, which has 3x the radius but deals 0.25x the damage with no knockback
[FRENZIED HELL SPAWN]
Frenzied Hell Spawns move 1.5x faster.
Frenzied Hell Spawns have 1.5x AI delay.
Frenzied Hell Spawns can repeatedly explode, dealing 15-30/60-75/120-135 fire damage each time.
[FRENZIED ICE SPAWN]
Frenzied Ice Spawns move 1.5x faster.
Frenzied Ice Spawns have 1.5x AI delay.
Frenzied Ice Spawns can repeatedly explode, dealing 15-30/60-75/120-135 cold damage each time.
[INSANE GREATER HELL SPAWN]
Insane Greater Hell Spawns do not regenerate life.
Insane Greater Hell Spawns can repeatedly explode, dealing 15-30/60-75/120-135 fire damage each time.
[INSANE GREATER ICE SPAWN]
Insane Greater Ice Spawns do not regenerate life.
Insane Greater Ice Spawns can repeatedly explode, dealing 15-30/60-75/120-135 cold damage each time.

{make it so one of them explodes and has an explosion missile appear over them e.g. hellclap, but doesn't have a death animation; it instead re-spawns itself fresh}

{
code=xy

s1=24/26
dt=19
nu=8
wl=10

}


[DEATH MAULER SPECIES]
All members now add 100% of their weapon damage to their ranged attacks.
[DEATH MAULER]
Death Maulers have a 10/25/35% chance to knockback on striking.
Death Maulers have a 10/25/35% chance to stun for 0.4/0.8/1 seconds.
[DEATH BRAWLER]
Death Brawlers move 2x faster.
Death Brawlers are size 2 (instead of size 3).
Death Brawlers have +2 melee range.
Death Brawlers do not cast Death Maul at range.
Death Brawlers have a 10% chance to cast level 1 Death Maul on attack.
Death Brawlers do not have damage doubling.
[DEATH SLASHER]
Death Slashers no longer cast Death Maul, instead they rapidly attack five times in a row, followed by a short cooldown animation; they can only use this attack once every 8 seconds; this attack has a -66% physical damage multiplier.
[DEATH BERSERKER]
Death Berserkers have a 0.12/0.08/0.04 second AI delay.
Death Berserkers move 2x faster.
Death Berserkers do not have damage doubling.
Death Berserkers have 0.7x base damage.
Death Berserkers have minimal base defense.
[DEATH BRIGADIER]
Death Brigadiers can cast Death Maul much faster than usual, with the overall animation (127% faster) and missile release frame (62.5% faster) being improved.


>catapults
now release a few ghostly demons on death, which are like normal enslaved but with 50% to all resistances on all difficulties, and they are incorporeal so they can move through stuff, and they do things slightly slower and are slightly stupider and also cannot be leeched off of
now instead of launching balls that deal damage, they launch traps that launch balls that spam the effects of the balls
Catapults have 0.1x the amount of inaccuracy.
{hard to test these outside of the normal areas since they work very unusually}


>snow yeti species
>snow drifter
snow drifters are now capable of hiding from sight and suddenly popping out from under the ground with an explosion of ice chunks (graphical, not dangerous), but are also a lot dumber and more passive
{maybe make it so they have charge derivative with super low attack rating that they spam when you aren't within melee distance}
[ABOMINABLE]
Abominables go ballistic when falling below 25% hitpoints, gaining +20-40/40-60/60-80% increased attack speed, hit recovery and velocity.
Abominables have a halved chance of stunning.
>chilled froth
chilled froths can now spawn
>frozen abyss
frozen abysses can slam the ground if you are far away, causing the surroundings to briefly shake and icicles to fall down
{frozenabyssquake skill; should shoot out an incredibly fast invisible missile that, if it connects, causes a blizzard icicle to fall down and deal damage}


[Reanimated Horde Species]
[ROT WALKER]
Rot Walkers deal 100% of their base damage as additional poison damage over 1 second.
Rot Walkers randomly fluctuate between (-99)-300% increased velocity, (-24)-50% increased attack speed, and (-99)-100% faster hit recovery every 1-20 seconds.
[REANIMATED HORDE]
Reanimated Horde packs are 3x larger.
Reanimated Hordes walk 4x faster.
Reanimated Horde have a 75% chance to revive after death.
[PROWLING DEAD]
Prowling Dead run 50x faster.
Prowling Dead have a 4x/3x/2x longer AI delay.
Prowling Dead have a 4x larger Charge detection radius.
[UNHOLY CORPSE]
Unholy Corpses have doubled life regeneration.
Unholy Corpses can spawn Unholy Mirages (can move through monsters, no resistances, no life regeneration, do not revive themselves, do not drop items, 0.25x life, doubled cast radius, use Charge instead of Unholy Corpse Cloning; otherwise identical to Unholy Corpses).
Unholy Corpses spawn two additional Unholy Mirages at monster level 85.
[DEFILED WARRIOR]
Defiled Warriors have a 75/85/95% chance to run when approaching.
Defiled Warriors run for 20/40/80 tiles.
Defiled Warriors have a 95% chance to attack when within melee range.
Defiled Warriors run 3x faster.
Defiled Warriors occasionally attack with Zeal and rarely attack with Bash.
[FORGOTTEN LEGEND]
Guest Unholy Corpses are now called Forgotten Legends.
Only one Forgotten Legend can spawn at a time, unless a champion pack is rolled, in which case 2-4 will spawn at once (very dangerous).
A Forgotten Legend spawns with 5 allies, which can be Unholy Corpses and Defiled Warriors.
The Forgotten Legend and his allies spawn 6 seconds after the pillar of fire begins, serving as a warning to the player.
Forgotten Legends are considered bosses and primeevils; this makes them immune to most crowd control.
Forgotten Legends cannot be knocked back.
Forgotten Legends drop equivalently to a unique monster.
Forgotten Legends give 30x experience and have 10x base life.
Forgotten Legends deal -75/-80/-85% quaternity attack and skill damage.
Forgotten Legends always attack within melee range and always approach.
Forgotten Legends have minimal AI delay.
Forgotten Legends have 0/-20/-50% base quaternity resistances; base physical and magic resistance are 0%.
Forgotten Legends spawn with rare greaves, plated belt, gauntlets, ancient armor, great sword, coronet, two rings and an amulet; the items upgrade to exceptional and elite at area levels 36 and 67, respectively.
Forgotten Legends walk 2x faster and run 3x faster.
Forgotten Legends have +2 melee range.
Forgotten Legends drop equivalently to a unique monster.


>succubus
All members no longer cast Blood Mana.
{make them cast some mana draining skill instead of blood mana}
succubi (the specific variety, not he generalized kind) can now cast a brief charm on your minions
vile, hell and blood temptresses now have a chance of briefly charming your minions on melee hit
stygian harlots create shadow clones of themselves on death that only attack in melee, but have doubled damage, move faster and attack faster
vile temptresses deal additional poison damage.
hell temptresses deal additional fire damage.
blood temptresses leech damage
>succubus
>vile temptress
vile temptresses can now spawn in nightmare and hell
Vile Temptresses cast Lower Resist instead of Defense Curse.
shoot poison bolts
>stygian harlot
stygian harlots can now spawn in nightmare and hell
>hell temptress
>blood temptress


>succubus witch
All members no longer cast Blood Mana.
no longer cast defense curse
sirens now cast attract on themselves
vile witches, blood witches and hell witches can cast an assortment of curses just like oblivion knights
vile witches now deal additional poison damage
blood witches now leech damage
hell witches now deal additional fire damage
stygian furies now move faster, attack faster and are much more aggressive
>siren
>vile witch
vile witches can now spawn in nightmare and hell
>stygian fury
stygian furies can now spawn in nightmare and hell
>blood witch
>hell witch


>frozen horror
All members deal 100% of their base damage as additional cold damage, with a 1/2/4 second duration.
[FROZEN CREEPER]
Frozen Creepers have a 100% chance to cast level 1 Powerful Harm and Bitterblast on death.
Frozen Creepers have +7/9/12 harm range.
Frozen Creepers move 2x faster.
>frozen terror
frozen terrors throw ice bolts really fast in a sequence
>frozen scourge
frozen scourge can now create frozen horrors and frozen scorches
frozen horrors spawn trepidation mages on death
frozen scorches have incredibly long arctic blast range
{
1=	attack
2=	approach
3=	melee SK1
4=	fail delay



}



[BLOOD LORD SPECIES]
[MOON LORD]
Moon Lords gain 50% of their vanilla base damage as additional cold damage and 8 seconds of cold duration.
Moon Lords have a 50/100/100% chance to cast level 1 Bitterblast on attack.
[NIGHT LORD]
Night Lords have a 15/25/35% chance to turn invisible and to teleport themselves on striking.
[BLOOD LORD]
Blood Lords have a 0.20/0.12/0.04 second delay between failed attack attempts.
Blood Lords have 0.12/0.08/0.04 seconds of AI delay.
Blood Lords do not use bloodlordfrenzy, instead using truebloodlordfrenzy which gives faster hit recovery, 1.5x the normal velocity and 5x the normal attack rate.
Blood Lords have 0.7x life, 0.5x armor, 0.5x damage, 0.5x attack rating and do not have damage doubling.
[HELL LORD]
Hell Lords are size 2 (instead of size 3).
Hell Lords have +2 melee range.
[DEATH LORD]
Death Lords have a 100% chance to cast Powerful Harm on attack with +3/4/5 Harm Range.
Death Lords deal 0.6x base damage.


>putrid defiler
All members now deal 2x damage.
[PUTRID DEFILERS]
Putrid Defilers can now spawn in nightmare and hell in the Bloody Foothills.
[WRETCHED DEFILER]
[FETID DEFILER]
[RANCID DEFILER]
>rank defiler
Rank Defilers can now spawn in normal in the Throne of Destruction.
rank defilers can now spawn in nightmare and hell, but only by accompanying ???


[PAIN WORM SPECIES]
All members have the same drops as their respective Putrid Defiler.
All members are size 1 and have +1 melee range.
[PAIN WORM]
Pain Worms have a 20/30/40% chance to cast level 1 Amplify Damage on striking.
[TORMENT WORM]
Torment Worms have a 100% chance to cast a randomized level 1/2/4 curse on striking.
[AGONY WORM]
Agony Worms have a 15% chance of applying crushing blow.
Agony Worms have a 15% chance to cast level 1 open wounds on attack, with level 20/20/40 Negation Mastery.
Agony Worms always deal 100% of their base physical damage as cold and poison damage with 10 seconds of duration.
[MENACE WORM]
Menace Worms have 75/85/95% to all resistances.
Menace Worms have a 100% chance to cast level 1 Scintillating Shell when hit, with level 36/63/82 Monster Mastery.
[ANGUISH WORM]
Anguish Worms deal 100% of their base physical damage as mana drain.
anguish worms have a 100% chance to cast level 5/7/10 Static Field on striking


[SUPERUNIQUES]

{make it so each of them drop a crafting item that is related to their specialty; e.g. bonebreaker lets you craft an item that always rolls +1-3% crushing blow; would probably limit what it can be crafted with by what the monster has; so like bishibosh would only allow crafting with a scimitar and buckler; the point of these would be a budget way of getting an otherwise rare or unusual property, while also rolling a randomized rare just like a crafted item}

[CORPSEFIRE]
Corpsefire's quaternity and magic resistances are now 25/50/75%.
Corpsefire has -0.20 seconds of AI delay.
Corpsefire has a doubled chance to approach and approach radius.
Corpsefire walks and runs 3x faster.
Corpsefire regenerates life 4x faster.
Now deals approximately 100% of his base damage as a random damage type (this is in addition to Spectral Hit).
His minions possess the same benefits.

[BISHIBOSH]
Bishibosh has minimal AI delay.
Always spawns with a level 1/10/20 Holy Fire derivative that applies to allies instead of harming enemies.
Spawns with Fallen Shamans instead of Fallens.

[BLOOD RAVEN]
Blood Raven has -75/-85/-95% to quaternity skill damages.
Still has her rare short bow, although it is much more powerful due to Harm and stronger affixes.
Blood Raven now raises randomized zombies; releasing 1/1/2 zombie patches at a time.
Each time a zombie patch is produced, either Fasting Dead, Starving Dead or Empty Dead are selected.
Starving Dead are similar to Hungry Dead, except they have +50-100% attack rate and velocity, and +50-350% enhanced damage.
Empty Dead are similar to Hungry Dead, except they have maximized aggression, doubled base speed and minimal AI delay.
Fasting Dead are similar to Hungry Dead, except they gain +1% attack rate/velocity/hit recovery (up to a maximum of +500%) and +1% damage and attack rating (up to a maximum of +350%) every 0.04 seconds.
Fasting, Starving and Empty Dead have 0.75x resistances relative to Hungry Dead.

[BONEBREAKER]
Has 0.24/0.12/0.04 seconds of AI delay.
Has a 100% chance to approach if not within melee range, and a 100% chance to attack if within melee range.
Moves 3x faster.
Has +2 melee range.
Always wields a flail.
Has 100% crushing blow.
Has 100% chance of knockback.
His minions have all of the above, except their crushing blow and knockback has a 15% chance, and they wield maces instead of flails.

[COLDCROW]
Coldcrow now attacks with a guided cold arrow.
Coldcrow has 2x as many minions.
Her minions can still be archers, but they can also be Chill Crows.
Chill Crows have the same base stats and treasure classes as corrupt archers.
Chill Crows always deal cold damage on hit.


[RAKANISHU]
Rakanishu's minions have a 100% chance to cast Scintillating Shell on death, and a 25% chance to cast Scintillating Shell when hit.
Rakanishu's minions have level 4-8/29-45/70-80 Monster Mastery.

[TREEHEAD WOODFIST]

[GRISWOLD]
Griswold produces up to 6/15/15 Flying Scimitars.
Griswold can produce up to 1/6/15 Flying Scimitars in a row.
Griswold has a 100% chance to cast level 1 Powerful Harm on attack.
Griswold has +1 harm range.
Griswold grows increasingly furious over time, gaining +3% harm damage, increased attack speed, faster hit recovery and run/walk speed every 2 seconds (it SHOULD be 2 seconds, but he might be charging up faster regardless); also, for every +60% he accrues, he gains an additional +1 harm range; his accrued fury value cannot exceed 300%.

[THE COUNTESS]
The Countess has a 100% chance to apply open wounds.
The Countess has a 50/75/90% chance to cast level 1/6/12 Fire Patch on striking.
The Countess can now cast her fire wall repeatedly at range, as well as using Feral Rage and Jab when within melee range.

[THE SMITH]
Stuns for 1/2/4 seconds.
No longer has a merciful pause before attacking.
Now rarely casts bone spear if you are at range, which also signals that nearby corpses are about to explode into weaponized skeletons.
Skeletons are equivalent to Horrors, except they do not deal random lightning damage, they do not have elemental resistances and Bone Blades/Bone Flails/Bone Axes can attack with Monzeal/100% ctc Pitiful Harm/Monfrenzy.
{this system almost works; the only problem is that the same corpse can be potentially consumed multiple times; need to find a way to periodically purge the system or decrease the odds; might be because of meleerng}

[PITSPAWN FOULDOG]
Pitspawn and his minions do not gain poison damage.
Pitspawn and his minions have added base cold damage instead of lightning (with 1 second cold duration).
Now spits out mini frozen orbs (deals 1/8th weapon damage, releases half as many bolts while traveling; adds 1 second cold length and 3-5/12-20/24-40 cold damage).
His minions spit out lesser mini frozen orbs (deals 1/8th weapon damage, releases ~1/6 as many bolts while traveling and 1/3 as many bolts when exploding, the bolts also have halved velocity; adds 1 second cold length and 1-3/4-12/8-24 cold damage).

>flamespike the crawler
now spawns again in the inner cloister

[BONE ASH]
Now Spawns with 2 Plague Bearers.
Bone Ash has level 60 Pierce and level 1/4/8 Monster Mastery.
Bone Ash always casts Hellclap on death and always casts Fire Patch on striking.

[RADAMENT]
Moves 3x faster.
Has a 100% chance to cast Powerful Harm on striking with 2 weapon range.
Has a 100% chance to raise nearby dead monsters on striking.
Radament's unholy bolt deals 1/128 weapon damage (so that it can trigger Powerful Harm).
Has 0.12/0.08/0.04 second AI delay.
No longer bothers trying to actively revive monsters.

[BLOODWITCH THE WILD]
Spawns with 2x the number of minions.
She and her minions have 2x life.
Bloodwitch has 20 melee range.
Bloodwitch and her minions deal an additional 50% of their base damage as fire damage.
Bloodwitch releases waves of burning blood that explode into pools of burning blood.

[FANGSKIN]
Fangskin and his minions are size 2.

[BEETLEBURST]
Beetleburst and his minions have a 100% chance to cast level 1 Scintillating Shell on death and when they take damage.
Beetleburst and his minions have level 16/45/76 Monster Mastery.
His minions are called Death Scarabs.

[CREEPING FEATURE]
He and his minions always spawn with Decay and Level 1 Might (which scales the Decay Aura).
He and his minions have a 25% chance to cast Level 1/4/8 Decrepify on attack.
He and his minions move 2x faster.
{should re-design this eventually, feels kind of generic; could make it so he is SC-themed and filled with them and spreads creep}

[COLDWORM THE BURROWER]
Now has a 100% chance to cast level 3 Unique Drop on death (she drops items as per usual from her treasure class, then drops 3x as a unique monster of the same level as the area).

[FIRE EYE]
Fire Eye sends out a firey wave that can multihit when he enrages, dealing 75% weapon damage per hit.

[DARK ELDER]
Dark Elder no longer directly attacks, instead he spawns an ally every single time he attacks.
Dark Elder has +40 melee range.
Dark Elder has a 0.04 second AI delay.

>the summoner
now can cast a bunch of different diablo 1-ish spells (can only cast teleport and an intangible; the intangible casts all of his other spells)
has 2x life

>ancient kaa the soulless
uses weather chain lightning at long range and weather nova at close range
has a high chance of resurrecting nearby undead on striking
spawns with unraveler minions, each of which spawns with 1-2 burning deads

>sszark the burning
gives 2x experience
explodes into a massive fire patch on death
100% chance to cast hellclap on attack
minions have all of the above

>witch doctor endugu
has 2x the life and gives 2x the experience
lives three lives; as a shaman, as a fetish and finally as a bone fetish
spawns with 2x the minions
raises his minions as corpseless bone fetishes

>stormtree
100% chance to cast thunderstrike on attack
has a 5/15/33% chance to cast thunderstorm when hit by a non-melee attack (duration is purposely lowered via monm so that it only casts once per duration)
he casts nova on death

[SARINA THE BATTLEMAID]
Sarina spawns with a rare scimitar, buckler and studded leather.
Sarina has a 25% chance to cast level 2/10/20 Life Tap on striking.
Sarina has level 99 Amplify Damage (this acts as a synergy for her Life Tap).
Sarina has -75/-80/-85% quaternity damage.

[ICEHAWK RIFTWING]
Icehawk Riftwing has 2x the minions.
Icehawk Riftwing has 4x minimum life and 2x maximum life in normal, and 2x life in other difficulties.
Icehawk Riftwing can open rifts, spawning an Icehawk.
Icehawks can cast level 1 Lower Resist (and have level 1 Amplify Damage), attack-1 with Ice Bolt and attack-2 by spawning a Riftwing; Icehawks have +10 melee range.
Riftwings can cast level 1 monzeal; Riftwings do not give experience and have 1/3rd base physical damage.
Icehawks and Riftwings have 0/10/35% resistances, no damage regeneration, no damage doubling and 0.25x life (relative to Icehawk Riftwing).
Icehawks and Riftwings do not produce corpses.
{if the spamming becomes too unbeatable for certain builds, then I can introduce summoning limits to icehawk riftwing and/or slow down icehawks}

>COUNCIL MEMBER SPECIES
All members no longer shoot out fake lightning when casting Heal or Hydra.
Council Member lightning now apply an overlay and sound effect when colliding.
Council Member lightning now accelerates.
{give them palettes and use utrans to make the different types more distinct}
[ISMAIL VILEHAND]
Vilehand deals 100% of his base damage as additional poison damage over 10 seconds.
His minions have a 10/15/30% chance to deal 100% of their base damage as additional poison damage over 10 seconds.
Vilehand has 1/3rd AI delay.
His minions have -0.12 seconds AI delay.
He and his minions have 50% increased movement speed.
[GELEB FLAMEFINGER]
He and his minions have +25 melee range.
Flamefinger shoots out fireballs that deal 1/128th of his weapon damage (defense can negate the hit).
Flamefinger has a 100% chance to cast level 1 powerful harm on striking with +3/4/5 harm range.
His minions shoot out firebolts that deal 100% of their weapon damage (defense can negate the hit).
[BREMM SPARKFIST]
Sparkfist and his minions now cast Sparkfist Hydra, which simultaneously releases council member lightning and a hydra.
Sparkfist and his minions now cast Sparkfist ZakarumHeal, which simultaneously releases council member lightning and healing.
[TOORC ICEFIST]
He and his minions have +8 melee range.
He shoots out glacial spikes that deal 1/128th of his weapon damage and freeze for 1/2.8/5.2 seconds (defense can negate the hit).
He has a 100% chance to cast level 1 powerful harm on striking with +2/2/3 harm range.
His minions shoot out icebolts that deal 100% of their weapon damage and can chill for 1/2.8/5.2 seconds (defense can negate the hit).
>wyand voidfinger
voidfinger will permanently shift into the void shortly after entering combat
voidfinger produces void hydras, which are extremely aggressive, can move and attack in melee, dealing 21-28/34-44/56-70 magic damage
voidfinger can void enemies, massively slowing and weakening them for a duration
His minions have a 10/20/35% chance to deal 50% of their base damage as additional magic damage.
[MAFFER DRAGONHAND]
Dragonhand casts Hydra instead of ZakarumHeal.
Dragonhand summons a [Dragonhead] hydra instead of shooting council member lightning; it attacks like a Hydra, has 100/300/1000 life and level 8/20/30 Angelic Holy Fire.
His minions have a +10% chance to cast Hydra.
His minions have a -10% chance to cast ZakarumHeal.
His minions have a -1.4 second delay when casting their skills.


>darkwing {winged death}
added into the game

>the tormenter
added into the game

>taintbreeder
added into the game

>riftwraith the cannibal
added into the game

>infector of souls

>lord de seis
disables use of potions, healing and regeneration on hit

>grand vizier of chaos

>the cow king

>hephasto {the feature creep}

>axe dweller
now spawns in worldstone keep level 1
spawns with two rare axes and has -100% quaternity skill damage
has 3-5 minions
he and his minions give 2x experience

>bonesaw breaker
he and his minions constantly charge until they are in melee range, then immediately start using jab
he and his minions give 2x experience

>dac fareen
he and his minions shoot frost blasts instead of fire missiles

>eldritch the rectifier {megaflow rectifier}
no changes

>eyeback unleashed
he and his minions rapidly shoot out spines from their back while rooting you

>thresh socket {threash socket}
moves 2x faster and his stomps cause super earthquake which stun for a while and deal significant damage
his minion imps use a super inferno that moves faster and deals more damage

>pindleskin

>snapchip shatter
casts chilling armor when hit
always casts blizzard on attack
he and his minions have arctic blast with long range and high speed

>hell's belle {anodized elite}
spawns in the halls of anguish

>{vinvear molechz}

>sharptooth slayer

>magma torquer

>blaze ripper

>frozenstein


>nihlathak
no changes

>colenzo the annihilator
spawns with a random paladin aura

>achmel the cursed
unchanged

>bartuc the bloody
no longer directly casts spells
moves 2x faster and is hyperaggressive
curses the player with life tap on hit
attacks with concentrate
has level 20 amplify damage (synergizes his life tap)
minions have all of the above

>ventar the unholy
he and his minions use the activate sign inferno

>lister the tormentor
unchanged

[ANCIENTS]
[TALIC]
[KORLIC]
[MADAWC]
All members now drop from the same treasure class as Pindleskin.
All members now have -95% quaternity skill damage.
Talic and Korlic are immune to Cloak of Shadows (this is to prevent a crash).
Korlic uses vanilla Leap Attack.


[PRIME EVILS]



[ANDARIEL]
Now always drops her quest treasure class.
Andariel has +1000% attack rate while releasing her poison bolt.
Andariel's poison bolt is not destroyed until it hits a wall.
Andariel's poison bolt accelerates.
Andariel's poison bolt deals 1/128th weapon damage so that it can trigger effects.
Andariel's poison spray now leaves behind toxic clouds that deal just as much damage per cloud.

[DURIEL]
Now always drops his quest treasure class (you no longer need to go through the hassle of permabugging him).
Duriel now has a 25/35/45% chance to use SerpentCharge (has no added damage) when you are not within melee range.
Duriel now has a 50% chance to use his second melee attack.

[MEPHISTO]
Mephisto can now hover over moats.
Lightning no longer dissipates on collision.
Lightning has 6x more range.
Lightning casting also releases spiraling lightning that is otherwise identical to the lightning bolt.
Charged Bolts have around 50% more range.
Poison Clouds now accelerate, increasing the area of effect.
Poison Clouds no longer have lastcollide and can now multihit (although this doesn't seem to make any significant difference).
Skull Bolts now produce an Undead Stygian Doll on collision.
{if skull bolts prove too obnoxious, can make it spawn a blue-spirit-guy instead that revives nearby corpses as undead stygian dolls and shoots ice bolts when he runs out of corpses}
{might want to make it so he drops his loot on top of the player, as otherwise it can disappear if he is over an empty space when he dies}

[DIABLO]
Diablo has a 3x longer AI delay in Normal Difficulty.
Cold attack now has a moderate area of effect, which deals the magic damage (which the attack also deals), and freezes.
Diablo no longer directly casts channels hell lightning; instead he summons a mirage that does it for him.
Each bone prison segment now has a 5/10/35% chance to cast level 1 random curse when hit.
{need to find a way to give a death effect to the mirages; a state will probably work, but I need extended states first}
{could add his firewall back in, and massively improve it by making it have range as long as the chaos sanctuary and have it expand slightly in width}

>baal
No longer casts Blood Mana; instead casts Baal Taunt.
No longer casts Defense Curse; instead casts Baal Taunt.
Now has a 25% chance to cast level 3/6/10 Defense Curse on striking.
Tentacles have a 5/7/10% chance to cast level 3/6/10 Defense Curse on striking.
Mana Inferno has 10x the range.
whenever a baal clone, baaling or tentacle dies, baal takes 1/2 of their life as damage
{an evil hole spawns below the bridge, which produces 20/40/80 baalings, spawning one every 30/15/10 seconds (like a cross between a minion of destruction and an imp; it teleports all over the place and spams missiles; the missile it uses deals as much damage as a minion of destruction and has a 50% chance of applying knockback; the missile uses attack rating; they have as much life, defense and attack rating as a minion of destruction, but no resistances; it drops and gives experience equivalently to a minion of destruction)}
{
tentacles can move for 1 second every 20/10/4 seconds; need to give them a movement animation for this to work
}

>uber diablo
now casts super armageddon, which has a very low meteor delay and a very large radius

---

[MONEQUIP]

>MONEQUIP: CORRUPT ROGUE
Life Shrine: regenerates 18/120/880 life per second
Mana Shrine: +10-20/40-80/120-240 magic damage per hit
Refill Shrine: Fully heals every 10 seconds
Combat Shrine: +200% enhanced damage, +200% attack rating
Armor Shrine: +100% defense, doubled blocking chance
Resist Fire Shrine: +40% Fire Absorb
Resist Cold Shrine: +40% Cold Absorb
Resist Lightning Shrine: +40% Lightning Absorb
Resist Poison Shrine: -100% Poison Length Reduction, +50% poison resistance
Skill Boost Shrine: +4/8/16 to all skills
Mana Recovery Shrine: +100% attack speed
Stamina Shrine: +200% Velocity, Cannot be Interrupted
Experience Shrine: 25% chance to cast a level 1/10/20 random player skill on striking
Portal Shrine: spawns a pack of random allies from the area you are in every 10 seconds
Gem Upgrade Shrine: Gains +2-5/10-20/30-60 quaternity damage, always drops a chipped/flawed/normal gem
Fire Shrine: Casts a 66% life fire damage static field that hits all enemies in 20 yards and ignores resistances 
Monster Shrine: 400% life
Exploding Shrine: Explodes into gore on death, 100% chance to cast level 3/7/20 hellclap on striking
Poison Shrine: Leaves behind a trail of spreading poison clouds

>MONEQUIP: CORRUPT ROGUE SPEARWOMAN
Cursed: 10/20/30% chance to cast level 1/4/8 Amplify Damage on striking
Fire Enchanted: +9-23/28-57/61-122 fire damage
Cold Enchanted: +9-23/28-57/61-122 cold damage
Lightning Enchanted: +9-23/28-57/61-122 lightning damage
Magic Resist: +2-4/20-40/49-98 magic damage, +75% magic resistance
Stone Skin: +4-10/14-26/30-61 physical damage, +5% damage resistance
Extra Fast: +50% velocity, +25% attack speed
Extra Strong: 100% enhanced damage
Teleport: 10/20/30% chance to cast level 1// lightning warp when struck
Mana Burn: deals 30/60/120 mana burn per hit
Aura Enchanted: spawns with one of the following angelic auras: might, defiance, vigor, blessed aim, prayer
Multiple Shots: 100% chance to cast prismatic bolts (shoots multiple charged bolts, a fire bolt and an ice bolt simultaneously)

>MONEQUIP: CORRUPT ROGUE ARCHER



---

>monster armor (should only go on big guys with big armor; like goat lords)
---

---

[SELF-REFERENCES]


[list of damage modifiers highly relevant to ranged, equipped monsters]

>adjustments

BLOOD RAVEN 			 (6/39/83)
cold dmg			-(0/90-400/200-800)
fire dmg			-(0/230-500/550-900)
max ltng dmg			-(0/1300/2000)
pois dmg			-(0/4000/)

>cold dmg affix

snowflake	(25)		36-120
shivering	(35)		60-180
boreal		(50)		92-360
hibernal	(70)		180-560
arctic		(80)		225-700

of frost	(14)		15-45
of icicle	(23)		15-(60-75)
of glacier	(37)		60-(120-285)

>fire dmg affix

ember		(25)		(48-75)-(93-180)
smoldering	(35)		(78-150)-(183-270)
smoking		(47)		(153-240)-(273-390)
flaming		(61)		(243-360)-(393-540)
condensing	(77)		(363-510)-(543-720)

of flame	(14)		15-(30-75)
of fire		(25)		(15-60)-(90-165)
of burning	(35)		(75-135)-(150-300)

>ltng dmg affix

static		(25)		1-(147-360)
glowing		(34)		1-(363-540)
buzzing		(46)		1-(543-780)
arcing		(60)		1-(783-1080)
shocking	(76)		1-(1083-1440)

of shock	(14)		1-(138-184)
of lightning	(25)		1-(207-368)
of thunder	(35)		1-(391-920)

>pois dmg affix

septic		(11)		310 over 50
envenomed	(17)		410 over 50
corrosive	(25)		2050 over 100
toxic		(36)		3080 over 125
pestilent	(47)		4700 over 150

of blight	(15)		960 over 75
of venom	(25)		2160 over 100
of pestilence	(35)		4120 over 125
of anthrax	(43)		6840 over 150

---








ASSORTED MONSTER ABILITIES/CONCEPTS/IDEAS

make it so the potion throwers can throw potions that sit on the ground (looking like dropped throwing potions that are shinier/flashier/glowing) and explode when stepped on



















---

{need to change gethit-skills to chilling armor clones that are always active, since otherwise the gethit-skills won't be triggered by non-weapon damage missiles, giving a very unfair advantage to spellcasters. alternatively, if I can find a way to create a stat that can allow EnableFire for whenstruck like chilling armor does, then I can use that}


{should consider limiting all monsters so that they cannot spam minions indefinitely; this is purely for the sake of single pass players, since it would break the challenge if you can farm indefinitely}

{add in dodge/avoid/evade to monsters to balance out the fact that weapon damage characters have to deal with block}

{make it so maggot eggs/baby maggots/act 4 spawner guy babies give a minor amount of experience, like 10-25% that of a normal monster}

{make it so skeletons/goats/fallens have different benefits depending on the exact weapon they spawn with; eg maces give 5/10/15% crushing blow, axes give a damage boost, swords give attack speed}

{make the type of snake that fangskin is specifically size 2, so that it go up and down the ramp; alternatively make the ramp bigger}

{add in monprops using a new ctc stat that triggers only when taking ranged damage; this is to add in a ranged-only disadvantage that mainly hurts sorcs and zons}

{give some mons an ability that massively increases velocity for a short duration when hit by ranged damage}

{be sure to set up monster skills in such a way that they can take full advantage of revive's +skills; ideally, for monsters where their skill is reduced by monster mastery, this disadvantage should go away}

{make it so the whipper guys give their buff as an aoe to the target point instead of targeting a single minion; would drastically increase the threat}

{make it so suicide minions no longer die on contact; instead they constantly explode as long as you are within reach, dealing repeated massive damage}

{act 5 minion guys have a run animation, but for some reason they never use it. should give them an AI that can use it, at least for some of them}

{make it so jungle hunters occasionally throw poison spines}

{soul killers blow out tiny magic arrows}

{make it so blood hawk nests explode into blood}

{crow nests sometimes produce crows at odd angles; may want to mess around with the spawning missile to get it to work better; there are a lot of funcs that shoot missiles straight south, so there should be a way to make it work}

{make it so the uber key level monsters have all of the benefits of their monster type, making them superpowered}

{need to revert the changes to fallen, carver, zombies and quill rats}

{
the second kind of trapped soul is now called damned soul; the first kind is still called trapped soul
trapped souls deal double damage and have 50% more life
trapped souls have 100% of their damage as additional cold damage with a duration of 2/4/6 seconds
trapped souls freeze enemies for 2/4/6 seconds on striking
trapped souls very slowly and rarely cast miniature blizzards at range
damned souls deal quadruple damage
damned souls can raise nearby corpses as damned knights (damned knights are identical to vanilla doom knights, except they are unable to block, have no life regeneration, halved defense and halved resistances)
{where do the two types of souls spawn in? ideally, want damned souls to spawn only in places without the brood mothers and trapped souls to spawn in the other place}

separating this since I might as well have these spawn in the new act 4 areas; can use some basic changes for the vanilla ones
}

{NOT IN THE GAME YET}
fetish5 (stygian doll) deal cold damage
fetishshaman5 (stygian doll shamans) use arctic blast and raise corpses as undead stygian dolls
bonefetish1 (undead rat man)
bonefetish2 (undead fetish)
fetishblow1 (rat man)
fetishblow5 (stygian doll)
mosquito3 (blood hook)
mosquito4 (blood wing)
willowisp2 (swamp ghost)
willowisp4 (black soul) gains grief dmg; making it deal more melee dmg

{GETS REPLACED BY GUEST MONSTERS; NEEDS TO BE RE-ADDED IN LATER DIFFICULTIES} {make sure that the monster isn't being replaced by a clone of itself}
succubuswitch2
succubuswitch3
minion6
minion7
bloodlord1 (red moon lord, gets replaced by a blue moon lord)
bloodlord4 (hell lord, gets replaced by an identical looking hell lord)
succubus2
succubus3
imp4
putriddefiler1
putriddefiler5/painworm5
overseer3


{LIST OF GUEST MONSTERS; NONE HAVE BEEN CHANGED YET}




