“The large sluggish Beasts can thrive in any grassland or forest, provided there's enough water. Farmers will recognize these brutes as the savage cousins of the common pack beast, a tame breed that was likely domesticated nearly 2000 years ago. One can hardly imagine the effort that must have taken.
These creatures are meant to be related to the Horned Ground Sloth but have become highly aggressive due to continued demonic presence. They have gained considerable notoriety for being able to charge party members from off-screen, an action that often results in death. It is ill-advised to stand still when a Beast is not in melee range. Dodge works on all damage from Beasts making it a very useful protective property against them, however the random nature of dodge means it cannot be fully relied on for survival. Minions make great tanks against Beasts as Charge will impact them, even if aimed at a main hero. Charge does area damage on impact so it is best to avoid the party clustering together to reduce the damage it deals.
Hardcore players must take extra care when playing Monster Power Inferno as even very tough characters may struggle to survive being charged multiple times simultaneously. It is recommended to be able to survive at least 2 Charge hits if ranged and 3 Charge hits if melee for safe farming. From time to time you will get hit by Charge from a Beast no yet visible on-screen, thus extra caution is required in areas with them.
Pre-Release[]
Beasts were large animals first seen in the announcement video of Diablo III in the Highlands. They were shown in the Leoric Highlands, which a Witch Doctor entered after leaving the dungeon under Tristram Cathedral.
Abilities[]
- Charge
- After a few seconds channeling, hurtle unstoppably at enormous speed in the target direction. Deals heavy damage with minor knockback in an area around self when bumping into any party member or obstacle. Only used when not in melee combat with a party member. Channeling is advertised with special animation. Unable to change direction when channeling. Channeling can be interrupted by flinching or Crowd Control. Ability is fully dodge-able. After channeling is complete, ability can be canceled by knockback but at the speeds involved this might not prevent a hit.
Variants[]
Normal[]
- Savage Beast
- Horned Charger
Champion[]
- Savage Beast
- Horned Charger
Rare[]
- Savage Beast
- Horned Charger
Unique[]
Image | Name | Affixes | Variant | Location | Notes |
---|---|---|---|---|---|
Charger The Ground Shall Tremble |
|
Savage Beast |
Random spawn in area.
|
Diablo III Bestiary | ||
---|---|---|
Bosses | Skeleton King • The Butcher • Maghda • Zoltun Kulle • Belial • Ghom • Siegebreaker Assault Beast • Maiden of Lust • Azmodan • Rakanoth • Izual • Diablo | |
Human | Dark Cultist • Dark Summoner • Dark Vessel | |
Demon | Activated Vessel • Armored Destroyer • Dark Berserker • Hellion • Imp • The Fallen Ones • Treasure Goblin • Winged Molok • Vile Hellbat | |
Undead | Crawling Torso • Dune Dervish • Ghoul • Grotesque • Risen • Skeletal Executioner • Skeletal Shieldman • Skeleton • Skeletal Archer • Tomb Guardian • Unburied • Walking Corpse • Wraith • Wretched Dead • Wretched Mother | |
Beast | Beast • Carrion Bat • Carrion Nest • Dune Thresher • Lamprey • Scavenger • Goatman • Goatman Shaman • Desert Wasp • Quill Fiend • Wood Wraith | |
Uncategorizable | Guardian Tower |