Skeletal Shieldbearer
Skeletal Shieldmen are Skeletons with shields, made to protect other undead creations. They don't have very powerful melee attacks.
Skeletal Shieldmen are Undead Monsters.
Contents
Diablo III Monster
Diablo III Monster [e] | |
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Skeletal Shieldbearer | |
Classification: | Undead |
Monster Family: | Skeleton |
Role: | Defensive Blocker |
Monster Stats Norm/Night/Hell/Inferno
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Life: | Unknown |
Mana: | None |
Armor: | Unknown |
Resistance: | Unknown |
Offence Norm/Night/Hell/Inferno
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Armament: | Sword & Shield |
DPS: | Unknown |
Low Damage: | Unknown |
High Damage: | Unknown |
Range: | Melee |
Speed: | Slow |
Movement: | Slow |
Leoric Highlands |
These foot soldier skeletons spawn with large, round, glowing blue shields from which they derive their names. They carry a sword as well, but use it only sporadically, and not with very great effect. Their chief purpose is as a defensive unit, and a phalanx of these skeletons can usually be found in front of Skeletal Archers or a Skeletal Summoner. They block very effectively, thwarting most attacks launched straight at them, but are very slow to turn and can be flanked or simply run past without much difficulty.
They have slow foot speed and attack speed, and very low hit points, so will usually die in just one or two hits if their shields are bypassed.
Area of Effect direct damage spells cast on these creatures seems to be absorbed by the shields. Damage spells from behind and other effect AoE spells work normally. The easiest way to deal with these creatures seems to be attacking from behind, or use some sort of skill or item to stun them.
Spells and Abilities
The glowing shield that the shieldmen use will block the majority of any damage any attack made against them, making them excellent "tanks" for other monsters, like casters or ranged attackers.
Block
As of the WWI 2008 gameplay movie (July), skeletal shieldmen mark their success blocking attacks with the word block, appearing on the screen above the action. The 'block' does not negate all damage, but it does negate most of it. This feature is controversial, with many players disapproving of the word showing up on the screen, as though the action were being narrated in a fighting game. There's no telling if that feature will remain into the final game, as early in development as we are now.
Shield Power
The glowing shield will block the majority of the damage dealt and as a visual representation the glow will diminish until the power of the shield runs out. You can easily see how much damage these skeletons will be able to block from direct damage.
Related Monsters
Background
Skeletal Shieldmen are just regular Skeletons, but carry large, magically infused shields. This additional shield requires the Necromancer or demon summoning the skeleton to use a slightly more powerful spell, even if it's just a small portion more advanced. It will give the shieldman the ability to protect other types of skeletons, to deal more damage to any enemies of the summoner.
Skeletal Shieldmen are subject to the same rules of existence as their less advanced versions.
Media
You can find pictures in the Diablo 3 screenshot and picture gallery:
Single shield-carrying skeleton.
Monsters of Diablo III[e] Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade |
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Beasts | Bat - Beast - Blood Hawk - Demonic Hellflyer - Electric Eel - Khazra - Lacuni - Lamprey - Quill Fiend - Rockworm - Sand Monster - Sand Shark - Sand Wasp - Scavenger - Spider - Spiderling - Swarm - Withermoth - Wood Wraith - |
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Demons |
Armored Destroyer - Dark Berserker - Deceiver - Fallen - Ghoul - Hellion - Thrall |
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Undead |
Accursed - Bone Reaver - Brigand - Dune Dervish - Ghost - Ghoul - Grotesque - Morlu Caster - Risen Dead - Skeleton - Skeleton Mage - Unburied - Wraith - Wretched Mother |
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Primary Quest Uniques |
Act One Bosses:
Araneae -
Skeleton King -
The Warden -
The Butcher
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Uniques Modifiers |
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer | ||||
Removed Modifiers |
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Act One Uniques | Araneae - Web Spit | Leoric - Summon Skeleton, Teleport Strike, Triple Cleave | The Butcher - Smash, Grappling Hook, Spear, Frenzy Charge | ||
Act Two Uniques | Maghda - Forcefield, Summoning Ritual, Punish, Moth Dust, Teleport. | Zoltan Kulle - Fiery Boulder, Time Bubble, Ceiling Collapse, Energy Twister,Vanish, Creepy Laugh | Belial - Phase One: Triple Fireball, Summon Vipers. Phase Two: Poison Meteors, Ground Pound, Lightning Strike, Lightning Breath. | ||
Act Three Uniques | Ghom - Acid Slime, Sneeze, Gas Cloud, Chomp. | Siegebreaker - Triple Hit, Charge, Leg Stomp, Grab and Throw. | Cydaea - Pain Bolts, Web Trap, Spider Pits. | Azmodan - Bellyflop, Laser Attack, Falling Corpses, Demon Gate, Pool of Destruction, Globe of Annihilation. | |
Act Four Uniques | Rakanoth - Cleave, Teleport Strike, Blade Strike, Volley, Summon Minion. | Izual - Frost Nova, Frozen, Summon Minions. | Diablo - Phase One: Claw Rip, Charge, Hell Spikes, Shadow Vanish Grab, Curse of Destruction, Ring of Fire, Ground Stomp, Curse of Anguish, Curse of Hatred. Phase Two: Shadow Clone. Phase Three: Overdrive, Lightning Breath. |
Monster Info |
Monsters Basics -
Bosses -
Boss Modifiers -
Champions -
Quest bosses -
Teeth of Diablo -
Fan-made monsters
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