This is a page for Nightmare/Hell difficulty exclusive Guest variations of Claw Vipers.

Serpent Magus Charge
All Guest Claw Vipers use their own AI called "ClawViperEx"(pansion) which is the same as the normal Claw Vipers but with an addition of a special ranged attack.
Guest Salamanders are the only Claw Viper type in the whole game that don't change colors upon charge. On the other hand the Guest Serpent Magi are the only Claw Vipers that become red upon charge, all other change their color to blue.
- Claw Vipers (clawviper6) can spawn in:
- Pit Vipers (clawviper7) can spawn in:
- Salamanders (clawviper8) can spawn in:
- Tomb Vipers (clawviper9) can spawn in:
- Halls of Vaught (no Uniques).
- Serpent Magi (clawviper10) can spawn in:
Statistics[]
- Claw Vipers and Pit Vipers have the ability to shoot Bone Spears that deal both Physical and Magical damage. They also deal Poison damage with melee (50%) and Magical damage with tail.
- Salamanders have the ability to shoot "Fire Fumes" that kill 1500+ HP hirelings in 1-2 seconds, also they deal Fire damage with their melee (50%), tail and charge (100%),
- Tomb Vipers have the ability to shoot a Poison missile, they also deal Poison damage with their melee attack (50%), tail and charge (100%),
- Serpent Magi have the ability to shoot Bone Spears, also they deal Magical damage with their melee, tail and charge with 100% chance.
Property | Normal | Nightmare | Hell |
---|---|---|---|
Type | Animal | Animal | Animal |
Act(s) found in | — | 5 | 5 |
Monster Level | 32 | 61 | 82 |
Experience | |||
Health points | |||
Damage 1 | |||
Attack Rating 1 | |||
Damage 2 | |||
Attack Rating 2 | |||
Defense | |||
% to Block | 20 | 20 | 20 |
Damage Resist | 0 | 0 | 25 |
Magic Resist | 0 | 0 | 25 |
Fire Resist | 0 | 0 | 25 |
Cold Resist | 50 | 75 | 90 |
Lightning Resist | 50 | 75 | 90 |
Poison Resist | 50 | 75 | 90 |
Drain Effectiveness | 100 | 75 | 50 |
Immunities | — | — | — |
Chill Effectiveness | 50 | 45 | 40 |
Walk/Run Speed | 6 | 10 | |
Group/Minion Size | 2-3 | — |
Property | Normal | Nightmare | Hell |
---|---|---|---|
Type | Animal | Animal | Animal |
Act(s) found in | — | 5 | 5 |
Monster Level | 35 | 61 | 83 |
Experience | |||
Health points | |||
Damage 1 | |||
Attack Rating 1 | |||
Damage 2 | |||
Attack Rating 2 | |||
Defense | |||
% to Block | 20 | 20 | 20 |
Damage Resist | 25 | 50 | 70 |
Magic Resist | 0 | 0 | 0 |
Fire Resist | 50 | 50 | 70 |
Cold Resist | 0 | 0 | 145 |
Lightning Resist | 0 | 0 | 25 |
Poison Resist | 0 | 50 | 110 |
Drain Effectiveness | 100 | 75 | 50 |
Immunities | — | — | Cold,
Poison |
Chill Effectiveness | 50 | 45 | 40 |
Walk/Run Speed | 6 | 10 | |
Group/Minion Size | 2-3 | — |
Property | Normal | Nightmare | Hell |
---|---|---|---|
Type | Animal | Animal | Animal |
Act(s) found in | — | 5 | 5 |
Monster Level | 38 | 61 | 77 |
Experience | |||
Health points | |||
Damage 1 | |||
Attack Rating 1 | |||
Damage 2 | |||
Attack Rating 2 | |||
Defense | |||
% to Block | 20 | 20 | 20 |
Damage Resist | 0 | 0 | 25 |
Magic Resist | 0 | 0 | 0 |
Fire Resist | 75 | 100 | 115 |
Cold Resist | 60 | 75 | 0 |
Lightning Resist | 0 | 0 | 25 |
Poison Resist | 0 | 0 | 50 |
Drain Effectiveness | 100 | 75 | 50 |
Immunities | — | Fire | Fire |
Chill Effectiveness | 50 | 45 | 40 |
Walk/Run Speed | 8 | 12 | |
Group/Minion Size | 2-3 | — |
Property | Normal | Nightmare | Hell |
---|---|---|---|
Type | Animal | Animal | Animal |
Act(s) found in | — | 5 | 5 |
Monster Level | 40 | 62 | 81 |
Experience | |||
Health points | |||
Damage 1 | |||
Attack Rating 1 | |||
Damage 2 | |||
Attack Rating 2 | |||
Defense | |||
% to Block | 20 | 20 | 20 |
Damage Resist | 0 | 0 | 25 |
Magic Resist | 0 | 0 | 0 |
Fire Resist | 0 | 0 | 33 |
Cold Resist | 0 | 0 | 0 |
Lightning Resist | 60 | 80 | 100 |
Poison Resist | 75 | 100 | 110 |
Drain Effectiveness | 100 | 75 | 50 |
Immunities | — | Poison | Lightning,
Poison |
Chill Effectiveness | 50 | 45 | 40 |
Walk/Run Speed | 8 | 12 | |
Group/Minion Size | 2-3 | — |
Property | Normal | Nightmare | Hell |
---|---|---|---|
Type | Animal | Animal | Animal |
Act(s) found in | — | 5 | 5 |
Monster Level | 41 | 63 | 85 |
Experience | |||
Health points | |||
Damage 1 | |||
Attack Rating 1 | |||
Damage 2 | |||
Attack Rating 2 | |||
Defense | |||
% to Block | 20 | 20 | 20 |
Damage Resist | 0 | 0 | 25 |
Magic Resist | 40 | 60 | 70 |
Fire Resist | 20 | 0 | 33 |
Cold Resist | 20 | 0 | 0 |
Lightning Resist | 20 | 0 | 25 |
Poison Resist | 20 | 0 | 115 |
Drain Effectiveness | 100 | 75 | 50 |
Immunities | — | — | Poison |
Chill Effectiveness | 50 | 45 | 40 |
Walk/Run Speed | 9 | 14 | |
Group/Minion Size | 2-3 | — |
Tomb Viper Strategies[]
(As of Diablo II: Resurrected Patch 2.3 they deal only poison damage with their missiles, which makes them a much lesser threat.)
This scourge of players primary attack is a poison missile similar to a Plague Javelin, only capable of much more damage. Due to a bug, a percentage of their charge damage is included in the secondary cloud of poison as physical damage; the AoE cloud. This means that one could avoid the initial poison from the spear but still get damage of the cloud should his character run into it. The cloud isn't visible however, but will stay about five seconds after the initial spear's cloud vanishes. If the player does not move in this time, the second cloud will not affect them. Getting knocked back will also not trigger the second cloud.
Physical damage can be mitigated by equipping items with integer physical damage reduction. Other way of countering their attack (for melee characters) is by moving close enough to the creatures so that they will melee instead of using their missile attack. Casting Dim Vision on them will work as well as they won't attack something until they're aware of it. Another tactic, working on all guest monsters is to Save and Exit the game and try again, hopefully being able to avoid having them spawn again.