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For the quest of the same name, see The Khazra.
"Scholars call them "khazra." Children call them "goatmen." In this, the children of Sanctuary know best. They are indeed half goat and half man—just as the Vizjerei intended. But they are not the mindless, loyal weapons the mages wanted to create; they are vicious, cunning, and brutal."

- Adria(src)

Khazra

A khazra

The Khazra , otherwise called Goatmen or Goat Demons, and formally referred to as Aries Vehemens[1] are a race of mutated humans that have taken on the appearance of bipedal goats and follow the orders of their demon masters. They wield axes, polearms, swords, and magical staves to attack their enemies.

Lore[]

"Khazra. Pfft. Lice ridden mongrels. They steal human babies. You don't want to know what they do with them."
Khazra-TA

A khazra

Khazra are half man, half goat, and have been seen in many regions of Sanctuary. Walking upright as men, with heads of horned goats, they tread upon cloven hooves and are skilled with weapons of war.[2] Distrustful of humans,[3] khazra are no strangers to abhorant acts.[4] They are cunning, working together to form organized clans that accomplish the desires of their devilish commanders. Their strength is immense and some of the more powerful clans are rumored to guard the lairs of Hell's more renowned demons.[2] Indeed, many khazra have pledged themselves to their demonic masters.[3] Some clans find serving Hell controversial, but khazra augurs coax their kin into demonic subjugation.[4]

Khazra are incredibly strong and agile, and their archers are known for the power and accuracy of their bows. Fleet of foot, they may try to evade an unwary foe and then attack from a different angle. It is believed that to earn their powers they once held mock wars in Hell for the entertainment of the Prime Evils. However, if true, this is not the same for the mortal realm, as they prefer to slaughter the innocent rather than each other.[1]

Khazra blood is similar enough to that of humans that it can be used in sacrificial rituals.[3] Their sense of smell is strong enough to sniff out prey.[5]

Old folklore in the Dry Steppes states that khazra bones ward off curses.[6]

The khazra that remained in the Dark Citadel (known as the First Khazra) are a throwback to their original forms, while the khazra who spread across Sanctuary are divergent biologically.[7]

Clans[]

Khazra-BoA

A sketch of a khazra by Adria

There are several known "clans" of khazra, each given a different gift from a demonic patron.[8] Known clans include the:

History[]

Origins[]

"The khazra spent their first generations of life gleefully slaughtering every Vizjerei they could find. Which is what every single mage deserved, as far as I am concerned."

- Adria(src)

The khazra were once thought to be natural inhabitants of Sanctuary.[9] However, ancient carvings discovered by Abd al-Hazir tell the tale of the origins of the khazra.[3]

The khazra were, part of the Umbaru race found in the thick Torajan Jungles in the Teganze region of Estuar. At some point in the distant past, the five clans that would come to be known as the khazra migrated to higher elevations and began developing along different lines than the clansmen they left behind. They lived in relative peace and began the transition from a hunter-gatherer society to a farming one. This state of affairs changed dramatically when they encountered the Vizjerei during the Mage Clan Wars. At the height of the conflict, a faction of the Vizjerei resolved to construct an army using demon-possessed victims, and the peaceful Umbaru clans seemed to fit the Vizjerei's needs. Within the span of a decade after making contact with the Vizjerei, some of the future khazra clans had turned from their peaceful existence to all-out warfare with the Vizjerei. al-Hazir speculated that this was the result of their brothers being transformed into goat-like creatures by the Vizjerei.[9]

Khazra-statue

A statue within the Dark Citadel, possibly depicting an early khazra

The first khazra were created in a structure that would become known as the Dark Citadel.[7] The Vizjerei desired the khazra to be mindless, loyal weapons, but they turned out to have more initiative than first thought.[3] As decades of savage warfare took their toll on the Umbaru's culture and minds, the clans began to search for any means to prevail over their enemies. To this end, the clans actively sought to capture a Mage to do their bidding. Eventually they succeeded in violently coercing one of their captives to help them not only gain control over their transformed clan mates, but to have themselves transformed as well in order to fully drive the Vizjerei out of the Teganze.[9]

Their strategy worked, but it was not without its price. They found themselves bound in servitude to the demon Zagraal in exchange for their cursed power. They became furious marauders, driven to raid villages and caravans to sate their bloodlust and procure sacrificial victims for their demonic master. This is also when they became known as khazra, which roughly translates as "demon" or "devil" in the Umbaru tongue.[9] The first khazra generations spent their years gleefully slaughtering every Vizjerei they could find.[9]

After years of this terror, their previous brothers, the Umbaru of the lower Teganze, sent their Witch Doctors to eradicate the khazra's threat to the region. Filled with otherworldly power, the Witch Doctors cut a swath of destruction through the khazra until they confronted Zagraal himself. In a now-legendary battle, the valiant heroes fought to the last man before finally bringing Zagraal down.[9]

Khazra-D4

Rampaging khazra

The khazra continued to wage war on humanity, but without a source of demonic power to draw from, their strength diminished.[9] The Vizjerei attempted to hide their true nature through their writings, claiming they were servants of Baal.[10] Over time, the khazra spread across Sanctuary, while a number of khazra remained in the Dark Citadel. The khazra who remained here bore more in common to the original khazra forms, while the khazra who spread across Sanctuary underwent divergent evolution (or a similar process).[7]

Recent History[]

"Some time ago, I revealed that the khazra, or goatmen, were originally humans until the Vizjerei corrupted them. For many years these creatures were simple and lethargic. These days have ended. Khazra attacks are widely reported, and the number of fatalities is higher than anything in my records..."
Impaler-cncpt

A khazra twisted by demonic forces

In the 13th century, the khazra had a number of resurgences. Around the time of Diablo's awakening in Tristram, the khazra of the Western Kingdoms, once confined to only the darkest of labyrinths, ventured out to attack human encampments.[2] However, this upsurge in activity ended, and they returned to their diminished state.[11]

Shortly after the sundering of Arreat, the Moon Clan Khazra at Mount Zavain were subdued by the Cult of Damnation.[12] By 1270, they were used to attack Sentinel's Watch, as a distraction in their ploy to steal a shard of the Worldstone that was kept in the nearby monastery.[13][14]

In 1285, another upsurge of khazra activity occurred.[11] They ferociously attacked humans, and it appeared that much of their former ferocity had been regained.[9] Casualties were higher than anything ever recorded.[11] With the coming of the Fallen Star, the khazra in the hills near New Tristram were sent into a frenzy, causing them to go on a rampage, slaughtering all in their path.[15]

MalignantKhazra

Khazra inflicted with Malignancy

In 1336, khazra were among the monsters afflicted by Lilith's curse of Malignancy. They were counted among the Malignant.[16]

In-game[]

Diablo I[]

In Diablo I, Goatmen and Goatman Archers are encountered as enemies. Classified as demons, they are encountered in the Catacombs area of the game, and are represented by the Flesh, Stone, Fire, and Night Clans.

Unique Warriors[]

Unique Archers[]

Diablo II[]

In Diablo II, Goatmen return. They are encountered in the first and second acts of the game, and are represented by the Moon, Night, Blood, Death, and Hell Clans.

Diablo Immortal[]

Goatmen feature in Diablo Immortal as beast enemies. They are largely based on their Diablo III incarnations, and are represented by the Ice and Moon clans. New Goatmen enemies include the Goatman Berserker and Hellfire Augur.

Diablo III[]

Khazra

Goatman model

Goatmen return in Diablo III, this time classified as animals. Only two clans feature in the main game, the Moon and Blood Clan. Ice Clan khazra appear in the Adventure Mode-only Ruins of Sescheron as well as Nephalem Rifts, are classified as undead and have a white color scheme, but are otherwise identical to Moon Clan khazra.

Unlike previous games, "Goatman" is the monster group descriptor rather than the designation for individual khazra. New sub-types are introduced in the form of spearmen or "impalers" (ranged attackers) and shaman (casters), with the classic Goatmen becoming warriors. The Moon Clan features in Act I, while the Blood Clan appears in Act III.

With the exception of Shaman, khazra are usually encountered in large numbers and are especially dangerous in mixed groups.

Lady Morthanlu is a non-combat pet available to players.

Types of Moon / Ice Clan Khazra[]

Goatmen D3

Goatmen models: Impaler, Brute and Shaman

Brutes and Warriors are melee Moon and Ice Clan khazra, respectively. Armed with axes, they have average strength and attack in close combat. If a Brute makes it to a Khazra Drum, he will make all nearby khazra more resilient and powerful, but slow them down significantly.

Impalers are armed with throwing spears. Their attack speed and Life pool is smaller than their Brute counterparts, but they deal considerable damage from afar.

Shamans attack by launching erratically moving Frozen Orbs that explode for Cold damage on impact, hitting a large area and Chilling enemies within. At point blank range, they attack with their staves. Ice Clan Shamans are identical, except they use piercing Fire attacks instead.

Types of Blood Clan Khazra[]

Maulers are the Blood Clan equivalent of Brutes, distinguished by their larger size and extra head. Their attacks inflict Knockback, and they can enter Berserk mode, in which they deal more damage and move faster, but the effect ends after a short time.

Impalers also become two-headed and attack much faster.

Shamans (aka Sorcerers) gain a Fireball attack and can temporarily shield allies from damage.

Uniques (Moon Clan)[]

Uniques (Blood Clan)[]

Uniques (Ice Clan)[]

Diablo IV[]

Khazra-D4rend

A khazra in Diablo IV

Khazra appears as enemies in Diablo IV. They are one of the game's "monster families."[17]



Heroes of the Storm[]

Khazra-HotS

A khazra in Heroes of the Storm

Khazra appear in the Battlefield of Eternity map in Heroes of the Storm, taking the place of siege giants.[18] Their appearance is of Moon Clan Impalers.[19]

Trivia[]

WikiLogoSmall
This section contains facts and trivia relevant to this article.
Sword of Justice Cover3

Visage of the khazra

  • The concept of goat/human hybrids bears resemblance the the satyrs and fauns of Greek and Roman mythologies respectively. Similarly, the idea of goat demons bears resemblance to Baphomet, a deity in both Thelema and LeVeyan Satanism.
  • Khazra are visibly hunchbacked in the third game (as opposed to their upright posture in the first two games).
  • "Quicker than a khazra fleeces a sheep" is apparently an idiom within Sanctuary.[20]

Origins[]

The nature of the khazra has changed over time with each installment of the core series, as reflected in the article's lore section. In Diablo I, the khazra were listed as creations of Baal, residing within Hell. In Diablo II, the khazra were listed as mutations (half human, half goat), and as residing within the Western Kingdoms. In Diablo III, the origins of the khazra were given as a result of the Mage Clan Wars, though retaining the demonic influence through Zagraal. It was also at this point that the term "khazra" was introduced as the proper name of the species. However, the discrepancy is explained in-universe, as a case of intentional misinformation from the Vizjerei.

Khazra lore is further muddied in Diablo Immortal, where they appear in the game's Cycle of Strife trailer. Here, ancient nephalem Immortals battling khazra and other demons. This is either an error (as the khazra were formed after the Mage Clan Wars, according to current lore), or indicative that the original group of Immortals were formed and/or were active well after the Sin War.

In Diablo IV, the backstory of the khazra remains mostly congruent with the events mentioned in Diablo III, with the Dark Citadel revealed as their point of origin in the context of the Mage Clan Wars.

References[]

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