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Khazra

Goatmen or Khazra (as revealed in Diablo III) are demons that are found in all three of the Diablo installments. They appear as bipedal goats wielding melee weapons such as axes and other polearms.

Lore

These demonic atrocities have been seen in many regions of Sanctuary and within the Western Kingdoms. These mutations of Evil are half man, half goat and signify the foulest form of Hell's will. Once confined to only the darkest labyrinths, they now venture out into the wilderness, ever closer to the encampments of man. Walking upright as men, with heads of horned goats, they tread upon cloven hooves and are skilled with weapons of war. 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.

The history of Goatmen (Khazra) is detailed in an entry in the official bestiary, from which the following is taken.

The khazra (colloquially known as "goatmen") were long thought to be natural inhabitants of our world, akin to the lacuni "panther-men" tribes of the desert and mountain regions, but it was recently discovered that nothing could be further from the truth. The history of the khazra is much more complex and disturbing than has been previously imagined.

According to ancient carvings, the khazra were originally human, part of the Umbaru race found in the thick Torajan jungles in the Teganze region of the eastern continent. 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 Clan about two thousand years ago (if my translations prove to be correct).

This was the height of the Mage Clan Wars, and even the mighty Vizjerei mage clan was showing signs of stress brought about by the prolonged struggle. 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. It is unknown how the clans first came into contact with the Vizjerei, but within the span of a decade or so, some of the future khazra clans had turned from their peaceful existence to all-out warfare with the Vizjerei. This was surely the result of seeing their brothers being painfully transformed into savage goat-like creatures by the Vizjerei.

Though they were primitive by the standards of the Vizjerei, the Umbaru clans held the powerful mages at bay through familiarity with the terrain and sheer ferocity. But this state of affairs could not hold forever. 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. In fact, they lost sight of anything else.

Exact details on what transpired next are scarce, but at some point during the next two hundred years they decided to use the Vizjerei's strength against them. 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.

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.

After years of this terror, their previous brothers, the Umbaru of the lower Teganze, sent their sacred Witch Doctor warriors 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.

The khazra continued to wage war on humanity, but without a source of demonic power to draw from, they became weak. Despite a slight unexplained resurgence twenty or so years ago, their fury steadily drained from them until they became the sluggish and muddled beings we know today.

Diablo I

Goatmen, or Goat Demons, are most commonly found in the catacombs. Many of them, unlike their forms in the following games, use a bow, appearing as Goatmen Archers.

Goat Demons are divided into clans, with each clan having its own warriors and its own bowmen. These clans are the Flesh Clan, Stone Clan, Fire Clan and Night Clan.

Stats

Goatmen
Name Level Damage HP Resistance Immunity
Flesh Clan 8 4-10 15-22 None None
23 12-24 95-116 None None
38 22-46 160-188 None None
Stone Clan 10 6-12 20-27 Magic None
25 16-28 110-131 None None
40 30-54 180-208 None Magic
Fire Clan 12 8-16 25-32 Fire None
27 20-36 125-146 None None
42 38-70 200-228 None Fire
Night Clan 14 10-20 27-35 Magic None
29 24-44 131-155 None None
44 46-86 208-240 None Magic

Unique Goatmen

Diablo II

Goatmen return in different acts of Diablo II. Their appearance is similar to that in Diablo I, and they often wield bardiches in battle.

Goatmen now hail from five different clans: Moon Clan, Night Clan, Blood Clan, Death Clan, and Hell Clan. There are no more archer variations.

Stats

Moon Clan
Property Normal Nightmare Hell
Type ? ? ?
Act(s) found in 1 1 1
Monster Level ? ? ?
Experience ? ? ?
Health points 16-20 559-726 3170-5495
Damage 1 3-5 23-40 58-101
Attack Rating 1 23 642 2347
Damage 2 3-5 23-40 58-101
Attack Rating 2 23 642 2347
Defense 12 324 811
% to Block 5 5 5
Damage Resist 0 0 50
Magic Resist 0 0 0
Fire Resist 0 0 0
Cold Resist 0 0 100
Lightning Resist 0 0 0
Poison Resist 0 0 0
Drain Effectiveness 100 90 80
Immunities
Cold
Chill Effectiveness 50 40 33
Walk/Run Speed ? ?
Group/Minion Size ? ?
Night Clan
Property Normal Nightmare Hell
Type ? ? ?
Act(s) found in 1 1 1
Monster Level ? ? ?
Experience ? ? ?
Health points 22-28 593-770 3257-5644
Damage 1 4-7 22-40 56-100
Attack Rating 1 41 657 2380
Damage 2 4-7 22-40 56-100
Attack Rating 2 41 657 2380
Defense 18 331 822
% to Block 7 7 7
Damage Resist 0 0 50
Magic Resist 0 0 0
Fire Resist 0 0 0
Cold Resist 0 0 0
Lightning Resist 0 0 110
Poison Resist 0 0 0
Drain Effectiveness 100 90 80
Immunities
Lightning
Chill Effectiveness 50 40 33
Walk/Run Speed ? ?
Group/Minion Size ? ?
Blood Clan
Property Normal Nightmare Hell
Type ? ? ?
Act(s) found in 1 1 1
Monster Level ? ? ?
Experience ? ? ?
Health points 25-31 593-770 3774-6541
Damage 1 4-8 20-38 55-102
Attack Rating 1 52 657 2573
Damage 2 4-8 20-38 55-102
Attack Rating 2 52 657 2573
Defense 21 331 885
% to Block 8 8 8
Damage Resist 0 0 50
Magic Resist 0 0 0
Fire Resist 0 0 100
Cold Resist 0 0 0
Lightning Resist 0 0 0
Poison Resist 0 0 0
Drain Effectiveness 100 90 80
Immunities
Fire
Chill Effectiveness 50 40 33
Walk/Run Speed ? ?
Group/Minion Size ? ?
Death Clan
Property Normal Nightmare Hell
Type ? ? ?
Act(s) found in 1 1 1
Monster Level ? ? ?
Experience ? ? ?
Health points 41-51 661-859 3343-5794
Damage 1 5-11 24-42 60-104
Attack Rating 1 80 688 2412
Damage 2 5-11 24-42 60-104
Attack Rating 2 80 688 2412
Defense 30 345 832
% to Block 11 11 11
Damage Resist 0 0 50
Magic Resist 30 50 50
Fire Resist 20 50 75
Cold Resist 0 0 0
Lightning Resist 0 0 0
Poison Resist 0 0 0
Drain Effectiveness 100 90 80
Immunities
Chill Effectiveness 50 40 33
Walk/Run Speed ? ?
Group/Minion Size ? ?
Hell Clan
Property Normal Nightmare Hell
Type ? ? ?
Act(s) found in 2 2 2
Monster Level ? ? ?
Experience ? ? ?
Health points 78-97 935-1215 4119-7139
Damage 1 9-19 26-48 59-109
Attack Rating 1 174 810 2703
Damage 2 9-19 26-48 59-109
Attack Rating 2 174 810 2703
Defense 58 403 927
% to Block 19 19 19
Damage Resist 0 0 50
Magic Resist 0 0 0
Fire Resist 40 70 110
Cold Resist 0 0 0
Lightning Resist 0 0 0
Poison Resist 0 0 0
Drain Effectiveness 100 90 80
Immunities
Fire
Chill Effectiveness 50 40 33
Walk/Run Speed ? ?
Group/Minion Size ? ?
  • The Night Clan has a chance to deal Lightning damage in Nightmare and Hell.
  • The Blood and Hell Clans have a chance to deal Fire damage in Nightmare and Hell.
  • There are no super unique Goatmen.

Diablo III

Khazra

Concept art of Khazra from Diablo III

Goatmen are Animals. The only type of goatman yet named in Diablo III are Moon Clan Warriors, but it's certain there will be various clans of Goatmen, as there were in Diablo I and Diablo II.

The goatmen foot soldiers seen thus far are much as they were in Diablo II. They mill around in medium-sized packs, wielding huge two-handed polearms, and attack quickly, but not very effectively. The Diablo III goatmen have quick footspeed and a fast swing, but they pause for a long time between attacks. Their death sounds seem to be improved over how they were in Diablo II, though they are not quite as delightfully bleaty and goaty as they were in Diablo I, when their enticing noises put them amongst everyone's favorite monsters to kill. Goatmen Shaman are a new type of goatman in Diablo III, though it is not yet known what types of buffs or resurrection spells they might possess.

Goatmen are now found in camps, and in the WWI 2008 gameplay movie, a vast mob of them comes running out from behind a tent.

Trivia

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This section contains facts and trivia relevant to this article.
  • The most famous, and most notably, hilarious, Goatman in Diablo I was Gharbad the Weak. Found in the Dungeon Level 4, he gave the player the quest with the same name in which he creates a magical weapon for you if you let him live. The line, "Something for you, I'm m-a-a-a-king." is still a source of involuntary laughter for many fans.
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