From Diablo Wiki
Extra Health is a Boss Modifier that occurs on Champions, Bosses, and their minions.
This modifier provides a 50% boost to the hit points of the monster, without any other properties or effects. It does not boost damage or provide healing or anything else; just more life. As such it's largely invisible to the player, except on the monster's tool tip hover info, or if the player notices that the battle seems to be going on for longer than expected.
The bonus health applies to the entire group; all the Champions, and the Boss as well as all of its minions. The extra health benefit does not apply to Horde or Illusionist
- Monster Level Minimum: 31 (Nightmare and above.)
- Available to: Champions, Bosses, and boss minions receive the benefit.
- Damage Type: N/A.
- Additional Resistances: None.
- Can Not Spawn With: Avenger, Health Link, Horde, Illusionist, Missile Dampening, Shielding, Vampiric.
Extra Health grants a 50% hit point bonus to Champions, as well as Bosses and their minions. This property is most dangerous as it extends fights, and players used to killing monsters quickly enough to avoid real trouble from their damaging properties such as Molten or Arcane Enchanted may need to retreat or take a different tactic when dealing with Extra Health enemies.
Prior to the removal of Enrage timers, this modifier was very annoying for low DPS characters.
There's little point in screenshots or videos of Extra Health monsters since the modifier provides no change in appearance or behavior; there's only the difference in play and the hover tag on the monster's name.
|Monsters of Diablo III Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade|
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 -
|Primary Quest Uniques||
Act One Bosses:
Skeleton King -
The Warden -
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer
|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.