This page needs additional citations for verification.
Please help improve the page by adding citations to reliable sources.
Magic monsters have one affix; rare monsters have three affixes, one of which may be an aura. This system is similar to rarity on items, in that magic monsters have their affix added to their name and rare monsters are given a randomly generated name. For more information see Rarity#Monsters.
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Abberath which use his skills
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Arakaali which use her skills
Immunity buff is removed on death
Allies with Immunity cannot gain Immunity
Gains Increased Movement Speed with life lost up to 40% at zero life
Gains Increased Attack and Cast Speed with life lost up to 75% at zero life
Gains reduced Damage Taken with life lost up to 30% at zero life
Gains increased Character Size with life lost up to 50% at zero life
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Tsoagoth which use his skills
Caustic Orbs create Caustic Ground after exploding
Projectiles have 20% chance to be able to Chain when colliding with terrain
Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
Inflicts Corrupted Blood when Hit
Corrupted Blood lasts for 4 seconds
Crystals deal no damage and despawn after 12 seconds
Crystals charge up and explode on death, dealing Chaos damage
Hexing Effigy can apply 5 additional Curses
Hexing Effigy has 100% more Effect of Curses
For a full list of Hexer's override Curse stats, see Hexer
Pack monsters gain 40% increased Maximum Life on death
40% increased Damage while Frenzied
25% increased Action Speed while Frenzied
50% reduced Damage Taken while Frenzied
Totems can use Lightning Warp
Totems despawn on death
+40% to all Elemental Resistances
+25% to Chaos Resistance
15% additional Physical Damage Reduction
Spawns apparitions of Innocence which use his skills
+40% to all Elemental Resistances
+25% to Chaos Resistance
15% additional Physical Damage Reduction
Spawns apparitions of Kitava which use his skills
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Lunaris which use her skills
Minions have 150% increased maximum Life
30% increased Attack and Cast Speed
500% increased total Recovery per second from Life Leech
40% of Maximum Life is added to Maximum Energy Shield
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Shakari which use her skills
Enemies in the Aura take Lightning Damage Over Time and lose Mana every second
Enemies standing inside the Ring are not affected by the Aura
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Solaris which use her skills
Corpse cannot be destroyed
Cannot be Dominated
Each Soul grants 5% increased Damage, Attack Speed and Cast Speed
Each Soul grants 1% increased Character Size
Summons a Shackled Phantasm monster every 4 seconds
Monster gives 175% reduced Experience on death (Hidden)
350% reduced Quantity of Items dropped by this Monster (Hidden)
Prevent 50% of Suppressed Spell Damage
Enemies within the Temporal Bubble have 25% reduced Action Speed, 60% reduced Cooldown Recovery Rate and Debuffs on them expire 40% slower
50% of Damage from Hits is taken from Rare pack minions' Life before the Rare monster
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Tukohama which use his skills
Movement Speed cannot be modified to below base value
Moving will break the Vines over time
Travel Skills will break all Vines instantly
Gain 40% of Maximum Life as Extra Maximum Energy Shield
100% increased Blind Effect
Clones disappear after 5 seconds and do not drop items or grant experience
Clones do not inherit mods from the original monster
Ignites nearby Corpses (green effect), detonating them after a short duration
Effigy links to the target player
Effigy is immune to damage for 2 seconds after linking to a player
While linked 50% of damage from Hits taken by the Effigy is also taken by the player as reflected damage
Effigy can taunt other Enemies to attack it 2 seconds after linking to the player
Running away from the Effigy will sever the link between itself and the player
Inflict Lightning Exposure on Hit, applying -25% to Lightning Resistance
80% reduced Wither Duration on Self
Inflict Fire Exposure on Hit, applying -25% to Fire Resistance
While fleeing avoid 75% of Damage from Hits, gain 200% increased Movement Speed and 1000% increased Evasion Rating
While fleeing cast Frost Walls targeting players (1.5 second cooldown, 1.5 second global cooldown)
While not fleeing take 50% less damage over time
Nearby Allies have 40% increased Movement Speed (Speed Aura)
Healing Nova applies a Verdant Spores debuff causing 60% reduced Recovery Rate of Life and Energy Shield for a duration (8 second cooldown, 5 second global cooldown)
Healing Nova does not affect itself
Healing Nova cannot be used if the Monster with this modifier is on full life
(note: Verdant Spores do not affect Player minions)
Corpse cannot be destroyed
Cannot be Dominated
Inflict Cold Exposure on Hit, applying -25% to Cold Resistance
When the Magma Barrier is depleted it explodes for massive Fire Damage
Barrier returns 10 seconds after exploding
Elemental Equilibrium (25% exposure)
(note: Executioner aura does not affect Player minions)
80% reduced Effect of Chill on you
80% increased Freeze Duration on you
80% reduced Ignite Duration on you
80% reduced Effect of Shock on you
Note: this is a manually compiled list from Stats.json, and not all modifiers may actually apply in-game.
Additionally, "monster_dropped_items_ignore_player_rarity_+%" and "monster_dropped_items_ignore_party_rarity_+%_bonus" appear to imply that magic find may not be very impactful in affecting the outcome of some of these reward modifiers.
![Monster modifiers | PoE Wiki (5) Monster modifiers | PoE Wiki (5)](https://i0.wp.com/www.poewiki.net/images/thumb/2/2c/Vaal_Orb_inventory_icon.png/16px-Vaal_Orb_inventory_icon.png)
![Monster modifiers | PoE Wiki (6) Monster modifiers | PoE Wiki (6)](https://i0.wp.com/www.poewiki.net/images/2/2c/Vaal_Orb_inventory_icon.png)
![Monster modifiers | PoE Wiki (7) Monster modifiers | PoE Wiki (7)](https://i0.wp.com/www.poewiki.net/images/thumb/e/e1/Tricorne_inventory_icon.png/16px-Tricorne_inventory_icon.png)
![Monster modifiers | PoE Wiki (8) Monster modifiers | PoE Wiki (8)](https://i0.wp.com/www.poewiki.net/images/e/e1/Tricorne_inventory_icon.png)
![Monster modifiers | PoE Wiki (9) Monster modifiers | PoE Wiki (9)](https://i0.wp.com/www.poewiki.net/images/thumb/1/1c/Hubris_Circlet_inventory_icon.png/16px-Hubris_Circlet_inventory_icon.png)
![Monster modifiers | PoE Wiki (10) Monster modifiers | PoE Wiki (10)](https://i0.wp.com/www.poewiki.net/images/1/1c/Hubris_Circlet_inventory_icon.png)
Beasts in Einhar's missions spawn with Bestiary mods. Yellow Beasts have one Bestiary mod, and Red Beasts have two Bestiary mods.
Monsters can be affected by Touch or Grip modifiers based on how a Tormented Spirit interacts with them.
Monsters can be mirrored. Mirrored enemies tend to appear when a monster is twinned or duplicated.
Monsters could be possessed by a Talisman in the Talisman league. This feature is no longer available.
- Rare Monster item bonus mechanics are now rarer, and the following item bonus mechanics have been removed: Items dropped are converted to Gems, Items dropped are converted to Scarabs, Items dropped have all White Sockets, Items dropped are Duplicated, Slain Rare monster gives increased Experience, and Slain Rare monster gives increased Gem Experience.
- Cycling Damage Reduction has been reworked and is now "Adaptive Resistances". Monsters will become resistant to the highest damage type taken (Fire, Cold, Lightning or Chaos).
- Fixed a bug where the "Chance to Freeze" monster modifier only had a 1% chance to Freeze; it is now 25%.
- Improved the performance of the visual effect applied to Monsters with the Poisons modifier.
- The Exploding Orbs Monster modifier now spawns a single Exploding Orb, which emerges from behind the Rare Monster with the modifier. The audio for the Exploding Orb has also been changed to be better telegraphed.
- Improved the audio of the Heralding Minions and Toxic Monster modifiers.
- The Cycling Damage Reduction monster modifier now grants 80% reduced damage taken from elements other than the active one (previously 90% reduced).
- The Powerful Minions Monster modifier has been split into two different modifiers. Powerful Minions, which buffs the life and damage of minions, and Constantly Revives Minions, which well, constantly revives minions.
- The Rare Monster modifier that triggers purple crystals when the monster is hit now has larger crystals, and the crystals have a slightly longer delay before exploding after the monster dies. The crystals now deal Chaos Damage instead of Elemental Damage, and have had their damage lowered.
- The Ambushes monster modifier can no longer be found on Magic Monsters, as it had no effect on them.
- The visual effect applied to monsters with modifiers that cause Minions to Fire, Cold, or Lightning Explode on Death has been removed as it caused visual issues in some circ*mstances.
- Updated the "Cycling Resistances" monster modifier text to "Cycling Damage Reduction" as it is more accurate.
- Monster mods now only do one specific thing and say exactly what they do.
- Since each mod now only does a single thing but monsters don't have more mods than they used to, the percentage of monsters with gameplay-altering effects is now much lower. Interesting and challenging emergent behaviour from overlapping mods can still happen, just less often.
- Players are no longer required to do annoying actions to maximise rewards. In Archnemesis, rewards were associated with individual mods. This meant that you could tell what kind of rewards you would get in advance. In some cases, you were then effectively required to fetch a magic-find culling character to make sure that you maximised the value of the monster mod that you had found. In other cases, you would ignore a monster completely if you knew that it would only drop rewards that were of no value to you. In the new system, we have added a significant pool of new rewards to rares, but the reward that is on the monster is hidden (and not associated with a specific mod), so you don't know what kind of rewards you will get until you kill the monster. Rare monsters with more mods are more likely to have these special hidden reward mods. This new reward system smooths out the spikiness that the Archnemesis reward system had.
- See Version 3.20.0 §Monster Mods and Archnemesis for details.
- Archnemesis modifiers have been rebalanced and added to the core game. Existing Magic and Rare monster modifiers have been replaced with Archnemesis modifiers.
- See Version 3.18.0 §Archnemesis Changes for details.
- Bloodlines and Nemesis have been removed from the core game. Some of their modifiers have been incorporated into the new monster modifier system.
- See Version 3.18.0 §Bloodlines and Nemesis Removal for details.
- The Aura radius for "Allies Move and Attack Faster" has been increased to be the same as other Monster Auras.
- Caster Monsters are now able to have Extra Damage as a modifier.
- The Plated modifier now provides 30% additional Physical Damage Reduction instead of Armour. It still only appears on Monsters that have Armour.
- Added new Magic and Rare Monster modifiers for Chaos Resistance for all Monsters.
- Added new Magic and Rare Monster modifiers for Extra Lightning Damage for attack Monsters.
- Added new Magic and Rare Monster modifiers for Cast Speed and Spell Damage for caster Monsters.
- The "Allies Deal Substantial Extra Physical Damage" modifier no longer has the word "Substantial" in it, though the values of the modifier have not changed.
- The Evasion Rating modifier for Monsters is now a prefix modifier instead of a suffix, to match the Armour and Energy Shield modifiers.
- Set up chance of monster packs being magic.
- Dramatically improved rewards for killing rare and magic monsters.