Chill is a Crowd Control effect usable by both players and monsters. Unlike Slow which reduces Movement Speed, Chill also reduces Attack Speed.
Chill is inflicted by cold damage and-similar to Slow-is measured in percentages (eg 20% Chill means the victim's moved and attacks are slowed by 20%). Some attacks apply stacking Chill (repeated attacks increase % Chill). At 100% Chill, the victim Freezes and suffers total loss of control for a short time. A player monster inflicted with Chill gains a blue or light blue coverage (like that of Freeze effect).
In-game
Diablo II
Chill is introduced in Diablo II. It can be resisted by players with items with the Cannot Be Frozen modifier, and by monsters via cold immunity. Its duration is also reduced by cold resistance, and items with Half Freeze Duration modifier. Every cold damage have one type of this effect. Chill is considered less potent than the more powerful Freeze, but unlike common Slow, it can reduce the Attack Speed. Any Freeze effect on Act Bosses, Super Unique Monsters and Unique Monsters, as well as other Player Characters, will work only as Chill. This will generally slow enemies by 50% in Normal, 40% in Nightmare, and 33% (25% for Undead) in Hell, although it is less effective on some monsters (and totally ineffective on a certain monster). A Chilled enemy has a chance to be shattered when killed, leaving no Corpse. Thawing Potion instantly clears the Chill effect on players.
However, Holy Freeze's Chill cannot be resisted with items with the Cannot Be Frozen modifier and Cold Immune monsters are affected by it as any other monster, only the periodic (and very low) cold damage will be resisted. Items and skills using this effect stacks with a cap about 85%.
Diablo III
Chilled icon in Diablo III
In Diablo III, Chill can happen only due to Cold skills and Cold damage. Many Skill Runes that change the damage type to Cold also add a chance, or a guaranteed Chill or Freeze. Consequently, being immune to Cold damage is guaranteed to protect the target from Chill.
Chilled enemies do not give a chance to shatter anymore (but Critical Hits from Cold attacks do). Chill and Slow count as single type of CC for the purpose of CC resistance, and most effects that require the target to be Slowed to trigger do so regardless of whether it is a common Slow or Chill. However, in some very rare circumstances, such effects may specifically require the target to be Chilled: Cold Blooded, Iceblink and Frostburn are examples of that.
Diablo Immortal
Chilled icon in Diablo Immortal
Chill returns in Diablo Immortal, and can be used by both players and monsters. It is caused by cold attacks. When used by the player, it is accompanied by damage over time. Some monster cold attacks also cause DoT, in addition to chill.
A player under the effect of Chill
Chill usually doesn't stack except caused by some skills. When stacked up to 100%, the player freezes.
Movement Speed and Attack Speed reduced.
Diablo IV
Chill returns in Diablo IV, though it no longer affects Attack Speed. It is used as a Sorceress class mechanic, also used to a lesser degree by Rogue. Unlike the previous incarnation, it stacks with every application, until it turns the foe Frozen at 100% slowdown, and after death, shatters them and leaves no corpse.
Alternatively, Sorceress may acquire an Endless Winter talent which adds 30% Critical Hit chance against Chilled and Frozen enemies, but Chill will no longer become Freeze from repeated applications.