23 entries. Open a card for its rules, figures and related entries.
The Barrow KingNever leaves his throne. Every sixth turn he raises a barrow rat on the first free tile north, east, south or west of him. On every second turn, if you stand on any of the eight tiles around him, he sweeps them all.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Mossgate | 40 |
The Bog MotherCreeps toward you every third turn. Each hit that does not kill her splits off a bog spawn beside her, while fewer than 3 bog spawn are in the room. Bites when next to you.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Mossgate | 44 |
The Fen HydraNever moves. Each hit that lands while it is not burning makes it grow a hydra head on its next turn, on the first free tile north, east, south or west of it, never more than 2 heads at once. Otherwise it bites you for 5 if you stand next to it.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Fenmarsh | 48 |
The Mere KrakenNever moves. Hits from its sides or back do nothing; only hits from in front hurt it, but burning and harmful ground hurt it from anywhere. Every second turn it lashes the two tiles in front of it for 6.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Fenmarsh | 52 |
The Iron CaptainHe swings at the three tiles in front of his shield for 7 every second turn; on the turns between he takes turns to turn the shield a quarter to his right and to step toward you (turning it the way he steps), except that every eighth turn he calls a spearman beside him instead of stepping if none is in the room; the shield stops hits from in front (a diagonal gets past) and swings toward every hit that gets through (burns and ground do not turn it).
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Kingsroad ruins | 59 |
The MinotaurWorks in fours: he charges straight toward you along the longer gap until a wall, rubble, spikes, a creature, a helper or you stops him (or just turns to you if you stand right there), the next turn he gores the tile in front of him for 24, and then he stands dazed for 2 turns.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Kingsroad ruins | 81 |
The Cinder DjinnHis turns come in threes: first he vanishes and appears at the other end of his marked line, if it is free; next he sets the eight tiles around him burning for 3 turns (4 damage each turn you end there); last he strikes for 9 if you are next to him.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Cinder hollows | 88 |
The PhoenixFlies one tile on around its marked loop every turn, over spikes. If you are next to it, it pecks for 6 instead. Every fourth turn, if you are on one of the eight tiles around it, it beats its wings on all eight for 6. Every third turn, if you are in its row or column up to 4 tiles away with no wall between, it breathes fire at you for 4. Every sixth turn it lays an ember beetle beside it, while fewer than 2 are in the room. The first time it dies it rises again at half HP, and from then on the tile it leaves burns for 3 turns (3 damage).
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Cinder hollows | 55 |
The Frost GiantNever moves: every second turn he stomps a whole row and freezes it for 2 turns (end a turn there: 4 damage and you cannot step on your next turn), taking the rows in the order 3 north of him, 3 south, 1 north, 1 south, 2 north, 2 south, his own, and round again; on the turns between he punches for 9 if you are next to him.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Rimewood | 90 |
The Dragon WyrmlingIts turns come in threes: it turns to face you along the longer gap and draws breath, then breathes frost straight down the line it faces for 10 on every tile up to the nearest wall, then claws for 7 if you are next to it; it never leaves its perch.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Rimewood | 90 |
The LichNever moves, and nothing hurts him while his phylactery stands: break it first. Every second turn he blasts you for 8 if you are in his row or column within 5 tiles with no wall between (the blast flies over bones), or strikes you for 8 if you are next to him; every sixth turn he raises a risen skeleton beside him instead, while fewer than 2 are in the room.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 98 |
The Wraith of DuskThe twins share one pool of 60 HP and take turns being solid: Dusk on even turns of its own, Dawn on odd ones. Only the solid twin can be hurt; next to you it chills your tile for 10, this turn and next. Both glide one tile toward you every turn, through walls but never stopping in one.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 105 |
The Wraith of DawnThe twins share one pool of 60 HP and take turns being solid: Dawn on odd turns of its own, Dusk on even ones. Only the solid twin can be hurt; next to you it chills your tile for 10, this turn and next. Both glide one tile toward you every turn, through walls but never stopping in one.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 105 |
The Basilisk QueenEvery second turn she glares down her row and column: if you are looking at her along one of them with no wall, boulder or creature between, you take 5 and lose your next turn. On the turns between, if you are on one of the eight tiles around her she lashes all eight for 8, or else she crawls one tile toward you.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Glasswing steppe | 140 |
MedusaHer eyes sweep the room clockwise, one quarter a turn (north, east, south, west, and round again), as her arrow shows. Every hit from inside the quarter her eyes point at turns to stone and does nothing. As her eyes reach a quarter, if you are in it and looking at her, you take 6 and lose your next turn; otherwise her snakes bite for 8 if you are next to her. She never walks, though a push can move her.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Glasswing steppe | 140 |
Colossus hammer armOne of the Clockwork Colossus's three parts; it never moves. Its turns come in threes: on every third turn it slams all eight tiles around it for 9; its badge counts down to the slam.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 50 |
Colossus cannon armOne of the Clockwork Colossus's three parts; it never moves. Its turns come in fours: on every fourth turn it fires down its row and its column, all four ways, for 8: the shots fly over crates and stop at the first wall, creature, helper or you; its badge counts down to the shot.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 50 |
Colossus boiler heartOne of the Clockwork Colossus's three parts; it never moves and never attacks. Its turns come in fives: on every fifth turn it mends every other part of the Colossus by 8; its badge counts down to the mending.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 41 |
The Rune ColossusIts runes learn: after two hits in a row of the same kind (the same school, or for a plain attack, a helper, a burn or ground, the same way of hitting), every further hit of that kind does nothing until a different kind hurts it. Every second turn it slams all eight tiles around it for 8 if you stand on one, or else steps one tile toward you; on the turns between it does nothing.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 144 |
The Elder TreantNever moves. His turns come in threes: on the first two his roots take 2 more tiles of the room each, farthest from him first (corners before edges) and clockwise from the north, and every root hurts you for 4 at the end of each turn you stand on it; on the third he lashes the eight tiles around him for 7.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Thornreach | 160 |
The SphinxNever moves. Her riddle changes every 4 turns, as her badge shows, in this order and round again: 🗡️ only hits from her own tile or the eight around it hurt her, and every second turn she rakes those eight tiles for 8; 🏹 only hits from 3 or more tiles away (counting the longer way) hurt her, and every second turn she blasts her row and column for 6, up to the first wall, creature or helper; ✨ every hit hurts her and she does nothing.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Thornreach | 175 |
The Mirror KnightHe is your mirror, one beat behind: when you step east he steps west, when you step west he steps east, north and south he follows you (or turns that way if he cannot step); when you cast, he hurls his glass blade straight the way he faces for 8, stopped by the first wall, creature or helper; when you wait, he strikes for 8 if you are next to him, and every eighth turn he calls a shade beside him if none is in the room. His mirror shield stops every hit from in front (a diagonal gets past), except while you stand right next to him; burns and ground always hurt.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Sundered Place | 176 |
The Stayed NameNever leaves its tile, and fights in three phases, shown by its badge. Above 60 HP (🔁) a spell that hits it the same way as the last one (the same school and shape) does nothing and it throws 6 back at you on its next turn. From 60 HP down to 31 (👁️), every second turn, if you are looking at it, you take 5 and lose your next turn. From 30 HP down (👥), every fourth turn it calls a shade beside it while fewer than 2 are in the room. In every phase, on a turn it does none of these, it sweeps the eight tiles around it for 8 if you stand on one.
A single hit is capped at one sixth of this boss’s maximum HP, rounded down (at least 1).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Sundered Place | 248 |