Terraria

Terraria

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Terraria Boss Ideas 3: Calamity
By Okami Tomato
So there's now 3 boss idea-based pages now, but this time it's not solely because of spacing, but instead mainly because I want to have a look at the Calamity Mod. So expect really high health and damage in the hundreds, because I don't even need to balance them to vanilla standards anymore!

So as usual, this isn't a "guide", it's just I don't know where else to put these at the moment. But hey, at least it's organised somewhat... right...?
   
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Intro Panel
So since Calamity has major differences to what Vanilla terraria has, I will need to once again add some additions to the boss sections. Lore is probably the best example I can give since, in vanilla, bosses didn't come with lore so there's a major difference there.

If anyone actually sees this page: Hi!
If any of my recurring viewers visits: Hi again!
If anyone from the Calamity team stumbles here accidentally: Sorry the sprites look so bad, I'll get around to fixing them... at some point...?

Anyways, enjoy!
-=Lore=-
The additional lore for each boss across all of my guides. There are many, many bosses across my 3 boss pages so I'll try my best to add lore for all of them in appearance order.

001 - Infected Core:
An unstable collection of infectious matter. While it doesn't seem to be the source of this strange contageon it does house a large concentration of it.

002 - Frost Guardian:
A large icy skull once thought to belong to a colossal, icy creature. The hollow skull cries out for spirits...

003 - Deathworm:
Giant, armoured worm that feasted on many of the large creatures that roamed the deserts. It seemed to be fine with co-existing with its new, once-aquatic neighbour.

004 - Arch Pixie
She seems almost blissfully unaware of things outside of the Hallow and thus was unaware of me, and apparently unaware of you as well.

005 - Tar Creature
Once a regular slime. It was made into a sludgy, oozing mess by a surplus of food, growing larger by the day as it consumed everything in its path.

006 - Dragon Guardians
They will only answer the calls of the worthy. They work as tireless servants to the most powerful jungle entities they can find.

007 - Frost Wyvern
Creater of the frozen biomes, brought down by your hand. However, if you are to proceed, it will not be the only dragon you shall face.

008 - Cosmos Crusher
Extreme levels of heat radiate from its body, the magma acting as its blood. Conflict keeps its magma blood pumping through its rugged, stone-like body, so any calls it may recieve shall be answered shortly with fire and brimstone.

009 - Polyphemalus
The watcher of the world, once thought to be nigh-unstoppable. However, you have proven these allegations incorrect with your actions.

010 - Cerebral Core
Enhanced through scientifically fictitious means only though to exist in ones' imagination, fortified by an army of disposable probes. Do not mistake its caution for vulnerability, however.

011 - Optimus
Giant eyes now seem like a rather dull concept thanks to the recent surplus of them, say some people. However, I personally find something quite unnerving about the feeling of being watched...

012 - Prime MK V
An upgraded variant of Skeletron Prime, provided with additional weapons to aid its destructive habits. It seems to harbour a grudge against you for your previous actions.

013 - Garagon
Despite his feral behaviour in battle, Garagon holds vast amounts of knowledge about the world and those who inhabit it. If only he had chosen a more useful path...

014 - Sand Cyclone
A powerful dragon who dwells within the depths of desert caves, summoning sandstorms solely to bully those who wander into its territory. Its death will not bring about an end to those storms, though.

015 - Ocram
After an attempt to erase his presence was made, Ocram began to hold a vile grudge against his creators. This grudge is what keeps his will to fight alive, and his soul active after death.

016 - Phantasm
A creature cloaked in shadow, found hunting and devouring weakened prey in the dead of night. I have had encounters with it myself, but its attempts have always been in vain.

017 - Nemesis
Worms were considered as little more than nuisances for the longest time, though sudden powerful contenders have conflicted this notion. Nemesis was one of said contenders.

018 - Thanatos
For the self-proclaimed 'God of Death' he seems rather underwhelming. I know someone who may like to meet Thanatos in the future.

019 - Triclops
It acts and hunts off instinct, lacking any sort of noteable intelligence. Such actions may explain its reasoning for leaving its vulnerable points visibly exposed, even in a fight.

020 - Nebula Devourer
An ancient serpent who seeks cosmic energy to feed off of. Crystals of concentrated life energy grow from its body which will eventually fall away and grow into more worms.

021 - Solar Cultist
One who has devoted their very being to an entity said to once embody the sun. However, it is likely she is completely unaware he even exists.

022 - Harpy Princess
A royal with a rough life. Attacked by a profaned flame, caught in the middle of a world-shaking battle, imprisoned for an act she never committed, and finally brought to the brink of death by your hand. It's suprising she even considered interracting with humanity again.

023 - '???'
An entity born of the darkness in humanity's hearts. The familar forms you see before you are little more than an illusion so that you may comprehend it.

024 - Forbidden
I am unsure of its origins, though I can assure you it was set on destruction.

025 - Chaos Dragon
Only one dragon surpasses it in terms of pure power, though its intelligence is sadly lackluster. It acts on primal instincts as opposed to gaining power through knowledge, which shall forever hold it from claiming the title of strongest.

026 - Corrputed Eye
A strange fluid seeps from its remnants, killing all life it makes contact with. I shall not say I am exempt from its creation, but I shall say no more than that.

027 - :P
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028 - Oblivion
An apocalyptic entity with an unstable form. It lacks a proper soul and seems to crave the idea of fusing with another likeminded creature. It is unlikely, however, that it will ever find one, which is a relieving thought.

029 - Tomatoes
An entire race of tomato-like creatures. Despite their visual similarities to the fruits of the same name, they aren't even part of the same plant group as them.

030 - Mechanical Phantom
A scientist who became obsessive over his passion of a virtual reality engine. He was successful at creating one, but at what cost?

031 - Atlantic Guardian
Overseer of the Ocean's temple and guardian of its treasures. Those who try their hand at stealing the temple's contents will have to deal with him.

032 - Fear Machine
Mk. V, despite losing at least twice, still craves revenge. Having weaponised itself even further, it silently awaits its next encounter.

033 - Mystery Matter
An ever-expanding globule of cosmic energy that seems to have split off of a larger being at some point in its life. Its energy signatures suggest something not of this world, or even this dimention.

034 - Shredder
Coated in spiked armoured plating that could tear the flesh off your bones from even a mild graze, the Shredder's defences are nothing to laugh at. However, underneath its enhancements, it is weak, frail, and practically defenceless. The devourer must have known its potential...

035 - Wretched Mimic
An intelligent slime-like creature who attempts to mimic other lifeforms in order to be more successful at surviving. However, its transformations are at best uncanny and nightmarishly twisted at worst.

036 - Jungle Bloom
Offspring of Plantera who decided that, instead of actively hunting for food, it should instead use other tactics. It uses its tools to weaken prey before using tendrils to pull it into one of its many mouthes.

037 - Apocalyptic Devotist
Once inspired by the idea of the end of the world, eventually becoming completely addicted to the idea. It waits with immense anticipation for the end, seemingly ignoring the fact that when the world ends, it will as well.

038 - Giant Centipede
More of a nuisance than an actual threat when compared to its larger brethren. However, to those unprepared for an encounter, more than enough.

039 - Centipede Colossus
It has grown large due to a less picky diet, eating any living things it sees. Many have tried to gain access to the temple, but they have also been destroyed shortly after entering.

040 - Lightning Elemental
Believed to have once been a friend of the Cloud Elementals, but eventually turned bitter and aggressive by the wars he has had to witness. It seems he was rather eager to answer your call.
-=Lore 2=-
041 - Melody
Melody once travelled with Sly and Geovahn as a band, though her shyness eventually caught up with her, causing her to leave the band and hide herself away in the desert. She still seems to miss her days as a singer, however.

042 - Sly
Sly was the saxophonist of a band, travelling with Melody and Geovahn. However, his ego eventually grew too big to handle and so he left the group. He now performs solos near the temple, but seems to miss the company of a band.

043 - Geovahn
His name was given to him by Sly and Melody since he lacked one when the band was formed. His inability to speak stopped him from being able to effectively stop the other two from leaving and thus the band was dismantled around him. He patiently waits for the band to reform.

044 - Stardust Magus
Her rather frail and timid appearance is somewhat deceiving as she holds a lot of power. The most friendly of the Lunar Quartet, but also too socially awkward to attempt to befriend you instead of fighting.

045 - Solar Scourge
His pure power is only surpassed by his immense intelligence. The overall wisest of the Lunar Quartet and the closest friend the Magus has, the Solar Scourge is no mindless monster like his name would suggest. However, since you asked for a fight, a fight you shall receive.

046 - Nebula Lord
Carrying the highest natural IQ of almost any known entity, the Nebula Lord houses not only a wealth of intelligence, but also an ego that has slowly developed from it. His belief that conflict is pointless and overall a waste of resources has lead to him falling out with the Vortex Hunter. However, as hypocritical as it may seem, he put his ideas aside to fight you.

047 - Vortex Hunter
The fourth and final member of the Lunar Quartet. Desite her high status she is still a fan of getting her hands dirty and is up for a fight. As unfair as it may seem that she has a gunship to assist her, she feels that you should bring whatever force is needed to ensure a victory.

048 - Spectral Leviathan
It may not look intimidating, but this ozone-inhabiting serpent actually possesses a lot more power than looks may suggest. Each scale pulsates with energy, its eyes radiate it, even its breath has the potential to revitalise you. The source of this energy, however, is unknown since it lives too high in the atmosphere to properly study.

049 - Crawling Eye
The jagged protrusions from its eye-like body are nearly indestructable and seem to draw attacks towards them, keeping its more-vulnerable body safe from most attacks. It seems to have been observing you for a while and so it likely had a lot of prior information on you before your fight. Despite this, it still lost.
Astral Phoenix
Appearance:
A large, brightly-coloured bird. Its body while mostly brown, features a golden collar around its neck and gold talons. Its feathers are all bright, fiery colours, phasing from red to yellow the further up the wing you go.

Summon:
Summoned using the Phoenix Feather either in space or the surface at night. Will not work underground or anywhere during the day.

Stats:
Health:
25,000 / 33,000 / 38,000 / 50,000 (Body)
30,000 / 52,000 / 65,000 / 80,000 (Head)
300,000 / 500,000 / 685,000 / 800,000 (Head & Body) (Post-Moon Lord)
Attack:
110 / 200 / 260 / 300 (Melee)
85 / 130 / 165 / 200 (Fireball) (+10 Seconds of Phoenix Fire debuff)
210 / 330 / 480 / 600 (Melee) (Post-Moon Lord)
170 / 300 / 410 / 560 (Fireball) (+10 Seconds of Phoenix Fire debuff) (Post-Moon Lord)
Defence: 70

Attacks:
-Will charge into the player 3 times in rapid succession, dealing contact damage
-Can create a ring of fireballs around itself before charging, firing all 8 of them at you after finishing the charge
-Flies above the player, shooting fireballs down at them
-Shoots an arc of 3 (5) fireball projectiles in the player's direction
-Charges above the player, creating fireballs, before sending them all towards the player upon finishing the charge. (In Revengence/Death Mode it will charge at the player diagonally and the fireballs have a slight homing effect)
However, upon getting down to 0 health, its head will burst off of its body and attack independently, with its body turning to ash on the ground.
-Its head will charge and shoot fireballs when not attatched to a body
In Expert, Revengence or Death mode, its body will reform after some time passes, returning it to phase 1 again in a constant loop until its head is killed

Lore: An otherworldly visitor, brought to this land in search of a powerful opponent. It followed the warm light of the feather like a beacon to your location. Despite seemingly having been slain, it may once again be reborn from the ashes of its fallen self and ascend back into the stars.

Extra Info:
-In any mode other than Normal it is suggested to bring at least plantera-tier weapons due to its ability to suddenly regain tens of thousands of health, combined with its high damage.
-Its design uses the Astral Head for the bird, an enemy replaced later on in the mod
-Its design is also reminiscent of the Grand Thunder Bird from the Thorium mod, but this may be in part due to it also being a giant bird
-Much like Astrum Aureus, this boss becomes stronger after the defeat of the Moon Lord, amplifying its damage and health
-Solid blocks can be used for blocking some of its fireballs, so utilising them in an arena can be helpful.
Astrum Delirium
Appearance: A large, metallic, serpentine creature with a giant mouth at the front and a pink spike at the back. Its body has several holes in it, with glowing purple, pink and red inside. Its segments are connected by red 'tubes'.

Summon:
Use the Extradimentional Caller at night. It is suggested to use it either at the surface or a very large cavern with lots of vertical and horizontal space if you wish to fight it underground.

Stats:
Health: 5,000,000 / 7,650,000 / 9,000,000 / 11,500,000
Attack:
-650 / 1000 / 1650 / 2500 (Head Melee)
-200 / 350 / 510 / 700 (Body Melee)
-95 / 180 / 280 / 350 (Delirius Ember)
Defence: 90

Attacks:
A large, airborne worm. It flies towards the player throughout most of the fight, spewing large bursts of small 'Delirious Ember' projectiles that inflict G. S. Inferno for between 5-15 seconds. It will also occasionally give the player one of three debuffs, Flipped Gravity, Heavy Gravity, and a variant of Confused. These will flip gravity, decrease vertical acceleration, or flip your controls, respectively. It can also teleport, becoming invulnerable after doing so to avoid taking massive damage post-teleport from its stacked segments.

Lore:
Carrier, and potential producer, of the inflicting that has gripped Astrum Aureus previously. Those who witness its battles will often end up infected as well, making those in power wary of its presence.

Extra Info:
-Its contact damage, head or body, will deal massive damage to the player, so agility and/or teleportation methods may prove useful.
--Its head, in death mode, can easily 1-shot the player if it makes contact. Even beetle armour's max damage reduction will still leave it dealing over 1,300 damage per attack.
-It will provide a small window of warning before the debuffs take place, signalled by the player glowing one of three colours. Red inflicts the Confused variant, Pink inflicts Heavy Gravity and Purple inflicts Flipped Gravity
--All 3 of these debuffs can make fights against A. Delirium harder since it can mess with the players' movement.
-The variation of the Confused debuff stops accessories like the Ankh Charm nullifying it
Elemental Slime Lord
Appearance:
A small ball of slime, similar to the Slime God, but using a greyish purple for one strand and the second phasing from purple to red around the outside.
Gelactic is a large, purple slime with small meteor chunks stuck in it.
Slimolten, similarly, is also a large slime with rock clusters in it, though its colours resemble lava instead.

Summon:
-Use the Oozing Trinity anywhere in the world (Place and time are irrelevant, so picking an arena during the day is probably best to make it easier to see)

Stats:
Health:
-65,000 / 80,000 / 85,600 / 112,000 (E.S.L.)
-50,000 / 80,000 / 88,000 / 130,000 (Gelactic)
-48,000 / 77,000 / 85,000 / 120,000 (Slimolten)
Attack:
-80 / 150 / 190 / 250 (ESL Melee)
-120 / 200 / 320 / 500 (Gelactic Melee)
-100 / 175 / 250 / 400 (Slimolten Melee) (+On Fire, Cursed Flames, Shadowflame, G-Slayer Inferno, Brimstone Flames and Abyssal Flames for 3 (5) seconds)
-75 / 140 / 165 / 220 (Slimeball)
Defence:
-50 (All)
-125 (ESL In Revengeance/Death if other 2 are still alive)

Attacks:
-ESL will fly around near the player, sometimes swooping down to attempt to deal contact damage. It will occasionally fire rapid shots of slime at the player that eventually slow down and explode.
-Gelactic will hop after the player, sometimes firing shots outwards in groups of 4 in all directions.
-Slimolten will hop after the player, sometimes shooting a 3-slimeball arc at the player. Contact inflicts lots of health-draining debuffs.

Lore:
The Slime Lord, despite its underwhelmingly unintimidating size and appearance, is more of a threat than it seems. After several failures at defeating Yharim's forces it went into hiding, collecting an army of slimes that soon formed into two giant ones of immense power. It hoped to use this new power to strike down all those who cross them, but appears to have been unsuccessful.

Extra Info:
-The two giant slimes' names are both cominations of words, being something to do with its appearance and a word based on slime
--Gelactic is a combination of Galactic and Gel, while Slimolten is Molten and Slime.
-This boss plays out similarly to how the Slime God's fight plays out, though with a lot more mobile projectiles and without the larger slimes breaking up.
-All 3 of the slimes can teleport if the player gets too far away, much like the Astralgeldon Slime used to
-Slimolten is capable of inflicting a large assortment of health-draining debuffs in 1 hit, allowing it to shred massive chunks of the players' health in a single hit without proper accessories to prevent it
-Gelactic, specifically, has noteworthy resemblance to the Astralgeldon Slime, due to its purple colouring and grey rock-like formations in its body.
Ancient Doomsayer
Appearance:
Purposefully reminiscient of the Ancient Doomsayer fight, with the pale, washed-out appearance. The Doomsayer's robes are grey down one side and white the other, with the yellow trim of the original being replaced with a red. The centrepiece of the outfit is also golden instead of being blue or grey.

Summon:
-Use the Futuretelling Pendant either in the dungeon or at the Dungeon Entrance. The item is not consumed doing this, however.

Stats & Attacks:
-They will be the same, for the most part, as the original Ancient Doomsayer's, since this is more of just a new coat of paint and a re-introduction of the original fight. Maybe more health or more damage, but it's hard to compare it to the original fight since he got removed before I could fight him.

Lore:
In the distant future, in a world where the Cultist was never halted, the Doomslayer arises. With nobody to stand in his way, except for Yharim and his servants, he goes on a journey of which Univeral Conquest is his goal. In this world, only one stands between him and a world-shaking battle with the Jungle Tyrant; and that thing is you.

Extra Info:
-The Doomsayer, unlike his original counterpart, would have a map icon, for at least the first part of the fight. However, the clones during the summon would still resemble him almost identically.
-The Ancient Doomsayer was a late-game battle in the Calamity mod before its removal, though his appearance then was merely a washed-out variant of the Cultist.
-The lore for the Doomsayer says that, in his world, he has surpassed every rival except Yharim. This could, in theory, mean Yharon, Calamitas, and the Devourer, too.
--The lore is also a reference to the original fight where the premise was that the Doomsayer was an alternate version of the Cultist where he was never stopped by the player.
Astralgeldon Slime's Revenge
Appearance:
The original Astralgeldon Slime, back for revenge.

Summon:
-Use the Vengeful Gelatin at night. Its message will be displayed and it will spawn shortly after.

Stats:
Health: 1,500,000 / 2,850,000 / 3,000,000 / 4,250,000 (+An immunity to all debuffs)
Attack:
-250 / 365 / 420 / 600 (Melee) (+5 seconds of G. Slayer Inferno)
-150 / 280 / 320 / 530 (Slimeball) (+10 seconds of G. Slayer Inferno)
-400 / 540 / 580 / 800 (Slimecannon) (+15 seconds of G. Slayer Inferno)
Defence: 70

Attacks:
-Hops after the player, teleporting if the player ever gets too far away or it considers them out of its reach.
-Can shoot a large cluster of slimeballs that move at various speeds
-Can shoot an arc of slimeballs at the player that eventually stop, explode, and send out smaller slimeballs from the explosion at the player again.
-Can become stationary before firing off a giant laser that travels in a 360-degree arc around the slime, dealing high damage (Slimecannon)
-As the Astralgeldon Slime is damaged it will spawn Astral Slimes, just like how it used to.

Lore:
-Sent into an uncontrollable fury from being considered irrelevant to its creators, the Astralgeldon Slime seeks its revenge, crushing those in its path. However, it seems this desired attention was once again its downfall.

Extra Info:
-The Astralgeldon Slime is a lot more powerful than its original counterpart was, with much more health and immense damage output that tops any other slimes.
--Along with holding the Calamity Slime records for health and damage it also retains its award for size, being the largest slime in the mod still.
-Players should pay attention to the movements (or lack of) the slime does. It is stops moving it is strongly suggested to either ready a Rod of Discord or to hide behind solid blocks to avoid being hit by the destructive cannon.
--The Slimecannon, especially in Death mode, is easily capable of 1-shotting unprepared players due to its high damage. If this wasn't enough the inferno debuff can finish the job on low-health players who are unable to currently heal themselves or who cannot react fast enough.
Yharim? / Warrior of Yharim
Appearance:
Shown at the start of the fight, donning Yharim's signature armour and wielding a similar sword as well. However, the '?' at the end of the boss' name suggests that this may not be the case.

Summon:
-Use the Kingsbrand at the Jungle's surface. Yharim? will arrive shortly after, signalled by the large pillars of light that sprout up left and right of the player, serving as the arena's borders. The player will also recieve the Creative Shock debuff to stop them from tunneling out of the arena.

Stats:
Health:
-8,500,000 / 12,000,000 / 13,500,000 / 16,500,000 (Total)
-7,000,000 / 9,500,000 / 11,000,000 / 14,000,000 (Phase 2 activates)
-2,000,000 / 3,500,000 / 4,250,000 / 5,000,000 (Phase 3 activates)
Attack:
-400 / 500 / 525 / 600 (Melee)
-300 / 420 / 470 / 520 (Sword Beams)
-500 / 650 / 700 / 750 (Light Eruption)
-275 / 380 / 415 / 470 (Yharon's Flame) (+10 seconds of Holy Flames debuff)
-420 / 530 / 545 / 620 (Lightcutter)
-99,999 (Arena Borders)
Defence:
-100 (Phase 1 & 2)
-70 (Phase 3)

Attacks:
Phase 1:
-Slowly walks along the ground of the arena. Will strike players with their sword if they come too close.
-Can fire an arc of 3-5 sword beams at the player
-Can fire a large disc of light at the player that spawns 5 sword beams after stopping before despawning.
-Can strike their sword into the ground, bringing up pillars of light that travel outwards to the arena borders in a wave-like formation.
-Can spawn fireballs from the arena's borders that slightly home in on the player
After taking a rather significant amount of damage, the real fight begins
Phase 2:
Yharim? 'summons' wings that, while not attached to their body, still function as wings, giving Yharim? aerial mobility.
-Flies closeby to the player, either lunging at them with their sword if they are horizontal or performing a downward or upward thrust if the player is vertical to them.
-Retains the sword arc, light disc and fireball attacks from before
-Can drop down into the ground with their sword, sending up 3 large pillars of light that travel upwards rapidly, dealing high damage.
-Can summon fireballs all around themselves, before sending them all towards the player.
After taking a lot of damage, Yharim?'s mask breaks, revealing that it isn't Yharim at all. Their name them changes to 'Warrior of Yharim' for the rest of the fight.
Phase 3:
-Retains all of the phase 2 attacks
-Can summon fireballs around herself, before batting them at the player at high speeds with her sword
-Can use her sword like a boomerang, dealing melee damage.
-Can raise her hand to the sky, causing swords to rise up from below. Then brings her hand down, with the swords decending again.

Defeat:
-Staggers to the ground before pulling out a Magic Mirror and teleporting away, leaving her drops as she does so.

Dialogue:
-"So, you wish to challenge me in spite of my reputation? You must be dillusional to think success is within your grasp." (Fight starts)
-"Coward" (If the player flees from the arena somehow, with the boss despawning shortly after)
-"You prove strong, though more than strength is needed to face me in combat." (Down to 7,500,000/10,000,000/12,000,000/13,000,000 health)
-"You have no idea what sort of power you have decided to awaken..." (Phase 2 activates)
-"For what you have done to those around me you shall pay." (Down to 5,000,000/7,000,000/9,000,000/11,000,000 health)
-"You are merely a fly in comparison to my grand conquest." (Down to 3,500,000/5,000,000/6,000,000/8,000,000 health)
-"You looks are deceptive... you possess more power than I had anticipated" (Down to 500,000 health away from changing to phase 3)
-"...Did you really think that Yharim himself would answer your call?" (Phase 3 activates)
-"Anyone in his position should be wise enough to keep at least one look-alike around. An effective method to prevent treason, you see." (Down to 1,500,000/3,000,000/3,500,000/4,000,000 health)
-"Perhaps... it was unwise to engage against the one Yharon warned us about." (Down to 1,000,000/1,250,000/2,000,000/2,500,000 health)
-"I cannot... continue... this much longer..." (Down to 500,000/750,000/1,250,000/1,500,000 health)
-"I apologise, my lord..." (Down to 250,000/400,000/750,000/999,999 health)
-"...be wary of this one, my lord..." (Upon teleporting away after being defeated)

Lore:
-Dons almost-identical armour to her lord to divert rebellions to her instead. Nobody in their right mind would willingly put themselves in the firing line directed at a tyrant, but she seems devoted to him regardless.

Extra Info:
-One of few bosses in the mod with the ability to speak via the dialogue box, other than Supreme Calamitas, the Devourer, and a quote from Yharim (Excluding Yharon's phase 2 song).
-This boss has a suprising amount of health for someone who appears human, even surpassing Supreme Calamitas' health and both phases of Yharon.
-Phase 1 is remarkably easy for an endgame boss since flying above the ground leaves you immune to 2 of the warrior's more damaging attacks.
-She has very few unique drops, especially for a late-game boss.
-For the first 2 main phases of the fight she appears to be immitating Yharim, but then drops this facade in phase 3 upon the helmet breaking.
-The warrior remains nameless, even after the fight.
--If this is read into a little it could be taken as her sacrificing her individuality, becoming little more than a mere extention of Yharim's forces.
Apocalyptic Amalgamation
Appearance:
A partially-corrupted and obviously unfinished fusion between Calamitas and Oblivion (Boss ideas 1 boss, won't be mentioned again here).

Summon:
-Upon reaching Oblivion in the boss rush (Or via some other, undecided method) and using the Eye of Oblivion. Calamitas will spawn and Oblivion will charge into her suddenly, despawning both of them and spawning this boss in their place.

Stats:
Health: 10,000,000 / 15,800,000 / 17,000,000 / 24,000,000
Attack:
-300 / 458 / 500 / 625 (Melee) (+10 seconds of Instability)
-230 / 390 / 420 / 550 (Projectiles) (+5 seconds of Instability)
-280 / 420 / 450 / 600 (Larger Projectiles) (+8 seconds of Instability)
-999 / 1500 / 1750 / 3000 (Black Hole Vortex) (+30 seconds of Instability)
Defence: 120

Attacks:
[An invisible timer starts at the beginning of the fight, taking a couple of terraria days to count down. If it successfully does so, the boss will become a 'perfect fusion' and begin regenerating at a rate faster than the player can damage it, forcing an eventual but unavoidable failure.]
Phase 1: Bullet hell with projectiles moving horiontally and vertically. However, there is also a larger, destructable projectile amongst them that flies towards the player. The projectile has 200,000 health and needs to be defeated to progress.
Phase 2: The Amalgamation begins to attack, using either long-distance and highly-damaging charges, horizontal lasers with mild delays or larger projectiles from above that explode after a random time has passed, becoming a ring of randomly-spaced smaller projectiles. Phase ends once the Amalgamation reaches 9,000,000/14,000,000/15,000,000/21,000,000 health.
Phase 3: 2 Sepulchers are spawned, along with 10 hearts found randomly-spaced around the arena. They can inhabit any space not already taken up by solid blocks. Each one has the same health as it would do during the normal Supreme Calamitas fight.
Phase 4: Amalgamation re-enters the fight, retaining its original attacks, but also gaining the ability to rapidly fire brimstone projectiles either horizontally or diagonally to the player. Phase ends at 7,500,000/12,500,000/13,500,000/17,000,000 health.
Phase 5: Summons both brothers into the fight. They remain as they were during the Supreme Calamitas fight.
Phase 6: Re-enters the fight again. Gains an attack where they fly above the player, summoning stationary, detonating orbs. These orbs produce large rings or projectiles once they explode, with a larger one always travelling directly downwards. Phase ends at 6,000,000/10,000,000/11,500,000/14,000,000 health.
Phase 7: Summons 2 post-providence Calamitas Dopplegangers and becomes invulnerable again.
Phase 8: Amalgamation re-enters the fight. Retains all other attacks and can now become immoble and summon a black hole at its location, dealing high damage if the player is successfully dragged into it. Phase ends at 4,500,000/7,500,000/9,000,000/10,000,000 health.
Phase 9: 2 Sepulchers are re-spawned, along with the randomly-placed hearts, though only 8 of them this time. A large shockwave now travells along the arena's borders, dealing high damage, throughout the rest of the fight.
Phase 10: Amalgamation re-enters, retaining its previous attacks, but can now occasionally summon either one or both brothers. Phase ends at 3,000,000/6,000,000/6,500,000/8,000,000 health.
Phase 11: Summons 2 brimstone monsters and 3 more Calamitas Dopplegangers.
Phase 12: Amalgamation re-enters and gains another new attack. Can fire brimstone fireballs that ricochet off of walls for a while before they slow down and explode. Phase ends at 1,500,000/2,500,000/3,000,000/4,500,000 health.
Phase 13: Another brimstone monster is summoned, along with another 2 sepulchers and 12 hearts.
Phase 14: Amalgamation summons both brothers and gains no new attacks. Phase ends at 750,000/1,250,000/1,750,000/2,500,000 health.
Phase 15: Summons an invulnerable clone that will occasionally charge at the player. Phase ends at 350,000/700,000/1,200,000/1,450,000 health.
Phase 16: Clone is desummoned and Amalgamation's attacks become more frequent and slightly less accurate. Phase ends at 100,000/200,000/300,000/450,000 health.
Phase 17: Amalgamation slows down and drastically raises its defence to around 500. Phase ends at 50,000/65,000/100,000/135,000 health.
Phase 18: Amalgamation falls to the ground, invulnerable. It speaks for a bit before becoming vulnerable again and drops its defence to 0.

Lore:
A forced fusion between two powerful entities, destined to end in failure. Both fight for control of the body, significantly weakening them. If the fusion were to have completed it would become nigh unstoppable.

Extra Info:
-The boss, since it is a fusion of two others, uses attacks and elements from both of their boss fights. Calamitas' arena, summons, bullet hells and attacking styles and Oblivion's vast summon pool and (some) attacks.
-This boss' health is significantly higher than any others outside of Terminus and certain other, individual cases. This is further exaggerated in Death Mode, where it packs an astounding 24 million health.
-The fight secretly has a timer that counts down from the boss' summon until its defeat. If it counts down, usually due to the player's gear being too weak or because they tried to use an AFK farm, the boss becomes unkillable.
Boulder Brigade
Appearance:
A large, circular rock creature. Flames make up both its eye and a large, spiked border around its body.

Summon: Use the Miniature Volcano in the Caverns or Underworld, made using a Lava Bucket, Stone Blocks, Ash Blocks and 8 Victory Shards.

Stats:
Health: 2,000/2,500/2,650/3,000 (Total: 16,000/20,000/21,200/24,000)
Attack: 75/150/220/285
Defence: 65

Attacks:
The fight starts with a single Magma Roller attacking on its own.
-The roller will continuously roll towards the player, dealing contact damage
--It will occasionally stop moving briefly before suddenly accelerating towards the player
--It will occasionally also perform a 'super jump', allowing it to gain great vertical height and pass through blocks, indicated by it performing a series of 3 short-hops prior to the jump
After the first is defeated, 2 more Magma Rollers will spawn and continue the fight
-These rollers have the same attacks as the first, though the addition of a 2nd makes them harder to dodge
After those 2 are defeated 3 more will spawn, and as they are killed 2 more will spawn, ensuring 3 are active until at least 3 are defeated within this phase, where they stop spawning.
-This means that, within the 3rd phase, 5 rollers are defeated in total and, throughout the entirety of the battle, 8.

Lore:
Former guardians of the Brimstone Crags, they were mysteriously deactivated not long before the Bloody Inferno's attack. While their defence methods were primative and not amazingly effective they were more than enough to keep it safe from the normal denizens of the surrounding lands.

Drops: A mixture of magma-themed weapons, including a Flail.

Extra Info:
-Since there are 8 of these bosses their combined health is actually more than any other pre-hardmode boss
--This, combined with their high health and high defence, make them rather hard to deal with.
-Only the 8th one defeated will actually count as the boss' defeat and drop its items, with the other 7 only dropping a heart each upon death.
-These enemies bear a resemblance to another enemy within the Brimstone Crags, though their bodies are more reddish and they are bordered by magma.
-The two seemingly-viable strategies, a long bridge or high-up platforms, are both made less useful by the rollers' special attacks. The charge is able to outspeed Frostspark boots and their jumps can reach platforms and pass through any solid blocks used to make it.
-The boss also bears some resemblance, through its attacks and nature, to Hollow Knight's Watcher Knight boss. It, too, is a boss where the player must face several boss-level foes simaltaneously that utilise charge and jump attacks.
Rendezvous Slime
Appearance:
A massive, rectangular slime who's reddish-pink in colour. It's covered in heart-shaped markings.

Summon: Use the Heartfelt Jelly during the day at the surface. While it will not despawn if taken to most other places it will if taken to the Crimson, Corruption or Underworld. The summoning item is made using only Gel, Purified Gel and Souls of Light, making it somewhat easy to craft.

Stats:
Health:
-350,000/500,000/675,000/900,000 (Pre-Providence)
-850,000/1,350,000/1,650,000/2,450,000 (Post-Providence)
-10,000,000/18,500,000/22,000,000/30,000,000 (Post-Supreme Calamitas)
-350/500/650/800 (Heart Slime)
Attack:
-140/260/380/500 (Pre-Pro. Melee)
-110/200/290/400 (Heart)
-230/400/525/700 (Post-Pro. Melee)
-90/150/200/285 (Pre-Pro. Heart Slime)
-150/250/350/450 (Post-Pro. Heart Slime)
Defence: 20

Attacks:
-Jumps towards the player, dealing massive damage on contact. Every 250 damage it takes will cause it to spawn a Heart Slime and get slightly smaller. It will also occasionally fire heart-shaped slime projectiles that burst on impact with NPCs or blocks. It speeds up slowly as its health lowers, though the speed difference is less than the King Slime's. It will also teleport if the player gets too far away or is out of its reach.

Lore:
Named as such due to the heart-shaped patterns in its gel and its pinkish colouring, the Rendezvous Slime is far more powerful than looks would suggest. Its massive size has caused it to begin collapsing in on itself, giving it a more square shape than other slimes.

Drops:
-Lots of gold, heart and life-based potions, and a few weapons based on pink and heart slimes.
-After Supreme Calamitas' defeat it will also drop the 'Romance Option', a joke item.

Extra Info:
-While this boss can actually be fought right at the beginning of Hardmode it is very strongly recommended that you don't due to its colossal amount of health and extremely high damage output.
-The boss seems to be more of a test of endurance than an actual threat due to its easily-dodged attacks and large size. However, its attacks will still deal very high damage if they successfully hit the player.
-It is one of the only enemies that doesn't drop Bloodstone despite being buffed Post-Providence.
-Many things point to this boss being a sort of pseudo-joke boss. Firstly, its massive health pool combined with its rather lacking difficulty, secondly its design is rather unintimidating due to it being pink and covered in hearts, and finally the changes it receives post-Supreme Calamitas are somewhat ludicrous and the extra item is a joke, too.
Frost Dragon
Appearance:
A rather small, pale-blue dragon. It has a large, blade-like ice-coated tail and smaller ice spikes coating its body. Its face, feet and wings are darker blue in colouration. Lastly, its eye has a bright cyan colour that is different from any of the other blues on its body.

Summon: Either defeat 50 Post-Cryogen Angry Dogs in the snow biome or use the Deathly Cold instead to save some time. The Deathly Cold is made of Leather, Essences of Eleums, Souls of Might and Ice Blocks.

Stats:
Health: 40,000/65,000/78,500/90,000
Attack:
-85/150/220/300 (Melee)
-68/128/180/230 (Ice Blast)
-80/138/205/275 (Ice Slash)
-55/90/130/185 (Blizzard)
Defence:
-45 (Phase 1)
-70 (Phase 2)

Attacks:
Charges at the player 2 times, before using one of its other attacks
-Fires a powerful blast of ice directly at the player that explodes on contact
-Fire 3 small, crescent-shaped projectiles that travel slowly through the air and through blocks
At 15,000/30,000/35,000/50,000 health the boss becomes enraged, changing its attacks and appearance slightly.
-Will now charge 4 times in a row instead of just 2
-Will now fire 5 ice blasts in rapid succession instead of just 1
-Will now fire 5 crescent projectiles instead of 3, with the 1st, 3rd and 5th travelling slightly faster
-May also stay still and summon a damaging, screen-wide blizzard if not attacked within 2.5 seconds

Lore:
Despite its youth this Dragon still possesses a lot of power. If it were allowed to grow to full size it would be able to bring a new ice age upon the forests...

Drops: Uses Ice-themed weapons, as one would expect, with all of them also having designs resembling the boss. All weapons also inflict the Frostburn debuff.

Extra Info:
-Can be fought after either the Destroyer or Cryogen is defeated. Cryogen would be the best option, however, since it also gives the player the Essences and likely a usable arena.
-The boss plays out like a weaker version of Duke Fishron, complete with glowing eyes in phase 2. However, is lacks any sort of tornado attack; instead having a highly-damaging blizzard.
Cinder Siren
Appearance:
A magma-dwelling siren sporting more fiery colours, with her hair slowly phasing from yellow to red to a pale pinkish colour at the ends.
The Magma Wyrm, on the other hand, is a large reddish-black worm with red spikes over its body and teeth that phase from yellow to red at the ends.

Summon: Fish with the Molten Maggot in the cavern layer or break a Molten Gemstone found in lava in the cavern layer. The Magma Siren will be fished up or spawn after it is broken.

Stats:
Health:
-10,000/17,500/23,000/26,900 (Siren)
-5,500/8,750/12,000/18,500 (Worm)
-(32,000/78,750/131,000/211,900 (Total))
Attack:
-40/70/100/130 (Siren Melee) (Inflicts 'Love's Inferno' debuff)
-69/130/169/225 (Siren's Ember) (Inflicts 'Love's Inferno' debuff)
-60/115/150/200 (Unquenchable Flame) (Inflicts On Fire! debuff)
-85/170/230/300 (Wyrm Melee) (Inflicts On Fire! debuff)
-45/80/110/145 (Wyrm Fireball/Flamethrower) (Inflicts On Fire! debuff)
Defence:
-30 (Siren)
--40/50/70 (Siren (Wyrms active, Expert mode or higher))
-42 (Worm)

Attacks:
-Flies slowly, trying to stay diagonal to the player. Will occasionally stay still and release small fire-like projectiles out in random directions, similar to one of Providence's attacks, though without the healing aspects.
-Every 2,500 health lost will cause her to spawn a Magma Wyrm. They will spend most of their time charging at the player, but may occasionally either release bouncing fireball projectiles or a fiery burst from their mouthes.
-Every 5,000 health lost will cause her to spawn an Unquenchable Flame that moves slowly towards the player, dealing contact damage. They are indestructable and will only despawn at the end of the fight.

Defeat: The siren disappears into a burst of flames but the wyrms leave behind gibs. Both the Siren and Wyrms need to be defeated for the drops. Defeating the Siren first will cause her to drop a large amount of hearts.

Lore: A strange cross of a Siren and a fire elemental, seemingly banished to the caverns inbetween their homelands. Loneliness has caused her to befriend any creatures she can which, for her, has granted her a small army of Wyrms.

Drops: Fire and lava-themed weapons. Defeating the wyrms before the Siren herself (Only possible in Revengeance and Death Mode due to spawning mechanics) will cause the Siren to drop extra items; an armour set.

Extra Info:
-The 'Love's Inferno' debuff will inflict damage over time to the player, as well as reduce their damage against the Cinder Siren exclusively by 20%
-Due to the increases in health received by the boss and its minions, as well as the minions' spawning mechanics, the differences in health across the difficulties is drastically different. This is due to the fact that, because the Siren has more health, it will pass the 2,500 damage threshold more often and thus spawn in more wyrms.
-Despite this boss seeming to have a lot of health only some of it comes into effect. Piercing weapons can make quick work of the wyrms and the main boss herself doesn't gain proper invulnerability when they are active, allowing the boss to be damaged rather freely.
-While it may be harder, it is potentially useful to defeat the Siren last in Revengeance or Expert mode due to the additional drops she provides; those being a mage and summoner-based armour set that bears resemblance to the siren herself.
Elder Shadowflame
Appearance: A large skeleton of what seems to be a dragon. Purple flames make up its wings and its eyes and the rest of it, while skeletal, still holds together.

Summon: Use the Primordial Flame at night. The summoning item is made from Souls of Night, Fright and Might, as well as Arcane Bone Dust and an Efflugent Feather; making it a post-Moon Lord boss.

Stats:
Health:
-650,000/875,000/1,100,000/1,450,000 (Phase 1)
-250,000/400,000/500,000/650,000 (Phase 3 activates)
Attack:
-200/375/420/500 (Melee) (Inflicts Shadowflame)
-145/200/255/330 (Flame) (Inflicts Shadowflame)
-220/340/490/600 (Infernado) (Inflicts Shadowflame)
-0 (Phase 3) (Inflicts Withered Armor and Withered Weapon for the rest of the fight)
Defence: 85

Attacks:
In Phase 1 it will fly around above the player, attempting to charge into them. After a charge it will fire 3 shadowflame fireball2 that fly towards the player with mild homing effects.
After having been brought down to 500,000/675,000/850,000/1,000,000 health it will shift into phase 2. Its claws and tail begin glowing and its eyes darken.
-It will charge 3 times in a row instead of once, with the 2nd and 3rd charges spawning projectiles that move towards the player but don't home-in.
-It will spawn a small ring of 10 fireballs around itself instead of just 3 that fly towards the player
-It will also, every 2nd sequence, spawn a homing projectile that, upon contact with either the player or ground, spawn an infernado
After getting brought down to 250,000/400,000/500,000/650,000 health it transitions into phase 3. Its mouth opens, revealing more shadowflames, and its chest begins glowing purple.
-During this phase the player will indefinately be debuffed with debuffs that halve the players' defence and attack.
-Every 'odd' sequence will have it perform a loop-the-loop after the 3rd charge, spawning lots of partially-homing fireball projectiles.
-Every 'even' sequence spawns 2 infernado-summoning projectiles: One falls down below the boss and the other flies towards the player. Both spawn Infernadoes once they make contact.
After being taken down to 100,000/200,000/250,000/300,000 health it transitions into the 4th and final phase. Its body crumbles and so its head continues fighting, shrouding itself in shadowflames.
-The debuffs persist in this phase as well, technically forcing players to deal twice the amount of damage they would have to, as well as take on average around 20-30 additional damage from attacks due to the loss of defence.
-It will continuously charge at the player every second, spawning a single projectile at the end of each charge. These fly at the player, but don't home-in.
-Occasionally it will perform a larger loop-the-loop around the player, spawning shadowflames rapidly. These begin moving towards the circle's centre roughly 1 second after they are spawned.

Defeat: Upon reaching 0 health it will roar and let out a large, purple explosion. Its items drop from the centre of the explosion.

Drops: Mostly Shadowflame-themed weapons, including amplified variants of the ones dropped by the Goblin Summoners.

Lore: Once the keeper of the first shadowflame, having guarded it for centuries. After the creature's death the shadowflames reawakened its remains, now empowering its former protector.

Extra Info:
-Due to the debuffs received during phases 3 and 4 the player technically needs to deal 900,000 damage in Normal mode, 1,275,000 health in Expert, 1,600,000 in Revengeance and 2,100,000 health in Death Mode.
--The reduction to the player's defence, combined with the high damage the boss can deal with both its base damage and shadowflame debuff, make any hits from the boss suprisingly devastating.
---The debuffs received by players were originally exclusive to the Old One's Army event
-Unlike Yharon and Supreme Calamitas this boss does not have borders, allowing players free movement throughout the fight.
--This, in turn, makes both its Infernadoes and Charges less dangerous as the player can avoid having to pass through them to dodge.
Event: Yharim's Knights
Summon: Use the 'Yharim's Light' at night. Event will last throughout the entire night and end again at 4:30 AM, with the remaining enemies despawning. Throughout the entire event the player is inflicted with the 'Wings of Lead' debuff, preventing flight or jumps beyond a double jump.

Lore:
-Yharim's Knights: An army who swear complete loyalty to their king, Yharim. Far from his most powerful warriors, but still a force to reckon with regardless.
-Phantoms: Warriors who attempt to harness otherworldly powers. Few have been successful, however. Some have had their bodies malformed, others have simply begun breaking down into sludge from exposure to it. However, to those who have been affected, there is no coming back.
-Spectre: One of those who has successfully harnessed the powers, using them to lead the Phantoms to victory. She has mastered the art of making herself doppelgangers, almost completely removing the threat of death from battle by simply sending in her clones to fight for her.
-Dragon Tamer: Caretaker of both Yharon's young and many of the Bumblebirbs that have found their ways back to Yharim's temple. While it pains her to send them into battle, their powers have been declaired too useful to ignore.

Enemies:
Silver Phantom
"Donning cosmilite and titanium-infused armour, the Silver Phantoms make up the bulk of Yharim's Knights. Each is heavily armed and armoured, well-equipped for dealing with anything considered a 'mild threat'."
Health: 25,000/40,000/55,000/70,000
Attack:
-165/260/385/500 (Ranger & Mage Melee)
-200/345/500/650 (Warrior Melee)
-172/270/400/520 (Ranger & Mage Projectiles)
Defence:
-200 (Warrior)
-135 (Ranger & Mage)

Attack: Warriors walk at the player, attempting to strike them with a broadsword. Rangers will attempt to shoot the player with arrows when they are in-sight. Mages will occasionally stop moving and fire a quick volley of 3 magic bolts at the player.

Gold Phantom
"A silver phantom who has plated his armour in a thin layer of gold. While it isn't much stronger, they prefer the gold aesthetic. Strangely, all of them have chosen to use swords."
Health: 25,200/40,500/56,000/72,000
Attack: 200/345/500/650
Defence: 205

Attack: Same as the Silver Phantom, though can only be warriors.

Brute Phantom
"Their bodies have been twisted by dark magic, morphing them into mindless brutes with no self-control. Any aggression from them is a sure sign of a rampage momentarily."
Health: 40,000/61,000/68,750/85,000
Attack: 250/380/515/700
Defence: 220

Attack: Charges at the player. Due to very high knockback resistance stopping them is very difficult.

Broken Phantom
"Shattered fragments of armour, possessed by dark energy. They perform their duties as best they can; following the same orders given to the phantoms who the armour once belonged to."
Health: 10,000/14,500/17,000/20,000
Attack: 130/190/250/320
Defence: 450

Attack: Flies towards the player. Works like a Granite Elemental.

Crystal Phantom
"Slowly liquifying due to misuse of their powers, though still inclined to serve their master. It is unlikely their forms will hold together long."
Health: 12,000/18,200/25,000/32,000
Attack:
-180/290/400/520 (Melee) (Inflicts Brimstone Flames and Whispering Death)
-100/170/225/280 (Chaosphere) (Inflicts Brimstone Flames and Whispering Death)
Defence: 100

Attack: Will slowly walk towards the player, occasionally stopping to fire a magic bolt. All attacks will cause the player to lose a lot of defence and take damage over time briefly.

Phantom Slime
"The grim fate of those who misuse the power they have. All Crystal Phantoms shall become like this some day."
Health: 8,000/14,000/20,000/26,500
Attack: 120/200/305/420 (Inflicts Brimstone Flames and Whispering Death)
Defence: 70

Attack: The overall weakest enemy in the event. Hops at the player like a slime does. Releases a single bolt of energy upon death that deals melee damage.

Plaguebringer Phantom {Mini-Boss}
"Carries a tank of the plague on his back and a modified flamethrower to spread it. Even other members believe he is completely mad and thus avoid him when possible. Never seen without armour."
Health: 145,000/200,000/275,000/340,000
Attack:
-120/190/230/300 (Melee) (Inflicts Withered Armour & The Plague)
-90/160/240/320 (Plaguethrower) (Inflicts The Plague)
-130/250/375/500 (Scourge Blast) (Inflicts The Plague)
Defence: 120

Attack: Walks slowly towards the player, using either one of two attacks at certain intervals. Will either spray his Plaguethrower when close to the player to deal damage or, from any range, use it to fire a large green explosive projectile.

Shade Phantom {Mini-Boss}
"Harnessing otherworldly powers, the Shade Phantom charges boldly into battle. However, outside of battle, nobody will ever speak to him, since he keeps his armour on 24/7."
Health: 120,000/180,000/225,000/300,000
Attack:
-200/350/520/700 (Melee) (Inflicts Whispering Death and Withered Armour)
-400/700/1040/1400 (Parry) (Inflicts Whispering Death and Withered Armour)
-150/285/400/520 (Sword Beam) (Inflicts Brimstone Flames briefly)
-165/300/420/535 (Shockwave) (Inflicts Brimstone Flames briefly)
Defence: 200

Attacks: Will approach the player, using one of three attacks. It may guard using its sword and, if hit by an attack, perform a short-ranged parry that deals double its melee damage. It may also charge up its blade before swinging it downwards, creating a sword beam. Thirdly, it may raise its sword and bring it straight downwards into the ground, creating a shockwave that travels across the ground.
Yharim's Knights (Continued)
Burrowing Phantom
Health: 200,000/370,000/500,000/650,000
Attack:
-200/360/535/675 (Head Melee)
-100/165/210/285 (Body/Tail Melee)
Defence:
-0 (Head & Tail)
-450 (Body)

Attacks: Burrows, like most worms. Its head and tail have no defence, while its body has quite a lot, making many attacks against the main body ineffective.

Chained Phantom {Mini-Boss}
"Former prisoners of Yharim's who chose to fight for him in exchange for freedom. Their armour is rusty and their shackles are still half-attatched, but they still possess their skills formed before their capture."
Health: 65,000/88,000/110,000/130,000
Attack:
-135/200/275/330 (Melee)
-150/220/300/350 (Whiplash)
Defence: 120

Attacks: Approach the player, using a large grappling hook-esque chain as a whip for long-ranged attacks. Can also flail the chain around themselves to deflect attacks and cause damage.

Dragon Tamer {Boss}
"While her personality is ill-fitted for battle, the Yharonlings she raises are powerful and thus drafting her in was crucial. While it pains her emotionally to send them into battle it also often pains her physically as she gets bombarded by attacks."
Health:
-350,000/500,000/670,000/800,000
--100,000/150,000/200,000/250,000 ('Phase 2')
Attack: 45/60/65/80 (Melee)
Defence:
-65 ('Phase 1')
-99,999 ('Phase 2')

Attacks: Does very little herself, only walking slowly on-screen. However, while she is active, Yharonlings may spawn.
After being taken down to Phase 2 she will quickly flee, eventually despawning, preventing more Yharonlings spawning until she returns. In this phase her defence will be boosted drastically as to allow for an easier retreat.

Yharonling
"Yharon's offspring, lovingly cared for by the Dragon Tamer for a long time. While not as battle-ready as their father, they are still dragons and thus naturally possess a lot of raw power."
Health: 100,000/200,000/275,000/350,000
Attack:
-170/280/400/520 (Melee)
-130/210/300/405 (Fireball) (Inflicts the On Fire! debuff)
Defence: 90

Attacks: Flies near to the player. Will occasionally perform a charge. Also has a chance to spit an arcing fireball towards the player, inflicting the On Fire! debuff upon a successful hit.

Spectre {Boss}
"General of the knights, only known by an earned nickname. She has mastery over her abilities and uses them for both offense and defence. What you see before you is merely a doppelganger of her own making."
Health: 450,000/670,000/900,000/1,200,000
Attack:
-135/200/280/350 (Melee) (Inflicts Whispering Death)
-145/230/350/475 (Tornado) (Inflicts Brimstone Flames briefly)
-150/285/400/520 (Chaosphere) (Inflicts Brimstone Flames briefly)
-165/300/420/535 (Shockwave) (Inflicts Brimstone Flames briefly)
Defence: 100

Attacks:
Will keep some distance from the player, attacking from a distance of about 15-20 blocks away.
-Can strike her sword into the ground, creating a large tornado that sweeps across the screen for about 25 blocks before disappearing
-Can swing her sword, creating a large ball of energy that violently explodes on contact with players or blocks
-Can strike her sword into the ground to create a large shockwave that travels across the screen, though she can do this up to 5 times in succession instead of just once.

Event Spawns:
-7:30-8:30: Silver & Gold Phantoms
-8:30-10:00: Silver, Gold, Brute and Crystal
-10:00-11:00: Silver, Gold, Brute, Broken, Crystal, Slime and Plaguebringer
-11:00-12:30: Silver, Gold, Brute, Broken, Crystal, Slime, Shade and Chain
-12:30-2:00: Silver, Gold, Brute, Broken, Crystal, Slime, Burrower and Tamer
-2:00-4:30: Silver, Gold, Brute, Broken, Crystal, Slime, Burrower, Shade and Spectre
*Only 1 Tamer and 1 Spectre ever spawn. 2 Plaguebringers and 4 Shades may also spawn amongst the mini-bosses.
*The Mini-bosses do not despawn if their time in the event passes. They continue attacking until defeated, regardless, unless it passes 4:30.
*Gold Phantoms are rare, but can spawn whenever.

Extra Info:
-Many of the enemies in the event sport high knockback resistance, so items that increase it may be useful to create at least some distance from the enemies.
-Since the event will stop the use of wings and any sort of triple-jump, certain precautions should be taken
--Firstly, never summon the event whilst airborne as it is likely you will receive fall damage
--Secondly, bringing an item like the Blizzard in a Bottle could be useful so that the player at least has some vertical mobility
--Grappling hooks and rows of platforms could be good for additional spacing, though bear in mind a lot of the enemies have ranged attacks or flight.
-The Plaguebringer Phantom can be made significantly easier by using the Alchemist's Flask item which grants immunity to The Plague, making his attacks very weak in comparison.
-The Plaguebringer's sprite is a slightly-modified version of a previous version of the Victide Armour set
-The Shade Phantom's Parry has the potential to instantly kill players, especially in Revengeance or Death mode
--However, due to the range of the attack, the player would have to stand next to him to be hit by it.
-The Dragon Tamer does almost no damage when compared to any other enemies in the event, or even in post-Moon Lord in general.
-The Dragon Tamer does not need to be killed since she runs away when her health gets low
--Chasing down and killing the Dragon Tamer nets you a pointless item called the "Dragon's Tear", whose description simply calls the player heartless for actively hunting her down and killing her.
---This can also be a response to if the player were to be using the butcher command from another mod. Using it would kill the Tamer before she got to Phase 2 and cause her to drop it as well.
-The Dragon Tamer's attire resembles Yharon, which makes sense considering her purpose in both the lore and the event.
-The Yharonlings look like a slightly more developed version of the Son of Yharon summons.
-It is almost entirely pointless attacking the Yharonlings if the Dragon Tamer is still active as it is likely another will spawn in their place.
Forest Spirit
Appearance:
A large humanoid forest spirit. She has 4 wings, each made of leaves, and hair that also seems to be made of leaves as well. Her attire is entirely green and brown; which is rather fitting.

Summon:
Use the Forest's Ocarina in the underground forest for 30 seconds. Doing so will slowly cause messages to appear:
10 Seconds: "A faint wind whistles past you..."
20 Seconds: "A distant voice sings along..."

Stats:
Health: 6,500/7,800/8,500/10,000 (x5) (Total: 32,500/39,000/42,500/50,000)
Attack:
-45/75/100/130 (Melee)
-50/90/125/160 (Leaf)
-55/100/145/180 (Thorn Burst)
--5/8/10/13 (Phase 2 Increase)
--10/14/17/20 (Phase 3 Increase)
--14/18/22/27 (Phase 4 Increase)
--18/23/28/34 (Phase 5 Increase)
Defence: 40

Attacks:
Flies around near the player, using one of three attacks.
-Can create a leaf barrier around herself and attempt to charge into the player
-Can fire a large arc of 5 large leaves that don't pass through blocks
-Can fire a series of 3 volleys of leaves at the player, each consisting of 5 leaves each.
-Can stay still briefly before firing a constant stream of leaves at the player, though they don't pass through blocks
-Can summon a thorn barrier around herself that occasionally fires out a stream of thorns in the player's direction
-Can summon streams of thorns from beneath the player
After being defeated she will suddenly heal herself back to full health at a rate of about 1,000 health per second.
Final Notes:
Firstly, since you've made it this far,
Thanks!
...unless you just decided to skip to the end and not read anything else, in which case I'm sad now ;-;

But on a more serious note I hope you enjoyed, feel free to comment anything about anything you want, whether just a simple 'nice', some criticisms on boss mechanics or just telling me my sprites are trash :P
...unless you're commenting that it's not a guide... I know please stop telling me this I get it alre-
[Technical Difficulties]

Also if you enjoyed feel free to check out the 2 non-Calamity boss pages or the ideas page... though I will say now that they are far less organised as that was before I thought about just making a 2nd one so it was easier to read, sorry :P

Also as another heads-up I'm sorry the sprites aren't that good and/or are just re-sprites. This was prior to me no longer using any sorts of bases for my bosses and so they're not as good... plus you'd be surprised how hard it is to work with Calamity sprites as opposed to vanilla :P

[Better Sprites (Aka: "I got my act together at last") here... and in the pages to follow]
https://steamcommunity.com/sharedfiles/filedetails/?id=1617364334
44 Comments
Dash's Trashbag Sep 3, 2020 @ 4:34am 
Put this in tmodloder
Okami Tomato  [author] Jan 1, 2020 @ 5:15am 
Would've, but this page has basically been abandoned at this point and it's some sort of miracle that this one keeps getting to the popular guides page, so atm that's quite unlikely queen sadly
Queennoobi101 Dec 31, 2019 @ 9:12pm 
could you please make a new sprite for the "Perfect Fusion" Of Apocalyptic Amalgamation so calamity players would know the difference when the timer counts down? (in case this gets into calamity)
Remicalane Dec 20, 2019 @ 8:27am 
Alot of these just don't fit into calamity, especially in your 2 lore sections.
Jigz Ω Xenowave Nov 14, 2019 @ 12:23am 
lmao
Okami Tomato  [author] Nov 13, 2019 @ 1:05pm 
oh, I missed the comments on this one, so it's comment response time!:

rdthaler: Yes, yes they are
Glo2 & Sanctuary: Thanks :)
DontRunWScissors: Yes, I am aware, but this whole page was a mess overall tbh :P
Mylan: You should see the other ones then :P
Mylan Nov 13, 2019 @ 12:02pm 
thats one hell of alot of typing my dude.
DontRunWScissors Nov 8, 2019 @ 7:34pm 
ok, just so you know bosses that were removed will almost never be re-added
Jigz Ω Xenowave Nov 5, 2019 @ 2:51am 
i like dis
Glo2 Jul 2, 2019 @ 7:02am 
Cool ideas.