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Terraria Boss Ideas Part 5 [Bosses 1-20]
Por Okami Tomato
Y'all thought I was done!?
...originally, yeah, to be honest.

Then inspiration hit me like a ton of bricks and so I decided I'd make more
But this time to ensure that no single page gets so heavily overfilled as to become impossible to get through, I'm going to be breaking this one up into chunks of 20 bosses per page; hopefully fixing my problem

Usual things apply here; every boss is laid out the same way, each one is being made sprites, etc.

Well, you're probably bored of me babbling already... so enjoy!

(P.S.: I'm probably never saying "Y'all" again)
   
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[An Overview]
To those of you who came from page #4, the current most-popular page of this, then you may understand how this works.

I list the boss' appearance next to a picture of them, write their summoning conditions, their stats, their attacks, their defeat animations, their drops and any extra info

However!
I won't just be using standard, vanilla Terraria as my base, I will be using the 'Chaos Mod' (Not the actual one, the thing I'm dubbing guide 4's ideas), meaning the GelTech will still appear, and bosses may have health way higher than seen in vanilla.

Also this means I may reference the boss' non-existent music or references back to Guide 4 with some of the boss' descriptions.

Boss Ideas 4, for those who are interested:
https://steamcommunity.com/sharedfiles/filedetails/?id=1617364334

Part 2 of this page, bosses 21-40, also now contains enough bosses to be published:
https://steamcommunity.com/sharedfiles/filedetails/?id=1673027776

And with all that said and done... enjoy! :)

[Another Note: After not spriting for a few weeks my skills have sadly swan-dived out the window, so the quality may be less than what I usually try to produce. I'll try and fix these later, though apologies in the meantime for the worse sprites]
01 - Blight Dragon
As a first ever, the sprite itself was originally made by Pumpscare, with only mild alterations from me

Appearance: A large, brown-coloured dragon. Its body is covered in spikes, spines and scales, and its eyes glow a crimson red.

Summon: Use the Blightseeker Pendant in the underworld. The boss can be taken to the caverns, but will leave if taken any higher than that. Time of day is unimportant.

[Fought: Chaos Mode]

Stats:
Health: 16,250,000 (20,000,000)
Attack:
-240 (382) (Melee) (Inflicts Withered Armour)
-200 (320) (Flames) (Inflicts Withered Weapon)
Defence: 60

Attacks:
The Blight Dragon will fly around, using one of its attacks. It flies at a very high speed, comparable to Duke Fishron's charges, and only slows down when using certain attacks
-It may charge at the player 3 times in rapid succession
-It may fly close to the ground, spewing flames downwards
-It may fly in a ring, summoning fireballs that eventually all try to converge on the player's location
-It may become stationary and send fireballs out in random directions, though all at the same speed
At 75%, 50% and 25% health (85%, 70%, 55%, 40%, 25% and 10% in expert mode) the Blight Dragon will spawn large, indestructible flames that follow the player throughout the fight. They deal the Blight Dragon's melee damage and move at varying speeds

Defeat: Explodes into skeletal gibs

GelTech Info:
-It seems to bear some grudge against humanity for some event deep within its past, being especially angered when an abundance of red or yellow is present. It is unclear why, but due to the circumstance I feel you may have had bigger things to worry about than its opinions on colours.

Drops: Several fire-based weapons that share similar colours to the boss itself. Most of them are melee weapons. Also drops an accessory that grants the player the ability to rarely inflict Withered Armour against some enemies.

Extra Info:
-The Blight Dragon holds the record for being the first boss who had a sprite designed by a fan as opposed to me making the sprite myself.
-The Blight Dragon's dislike of Red and Yellow, combined with its aggressive nature towards people, would suggest that Ember and Storm (Page 4) may have had something to do with the 'past event' mentioned in the GelTech description.
-Despite being fought at any time in Chaos Mode, the Blight Dragon is exceptionally powerful. Its high health, combined with its 2 devastating debuffs, can wipe out unprepared players almost immediately.
02 - Dragon King, Garagon
Appearance: I remade Garagon, the original boss all the way back in guide #1, at long last. Little has changed about his overall appearance, though his sprite is far larger and given much, much more detail.

Summon: Use the Dragon King's Medallion at the surface. Time of day and biomes unimportant. Will not despawn if taken underground, just needs to be spawned at the surface is all.

[Fought: Late-Chaos Mode]

Stats:
Health: 68,000,000 (87,000,000)
Attack:
-400 (620) (Melee)
-340 (500) (Fireball)
-320 (475) (Meteor)
-350 (520) (Slash)
-200 (300) (Lingering Flame)
-0 (200) (Roar*)
-390 (607) (Mega Fireball)
-340 (509) (Flame Breath)
-285 (450) (Scorched Earth)
-370 (550) (Eruption)
Defence: 300

*When Roar is activated several things will occur: The player and their summons are pushed backwards away from Garagon, water in the surrounding area will evaporate, glass blocks/walls 'shatter' and any projectiles are despawned; whether summoned by the player or Garagon himself.

Attacks:
Phase 1:
Garagon will charge up to 4 times at the player before using one of a few attacks:
-He may spew a large volley of fireballs at the player at varying angles
-He may summon fireballs that fly upwards then rain down from above at varying angles and speeds. They explode on contact with solid blocks. (Meteor)
-He may send several crescent-shaped slashes at the player in rapid succession; acting like the D. Scythe projectiles
-He may spew 3-4 fireballs that arc downwards. When they hit the ground the explode into lingering flames
After being taken down to 40,000,000 (50,000,000) health, he transitions into his 2nd phase.
Phase 2:
Phase 2 will always begin with his Roar attack which serves as little more than an inconvenience in normal mode, but deals some mild damage to the player in expert. Garagon both changes his old attacks around and adds new ones as well.
-He will now charge 3 times in succession as opposed to 4, though the individual charges cover more ground ('air').
-The fireball attack will release more fireballs at a time and at wider angles
-The meteor attack will leave lingering flames where they land
-The slashes are larger and can inflict Bleeding if the player isn't immune
-The arcing fireball attack now has more projectiles that fly upwards further before coming down. They are also slightly larger.
His new attacks seen in this phase as as follows:
-He may spew up to 4 giant fireballs at the player that leave almost magma-like burns on the blocks they hit. (The burns to the blocks are 'Scorched Earth')
-He may spew a large trail of flames whilst flying. This will leave 'scorched earth' on the ground, destroy wooden platforms, and fireballs will occasionally fly out of the flame trail.
-He may let out a non-damaging roar that summons magma pillars from the ground. Scorched earth is left where the pillars spawned for a while after the pillars go. (In expert mode fireballs will fall down again once the pillars go as well.)

Defeat: Once Garagon is brought down to only 2,000 health he will become invincible, declares the player a 'Worthy Opponent', and leaves by flying upwards until he despawns. He drops his loot wherever he stops when taken down to said amount of health.

GelTech Info:
-An ancient and wise dragon who holds untapped power within him. Those who don't know him fear him; and those who do know him are eager to hear his teachings. Consider being called 'worthy' a compliment worth bragging about.

Drops: Powerful weapons for most classes. Drops a sword, spear and throwing daggers for melee, a tome and 2 staffs for mage, a gun, bow and flamethrower for ranger and 3 summoning staffs for summoner.

Extra Info:
-Garagon is exceptionally powerful when compared to the other bosses previously seen in Chaos Mode, with stats second only to the late-game Chaos Doppelganger.
-Garagon was the first boss designed for one of these guides back in 2017 on the first guide page. Since then, I have made many comments about potentially remaking his sprite, but only just have.
--Garagon's sprite took 2 days to make, spanning around 10 hours in total before the first draft was finished
--Garagon is currently the largest single sprite I have ever worked on, being over 600 pixels in length, and is also the winner of the longest time to make the sprite, as discussed prior.
-Garagon is one of few bosses who can actually destroy player builds; firstly, his roar will destroy any glass or water in the surrounding area, but also his larger fireballs can destroy wooden platforms.
[Added: 15/2/19]
03 - Artificial Agriculture
Name and concept of a Mechanical Plantera by 'Lv. 35 Boss'

Appearance: A mechanical version of Plantera. Its petals are giant metal plates and the leaves around its base are replaced with red wires. A large, red gemstone protrudes from its base, also connected up to the wires. The number '002' is printed on the side of its left plate.

Summon: Use the 'Project: Jungle' in the underground jungle. Will become enraged if taken out of the jungle, just like its non-mechanical counterpart.

[Fought: Post-Moon Lord]

Stats:
Health:
-4,000,000 (5,120,000) (Boss)
-40,000 (42,000) (Steelworkers)
Attack:
-200 (319) / 400 (638) (Phase 1 Melee)
-186 (298) / 372 (596) (Missiles)
-195 (310) / 390 (620) (Vice Grips)
-210 (332) / 420 (664) (Proximity Mine)
-300 (500) / 600 (1000) (Phase 2 Melee)
-450 (780) / 900 (1560) (Death Laser)
-180 (300) / 360 (600) (Flamethrower, Frost Breath, Toxic Gas)
[Flamethrower attack and counterparts inflict On Fire!, Chilled, and Venom, respectively]
Defence: 70 / 210

Attacks:
Slowly moves towards the player, using its vice-like grips to cling to nearby blocks for support. Touching the vices or the boss' main body deal damage, but not the chains that connect the two.
-It will frequently launch missiles from its front. These will go forward a little, stop, and then rapidly accelerate forwards until they hit a solid object, where they explode.
-It may drop mines which hang in-place until players get close. Once players get close to them they move rapidly towards the player. They don't home-in after triggering, but due to how close you need to be to activate them they are still hard to dodge.
After being taken down to half health (2,000,000 in normal, 2,560,000 in expert) the boss transitions into Phase 2. 10 Steelworkers spawn around the boss' main body (An additional 3 spawn around each vice in expert mode) and the boss' face plates open up. Underneath these plates are what seem to be 2 flamethrowers separated by a large chainsaw-like device in the middle.
The boss gains new attacks which it uses in conjunction with its old ones.
-The boss is now more aggressive and will attempt to ram into the player, dealing increased melee damage.
-The two flamethrowers either side of the chainsaw will occasionally both use one of three attacking types; they may spew fire, frost or poison. Each inflicts its own debuff and has exceptionally long range.
-The boss may sometimes close up again before releasing a powerful laser. It is immoble during the entire process (The charge, firing, and cooldown) and turns slower. (In expert mode, it doesn't stop entirely when in the midst of charging or the cooldown, instead just slowing down its movements)

Defeat: The boss explodes violently, including its vices and the Steelworker minions still attached to it.

GelTech Info:
-A re-invention of the original Plantera, made using what seems to be some strange technology and, by the looks of the gemstone, magic. This fight was a rather vulgar display of this metal menace's power, though it seems to have been driven far beyond its original battle plan by your encounter.

Drops: The boss will drop some mechanised versions of some of Plantera's drops, as well as Magical Metal, Powerful Metal, and Reinvented Metal (used to craft Mage, Warrior and Ranger armour, respectively).

Extra Info:
-While the boss' design and attacks aren't based on Pantera references, its summon, drops and GelTech descriptions are all references to Plantera albums.
--The summoning item, Project: Jungle, is a reference to Projects in the Jungle
--The Steelworker enemies are also references to 'Reinventing the Steel'
--The GelTech description references 'Reinventing the Steel', 'Metal Magic', 'Vulgar Display of Power' and 'Far Beyond Driven' in that order.
--Some of the drops also reference 'Reinventing the Steel', 'Metal Magic' and 'Power Metal'
---The main reasoning for the boss' Pantera references is because Plantera, the non-mechanical version of the boss, also had a few Pantera references in its boss fight.
-The player should keep the boss as far into the underground jungle as possible due to the changes made when enraged. Its doubled damage means it can potentially insta-kill players with its melee, especially in expert mode and/or in phase 2
-It is the 2nd boss I've made that makes specific references to a band, with the first being the Prodigious Defenderfly which references Prodigy
[Added: 15/2/19]
04 - Maltworm
Appearance: A large, flesh-coloured worm. It has a single, large eye at the very front of its body that will look at the player as it moves. Every one of its larger segments has a pair of small red wings with black spots on them.

Summon: Use the Gross Concoction. Biome, depth and time do not make a difference, though the surface is recommended due to the boss often hanging up in the air high above the player.

[Fought: Late Hardmode]

Stats:
Health: 200,000 (275,000)
Attack:
-80 (137) (Melee)
-100 (200) (Laser)
-65 (108) (Gross Globule)
Defence: 40

Attacks:
Flies around in the sky above the player most of the time. Sometimes takes low swoops downwards to try and deal contact damage to the player.
-If the player spends too long in its line of sight, roughly 70 (100) degrees of its eye, it will fire a large laser at the player
-The boss' segments will drop one of two globule projectiles
--If it is directly above the player, it will spawn droplets that fall directly downwards
--Otherwise, it spawns spherical orbs that continuously home in on the player, disappearing after making contact with the player or after being active for too long

Defeat: Explodes into a lot of juicy, but gross, gibs

GelTech Info:
-The infant form of a titanic monster, forced out of hibernation early by an enticing smell. Once in their adult stages, they take on forms of the creatures consumed most during their infancy; becoming the very definition of 'You are what you eat'.

Drops: A flail, a 'gun', a tome and a summoning staff. The staff summons a small version of the boss that works like the stardust dragon. Also drops an accessory that grants the player an additional minion slot and a mild max health increase.

Extra Info:
-The boss, despite apparently being only a young, is still massive in size. Since it is some sort of larvae, it will likely be some sort of flying insect in its adult form.
-The boss is designed to be very strange and mildly unsettling to look at with its large eye and gooey body.
-This boss is one that can be easily skipped without much consequence since it doesn't have too many drops, especially when compared to many other things seen this late in the game.
-Its large eye bears resemblance to Zight, a boss seen back on the 4th guide page.
--This is mainly due to the colours, but also in-part due to how far-up the veins on the eye travel
-The boss, despite being as late in the game as it is, is incredibly simple to fight and exceptionally easy to kill despite having health comparable to the Moon Lord's.
[Added: 15/2/19]
05 - Maltmoth
Appearance: Apparently linked to the rather-gross Maltworm seen prior. Looks human, outside of the unusual eyes, giant size and massive butterfly-esque wings.

Summon: Use the Mothdust at night; an item made using the Moltworm's summoner, some solar fragments, and a couple of other Post-ML items. One of Maltworm's drops is also needed, though any of them will do fine. The boss will despawn if the fight reaches daytime.

[Fought: Post-ML]

Stats:
Health: 3,000,000 (4,120,000)
Attack:
-165 (280) (Melee)
-190 (350) (Red Flame)
-220 (400) (Mega Flameball)
-300 (542) (Red Tornado)
Defence: 46

Attacks:
For most of the fight, the Maltmoth will remain relatively close to players, spending a lot of their time hanging around above the player. Her attacks are mainly bullet-hells or feature a multitude of projectiles, potentially cluttering the screen.
-She may summon vertical or horizontal bullet-hells that mainly feature walls or projectiles with holes in for the player to navigate through
-She may summon larger fireballs that move slowly horizontally, dropping smaller ones downwards towards the ground
-She may summon a large, red tornado below both of her wings, each spitting arcing fireballs from the tops
At 65% health, she will begin to start spouting dialogue. With every few lines, she adds a new attack to her movepool:
-After 2 lines, she will begin summoning large fireballs in random places that send bursts of fireballs out in patterns from between 4-6 evenly-spaced fireballs. They start slow, but accelerate.
-After 4 lines, she sends large bursts of fireballs in the player's direction, though at varying speeds and angles.
-After 6 lines, she summons large tornadoes far left and right of her and the player, causing them to close in until they reach her. The player is safe if they either remain underneath the Maltmoth or fly over them before they close in.
-After 8 lines, she summons 3-4 rings of fireballs around the player one at a time, with them closing in on the player after a few seconds. They will often have small gaps in them for the player to escape through, but the spacing for these gaps varies in placement per ring.
-After 10 lines she begins summoning large heart-shapes of fireballs, each with large ones in their centres. They move towards the player for a while before the smaller ones disperse outwards and the large ones explode.

Defeat: Lets out a yelp, then creates a large flaming burst. She is briefly visible in the flames before she vanishes, along with most of the flames. There are some lingering particles, though they deal no damage.

GelTech Info:
-A young Maltworm of a likely human-rich diet reaching adulthood; taking on the form of its favourite food. If it had eaten something bulkier, its form would have likely been larger, though this one is more manageable.

Drops: Mainly magic weapons and a pair of excessively powerful wings. Also drops a couple of health-boosting accessories.

Extra Info:
-The dialogue the boss says throughout the fight states that, due to her form, life has been rather unforgiving as even her siblings have attempted to eat her due to her appearance being almost completely different.
--Her dialogue also states mixed feelings about attempting to kill the player, with one side saying the fight response is natural and the other side saying that they are now nearly 'one and the same'
---If all her dialogue is exhausted she will begin to repeat one of around 12 phrases of throwaway dialogue, though one of them is only "..."
-It is one of the only bosses with the shifting of phases being dependent on dialogue, instead of the usual case of dialogue being based on the shifting of phases
--If the player manages to find a way to defeat the boss faster certain phases may be skipped by defeating her before she manages to say all the dialogue she needs to. However, due to her large health pool, this may be very tedious and difficult to do.
-Despite being an adult version of the Maltworm boss, she has next to no similarities when compared to it other than title, colour scheme, and having wings. Virtually nothing else is carried over.
[Added: 26/2/19]
06 - Magia
Appearance: The only human-seeming character in the 5th guide thus far. Magia wears a full set of armour that uses the colours red, silver and orange. The silver colour most closely matches titanium and the orange is closest to the infernal wisp dye; a very fiery orange. Like many of the other human-sized bosses she wields her own signature weapon: A silver and red pronged sword with red fabric tied around the handle.

Summon: May rarely appear in the player's world after the Boss Rush (Guide 4) has been completed up to the Stormbringers at least once by any of the players' characters and in any of their worlds. Can be spoken to, with the option to challenge her like with the Old Man outside the dungeon pre-Skeletron. Selecting "Spar" will begin the fight.

[Fought: Chaos Mode - Special Boss]

Stats:
Health: 30,000,000 (42,000,000)
Attack:
-295 (450) (Melee)
-240 (310) (Sparks)
-300 (455) (Fireball)
-330 (500) (Sword Strike)
-1.5x (2x) (Blade Counter)
-33% (50%) (Scything Slash)
-75% (99.5%) (Execution)
-80% (50%) (Potion) (Heals Player)
[In expert mode all the attacks above, excluding the potion, inflict the On Fire! debuff]
Defence:
-100 (+25% Damage Resistance)
-+20% (+50%) Damage Reduction during sword strikes

Attacks:
In the first half of the fight Magia will use only a few of her attacks, saving her deadlier ones for the 3rd phase. She moves around at high speeds, using a modified pair of Solar Wings when she needs to gain height, often keeping relatively close to the player:
-She may perform a simple sword strike, attempting to get close to the player prior. Hitting her sword during the strike with a projectile causes her to take reduced damage and makes the sword emit lingering sparks
-She may perform lunge attacks either horizontally or downwards. During these attacks she leaves behind more sparks, but does not gain damage reduction
-She may swing her sword and spawn up to 5 fireballs in an arc that move towards the player, passing through blocks
At 80% health she will add a few more attacks, signalled by her calling the player's combat skill "decent":
-She may summon a cluster of fireballs and use her sword to direct their movement. After a few attempts she will disperse them all
-She may guard with her sword. If hit by an attack she will swing back with a 'counter' that deals a multiplier of the damage the attack would have dealt, factoring in her damage reduction when her sword is readied. (In expert mode, projectiles will be deflected back at the player as well, dealing the same damage as her counter would have done).
At 50% health she will stop fighting for a moment, becoming invulnerable. She will offer the player a health potion and sit down. The player can either take the potion or not, but whatever they choose to do the battle will continue again after about 20 seconds.
In Phase 3 she has all of her old attacks, as well as some of her more unusual and deadly ones thrown in:
-She may perform a series of slashes, each leaving hanging arc-shapes in the air where her sword swung. Being caught by any of these swings will take a percentage of the players' health away as opposed to dealing set damage
-She may stay still and ready her sword. After 2 seconds pass she will slam it down in front of her, creating a short pillar of fire. This attack takes a significant chunk of the players' health away if it manages to connect

Defeat: She sits back down, giving the player another healing potion. She gets up, bows, and leaves. Her drop will be given a unique sprite, often dug partially into the ground for the player to collect with a right-click.

GelTech Info:
-Apparently a warrior from a far-away land seeking a worthy challenger. Well-experienced in the ways of combat and carrying a signature blade passed down from her forefathers, she proves quite the tough opponent.

Drops: Drops one of each main weapon type and an accessory known as the Ironheart. Will drop 1 item per player who participated in the fight in multiplayer and only 1 in singleplayer. Has no expert-exclusive drops, nor a mask or trophy.

Extra Info:
-Of all the bosses in the boss pages, she has the most unique gimmicks of damage output during the battle. Firstly, for damage against the player, she has a few attacks that work in percentages of max health instead of the usual solid damage numbers, a counter that multiplies player damage, and an expert-exclusive addition of damage over time. Also, when being attacker herself, she has a few attack states where she gains some damage reduction and, also expert exclusively, a base damage reduction that can stack with it. She is also one of the only bosses to intentionally heal the player at crucial points during and even after the fight.
--She is also one of few bosses where a phase change is solely based on time as opposed to purely damage like is usually seen.
-Magia is a reference to another project I worked on prior to making bosses, along with both Omnicron and Chaos
-Despite Magia being another fire elemental she has no ties with neither Garagon nor Ember
--However, despite not having ties to Ember, the Stormbringers in the boss rush specifically need to be defeated in order to ever encounter her
-Magia has some of the most specific spawning conditions of any boss in these pages. To encounter her the player needs to first complete 54 bosses in the post-game boss rush, which in-turn can only be found after killing several other bosses to activate their spawn conditions.
--The compulsory bosses are, in order, The Wall of Flesh, The Mechanicals, Plantera, Golem, Lunatic Cultist, Moon Lord, Storm's Rematch, Chaos Doppelganger, Chaos Doppelganger Reborn, The 'Chaos Spreads' Bosses and, finally, Chaos Doppelganger's Revenge. (Plus the aforementioned 54 bosses in the boss rush)
-Despite the boss' difficulty it is quite forgiving with its long breaks that include free healing before the 3rd phase of the fight. However, bear in mind that since some of her attacks work in percentages that healing doesn't instantly mean an easy victory.
-Her execution attack cannot actually insta-kill the player, despite the name suggesting it could. It can only kill the player either due to prior damage and/or the expert-mode On Fire! debuff
--Since the attack has such little range it is likely that if the player is hit by it they likely also ran into Magia's contact damage, which may be enough to '1-shot' them that way
-The boss provides few drops, but they are all exceptionally powerful if the player can win the fight.
-Magia can be rematched every 3 days if the player is able to find her in their worlds. She is almost always at the surface and is immune to environmental damage of any kind, so she cannot accidentally die before the player finds her.
[Added: 26/2/19]
07 - QB-33
Determination to complete this boss thanks to 'Lv. 35 Boss'

Appearance: A mechanical version of the Queen Bee. Its entire body is silvery with red for its eyes, jaws, limbs, wings, wiring, and a small red diamond shape in its chest. The main thing to note is that instead of having the hive for its lower body, the mechanical version has a series of missile launchers instead.

Summon: Use the Humming Generator in the jungle. The boss can be taken out of the jungle, like with the normal Queen Bee, but still needs to be summoned there.

[Fought: Post-ML]

Stats:
Health:
-750,000 (900,000) (QB-33)
-500 (800) (Drone Bee)
Attack:
-100 (150) (Melee)
-120 (182) (Missiles) (Inflict On Fire!)
-134 (200) (Detonator)
Defence: 70

Attacks:
Uses similar attacks to the Queen Bee; using charges, projectile barrages, and summons. However, they are all mechanised. Also has new attacks.
-The charges are the same as before; going horizontally in an attempt to ram into the player. Faster than before and have shorter windup times before each charge.
-QB-33 summons mechanical 'Drone Bees' instead of normal ones, though is allowed to slowly move around whilst spawning them. (In expert mode, Drone Bees will also spawn from off-screen with increasing frequency as their Queen's health depletes.)
-The boss will spend a lot of time flying around above the players' head, raining down explosive missiles that inflict the On Fire! debuff if they hit the player (They become both more rapid and less accurate the less health the boss has in expert move, being fired at the rate of a Minishark at low health seemingly randomly)
-Her new attacks allows her to deploy mines in areas around the player. If the player gets too close or they persist for too long they will explode with a large explosion radius.

Defeat: Like other mechanical bosses, QB-33 will explode upon being defeated. Any live Drone Bees will fly away and eventually despawn.

GelTech Info:
-A weaponised, mechanical version of the Hive's overgrown ruler. QB-33 is actually still a prototype for a stronger, more effective model. Its cannon is very clunky and bulky, hindering its movement, and the missile generators are pushed to their max during its bombardments. Despite only being a prototype, however, it is still very effective at its intended job.

Drops: A larger amount of items based off of the Queen Bee's drops and/or bees in general. A magic weapon called the Hornet Cannon which works as a stronger Bee Gun, An accessory called the Mechanised Hive that makes friendly bees into stronger mechanical bees and a full vanity Bee-Mech Suit are all examples. Additionally, a pair of wings is dropped in Expert Mode.

Extra Info:
-The boss shares a colour scheme with the Artificial Agriculture, another post-Moon Lord mechanised jungle boss.
--Truthfully, both bosses actually use very similar colours to the Red Wrench, which is quite fitting due to their mechanical nature.
-QB-33's sprite still currently uses its Beta Design, with a finished sprite not yet having been finalised.
--The Boss' Alpha design was similar, but featured a heavy use of green instead of red. This was later changed, however, to avoid too many similarities to Calamity's Plaguebringer Goliath boss.
---In fact, the only thing about the boss that hasn't changed is the massive cannons that make up its lower body. These have remained the same since the original design outside of the colour switch.
-Despite seeming like a simple battle, the player must still keep in mind that this boss is proportionately still more difficult than the original
--This is due to a mixture of its increased stats and mobility, new attacks, more powerful and plentiful summons, and of the additions of things like explosions for its projectiles making near-misses still able to deal damage.
[Added: 26/2/19]
08 - Vesper
Appearance: A mechanical worm boss coated in shiny golden plating. It has a large, red eye at the front of its body and two large 'pincers' either side of it. Black stripes of coated wire coil around its body, creating its almost bee-like appearance. Smaller red spheres can be seen trailing down its body and at the backs of most of its segments.

Summon: Use the Debug Option anywhere in your world. The boss will not despawn unless the player dies as it ignores both biomes and time.

[Fought: Post-ML]

Stats:
Health:
-10,000,000 (14,200,000) (Vesper)
-300,000 (500,000) (Stinger)
-1,500 (2,350) (Drone)
Attack:
-300 (500) (Head Melee, Discharge, Stinger Head Melee)
-240 (380) (Body Melee, Stinger Body Melee, Drone Melee)
-200 (340) (Targeted Spark, Laser, Needle)
[Head Melees inflict Electrified, Targeted Spark inflicts Dazed and Electrified, Laser inflicts Electrified and Needle inflicts both Venom and Electrified]
Defence: 85

Attacks:
Vesper will spend most of the fight grounded, mostly attempting to either ram the player or hit them with one of its projectiles or minions. However, unlike most worm bosses, it has two additional situational attacks as well.
-It can fire lasers and needles from its body segments. Lasers are faster and more plentiful while needles are slower but inflict 2 debuffs instead of just 1.
-Sometimes it may stop briefly and eject two different types of minion: Stingers and Drones.
 Stinger.png] --Stingers are small worms that are faster than Vesper but are still ground-restricted. However, their higher speed and smaller bodies allow them to perform great leaps.
 Vesper Drone.png] --Drones are the more commonly-spawned enemies and just attempt to fly into the player to stab them with their large stingers.
-If the player spends too much time too far out of the boss' reach (e.g. camping on high-up platforms) it will begin periodically zapping them with undodgeable 'Targeted Sparks'. They look like the Shadowbeam Staff projectiles, though are blue and pass through blocks. The only way to stop it firing them is to move closer to the boss for a while
-If the boss' head is high out of the ground it may perform a special 'discharge' attack. It opens up its face plates and charges a large amount of electricity. It then dives sharply into the ground, making a wide 'shockwave' along the ground that deals high damage (Works like the Ogre's jump, though has more range and produces sparks). It doesn't count platforms of actuated blocks as 'solid' and thus passes through them for the discharge attack's dive, making shockwaves on all of them as well. (So if the player has many rows of platforms above the ground they all get shocked)

Defeat: The boss will explode, as expected from the majority of mechanical bosses. Loot is dropped from the segment last hit by an attack, usually being the one closest to the player.

GelTech Info:
-After its body began looking similar to that of a bee's, Vesper's gimmick was finalised by its creator. After an agonising building period that involved making a small army of servants for the giant worm it was released into the world briefly... only to never return to its creator as intended. Its current programming is quite brutal for its enemies, though is still intelligent enough to mass-produce itself minions using the resources it can find.

Drops: Many electrical weapons, as well as some that inflict the Venom debuff. Drops an accessory that provides the player a Drone minion as well, plus provides some useful buffs too.

Extra Info:
-The boss was not originally meant to be based off of a bee, but the design got changed during development and thus it became a large mechanical wasp.
-The boss' descriptions keep switching between bee and wasp references, despite being different creatures.
--For example, the boss' name is a reference to Wasps, though its use of 'drones' is more similar to that of a beehive.
-It is one of few worm bosses that has an effective punishment for players daring enough to try and cheese the battle from up-high: undodgeable laser spam.
-Unlike many other worm bosses there is no particular 'safest spot' when fighting it: Going too low puts you in danger of its contact damage, Stinger minions, and discharge attack while going too high puts you in the risk of being hit by its previously-mentioned lasers
[Added: 26/2/19]
09 - Obsidisphere
Appearance: A large sphere of magma coated in a rugged, cracked obsidian shell. It has a large hole in the front of the shell, acting as its eye.
If the shell is ever broken during battle, a small chunk of obsidian remains stationary at the front of its body, allowing it to keep its eye in-tact as opposed to it just blending in with its lava body.

Summon: Use the Obsidian Chunk in either the Cavern layer or Underworld. The boss is quite reluctant to follow the player outside of these biomes and, if the player remains out of the cavern layers for too long, the boss will leave.

[Fought: Pre-Hardmode]

Stats:
Health:
-3,000 (700) (Shell)
-3,000 (8,450) (Body)
[The shell will regenerate after a while in expert mode, but doesn't in normal mode]
Attack:
-38 (70) (Melee/ Clamps)
-32 (57) (Fireball) (Inflicts On Fire!)
Defence:
-20 (Shell)
-5 (Body)

[Weakness: The boss takes 2 damage per tick from making contact with water blocks and takes some additional damage from any ice or water-based weapons the player may have.]

Attacks:
The Obsidisphere spends most of the battle acting like Plantera; moving slowly along with its limbs to catch up to the player. As it moves it will attempt to only use one type of attack while its shell is active:
-When the shell is active it will fire lone fireballs at the player. They are quite slow and are stopped by blocks, but will inflict On Fire! if they hit the player
When the Obsidisphere's shell is broken it changes up its attacks a little:
-Firstly, it fires arcs of 3 fireballs instead of lone ones
-It also gains an attack where it locks on to the player's last location and, after a delay of a second or two, fires a high-velocity laser at the spot. It looks like a fiery version of the Shadowbeam Staff, even ricocheting off of 1 wall (2 in expert mode) if the initial attack misses

Defeat: Explodes into a fiery burst, leaving large plates of in-tact obsidian and globules of lava as its gibs.

GelTech Info:
-A strange energy seems to have been seeping slowly into the caverns where Obsidisphere originated, granting it some form of primitive sentience. It lurks around the caves it calls its domain, looking for fuel sources to keep its internal fires burning.

Drops: Obsidian weapons, including a sword, and an accessory that grants additional defence at the cost of mobility. Also drops a lot of obsidian.

Extra Info:
-Due to being fought underground and having a weakness to water, the Water Bolt is exceptionally powerful against this boss as it can easily bounce off of nearby blocks and repeatedly hit the slow-moving boss.
-It is the only boss thus far to take damage from a source that isn't technically able to do damage normally, and especially not to enemies in most circumstances.
--Due to the water weakness, it is one of few bosses the player can actually defeat without attacking the boss. However, it would take a long time to do so, so it isn't recommended.
[Added: 27/2/19]
10 - Wisp
Appearance: An entity seemingly made out of Ultrabright fire, judging by their colour scheme. They seem to be wearing golden garments and rings, riding some sort of stone platform. More flames rise from parts of the platform, mostly from the back, with smaller flames springing out from the golden-plated rims.

Summon: Use the Everbright Ember in the cavern layer. The boss can be taken virtually anywhere after being summoned, independent of layer, biome or time.

[Fought: Post-ML]

Stats:
Health: 500,000 (745,000) / 1,050,000 (1,400,000)
Attack:
-88 (150) / 230 (400) (Melee)
-80 (145) / 220 (398) (Fireball)
-90 (165) / 270 (500) (Fire Column)
Defence: 60

[Wisp may be fought at two different times, having different stats during the different encounters. Her first encounter is when you can normally craft her summon, and the other is when her 'master' (Scourge) is defeated, where her stats are higher and she has additional drops.]

Attacks:
The boss will fly quite close to the player, cycling between melee and ranged attacks. Despite being a post-Moon Lord boss, she hasn't got very many attacks to use.
-Her Melee phase has Wisp flying towards the player, occasionally teleporting to approach from a new angle
However, when she periodically switches over to her ranged phase, she is a lot more dangerous.
In her ranged phase, she stops directly attempting to ram into the player, instead slowing down to use fireballs and flame columns. She will teleport occasionally to re-position herself as well.
-She will attempt to summon large pillars of Ultrabright light (about 25 blocks tall) to hit the player with, with them persisting for a few seconds after being spawned.
-She may also fire fireballs at the player, usually in clusters of 7-9 that disperse outwards or in rows off-screen that fly horizontally or vertically
-Finally, Wisp may fire a barrage of fireballs at the player in rapid succession, being completely immobile while she does so
(In expert mode, or in her rematch, she may also create a bright flash of white on the screen (similar to the one when the moon lord is defeated). This persists for a while and is mainly used to obscure the player's vision)

Defeat: Explodes into Ultrabright fire, though drops no actual gibs.

GelTech Info:
-After a climatic confrontation between her master and the Dragon King, Wisp fled into the caverns to disassociate herself with him. She has spent many years roaming the underground, mainly looking for some sort of company.

Drops: Drops only the Glistening Flame during her first fight, a material used to make another summoning item. During her rematch she may drop a couple of weapons that use Ultrabright Fire for their attacks. Trophies and Mask drop during either fight, but are less common than normal in the first fight.

Extra Info:
-Despite being a post-Moon Lord boss Wisp has few attacks to actually use and an entire phase that is excessively easy to avoid, though this is in-part due to her being a pseudo-mini boss
-Despite being a fire-based boss she cannot actually inflict the On Fire! debuff in any difficulty
-Her bright flash attack can allow the boss to potentially land some cheap hits on the player. The best way to avoid this is mainly just to move around randomly or to try and predict their next attack by the animations performed prior to the flash
-Wisp has very few unique drops, especially for a boss. Outside of her mask and trophy, standard items for a boss to drop, she only has 2 weapons and a material to make another boss' summon
-The 'Dragon King' mentioned in the GelTech description is likely Garagon, as this is his given title during his boss fight
[Added: 1/3/19]
11 - Cyclonus
Appearance: A mechanical serpent with a large, purple spherical eye at the front of its face. Smaller orbs are present on every segment of its body, including its tail. It has a purple-tipped spiked tail and a large set of grey and purple jaws protruding from its head as well.

Summon: Use the Tempest-Bringer in Space. The boss can be taken anywhere after being summoned, though still needs to be summoned in space to begin with.

[Fought: Post-ML]

Stats:
Health: 550,000 (640,000) / 1,200,000 (1,400,000)
Attack:
-300 (530) / 420 (630) (Head Melee)
-118 (200) / 240 (400) (Body Melee, Laser)
-121 (210) / 250 (412) (Windstorm)
Defence:
-25 (Head)
-400 (Body)

[The boss, much like Wisp before it, can be rematched later in the game after defeating his master, Scourge. The rematch has stronger stats and has better drops.]

Attacks:
The boss continues to alternate between two attacking types; airborne and grounded. In both modes, Cyclonus is exceptionally fast, accelerating rapidly up to speeds of over 110 Mph.
In both moves, Cyclonus uses both types of attack, but favours different ones depending on which mode of attack he is in.
-He may also summon purple spheres that, after a second, fire lasers at the player before disappearing. The lasers are quite fast and lock on to the player's last location, forcing the player to keep moving.
-He may also drop down small 'tornadoes' that linger on the ground. After a while they explode and create large pillars of wind upwards that remain active for a few seconds before disappearing.
In airborne mode Cyclonus will fly around above the player's head, sometimes swooping down lower if the player is currently airborne as well (whether due to wings or a jump). When airborne Cyclonus favours his laser attack.
In grounded mode Cyclonus becomes a rematively standard worm enemy, burrowing through the ground to hit the player. However, due to his extremely high speed he can gain a lot of height during this mode, plus he still retains his lasers. He favours the windstorm attack in this mode.

Defeat: Explodes into metal gibs, though his purple eye flies upwards and off-screen after being defeated.

GelTech Info:
-Served a powerful master alongside 4 others. Cyclonus was the fastest of them, using his high speeds to complete his master's quests. After his master was defeated, he fled to the upper atmosphere in an attempt to escape the Dragon King's wrath.

Drops: Only drops Windswept metal in the original fight, a crafting material used to make a boss summoner. Drops a wind cannon and laser rifle, both ranged weapons that use unusual ammo supplies. Can drop a mask and trophy in either fight, but they are rarer in the first fight.

Extra Info:
-Cyclonus is somewhat comparable to an easier version of the Calamity mod's 'Devourer of Gods' boss. Both cycle between grounded and airborne phases, heavily use lasers, and have noteworthy damage reduction on their body segments. However, Cyclonus lacks DoG's laser wall attack and insta-killing capabilities.
-Cyclonus' body has some of the highest defences of any post-Moon Lord enemy, reducing any damage it receives to 1 from any weapons that deal less than 200 damage in normal mode.
-Cyclonus shares his name with a G1 series Transformer, as well as heavy use of the colour purple and combat-based capabilities. However, the differences stop there.
-He shares some similarities with Wisp, the boss seen previously on the list.
--Both are minions of the same entity, both shift between two phases that utilise either melee or ranged predominantly, both have a specific spawning biome that the player doesn't have to stay in and, according to the GelTech descriptions, both fled from Garagon after their master lost to him
[Added: 1/3/19]
12 - Sentinel
Appearance: Vaguely humanoid, with a body made of what seems like Chlorophyte, due to the colouring. It has a red visor over where its eyes should be and a mask over where its mouth is, but they blend in with its colour scheme. It has only one arm; with the other being a mass of vines or tendrils where its left arm should have been. Its legs are simple; ending on points and having no real details other than some reflections. Finally, it seems to be wearing some sort of red cape that also blends in with its body due to the colours.

Summon: Use the Amalgamated Plant Matter in the jungle. Like the last couple bosses, it can be taken out of its summoning biome without any negative consequences for doing so.

[Fought: Post-ML]

Stats:
Health: 100,000 (115,000) (x5) / 200,500 (218,500) (x5)
[Regenerates 5 (8) health per second in the initial fight and 12 (20) in the rematch]
Attack:
-78 (130) / 195 (300) (Melee)
-90 (160) / 200 (308) (Energy Sphere)
-80 (150) / 190 (294) (Vines)
Defence: 65

[Much like with Wisp and Cyclonus before it, Sentinel can be rematched by defeating its master]

[Sentinel has 5 lives throughout the fight, requiring all 5 of these individual health bars to be emptied before the fight is over]

Attacks:
Sentinel only starts out with 2 attacks, but gains a new one for each new phase he enters. He enters a new phase every time one of his health bars is depleted, switching to the next one after each one gets emptied.
Sentinel will float in the air, teleporting after every attack.
-He may attempt to simply ram his body into the player, dealing melee damage
-He may summon energy spheres nearby and launch them all one-by-one at the player. Green ones pass through blocks while red ones will home-in on the player but get stopped by blocks.
All the following attacks are only gained after health bars have been depleted, in the respective order of which one is gained after how many health bars are emptied.
-He may summon 4 energy spheres around himself (usually quite a distance out), spin them around rapidly, and then disperse them outwards.
-He may summon large thorny vines from the ground beneath the player. This works on platforms as well.
-He may teleport around, dropping energy spheres into the ground that then sprout up with more vines.
-His final attack is where he summons several orbs from his visor before sending the entire group at the player simultaneously

Defeat: Explodes into red plating, chunks of Chlorophyte, and finally some red flower petals as well.

GelTech Info:
-The most loyal of the masters' minions and one of the only ones to stand by his side after his defeat. An attempt to single-handedly stand up to the Dragon King ended in his body being scorched and torn, crashing down into the jungle canopy.

Drops: Only drops Radiant Chlorophyte in the first encounter, the material used for his master's summon, but drops two melee weapons if rematched. Drops a trophy and a mask, though they are rarer in the original fight than in the rematch.

Extra Info:
-Sentinel's design is rather unusual; it takes on a vaguely human form, but is also apparently made of Chlorophyte; a plant-like matter. Its appearance, mainly its face, also looks rather artificial and robotic.
--Another inspiration for its design was also the Pokemon Deoxys, making it look even stranger with its tentacle-like arm.
---Deoxys' regeneration ability was also another inspiration for one of the boss' main gimmicks; being its regeneration factor and inspiration for its numerous separated health bars.
-Sentinel, unlike the other Scourge bosses, has a more fleshed-out moveset; consisting of 6 attacks with some parts being partially randomised in most of them.
-Sentinel's human-like form, frequent use of teleportation, and basis off of an existing Terraria item make it comparable to Wisp, another of Scourge's minions
[Added: 1/3/19]
13 - Dystopius
Appearance: Dystopius itself is completely concealed underneath a large, brown cloak. 4 eyes seem to be visible from underneath the cloak's hood, but nothing more of Dystopius is seen. Chains are bound around the cloak, suggesting that at some point that they were imprisoned.

Summon: Use the Foreseen Dystopia in the Dungeon. The boss can be taken anywhere after being spawned without any consequences; only requiring it to be spawned in the dungeon.

[Fought: Post-ML]

Stats:
Health: 600,000 (885,000) / 1,300,000 (1,700,000)
Attack:
-100 (185) / 210 (365) (Melee)
-95 (178) / 212 (370) (Spirit Flame)
-105 (193) / 230 (400) (Spirit Flame Burst)
-145 (240) / 300 (500) (Shadow Chains)
Defence: 55

Attacks:
Dystopius will float silently in the air, trying to remain relatively close to the player. He never directly attempts to deal contact damage, though the player may run the risk of accidentally making contact if they don't pay attention.
Dystopius uses various attacks against the player, though some are only used at certain percentages of health
-Dystopius may summon immobile grey 'spots' in the air rapidly. After a second of existing they will combust into grey and white flames. They only deal damage when on fire. After 2 more seconds they will burn out and despawn.
-They may also summon similar-looking flames to their first attack, though the fire they become is more wild. After another 1.5 seconds post-combusting, they detonate, with explosion radii of roughly 2-3 blocks. This attack is only used when under 75% (90%) health
-Dystopius may summon rings of fireballs that circle around the player from a distance. Eventually, they stop moving, followed by them all closing in. The player will need to fly through the gaps after they stop before they have fully closed in to dodge them. This attack is used when under 60% (75%) health
-Finally, Dystopius' last attack has them summoning black and purple portals underneath the player. After a second passes, a large chain will erupt upwards from the portal, flailing around. It only affects the area directly above the portal, but the chain protrudes out of it quite a distance. This attack is only used when under 40% (50%) health
--A similar attack is also used when the player is too far from Dystopius, though the chains erupt from the portal much faster to the point of being nearly unavoidable. They stop spawning only when the player gets close enough to the boss again.

Defeat: Dystopius doubles over and begins releasing smaller grey flames from their body. Dystopius then explodes into more grey flames, leaving gibs of their cloak and chains.

GelTech Info:
-Once their master's deadliest follower; Dystopius has since fallen from grace. After attempting to exact his revenge on the Dragon King, they were scorched beyond recognition and imprisoned in the dungeon. Disgusted by their new appearance and ashamed of failing their master, Dystopius hid itself away in the depths of the dungeon; their new home.

Drops: Only drops the Spirit Flame when defeated in the first fight; a material used to craft their master's boss summon. If rematched they drop 2 summoning weapons; one spawning a sentry that summons spirit flames, and the other summons dungeon spirits wrapped in small cloaks. It can drop the trophy and mask whenever, but they are rarer in the first fight.

Extra Info:
-Dystopius does not make any noises of their own during the boss fight. The flames and chains that are summoned do, but attacking Dystopius only makes a generic damage noise.
-Dystopius is the only one of Scourge's minions to have an unconfirmed gender. While the others are either called 'she' or 'he', Dystopius gets referred to as 'it', 'they' or by their name
--This may be because, unlike the others, Dystopius hides their entire form beneath a cloak, so their entire identity is a mystery. Their lack of speech also doesn't help. Therefore, Dystopius could virtually be anything, but we may never know.
-Dystopius, due to the specific mention of being wounded and imprisoned by the Dragon King, may be one of the 'other few' mentioned in Sentinel's description as remaining steadfast even when their master was defeated
-Dystopius is overall probably the most dangerous of Scourge's minions to face. This is due to their health pool already being the largest of the 4, but also due to its cramped summoning space, multitudes of projectiles, high damage, and also due to their unique attack for if the player strays too far from the boss.
[Added: 2/3/19]
14 - Scourge
Appearance: Scourge is a large entity, seemingly made at least in-part of stone, coated in a misture of crystals and Luminite. He dons a full set of armour, with large plates of Luminite that have large jagged crystals protruding from them; a mixture of pink and blue ones. The plates of Luminite are bordered by pinkish and blueish colours as well, with one side pink and the other blue. The blue crystals and pink Luminite is seen on his upper left and lower right, and vice-versa for the other crystals and plating. He appears to lack any sort of legs as well; instead having a large heap of stone where they should be.

Summon: Use the Elemental Enigma anywhere in the world. There are no use conditions. The summoner is made of the drops provided by his minions, as well as some Luminite bars, Nebula Fragments and Crystal Blocks.

[Fought: Post-ML]

Stats:
Health: 1,485,000 (1,800,000) / 15,000,000 (17,450,000)
Attack:
-135 (230) / 310 (450) (Melee)
-128 (220) / 300 (436) (Form Attack 1)
-140 (238) / 324 (470) (Form Attack 2)
-160 (270) / 360 (600) (Form Attack 3)
Defence: 80

Attacks:
Phase 1:
At the start of the fight, Scourge will only use 3 different attacks, staying in his normal form.
He may also teleport, much like some of his minions, but also releases a powerful burst of energy after teleporting that deals contact damage.
-He may fire large bolts of energy at the player that explode after a few seconds or on contact with a block, bursting into 7 more projectiles that disperse outwards.
-He may make a large 'snake' of projectiles that follows the player like a Wyvern. It disappears after a while.
-He may also summon a large Nebula Arcanum-like projectile that follows the player and then explodes into smaller energy bolts that deal less damage.
Once taken down to only 80% (85%) he will begin to tap into the power of his minions, beginning Phase 2 and changing forms as he does so. He may still revert to his normal form in-between transformations, so he still uses his Phase 1 attacks in conjunction with the new ones.
Phase 2:
-In this form he taps into Wisp's energy, using Ultrabright flames for his attacks
-He may throw flames into the air which then explode into 9 smaller projectiles that disperse outwards
-He may summon large pillars of Ultrabright Flames, though taller and wider than the ones Wisp summoned. They linger for the same amount of time
-He may fire a large blue laser at the player that sweeps almost 360 degrees around the boss
-In this form he taps into Cyclonus' energy, using wind and energy-based attacks
-He may summon small orbs of purple energy that then fire lasers at the player's location. They are quite fast and relatively hard to dodge
-He may summon Cyclonus' small tornadoes, making them fall down while slowly tracking the player. Once they hit the ground, they immediately burst into the taller pillars of wind, like how Cyclonus' did but without the delay
-He may become immobile and then fire a small but fast tornado that follows the player. Once it catches up to them it spawns a large tornado on the ground below. It acts like Duke Fishron's Cthulhunadoes, but is a bit thinner and doesn't fire out Sharkrons.
-In this form he taps into Sentinel's power, using plant-based attacks
-He may summon leaf-shaped energy bolts from the sides of the screen that fire at the player. They are quite fast, but still easy enough to avoid
-He may summon large, thorny vines from the ground beneath the player. They are much taller than the ones Sentinel used
-He may summon a colossal ball of green and red energy and fire it at the player. It has brilliant homing capabilities, but is relatively slow. It disappears after a while of being active.
-Finally, in this form he taps into Dystopius' power, using their spirit flame attacks
-He may summon spirit flames that all follow the player for a while before disappearing
-He may summon spirit flames in random places all over the screen that eventually detonate
-He may summon portals that release large, shadowy crystal spikes from them directly upwards.

Defeat: Scourge's crystals begin to glow white and he flinches. He raises his fists to the sky and looks upwards, letting out one final angered roar before exploding. His minions can now be rematched in stronger forms, and after the rematches are all finished Scourge himself can be fought in his more powerful form too.

GelTech Info:
-'The stone-faced destroyer of planets' is a title he earned himself after a century-long conquest, though this came to an end when he encountered the Dragon King. After a gruelling battle between the two seemingly-omnipotent entities, Scourge and his minions were defeated and scattered...

Drops: Weapons based on Luminite, Crystal and Stone. Drops at least one weapon per class. Also drops a couple of accessories as well. Drops even stronger weapons if the player defeats Scourge's rematch.

Extra Info:
-Scourge is far stronger than any of his minions the player has had to face prior; going so far as to have health rivalling all 4 of them together and damage only bested by Cyclonus' contact damage.
--Scourge's rematch is disproportionately strong when compared to all his minions, having stats like that of a Chaos-mode boss despite still only being Post-ML
-All of Scourge's other forms are not only based on his minions, but also all utilise at least one of their attacks as well
-Much like Wisp and Dystopius; despite using fire attacks he cannot inflict the On Fire! debuff or any other fire-based debuffs
-Scourge, unlike his minions, actually has a few small lines of dialogue during his battle. However, most of them are taunts directed at the player.
-The title given to him according to the GelTech is actually a pun since, as evidenced by his sprite and drops, Scourge himself is predominantly made of stone.
-The cracks in Scourge's face make him appear to be smirking, which goes quite fittingly with his overconfident nature
[Added: 2/3/19]
15 - Witch Doctor
Character designed by Sorrow, sprited by me

"I have been requested"
Appearance: The 'Witch Doctor' appears to be a pale man with red eyes and what appears to almost be a disintegrating head. He wears a full black striped suit with a blue tie and handkerchief in his left breast pocket. The head itself was taken from an old computer error image.

Summon: Use the Doctor's Request during the day. The Witch Doctor doesn't despawn at night, luckily, only needing the actual process of "requesting" him to be done during the day. However, the battle still does have a time limit.

[Fought: Late Hardmode]

Stats:
Health: 50,000 (62,000)
Attack: 100 (255) (Melee)
Defence: 10

Attacks:
The Witch Doctor himself does not actually directly attempt to attack the player very often, instead spending most of the fight summoning enemies to do the fighting for him or adjusting the live enemies.
The fight's timer is based on the music. Once the music expires; the boss will summon a Dungeon Guardian and gains 99% damage resistance. It spawns new Guardians every 10 seconds as well. The player will need to defeat him before this happens to avoid the fight becoming too difficult.
Phase 1:
-He may spawn non-boss enemies in groups of up to 8 at a time. The enemies are completely randomised; however bosses and the Dungeon Guardian are blacklisted from his summons. Invincible enemies, post-Moon Lord enemies and boss segments of any kind are also banned.
--Sometimes, he may 'upgrade' certain enemies if weaker ones are summoned. Armoured bones may replace skeletons, stronger slimes replace weaker ones, etc. They are also healed if they are 'upgraded'.
-He may sometimes open a small satchel with a red cross on it, and from this a flurry of random hostile projectiles will emerge, directed at the player. Any projectiles that aren't from post-Moon Lord enemies and bosses are allowed. This is the only attack that is specifically directed at the player.
When down to only 20% health he enters his 2nd phase, becoming immune to damage.
Phase 2:
The Witch Doctor doesn't randomly spawn enemies anymore; instead spawning only a single Destroyer.
-However there is a gimmick: The more damage the Destroyer takes, the more segments it gains. While it only starts with the normal 80, it will end up with over 120 before the end of the fight (if possible).
Finally, once the Destroyer is defeated, the Witch Doctor enters a frenzy, becomes vulnerable again, and begins phase 3.
Phase 3:
-The Witch Doctor will continuously summon random enemies one-at-a-time every second, up to a maximum of 30 (50) enemies.
-Every 2 seconds his satchel will fly open and also release a random hostile projectile at the player

Defeat: The Witch Doctor glitches out, apparently crashes, and disappears.

GelTech Info:
-"He was requested"

Drops: Will drop 3 weapons, a infinitely-usable item, and 2 accessories. The weapons fire random projectiles at enemies, though have a certain set amount of base damage shared across all permitted projectiles (A sword, bow and mage staff). The usable item summons random enemies that the player may find at their point in the game. One accessory will allow the player to inflict enemies with random debuffs and the other will inflict random buffs and debuffs on the player periodically.

Extra Info:
-The boss' theme is the normal Boss 1 music, though it continues to speed up and become higher-pitched as it plays. Once it becomes too fast/high-pitched to hear at all, the boss spawns the Dungeon Guardians. The music only adds further absurdity to the boss.
-It is actually still possible to kill the boss once the music runs out, though doing so it extremely difficult due to the Guardians and damage reduction
-The boss almost seems to have an "anti-theme" to its fight, as it is almost completely random what will occur.
-The boss' tagline, "I have been requested", appeared on the original image of the Witch Doctor of which this boss' design was based on
--The character's running jokes, with the main one being his strange fondness of excessively extending patients' necks, was the inspiration for the ever-growing Destroyer in phase 2
[Added: 2/3/19]
16 - Botanic Brigade
Appearances: A small rag-tag group of fruit and plant-based humanoid characters, based off of the plants they are named after. From left to right they are Tomato, Lily, Rose and Clementine. Each one makes quite a lot of use in the colour green in their clothing, a fitting colour for plant-life.

Summon: Use the Everbloom at the surface Forest or Jungle during the day. The boss will despawn at night, and will also do so if the player strays too far out of their biome for too long.

[Fought: Post-ML]

Stats:
Health:
-395,000 (583,000) (Tomato)
-300,000 (430,000) (Lily)
-320,000 (465,000) (Rose)
-350,000 (500,000) (Clementine)
Attack:
-250 (435) (T, R & C Melee)
-175 (300) (L Melee)
-230 (400) (T, R & C Ranged)
-165 (280) (L Ranged)
Defence: 60

Attacks:
All 4 of the group have different roles and thus all of them do different things. Tomato is the main damage sponge where most of the damage is targeted at, Lily is the team healer, Rose is the main damage-dealer and Clementine mainly just tries to defend the healer.
Tomato:
-Spends most of the fight fairly mobile, jumping around and moving relatively fast. He swings his blade either when players are in melee range or to use a projectile attack. The blade's swing produces an arc of 3-5 red energy bolts.
Lily:
-Occasionally attempts to heal her team 1,000 health every few seconds. Will summon stationary orbs of energy around herself in random locations if players get too close
Rose:
-Extremely fast and spends some of the fight invisible due to swift movements. Appears near to players and attempts to damage them with high-speed lunges. Can also summon thorny vines from the ground that trail upwards like the Nettle Burst, though is immobile when she does so.
Clementine:
-Stays near to Lily, attacking players with their sword if they get close. Summons 5 projectiles with every swing of their sword.
Defeating any member of the group does not mean that they are out of the fight permanently, as they are able to 'revive' defeated members of the group. It takes them 3 (2) seconds to revive teammates and they revive them with 10,000 (25,000) health, making it quite hard to keep the group down for too long.

Defeat: Individual members fall to the ground, though when the whole group is defeated they all 'poof' and disappear.

GelTech Info:
-Overgrown vegetation... or an entirely separate, plant-like species? Each member expresses at least intelligence and personalities, meaning that the idea of mobile plants seems a bit unlikely, but at the same time why so plant-like?

Drops: Each one drops a weapon based on the ones they used. Clementine, Tomato and Rose drop their swords and Lily her staff. Clementine and Tomato's swords are mostly the same, though Tomato's also carries a slight healing effect at the cost of damage. Rose's sword allows the player to dash when selected. Lily's staff both deals mild magic damage and heals the player in return.

Extra Info:
-Due to Lily's healing effects and the team's ability to revive defeated comrades, the boss technically has a lot more health than it suggests
--The player may have to continuously focus down Lily when she's active due to her healing abilities, unless the player finds a work-around
---Damage-over-time effects are nearly nullified due to her healing when she's active, so extended reliance on them for whatever reason isn't recommended.
-Tomato is an obvious reference. I... don't think I need to explain it
--The GelTech description is also another reference to a conversation about if they technically count as plants or not (for example, if Tomato had ketchup would that count as cannibalism?). The argument eventually concluded 'no, they're no longer plants'.
[Added: 2/3/19]
17 - Technicus Juggernaut
Appearance: A colossal mechanical creation made of hyper-dense metals. Its body is a gold-like colour apart from the blue flames that erupt from its face, base and exhausts. Large cogs are also seen on its back at both the top and bottom, as well as one facing forwards protruding from its head and two more travelling horizontally across the top half of its body. Technicus has two more large ventilation panels on its sides. It also has two large arms, not seen in the image, that have large hands at the bottom and more blueish flames and another large cog spouting from the top.

Summon: Use the Reactivation Key anywhere in the world. The fight can be done anywhere at any time, though the surface is recommended for movement space. Technicus is roughly about 1.5x the size as his sprite would suggest, making him extremely large. The player immediately gets the debuff 'Heavy Gravity' inflicted upon them when beginning the fight.

[Fought: Chaos Mode]

Stats:
Health:
-12,000,000 (14,350,000) (Technicus)
-20,000 (35,000) (Stones)
Attack:
-350 (550) (Body/Arm Melee) (Inflicts Withered Armour and Broken Armour briefly)
-300 (485) (Cog Boomerang)
-320 (510) (Holo-Cog)
-365 (570) (Scorching Flameburst) (Inflicts On Fire!)
-330 (524) (Gravity Stone)
-310 (500) (Spear of Stone)
-(150) (Fragments) (Doesn't provide immunity frames)
Defence:
-220 (Technicus)
-80 (Stones)

[Heavy Gravity: Player's movement speed is reduced by 10% and flight time reduced by 50%]
[Titanic Blows: The player is not immune to the boss' knockback, even with shields and potions.]

Attacks:
Technicus will fly around slowly, staying close to the player. The body itself does not attempt to melee the player, but the arms will.
Arms:
The arms don't do anything particularly special in the fight, but are still a problem since they are so large and cannot be damaged.
-The arms will sometimes attempt to slowly ram into the player when they are close. However, this has a long wind-down time and has a timer before they can charge again. (The timer is shorter in expert mode)
-The arms may also fire large cogs at the player that move in a straight line before going back to the hands and disappearing.
Body:
The main part of the boss and the only vulnerable part. Does certain things at certain percentages.
-It may summon blue cog-like projectiles that do one of two things
--Smaller ones will fly through the air, attempting to ram into the player. They stop every few seconds and eventually disappear on their own
--Larger ones will slam down into the floor and travel either left or right across solid blocks. It can climb walls and go upside-down. Persists until it either gets too far off-screen or despawns after a while of being active.
-Technicus may become immobile and begin spawning large quantities of blue flame projectiles that travel outwards. While they are only small, the large numbers and continued assault from the hands make them hard to dodge
-At certain percentages of health Technicus may summon large rocks that stay in a circle around it. They spend most of their time confined to their positions. 6 stones are spawned at 70%, 10 at 40% and 15 at 15%. They also attack independently of Technicus.
--Stones may begin to spin rapidly around Technicus, dealing melee damage if players get too close
--They may also fire off spikes of stone at the player's location. The spikes are relatively slow but, if lots of stones are active, a lot of spikes will be launched from varying angles.
(Exclusively in expert mode, any critical hits against Technicus will cause small fragments of its body to break away and fall down. Touching them does damage and provides no immunity frames, though despawns the fragments)

Defeat: Technicus, exploding and smouldering, collapses off-screen. An explosion is heard and a bright light fills the screen. His arms and any active Gravity Stones despawn.

GelTech Info:
-Technicus is indeed a mechanical marvel. Commissioned by the Dragon King to defend this land from intruders in times long past, Technicus was put away into storage after a chaotic incident occurred. Its body, despite seeming like an ordinary metal, in fact has the same density of a Neutron Star; making it extremely dense and heavy.

Drops: A fast-moving gear-based land mount, weapons for every class, 3 accessories and a special expert-mode tool. The accessories increase max health, defence or damage at the cost of movement speed and the tool allows the player to adjust boss' health, damage and defence by between 50% and 200%, though this does come with its own consequences for doing so.

Extra Info:
-The tool dropped by Technicus is stated as having a consequence. This is that, if any of the 3 stats are reduced to below 100% of what they should be, the boss only drops money and none of its other drops. It also doesn't count towards game progression for bosses like the WoF, Mechanicals, or the Moon Lord.
-If Technicus is truly as dense as a neutron star (10^17 kg/m^3) I have painstakingly worked out that the mass of Technicus and their arms are 1.6x10^20kg, making him around 1% the mass of the moon.
--Considering his size in comparison to the moon, this is massive.
---Technicus' size would in fact have a gravitational pull strong enough to easily mess with the player or move nearby objects; both things utilised in its battle.
----Also, despite being as dense as a Neutron Star, he has surprisingly low defence for it
-Technicus is the only boss thus far to negate the player's knockback resistance, likely due to their sheer size and strength when compared to the player
-It is likely that Technicus isn't as strong as it used to be due to the 'chaotic incident' mentioned in its description and due to spending many years dormant
[Added: 3/3/19]
18 - Pyramid Serpent (Mini-Boss)
Appearance: A golden-brown snake with red eyes. A brown diamond-shape pattern trails down its body. It uses the same colours as the pyramid's snake banner.

Summon: Found if the player spends too long inside a pyramid in pre-hardmode, but also in the underground desert in general once the player reaches hardmode. Will flee if the player leaves the pyramid or underground desert, even if they only go to the surface desert.

[Fought: Pre-Hardmode/Hardmode]

Stats:
Health: 10,000 (12,450)
Attack:
-50 (85) (Head Melee)
-40 (70) (Body Melee)
Defence: 8

Attacks:
Spends the entirety of its time slowly following the player, speeding up as it takes damage. The speed difference is rather negligible in normal mode, but becomes more apparent in expert mode. While it lacks any ranged attacks the naturally-cramped spaces it is found in can make it hard to dodge regardless.

Defeat: Explodes into gibs, like most pre-hardmode enemies do.

GelTech Info:
[Due to it being a mini-boss as opposed to an actual boss, it lacks any GelTech info. Sorry :(]

Drops: A weapon for each class except ranger. A sword that inflicts poisoned, a magic bolt staff for mage, a snake-summoning staff for summoner and a throwing glove that throws sand/sandstone.

Extra Info:
-It is the only enemy on this entire page that isn't actually a boss, only being a mini-boss. However, due to it being fought in pre-hardmode as well and having some of the best stats in pre-hardmode, I let it on
--Due to it being a mini-boss it lacks a mask, trophy, GelTech info or a special defeat animation
-If the message seen before its arrival is displayed, the player has roughly 20 seconds before the snake itself spawns
--If the player leaves the area before snake spawns, it won't end up spawning in the end. This can be used if the player does not feel prepared for the fight
-Piercing and AoE weapons work wonders on it as it is a multi-segmented enemy
[Added: 3/3/19]
19 - Hathy and Ana
Another idea by a guy who wanted to remain anonymous... Same guy as last time as well

Appearance: Look like people in what closest resembles a kimono that matches that characters' respective colour scheme. Their hair is the same colour as both the kimono and the thing they represent. Hathy's name is a play on heart and she references the Band of Regeneration while Ana's name is a corruption of mana and she references the Band of Starpower.

Summon: Use the Broken Band anywhere and at any time. Both of them spawn simultaneously. There are no other spawn conditions that need to be met. The Broken Band can be made using the Mana Regeneration Band by throwing it into lava, where it will 'break'.

[Fought: Pre-Hardmode, Post-ML!?]

Stats:
Health:
-4,000 (5,500) / 400,000 (550,000) (Hathy)
-3,500 (4,400) / 350,000 (440,000) (Ana)
Attack:
-40 (70) / 200 (320) (Melee)
-55 (100) / 230 (365) (Special)
Defence: 17 / 75

Attacks:
Pre-Hardmode:
Both of the duo will spend most of their time running around or performing jumps. They may also perform lunges or thrusts with the scarlet and sapphire rapiers they both brandish (not seen in the sprites above).
-Whenever Hathy deals damage to the player she regains a fraction of the health she lost, usually 100% (250%) of the damage she dealt. She also regenerates 3 (6) health per second, reduced to only 2 (4) when being attacked.
-Whenever Ana deals damage to the player she regains a portion of her special 'mana' meter, used for her special attacks. Roughly 33% (60%) is restored, though it also goes up by 5% (8%) per second on its own at all times.
Both of them also have special attacks to use against the player under certain conditions.
-Hathy, when 15% (10%) of her health is depleted, will launch an arc of 5 heart projectiles that explode after travelling for about 20 blocks. Another increment of her health needs to be dealt before she can use it again, however.
-Ana, when her special mana meter is full, can launch a blue bolt of energy that goes forward and stops before firing 4 more bolts at the player, then the main bolt explodes. After using it her mana meter goes back down to 0%
Post-Moon Lord:
They are even more agile than before and both utilise 'barrier platforms' for players too high off the ground to reach. Their weapons look fancier, but are used in the same ways.
-Hathy now heals 10x (20x) the damage she does to the player whenever she deals damage. Her regeneration is 20 (25) health per second at all times
-Ana's mana meter goes up by 50% (100%) if she hits the player, and goes up by 8% (10%) per second on its own
Their special attacks are a lot stronger than the used to be as well.
-Hathy summons bursts of heart projectiles instead of just an arc: an evenly-divided burst of 8, followed by 8 more in the gaps between the 1st barrage, followed by a 3rd that are in the same pattern and angles as the first. They continue travelling for 50 blocks before disappearing.
-Ana now launches 2 (3) of her large bolts. Each one rapidly fires 10 smaller bolts at the player before disappearing this time.

Defeat: They explode into their respectively-coloured particles; pink and red for Hathy and blue for Ana

GelTech Info:
-Appearing not long after the destruction of a Mana Regeneration Band, the two seem to be somehow connected to it and its energy. Both house powers based on their respective side of the band, as you may have noticed. After their defeat power slipped back into the band.

Drops: 2 melee weapons and 3 accessories. The weapons are their swords, each with a different effect (Hathy's heals the player and Ana's restores mana on hit). One accessory grants the player more mana and a higher rate of mana regen, the 2nd increases the player's max health and regeneration, and the 3rd grants the Regen and Mana Regen potion buffs as long as it's equipped (stackable with the buffs as well). They drop their respective kimonos instead of trophies as well. In their post-ML battle they drop stronger versions of all their previous drops, except the 3rd accessory which remains the same.

Extra Info:
-Hathy and Ana, for whatever reason, have a 2nd fight after the moon lord. Despite this, their new drops are all just enhanced versions of their previous ones as opposed to completely-new drops.
-There is virtually no consequence for skipping this boss
-The boss' summoning item can normally only be made on a Corruption world due to the use of a Band of Starpower in the Mana Regeneration Band's recipe.
-This boss is technically a secret boss since there is no indication that throwing the Mana Regen Band into lava would make a summoning item for a boss
-Hathy is one of the only bosses that is actually affected in the same way as the player when inflicted with the Bleeding debuff
-If the player doesn't get hit by Hathy's attacks at any point it is likely she'll only ever manage to get off at most 7 (10) of her special attacks. Ana's is harder to predict since it is based heavily on not only avoiding damage but also the time taken to defeat her.
-Due to Ana's mana-regenerating abilities she can almost 'chain' the player with her special attacks if they have trouble dodging. This is even more prevalent in the post-ML battle as the special attack is harder to dodge and regenerates even more mana.
-Ana is the only boss to have abilities usable only when a 'mana' meter is filled instead of being down to phases, health or external conditions.
--This technically makes Ana the closest boss to the player, as she uses mana unlike the other human-like bosses
[Added: 4/3/19]
20 - Mixmaster
Appearance: A giant mechanical Ichor Sticker. Its body features silver and grey colours closest to Titanium and Lead, though the lead is a bit bluer than normal. Mechanical tendrils hang from its sides. A large mouth and several eyes are seen on its body, reminiscent of the enemy it was based on. The main thing to note is the large container of green fluid that takes up most of its body.

Summon: Use the Acidic Catalyst in the Crimson or Corruption. Time of day is unimportant. While the enemy it was based on is world-exclusive this boss isn't as either Ichor or Cursed Flames can be used in its recipe.

[Fought: Post-ML]

Stats:
Health: 450,000 (600,000)
Attack:
-88 (160) (Melee)
-80 (148) (Ichor Globule, Cursed Flame Globule) (Inflict Ichor and Cursed Flames, respectively)
-85 (155) (Toxic Globule, Acidic Globule) (Inflict Venom and Withered Armour, respectively. Also inflict Poisoned and Broken Armour alongside these debuffs in expert mode, respectively)
-74 (140) (Illuminant Globule, Sticky Globule) (Inflict Dazed and Webbed, respectively. Illuminant globules also inflicted Confused in expert mode)
Defence: 70

Attacks:
Mixmaster will spend the majority of its time floating slowly towards the player, firing off attacks as it approaches.
-It may fire off cursed flame globules towards the player every 1/2 second. (In expert mode these pass through blocks)
-It may release a burst of 6 (8) ichor globules: 3 (4) at either side of it in arcs. (In expert mode these burst into smaller splashes upon hitting blocks)
-It may release a few purple bubbles that move towards the player. They detonate either when they make contact with the player or a block or after being active for long enough. (In expert mode after they detonate smaller venomous barbs are released in the player's direction)
-It may fly over the player's head and rain down acid globules, the boss' speed is increased during this attack. (In expert mode the acid globules are larger and burst upon contact with blocks. The burst also deals damage)
-It may fire fast-moving illuminant globules directly at the player. They are very fast and travel through blocks. (In expert mode 3 are released in an arc, making it harder to avoid)
-Finally, it may also fire a barrage of sticky globules that attach themselves to solid blocks and remain there. Hitting them either while in flight or after they land will cause the player to take damage and be inflicted by a debuff. (In expert mode they persist for a greater time before disappearing and are released in a wider arc.)

Defeat: Explodes, releasing acid globules that arc downwards. They deal damage to the player if they end up getting hit by it. They are always blocked by solid objects.

GelTech Info:
-A giant machine built in the image of an Ichor Sticker. The substance seen within the tank is a highly-unstable compound that can mix and merge with most other substances it is introduced to, making it quite versatile.

Drops: A few crimson and corruption-based weapons. Also drops an accessory in expert mode that allows the player to sometimes inflict certain debuffs onto foes. The mask is simply the tank; not Mixmaster's actual face.

Extra Info:
-Despite being based off of an Ichor Sticker, a crimson-exclusive enemy, it can still be fought in corruption worlds.
-Due to the boss having stacking debuffs the player can become overwhelmed very easily
--The Ankh Shield also fails to block any of the debuffs the boss can inflict, making it only useful for its defence and knockback resistance for this fight
---However, in expert mode, the Ankh Shield blocks all 3 of the new debuffs the boss receives, still allowing it to be useful
-The Withered Armour and Ichor debuffs can be stacked in such a way as to reduce a player's defence below 0 if a player has a defence stat of 38 or below. If they are hit by the withered armour debuff first they will have a defence of 19 or below, meaning that Ichor's -20 defence will take them into the negatives. A player with a defence stat of 40 will be taken down to exactly 0.
--In expert mode, the highest defence stat this works on is 79. Withered Armour and Broken Armour reduce it to 19, and then Ichor takes it below 0. 80 defence exactly gets taken down to 0.
-Originally, the boss was planned to be able to inflict even more debuffs against the player, with Broken Armour, Poisoned and Confused planned to be added alongside Mixmaster's normal-mode attacks. This was later only given to their expert-mode fight.
[Added: 4/3/19]
26 comentarios
Lost4Miles 29 ENE 2020 a las 12:36 p. m. 
i love all of these concepts i think my favourites are technicus, scourge and all the mechanical bosses. also to me technicus gives me skyrim dwemer vibes. I also feel like dystopius could have a second form bc it looks like they could have a second form. and the botanic brigade feels like something that could be one of those wave things like a goblin army or something.

I would love it if there was a mod with some of these bosses
sten 24 ENE 2020 a las 9:37 a. m. 
wisp is a big fat soul
spicemaster 21 ENE 2020 a las 4:09 p. m. 
is it just me Hathy and Ana
look just like the guide:winter2019surprisedyul:
Cesarooni 21 ENE 2020 a las 12:25 p. m. 
I really like the mechanical bosses in this "guide". Could you make one based entirely on mechanical bosses?
Okami Tomato  [autor] 1 ENE 2020 a las 5:16 a. m. 
They weren't inspired by Kat and Ana really, just Health and Mana. Can't remember the exact design process for the duo at this point because it was quite a while ago I made this page :P
Queennoobi101 31 DIC 2019 a las 9:23 p. m. 
is it just me or was hathy and ana in a warioware game? Oh wait. that was Kat and Ana. Might have had inspiration from this?
Okami Tomato  [autor] 17 DIC 2019 a las 12:27 p. m. 
I mean, if you want, you could always join the Discord server to post ideas (Check Boss Ideas 7 or 8 for the link because I don't have it on me atm)
Brolivier 17 DIC 2019 a las 11:47 a. m. 
Oh, good to see something like this!
I've also bee creating bosses on my own, but never actually wrote them down...
so if possible i would like to talk to you, bc most of these are pretty solid and really good, especially the mecha-planterra and the mecha-queen bee
Moth_Molestor 14 DIC 2019 a las 7:48 a. m. 
I love Vesper and that serpent but that's it.
machinepoet 2 NOV 2019 a las 6:02 p. m. 
Technicus looks like something from roguelands:steamhappy: