Terraria
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Random Terraria Boss & Enemy Ideas
Da Okami Tomato
Note: This isn't a guide, there's just nowhere else to easily put things like this in this sort of format

Y'know when you're playing a game and you suddenly get ideas for bosses?
Welp here, have some random boss ideas that I came up with while destroying some already-existing Terraria bosses

And, no, I have nothing better to do with my free time than make up dumb concepts :P

Btw most of the Expert Mode bosses seem to have lower damage. This was because I didn't know how expert defence worked until now. Just double its normal mode's damage for the damage :P
   
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Pre-Hardmode:
Boss Ideas for before the player defeats the wall of flesh
Infected Core
Appearence: A large, dark green spherical monster with 1 eye half-closed most of the time. It moves by clinging to walls with long, dark green 'tentacles' in a manner similar to how plantera does


Summon: Use the Infectious Cell in the Infection Biome (check the items guide for details on the new biomes)

Phase 1:
Stats:
HP: 3250
Attack:
-20 Melee
-25 Infectious Sphere
Defence: 15

Phase 2:
Stats:
HP: 1500/3250
Attack:
-22 Melee
-26 Infectious Sphere
Defence: 12

Attacks: When the fight starts it slowly drags it's way on-screen. It moves using the dark green 'tentacles' mentioned earlier. It's movement is similar to Plantera's, though slower. It follows the player, occasionally firing a dark green orb from it's eye or summoning 8 of them around itself which last for around 10 seconds before all being fired outwards, each of them going through walls though moving very slowly.
At just under half health it's eye will open fully and the green slime covering it will burst. It begins to move faster now, rapidly firing off projectiles that move much slower than it does, though go through walls. This makes them quite a hazard in small arenas as their slow speeds can leave lots of them on screen at once

Expert Mode:
Phase 1:
Stats:
HP: 4500
Attack:
-25 Melee
-32 Infectious Sphere
Defence: 18

Phase 2:
Stats:
HP: 2000/4500
Attack:
-30 Melee
-36 Infectious Sphere
Defence: 15

Attacks: It moves faster than it's non-expert mode counterpart in both phase 1 and 2, though the difference is quite minor, only being around a 20% increase. The first phase now fires them off in bursts of 3 and when it creates a ring around itself it lasts 8 seconds before being fired outwards. The projectiles all increase speed as they travel, however, making them somewhat hard to predict.
Phase 2 now has two differences other than speed, firstly it can now charge at the player if it moves in one direction for too long, being very hard to dodge in small tunnels. Secondly the projectiles it fires also increase in speed as they move.
Frost Guardian
Design:
A large icy skull with an appearance similar to Skeletron

Spawning:
-Use the frozen skull in the ice biome at night

Stats:
Health: 5,000
Attack:
-40 Melee
-60 Headspin
-30 Ice skull (+2 seconds of slowness or frostbite)
Defence: 25 (15 while spinning)

Attacks:
-Flies around the player, firing ice-covered skulls at them every 2.5 seconds. Every 10-12 seconds the Frost Guardian's skull will begin spinning towards the player for 8 seconds, moving a bit faster than skeletron's version of this attack.

Hardmode Variant:
-Upon beating the wall of flesh this boss will become stronger and gain different attacks as long as it has been defeated at least once in it's pre-hardmode form

Stats:
Health: 30,000
Attack:
-70 Melee
-80 Headspin
-45 Ice skull (+2 seconds of slowness and frostbite)
Defence: 50 (30 while spinning)

Attacks:
-Flies around more unpredictably as well as firing off skulls every 2 seconds instead of 2.5. Also spins much faster, being about twice as fast as skeletron's spin attack

Expert Mode:
Pre-Hardmode Stats:
Health: 7,000
Attack:
-50 Melee
-100 Headspin
-40 Ice skull (+2 seconds of slowness or frostbite)
Defence: 25

-Fires every 2 seconds when not spinning, spins 75% faster than skeletron when spinning

Hardmode Stats:
Health: 37,500
Attack:
-80 Melee
-120 Headspin
-60 Ice skull (+3 seconds of slowness and frostbite)
Defence: 60

-Fires skulls every 1.75 seconds and spins 150% faster than skeletron
Deathworm
Appearence: A large, brown worm with a large mouth lined with a circle of sharp teeth. They are the worms that the Worm Riders seem to ride during the Tomato Army event


Summon:
-Place the 'Worm Bait' in the desert. Once you have it is only a matter of time until it spawns, usually only around 10 seconds. More than one can be summoned at a time by placing multiple worm baits down, even if one has already spawned

Stats:
HP: 5,000
Attack:
-35 Head Melee
-18 Body Melee
-12 Tail Melee
Defence:
-5 Head
-8 Body
-10 Tail

Attacks: Follows the normal worm AI, the only difference being it speeds up as it gets damaged, up to a maximum of 125% of it's original speed at ~100 health. Otherwise they are not too special.

Expert Mode:
Stats:
HP: 6,500
Attack:
-45 Head Melee
-24 Body Melee
-15 Tail Melee
Defence:
-10 Head
-12 Body
-14 Tail

Attacks: Same as before, though it speeds up a load more:
-6500-6000: 100%
-5999-5650: 105%
-5649-5000: 110%
-4999-4750: 115%
-4749-4350: 120%
-4349-4000: 125%
-3999-3500: 130%
-3499-3000: 135%
-2999-2500: 140%
-2499-2000: 150%
-1999-1500: 160%
-1499-1000: 170%
-999-500: 185%
-499-1: 200%
Early Hardmode:
Bosses that can be fought after defeating the Wall of Flesh but before the player has defeated Plantera
Arch Pixie
Idea By: I'm Vegan

Appearence: A humanoid boss in a pink dress. It has blonde hair and light-pink wings similar to the pixie wings. It's whole body glows pink, allowing it to be seen in the dark or at night easier. It's face cannot be seen due to the hair and the glow, making it appear faceless.

Summon: Use the Pixie Amulet in the hallowed biome (The time of day is not important)

Stats:
HP: 15000
Attack:
-50 Melee
-50 Pixie Dust
-45 Falling Stars
-85 Megastar
-60 Diamond Blades
Defence: 25

Attacks:
-Charge at the player
-Charge across the screen above the player, creating diamond-shaped projectiles that fall inaccurately and are destroyed upon contact with either a block or player
-Summon 3 falling stars from the sky, each with random projectile offsets, which are therefore unlikely to hit a stationary player.
-Summon a large, slow-moving star that, upon contact with a block, explodes into 5 smaller stars that travel outwards in the directions of it's points when it lands
-Create 4 diamond-shaped projectiles that travel outwards, either vertically/horizontally or all diagonally
-Spins around, spawning 4-8 pixies (Dependant on health)

Expert Mode:

Stats:
HP: 16,500
Attack:
-70 Melee
-60 Pixie Dust
-65 Falling Stars
-120 Megastar
-75 Diamond Blades
Defence: 35

Attacks:
-All but two of the attacks remain the same, though they all start out a bit slower. One difference is that the pixie dust now travels through blocks, so ceilings cannot be used as exploits in expert mode. The other difference is that she spawns 8-12 pixies instead of 4-8 like normal.
--The boss' attacks speed up as she takes damage, eventually being almost twice as fast as normal at <500 health.

Trivia
-This boss is designed to be an early-hardmode boss fought before the mechanical bosses due to the current large jump from the WoF to the mechanicals. However, outside of this the Arch Pixie does not provide any bonuses except for a few interesting weapons.
The Tar Creature
Basic Design:
-A large, gelatinous, Slime-like creature full of holes, each with 'teeth' petruding from them

Summon:
-Use the Tar Ball or can also be found at night on the outer thirds of the map in corruption or crimson biomes in a hardmode world, though this is rare.


Stats:
HP: 40,000
Attack:
-70 Melee
-45 Tar Ball
Defence: 25

Attacks:
-Hops around, leaving large pools of tar on the ground that last 20 seconds. These pools inflict the 'oiled' debuff for 5 seconds
-Spits large balls of tar at foes that are affected by gravity and inflict the 'oiled' debuff for 10 seconds
-Can high-jump and teleport like the king slime
-Can also swiftly dash forwards on a wave of tar by about 50 blocks. The tar on the ground and on the wave both inflict the 'oiled' debuff for either 5 or 10 seconds

Expert Mode:
Stats:
HP: 65,000
Attack:
-100 Melee
-60 Tar Ball
Defence: 30

-Attacks remain the same, except the high-jump going further upwards and upon landing leaving a large splash of tar with a radius of 15 blocks.
Dragon Guardians
Appearence: Skeletal worm enemies with greyish-green colours. They look similar to the underworld enemy except for the colour and the additional 6 eyes each of them have.


Summon:
-Use the Dragon Bone in the underground jungle
--Summons three of them at once

Stats:
HP: 15,000 (x3)
Attack:
-65 Head Melee
-48 Body Melee
-35 Tail Melee
-70 Ghost Head Melee
-50 Ghost Body Melee
-45 Ghost Tail Melee
Defence:
-25 Head
-35 Body
-40 Tail

Attacks:
-Follows the normal worm AI with no extra features. However, upon death, they will become ghost versions of themselves, becoming immune to damage and dealing slightly higher damage as well. Once all of them have been defeated they will all vanish, ghosts and all.

Drops:
-Gold Coin (100%) (x5)
-Jungle Dragon Charm (100%) (x1)
-Poison Dust (50%) (x1)
-Venom Bow (50%) (x1)
-Bone (100%) (x50/85)

Expert Mode:
In expert mode this boss truly gets to shine instead of just being three high-healthed worm enemies being called a 'boss'

Stats:
HP: (x3)
-17,500 (Phase 1)
-10,000 (Phase 2)
Attack:
-75 Head Melee
-55 Body Melee
-45 Tail Melee
-55 Dragon Flame (+5 seconds of Shadowflame)
-85 Ghost Head Melee
-65 Ghost Body Melee
-60 Ghost Tail Melee
-65 Cursed Flame (+5 seconds of Shadowflame)
-90 Spectral Form Melee
Defence:
-30 Head
-40 Body
-50 Tail
-15 Ghost Head
-20 Ghost Body
-25 Ghost Tail

Attacks:
-In Phase 1 they gain two new special abilities to go along with the normal worm AI ones. Firstly they can perform a quick dash for 2 seconds in a specific direction while coated in shadowflames, allowing it to inflict the shadowflame debuff for 5 seconds. Secondly it can stop and fire an arc of 3 shadowflame balls at the player before continuing it's assault. These cannot be destroyed but move slow enough to be dodged quite easily (though you'll be attacked by the other two while trying to dodge). The second form is now no longer indestructable, though can now fire destructable shadowflame balls at the player like the expert EoW's vile spit attacks. Once the second forms are defeated they have a new third form where they are almost invisible, having even more particles radiating off of them to show their locations. Once they are all taken to the third form they will be defeated. The third form is fast-moving but has to rely on it's high-damage melee and not any kind of ranged attacks like phases 1 and 2.
Frost Wyvern
Frost Wyvern:
Appearence: A large blue version of the wyvern. It also has 3 sets of wings and legs and patches of ice under it's chin and legs.

Summon: Use the Dragon Bone in the Ice Biome (Different biomes for different bosses)

Stats:
Health: 25,000
Attack:
-85 (Head Melee)
-55 (Body Melee)
-45 (Tail Melee)
-60 (Frost Breath) (+Chance for Frostbite, slowness, frozen or silence)
Defence: 30

Attacks:
-Mostly just acts like the normal Wyvern enemy, flying around and trying to occasionally ram into the player. However, it can also breathe a frost breath in a similar manner to Betsy by flying near to the ground. The frost breath will inflict a random debuff on every hit, each having a 25% chance. It may also, on rare occasion, call a Wyvern to aid it during the fight, though this is somewhat uncommon.

Drops:
-Gold Coin (100%) (x5)
-Ice Dragon Charm (100%) (x1)
-Frost Arrows (100%) (x30/40)
-Soul of Flight (100%) (x20/25)
-Glaciation Blade (50%) (x1)
-Frost Fish Staff (50%) (x1)

Expert Mode:
Stats:
Health: 40,000
Attack:
-105 (Head Melee)
-70 (Body Melee)
-60 (Tail Melee)
-85 (Frost Breath) (+Chance for Frostbite, slowness, frozen or silence)
Defence: 35

Attacks: Gains an additional charge attack to charge forwards at 3x the normal speed, almost guarenteeing cheap hits from close-range. It's frost breath now also has a 50% chance to inflict 2 debuffs at once instead of just the guarenteed 1. It also calls for Wyverns a bit more frequently in expert mode.

Extra Notes:
-Dragon charms have a use when all put together.
--Special boss perhaps...
-This boss can be annoying for mages due to their lower defences and the silence debuff the frost breath can cause.
-Penetrating attacks can make quick work of this boss
-This boss gives enough souls of flight for a set of wings upon every defeat, making wyvern farming less necessary
Mid-Hardmode:
Bosses fought after Plantera but are not considered end-game bosses
Cosmos Crusher
Boss idea by: LordOfPoi

Basic Design:
-A large, brown worm with what appears to be molten magma holding together it's segments. It's eye is protected by a ring of cream-coloured teeth as well as 4 large teeth pertruding from it's face.


Summon:
-Has a small chance to appear if in a comet biome (essentially a post-plantera meteor biome). It has a higher chance to appear at night but it is able to leave the biome due to it's size.

Statistics:
HP: 75,000
Attack:
-90 Head Melee
-125 Head Melee (Eye Open)
-45 Body Melee
-65 Meteor Rain (Small Meteor)
-85 Meteor Rain (Large Meteor)
-75 Flame Breath
-150 Inferno Blast
Defence:
-60 Head
-50 Body
-0 Head (Eye Open)

Attack Pattern:
-Attacks like other worm enemies, but will occasionally dig very far down before rushing back up. Once it gets to the surface in with a line of sight to the player it will suddenly stop, with it's head and very little of it's body exposed, open it's eye and use 1 of 3 attacks. During this time the head had 0 defence instead of 60, working as it's weak spot. Its attacks are as follows:
-Spit a volley of fireballs at the player, they are affected by gravity and upon landing on the ground stay there for a few seconds, like the mourning wood's greek fire attack (Flame Breath)
--Summon down meteors from above with a powerful roar. 2 types of meteor will fall:
---A small, fast-moving meteor with 100 health and a fairly large explosion radius
---A much larger, slower-moving meteor with 850 health that explodes into 3 smaller meteors upon defeat that are flung outwards in random directions. The meteor itself has a very large explosion radius, like that of dynamite, but without the damage to blocks.
--If the player is within it's field of view it will charge up and fire a large magma laser.
-It may also begin summoning in stronger versions of meteor heads from it's magma core, this happens more frequently as it takes damage.

Defeat:
-Upon it's defeat it's eye will explode but it will not die immediately. Instead it will suddenly gain an immense increase in speed for 3 seconds then begin rapidly slowing down. As it does this the magma that holds together it's body will begin fading to grey and the fire particles coming off of it's body will slowly stop being generated. Eventually it will stop completely and it's body will not go grey any more. Once it does it will act like a pot, being destroyed entirely in 1 hit from any weapon, dropping it's loot from the last destroyed segment.



- Cosmos Crusher's eye opened
^ An estimate to its full size

Expert Mode:
Statistics:
HP: 75,000
Attack:
-120 Head Melee
-150 Head Melee (Eye Open)
-55 Body Melee
-80 Meteor Rain (Small Meteor)
-105 Meteor Rain (Large Meteor)
-90 Flame Breath
-180 Inferno Blast
Defence:
-120 Head
-60 Body
-0 Head (Eye Open)

Attack Pattern:
It's attack pattern does not change much except it spends slightly less time with it's eye open and is slightly faster. It will also summon stronger meteor head enemies.
Polyphemalus
Boss Design:
-Designed to look like 4 Eye of Cthulhus fused together by the fleshy part at the back of their eyes. Each of the four eyes has a different coloured pupil (1 grey, 1 green, 1 blue and 1 red), each corresponding with their attacks.
Summon:
-Use the Fused Eye at night
-1 black lens, 10 lenses, 10 chlorophyte bars and 5 souls of night (Orichalcum/Mythril anvil)

Stats:
Health: 125,000
Attack:
-100 Melee
-75 Blue Laser
-80 Green Fire (+5 seconds of On Fire! debuff)
-75 Red Fireball (+10 seconds of On Fire! debuff)
-165 Gray deathray
Defence: 40

-Slowly rotates in a clockwise direction, taking ~12 seconds to go a whole 360 degrees
-It slowly follows players as it does this, only ever speeding up slightly if a player gets too far away

Attacks:
-Red Eye
-Fires a fireball every 2 seconds that bounces like the flower of fire's projectiles
-Blue Eye
-Fires a small, blue laser every second in a random direction
-Green Eye
-Shoots out a stream of green fire for ~2.5 seconds every ~3 seconds
-Grey Eye
-Slowly charges a laser the longer a player is within it's sight (almost directly in front of it). After 3 seconds of charging it will fire out a large, grey laser (The time stacks up for every time you are in front of it). As it fires the laser it rotates round at 4x the speed, forcing players to move constantly. After firing the laser long enough for it to rotate 1800 degrees the cycle resets.

Expert Mode Changes:
Stats:
Health: 45,000
Attack:
-120 Melee
-90 Blue Laser
-95 Green Fire (+8 seconds of On Fire! debuff)
-90 Red Fireball (+12 seconds of On Fire! debuff)
-200 Gray deathray
Defence: 45

-Only it's grey eye is susceptable to damage in expert mode, forcing players to go in front of it to deal damage with most weapons
-It still rotates and moves at the same speeds at it's normal counterpart

Attacks:
-Red Eye
-Fires a fireball every 2 seconds that bounces like the flower of fire's projectiles. Upon it's last hit it will explode (the last hit being either when it has hit a 5th wall or a player)
-Blue Eye
-Fires a small, blue laser every second in a random direction. The lasers can bounce of 1 wall. However the eye will now lock onto players if they are within it's view
-Green Eye
-Shoots out a stream of green fire for an extra 0.5 seconds
-Grey Eye
-Remains the same as it was before except it only takes 2.5 seconds to charge instead of 3

Second Form:
-Upon it's grey eye reaching 0 health Polyphemalus' remaining 3 eyes will each split apart and fight you in a similar manner to the twins.

Red:
Health: 30,000
Attack:
-80 Melee
-90 Red fireball (+12 seconds of On Fire! debuff)
Defence: 40

-Attacks by charging twice then firing 1-3 fireballs

Green:
Health: 30,000
Attack:
-80 Melee
-95 Green Fire (+8 seconds of On Fire! debuff)
Defence: 40

-Attacks by charging 3 times then spitting fire at players for 5 seconds, similarly to Spazmatism

Blue:
Health: 40,000
Attack:
-80 Melee
-80 Blue Laser
Defence: 40

-Attacks by flying near the player, firing a laser every 1.25 seconds. Then it will begin to fire a flurry of laser shots rapidly at the player for 4 seconds or it will spin around, rapidly firing shots in different directions which bounce off of walls

'Fun' facts:
-Red, Green and Blue, the names of the 3 eyes, are in fact the same colours as used in computer colour guns
-Polyphemus was a cyclops in mythology
-Polycephalus is a condition where someone ends up having more than one head
Cerebral Core
Design:
-It appears to be a cyborg version of the Brain of Cthulhu: It's nerves have been replaced with wires, it's bottom half is completely mechanical, the core is metal and is connected by wires and behind the core seems to be a large motherboard. The top half of the brain and the 'teeth' seem to remain the same, suggesting that it is still the Brain of Cthulhu but it has been enhanced through unnatural means


Summon:
-Use the Data Scrambler at night

Stats:
HP: 40,000
Attack:
-100 Melee
-180 Red Deathray
-80 Green Laser
-65 Blue Laser
-85 Hexstorm
-80 White Laser
-100 Homing Mine (Type 1)
-110 Homing Mine (Type 2)
-75 Fire-Wall
-95 Quad-Laser
-70 Static Discharge
Defence: 30 (+10 for every 'Cr33p3r' alive)

Attacks:
(Warning: This boss has the most attacks out of any individual enemy in the game (That I can remember))
-It can try to ram itself into the player, like the BoC's 2nd form
-It will charge up and fire a large, red deathray. It cannon move while charging but still spawns Cr33p3rs. The beam's direction also doesn't change and it can be stopped by any solid block (no platforms)
-It can fire a large, green laser at the player. This attack does not travel through walls but it does penetrate players/NPCs infinitely
-It can fire a large volley of blue lasers in the player's general vicinity (They all have random projectile deviations, meaning that iit is quite rare that even 50% would hit you if you stood still)
-It can fire a burst of 5 blue lasers at the player in an arc
-It can fire 16 blue lasers outwards in all directions
-It can create large, hexagonal plates that drop diagonally from the sky (Hexstorm)
-It can fire a slow-moving but large white laser that infinitely pierces players and bounces off walls in a similar fashion to the water bolt. It disappears either after hitting 8 walls or travelling 500 blocks, making it a constant hazard in small arenas
-It can summon 4-8 homing mines around itself before launching them all at the player (They do not follow the player) (Type 1)
-It can charge near the player 1-3 times, leaving 3-5 mines per charge. Each of these mines activate and throw themselves in the player's direction after a second (They do not follow the player) (Type 1)
-It can summon 1-3 large mines, each with 500 health to follow the player in a manner similar to Duke Fishron's bubbles. These explode violently either when they make contact with an NPC or player, are taken down to 0 health or travel 200 blocks (Type 2 mine)
-It can send a large pillar of fire either vertically or horizontally across the screen (Fire-Wall)
-It can fire 4 mini deathrays out in 4 directions across the X and Y axises, hitting players directly vertical or horizontal to them (Quad Laser)
-It can fire out 4 mini deathrays along the X and Y axises before making them all rotate 90 degrees clockwise or anti-clockwise (Quad Laser)
-It can shoot small, fast-moving bolts of electricity at the player, either causing the Electrified or Slowed debuffs (slowed will have a different icon, representing electricity) (Static Discharge)
-It will send out a small, non-damaging shockwave outwards, sending all of it's Cr33p3rs flying out in all directions before they swiftly return (Only does this when there is at least 2 of them left)

-At the start of the fight it will spawn with 25 Cr33p3rs. It will also spawn them during the fight constantly, increasing it's defence to insane amounts very quickly. There are 3 types, each with different abilities:

Type 1:

HP: 150
Attack:
-70 Melee
-60 Laser
Defence: 10

The basic Cr33p3r. It does not have any special abilities except for it's ability to fire lasers at the player like the Destroyer's probes. Otherwise it is not very special due to it's low damage, defence and HP that leave it as nothing more than a mildly annoying meat-shield that drops hearts.

Type 2:

HP: 300
Attack:
-60 Melee
Defence: 30

With over double the defence and double the HP of type 1 the type 2 Cr33p3r is still not too special. What it gains in defence it loses in offense: with lower damage and the lack of a laser attack that type 1 has. It works best as a meat shield for the Core, providing it with extra defence that's hard to get rid of without piercing attacks.

Type 3:

HP: 200
Attack:
-75 Melee
Defence: 15

This variant of the Cr33p3r is slightly different from the other 2. Instead of spending most of it's time near the Core, only ever charging when it teleports or after a 5-second delay they all share, this one will spend most of it's time charging at the player constantly like a boomerang. Because it does this there is less need for a laser, instead putting it's stats towards it's HP, defence and melee damage, making them rather annoying in large numbers. However as they charge constantly it makes them easier to get rid of than the ones that can often use their high-defence master as a shield when they orbit it due to the little time it spends near the giant heap of flesh and metal.

Expert Mode:
In expert mode it's attacks do not change at all, but the stats of the main boss and it's minions do:

Core:
HP: 45,000
Attack:
-130 Melee
-200 Red Deathray
-100 Green Laser
-80 Blue Laser
-100 Hexstorm
-110 White Laser
-120 Homing Mine (Type 1)
-125 Homing Mine (Type 2)
-85 Fire-Wall
-135 Quad-Laser
-80 Static Discharge
Defence: 35 (+15 for every 'Cr33p3r' alive)
-The buff from the Cr33p3rs forces players to keep their numbers down constantly in order to keep dealing decent damage to the Core itself

Type 1:
HP: 200
Attack:
-80 Melee
-75 Laser
Defence: 15

Type 2:
HP: 450
Attack:
-70 Melee
Defence: 35

Type 3:
HP: 250
Attack:
-85 Melee
Defence: 20

Extra Notes:
-At the start of the fight, due to the amount of minions the Core has alive, it's defence is 280. While it is not impossible for it to be beaten without dealing with the minions using high-damage melee weapons like the meowmere the three other main classes (Ranger, Mage and Summoner) will have to deal with them in order to deal damage over 1.
--In expert mode it begins with 410 defence which can, without the use of melee gear/stat boosters, leave the meowmere only dealing 1 damage a hit as well
-Many of the boss' attacks are references to other games or computers in general:
--Fire-Wall is referencing a computer's Firewall
--Hexstorm may be a reference either to Earthbound of the Gen 1 Pokemon games, where some attacks were shown as hexagons falling diagonally from the sky
--The Red, Green and Blue laser colours are referencing, similarly to Polyphemalus, a computer's colour guns: Red, Green and Blue
--The Homing Mine's behaviour was based off of the homing mines from the game Happy Wheels, where they would stay in the air motionless until a player was nearby, where they would relentlessly chase them down in an attempt to kill them with a powerful explosion
--The Quad-Laser attack was based off of one of the final bosses from The Binding Of Issac, who has an attack that functions very similarly
-The Cr33p3rs also reference computer colour guns, following the RG colour trend
-It is the only boss in Terraria actually confirmed as a cyborg instead of being fully mechanical like the mechanical bosses
-Despite being partially mechanical in appearence it is not fought before Plantera, but instead, afterwards
-It is also the only boss in terraria confirmed as being an enhanced version of another boss instead of being a seperate entity
-While this boss is alive the BoC cannot spawn:
--The Bloody Spine will not work and will not be consumed from the player's inventory
Cerebral Core (Continued)
--Crimson Hearts will become immune to explosives and will deal 100 damage to players who hit them with hammers while the Core is alive
-It's attack total comes to 16, which in binary is 10000 or in hexidecimal 10 confusingly
--16 is also a reference to the 16-bit style Terraria has
---Also yes, this is a boss that works as a great excuse for me to nerd out for a bit
Optimus
Description:
-A large eye, like the EoC, but with a pink and purple pupil instead of blue/green in it's first form
-The other forms look similar to the Twins' second forms, but with some minor differences and heavy use of the colour pink

Summon:
-Use the Corrupted Eye at night

First Form:
Stats:
HP: 35,000
Attack:
-70 Melee
-80 Laser
-120 Phantom Scythe
Defence: 30

Attacks:
Optimus will usually follow a simple, yet destructive, cycle:
-First he will charge at the player 5-8 times in a similar fashion to the twins' first form but covering a lot more ground per charge
Then he will perform 1 of 3 attacks:
-Spawn 10 'Optiminion's to attack the player (They charge straight for the player and attampt to ram them, exploding on death (not on contact))
-Fire a barrage of lasers at the player in rapid succession
-Shoot out 3-5 phantom scythes at the player. They work identically to demon scythes except they travel through both players and walls.

After taking 35,000 damage, and therefore running out of HP, he will begin to quickly spin around like the EoC/Twins when they change form before exploding. Once it explodes 3 other 'eyes' come out of it and begin attacking.


Second Form: Eye 1:
Appearence:
-Looks almost identical to Spazmatism's second form, but it has more teeth and strange pink liquid dribbling out of it's mouth


Stats:
HP: 35,000
Attack:
-100 Melee
-50 Corrosive Acid (+10 seconds of 'Corrosion' debuff)
-90 Phantom Scythes
Defence: 35

Attacks:
Will charge 5-7 times at the player in rapid succession like it's first form (but covering a lot more ground and slightly faster) before doing 1 of 2 things:
-Can send a wave of Phantom Scythes at the player, like it's first form could but slightly larger and a bit slower
-Spews up lots of pink liquid (corrosive acid) that is affected by gravity, the splash from when it hits a block will hit through 2-block thick walls


After reaching 10,000/35,000 it will show signs of wear, complete with cracks, more pink stuff and some of the nerves on the back of the eye being damaged as well.
-In this form he will attack a lot more and will become a lot more reckless, throwing itself at the player as much as possible

Second Form: Eye 2:
Appearence:
-Looks similar to Retinaser but with some small differences. Firstly it has pink lines trailing down it's body, secondly it has a longer laser with a pink tip and thirdly the laser has 2 pink rings circling it


Stats:
HP: 30,000
Attack:
-70 Melee
-90 Laser
-200 Charged Laser Blast
Defence: 30

Attacks:
-It will usually fly around the player, occasionally firing lasers at the player
-Sometimes it will stay still for 3 seconds before firing a large, slow-moving blast towards the player that upon contact explodes. The explosion radius of the blast is colossal, forcing players to quickly flee if they see it approach either them or a nearby block to avoid taking 200 damage
-Can also fire a barrage while staying horizontal to the player, identically to Retinaser.


Upon getting down to 7,500/30,000 health it will show signs of damage like the other Eye. It's laser will be destroyed, exposing long, thin metal spikes underneath from where it will fire lasers as well as showing cracks and nerve damage like the other one did. Some of the pink lighting down it's side will also appear to have stopped working from the damage.
-In this state it will fire a lot more shots but they will often be a lot more inaccurate. However it has a larger degree of vision, meaning it does not have to directly face the player to fire a shot at them, instead being able to do it from the sides as well.

Second Form: Eye 3:
Appearence:
-Looks very similar to the second eye except it has a set of cannons instead of a laser and 2 extra pink lines going down it's body that connect to the main branch of them


Stats:
HP: 32,500
Attack:
-75 Melee
-90 Cannon
-75 Fire (+8 Seconds of On Fire! debuff)
Defence: 40

Attacks:
Will fly around the player, doing either 1 of 3 things occasionally:
-Will charge at the player 3 times in rapid succession
-Will shoot out fire from the smaller 'cannon'
-Will fire a rocket from the larger cannon that has a large explosion radius


Upon getting down to only 8,500/32,500 health the third eye will begin to show signs of damage, mainly to it's large cannon where a long, pink rod will become exposed. It will also show nerve damage and cracks like the other two eyes did
-In this form it will attack the player more frequently and when spraying out fire will spin 360 degrees, hitting anything in a fairly large radius from all sides

Extra Notes:
Upon one of the eyes being defeated instead of it just exploding and the other eyes paying no attention something special happens:
-The eye, upon it's defeat, will start exploding and will slowly fall to the ground below. Upon hitting a block it will then be consumed fully in explosions and then finally explode into gibs (this is when, if it is the third eye to be defeated, will drop the loot)
-Upon a fellow eye's defeat the other 2 eyes will become 'enraged' for 10 seconds, making their damage increase by 50%, their defence double and their attacks being a lot more frequent
--After calming down the remaining eyes will still keep some buffs (+10% damage and +20% defence). These buffs stack, meaning that the final eye left will have 121% it's normal damage and 144% it's normal defence, making it harder to fight and defeat without lots of prior damage

Expert Mode:
First Form:
Stats:
HP: 45,000
Attack:
-80 Melee
-100 Laser
-140 Phantom Scythe
Defence: 40

-The attacks it performs in it's expert mode form do not change except it will charge more, fire more lasers and attack using more phantom scythes

Second Form: Eye 1:
Stats:
HP: 45,000
Attack:
-120 Melee
-65 Corrosive Acid (+10 seconds of 'Corrosion' debuff)
-100 Phantom Scythes
Defence: 45

-It's charges will be faster, the scythes even larger and more acid will be spewed out (larger attack hitbox)

Second Form: Eye 2:
Stats:
HP: 40,000
Attack:
-80 Melee
-100 Laser
-225 Charged Laser Blast
Defence: 35

-The charge will take ~2 seconds instead of 3 and it will fire lasers more frequently

Second Form: Eye 3:
Stats:
HP: 42,500
Attack:
-90 Melee
-110 Cannon
-80 Fire (+8 Seconds of On Fire! debuff)
Defence: 45

-Attacks slightly faster (This is the only difference other than the stats)

Extra Note:
-The 'enraged' forms will give +65% attack and +200% defence in expert mode
-The buffs left over after calming down will be +20% attack and +50% defence (144% attack and 225% defence for last eye)
-The highest stat boosts this boss can have are +272.25% attack and 900% defence in expert mode if both of the enraged stats overlap eachother (killing 2 of the 3 eyes at the same time)
--The highest defence any of the boss' parts can have is 405 (Eye 3) (-203 damage) which is enough to make a Meowmere without modifiers deal 1 damage
--The highest damage it can deal is a charged laser blast (Eye 2) that can deal 613 (612.5625) damage if it hits, which can be enough to 1-shot some players from full health
Prime MK V
Appearence:
The damaged head of prime with upgraded versions of all it's original limbs. It's right eye is destroyed with a large crack going across it while the rest of it's head remains almost the same.


Summon:
-Use the Mechanical Skull MK V (Sticking with the whole 'upgraded for revenge' theme)

Stats:
HP:
-50,000 (Head)
-18,500 (Laser MK V)
-20,000 (Cannon MK V)
-20,000 (Saw MK V)
-20,000 (Vice MK V)
Attack:
-70 (Head - Melee)
-140 (Head - Headspin)
-70 (Head - Eye Laser)
-65 (Laser - Melee)
-80 (Laser - Laser)
-100 (Laser - Charged Laser)
-70 (Cannon - Melee)
-90 (Cannon - Cannonball)
-90 (Saw - Melee)
-115 (Saw - Across The Ground)
-80 (Vice - Melee)
-90 (Vice - Smackdown)
-65 (Vice - Sparks)
Defence:
-40 (Head)
-80 (Headspin)
-30 (Laser)
-35 (Cannon)
-45 (Saw)
-40 (Vice)

Attack Pattern:
Head - Flies around frantically like Skeletron Prime, firing lasers occasionally from its remaining eye. Occasionally, like Prime, it will begin spinning around, spikes appearing from the sides of its head. Prime MK V will fire a volley of lasers as it spins, similarly to retanaser's 2nd form.
Laser - Fires lasers every few seconds, identically to Prime's laser. However when Prime MK V is spinning it will fire charged lasers instead of its normal ones that take up to 3 seconds to charge.
Cannon - Identical to the one Prime normally has except when spinning. When P.M.K.V begins spinning it will frantically fire volleys of cannonballs in random directions. Luckily they go through the floor like Prime's so platform arenas will be effective at almost completely nullifying the cannon.
Saw - The saw will dart at the player occasionally to deal melee damage. Sometimes it will dart down into the ground and go swiftly across the floor forcing players to stay in the air to avoid it. When Prime MK V is headspinning it will begin darting at the player and back to P.M.K.V constantly.
Vice - Almost identical to Prime's. It will occasionally slam itself into the walls or ground incredibly fast, making sparks. The headspin will make it swipe at the player frantically.

Expert Mode:
Stats:
HP:
-65,000 (Head)
-20,000 (Laser MK V)
-22,500 (Cannon MK V)
-25,000 (Saw MK V)
-25,000 (Vice MK V)
Attack:
-85 (Head - Melee)
-170 (Head - Headspin)
-75 (Head - Eye Laser)
-75 (Laser - Melee)
-85 (Laser - Laser)
-115 (Laser - Charged Laser)
-80 (Cannon - Melee)
-100 (Cannon - Cannonball)
-100 (Saw - Melee)
-125 (Saw - Across The Ground)
-85 (Vice - Melee)
-100 (Vice - Smackdown)
-70 (Vice - Sparks)
Defence:
-50 (Head)
-100 (Headspin)
-40 (Laser)
-45 (Cannon)
-55 (Saw)
-50 (Vice)

Attack Pattern:
-Identical to it's non-expert counterpart except for stats
Garagon
Basic Design:
-A large red dragon, looking similar to Betsy from the Tavernkeep's event but with a slightly different appearance and colours (Red and orange as opposed to Betsy's red, purple and green). It also has large claws on it's hands and feet, each being sightly over half the arm/leg's length

(Left: A simple Garagon sprite example)

Summon:
-Use the Mysterous Amulet on the surface
-(Rare drop from temple and post-plantera dungeon enemies (0.25% chance))

Boss Statistics:
Health: 60,000
Attack:
-100 Melee
-75 Fireball (+5 seconds of Dragon Fire debuff)
-80 Flame Breath (+3 seconds of Dragon Fire debuff)
-90 Talon Cutter
Defence: 60

Attacks:
-Charges 1-3 times, then performs one of the following attacks:
-It will spit out 3 large fireballs that explode into flames upon contact with a solid object/player (Fireball)
-It will fly back and then breathe fire across the ground, similarly to Betsy (Flame Breath)
-Slash with it's claws, creating 1-3 slow-moving crescents that go through walls and penetrate players (Talon Cutter)

Once it performs one of these attacks the cycle repeats again

Second Form:
-Upon going down to 30,000 health Garagon's stats and attacks will change slightly:

-Attack:
-125 Melee
-85 Fireball (+6 seconds of Dragon Fire debuff)
-100 Flame Breath (+4 seconds of Dragon Fire debuff)
-110 Talon Cutter
-Defence: 40

The attacks themselves will not change very much, but still have some noteworthy changes to them:
-The charges, if Garagon hits/goes through the ground, will make shock waves with a 15-tile radius
-Garagon will always spit out 3 fireballs and they are all around 20% larger, but also 15% slower
-3-5 crescents will be made by the talon slash instead of 1-3, each one is also around 10% smaller

Expert Mode Changes:
Boss Statistics:
Health: 85,000
Attack:
-120 Melee
-90 Fireball (+8 seconds of Dragon Fire debuff)
-100 Flame Breath (+5 seconds of Dragon Fire debuff)
-110 Talon Cutter
Defence: 65

Attacks:
-Charges 1-3 times, then performs one of the following attacks:
-It will spit out 3 large fireballs that bounce up to 5 times upon hitting walls and violently explode upon the 5th bounce or hitting a player
-It will fly back and then breathe fire across the ground, similarly to Betsy (Flame Breath)
-Slash with it's claws, creating 3-5 crescents that go through walls and penetrate players, each moving almost as fast as a walking player

Once it performs one of these attacks the cycle repeats again

Second Form:
-Upon going down to 45,000 health Garagon's stats and attacks will change slightly:

-Attack:
-160 Melee
-110 Fireball (+10 seconds of Dragon Fire debuff)
-125 Flame Breath (+6 seconds of Dragon Fire debuff)
-130 Talon Cutter (50% chance to induce 'Feral Bite' debuff for 20 seconds)
-Defence: 50

Note: The attacks themselves do not change in his second phase, but they do become faster and therefore more dangerous

Extra Notes:
Dragon Fire Debuff:
-A stronger version of the On Fire! debuff, dealing around 30 damage per tick. This can be taken down to 1 with endgame armour but using armor around the level the player is at the fire can do up to 10 damage per tick which will quickly add up during the fight
Sand Cyclone
Sand Cyclone:
Appearence: A large, 1-eyed wyvern monster. It's body is mainly made of yellows and browns, fitting well with it's desert theme. It also has a body almost as long as the destroyer's, making it very big for a flying enemy.

Summon: Use the Dragon Bone in the desert (The third and final use for the Dragon Bone)

Stats:
Health: 150,000
Attack:
-125 (Head Melee) (75% chance to inflict bleeding)
-90 (Body Melee) (25% chance to inflict bleeding)
-75 (Tail Melee) (100% chance to inflict bleeding)
-80 (Sand Tornado)
-1 (Sandstorm)
Defence: 40

Attacks: Flies around slowly after the player mainly. This, however, can actuall trap you very easily if you lose track of the rest of it's winding body. It will, occasionally, summon small tornadoes of sand to damage you like the Sand Elementals and the bonus of the forbidden armor. Finally, under 50,000 health it will summon a sandstorm to deal constant chip damage to the player, almost negating regen entirely and putting a timer on the end of the fight

Drops:
-Gold Coin (100%) (x10)
-Desert Dragon Charm (100%) (x1)
-Sandstorm Cannon (50%) (x1)
-Windswept Sword (50%) (x1)

Expert Mode:
Stats:
Health: 165,000
Attack:
-160 (Head Melee) (100% chance to inflict bleeding)
-105 (Body Melee) (100% chance to inflict bleeding)
-90 (Tail Melee) (100% chance to inflict bleeding)
-100 (Sand Tornado)
-1 (Sandstorm)
Defence: 55

Attacks: A temporary version of the desert winds are up throughout the whole fight, limiting mobility. Attacks are basically same as before, except it summons sand tornadoes more and the sandstorm is summoned at 65,000 instead of 50,000. It's defence is also significantly higher, making damage against it limited.

Extra Info:
-Made basically at the same time as the Frost Wyvern, hence the similar body designs
-Longest flying worm-like enemy
-Dragon charms have a use (outside of mild stat boosts when equipped)
-The only boss to summon weather effects to aid it in combat rather than just being for aesthetic
-Name is a combination of Sand, Cyclone and Cyclops
-It's large eye follows you throughout the fight (It gets kinda creepy after a while)
Ocram
Ocram has been a console-exclusive boss in Terraria for many years. Though it is true that it is one of the unique things that keeps the mobile and console versions of terraria special many, many people have wanted Ocram to come to the PC edition of Terraria for a long time.

Of course if it was brought to PC it's stats would probably not be changed very much (if at all) though an expert-mode counterpart would have to be made for it thanks to the addition of expert mode in 1.3



(That's Ocram for anyone who doesn't know who he is. From the appearence alone you can probably tell why people want this big fella on the PC edition)
((Sprites taken straight from the Terraria wiki and so they are not mine))
Phantasm

Appearence: A tall, purple, humanoid monster with large claws and red eyes. It remains mostly obscured by purple particles during its fight. Every attack it makes has a different animation, with the animation above being it landing on the ground.

Stats:
HP: 40,000
Attack:
-Melee: 70
-Purple Fire: 50
-Counter: Your attack's damage x 2
Defence: 30

Attacks:
-Can slash forwards or upwards, dealing melee damage
-Can jump in the air and slash at airborne opponents
-Can launch fireballs into the air that rain down from above
-Can slash forwards, releasing a cluster of fireballs
-Can stand still guarding. Any attacks used against it are fired back at you with double damage
-Can become immune to damage briefly, jumping towards you before using its 2nd attack
End-Game:
Bosses that can only be fought after Golem's defeat.
-Duke Fishron and Garagon do not fall into this category as they can be fought before the Golem, though it is usually not the best choice due to gear
Nemesis
Appearence: A large, grey, mechanical worm with an appearence somewhat similar to that of the Destroyer, the boss it is based off. However purple is used instead of red, the jaws on the front are now larger and more menacing and it's whole body has increased in size, both in length and in width. Finally, it's whole body is covered in spikes and it's tail seems to be made of similar stuff to the rounded parts of its other body segments.


Summon: Use the Forbidden Worm at night

Stats:
HP: 750,000
Attack:
-500 (Head Melee)
-65 (Purple Fireball) (+10 seconds of shadowflame)
-75 (Body Melee)
-50 (Crystalising Laser)
-85 (Giga Crystal)
-120 (Tail Melee) (+20 seconds of shadowflame)
-75 (Energy Scythe)
Defence:
-20 (Head)
-100 (Body)
-9999 (Tail)

Attacks:
-It's main attack is charging at the player, similar to most other worm-like enemies. However it is incredibly fast, being able to outspeed solar wings and can make it halfway up the map if it goes straight upwards at full speed, meaning most of the tactics that worked for the destroyer and EoW will not work, forcing the player to keep moving. It's head does incredible damage, allowing it to 1-shot players with 0 defence and no lifeforce potions or doing ~250 even with full defensive beetle and defensive accessories. It's head can also fire riccocheting fireballs if near to a player, meaning even avoiding the head can lead to being damaged. The rest of it's body also does high contact damage. It's body segments can also fire two types of lasers: A fast-moving, riccocheting light purple laser or a large, crystal-like laser that moves slowly but passes through walls, explodes into 6 of the smaller lasers and does high damage. The 6 lasers created can either all fire directly at the player, fire in random directions or fire in an organised pattern, all with 60 degree differences, which can be hard to avoid despite it's organised shape. Nemesis' tail also does high damage, causes the shadowflame debuff and can also create scythes that work like the demon scythes and Ocram's scythes. It creates these slowly when near the player or 1 per attack if the tail itself is attacked, meaning using the SDMG with crystal/chlorophyte bullets can be a risk. Upon it's health lowering it also gradually speeds up, though this isn't too noticable at first, but at <100,000 makes it able to cross a large map in just over 30 seconds.

Expert Mode:
Stats:
HP: 1,000,000
Attack:
-750 (Head Melee)
-80 (Purple Fireball) (+10 seconds of shadowflame)
-90 (Body Melee)
-65 (Crystalising Laser)
-100 (Giga Crystal)
-150 (Tail Melee) (+20 seconds of shadowflame)
-90 (Energy Scythe)
Defence:
-25 (Head)
-120 (Body)
-9999 (Tail)

Attacks:
-The attacks remain the same, but the segments have a larger radius for ranged attack triggering and the ranged attacks themselves are executed much more frequently


(Above: An almost full-size Nemesis)
Thanatos
Appearence: Looks like Skeletron except it's bones are slightly greyer and appear mildly damaged, most notably a crack from the top of it's head to it's right eye socket. It also has a skeletal upper body, though this is mostly obscured by a large, black cloak it's wearing. There are also purple glows coming from the ends of it's arms, inside it's cloak and at the base of it's body.

Summon: Use the Forbidden Skull at night

Stats:
HP:
-85,000 (Form 1)
-50,000 (Form 2)
Attack:
-80 Head Melee
-100 Shadow Blades
-65 Body Melee
-75 Hand Melee
-70 Chaos Ball
-75 Bomb Rain
-75 Cursed Spear
-85 Hand Crush
-65 Lightning Spears
-100 Chain Dagger
-45 Chain Melee
Defence: 40

Form 1 Attacks:
It flies above the player, launching a multitude of attacks:
-It can summon large, fiery daggers and use them for various attacks
--It can slash at the player before despawning them
--It can stab them into the ground (2-6 of them) before making them all explode
--It can slam it into the ground and drag it along the ground before despawning it
--It can summon 3-8 of them above itself before sending them at the player
---It can send them all at the same time or send them out 1 at a time
-It can summon chaos balls in each of it's hands and use them to attack
--It can throw them at the player, making them explode on contact
--It can make it's hands into 'guns' and fire them horizontally at high speed
--It can clench them in it's fists, causing explosions
--It can clench them in it's fists before slamming it's fists into the ground, creating shockwaves
-It can fly up and shake it's body, causing bombs to drop out of it's cloak
--It can also retract it's hands into it's cloak, pulling them both out clenched and then drop bombs from it's hands as well
-It can summon dark purple spears above itself (4-8 of them) before roaring and sending them all crashing into the ground
-It can slam it's hand into the ground open-palmed to crush the player
-It can send it's hands horizontal to the player, then making them slam into each other
--When they pull apart they will rapidly fire lightning spears between eachother for a few seconds to deal extra damage
-It can summon two large chain knives from it's hands, swinging them around, before throwing them into the ground at different times. When it pulls them up whatever they hit will be thrown up into the air as well (Players or NPCs)
-It can send two chain knives from it's cloak into the ground nearby, then pull itself down, using them as grappling hooks. It tries to trap players between them as it does this, forcing them to either teleport to freedom, use invincibility frames or take high damage.

Form 2 attacks:
-In form 2 it's lower body and cloak explode and crumble into dust, leaving it's head and hands to fight.
It continues to fly above the player, though it's movements are harder to predict and are more spontaneous and random
-It can create portals around the player, trying to melee them as it moves through them.
--The portals can also deal damage to the player, doing the same damage as the arms.
-It will try to grab the player, crushing them in it's fists, dealing ~85 damage and ignoring defence or damage resistance
-It will swing it's arms at the player like Skeletron normally does
-It will slam it's hands into the ground, dealing high damage
-It can still slam it's hands together, though when it pulls them apart the distance the lightning spear barrage continues for is greater
-It can roll it's head along the ground at the player if they are on the ground
--Or horizontally if they are in the air
-It can pick up it's head and throw it between it's hands, making it hard to hit and harder to dodge.

Expert Mode:
Stats:
HP:
-100,000 (Form 1)
-65,000 (Form 2)
Attack:
-90 Head Melee
-115 Shadow Blades
-75 Body Melee
-85 Hand Melee
-80 Chaos Ball
-85 Bomb Rain
-90 Cursed Spear
-100 Hand Crush
-75 Lightning Spears
-120 Chain Dagger
-50 Chain Melee
Defence: 45

Attacks:
-The attacks remain the same, though they are a bit faster and deal more damage
Triclops
Appearence: Three eyes attached together like the twins, though all of them connect to a single red core instead of the other eyes specifically. The first eye is red, the second orange and the third yellow. The red core is shaped to somewhat resemble a heart.

Summon:
-Use the Forbidden Eye at night

Stats:
Coronea (Red):
-HP: 35,000
-Attack:
--65 Melee
--75 Fireball
-Defence: 30
Phase 2:
-HP: Infinite
-Attack:
--70 Melee
--80 Flame Shot
--85 Eruption
-Defence: 0
Terocular (Orange):
-HP: 35,000
-Attack: 75 Melee
-Defence: 40
Phase 2:
-HP: Infinite
-Attack: 85 Melee
-Defence: 0
Ophthalamity (Yellow):
-HP: 35,000
-Attack:
--50 Melee
--75 Yellow Laser
-Defence: 25
Phase 2:
-HP: Infinite
-Attack:
--55 Melee
--85 Yellow Laser
-Defence: 0
Core (Only vulnerable in phase 2):
-HP: Infinite
-Attack:
--50 Melee
--65 Red Ball
-Defence: 0
Phase 2:
-HP: 30,000
-Attack:
--55 Melee
--70 Red Ball
-Defence: 25

Attacks:
-Coronea either charges at the player or fires large fireballs at you that inflicts the On Fire! debuff
-Terocular mainly just charges at the player and does not use any kind of projectiles
-Ophthalamity will fly around the player, occasionally firing lasers at them
-The Core mainly just gets pulled along by the 3 eyes, though occasionally fires projectiles: either 4 horizontally/vertically or diagonally or a burst of 8 in all directions

The core will become vulnerable once one of the eyes has been taken to it's second phase. It does not need all 3 of them to be and there are no benefits to enraging more than 1 eye at a time while fighting it.

-Coronea, in phase 2, fires faster-moving fireballs, charges or fires shots upwards that rain down on the player again after a few seconds
-Terocular charges more often, occasionally chain-dashing if the core is taking lots of damage or it at low health
-Ophthalamity flies around the player, firing lasers and now occasionally charging
-The core stays the same, though it attacks slightly more often

Expert Mode:
Stats:
Coronea (Red):
-HP: 42,500
-Attack:
--75 Melee
--90 Fireball
-Defence: 40
Phase 2:
-HP: Infinite
-Attack:
--80 Melee
--85 Flame Shot
--95 Eruption
-Defence: 0
Terocular (Orange):
-HP: 45,000
-Attack: 90 Melee
-Defence: 50
Phase 2:
-HP: Infinite
-Attack: 105 Melee
-Defence: 0
Ophthalamity (Yellow):
-HP: 40,000
-Attack:
--60 Melee
--80 Yellow Laser
-Defence: 30
Phase 2:
-HP: Infinite
-Attack:
--70 Melee
--100 Yellow Laser
-Defence: 0
Core (Only vulnerable in phase 2):
-HP: Infinite
-Attack:
--55 Melee
--75 Red Ball
-Defence: 0
Phase 2:
-HP: 40,000
-Attack:
--65 Melee
--75 Red Ball
-Defence: 35

Attacks:
It's attacks remain largely the same, though there is 1 large difference between it's non-expert form and it's expert form: You HAVE to enrage all 3 of them in expert mode for the core to become vulnerable.
Nebula Devourer
Appearene:
-A large, pink, crystal-coated worm with a similar appearence to the destroyer. It is made up of a total of around 200 segments, excluding the head, each around 1.5x the size of the EoW's segments, making it almost 800 tiles in length

Summon:
-Use the Nebula Crystal at night

Stats:
HP:
-2,000 per segment (200 x 2000 = 400,000)
-Invincible (head)
Attack:
-150 Head
-90 Body
-85 Crystal Laser
-75 Tail
Defence:
-65 Body
-75 Tail

Attacks:
-It's attacks are almost identical to the Destroyer's, except that it does not release probes as it is damaged and it's lasers travel through blocks.
-However, upon any of it's segments being defeated they will release a burst of 6-10 crystals outwards in random directions (They pass through blocks), each dealing melee damage and also only providing half of the invincbility time (0.33 seconds instead of 0.66), making it very unwise to try and destroy a lot of it's segments simaltaneously

-To defeat this boss you will have to defeat all 200 of it's segments. Luckily it does not break up like the EoW, staying as 1 long worm like the Destroyer, making it easier to predict where you will have to aim

Second Form:
-Upon all 200 of it's segments being destroyed it's head will break away from the rest of it's body. The body will stay in the exact same position as when it was defeated, frozen in place, dealing contact damage and occasionally firing lasers or crystal shards.
-The head will continue burrowing and charging at the player, but at an increased speed. Due to it's small hitbox, burrowing and fast speed it is rather difficult to hit with most weapons.

Stats:
HP:
-5,000 (Head)
-Invincible (Body)
Attack:
-100 (Head Melee)
-85 (Body Melee)
-80 (Crystal Laser)
-90 (Crystal Shard)
Defence: 20

-Upon being defeated the head will explode and drop the loot while the body will quickly crumble and explode

Expert Mode:
-In expert mode it will have 250 segments excluding the head instead of the normal 200

Stats:
HP:
-3,500 (250 x 3,500 = 875,000)
-Invincible (Head)
Attack:
-250 Head
-115 Body
-100 Crystal Laser
-90 Tail
Defence:
-75 Body
-90 Tail

-It's attacks in expert mode are the same, except that it fires lasers faster and will release 10-12 crystals when a segment is defeated

-Once all 250 segments are defeated (which is no easy task for most players) it's head will detatch itself from the body like in it's normal-mode variant. Everything is identical to it's normal-mode counterpart except that it's body fires more lasers and the stats are increased.

Stats:
HP:
-6,500 (Head)
-Invincible (Body)
Attack:
-120 (Head Melee)
-105 (Body Melee)
-100 (Crystal Laser)
-110 (Crystal Shard)
Defence: 30

Extra Notes:
-Due to this boss being unable to fly (similarly to the other worm bosses) there are certain precautions that can be taken to make the player safe for the fight, including making a box above the arena so it cannot reach you easily
-Certain weapons, like the celebration (or other explosive weapons), fast-hitting weapons with luminite bullets (eg. the SDMG), jester's arrows (eg. Tsunami or Phantasm) or melee weapons like the True Sword Of The Ancients (Item ideas 'guide') can make quick work of it's first, and main, form by being able to hit lots of it's segments in 1 attack/volley of attacks.
--The TSOTA's slow-moving, infinitely-piercing dragon projectiles have the potential to hit segments twice (or even 3 times) which, with modifiers, can make them 2-3 hit kills and therefore making the fight quicker
-Chlorophyte bullets or other forms of homing attacks can be good for it's second phase due to it's small, fast-moving hitbox. Filling an arena with projectiles (like the Meowmere's) can also be helpful as they can riccochet off walls to hit it, more-or-less removing the need to aim at all


(Above: Half of the Nebula Devourer (100 segments out of 200))
Solar Cultist
Design:
-What looks like a player wearing the solar cultist set. Has 1 red, angry-looking eye visible instead of 2 yellow ones as well as having it's hands inside of the robe, keeping it's entire body hidden. Also has a pair of golden solar wings and a solar shield like the one from the solar armor's set bonus.

Summon:
-15% chance to be found at the jungle temple's entrace every day, next to a large, fiery amulet, like the one from the lunar event but depicting a different picture.
-Upon breaking the amulet you are suddenly warped to your spawnpoint (or to the surface above it if you have an underground house) before being given 30 seconds to prepare for the fight. After these 30 seconds the cultist will appear and begin attacking.

Stats:
HP: 45,000
Attack:
-100 Melee
-85 Fireball (+3 seconds of the On Fire! debuff)
-250 Fusion blast (+20 seconds of the On Fire! debuff)
-100 Fire dragon (+2 seconds of Dragon Fire debuff)
Defence: 30

Attacks:
The cultist will constantly teleport around, firing off several different attacks as he does:
-Fires 3-5 fireballs at the player (Fireball)
-Rapid-fires a stream of 3 fireballs directly at the player (Fireball)
-Charges at the player using the solar shield's effect (Melee damage)
-Sends a fire dragon upwards before it charges at you from the left horizontally, then doing the same from the right before despawning (Fire Dragon)
-Stays still, charging up an attack. After 4 seconds he will release a powerful attack in the given direction that pushes him back as it's fired. After 3 seconds of firing the attack he will stop and teleport again. The direction the attack will go in is shown by a small, yellow line. (Fusion Blast)

Expert Mode:
Stats:
HP: 50,000
Attack:
-120 Melee (+3 seconds of On Fire! debuff)
-100 Fireball (+5 seconds of the On Fire! debuff)
-300 Fusion blast (+25 seconds of the On Fire! debuff)
-120 Fire dragon (+3 seconds of Dragon Fire debuff)
Defence: 35

Attacks:
The attacks themselves have very few changes, any are listed below:
-Will always fire 5 fireballs at the player (1st attack)
-Rapid-fires 5 fireballs at the player instead of 3 (2nd attack)
-The fire dragon will then come at the player from the left diagonally, then from the right diagonally (4th attack)
-The charge only takes 3 seconds (5th attack)
Harpy Princess
Design:
Looks like a player, but wearing Lazure's Valkreye cloak dyed yellow. Also has a red version of one of the stylist's hairstyles. Also has a pair of large, red and yellow wings that look different from any currently existing pairs.

Summon:
-Use the Chaos Wing on the surface (drop from the solar cultist)

Stats:
HP: 120,000
Attack:
-70 Melee
-80 Enchanted Feather
-100 Sun's Wrath (+5 seconds of On Fire! debuff)
Defence: 25

Attacks:
-Surrounds the player in a large ring of enchanted feathers (15 block radius) before firing lots of them towards the centre. After firing about 10 in the feathers will vanish and the player will be able to leave without taking damage. This attack is automatically stopped if the player leaves the ring (which would require them taking damage)
-Fires 8 feathers at the player
-Fires 20 feathers in rapid succession at the player
-Fires a large, fast-moving fireball towards the player that explodes upon impact (Sun's Wrath)
-Fires a large burst of 20 feathers. Each moving at different speeds and at different angles (each vanishing after 5 seconds)
-Teleports around, leaving fireballs. After doing this 5 times she will send them all towards the player quickly, each exploding upon impact (Sun's Wrath)

Upon reaching just under half health she will become enraged. Slightly changing her stats




Stats:
HP: 50,000/120,000
Attack:
-80 Melee
-90 Enchanted Feather
-120 Sun's Wrath (+5 seconds of On Fire! debuff)
Defence: 20

-In this enraged state her attacks become a lot faster and she plays a lot more aggressively

Extra Notes:
-Instead of exploding into gibs like other bosses upon her defeat the slowly turns completely white before quickly flying upwards and off the map (In a similar fashion to Issac and ??? from TBOI)
-Upon being defeated she will move in, selling some very high-tier items
-This NPC has 500 health, making it one of the highest-health friendly NPCs in the game.
-Upon being re-summoned as a boss the NPC will disappear. Will also fly upwards (like when she is defeated by the player) if she runs out of health)

Expert Mode:
Stats:
HP: 150,000
Attack:
-80 Melee
-90 Enchanted Feather
-115 Sun's Wrath (+5 seconds of On Fire! debuff)
Defence: 30

Attacks:
The attacks do not change too much except for a few small differences:
-Will fire 12 feathers into the ring instead of 10 and if the player leaves the ring the feathers making it will fly outwards instead of disappearing (attack 1)
-Fires a 9th feather at the player (attack 2)
-Fires 25 feathers instead of 20 and fires them all even faster (attack 3)
-The fireball is even faster (attack 4)
-Fires 30 feathers instead of 20 (attack 5)
-She will create 8 fireballs instead of just 5 as well as making them almost 50% faster (attack 6)

Expert Mode Enraged Form:
Stats:
HP: 65,000/150,000
Attack:
-90 Melee (+5 seconds of 'Lovestruck')
-100 Enchanted Feather
-135 Sun's Wrath (+5 seconds of On Fire! debuff)
Defence: 25

Her attacks, like in her normal mode counterpart, speed up a lot during her enraged form.

Extra Notes:
-The 'Lovestruck' debuff works like the 'Cursed' debuff, stopping players from using their items.
-Her expert mode NPC has 1,000 health and sells even more items
Mysterious Stranger ('???')
Appearance:
-A purple and red version of the cultists wearing a mask to conceal it's face.

Summon:
-Go to the dungeon and kill the cultists during a blood moon. When the Lunatic Cultist appears to gain the amulet's energy he will be swiftly slain and the power will be stolen by M.S. then the fight will swiftly begin.
-It will act as a secret boss (similar to Duke Fishron during the 1.2.4 update) being implemented in secret
-During the fight it's name will only be shown as '???', even on it's death message

Stats:
HP: Phase 1,2 & 3: 50,000 / Phase 4: 85,000
Attack:
-80 Melee
-90 Shadowflame bolt (+5 seconds of Shadowflame)
-100 Chaos Energy
-75 Chaos Spear (+10 seconds of Shadowflame)
Defence:
-Undamagable Phase 1 & 2
-50 Phase 3
-40 Phase 4

Phase 1:
In phase 1 the Mysterious Stranger will start attacking the player with a shower of attacks. 30 seconds later he will spawn a Phantom Skull before vanishing.
The attacks he fires are as follows:
-Firing a high-speed shadowflame bolt that explodes on impact
-Firing a wave of 3 slower shadowflame bolts that explode on impact
-Firing a very fast moving spear of energy (Chaos spear)

Phantom Skull
HP: 35,000
Attack:
-75 Melee
-100 Headspin
Defence: 40

Phantom Hand
HP: 2,500 (x4)
Attack:
-75 Melee
Defence: 25

The phantom skull and the 4 phantom hands will attack identically to skeletron. The only differences are there being 4 hands instead of 2 and the headspin being as fast as the expert mode skeletron's

Phase 2:
In Phase 2 the Mysterious Stranger will show slight signs of damage or wear, suggesting killing the phantom skull has weakened him slightly

In phase 2 the Mysterious Stranger will do almost the same things as in Phase 1, except with a few small differences:
-It will rapid-fire 3 shadowflame bolts at the player instead of 1
-The wave will consist of 5 shadowflame bolts instead of 3
-3 Chaos spears will be thrown instead of 1
After 30 seconds he will disappear once again, spawning the Phantom Wyvern

Phantom Wyvern:

HP: 20,000
Attack:
-85 Head
-75 Body
Defence: 35

The Phantom Wyvern has an identical attack pattern to the wyvern and phantasm dragon, flying around the player before attempting to ram into them

Phase 3:
In Phase 3 the Mysterious Stranger will show more signs of damage as well as now being susceptable to damage. A red eye will also be visible through his mask that could not be seen before.

The Phase 3 attacks will be similar to Phase 2's but will still have some differences:
-The Mysterious Stranger will fire 3 bursts of 3 shots instead of just 1 burst of 3
-The wave will now consist of 7 shots instead of 5
-M.S. will fire 4 Chaos Spears instead of 3
The Mysterious Stranger will also gain 2 new attacks:
-Will teleport about 50 blocks away from the player and stay still. If he is damaged the attack will be cancelled but if he goes 4 seconds without being hit he will summon a 2000 HP variant of the Phantom Wyvern.
-He will fire a burst of 8 shadowflame bolts in all directions, each exploding very violently on contact and leaving shadow flames on the ground that if stepped on will inflict players with 1 second of the shadowflame debuff.

Upon taking 50,000 damage he will once again vanish, this time summoning what appears to be a shadow version of the Harpy Princess as well as 4 Phantom Skulls (Without hands)

Princess of Phantoms:

HP: 85,000
Attack:
-60 Melee
-80 Shadowflame Bolt (+3 seconds of Shadowflame)
-120 Wrath of the Night (Uppercut)
-100 Wrath of the Night (Forward Dash)
-115 Giant Shadowflame Bolt (+5 seconds of Shadowflame)
-200 Fusion Blast (+10 seconds of Shadowflame)
Defence: 35

Shadow Skull:
HP: 6,500
Attack:
-70 Melee
-85 Headspin
Defence: 30
-Attacks identically to it's 'Phase 1' form, but without any hands and a slightly slower spin

Princess of Phantoms' Attacks:
-Can fire 5 shadowflame bolts at the player in rapid succession
-Can create 3 rings made of 16 shadowflame bolts around herself before sending them all outwards in all directions, each at slightly different angles
-She can send one of the skull quickly at you, as fast as the dungeon guardian before making it return to her at the same speed, like a boomerang (At least 1 skull needs to be alive)
-Can gather a lot of energy before firing it all at the player in a large, slow-moving ball of shadowflame (Giant Shadowflame Bolt)
-Can quickly dash forwards with a sword that looks similar to the Night's Edge
-Can quickly swing a sword that looks similar to the Night's Edge upwards, like an uppercut
-Can charge up an energy beam for 3 seconds before firing it. It is fired for 3 seconds before she stops and teleports again. The direction of the beam is shown with a faint, pink line.
-Can fire a wave of 13 shadowflame bolts that move slowly towards the player, followed by a wave of 5 that travel twice as fast

Phase 4:
After the Princess of Phantoms is defeated she will explode and the Mysterious Stranger will return, appearing even more damaged than before. From then on it becomes a fight to the death between you and 'him'.


All M.S.'s attacks are as follows:
-Can send 4 quick shots made from 5 shadowflame bolts quickly at the player
-Can make a wave made of 13 shadowflame bolts before sending a wave of 7 faster ones
-Can make a wave of 9 shadowflame bolts, followed by a faster wave of 7, then by a faster wave of 5 and then finally an even faster wave of 3
-Can fire a large ball of energy at the player that explodes very violently upon contact (Chaos energy)
-Can fire 16 shadowflame bolts outwards in all directions
-Can stay still, firing shadowflame bolts out rapidly in random directions
-Can send up to 7 chaos spears at you in rapid succession
-Can summon a Phantom Skull indentical to the ones used during the Princess of Phantoms fight
-Can summon a 5,000 health Phantom Wyvern
-Can summon 2,000 health mirages made to look like him that explode upon death or contact being made (Chaos energy damage)
-Can summon 7,500 health clones that fire shadowflame bolts at you every 2 seconds

Upon 'his' health lowering to 40,000/85,000 M.S.'s attacks become faster
Upon running out of health the Mysterious Stranger will let out a screech before discintigrating, dropping his loot as he does

Expert Mode:
-In expert mode there are very few changes to the boss: Any changes are listed below.

Stats:
HP: Phase 1,2 & 3: 65,000 / Phase 4: 100,000
Attack:
-100 Melee
-100 Shadowflame bolt (+5 seconds of Shadowflame)
-135 Chaos Energy
-85 Chaos Spear (+10 seconds of Shadowflame)
Defence:
-Undamagable Phase 1 & 2
-60 Phase 3
-50 Phase 4

-The Mysterious Stranger's attacks will be much faster when in expert mode as well as dealing more damage. The attacks themselves, however, do not change.

Phantom Skull
HP: 40,000
Attack:
-85 Melee
-120 Headspin
-65 Cursed Skull (+3 seconds of Cursed)
Defence: 45
(100 while hands are alive)

Phantom Hand
HP: 4,000 (x4)
Attack:
-80 Melee
Defence: 30

-The Phantom skull's attacks are still the same, except that he also gains the ability to fire a cursed skull every 3 seconds

Phantom Wyvern:
HP: 27,500
Attack:
-100 Head
-85 Body
Defence: 45

-The Phantom Wyvern remains completely unchanged except for it's stats
Mysterious Stranger (Continued)
(Ran out of room on the page)

Princess of Phantoms:
HP: 100,000
Attack:
-70 Melee (+5 seconds of Lovestruck)
-90 Shadowflame Bolt (+3 seconds of Shadowflame)
-140 Wrath of the Night (Uppercut)
-120 Wrath of the Night (Forward Dash)
-145 Giant Shadowflame Bolt (+5 seconds of Shadowflame)
-300 Fusion Blast (+10 seconds of Shadowflame)
Defence: 45

-Almost all of the Princess of Phantoms' attacks will remain the same, except they will be slightly faster. The only difference is that making contact with her will inflict the Lovestruck debuff, similarly to the Harpy Princess' expert mode variant

Shadow Skull:
HP: 8,500
Attack:
-80 Melee
-100 Headspin
Defence: 40

-Identical to it's normal-mode counterpart except for stats

Other Notes:
-The fight will stop night progressing further, enemies from naturally spawning or events (like the frost moon or pumpkin moon) from happening until his defeat (or your loss)
Total Health:
-Normal Mode (Not counting continuous summons)= 311,000
-Expert Mode (Not counting continuous summond)= 382,500

Difficulty:
Despite having a lot more health than the Moon Lord it is still debatable which one is harder:
-The Mysterious Stranger has over double the total health and a lot more attacks to memorise through the phases.
-The Moon Lord has more things attacking at once, harder to dodge attacks, more defence, more debuffs and more devastating attacks overall.
Ancient Pumpking
Appearence:
-A seemingly withered and damaged Pumpking. The green stalk is now brown and is now coiling into it's right eye, holding it open. It's cloak also has a larger skull on it as well as a hood at the back. It's two arms are also the same brown as it's stalk and it's scythes are both cracked and rusted.

Summon:
-A rare appearence on wave 15 of the pumpkin moon after Duke Fishron has been defeated

Stats:
HP: 30,000
Attack:
-100 Melee
-125 Scythe Arms
-200 Shadow Charge
-140 Jack'o'Slash
-150 Pumpkin Bomb
Defence: 30

Attacks:
They begin by letting out a roar while off-screen before charging on-screen right towards the player (Shadow Charge)
After doing this they have a range of attacks that they can use:
-Swing it's arms at you like Skeletron does (Scythe Arms)
-Create an orange, slow-moving spinning blade-shaped projectile that speeds up the more it travels, like the normal Pumpking's attack (Jack'o'Slash)
-Fire a large pumpkin that attacks similarly to the meleor head but dealing more melee damage and having 1000 health

Upon reaching half health it's stats change and it's hood goes up, covering it's face except for it's glowing eyes and mouth


Stats:
HP: 15,000/30,000
Attack:
-80 Melee
-100 Scythe Arms
-120 Jack'o'Slash
-120 Pumpkin Bomb
Defence: 90

It's attacks remain the same except that they deal less damage. However it's defence triples, forcing players to have high-damage weapons in order to deal with it

Expert Mode:
It's attacks all remain the same in expert mode, except it's stats change

Stats:
HP: 50,000
Attack:
-120 Melee
-145 Scythe Arms
-300 Shadow Charge
-150 Jack'o'Slash
-165 Pumpkin Bomb
Defence: 40

Stats:
HP: 20,000/50,000
Attack:
-100 Melee
-120 Scythe Arms
-125 Jack'o'Slash
-130 Pumpkin Bomb
Defence: 120

This form is almost unkillable with low-damage weapons due to it's insane 120 defence, forcing players to use higher-damage, and potentially slower-firing, weapons

Extra Notes:
-Unlike most Pumpkin Moon bosses he does not despawn during the day, instead becoming enraged, doubling his attack and gaining an extra +25% defence
--This theoretically means that if his expert-mode variant charged at you just as it became enraged it could do 600 damage, meaning that it would be an almost guarenteed 1-hit-kill against any player as few players could have enough defence to take the damage*
*There are now a few ways to take this damage without dying, but not many, like using beetle armor
-His drops would all be the same as the normal Pumpking's except they will have extra base damage and the prefix 'Ancient' ahead of their names (eg. Ancient Horseman's Blade, which could be reforged into a Legendary Ancient Horseman's Blade). This would not only make it more rewarding killing him but it would also keep these items relevant after the 1.3 update.
Famine
Appearence:
-A brown, tired-looking horse being ridden by a withered, humanoid, blindfolded monster with large wings.


Stats:
HP:
-30,000 Harbinger Riding Horse
-40,000 Famine
-25,000 Horse
Attack:
-70 Horse Melee
-65 Harbringer Melee
-80 Cursed Flame
-50 Toxic Dust
Defence:
-50 Harbringer
-50 Harbringer Riding Horse
-45 Horse

Attack Pattern:
-The battle begins with Famine riding on a horse. The horse follows an identical pattern to unicorns, charging at foes. As it does this famine will leave a trail of a strange light-brown powder that will cause almost any debuff in the game randomly, ignoring things like the Ankh shield's immunity. After dealing 30,000 damage Famine will fly off the horse. The horse will continue charging while Famine chases the player. It will do 1 of 4 attacks:
-Fires a colossal cloud of the light-brown dust at the player (~30x30) that causes debuffs.
-Fires a burst of 5 fireballs in an arc at the player that cause the shadowflame debuff
-Fires a large blast of fireballs at different speeds and in different directions.
-Charge at the player 3 times

--Upon Famine's defeat the Horse's defence will go to 0 though there is nothing special for defeating his horse first

Expert Mode:
Stats:
HP:
-35,000 Harbinger Riding Horse
-45,000 Famine
-30,000 Horse
Attack:
-85 Horse Melee
-80 Harbringer Melee
-90 Cursed Flame
-60 Toxic Dust
Defence:
-55 Harbringer
-55 Harbringer Riding Horse
-50 Horse

Attack Pattern:
-Famine will fire cursed flames at the player occasionally when riding his horse
-Famine will leave a trail of dust when flying instead of just when he is riding his horse
-His burst fire attack will have more, faster-flying projectiles
-His arc of 5 shots will become 9 in expert mode

Extra Notes:
Certain things will be destroyed on contact with Famine or his horse:
-Grass on dirt/mud blocks
-Plants growing on the grass
-Leaves in the trees
-Strange plants
-Dye plants
-Living wood - turns to stone
-Famine is over-all the easiest of the Harbingers if you are either lucky with the debuffs given or are able to avoid his dust attacks
-Famine has his own special death message:
--Player Name's life was ended by a great famine...
Pestillence
Appearence:
-Being another of the 4 harbringer bosses his appearence is very similar to Famine's. The main differences are that him and his horse are green and Pestillence's body appears to be cracked.


Stats:
HP:
-15,000 Pestillence On Horse
-40,000 Pestillence
-20,000 Horse
-50 Locust
Attack:
-75 Horse Melee
-70 Pestillence Melee
-65 Locust
Defence:
-25 Pestillence On Horse
-30 Pestillence
-20 Horse
-15 Locust

Attack Pattern:
-The first phase, simillarly to Famine, consists of Pestillence charging at the player on horseback, being slightly slower than famine. As it does this it may stop to release diggers or moss hornets as backup. After taking the initial 15,000 damage pestillence will dismount from his horse and fly after the player while the horse continues to charge. It is not recommended to kill the horse first as upon it's death 10 moss hornets and 10 locusts are released with no real upsides. Locusts attack identically to the bees except they have higher stats, though often not enough to take a hit still. Pestillence will fly around the player, summoning diggers or world eaters when near the ground (world eaters will ignore the biome unusually) but will just summon moss hornets or locusts otherwise. It summons the locusts in groups of 5-8 but the moss hornets in groups of 1 or 2. Pestillence will very rarely charge at the player, releasing locusts 33% of the time for every block travelled, averaging at 10-12 locusts per charge. Upon Pestillence's defeat his horse will instantly explode into locusts and the fight will be considered won.

Expert Mode:
Stats:
HP:
-20,000 Pestillence On Horse
-45,000 Pestillence
-20,000 Horse
-65 Locust
Attack:
-90 Horse Melee
-75 Pestillence Melee
-75 Locust
Defence:
-30 Pestillence On Horse
-35 Pestillence
-25 Horse
-20 Locust

Attack Pattern:
-It's first form will summon enemies more frequently
-Horse will summon locusts occasionally during phase 2
-Horse releases 12 moss hornets and 15 locusts upon defeat
-P. summons 2-3 moss hornets at a time instead of 1-2
-P. summons 8-10 locusts at a time
-P. summons even more frequently

Extra Notes:
-Pestillence may be the most annoying of the harbingers to face due to his ability to summon large amounts of minions, often flooding the screen.
-Pestillence has his own special death message like the other harbringers:
--Player Name was killed by Pestillence and his army of vicious monsters...
War
Appearence:
-A red monster almost identical to famine except it's bones aren't as visible. His horse is also similar in appearence other than it being a dark reddish-brown with red hair.


Stats:
HP:
-20,000 War Riding Horse
-40,000 War
-25,000 Horse
Attack:
-115 Horse Melee
-100 War Melee
-90 Fires Of War
-100 War Dog Melee
-105 War Pig Stampede
Defence:
-20 War Riding Horse
-25 War
-15 Horse

Attack Pattern:
-It starts like Famine and Pestillence, charging at the player on horseback. However, it can jump higher and further, gains momentum quicker and runs a lot faster, making it a major ground threat. It will occasionally shoot a powerful flame at the player while charging if the player is out of his reach. Upon taking 20,000 damage he will dismount and begin his 2nd phase. The horse will continue it's usual cycle, charging at the player, while War gains new attacks:
-Can summon a powerful stampede of angry, flaming pigs. Each one has 1,000 health and 20 defence.
-Can summon a large, hellhound-like monster that chases the player like the horse, being slightly slower and with a lower jump height. It has 2,500 health and 25 defence.
-Can shower down flames from above that cannot travel through blocks
-Can shoot a blast of flames at the player, 5 at a time, that travel through blocks in an arc
-Charge 3 times at the player
-Begin chasing the player very quickly for a few seconds
-Fire a burst of flames, each with different sizes, movement speeds and different times before they vanished. Some will travel through blocks while some don't but there is no distinguishing between the two without using blocks to destroy the ones that don't

Expert Mode:
Stats:
HP:
-25,000 War Riding Horse
-45,000 War
-30,000 Horse
Attack:
-130 Horse Melee
-120 War Melee
-100 Fires Of War
-110 War Dog Melee
-115 War Pig Stampede
Defence:
-25 War Riding Horse
-30 War
-20 Horse

Attack Pattern:
-The attacks are identical except War attacks slightly faster in expert mode

Extra Notes:
-The War Dogs summoned are a reference to the song 'The Dogs Of War'
--Similarly, the War Pigs are a reference to the famous song of the same name
---War Pigs were pigs set on fire and sent into enemy troops to try and startle the war elephants used at the time. The plan was that they would scare the elephants so they would panic and accidentally kill enemy soldiers.
-War could be considered the hardest of the harbingers due to overall damage. However, he is outclassed by Death for health
-War, like the other harbingers, has a unique death message:
--Player Name's war against the harbingers was ended...
Death
Appearence:
-A skeletal monster riding a skeletal horse. Both him and his horse are wearing black cloaks, similar to the usual grim reaper look. It has, unlike the other 3 harbingers, one of it's eyes visible with 1 red pupil.


Stats:
HP:
-45,000 Death On Horse
-65,000 Death
-30,000 Horse
Attack:
-85 Horse Melee
-80 Death Melee
-90 Scythe
-80 Cursed Flame
-70 Burning Earth
Defence:
-25 Death On Horse
-25 Death
-20 Horse

Attack Pattern:
-Death, like the other 3, begins mounted on his skeletal horse. It moves the same speed as Famine's horse or the Unicorn enemy but it can jump higher as well as having a special double jump to reach higher ground. Death will fire off scythe-shaped projectiles that gain momentum as they move, similarly to the demon scythe's projectiles. After taking a hefty 45,000 damage Phase 2 will begin. The horse will lose it's double jump but in return will leave a trail of purple flames as it runs that deal minor damage on contact (Burning Earth). Death will have a variety of attacks to use:
-It can charge at the player 3 times
-It can shoot a volley of scythes a few milliseconds apart, each one locking onto the player's location individually. It will fire between 8 and 12, depending on his health. They do not pass through blocks.
-It can fire an arc of 5 purple flame projectiles that riccochet off blocks
-It can fire an arc of 5 scythe projectiles that pass through blocks
-It can teleport around frantically, leaving purple flames wherever he goes. He will teleport 5-8 time before teleporting to 1 last spot (not leaving purple flames) and sending them all to the player's location. These pass through blocks.
-It can teleport to random locations, firing off a scythe wherever it teleports to. These will lock onto the player's location and fire off individually. Death will teleport 5-8 times before going back to his normal pattern. These scythes pass through blocks.
-Death will stay in place, letting out an echoing roar. As it does scythes will appear in random locations, all at least 30 blocks away from death, before moving in towards him. These will pass through blocks but upon reaching death will stop. Around 12 projectiles will be created when this attack is used.
Upon Death's defeat his horse will also be instantly defeated and the fight will be considered won, though this is not an easy task due to his high health and decent damage

Expert Mode:
Stats:
HP:
-50,000 Death On Horse
-75,000 Death
-9,999 Horse
Attack:
-100 Horse Melee
-110 Death Melee
-100 Scythe
-90 Cursed Flame
-75 Burning Earth
Defence:
-30 Death On Horse
-35 Death
-9,999 Horse

Attack Pattern:
-The first phase will remain the same other than stats
-The horse will become almost unkillable in death's 2nd phase, forcing the player to defeat death in order to defeat the horse.
-Death's attacks will become slightly more dangerous:
--It will charge 4-5 times at the player instead of just 3
--Summons 12-15 scythes rapidly instead of 8-12
--Fires 7 fires or scythes instead of just 5 for attacks 3 and 4
--It will teleport 8-10 times instead of 5-8 for it's teleportation attacks (5 and 6)
--The scythe projectiles will travel through death instead of despawning when making contact with him in attack 7. After passing through him they will lose their ability to travel through blocks, however.

Extra Notes:
-Death is arguably the hardest of the harbringers due to health but he is outclassed in terms of damage by war.
-Death's death messages will have a unique style:
--Player Name's death wish was answered by Death himself...
The Forbidden
Appearence: Wears black and dark grey with a strange red glow from some certain parts of it's cloak. It appears to have three seperate heads, each with glowing red eyes. There are also several orbs that assist him during the fight: A multi-coloured one in phase 1 which splits into red, yellow, green and blue ones in phase 2 and black, grey, purple and red ones in phases 3 and 4


Stats:
HP:
-25,000 (Rainbow Orb) (Phase 1)
-10,000 (Red Orb) (Phase 2)
-10,000 (Yellow Orb) (Phase 2)
-10,000 (Green Orb) (Phase 2)
-10,000 (Blue Orb) (Phase 2)
-37,500 (Forbidden) (Phase 2)
-Infinite (Orbs) (Phase 3)
-42,500 (Forbidden) (Phase 3)
-Infinite (Forbidden) (Phase 4)
-15,000 (Black Orb) (Phase 4)
-15,000 (Grey Orb) (Phase 4)
-15,000 (Crimson Orb) (Phase 4)
-15,000 (Corrupt Orb) (Phase 4)
Attack:
-50 Orb Melee (Phase 1)
-65 Red Orb Melee (Phase 2) (+On Fire! Debuff)
-70 Red Fireball (Phase 2) (+On Fire! Debuff)
-55 Yellow Orb Melee (Phase 2) (+Slowness Debuff)
-65 Yellow Lightning Strike (Phase 2) (+Slowness Debuff)
-45 Green Orb Melee (Phase 2) (+Poisoned Debuff)
-60 Green Thorn (Phase 2) (+Poisoned Debuff)
-50 Blue Orb Melee (Phase 2) (+Confused Debuff)
-65 Blue Bubble Cannon (Phase 2) (+Confused Debuff)
-90 Forbidden Melee (Phase 2/3)
-75 Shadow Ball (Phase 2/3)
-75 Black/Crimson/Corrupt Ball Melee (Phase 3/4)
-80 Black/Crimson/Corrupt Ball Special (Phase 3/4)
-65 Grey Ball Melee/Special (Phase 3/4) (+2 Random Debuffs per hit)
-100 Forbidden Melee (Phase 4)
-85 Shadow ball (Phase 4)
Defence:
-35 All Orbs
-40 Forbidden

Attacks:
-Phase 1:
--Only the rainbow orb is present. It uses a total of 8 different attacks based on the elements of the orbs it becomes:
---It can shoot an arc of 3 fireballs at the player
---It can launch a large fireball at the player that inflicts On Fire! for twice as long
---It can shoot a magnet sphere that fires small lightning balls at the player as it travels
---It can shoot a fast-moving lightning spear at the player
---It can create a shield of leaves to block attacks, each leaf having 500 health and stopping penetrating attacks
---It can summon thorns to attack the player, like the vilethorn, though with 4x the range
---It can spit a cloud of bubbles at the player of varying sizes, angles, speeds and times before popping
---It can create a ring of 8 bubbles around itself and fire them at the player
-Phase 2:
--The rainbow orb explodes, creating 4 elemental orbs and releasing the Forbidden
---The red orb uses rainbow orb's 1st and 2nd attacks
---The yellow orb uses rainbow orb's 3rd and 4th attacks
---The green orb uses rainbow orb's 5th and 6th attacks
---The blue orb uses rainbow orb's 7th and 8th attacks
----They stop attacking once they are destroyed
---The Forbidden can fire arcs of 5 shadow balls at the player
---The Forbidden charge at the player 3 times while cloaked in shadows and immune to damage
---The Forbidden can inflict the blackout debuff on all players for 30 seconds
---The Forbidden can shoot out 8 shots in all directions
-Phase 3:
--The 4 orbs explode and in their places the black, grey, crimson and corrupt orbs appear. Once again the Forbidden needs to be defeated to progress while the orbs are now immune to damage
---The Black Orb fires spherical, black projectiles in either arcs of 5, 8 all around itself or 3 directly at the player from different angles.
---The Grey Orb will fire shots of 4 horizontally/vertically and then diagonally. It may also occasionally summon 8 around itself and fire them individually at the player at high speed. All it's attacks cause 2 random debuffs each
---The Crimson Orb fires arcs of 4 crimson-red projectiles or occasionally small, yellow beams that cause the ichor debuff
---The Corrupt Orb is the same as the Crimson Orb except instead of a yellow beam it fires 3 bouncing green fireballs that inflict the cursed flames debuff
---Forbidden's attacks remain the same
-Phase 4:
--Forbidden becomes cloaked in shadows and the orbs become vulnerable. None of the attacks change, however.
Chaos Dragon
Chaos Dragon:
Appearence: A large dragon, similar to Garagon or Betsy, though with a colour scheme ranging from black to purple to a strange pinkish colour. It's body is always eminating purple and pink particles.

Summon: Equip the Chaos Dragon Charm and it will appear after 30 seconds. Each charm can summon it as many times as you want until you beat the Chaos Dragon, where that specific charm will not summon him anymore. The charm also allows the player to deal an extra 400% damage to him while equipped, which is compensated for by its massive health pool.

Stats:
Health: 500,000
Attack:
-85 (Melee)
-100 (Charge)
-95 (Shadowflame Breath)
-110 (Shadowflame Bolt)
-350 (Black Hole)
-105 (Empty Void)
-85 (Falling Stars) (Small)
-115 (Falling Stars) (Large)
Defence: 40

Debatably one of the strongest bosses in Terraria due to it's massive health pool and range of attacks at it's disposal. It's summon makes it annoying to fight too since you need to beat 4 other bosses first. When he spawns the sky turns black, even during the middle of the day.

Attacks: Flies around, using several different attacks. It can charge 3 times in a row, decreasing in visibility with each charge and then going back to normal after the third. It can spew a purple fire breath that causes the shadowflame debuff, either in a fashion like Betsy or a large cluster while staying still. It can also fire purple, flame-like projectiles at the player, either individually, in arcs of 3 or 5 or burst shots of between 3 and 8. It can also occasionally make large 'black holes' that pull players close and deal heavy damage, though only last 5 seconds each. It can also make smaller versions that do not pull you in that last 15 seconds (makes lots of these at once, not just 1 like the B.H.). Finally it can summon down falling stars, the small ones being destructable, fast and having lower damage and the big ones indestructable, slower and having heavier damage (they also all explode on destruction, whether it's the floor or players)

Drops:
-Gold Coin (100%) (x50)
-Chaos Sabre (25%) (x1)
-Chaos Bow (25%) (x1)
-Chaos Staff (25%) (x1)
-Chaos Scepter (25%) (x1)

Expert Mode:
Stats:
Health: 750,000
Attack:
-115 (Melee)
-140 (Charge)
-115 (Shadowflame Breath)
-145 (Shadowflame Bolt)
-800 (Black Hole)
-145 (Empty Void)
-115 (Falling Stars) (Small)
-160 (Falling Stars) (Large)
Defence: 55

The attacks are the same in expert, though he pulls them off a lot faster and sometimes in rapid succession. His visibility also decreases throughout the fight, being almost completely invisible (apart from the particles) at 45,000 health.

Extra Notes:
-The sprite looks like Garagon since I can't do large sprites very well and making a mess of a 2nd dragon would be insulting to dragons.
-Chaos Dragon has a 1-shot attack in expert mode due to the massive damage increase of the Black Hole move, being over double the original damage of 350.
--It can be survived however, using high-level armor, warding accessories, lifeforce potions and potentially the other 2 HP-increasing accessories.
-Unequipping the Chaos Dragon Charm before he appears or during the fight is not suggested since the +400% damage from all weapons against him is very useful to have.
--You can do, if you really want to, but the fight becomes a heck of a lot harder (Non-charm normal is harder than expert mode with the charm)
Corrupted Eye
Corrupted Eye

Appearence: Looks somewhat like the EoC, though has some of its colours mirrored. The only exceptions being a red outside and a green inside to its pupil.

Stats:
HP:
-120,000 (Phase 1)
-85,000/120,000 (Phase 2)
-50,000/120,000 (Phase 3)
Attack:
-80 Melee (Phase 1)
-70 Fireball (Phase 1)
-85 Melee (Phase 2)
-73 Fireball (Phase 2)
-91 Melee (Phase 3)
-77 Fireball (Phase 3)
Defence:
-35 (Phase 1)
-32 (Phase 2)
-28 (Phase 3)

Attacks:
Flies near to the player, occasionally performing a string of rapid charges at them or firing 3 fireballs that ricochet off of any surfaces they come into contact in. The fireballs are black and inflict the Cursed Flames debuff.

After being damaged it begins to crack and its pupil seems to begin melting. Its attacks become more rapid and damaging, but its defence drops slightly.

Attacks:
Remain mostly the same as in Phase 1, but it will charge more often and fires fireballs more often as well. It will also occasionally spin around, firing fireballs that are affected by gravity and richcoet, like the Flower of Fire's.

After another lot of damage it shows more cracks and more damage to its pupil, as well as gaining a pulsating aura around itself.

Attacks:
Attacks become more frantic, but it doesn't gain any new ones.
:P (Joke Boss)
Appearence:
A large, light grey, spherical face with 2 line-like eyes and an emotionless mouth with a tounge sticking out, like the :P text face.


Summon:
-Use the broken text box, an item sold by the Tomato NPC on April 1st (April fools day). The item can be used on any day at any time. Changing your PC's clock to April 1st can be used to get the item at any other time in the year, though it is technically cheating.

Stats:
HP: 100,000
Attack:
-80 Melee
-75 ;P Minions melee
-85 >:( Chasing projectile
-80 :( Projectile
-85 :) Projectile
-100 >:) Projectile
Defence: 40

Attack Pattern:
:P will fly around near to the player for the entirety of the fight, occasionally firing sad-faced projectiles. Sometimes it will summon 1-2 ;P minions to orbit :P and absorb damage as meat shields. It sometimes uses a special attack:
-Can summon an angry projectile that chases the player until destroyed (1000 HP, 25 defence)
-Can fire a large volley of sad-faced projectiles at the player
-Can fire a burst of 3 >:) shots in an arc at the player
-Can fire large amounts of sad-faced projectiles out randomly in all directions, each moving at random speeds
-Can create smiling projectiles. It creates 2 at a time, 1 above the player and 1 to the right of the player. Both of them will fly at the player's location, crossing through eachother on the way. It will use this attack 4-8 times before trying to use another attack.

Expert Mode:
Stats:
HP: 135,000
Attack:
-100 Melee
-90 ;P Minions melee
-100 >:( Chasing projectile
-90 :( Projectile
-100 :) Projectile
-120 >:) Projectile
Defence: 45

Attack Pattern:
-All his attacks will be slightly faster
-Summons 3-4 ;P minions instead of just 1-2
-Fires 5-10 of the smiley projectiles

Extra Notes:
-It's music would be a 16-bit rendition of another track in a SMW-style (using SNES-like sounds)
Oblivion (Secret Boss)
Appearence:
A large, grey, round monster. It has 2 large holes in it's body, 1 appearing to be for it's eye and the other a 'mouth'. It's body seems partially melted, with large parts of it's body seemingly melted over the 2 holes. It's eye appears to be little more than a red ring.
(A decent-ish pic of what Oblivion would look like, though less shaded or detailed)

Summon:
-The secret final boss of the hardest arena, battled after defeating Terraria's most powerful foes (Harpy Princess, Duke Fishron, ???, Moon Lord, Etc.). There is no way of summoning him without having to defeat all of the other end-game bosses in the arena first. Upon it's spawn all other foes will instantly take 999,999 damage (killing them) and enemy statues will stop working, stopping AFK farms from working properly.

Stats: (Expert Mode Stats in Brackets)
HP:
-Invincible (Phase 1) (Immoble Phase)
-Invincible (Phase 2) (Ball'n'Chain Phase)
-35,000 (50,000) (Phase 3) (Crystal Phase)
-50,000 (65,000) (Phase 4) (Attacking Phase)
-45,000 (60,000) (Phase 5) (Summoner Phase)
-150,000 (200,000) (Phase 6) (Shapeshifter Phase)
-65,000 (80,000) (Phase 7) (Attacking Phase 2)
-45,000 (65,000) (Phase 8) (Harbinger Phase)
-50,000 (65,000) (Phase 9) (Bullet-Hell Phase)
-20,000 (30,000) (Phase 10) (Finish-Off Phase)
Total: 460,000! (615,000!!)
Attack:
-Phase 1:
--115 (130) Melee
--100 (115) Chaos Ball
-Phase 2:
--120 (135) Melee
-Phase 3:
--110 (125) Melee
--75 (90) Laser
--90 (105) Red Crystal Laser
--70 (85) Orange Gel Ball
--95 (120) Yellow Twin Lightning
--80 (100) Yellow Single Lightning
--85 (105) Green Fire
--100 (120) Blue Bolt
--85 (100) Purple Triple-Shot
--80 (95) Pink Homing Blast
-Phase 4:
--110 (130) Melee
--85 (100) Shadowflame Ball
--50 (65) Shadowchain Dagger
--9,999 (9,999) Consumed
--120 (145) Chaos Ball Melee
--80 (95) Chaos Ball Projectile
--90 (105) Dark Thunder
--75 (85) Grey Colourless Blast
--90 (100) Black Colourless Blast
--135 (160) Shadow Charge
-Phase 5:
--120 (145) Melee
-Phase 6:
--EoC:
---105 (125) Melee
---115 (130) Charge Melee
--EoW:
---120 (145) Head Melee
---75 (90) Body Melee
--BoC:
---115 (130) Melee
--King Slime:
---100 (120) Melee
--Skeletron:
---135 (150) Head Melee (Headspin)
--Queen Bee:
---100 (120) Melee
---80 (95) Shadowflame Stinger
--Destroyer:
---115 (130) Head Melee
---80 (100) Body Melee
---75 (90) Laser Barrage
--Twins:
---105 (125) Spazmatism Melee
---100 (120) Spazmatism Fireball
---95 (115) Retanazer Melee
---85 (100) Retanazer Laser
--Skeletron Prime:
---100 (120) Head Melee
---110 (130) Saw Melee
---105 (125) Vice Melee
---80 (95) Laser Laser
---70 (85) Laser Melee
---120 (145) Cannon Cannonball
---75 (90) Cannon Melee
--Plantera:
---100 (120) Melee
---105 (125) Spiky Ball
---80 (95) Seed
---90 (105) Green Seed
--Golem:
---100 (120) Melee
---110 (135) Golem Punch
---90 (105) Laser
---75 (85) Fireball
--Duke Fishron:
---110 (130) Melee
---100 (120) Bubble
---105 (Sharknado (And Sharkrons))
-Phase 7:
--105 (125) Melee
--80 (95) Shadow Laser
--450 (600) Oblivion Cannon
--90 (105) Shadow Sphere
-Phase 8:
--100 (120) Melee
--85 (100) Shadow Bolt
-Phase 9:
--100 (120) Melee
--85 (100) Shadow Bolt
--105 (125) Chaos Bolt
-Phase 10:
--95 (115) Melee
Defence:
-Infinite (Phases 1 & 2)
-50 (Phases 3, 4, 5, 6, 7, 8, 9 & 10)

Attack Pattern/Phases:
Phase 1:
-Oblivion appears as little more than a grey sphere with 4 small, black, spherical monsters rotating around it, called 'Servants of Oblivion'. The 4 Servants of Oblivion need to be defeated in order for the fight to progress. These ones are immune to knockback, remaining around Oblivion, firing lasers at the player. The speed that they fire their lasers increases the lower their health is, making taking them down 1 at a time a smart idea. Shields made of blocks can also nullify this phase entirely with the right weapons, like the TSOTA, Daedellus Stormbow, Lunar Flare, etc.

Phase 2:
-In this phase Oblivion remains dormant, instead having 4 more Servants of Oblivion chained to it. These SoO will pull Oblivion along, slowly chasing the player while attacking them with lasers that can go through walls. They speed up, pulling faster, the lower their health gets. The less of them there are the slower Oblivion is pulled along. After the 4 SoO are defeated it's 3rd phase will begin.

Phase 3:
-In this phase Oblivion will open it's eye and summon a rainbow of crystals to orbit around it. During this phase it will fly slowly towards the player, firing lasers. The lasers will hit the crystals, making them fire their own, unique lasers at the player, each with varying effects. The red laser pierces through walls but otherwise has few special properties, the orange ball explodes in a large radius, inflicting a random assortment of debuffs onto players hit. The yellow lightning will travel along until hitting a block where it splits into two seperate bits of lightning. They will both be attatched to the block, going different ways around the blocks for ~200 blocks before fading. The green crystal shoots out a stream of fire that causes the cursed inferno debuff, like Spazmatism's flamethrower attack. The blue bolt moves slower than the other lasers and cannot pierce walls but they have a large explosion radius and deal major damage. Purple crystals simply fire 3 lasers in an arc instead of 1. Finally the pink, homing blasts will chase the player for up to 100 blocks before vanishing, travelling through blocks to reach it's desired target.
Oblivion (Continued)
Phase 4:
-Oblivion will become a lot more mobile in this phase, often moving off the screen as it moves. It has a variety of attacks to use: It can fire balls of shadows at foes in varying patterns, like an arc of 3, an arc of 5, a rapid-fire line of 5 or a large blast of 32 outwards in all directions. These attacks pass through walls. It can also shoot a large, chain-knife like projectile at all the players in a game, pulling them all slowly towards Oblivion's gaping mouth. These chains need to take 2,000 damage to be destroyed, otherwise the chain will pull players into Oblivion's mouth, dealing 9,999 damage. Luckily this attack is telegraphed by a loud roar, signaling the player to get as far away as possible for the best chance of survival. Minions will all automatically target the chain if using summons. It can also summon a large, slow-moving ball of shadows that goes through blocks and pierces players until it has gone 200 blocks. As it travels it will fire projectiles at nearby players, similarly to the magnet sphere. Oblivion can also fly above the player, creating 3-8 of the balls of shadows. They will hang in the air before suddenly exploding, dropping down large bolts of lightning below them, going through platforms but not blocks, dealing high damage. Oblivion can also cloak himself in shadows and charge at the player 1-5 times, dealing high contact damage. Finally Oblivion can vanish, causing grey and black spheres to fall from the sky at varying angles. The black ones being rarer and slower-falling while the grey ones deal less damage but are faster and more common. After 5-10 seconds Oblivion will re-appear and continue the fight.

Phase 5:
-Oblivion's red eye vanishes into it's body, leaving it looking like an empty husk. Oblivion will now fly around slowly, occasionally teleporting, summoning enemies often. Servants of Oblivion will sometimes fly out of it's eye socket at irregular intervals. Oblivion Slimes may also fall out of it's mouth occasionally, though less often then the SoO. Sometimes Oblivion will stop, letting out a powerful roar while large swarms of SoO and Oblivion Slimes fly out of it's mouth.

Phase 6:
In this phase Oblivion will begin transforming into classic terraria bosses, changing every ~10 seconds into another form.
-Eye Of Cthulhu Form:
--It will fly around, spawning 2-4 SoO before charging quickly 3 times at the player.
-Eater Of Worlds Form:
--It will not split up, instead being incredibly fast and aggressive, making it hard to dodge in smaller arenas. All of it's body can be attacked but any parts other than it's head have a 90% damage resistance, making a lot of attacks that could of otherwise dealt colossal damage deal next to nothing. This also forces players to attack the head and not the body.
-Brain Of Cthulhu Form:
--It will fly at the player, attempting to ram them. It has more knockback resistance than the real BoC but is still affected by it. It does not spawn SoO strangely, despite being an appropriate boss to do so
-Skeletron Form:
--It will fly quickly at the player at the speed of it's expert-mode form. There is no damage reduction nor does Skeletron's head have any hands.
-King Slime Form:
--It hops quickly towards the player, occasionally spawning Oblivion Slimes upon taking damage. It has a higher max. jump height than the normal king slime, potentially jumping up to 100 blocks, making it an unpredictable threat
-Queen Bee Form:
--It's attacks are idental to the normal Queen Bee's, except it does not have a summoning phase like the Queen Bee does, though this does mean more stingers to dodge.
-Skeletron Prime Form:
--Identical to normal Skeletron Prime, except for stats and appearence
-Twins Form:
--Spazmatism is Oblivion, being identical attack-wise to Spazmatism's first form. Retanazer appears to be a large version of a Servant of Oblivion, having 90% damage resistance like the EoW's body segments. It's attacks are the same as retanaser's first form as well, except stat-wise.
-Destroyer Form:
--It's head is vulnerable while the rest of it's body has 90% damage resistance. Attacking the body makes it fire flurries of lasers but it will still attack even if not provoked first.
-Plantera Form:
--Identical to Plantera's first form attack-wise. It's stats and appearence are slightly different, however
-Golem Form:
--Almost identical to Golem, except with a few changes. Firstly both of it's fists are invulnerable and secondly it fires lasers and fireballs even if it hasn't taken damage, not having to rely on being at half health like Golem normally does
Duke Fishron Form:
--Identical fo Duke Fishron except for stats and appearence

Phase 7:
-It moves similarly to it's 4th Phase, flying around rapidly. It's attacks are different, however. Firstly it relies a lot more or lasers. It can create arcs of 3, 5, 7 or 8 lasers that go through walls, create a laser that bounces off of walls that persists for ~2000 blocks which can be annoying in small arenas, fire a swirl of lasers outwards in all directions, going around itself 3 times, which can be hard to dodge. It can also fire a burst of shots outwards in all directions that don't travel through blocks or it can fire a large flurry of lasers in 1 general direction that go through blocks that can be a problem if the player is caught off-guard. Oblivion can also charge up a powerful laser for 5 seconds before firing it upwards while not moving, Oblivion will then slowly sent the beam downwards in whatever direction the player was in when it was charged up, dealing colossal damage. The beam stops when it has traveled 180 degrees. Finally it can create spheres that can appear in seemingly random places that fire 1-3 lasers at the player before vanishing or create ones that will fire bursts of shots either horizontally or vertically depending on the formation.

Phase 8:
-Oblivion will fly around, firing shadow balls at the player that go through walls. After taking 20,000 damage it will spawn 1 of the 4 harbringers in the order Famine, Pestillence, War and Death. While they are active Oblivion will vanish, only re-appearing after the foe is defeated. After all 4 have been spawned it will continue firing orbs until running out of health again and moving onto it's 9th phase.

Phase 9:
-Oblivion will begin making incledibly complex patterns of shadow bolts that the player will have to dodge with percision. Sometimes larger, slower, more damaging bolts will also be fired, often making it even harder to dodge the patterns. All the attacks in this phase go through blocks but not players.

Phase 10:
-Oblivion, in a desperate, last-ditch attempt to defeat the player, will begin teleporting and ramming into the player, similar to Duke Fishron's expert-mode 3rd phase, though without the vanishing. After this phase is defeated the fight is over.

The Fight's End:
-Oblivion begins exploding, letting out powerful roars. As it does any of it's surviving minions will vanish. Oblivion will then begin cracking as the screen slowly fades to white. Eventually the whole screen will be bright white before going back to normal. Oblivion will have vanished when this has happened, as well as the world's Crimson, Corruption, Infection* and Hallow, leaving the world entirely purified.

Extra Notes:
-There is no difference between its normal form's attacks and its expert form's attacks except damage
-Defeating this boss will instantly purify the world, making it the only other boss to change the world other than the WoF
-As all foes are instantly killed upon it's spawn AFK farms do not work against this boss sadly
Oblivion (Continued 2)
Enemies:
Servant Of Oblivion
-HP: 12,500 (20,000) (Phase 1 and 2) 2,000 (2,400) (Summons)
-Attack: 85 (100) Melee
--80 (95) Chaos Ball
-Defence: 45 (60)
-Flies around, being able to fire balls of energy at the player occasionally

Oblivion Slime
-HP: 1,750 (2,000)
-Attack: 90 (105) Melee
-Defence: 35 (50)
-A white slime with a max jump height of 20 blocks

Drops:
Platinum Coin (100%) x50
Purity Seed (100%) x1
Events:
Anything past this point will be an event. Summons for events, when they end, individual enemies, waves, wave progress points and more will be explained for each event individually
Tomato Armies
Summon: Right-Click with the Tomato Flag (Left click places it)
Waves: 20
Difficulty: End/Post-Game
Ends: 'Lives' go to 0. 2 Lives are given for the first three players and 1 more for every other person. (Eg. 5 Players = 8 lives). Lives are lost when any of the players die, even if it was not one of the event monsters that killed them.

Enemies: (Brackets = Expert Mode)

Tomato:
HP: 750 (850)
Attack: 65 (85)
Defence: 30 (40)
Info: They hop lightly across the ground after you. The height of their hops is around 1 block but as they are only 2 blocks tall they can still make it through doors without being slowed down by catching on an edge. They aren't particularly dangerous due to their fairly average damage and defence but their high health and max. 10-block jump height can catch players off-guard. They do not damage critters or NPCs and NPCs do not attack them back either.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 1
Drops:
Silver Coin - x10/12
Tomatoes - 100% - x2/3
To-Mask-To - 0.01% - x1

Tomato Warrior:
HP: 1000 (1150)
Attack: 70 (90)
Defence: 50 (80)
Info: They closely follow the Fighter AI type, like that of a zombie. They move slightly slower than a player but compensate with higher damage, defence and health than the normal tomatoes. They have a jump height of around 4 blocks, slightly less than a player, so making a 5-block high wall will keep you safe from them (though not the other tomatoes). They are able to open doors both ways like NPCs can and like the tomatoes do not attack critters or NPCs nor do the NPCs attack them. In expert mode instead of being given a large health boost they are instead given an extra 30 defence, making them harder to damage
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 1
Drops:
Silver Coin - x15/18
Tomatoes - 100% - x2/3
To-Mask-To - 0.025% - x1
Tomato Breastplate - 2% - x1
Tomato Leggings - 2% - x1
Tomato Blade - 1% - 1

Big Red Slime/Tomato Rider:
HP: 1,200 (1850)
Attack: 50 (65) Melee
80 (115) Bounce
Defence: 5 (10)
Info: They bounce along every second, covering slightly more ground as a normal player walking. Their hops as they do this are automatically 3 blocks high, making it impossible for this 4-block wall enemy to make it through normal doors. When near a player they have the same horizontal movement speed but they can jump up to a maximum height of 20 blocks, attempting to land on the player for very high damage. This attack works like a normal slime mounts meaning they can chain-bounce on unprepared players, dealing a volley of high-damage attacks. Like the other tomatoes so far NPCs ignore them and they ignore the NPCs and critters as well. These enemies are very easily countered by either 3-block doorways or roofs. Their riders are also considered seperate entities, meaning that defeating the rider will not defeat the mount and defeating the mount will still leave behind a normal tomato.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 2
Drops:
Silver Coin - x12/15
Tomato - 100% - x1/2
To-Mask-to - 0.02% - x1
Red Slime Saddle - 1% - x1

To-Mage-to:
HP: 750 (900)
Attack: 80 (95) Melee
100 (120) Magic Sphere
125 (145) Magic Blast
Info: This enemy follows a simple pattern: It will teleport somewhere within a 30-block radius of a player, rapidly fire off 5 magic spheres (takes about 3 seconds to do this, all of them have very slight homing) before firing 1 large, slow-moving magic sphere called the magic blast. The magic spheres pass through walls and can be destroyed by attacks but the blast has to hit either a wall or a player. Their attacks are not interrupted by player attacks like most other magic enemies.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 4
Drops:
Silver Coin - x50/65
Tomato - 100% - x3/4
To-Mask-to - 0.065% - x1
Tomatome - 5% - x1
Tomato Armies (Continued)
Tomarcher:
HP: 700 (850)
Attack: 50 (70) Melee
85 (100) Arrow
Defence: 50 (70)
Info: A rather slow foe with the same jump height as the tomato warriors. They make up for this however by using a powerful bow that deals very high damage. They behave identically to the goblin archer and the skeleton archer.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 4
Drops:
Silver Coin - x45/60
Tomato - 100% - x2/3
To-Mask-to - 0.05% - x1
Bowmato - 5% - x1

King Tomato:
HP: 27,500 (40,000)
Attack: 90 (115) Melee
85 (100) Toma-Throw
Defence: 65 (85)
Info: One of the more boss-like bosses in the event, the king tomato is actually very dangerous when first ecountered. He is about as fast as the tomarchers, being around 75% of a walking player's speed, while also having a player's jump height. He not only has high melee damage but can also throw 2-3 tomato projectiles that bounce like the flower of fire's projectiles, only stopping upon hitting a player or bouncing 6 times. These projectiles are especially a problem in enclosed spaces due to them being harder to dodge but can also be dangerous in open areas as they may last a lot longer. Only 1 king tomato can be active at a time. There is often a 5-10 second gap after he is defeated before another can spawn.
Defeat Type: Falls over backwards before using a magic mirror to teleport away
First Wave: 10
Drops:
Gold Coin - x10/12
Tomato - 100% - x10-12
To-Mask-to - 5% - x1
To-Mace-to - 10%
Tomato Staff - 10%
King's Crown - 5%
King Tomato Trophy - 10%

Candy Cleric:
HP: 20,000 (30,000)
Attack: 65 (80)
Defence: 50 (70)
Info: One of the few people in the event who isn't a tomato, CC is still a very powerful foe. Though she has not got any other way of dealing damage than hitting people with an oversized lollipop she has got 1 very special ability that can render a lot of things almost harmless to her and her allies: If she is not damaged by a player or a player's summon for 5 seconds she can begin healing herself and her nearby teammates 1,000 HP ever 3 seconds, rendering some AFK farms almost useless against them! In some ways she is similar to the king tomato, like her jump height, movement speed, amount allowed at once (1) and even her first appearence in the wave: She even has the same 5-10 second delay before she can spawn in again after being defeated. She is also the only enemy in the event not able to drop the To-Mask-to or tomatoes.
Defeat Type: Falls over backwards before using a magic mirror to teleport away
First Wave: 10
Drops:
Gold Coin - x8/10
Lollipop Mace - 8.5% - x1
Heart Hat - 10% - x1
Candy Cloak - 10% - x1
Candy Shoes - 10% - x1
Candy Cleric Trophy - 10% - x1

Shieldmato:
HP: 750
Attack: 60 (80)
Defence: 250 (400) Front
35 (50) Back
Info: While it is slightly slower than a normal tomato and has less defence it's shield allows it to recieve insane amounts of damage from the front. The shield also stops piercing attacks like the meowmere's projectiles and luminite bullets. In expert mode the shield is so strong meowmere attacks, without boosts, do 1 damage from the front. Luckily, however, it takes 3 seconds for this tomato to turn around so it isn't too hard to defeat if you work around this.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 7
Silver Coin - x15/20
Tomato - 100% - x3/4
To-Mask-to - 0.045% - x1
Tomato Shield - 10% - x1

Jetomato:
HP: 20,000 (28,500)
Attack: 85 (100) Melee
90 (110) Bomb
120 (150) Flame Charge
85 (110) Homing Missile
Defence: 60 (75)
Info: This boss is not only the smallest boss in terraria but is also one of the fastest and most evasive. It's attack cycle consists of it charging 3 times at the player then dropping 4 bombs down on the player, following them from above. Eventually, after reaching half health it will begin a second phase. The new pattern consists of it charging across the screen horizontally towards the player 4 times in rapid succession, dropping down 5 bombs rapidly onto the player from above, charging at the player while cloaked in fire and then finally firing 4 missiles at the player that can be destroyed in the player, each having 200 health. Luckily only 2 can be active at a time so they cannot fill the screen in later waves.
Defeat Type: Explodes, then slowly flies upwards, his jetpack smoking and visor cracked
First Wave: 12
Drops:
Gold Coin - x6/8
Tomato - 100% - x8/10
To-Mask-to - 1% - x1
Airborne Helmet - 5% - x1
Red Rocket Jetpack - 5% - x1
Jetomato Trophy - 10% - x1

Tomimic:
HP: 6,500 (8,750)
Attack: 70 (100)
Defence: 65 (90)
Info: This rare enemy has a slim chance of appearing during this event from wave 5 and onwards. It's attack pattern is the same as a hallowed, crimson or corrupt mimic. It is a good source of health, providing 500-800 health upon it's defeat. This is good for the later waves where a lot of powerful, dangerous enemies begin spawning. This is also one of the few enemies that can attack critters and NPCs in the event.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 5
Drops:
Gold Coin - x20/25
Heart - 100% - x25/40
To-Mask-to - 5% - x1

Tomato Copter:
HP: 2,000 (3,250)
Attack: 80 (95) Melee
85 (110) Laser
Defence: 65 (85)
Info: Flies up to players and fires lasers at them. The lasers riccochet off of up to 3 walls and it can pierce up to 5 players. It is able to pass through blocks if the player gets far enough away. Upon the helicopter's defeat the tomato pilot will act like a normal tomato enemy.
Defeat Type: Helicopter explodes
First Wave: 9
Drops:
Silver Coin - x80/100
Tomato - 100% - x2/3
To-Mask-to - 0.05% - x1
Laser Pistol - 5% - x1
Helicopter Control Device - 5% - x1
Tomato Armies (Continued 2)
Tomengineer:
HP: 1,000 (1,250)
Attack: 65 (80)
Defence: 55 (80)
Info: This slow-moving tomato has a special ability: It is able to not only teleport itself around but can also build teleporters into places. This can be dangerous if an AFK farm is used as it is possible for them to build teleporters around the traps or even to the player directly if they are barricaded in somewhere. The teleporters cannot be destroyed but despawn once the event is over. Luckily these foes are somewhat rare but spawn more often if the player does not move very far specifically to deal with AFK farm users. 2 Teleporter entrances and exits can be built by 1 engineer, if they try to build another the oldest one will vanish.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 10
Drops:
Silver Coin - x65/75
Tomato - 100% - x5/6
To-Mask-to - 0.085% - x1
Green Engineer's Helmet - 5% - x1
Electro-Pulse Cannon - 5% - x1

U.T.O.:
HP: 1,200 (1,500)
Attack: 70 (85) Melee
85 (105) Red Laser
150 (200) Green Laser
Defence: 60 (75)
Info: Similarly to the tomato copter this is a flying, laser-firing enemy that can fly through blocks. It can fire 2 different types of lasers. The first is a small, fast, red laser aimed at the player and the second is a large, green deathray from it's base.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 8
Drops:
Silver Coin - x80/95
Tomato - 100% - x2/3
To-Mask-to - 0.085% - x1
Lasernator - 5% - x1
Extratomarrestrial Staff - 5% - x1

Tominja:
HP: 450 (550)
Attack: 65 (80) Melee
75 (85) Shuriken
150 (250) Assassin Strike
Defence: 30 (40)
Info: These tomatoes will appear in a cloud of smoke horizontally to the player about 5 blocks away from them. They will suddenly dash forwards and deal massive damage to the player if they do not change their horizontal location within 2 seconds. If they do it will throw 3 shurikens at the player before vanishing again and repeating the cycle.
Defeat Type: Disappear into a cloud of shadows instead of exploding into gibs
First Wave: 9
Drops:
Silver Coin - x45/50
Tomato - 100% - x2
To-Mask-to - 0.05% - x1
Shadow Shuriken - 5% - x1
Tomato Slicer - 5% - x1

Wyvern Rider:
HP: 20,000 (28,500)
Attack: 100 (120) Head Melee
75 (90) Body Melee
Defence: 35 (50) Head
50 (70) Body
Info: A fast-flying wyvern enemy. They spawn more frequently if the player is above 250 blocks above-ground. They will still spawn below this level but not as often.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 13
Drops:
Gold Coin - x2/3
Tomato - 100% - x5/6
To-Mask-to - 1% - x1
Tomato Claymore - 5% - x1
Tomato Wings - 5% - x1
Wyvern Rider Trophy - 10% - x1

Worm Rider:
HP: 25,000 (45,000)
Attack: 120 (150) Head Melee
55 (80) Body Melee
Defence: 50 (65)
Info: A fast, aggressive worm enemy that spawns more often below-ground. They do spawn above-ground but not nearly as often. It is a lot faster and more agile than other worm enemies, being able to fully burrow in only a couple of seconds starting completely above-ground.
Defeat Type: Tomato rider *Poof*-s while the worm explodes into gibs
First Wave: 11
Drops:
Gold Coin - x2/3
Tomato - 100% - x5/6
To-Mask-to - 1% - x1
Tomato Sabre - 5% - x1
Worm Saddle - 5% - x1
Worm Rider Trophy - 10% - x1

Executomato:
HP: 12,500 (14,500)
Attack: 120 (145) Melee
2,500 (3,500) Axe Swing
Defence: 100 (120)
Info: A larger version of the tomaladins wielding a large axe. It does not throw hammers like the tomaladins, instead going up to players and beginning a slow cycle of swinging it's axe. Whatever is under the axe after the 3-second swing will take the full 2,500 damage, killing almost any player in a single hit, making them very dangerous enemies to not keep an eye on.
Defeat Type: Magical *Poof* instead of exploding into gibs with a wind-like sound accompanying it, like the dungeon paladin and the tomaladin
First Wave: 12
Drops:
Gold Coin - x2/3
-All other drops the same as the Tomaladin-
Tomato Armies (Continued 3)
Tomonster Rider/Tomonster:
HP:
-45,000 (65,000) Tomonster
-1000 (1,250) Rider
Attack:
-100 (125) Melee
-115 (140) Strike
-125 (150) Charge
-110 (135) Stomp
-115 (140) Bait Chase
-85 (100) Boulder Throw
-15 (20) Bait Throw
-45 (50) Rider Roll
Defence:
-60 Rider
-65 Tomonster
Info: This large, monsterous tomato-like creature and it's apparently brave rider are a powerful force to be reckoned with among the tomarmies. It's attack cycle consists of it charging at the player with a delayed stop, making it hit players with it's large body often. If the player is too high up it will jump up to their level, going through blocks: It will also do this if there is a wall between it and the player, ignoring roofs if they are too low. If it is close to players it will quickly swipe with it's large claws. It may also dig it's claws into the floor and throw out 2-4 large boulders that deal less damage than the normal trap boulders, though still doing a lot of damage. The rider may also sometimes try to throw bait at the player which, if it hits, will make the Tomonster go crazy until it makes contact with the player or the player waits 20 seconds for the bait to fall off. During this time it will do more damage and is a lot faster and has more frequent attacks, as well as not stopping to slash. If the Tomonster is defeated while the rider is alive the rider will be thrown off and roll towards the player with no control, *poof*-ing upon hitting a wall or becoming a normal tomato if it hits the player. If the rider is defeated first (which is common due to it's much lower health) the tomonster will become angry, making it faster and able to deal a lot more damage, not to mention attacking a lot faster. Only 1 tomonster can be in-game at once
Defeat Type: Magical *Poof*, like other tomatoes, for both the monster and rider
First Wave: 15
Drops:
Gold Coin - x10/12
To-Mask-to - 3.75% - x1
Tomato - 100% - x10/12
Tomonster Claw - 10% - x1
Seed Spitter - 10% - x1
Baby Belch - 10% - x1
Tomato Spear - 10% - x1
Dryad's Ring - 10% - x1
Tomonster's Bottled Roar - 10% - x1
Tomonster Saddle - 10% - x1
Susupcious Looking Tomato - 5% - x1
Tomatoifier - 5% - x1
Super Sandwich - 50% - x3/4
Monster Bait - 50% - x6/8
Tomonster Mask - 10% - x1
Tomonster Trophy - 10% - x1

Tomato Mech:
HP: 75,000 (100,000)
Attack:
-80 (100) Melee
-75 (90) Lasers
-85 (110) Rocket Barrage
-120 (150) Deathray
-90 (115) Arm Thrash
-100 (120) Charge
-120 (145) Lightning Charge
-105 (125) Charge Cannon
-75 (90) Superloud Speaker
Defence: 60 (75)
Info: The last enemy to appear in the tomarmy, as well as arguably being the strongest, the tomato mech is a powerful and deadly force to be reckoned with. While only 1 can be in-game at one is enough. It attacks in numerous ways. One is by charging into players, another by charging to their location and then trying to swat them with large, mechanical arms or by using one of it's many special moves. Firstly it can fire a barrage of lasers from it's arms with a spin-up similar to the laser machinegun, this can be blocked from behind a wall luckily. It can also fire a large barrage of rockets with bomb-like explosion radiuses, forcing players to have thick walls to avoid damage when hiding. It can fire a large, hadouken-like projectile at the player that passes through up to 10 blocks or 3 players before exploding. It can also fire a large deathray that doesn't pierce blocks that does major damage. It can also shoot a flurry of notes from a speaker that pass through blocks while all moving at different speeds and angles or all being in neat, fast-moving pillars directly at the player. It can also charge at the player while cloaked in an electrical shield, increasing it's damage. It's charges pass through blocks but it can also pass through them manually if it needs to reach the player. This, along with the other various foes in the wave, make this robot a tough cookie to crumble, especially in expert mode.
Defeat type: Explodes violently, the tomato controlling it being sent flying (Unique)
First Wave: 16
Drops:
Gold Coin - x10/12
To-Mask-to - 5% - x1
Tomato - 100% - x12/15
Dart Cannon - 10% - x1
Heavy Metal Guitar - 10% - x1
Heavy Metal Hamdrax - 10% - x1
Laser Arm Cannon - 10% - x1
Pulse Magnet Pulveriser - 10% - x1
Laser Scorcher - 10% - x1
UTO Mask - 10% - x1
Megalodon - 10% - x1
Tomato Mech Mask - 10% - x1
Tomato Mech Trophy - 10% - x1

Tomantha:
HP: 10,000 (14,500)
Attack:
-80 (95) Melee
-110 (125) Red Sphere
-95 (110) Tomato
-145 (180) Nebula Blast
Defence: 30 (45)
Info: Tomantha is a rare enemy that appears during the Tomato army event. She is a mage who teleports around after attacking or taking damage which, when combined with her high health, makes her hard to defeat. She has three main attacks: She can fire rapid red projectiles at the player that deal high damage and pass through walls, it can fire a burst of 3 bouncing tomato-like projectiles that cannot pass through walls but can bounce like the flower of fire's projectiles and finally can fire off a large, slower-moving orb that passes through walls and deals very high damage.
First Wave: 10
Drops:
--All Same as To-Mage-to except the drop chances are doubled--

Tomoldier:
HP: 15,000 (18,500)
Attack:
-85 (100) Melee
-100 (125) Rocket
-90 (115) Rocket Flurry
-150 (200) Rocket Jump
-90 (110) Shovel
Defence: 60 (80)
Info: These slow-moving enemies are rarely found in wave 8, but become more common as the waves progress. They have 3 types of main attack and 1 more for support. Firstly they can melee close-by players by hitting them with a mildly damaged shovel which can inflict the Confused debuff. They can also fire rockets at players if they are out of reach which do not follow the player but have a high explosion radius when they hit something. They can also fire 4-8 of these rockets rapidly, though they are all at random angles and deal less damage than single ones. Finally if the player is too high up they can perform a rocket jump by charging their rocket launchers, pointing them at the ground and firing, sending them rocketing through the air. This attack is not cancelled even when players change their altitudes meaning that players could be hit by them, though it is unlikely. Only the initial rocket jump explosion does the damage, the Tomoldier only does melee damage if hit while he jumps.
First Wave: 8
Drops:
--All Same as the Tomato Captain except the drop chances are 1.2x--
Tomato Armies (Continued 4)
Tomato Captain:
HP: 8,500 (12,500)
Attack: 55 (70)
Defence: 50 (65)
Info: This slow-moving, bandana-wearing, flag-flying tomato is the first boss-style enemy in the event. It has no particularly noteworthy qualities other then being slow, having a lower jump height and having more HP stat-wise. However this tomato has a special ability: any other enemies around it will gain another 20 defence, including the captain itself (meaning it really has 70 defence and 85 in expert mode). This makes defeating it and it's allies a lot harder while it's alive. Up to 4 can be active at once but luckily their boosts do not stack with eachother.
Defeat Type: Magical *Poof* instead of exploding into gibs
First Wave: 4
Drops:
Gold Coin - x1
Tomato - 100% - x3/5
To-Mask-to - 0.1% - x1
Tomato Flag - 5%
Tomato Ring - 5%
Tomato Captain Trophy - 5%

Tomaladin:
HP: 6,500 (8,500)
Attack: 100 (120) Melee
110 (125) Hammer
Defence: 145 (160)
Info: What these giant, tanky boss enemies lack in speed and health is easily made up for with their high defence stats. These 5 block tall foes follow the same rules as the tomato warriors for critters and NPCs and doors (despite not being able to fit through them). Sadly these foes are very slow; only being around the speed of the dungeon paladin, have a short jump height of a maximum of 3 blocks as well as a powerful hammer attack like the dungeon paladin's.
Defeat Type: Magical *Poof* instead of exploding into gibs with a strange wind-like noise (similar to a dungeon paladin's)
First Wave: 5
Drops:
Silver Coin - x75/85
Tomato - 100% - x1
To-Mask-to - 0.05% - x1
Tomato Flail - 5% - x1
Tomato Lance - 5% - x1
Tomaladin Trophy - 10% - x1
Skeletal Armies
Skeleton Knight:
Levels: 1-25 (Higher levels = higher stats)
HP: 25/35/50/65/75/85/100/115/125/140/150/165/175/185/200/225/250/265/285/300/
325/350/385/425/500
Attack: 10/12/15/18/20/22/24/25/26/28/30/32/33/35/36/37/38/40/42/45/
48/50/60/70/80
Defence: 0/2/4/5/8/10/12/14/15/16/18/20/22/24/25/26/28/30/32/33/
35/40/45/50/65

Info:
Black/Empty Eyes: Normal fighter AI, meaning it walks at you, opens doors and has a jump height just less than the player's
Red Eyes: Have orange weapons that can inflict the On Fire! debuff, otherwise the same
Purple Eyes: Shrouded in purple particles. High knockback resistance and the ability to occasionally fire destructable magic bolts at the player
Pink Eyes: Can teleport occasionally if not attacked

First Wave:
Black/Empty Eyes: Level 1
Red Eyes: Level 5
Purple Eyes: Level 8
Pink Eyes: Level 10

Skeleton Archer
Levels: 1-15
HP: 15/20/25/36/45/60/75/90/100/125/150/165/185/200/250
Attack:
-10/12/15/18/22/25/28/30/32/34/36/38/40/45/50 (Melee)
-16/18/20/23/25/27/30/32/35/36/38/45/50/60/75 (Ranged)
Defence: 0/1/2/4/5/8/10/12/15/18/20/24/28/32/40

Info:
Black/Empty Eyes: Fires normal arrows like the skeleton archer
Blue Eyes: Fires 3 water bolt-like projectiles that riccochet off of walls but are quite slow
Red Eyes: Fires flaming arrows that inflict the On Fire! debuff
Purple Eyes: Surrounded by purple particles, has no bow, works like Tim or the Goblin Sorcerer
Light Blue Eyes: Fires frost arrows that inflict Frostbite and Slowness debuffs

First Wave:
Black/Empty Eyes: Level 1
Blue Eyes: Level 4
Red Eyes: Level 5
Purple Eyes: Level 8
Light Blue Eyes: Level 10

Skeladin
Levels: 1-10
HP: 250/300/450/500/650/750/850/1000/1500/2000
Attack: 20/25/40/50/55/65/75/85/100/120
Defence: 10/15/20/25/32/40/48/55/64/75

Info:
Black/Empty Eyes: Slow-moving, 3-block tall skeleton knight with a high-damage axe
Red Eyes: Has a hammer instead of an axe, inflicts confusion and has very high knockback
Purple Eyes: Has black particles radiating off of him, works like the Executomato where after 3 seconds of charging it does 9999 damage to whatever it hits. However, it can also hit it's allies with this attack, though manipuating it is hard and dangerous to do.
Orange Eyes: 10x the health, works like a boss. Can also send crescent-shaped shockwaves at you that do melee damage
Green Eyes: 20x the health, works like a boss. Has no projectiles, however, though he does have an extra +25% damage when compared to other paladins (eg. level 10 = 150 attack instead of 120)

Event Summoning:
-Place the amulet on the holdster and the waves begin. It only ends once someone removes the amulet or the skeletons destroy it.
--There are no conditions as to where it can be put, meaning you could seal it in a 1x3 room so it is safe from the waves almost entirely as it is not targeted by the archers or orange paladins' ranged attacks
---This means a player could create an endless mode of this event where the enemies just level-up continuously until they cannot fight back, or an event where the other players must find and deactivate all of the holdsters, allowing for more creative events
-The level-up system works like this: the more a certain foe is defeated the more 'exp.' the foe will get. If they get enough they level-up
--When they get to max. level they will still get Exp., though it will only go towards minescule stat changes (like +1 attack, defence or HP for every 25 max level foes defeated)
Sentient Simulations
Summon: Use the 'Devious Drive'
Difficulty: Later hardmode (Post-plantera but before Golem)
Ends: Upon the defeat of the Mechanical Phantom (Or him defeating you where the event also automatically ends)

Green Holo-Warrior:
Health: 300 (500)
Attack: 70 (90)
Defence: 20 (35)
Description: A basic fighter AI monster. It has no particularly special qualities outside of their decent health bars and good damage. Each one moves at ~65% of a player's walk speed, so escape is pretty easy in most cases.
Spawn: First enemies to appear in the wave, also working as the go-to "cannon fodder" enemy.
Drops:
-Silver Coin - 100% - x20
-Strange Green Fragment - 100% - x2/3

Blue Holo-Warrior:
Health: 250 (400)
Attack:
-45 (70) (Melee)
-60 (85) (Magic Bolt)
Defence: 15 (30)
Description: A strange hybrid between the mage and archer AI types. They walk along slowly, firing off occasional magic bolts at the player. The debuffs these cause are completely randomised and can be almost anything.
Spawn: Start spawning in once ~10% of the wave is cleared
Drops:
-Silver Coin - 100% - x30
-Strange Blue Fragment - 100% - x2/3

Red Holo-Warrior:
Health: 850 (1,500)
Attack: 60 (80)
Defence: 25 (50)
Description: The tanks of the event. They walk at only around 40% of a player's walking speed, making them the slowest Fighter AI monsters in the game probably, but in turn have high health and decent defences to back it up.
Spawn: First one spawns at 15%, start spawning in normally at 25%.
Drops:
-Silver Coin - 100% - x40
-Strange Red Fragment - 100% - x2/3

Projector:
Health: 350 (600)
Attack:
-45 (70) (Melee)
-60 (80) (Laser)
Defence: 40 (70)
Description: Flying enemies that are annoying to deal with, though not for the normal reasons. They have a special ability that lets them spawn in Holo-Warriors underneath them every few seconds. They may also fire lasers at the player which inflict the Confused or On Fire! debuffs.
Spawn: 1 spawns alone at 30% and 2 at 40%, but they spawn more at 50%
Drops:
-Silver Coin - 100% - x80
-Colour Wheel - 25% - x1

Mechanical Phantom:
Health: 20,000 (45,000)
Attack:
-50 (70) (Melee)
-65 (85) (Magic Bolt)
Defence: 30 (50)
Description: The boss of the event. Either killing it or being killed by it are the only ways to finish the event under normal circumstances. It doesn't have many attacks for a boss enemy, mainly involving walking forwards and firing the occasional single or burst shots of magic. It can also teleport if it takes too much damage, though not fly like most bosses can.
Spawn: Spawns at 100%, defeating it is the only way to clear the event.
Drops:
-Gold Coin - 100% - x5
-Phantom Cloak - 5% - x1
-Phantom's Armor - 5% - x1
-Phantom's Simulation - 5% - x1

Extra Info:
-The drops from the basic enemies are actually more useful than the boss drops since the boss only drops vanity while the normal enemies drop crafting items to make armor sets.
--There are armor sets for Warriors, Tanks and Mages, but no ranger sets since none of them use actual range outside of magic
-The boss seems to be an orange version of the basic enemies wearing armor and a cloak.
-The colours of the basic enemies are, once again, (say it with me class) based on computer colour guns
--The eyes of the Projector enemies ARE colour guns.
-This event has the least variation in enemies among all events, having 4 enemies and a boss (even the goblin army has 5 enemies and a mini-boss in hardmode)
Army of Arachnids
Summon: Use the Spider Trinket
Waves: 1
Defeat: Finishing the event

Black Recluse:
HP: 400 (800)
Attack:
-95 (200) (Ground)
-110 (225) (Wall)
Defence: 35 (40)
Description: Mildly modified versions of the normal Black Recluse. They have mild increases to their attacks and health but decreased defences. They also lack the web spit attack in expert mode that normal black recluse have then, making them slightly easier to deal with overall.
Spawn: Spawn all throughout the wave as basic enemies.
Drops:
-Identical to the normal Black Recluse drops

Spider:
HP: 200 (350) / 150 (250) / 300 (450)
Attack: 80 (125) / 95 (150) / 90 (140)
Defence: 25 (35) / 15 (30) / 35 (50)
Description: Small spider enemies that also work as basic enemies in the wave. However, their small size and spider-staff appearence make them hard to hit and easily able to ambush you. The red and black ones have nothing too special about them, the purple ones are faster but have less health and the brown and orange ones have higher health than average.
Spawn: After 5% of the wave has been cleared, spawn throughout.
Drops:
-Silver Coin - 100% - x5

Mr. Spindles:
HP: 300 (500)
Attack: 95 (145)
Defence: 30 (35)
Description: Very, very fast spiders with high knockback resistance. However, they cannot climb walls like other spiders can.
Spawn: First appear at around 15%, though only 2 spawn then. After 20% more start spawning more frequently.
Drops:
-Silver Coin - 100% - x8

Quicksilver:
HP: 100 (150)
Attack: 185 (300)
Defence: 15 (30)
Description: Small, fast spiders with deadly bites. They dash at the player and deal very high contact damage, which in expert could easily 2-shot players from full health. However they have very low health and can be dealt with easily if prepared.
Spawn: Spawn after 25%, though are somewhat uncommon
Drops:
-Silver Coin - 100% - x15

Web Slinger:
HP: 500 (850)
Attack: 50 (85)
Defence: 45 (60)
Description: Slow but tanky spiders. Their main ability is that they can spit small balls of webbing and make special web backgrounds for the other spiders to use. These will not slow players but last until they are destroyed with hammers.
Spawn: First after 20%, spawn more after 30%
Drops:
-Silver Coin - 100% - x8
-Cobweb - 100% - x20/25

Nester:
HP: 1,200 (2,000)
Attack: 65 (90)
Defence: 35 (50)
Description: Very slow spiders that work like summoners. They spawn in the smaller spiders occasionally from the nests they carry on their backs. They cannot climb but the spiders they spawn can.
Spawn: First one spawns as a mini-boss at 20%, they become normal spawners after 35%
Drops:
-Silver Coin - 100% - x10
-Spider Staff - 5% - x1

Arachknight:
HP: 850 (1,250)
Attack: 85 (145)
Defence: 45 (60)
Description: Slow, humanoid spider monsters. They have no special abilities other than being quite tanky and having high melee damage.
Spawn: Start spawning at 25%
Drops:
-Silver Coin - 100% - x12
-Spider Armor - 2.5% - x1 (Drops 1 piece at a time)
Army of Arachnids (Continued)
Spider Guard:
HP: 3,000 (5,000)
Attack:
-75 (100) (Melee)
-95 (150) (Sword Strike)
-50 (65) (Rapid Stabs) (No temp. damage immunity until last hit)
-100 (165) (Dash)
Defence: 50 (65)
Description: Special versions of the Arachknights with swords. They can attack with the swords for increased damage or perform a special rapid-stab attack. The rapid-stab will not trigger the player's damage immunity until the final hit they are struck by, allowing damage from them to rack up fast. They also have dash attacks to quickly cover a lot of horizontal ground and deal very high damage.
Spawn: First spawns alone at 50%, become uncommon spawns at 70%
Drops:
-Silver Coin - 100% - x85
-Silver Sabre - 5% - x1

Royal Strider:
HP: 10,000 (17,500)
Attack: 130 (200)
Defence: 35 (50)
Description: Large spider enemies that appear later in the wave. They boast high health, attack and defence. Sometimes, the Spider Guards or bosses may ride in on them, where they will then have 150% of their normal movement speeds.
Spawn: First spawns alone at 35%, then become uncommon past 45%
Drops:
-Gold Coin - 100% - x1
-Silk - 25% - x10/12

Spider Princess:
HP: 15,000 (25,000)
Attack:
-75 (90) (Melee)
-100 (135) (Sword Strike)
-60 (75) (Rapid Stabs)
-115 (165) (Dash)
-120 (175) (Night Slash)
Defence: 25 (35)
Description: The first of the two actual bosses of the event, spawning at ~75%. She is similar to the spider guards for having higher-damage sword strikes, rapid-stabs and even dash attacks, though she also has a few extra abilities to make her more of a threat than normal enemies. Firstly, she can use the dash attack in almost any direction instead of just left or right, allowing her to hit you diagonally as well. She also has a large, black, crescent-shaped energy wave that she can create that does high damage if it hits. Also, due to her being a spider enemy she can essentially wall climb (though it's more "hang onto the wall and jump around" than normal crawling up walls like the other spider enemies do). She also has the added bonus of riding in on a Royal Strider, effectively increasing her health.
Spawn: Spawns once at 75%
Drops:
-Gold Coin - 100% - x5
-Royal Sabre - 20% - x1
-Silk Dress - 20% - x1
-Ninja's Handbook - 20% - x1
Extra:
-Teleports off with a magic mirror after defeat (Sounds familiar somewhere...)

Araking:
HP: 35,000 (60,000)
Attack:
-80 (130) (Melee)
-90 (145) (Stomped)
-135 (200) (Axe)
-115 (165) (Phantom Strike)
-300 (450) (Executioner's Blow)
-130 (185) (Phantom Axe)
Defence: 50 (65)
Description: The main boss of the event. He is mainly very slow but in turn has very high stats. He has a few attacks, the most basic being a simple axe swing that deals high damage. He can also jump up high if he cannot reach the player, landing to deal decent damage as well. He can also send similar crescent-shaped attacks that deal decent damage, go through blocks and penetrate players, critters and NPCs. His most damaging attack is an axe swing with a long wind-up called the "Executioner's blow" that inflicts high damage to anything underneath the axe, friend or foe. Finally he can send an axe-like projectile at the player that works like the crimson axes in the hardmode corruption, though are immortal, red, a bit larger and vanish after the third charge.
Spawn: Spawns at 100%. Defeating it will end the event properly while losing to him will just make the armies "retreat" (so no loot from the king himself)
Drops:
-Gold Coin - 100% - x12
-Spider Fang - 33% - x1
-Royal Axe - 33% - x1
-Royal Gemstone - 33% - x1

Extra Notes:
-The only event to feature enemies that can be found outside of the event
-Some of the enemies use some of my old unused concepts, mainly the bosses and Arachknights
-The fight against the princess can be cheated and almost completely skipped. If her strider mount is defeated while she is over water 3 or more blocks deep she will fall in, panic, and teleport off (still dropping things, which is cool)
--This can happen whenever she falls into water like this. However, if the runs across it she will, quite literally, run across the surface of the water.
-Open areas are very good for this event so they cannot climb walls as often.
-Bring a hammer, it's good for dealing with the web walls made.
-The web walls will persist indefinately until being destroyed. If destroyed outside of the event they will actually drop as web walls
--In the event they don't drop as anything
-You can use the Nester's spider spawning abilities to make a pseudo AFK farm since the spawned spiders do not progress the wave.
-Some of the abilities of foes in this event are similar to others
--The Araking, for example, shares an attack with the Executomato from the tomato event (though less powerful)
-This event is one of few without actual proper flying enemies.
--The closest they have to this is the webs from the web slinger, Princess' dash (can go upwards) and the Araking's jump attack
-While the princess is still an arachnid it is debatable if the Araking is, since we only see 4 limbs for him (2 arms and 2 legs)
Enemies:
-Anything past this point means that it is just a standard enemy rather than some kind of boss or boss minion. However, it does not mean that they will not have some kinds of special summoning conditions.
Aquatic Temple Enemies
Enemy concepts for the aquatic temple biome.

Leviathan:
Appearence: A large, dark navy blue eel-like creature that patrols certain parts of the temple (certain wall types). They cannot be killed and instantly kill players upon hit, meaning they can be used as dungeon guardians or as obstacles in areas built like stealth sections.
HP: -
Attack: 5000
Defence: -

Attacks:
-Either rushes at the player if they try to enter the temple pre-plantera, attacks players who teleport their ways inside instead of going through the entrance (as the only pickaxe that can break the walls is inside of the dungeon) or swims in front of certain backgrounds inside the dungeon as an obstacle.

Extra Notes:
-They will not attack you if you mine into the dungeon and the pickaxe is detected as missing from the central chest, allowing for dungeon modification after completion.

Mer-Knight:
Appearence: An armoured merman with a golden spear. The armor is a mixture of aqua and gold in colour
HP: 500
Attack:
-70 Melee
-65 Lightning Spear
Defence: 30

Attacks:
-Swims towards the player, occasionally firing off light blue spear-like projectiles in the player's direction. They have the same hitbox as the player, being 2x3, allowing them to fit into smaller areas easier.

Siren:
Appearence: A black-haired and tailed mermaid wearing mostly red. It also has red eyes that glow in the dark.
HP: 750
Attack:
-70 Melee (Inflicts Lovestruck debuff for 10 seconds)
-75 Cursed Song (25% chance to inflict Lovestruck for 3 seconds)
Defence: 35

Attacks:
-Swims near to the player, then starts singing, creating black note-shaped projectiles with red glows that pass through walls and all have random projectile offsets, making them somewhat innaccurate.

Bloodfish:
Appearence: A large, red fish with a large lower jaw lined with teeth. It's eyes are completely white and lifeless.
HP: 250
Attack: 80 (Inflicts Bleeding for 8 seconds)
Defence: 20

Attacks:
-Tries to ram into the player, like most other fish enemies do. However, more of them will spawn if a player in the temple has the Bleeding debuff, meaning being hit by one often triggers more to appear as well.

Deep-Sea Piranha:
Appearence: A dark green, slightly larger than average piranha.
HP: 50
Attack: 60
Defence: 10

Attacks:
-Gather in large groups and try to swarm the player. Their groups are often around 5-7 members, though they can max out the spawn limit if left unattended. (However, 1 will despawn randomly if the dungeon guardian, leviathan, atlantic guardian, a boss or a siren needs to spawn)

Bomb Pufferfish:
Appearence: A large, black pufferfish with orange eyes and fins and a grey underbelly. It will only puff up if players are nearby or it is taken down to 0 health
HP: 1
Attack:
-50 Melee
-100 Explosion
Defence: 0

Attacks:
-Float in-place. If a player gets too close or they are attacked/slain they will puff up and explode. This will not destroy blocks though it can trigger dangerous chain reactions if they are grouped

Urchin:
Appearence: A black urchin with two white eyes and large spikes all over it's body.
HP: -
Attack: 65 (Can inflict Slowness, Confusion and Venom debuffs on contact)
Defence: -

Attacks:
-Rolls along walls like the flame wheel, dealing damage on contact.

Atlantic Guardian:
Appearence: A large merman completely covered in armor that carries a large, golden trident. It's armor is gold and aqua and it's tail is dark blue, though no face or upper body is visible through the armor.
HP: 8500
Attack:
-65 Melee
-80 Charge
-75 Laser Trident
Defence: 50

Attacks:
-Swims around the main room, occasionally firing large, light blue spears at the player or charging horizontally across the room. The room is sealed so the only ways to leave are teleportation or death, the former triggering the Leviathan and both making it despawn. It has a death message but is not technically a boss. It's death signals the completion of the dungeon and unlocks all of the previously locked special chests as well as stopping the leviathan attacking the player after they teleport, though it still appears as an obstacle in front of certain wall types.
Extra Notes
-The summoning items for these bosses (If they have any) are in the Item Ideas ''guide''
-Drops from the bosses are also in the Item ''guide''

Item Ideas:
http://steamcommunity.com/sharedfiles/filedetails/?id=819979751
Coming Up:
For the 3 people that still care about these ideas here is a quick list of what I'll be working on later:

-Hopefully another snow biome boss (As vanilla terraria has 0 and I only have 1) (IDEK)
-Even Harder Hardmode Bosses (Thanatos, Nemesis and Triclops) (Pictures for Thanatos and Triclops need to be made at some point)

...idk what after that...
...also 'Hi!'

Anything new will be put into this guide here as this one is now overflowing with bosses and room is more than just scarce now:
https://steamcommunity.com/sharedfiles/filedetails/?id=1442560062
139 commenti
1481146725 3 giu 2023, ore 1:14 
Hello author, I want to transfer your sprites and ideas to another video site, and I will mark the author. So I ask for your permission here (my English is not good, so I use a translator)
Direct Hit 21 dic 2022, ore 15:45 
With a lot of these bosses, the damage seems to be quite low. Good armors from their respective game stages can easily tank many of these hits.
Okami Tomato  [autore] 12 lug 2020, ore 11:26 
I think the Soldier Tomato guy specifically came from the comments, though I think most of them were original. I'll double-check though, since it's been a while since I've looked at this page :P
[WindVex] 12 lug 2020, ore 11:20 
when i came to the comments I realized where you got the idea of a Tomato Army
XD
Le Weirdo 21 apr 2020, ore 19:05 
...To-Mage-O.... Tomarcher...? I only have one thing to say to this. WHY IS THIS NOT IN THE REAL GAME?
Okami Tomato  [autore] 17 ott 2019, ore 15:37 
Oh, I wasn't actually aware the original ones have resurfaced now after being pretty quiet for a few years... I think I do have a UFO boss or two in the future, Jorts, but I'm not too sure :P
SHOPPIP 17 ott 2019, ore 14:31 
oops sorry for the caps lock in. not a event boss
SHOPPIP 17 ott 2019, ore 14:30 
my idea is one of the UFO's in that event but its got 4 legs and can land but if it lands it will summon mobs. NOT A EVENT BOSS. you summon it at the same time as you can summon the event
Okami Tomato  [autore] 9 lug 2019, ore 14:29 
Wow thanks dude :)
NolandSpring 9 lug 2019, ore 13:19 
I Redid Some Of The Sprites On The Fanmade Terraria Wiki
https://terrariafanideas.fandom.com/wiki/NolandSpring%27s_Sprites