Terraria

Terraria

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Terraria Boss Ideas 2 - Electric Boogaloo
By Okami Tomato
I made another one!
...the other was overflowing with things and so I decided to just make a 2nd one so that people could 'still navigate the old one' (Even though that's borderline impossible at this point)

Disclaimer: It's not a 'guide', it's just that Steam has nowhere else to put things like these without them disappearing immediately, so sorry if you were expecting some list of ways to kill existing bosses or something...

Anyways, enjoy!
   
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Intro Panel:
Mainly used as a reference for both you (so you can find the desired information better) and me (when I come back to this guide and inevitably forget the format I used)

[Picture of the Boss] Appearence

Stats:
-Anything put with a '-' next to it is linked to the last section
--More '-'s just mean more connections

Attacks:
-Either I'll just write a small paragraph (if they have few attacks or a simple, repeated cycle) or I'll make a list (if they have a lot of attacks to work with)

Form:
-If the boss changes form the picture, health and attacks go here

Drops:
-Listing off the drops the boss, well, drops, when they are defeated. Probably the most incomplete sections due to them taking ages and me forgetting about them a lot (sorry)

Extra Notes:
-Anything else I want to add about the boss


Also, because some of you might not have come from the previous guide, here is a link to it
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=819011316
001 - Fear Machine / Prime MK. V's Revenge
Appearence: Looks like Prime Mk. V did, though with more visible damage, including wires hanging out of it and more damage to its eye and jaw. A wire is also visible behind its right eye, with the right eye itself being thinner than the left one. It also appears to be grinning rather than having Skeletron's normal angered look.

Stats:
Head:
-HP:
--Immortal (Phase 1, 2, 3, 4)
--50,000 (Phase 5)
--20,000 (Phase 6)
-Attack:
--70 (Melee)
--140 (Spin)
-Defence:
--65 (Normal)
--195 (Spin)
Cannon:
-HP: 15,000 (Phase 1, 5)
-Attack:
--60 (Melee)
--75 (Chain Gun)
--100 (Cannon)
--80 (Flamethrower) (+On Fire! Debuff)
-Defence: 65
Saw:
-HP: 15,000 (Phase 2, 5)
-Attack:
--112 (Melee)
--75 (Sparks) (+On Fire! Debuff)
-Defence: 70
Laser:
-HP: 15,000 (Phase 3, 5)
-Attack:
--55 (Melee)
--85 (Laser)
--120 (Charge Shot)
-Defence: 55
Vice:
-HP: 15,000 (Phase 4, 5)
-Attack:
--90 (Melee)
--120 (Guillotine)
--60 (Laser Grab) (Hits 4 times)
-Defence: 60

Attacks:
Phase 1: Flies in, using only two cannons at this point. However, its head is completely immune to damage during this phase. The cannons have three attacks: They can shoot out lots of inaccurate bullets, similar to the chain gun, use flamethrowers that have slightly more range than the item, and their special attack which is the cannon. They charge up the cannon while not moving, before firing a large cannonball at you that explodes violently, with the same radius as Dynamite. However, these will also explode on contact with Prime himself, which stuns him for a while.

Stun: Prime, when hit by certain attacks, will be stunned momentarily. His eyes go dark and its jaw opens to signal this. During this time he doesn't move and his weapons stop firing for ~5 seconds, allowing you to rack up a lot of quick damage against him.

Phase 2: When both the cannons are destroyed he will fly off-screen temporarily, coming back with two saws. These will either be swung at you for melee damage, or will be made to collide, sending a lot of large sparks everywhere that inflict the On Fire! debuff and linger on the ground for a while. He cannot be stunned in this phase.

Phase 3: Defeat the saws and the cycle repeats, with him returning with two lasers this time. The attacks are mainly just firing lasers at you, occasionally stopping to charge and fire a charge shot. The charge shot does more damage, but can also stun Prime if he is hit by it.

Phase 4: Same as before, but he returns with 2 vices this time. The vices will be thrust at you for melee damage most of the time, but sometimes he will open one up beforehand. If the open one catches you one of two things will happen. Either it will just deal lots of damage, or it may grab you. If it grabs you the small, red part of the vice will fire 4 lasers into you, each about a second apart, before dropping you.
Fear Machine / Prime MK. V's Revenge (Continued)
Phase 5:
Easily the most simple phase of the bunch. He will fly off and return with one of each arm, like Skeletron Prime and the Mk. V fight before it. The cannon and laser's special attacks stun him for only 3 seconds now, but each deals 999 damage to him if they connect. You only need to defeat the head in order to progress to the last phase, with the arms despawning if you don't destroy them before the head.

Phase 6:
Prime begins to spawn in groups of small, spiked drones. These orbit Prime for most of the fight from now on, though he will sometimes make them disperse and explode before summoning a fresh group. Prime himself will just fly around wildly, sometimes performing the head spin towards you at the same speed as Expert Skeletron does.

Prime Drone:
HP: 500
Attack:
-70 (Melee)
-100 (Explosion)
Defence: 45

Extra Notes:
-The name is a reference to a Kajagoogoo song
-The secondary name is more of a confirmation that this is Mk. V, the upgraded version of Skeletron Prime seen in the previous boss ideas page.
002 - Mystery Matter
Appearence: A large, black, spherical monster with a single, red eye in the middle of its body. It has red, triangular markings around its eye and spheres constantly moving in a ring-like formation behind it.

Stats:
Health: 100,000
Attack:
-100 (Melee)
-85 (Laser)
-95 (Lightning)
-100 (Fire Ring)
-75 (Orb Melee) (+2 Random Debuffs Each)
-150 (Deathray)
Defence: 50

Attacks:
Spends most of its time close to the player, staying horizontal to them. It will frequently perform a series of attacks:
-Can charge 3 times in quick succession
-Can fire black and purple 'lasers' that travel through blocks
-Can fire lots of lasers outwards in random directions
-Can fire lots of lasers downwards in an arc, though they don't pass through blocks
-Can summon orbs that move slowly and shoot lightning either at the player or randomly.
-Can summon a fire ring the size of itself that travels slowly and ricochets off of blocks.
-Can send its orbs to attack you, each returning to it shortly after an attack (Like boomerangs do)
-Can spin its orbs in a ring in front of itself before firing a large, black laser through the middle, dealing lots of damage. This attack always travels horizontally.

During the battle the screen will also darken, getting darker each second it is on screen and brightening again every half-second it is off-screen. When it gets too dark everything but you and it go completely black and you begin taking 2 damage per tick until you can keep it off-screen long enough for the screen to brighten again.

Drops:
-Gold Coin (x50) 100%
-Duskbringer Staff (x1) 32%
-Bow of Darkness (x1) 32%
-Matter Staff (x1) 32%
-Mini-Matter (x1) 4%

Extra Info:
-Based off of Dark Matter from the Kirby series, even having a few attacks reminiscent of it
-If it gets hit by an attack that deals >600 damage its eye will shake around violently for a brief moment before focusing back on you. Its attacks during this time do not change, however
003 - The Shredder
Appearence: A long, metallic worm creature, similar in concept to the destroyer, though covered entirely in blades. It has a large, green eye at the front and smaller ones inbetween the spikes all the way down its body. It consists of around 150 individual segments, making it larger than The Destroyer, but much smaller than Guide 1's Nebula Devourer.


Stats:
HP: 400,000
Attack: 1*
Defence: 55

Attacks: Burrows through the ground like most other worm enemies, flying to reach you if you go too high, like the Destroyer does, though not hindered by maps like the Destroyer. It will also occasionally spawn small, green orbs that fire large, constant lasers at you until they disappear. The lasers can change direction, but only slowly.

The interesting gimmick to this boss, however, is its damage. Rather than dealing large chunks of health at a time it instead 1 damage for every 'frame' it or its lasers come into contact with you which is 60 even when run at different FPS rates for consistency. This 1 damage also ignores defences entirely and thus it deals the same damage to a solar armour player as one with no armour.

Drops:
-Gold Coin (x40) 100%

Extra Info:
-This is the only enemy in the game to actually ignore invincibility frames altogether, though this is balanced out by having very low damage.
-It is recommended to go for a more offense-based armour set since defence doesn't matter for this fight
004 - Vampire Lord
Appearance:
A taller variant of the Vampire when in human form, with a more exaggerated cape and darker, greyer clothing. In bat form it follows the same colour schemes as the regular Vampire bats, though is much larger, resembling the Giant Bats.

Summon: Rarely appears during Solar Eclipses. Currently has no individual summoning item, making it count more as a mini-boss.

Stats:
HP: 10,000 (13,000)
Attack:
-95 (190) (Melee)
-88 (176) (Bats)
Defence:
-30 (Human)
-1000 (Bat)

Attacks:
Its attacks vary between its human and bat forms, with the majority being from the human form.
In human form it moves relatively slowly but compensates for stronger attacks.
-Can summon red, fast-moving bat-shaped projectiles from its cloak that pass through blocks
-Can call several vampires to its location, 3-5 (4-8) at a time.
-Can take a quick lunge forwards dealing contact damage
In bat form, while it has no special attacks outside of contact damage, its defence will increase astronomically to compensate.

Defeat:
Seems to turn to stone and discintigrate, dropping its gold coins individually as it does so.

Drops:
-Gold Coin (x10-12) (100%)
-Vampiric Cane (x1) (20%)
-Gothic Cloak (x1) (20%)
-Phantom Bat Staff (x1) (20%)
-Vampire Lord's Charm (x1) (20%)
-Bat Caller (x1) (20%)

Extras:
-The Stake Launcher, like with the normal Vampires, does extreme amounts of damage (~5,000) to the Vampire Lord, being able to kill it in only 3 shots.
--This can also break through the bat form's increased defence, still managing to deal around 4,500 damage which still manages to kill it in 3/4 hits, even in expert mode.
-Along with Mothra it is one of few boss-like enemies that can only spawn during a daytime-exclusive event.
-It can be detected using a Lifeform Analyser due to its status as a 'rare creature'
-It is slower than normal vampires when in human form, despite it being a stronger version
--However, despite its bat form looking somewhat bloated, it still moves just as fast as the normal Vampires' bat forms do
005 - Wretched Mimic
Appearance:
In its base form it appears to be a black, oily, vaugely-humanoid monster with three white eyes. Its head is almost droplet-shaped and the rest of its body is thinner than average.
Its other three forms mimic common enemies, being a zombie (a blood zombie specifically), a bat and a slime.
All 4 forms are constantly dripping throughout the fight, suggesting that it is, at least partly, liquid.

Summon:
Spawns when a boss-summoning item is repetedly used when the boss' summoning conditions are not met. Must be in the cavern layer. The boss item will eventually be consumed with "Something has awoken" in purple. Usually takes around 5-6 attempts.
It can be spawned outside of Hardmode, but it is highly recommended that you don't due to its hardmode-boss-esque stats making early fights almost impossible.

Stats:
HP: 25,000 (32,450)
Attack:
-54 (108) (Normal & Bat Melee)
-60 (120) (Slime & Zombie Melee)
-50 (90) (Sludge Ball/Spike) (+10 (15) Seconds Slowness)
Defence: 28

Attacks:
This boss rapidly cycles between forms throughout the battle, as opposed to changing forms solely based on health.
-In its 'main' form it will jump around frantically, dealing contact damage and passing through certain blocks to reach the player
-In its 'zombie' form it will walk slowly at the player, throwing balls of sludge that inflict the slowness debuff
-In its 'bat' form it will fly towards the player, also sometimes passing through blocks, dealing contact damage
-In its 'slime' form it will act like Expert-mode spiked slimes, firing both individual spikes and large bursts that can also inflict slowness. It also jumps higher and more frequently than most slimes.
-In expert-mode exclusively the boss will slowly regenerate health throughout the fight, with the regeneration increasing if not attacked for a certain period of time

Defeat:
-Will stop moving horizontally and just fall vertically until it hits a solid block. When it does so it will burst into several blobs of sludge that disappear after a few seconds. When it bursts the drops will fly out of it.

Extra Info:
-This boss has a few unusual aspects to its fight
--Firstly, it lacks an exclusive summoning item, instead being summoned using other bosses' if their requirements aren't met, though even this isn't ever stated or hinted at in-game.
---The only summoning items that don't work are the Slime Crown and Celestial Sigil due to them not having specific spawning conditions
-Secondly, it lacks any sort of icon on the minimap which most other bosses have
-Thirdly, it has its own unique boss theme. However, it seems rather unsettling which makes it seem rather out-of-place when compared to the other boss themes.
-The unusual spawning conditions, unsettling music and lack of standard boss procedures make it seem as if the creature in-question may not be native to Terraria at all
-It is, techically, the strongest pre-hardmode enemy in the game in terms of health, though still loses to the Dungeon Guardian and daytime-Skeletron in terms of pure difficulty.
-The lack of knockback taken by the Slime and Bat forms can make conventional means of dealing with these sorts of enemies ineffective.
-It is currently the smallest boss (Custom-made by me or in the game already, that is), being roughly identical in size to the player, making it shorter than the Lunatic Cultist and Vampire Lord by a few pixels.
006 - Queen Slime
Appearence:
A large, reddish-pink slime with a silvery-coloured crown. The crown has blue and yellow gemstones in it, with the main one at the front being blue. Despite looking like King Slime it doesn't have the ninja inside.

Spawn:
-Use the Pink Crown (Sold by the Hunter)

Stats:
Health: 3,000 (4,250)
Attack: 38 (60)
Defence: 12

Attacks:
Mostly identical to the King Slime, except that it spawns Red Slimes (& Spiked Red Slimes) and also has a super-bounce that it takes it vertically upwards into the air before making it slam down again.

Defeat:
Explodes into gel and Red Slimes upon defeat

Extra Info:
-The Queen Slime is almost a direct upgrade to the King Slime. It has new attacks, more health, more defence, stronger slimes and its lower attack is, for the most part, somewhat negligable.
007 - Granite Guardian
Appearance:
A larger, more armoured Granite Golem. It has a large gemstone on its head and its visor is now more curved.

Summon:
-Rarely spawns by itself in the Granite Biome. Can also be summoned with the Radiating Stone sold by the Hunter in a Granite biome

Stats:
Health: 5,000 (6,500)
Attack:
-75 (175) (Melee)
-50 (80) (Granite Ball)
Defence: 35 (55)

Attacks:
Spends most of the fight walking around slowly, roughly around the same speed as a Zombie.
-Can summon Granite Elementals to assist it
-Can pick up balls of granite and throw them at you. They are slightly affected by gravity.
-Will block and become immune to damage if player's DPS is considered too high

Defeat:
Explodes into several large chunks of granite and drops its drops

Extra Notes:
-The Guardian can be a pain to deal with late-game due to his ability to become invulnerable when the player's damage is too high. Consider bringing weaker weapons if you plan on a rematch.
-In expert mode its contact damage is over double its normal-mode damage, though due to the boss' very limited mobility you shouldn't be taking melee damage from it anyways
-Its defence makes it very hard to deal damage to him pre-hardmode, having a damage reduction of 18 in normal mode and requiring over 40 damage to deal anything significant in expert mode.
--Essentially requiring the player to use late pre-hardmode items to deal anything to it
008 - Gorgon Queen
Appearance:
A slightly larger Medusa enemy that seems to have additional gold jewelry, with the most obvious being the addition of a crown. She has even more snakes than before, as well as a golden bow which she visibly carries at all times.

Summon:
-Can either spawn rarely by herself or can be summoned with the Radiating Stone in a Marble Biome (Sold by the Hunter)

Stats:
Health:
-7,500 (9,050) (Gorgon)
-25 (30) (Snake Minions)
Attack:
-45 (70) (Melee) (+5 Seconds Poisoned debuff)
-30 (60) (Gaze) (+5 Seconds of Stoned debuff)
-60 (100) (Bow) (+8 Seconds On Fire! debuff)
-40 (60) (Snake Melee) (+4 Seconds Poisoned debuff)
Defence:
-10 (Gorgon)
-0 (Snake)

Attacks;
During the entire battle Medusas and Hopites will be allowed to spawn with increased frequency, even if the world is in pre-hardmode.
She will slowly walk towards the player throughout most of the fight, though not very fast
-She can use Medusa's ability to turn players to stone, though for a reduced time
-Snakes can sometimes fall out of her hair and attack the player, though their stats are very low
-She can draw her bow and fire an arrow, dealing high damage. (In Expert mode the arrow will be a flaming arrow instead of just a wooden one)

Defeat:
-Explodes into gibs like most enemies do, dropping her drops immediately upon death

Extra Info:
-Defeating her will cause the Outcast Gorgon to begin spawning in the Cavern Layer
-She is more of a mini-boss than an actual boss in terms of actions, though her health and range of attacks makes her qualify for a boss-status.
-She has the 2nd highest health of any pre-hardmode enemy (3rd counting the Dungeon Guardian or the Wretched Mimic, or 4th counting both)
-This boss only drops 2 unique items, one a bow and one a defensive accessory, not making her a very useful boss to face in some runs
--However, the Outcast Gorgon, once purified, will sell several other items, which can still make this boss useful if you want decently-powerful gear
-Summoners can seal themselves in a box and let their minions kill this boss for an easy victory
--Certain other weapons can allow for similar effects, though summoners are best at it
009 - Jungle Bloom
Appearance:
A large, stationary green bulb covered in yellow spots. It has two, smaller bulbs poking out from the sides. Bears some resemblance to Plantera, though this may be simply because it's also a large bulb.

Summon:
-Use the Plant Food in the underground jungle. Will spawn somewhere near to the player, though needs adequite spacing

Stats:
Health:
-12,500 (20,000) (Bloom)
-150 (250) (Angry Bloom)
Attack:
-70 (150) (Melee)
-40 (75) (Spore)
-30 (55) (Spike) (+10 (15) seconds of Poisoned debuff)
-36 (60) (Angry Bloom Melee)
Defence:
-10 (Bloom)
-13 (Angry Bloom)

Attacks:
Spends the entire fight stationary, using ranged attacks and summons to fight
-Can spit a large volley of spikes upwards which are affected by gravity and inflict the Poisoned debuff
-Can spit spores upwards that slowly rain down, dealing contact damage. They cannot be destroyed
-Can spit out small, flying bulb-like creatures called 'Angry Blooms' which fly at the player and deal contact damage.
--In expert mode these blooms can charge, which can also pass through blocks

Defeat:
The boss slowly explodes before just bursting into gibs, dropping its drops as it does so

Extra Info:
-Due to this boss being stationary and rather large it is rather easy for players to land hits against it
--Spiked Balls are very effective since they remain on the ground for a short while, constantly damaging the boss
-Most of its attacks can be evaded by making a small, solid box that is a fex blocks wide to dodge the spores.
--This is harder to achieve in expert mode due to the blooms' habit of charging, so add some more area to the box
010 - Apocalyptic Devotist
Appearance:
Looks like the Cultist, but the cloak is dark brown and red and the mask is grey with red eyes. Looks more menacing than the normal Cultist does.

Summon:
Use the Maddening Medallion on the surface (Sold by the Hunter after the Lunatic Cultist is defeated)

Stats:
Health: 42,000 (55,000)
Attack:
-65 (100) / 75 (130) (Melee)
-88 (150) / 105 (190) (Red Crystal Storm)
-80 (145) / 100 (170) (Fireball)
-110 (200) / 136 (220) (Lightning Orb)
-145 (215) / 170 (240) (Ancient Light)
-50 (80) / 80 (150) (Ancient Doom)
Defence: 45

Attacks:
-Attacks are, for the most part, identical to the Lunatic Cultist's, though more powerful. The ice attack has also been changed to a large, red crystal.
After being taken down to 30,000 (40,000) a large, glowing chain will hit the Devotist and will remain in his back, though he seems to pay it little attention.
However, after being taken down to 20,000 (27,500) it will gain a 2nd chain and look more tired. Now its attacks will be far more damaging and the Devotist will fire off more projectiles (e.g. 4-5 fireballs instead of 3, red crystals fire out shots of 8 instead of 6, etc.) but with longer times inbetween attacks.
Finally, at 10,000 (15,000) health the 3rd and final chain will hit. At this point it will continuously summon Ancient Cultists to assist, even without trying to summon Phantasm Dragons, and its attack frequency will reduce again.

Defeat:
As the Devotist reaches 0 health it will stop and let out a roar. Red energy will radiate out of it as the screen nearby glows white. By the time the white flash ends the Devotist will be gone, only leaving behind a few small, red particles and its drops.
011 - Giant Centipede
Appearance: A large, brown centipede with red eyes. While it is large, it hasn't got too many segments when compared to most worm-like enemies.

Summon: Use the Armoured Hide in the jungle, crafted by comining Iron, Shadow Scales, Stingers and an Ironskin Potion.

Stats:
Health: 2,000 (3,000)
Attack:
-55 (180) (Head)
-20 (60) (Body/Tail/Spit)
Defence: 50 (65)

Attacks:
Burrows much like most worm AI enemies do, but can also spit small projectiles from its head at the player. In expert mode these projectiles will come in groups of 3 instead of single shots.

Extra Notes:
-This boss' high defence means that players will often need later-pre-hardmode gear to deal with it effectively. Piercing attacks can also be effective due to its relatively low health, even if their base damage is low.
-Contact damage with its head is high, especially in expert mode, so it's best to avoid being hit by it
-This boss is one of, if not the easiest, boss to cheese. By making a small platform of solid blocks in the air and using minions or weapons like the Magic Missile you can beat this boss without taking any damage, even if it takes a while.
012 - Centipede Colossus
Appearance: A larger, more menacing, version of the Giant Centipede with more segments. It has additional eyes and longer, barbed jaws.

Summon: Use the Infestation in the jungle. Made by crafting the Giant Centipede summon, Adamantite and Souls of Night together.

Stats:
Health: 10,000 (20,000)
Attack:
-200 (400) (Head Melee)
-65 (120) (Body/Tail Melee)
-70 (140) (Spit)
Defence: 80 (100)

Attacks:
-Does similar things to what the Giant Centipede did, but shoots more vile spit projectiles from its head, some of which are able to pass through blocks. (In expert mode all of the projectiles will pass through blocks and the centipede has a chance to fire 3 shots instead of 1)

Extra Notes:
-While it is a simple boss to fight you will likely need high damage weapons due to its very high defence, meaning while it is possible to fight it early-on, it might not be the best idea to.
--This is especially true in expert mode, where it takes nearly no damage at all from attacks.
-Piercing weapons are also effective since they can hit several segments at once which can somewhat take away from the minimal damage you can deal
013 - Lightning Elemental
Appearance:
A large bearded man in a cloud carrying what seems to be lightning bolts in a quiver on his back. Bears some resemblance to Zeus of greek legend.

Summon:
Use the Thunder Spear at the sky or in space.

Stats:
Health: 20,000 (28,500)
Attack:
-40 (80) (Melee)
-70 (160) (Lightning Bolt)
-80 (175) (Massive Bolt)
-50 (90) (Small Bolt)
Defence: 20

Attacks:
-Flies around above the player, throwing bolts of lightning at them every couple of seconds. Will occasionally charge at the player, dealing contact damage.
- At 75% health it will summon a helper who slowly orbits the boss, throwing smaller lightning bolts less frequently. (In expert mode it will also begin summoning Angry Nimbuses from here on out to assist him)
-At 50% health it summons a 2nd that also orbits, as well as also gaining a new attack. This attack has the elemental stay still before a large lightning bolt comes down vertically above the player, dealing high damage.
-At 25% health it summons a 3rd and final helper.

Defeat: The helpers vanish and the boss bursts into clouds.

Drops:
-Would drop lightning-themed weapons, including a downgraded Magnet Sphere and a penetrating lightning bolt staff.

Extra Info:
-The boss' main summons are completely invulnerable throughout the fight, but don't deal contact damage. However, they do still fire lightning bolts at roughly half the rate of the main elemental.
-This boss' attacks can pass through blocks, so solid blocks in the arena are mostly useless, except for the large bolts which are blocked by blocks.
-The boss could be fought before the Destroyer so that the player can get powerful piercing weapons prior to the fight.
014 - Sand Siren
Appearance:
A large, mermaid-like enemy found in the desert. While her colour scheme mainly reflects this she also has golden bracelets and a hairpin, as well as a blue feather in her hair and a single visible blue eye.

Summon:
-Use the Sandstorm's Melody in the desert

Stats:
Health: 50,000 (75,000)
Attack:
-55 (90) (Melee) (+8 seconds of Siren Song debuff)
-65 (120) (Sand)
-78 (150) (Music Note) (+5 (10) seconds of Siren Song debuff)
-72 (140) (Sandblast)
Defence:
-40
-250 (320) (Singing)

Attacks:
The fight begins with the Siren summoning a sandstorm that persists throughout the fight
The Siren flies around, usually above the player, performing a few attacks
-The siren can summon a sandball that she throws at the player which is effected by gravity. Once it lands in the Desert biome's sand it creates a large blast of sand upwards
-Fires several blasts of sand downwards that create several sandblasts that travel outwards across the desert in both directions.
-Sings music notes that have slight homing effects at the player
-Stands still, sending music notes out in all directions. During this time her defence skyrockets as she makes a small barrier around herself.
-Dives into the sand, staying below the player. Sometimes sends up sandblasts from below the player, doing this up to 3 times before bursting out of the sand again. Has sand particles reveal her location while under the sand.

Defeat: Dives into the sand, dropping her drops at the surface.

Drops:
-Mainly music or sand-based items. Can also drop the Siren's Call which works like the Magical Harp, but using the player's character's voice intead of a harp (Which somehow deals more damage).

Extra Info:
-The debuff, Siren Song, reduces the player's damage by 30% and defence by 20, making it very dangerous to be affected by.
-The Sand Siren is not at all related to the boss with a similar name from the Calamity mod...
-According to her summoning item the Sand Siren's name is Melody
--The reason for her name not being displayed might be due to shyness, as it was also her reason for leaving the band according to the Dryad and Harpy Princess.
-Since the boss summons a sandstorm at the start of the fight your mobility will be messed up throughout the entire battle, meaning that items that grant instant acceleration (E.g. Tabi, Shield of Cthulhu) can be very helpful when moving against the sandstorm.
-The Siren is one of the three 'music' bosses, along with Sly and Geovahn. She was the singer of the group.
015 - Lihzarhrdian Saxophonist Sly
Appearance:
A slightly taller than average Lihzahrd. He wears a pair of shades and carries a saxophone on his back. He also has a golden belt and golden bracelets around both wrists.

Summon:
-Use the Lihzahrdian recording in the Lihzahrd temple. Sly will jump out of nowhere, pose, and begin the fight.

Stats:
Health: 45,000 (63,000)
Attack:
-70 (145) (Melee)
-65 (130) (Saxophone Note)
-85 (160) (Phase 2 Melee) (+5 seconds of '!?' debuff)
-75 (150) (Phase 2 Saxophone Note) (+3 seconds of '!?' debuff)
Defence: 60

Attacks:
-Sly will jump around, clinging to walls and background bricks as he does so, before landing on the ground and playing his saxophone, creating a short-ranged arc of damaging notes. He is highly mobile while jumping around which, combined with the Lihzahrd temple's tight corridors and uneven floors, can be hard to dodge.
At half health Sly will land on the ground, immoble, before letting out a shout and small flames while shifting into Phase 2. As he does so the message "Lihzardian cheers fill the temple" will appear.
In Phase 2 he does more damage and jumps around more wildly, covering more ground in less time. He may also inflict the '!?' debuff.

!?:
"You have seen something... odd."
Will make random adjustments to the player's stats every second while the buff is in effect. Each adjustment can make increases between +5% and -5% to damage, attack speed, movement speed and defence. Adjustments are reset after the debuff wears off.

Defeat:
-Saxophone is broken by an attack so Sly tries to play it to see if it's alright. The note Sly plays sounds broken so Sly looks confused, drops his items, and leaves with a leap somewhere off-screen.

Drops:
-Drops Lihzahrd-themed weapons, as well as a Magic Saxophone that plays the same short tune as Sly when used.

Extra Info:
-Sly takes inspiration from a few sources during his battle.
--For starters, the Saxophone he uses seems to be a smaller version of the one from the Thorium mod, scaled down to an appropriate size for Sly.
--Sly also takes some inspiration from the once-popular meme Epic Sax Guy from his open jacket, shades, and prominent use of a saxophone.
-This boss has one of the longest names for a boss in the game, with the name being 27 characters long (25 without spaces) despite only being 3 words.
-Sly is one of the smallest, and most mobile, bosses in the game, making it hard to deal consistent damage to it when he's not playing his saxophone.
016 - Granite Guitarist Geovahn
Appearance:
-A granite golem with large, upward-pointed spikes on its head. These spikes, along with its shoulder pads, ankles and waist, are covered in gold. It wears a green-tinted lens over its eye, mimicing shades. It carries a golden axe guitar on its back.

Summon:
-Use the Rolling Rock in a Granite Biome

Stats:
Health: 25,000 (26,500)
Attack:
-78 (150) (Melee)
-68 (134) (Music Note)
-75 (150) (Rock-Wave)
-82 (160) (Granite Ball)
Defence: 123

Attacks:
-Walks around slowly towards the player, sometimes performing great leaps through blocks if the player is too far away or out of reach.
-Will occasionally throw a large granite boulder that acts much like the Staff of Earth boulders.
-Can play his guitar, sending a flurry of music notes around the arena at different speeds and angles that bounce off of solid blocks
-Send a continuous stream of block-ignoring music notes directly at the player
-Create a large barrier of musical shockwaves around himself that destroy/deflect projectiles

Defeat:
-His green visor is cracked and breaks, so he flees by jumping off-screen. Drops his drops wherever the visor was shown to break.

Drops:
-An assortment of granite-based weaponry, as well as a guitar that either fires notes or creates a player-surrounding shockwave when the alt-fire is used.

Extra Info:
-Geovahn has a special death message if killed by him. The death message says "Player was rocked by Geovahn". The message is a pun, as to be expected.
-Geovahn's name also happens to be both a pun and a small reference to Sly. The name itself is also a corruption of 'Giovanni'.
--The reference is to Sly's species, the Lihzahrds, and their habit of adding random, silent 'h'-es to their words.
---Geovahn's boss name is the same length as Sly's, even down to the word count.
-The summoning item is also a pun on Rock & Roll.
017 - Wall Of Bones
Appearance:
A large skeletal wall made out of many, many bones. Three giant skulls pertrude from the front of the wall and are the only vulnerable points.

Summon: Throw the 'Clothier's Curse' into lava in the underworld. The summoning item is made using the Clothier Voodoo Doll, 1 of each Soul, 100 Bones and 20 Ectoplasm.

Stats:
Health:
-40,000 (75,000) (Wall)
-15,000 (25,000) (Skull)
-200 (350) (Hungry Skull)
Attack:
-100 (200) (Melee)
-25 (65) (Bone Whip) (Inflicts Tongued)
-65 (120) (Magic Blast 1 & 2)
-80 (150) (Magic Blast 3)
-85 (150) (Skull Melee)
-70 (130) (Hungry Skull Melee)
-50 (95) (Hungry Skull Magic)
Defence:
-25 (Walls & Hungry Skulls)
-32 (Skull)

Attacks:
-In Phase 1 the wall will slowly move towards the player, slowly accelerating as it takes damage. It spawns 20 Hungry Skulls that all fire slow-moving magic bolts infrequently, though due to their sheer number they can still easily fill the screen with projectiles. The Giant Skulls in the wall move up and down in similar ways to the normal Wall of Flesh's eyes and mouth, but instead of spawning lasers and leeches all 3 fire out indestructable magic blasts that pass through blocks. The boss still performs the Tongue effect the normal WoF has, as well as inflicting the Horrified (And Cursed) debuffs. (In expert mode it is almost compulsary to bring a Nazar or one of its upgrades as the wall inflicts Cursed indefinately and thus will be nigh impossible to attack without it.)
-After being brought down to 20,000/30,000 health the wall transitions into Phase 2. One of the skulls breaks free and the wall slows down to the speed it started the fight at. The other skulls attack with far less frequency.
--The freed skull flies around above or to the sides of the player, firing 3 types of magic blast. The first is the same fast-moving indestructable projectile the Wall's skulls perform, the 2nd is a volley of slower-travelling 'water bolts' that bounce off of blocks and pierce NPCs and finally the 3rd is a destructable projectile with high damage that travels through blocks.
-Defeating the freed skull will cause it to re-attach itself to the wall, visibly cracked. The wall then begins phase 3; which is similar to Phase 1 except the Hungry Skulls can respawn and the acceleration of the wall is greater as it takes damage.
-Finally, once the wall's health is at 0, it transitions into phase 4. 2 (All 3) skulls break off and attack the player while the wall slows down again, mirroring Phase 2. After these skulls are defeated the fight ends.

Defeat: Bursts into bones, leaving its drops in a large box, like the WoF.

Extra Info:
-The Wall of Bones actually has a combined health total of 89,000 in Normal Mode and 157,000 in expert mode, counting all parts of the fight except the infinitely-respawning Hungry Skulls in Phase 3.
-The boss is very, very similar to the Wall of Flesh, particularly the Expert-Mode variant. Its appearance, summon, movements, minions and even debuffs mirror the original Wall of Flesh battle.
"End-Game+"
After the player has successfully defeated the Moon Lord at least once on a world, that world will then enter 'End-Game+'. This feature spawns new enemies, allows for new ores to spawn, new bosses to be fought, new loot to obtain and craft and even adds a new and even more powerful variant of the Moon Lord to act as a 'true final boss'.

New Enemies:
-Vortex Skeleton
-Stardust Slime
-Nebula Jelly
-Solar Bat
-Golden Armour
-Phantasm Mimic
-Dragon Tortoise
0A - Stardust Magus
Appearence:
Roughly the same size as a normal player, though faces more 'forwards' than the player does, similar to how the Lunatic Cultist does. However, she spends the majority of the fight inside of a large version of the Stardust Cell enemies from the Stardust Pillar. The cell is roughly the same size, or slightly larger than, the King Slime.

Summon:
-Use the Glistening Cell while above-ground. The background will then change to resemble the background during the Stardust Pillar battle or when a Stardust Monolith is active. She will appear shortly after.

Stats:
Health:
-15,000 (17,000) (Stardust Cell) (Respawns 15 Seconds after defeated)
-37,500 (40,000) (Magus)
Attack:
-115 (250) (Cell Melee)
-20 (45) (Magus Melee)
-100 (145) (Stardust Blaster)
Defence:
-0 (10) (Cell)
-20 (30) (Magus)

Attacks:
This boss alternates between 'passive' and 'aggressive' mode based on the health of the Cell it occupies.
Giant Stardust Cell is alive: (Passive mode)
-Will spawn random enemies that the Stardust Monolith would spawn, though they each have an additional 50 (100) health
-The magus, inside of the cell, simply floats around slowly, bouncing off of walls and occasionally teleporting
After the player destroys the giant cell 2 (3) normal-sized Stardust Cells spawn from it and the magus will change into aggressive mode.
Giant Stardust Cell is dead: (Aggressive mode)
-The magus will teleport around constantly
-The magus will fire off several fast-moving clusters of stardust
-The magus will spawn a ring of 8 (10) stardust clusters around herself before firing them all outwards
Eventually, after around 15 seconds, she will summon another Giant Stardust Cell to shield her and go back into passive mode.

Defeat:
-The boss will freeze and create a large explosion of stardust outwards (doesn't do damage) before vanishing, dropping its items. As it vanishes the 'teleport' noise can be heard (One used for the Magic Mirror and Recall/Teleportation/Wormhole Potions)

Extra Notes:
-This boss' attack patterns are based off of the Stardust Pillar and Armour, being mainly summoner-based.
-Since the boss can continuously spawn minions the screen can become very cluttered without proper crowd control, especially because of her tendency to spawn Stardust Cells.
-She is invulnerable while inside of the Cell, piercing weapons do not damage her and count her as just being a part of the cell.
-In theory this boss has the highest health in the game due to its infinitely-regenerating shield.
-The Stardust Magus' colour scheme is entirely taken from the Stardust Armour set.
0B - Solar Scourge
Appearance:
A large, worm-like creature that uses the colours of the Solar weapons. Its entire body appears to be very jagged and lets off a strong glow.

Summon:
-Use the Sun Harvester on the surface. Background becomes the same as with the Solar Pillar and Solar Monolith

Stats:
Health: 2,000,000 (3,500,000) (Damage cap of 15,000 DPS)
Attack:
-160 (300) (Head, Surface/Space)
-95 (180) (Body, Surface/Space)
-115 (220) (Solar Spear, Surface/Space)
-175 (320) (Head, Underground/Caverns)
-110 (200) (Body, Underground/Caverns)
-140 (250) (Solar Spear, Underground/Caverns)
-200 (365) (Head, Underworld)
-135 (250) (Body, Underworld)
-160 (300) (Solar Spear, Underworld)
-135 (250) (Head, Snow Biome)
-80 (150) (Body, Snow Biome)
-100 (180) (Solar Spear, Snow Biome)
Defence:
-60 (Surface/Space)
-50 (Underground/Caverns)
-35 (Underworld)
-80 (Snow Biome)

Attacks:
-Follows the normal Worm AI, except it can sometimes fire small, spear-head like projectiles from its body.
-All of its attacks inflict the "On Fire!" debuff on hit
-As it gets closer to the bottom of the world the higher its attack stats become and the lower its defences become
-If it determines that the player is out of its range (E.g. Sky Platform) it will begin flying. It will only go back to being a grounded enemy after it determines the player is close enough to solid ground.

Defeat: Upon being defeated it will dig downwards before charging upwards until it leaves the map, dropping its drops as it goes off-screen at the top of the map

Extra Info:
-It is the only boss that seems to have stat changes upon being hot or cold, with the heat making its attacks stronger but defences weaker and cold doing the opposite
-If there is a sky island between you and where it despawns its drops will land on the sky island, requiring you to fly up to it to retrieve your rewards.
-Much like with the Stardust Magus this boss' colour scheme is taken from its respective Solar Pillar and Items, for the Scourge that is the Solar items.
-This boss easily has the highest health in the game, requiring piercing weapons in order to effectively kill it.
-It is one of few worm enemies to not have lower defence for the head and/or unique stats for its tail
-The 15,000 DPS max means that it takes at least 133.3 seconds to kill this boss, or 233.3 seconds in expert mode (So roughly 2 in-game hours for normal and 4 in expert)
--If fought in a snow biome you need at least 60 damage to deal more than 1 per hit, which may be hard based on weapon choice (Meowmere, Luminite Ammo, Stardust Summons and Lunar Flare recommended)
0C - Nebula Lord
Appearance:
Looks like a taller, more-detailed predictor. It is wearing a cloak with pink pauldrons on the shoulders. Its brain is more 'detailed' and its spikes on the sides of its head are slightly longer. The crystal-like formation on its chest is also larger.

Summon:
-Use the Nebula Caller at the surface. Background will change into the same one as used by the Nebula Pillar and Monolith. The boss arrives shortly after.

Stats:
Health:
-55,000 (70,000) (Phase 1)
-20,000/55,000 (25,000/70,000) (Phase 2)
-5,000/70,000 (Phase 3)
Attack:
-100 (185) (Phase 1 Melee)
-145 (250) (Phase 2 Melee)
-118 (200) (Nebula Crystal)
-90 (165) (Nebula Lightning)
-123 (235) (Psycho Ball)
-110 (200) (Nebula Sphere)
Defence:
-50 (Phase 1)
-140 (Phase 2)
-75 (Phase 3)

Attacks:
Phase 1:
Will teleport around the map, using one of several attacks before teleporting to a new location
-Can summon 4 (6) crystals around itself and fire them at the player (Similar to the normal Predictor's attack)
-Can fire slow-moving bolts of lightning at the player (Usually around 4)
-Can summon a ball of energy somewhere near to itself before launching it at the player, with the ball homing in slightly towards players.
Phase 2:
At the start of phase 2 it will focus its energy and create a large, pinkish silhouette of itself around itself and continues fighting. The silhouette begins performing the boss' actions and attacks while the Nebula Lord himself remains stationary inside.
-Can use all of phase 1's attacks
-Can summon 5 spheres around itself, flying at the player, before firing them all of in a spiral-like formation.
-Can summon large amounts of energy balls in random places, firing them all off at the player. All of them home in slightly.
Phase 3: (Expert Only)
In this phase the Nebula Lord breaks out of the silhouette and instead makes 2 clones of himself. All 3 can attack the player, though only the real one can be damaged.

Defeat:
Upon his defeat the Nebula Lord will frantically teleport around the map, firing off lone Psycho Balls in order to try and earn a last-ditch victory. After 10 of these he will teleport less frequently until he stops, lets out a roar, and teleports away, dropping its loot.

Extra Info:
-Strangely, this boss uses a lightning-based attack that functions similarly to the Vortex Pillar's lightning, despite that not being the right pillar.
-Another thing to note is that a lot of this boss' attacks can be blocked with solid walls, including the Lightning, Psycho Balls, Crystals and Nebula Sphere attack after they've been launched. However, the Nebula Lord's phase 2 charges are not stopped by blocks.
0D - Vortex Hunter
Appearence:
The boss consists of two things, one being the actual boss and the other some sort of alien gunship that the boss pilots. The boss itself looks a bit like the Storm Diver enemies from the Vortex Pillar event rather fittingly while the ship itself takes on a similar colour scheme.

Summon:
Use the Vortex Beacon at the surface. The background will change and, after a moment, the boss will spawn.

Stats:
HP:
-55,000 (65,000) (Phase 1)
-45,000 (60,000) (Phase 2 Hunter)
-75,000 (90,000) (Phase 2 Gunship)
Attack:
-100 (175) (Hunter Melee)
-130 (200) (Gunship Melee)
-200 (370) (Pulse Grenade)
-85 (130) (Pulse Cannon)
-140 (250) (Gunship Missile Barrage)
-250 (400) (Gunship Deathray)
-180 (320) (Gunship Railgun)
Defence:
-70 (Gunship)
-55 (Hunter)

Attacks:
Phase 1:
In phase 1 only the Gunship itself does anything. The hunter is presumed to be inside, piloting it.
-It will attempt to ram into the player, dealing contact damage
-It can fire missiles upwards that fall down, with their locations revealed briefly by small 'tracer rounds' that fall 1 second before
-It can lock onto the player's location and fire a railgun, dealing high damage. This attack follows the player until the last second where the final target is decided.
Phase 2:
After the Gunship has taken damage the Hunter themselves will jump out and begin attacking separately.
-The Hunter is very swift and constantly jumps around and 'teleports'. They will either crouch slightly and fire a rapid barrage of pulse cannon shots or throw a high-damage, but slow-acting grenade.
-The gunship also attacks, using all of its phase 1 attacks plus a large deathray which it unleashes above the player, similarly to how the Martian Saucer does.

Defeat:
-Upon the Gunship being defeated it will begin smoking and fall downwards off-screen, though still in 1 piece
-Upon defeating the Hunter they will stagger back before teleporting
-At the end of the fight the Gunship will fly upwards, presumably with the Hunter still inside, before flying off, dropping loot as it does so.

Extra Info:
-The Hunter doesn't actually teleport, apparently, but instead just moves really fast
--Though the game still treats it like teleporting so it doesn't really matter
-The fight is one of few fights where the player is forced to take on several boss-level enemies simaltaneously, the other being the Twins.
-The fight has references to various things including Samus (ship's design and general concept), The Predator (Some sounds, Grenade's timer and noises) and the Martian Madness event (Railgun and Deathray attacks)
-This boss is perhaps the most frantic of the Lunar Bosses due to the sheer speed of the Hunter and the mechanics of the Gunship's attacks requiring players to either keep moving or take high damage
-The Hunter does not seem to be the same species as the Vortexians due to some differences, the most notable being the different toes and heights.
-The Deathray attack in Expert Mode has the potential to kill NPCs in a single hit, as well as deal over half of the player's max. health.
--The Railgun can also do this as well, and also kill any players who get caught in it either due to bad placement or having no knockback immunity after being caught in it.
0E - Spectral Leviathan
Appearence:
A long, greenish dragon-like creature. It lacks any sort of visible limbs or extremities of any kind, though can somehow still fly. It has 3 visible, glowing, yellow eyes on either side of its head and several horns. The lack of limbs gives it an almost serpentine appearence, though the more dragon-like head takes away from this a little.

Summon:
Stay at the top of the world. Eventually you will see messages slowly appear.
"You hear a strange whistling in the distance"
"A shadow lingers above you"
About 20 seconds later the boss will spawn. If you leave the top of the world at any time before the boss actually spawns it will cancel its spawn, forcing you to restart the process.

Stats:
Health:
-800,000 (1,200,000) (Main Leviathan)
-100,000 (150,000) (Offspring)
Attack:
-200 (375) (Head Melee)
-112 (200) (Body Melee)
-105 (180) (Phantasm)
Defence:
-40 (Head)
-60 (Body)

Attacks:
-Flies at the player in a similar way as how the Wyvern does, but is slower. However, it is a lot more accurate than most and will almost certainly hit players it catches up with.
-It will occasionally roar, summoning large dark-blue 'phantasm' spheres in random locations within a rather large radius.
-As its health gets lower it begins to slowly accelerate and will summon Phantasms more often and in larger numbers, demanding attention constantly to make sure you don't end up taking unnecessary damage.

-Every 10% health lost will cause the Leviathan to spawn a Spectral Offspring, which works the same as a Wyvern and deals the same contact damage as the main Leviathan
-The boss will also become 'Enraged' if the player leaves the sky biome, increasing its speed to over 100 mph and also becoming even sharper at turning, making it almost impossible to dodge

Defeat:
-Explodes into skeletal gibs, dropping the loot from its head

Extra Info:
-Unlike the Solar Scourge, this boss lacks any sort of DPS cap, allowing certain weapons to shred through its health bar in seconds. Piercing weapons and certain summons can make quick work of this boss, despite its massive health pool.
-An easier way to defeat the boss is to make a large Asphalt bridge across the top of the world, allowing you to keep moving at the same speed as it and avoiding ever having to turn back and risk either damage from its attacks or enraging it. It also keeps it travelling in a straight line, allowing piercing weapons to maximise damage.
0F - Crawling Eye
Appearance:
A large, red eye with what seems to be spikes pertruding from it. The eye has a brownish-red armoured plating around it with some red parts amongst the plates.

Summon:
-Use the Twitching Eye at night

Stats:
Health: 130,000 (185,000)
Attack:
-105 (180) (Melee)
-100 (175) (Fireball) (+10 (12) Seconds of Shadowflame)
-110 (200) (Shadowflame Clone Melee)
Defence: 70

Attacks:
-Spends the first 20 seconds of the fight close to the ground, moving slowly, before darting up and flying around sporatically and unpredictably for the rest, though still focusing on the player at all times.
-Can charge at the player several times in a row, almost as fast as EoC's chain dash
-Fires shadowflame fireballs that travel in a straight line and explode on contact, inflicting the Shadowflame debuff if players are hit by the explosions.
-Can summon a slightly smaller shadowflame clone of itself. The clone is invincible and will simply charge 2 (3) times, with the final charge continuing off-screen until it despawns

Defeat:
Explodes like most bosses do, gibs included. Drops loot the second it dies.

Extra Info:
-This boss' rather unusually fast and seemingly random movements can make it quite hard to hit with weapons that have delays or that require melee swings. High-velocity or homing projectiles are recommended.
-It is overall one of the most simple of the "Post-Game+", with only a few attacks and no gimmicks that leave any specific classes particularly vulnerable to it
Events:
Snack Attack
More of a joke boss than anything, but still decently strong for a late pre-hardmode/early hardmode invasion.

Summon/Completion:
-Use the Unkempt Breakfast during the morning (4:30-7:30 AM) to summon the invasion
-Invasion is considered 'won' once the meter reaches 100%, at which point surviving enemies retreat

Eggbert
Appearance:
Looks like an egg with a face and small teeth.

Stats:
Health: 150 (250)
Attack: 20 (35)
Defence: 8

Attacks: Hops at the player, following the Slime AI, though hops slightly more frequently

Drops:
-Silver Coin (x3) (100%)
-Eggs (x1-5) (100%)
-Egg Cannon (x1) (2.5%)

Living Bacon
Appearance:
A walking piece of bacon with arms, legs and eyes.

Stats:
Health: 250 (400)
Attack: 28 (48) (+3 seconds of On Fire! debuff)
Defence: 12

Attacks: Walks towards the player, using the Fighter AI. Can inflict On Fire! in expert mode. Head wobbles slightly as it moves.

Drops:
-Silver Coin (x5) (100%)
-Bacon (x1) (25%)

Rambling Mushroom
Appearance:
A mushroom with legs. Its cap's colours are inverted from the mushroom item

Stats:
Health: 100 (165)
Attack: 18 (35) (+2 seconds of Confused debuff)
Defence: 18

Attacks: Pretends to be a mushroom until players get close. Then it jumps out of the ground and runs frantically around

Drops:
-Silver Coin (x2) (100%)
-Mushroom (x1-5) (100%)
-Big Cap (x1) (5%)

Squash
Appearance:
A large Squash with eyes. Its size is slightly larger than the player's.

Stats:
Health: 300 (420)
Attack: 40 (77)
Defence: 8

Attacks: Hops up to the player before performing a giant hop, trying to land on them (hence 'squash'-ing them).

Drops:
-Silver Coin (x8) (100%)
-Squash (x2-4) (100%)

Apple:
Appearance:
Looks like a cross between a person and a literal apple. Can create a 'toffee' barrier (Hence Toffee Apple). Only 1 spawns during the whole event, roughly when the event reaches 75%

Stats:
Health:
-5,000 (10,000) (Barrier) (+5 health per second regen)
-3,000 (5,500) (Apple)
Attack:
-25 (40) (Barrier Melee) (+20 seconds of Slowness debuff)
-20 (35) (Apple Melee)
-50 (90) (Apple Bomb)
Defence:
-5 (Barrier)
-12 (Apple)

Attacks:
-Starts off in Phase 1 walking around with a Toffee Barrier protecting her. Does nothing else until the shield is destroyed.
-In Phase 2 she gains speed and begins throwing small, apple-shaped explosives that work the same as Grenades

Drops:
-Gold Coin (x5) (100%)
-Apple Cap/Shirt/Leggings (x1) (~33% Each)
-Apple (x5-8) (100%)
-Apple Grenade (x30-50) (100%)
-Fruitful Charm (x1) (20%)
-Sticky Apple (x1) (20%)
-Toffee Barrier (x1) (20%)
-Snack Apple (x1) (100% if Loafer is defeated)

Loafer:
Appearance:
A large loaf of bread with large, visible teeth. Only 1 spawns during the whole event, exactly 2 minutes after Apple has spawned if she hasn't been defeated.

Stats:
Health: 9,999 (15,000)
Attack: 300 (1,000)
Defence: 400

Attacks: Charges frantically, gaining momentum in the same way enemies like Wolves do. Can accelerate up to 200% the player's normal walk speed, making it faster than the player in basically every circumstance. Can jump up to 8 blocks and cannot pass through blocks until the event ends, where it is allowed to so that it doesn't end up trapped.

Loafer is essentially designed to be a 'punishment' for delaying killing the boss, as evidenced by its Dungeon Guardian-esque stats. Its attack is the highest found pre-hardmode outside of the Dungeon Guardian's expert mode attack and Skeletron during the day.

Drops:
-Loafers (50%) (x1)
-Bread Head (50%) (x1)

Extra Info:
-Killing either Apple or the Loafer will immediately end the event, adding 100% to it immediately.
--While it is much harder, killing the Loafer instead is recommended due to its and Apple's special drops if you do so
---This is easiest to do by trapping it as it appears, slowly chipping its health down after doing so
-Apple will despawn if every player dies while she's active, forcing the player to deal with the Loafer throughout the rest of the invasion, who doesn't despawn.
-The Rambling Mushroom may be references to both the Super Mushroom (Colour scheme) and the Ramblin' Evil Mushroom (Name)
--Loafer's name is a type of shoe, which doesn't seem to add much except being a silly pun
---Apple & Squash's names are literally just what they are based off, Eggbert's name is a pun on eggs and the Living Bacon's name is self-explanatory
-No enemies in this event can exclusively hit through blocks, excluding the blast radii of Apple's phase 2 grenades
--This means it's technically possible to just seal yourself in a small box with 2-block thick walls and let summons do all the work for an easy win
-Loafer's design may also be a reference to the Bread Monster from the TF2 SFM Expiration Date
-The reason Apple and the Loafer are connected are unknown
Slime Armies
A large army of assorted slimes. Many of them are previous slimes, though buffed-up for the event

Summon:
-Use the Assorted Gel. Event spawns 30 seconds later.
-Event is considered 'finished' when 3 player deaths have occured, even in multiplayer. Will also end if all players go too far away from their spawnpoint, allowing Hardcore characters to also end the event without having to log out.

Enemies:
-All previous slime types, though given improved stats for Hardmode.
--Green, Blue, Spiked, Red, Yellow, Purple, Pinky, Jungle, Spiked Jungle, Ice, Ice Spike, King, Queen, Lava, Corrupt, Slimeling, Slimer, Crimslime, Illuminant, Rainbow, etc.
-Additional, unique slimes will also spawn in constantly, each with some sort of gimmick

Roller Slime
Health: 150 (300)
Attack: 45 (90)
Defence: 28

Attack: Rolls up into a ball and then rolls quickly along the ground when close to players

Drops:
-Silver Coin (x10) (100%)
-Gel (x2-3) (100%)

Corroslime
Health: 200 (400)
Attack: 130 (260) (+60 seconds of Broken Armour)
Defence: 10

Attack: Hops at the player, though on contact does both high damage and inflicts the 'Broken Armour' debuff

Drops:
-Silver Coin (x30) (100%)

Ichor Slime
Health: 350 (700)
Attack: 80 (160) (+15 seconds of Ichor)
Defence: 20

Attack: Hops at the player, inflicts Ichor on hit

Drops:
-Silver Coin (x18) (100%)
-Ichor (x1-2) (50%)

Curse Flame Slime
Health: 350 (700)
Attack: 80 (160) (+15 seconds of Cursed Inferno)
Defence: 20

Attack: Identical to Ichor Slime, but inflicts Cursed Inferno

Drops:
-Silver Coin (x18) (100%)
-Cursed Flame (x1-2) (50%)

Puff Slime
Health: 450 (900)
Attack: 40 (80) (+30 seconds of Slowness and 'Puffed')
Defence: 5

Attack: Very floaty jumps. Inflicts both slowness and its own unique debuff 'puffed' on hit.
Puffed: Reduces player's melee damage and knockback, as well as speed

Drops:
-Silver Coin (x10) (100%)
-Marshmallow (x2-3) (100%)

Slimarian
Health: 550 (1,100)
Attack: 55 (110)
Defence: 30

Attack: Only enemy to follow the Fighter AI. Does nothing particularly special, except it has decently high knockback resistance.

Drops:
-Silver Coin (x17) (100%)
-Gel (x5-8) (100%)
-Slime Hat (x1) (5%)
-Slimifier (x1) (1%)

Inferno Sludge
Health: 450 (900)
Attack: 120 (240) (+20 seconds of On Fire!)
Defence: 30

Attack: Hops at the player, dealing contact damage and inflicting On Fire! upon a successful hit.

Drops:
-Silver Coin (x20) (100%)
-Living Fire Block (x20-30) (10%)

Slippery Slime
Health: 300 (600)
Attack: 60 (120) (+15 seconds of 'Slippery')
Defence: 32

Attack: Can use King Slime's teleport if players are too far away. Also inflicts 'slippery' debuff
Slippery: All blocks have Ice Block physics

Drops:
-Silver Coin (x10) (100%)
-Gel (x2-4) (100%)

Slime Absorber
Health: 500 (1,000)
Attack: 70 (140)
Defence: 30

Attack: Hops at you. Can absorb other nearby slimes (Green, blue, yellow, red and purple) for more health.

Drops:
-Silver Coin (x10) (100%)
-Gel (x2-4) (100%)

Draco Slime
Health: 750 (1,500)
Attack: 100 (200)
Defence: 33

Attack: Flies nearby to the player, charging into them occasionally through blocks

Drops:
-Silver Coin (x25) (100%)
-Draco Wings (x1) (5%)

Metal Slime
Health: 200 (300)
Attack: 50 (100)
Defence: 100 (150)

Attack: High-defence slime. Immune to most debuffs.

Drops:
-Silver Coin (x18) (100%)
-Heavy Gel (x3-4) (100%)

Titanium Slime
Health: 450 (800)
Attack: 90 (180)
Defence: 100 (150)

Attack: High-defence slime. Immune to knockback and most debuffs.

Drops:
-Silver Coin (x25) (100%)
-Heavy Gel (x4-6) (100%)

Titan Slime
Health: 25,000 (40,000)
Attack:
-115 (200) (Melee)
-70 (120) (Shockwave)
Defence: 20

Attack: Works like a normal slime, but is much larger. Creates small, damaging shockwaves when it lands.

Drops:
-Gold Coin (x2-3) (100%)
-Gel (x20-25) (100%)
-Slimey Blade (x1) (33%)
-Slimethrower (x1) (33%)
-Gelatinous Staff (x1) (33%)

Unstable Slimarian
Health: 1,500 (3,000)
Attack: 65 (130)
Defence: 25

Attack: Walks around frantically, though the majority of its movements are towards the player. Moves faster and jumps higher than Slimarians do, but stops briefly after every jump.

Drops:
-Silver Coin (x25) (100%)
-Gel (x5-8) (100%)
-Slime Hat (x1) (8%)
-Slimifier (x1) (2.5%)

Colosslime
Health: 15,000 (28,500)
Attack:
-85 (170) (Melee)
-75 (150) (Slimeball)
Defence: 40

Attack: Walks towards the player slowly, summoning slimeball projectiles from both its face and chest. These are affected by gravity and bounce like the Flower of Fire projectiles.

Drops:
-Gold Coin (x2) (100%)
-Random Potion (x2-3) (100%)
-Gel (x20-30) (100%)
-Slime Cannon (50%)
-Gelcutter (50%)
-Slime Doll (10%)

Extra Info:
-The Titan Slime uses the same sprite as King Slime used to before 1.3
-This event can cause the largest range of debuffs in 1 event
--It also has the most unique debuffs, with 2
---The debuffs you can receive are On Fire!, Poisoned, Cursed Inferno, Ichor, Broken Armour, Puffed, Slowed and Slippery, as well as Frozen in expert mode
-This event can, under unwanted circumstances, bring a player's defence below zero due to 2 of its enemies having access to defence-dropping debuffs
-The Slime Absorber enemy is one of the only enemies in the game capable of hurting other enemies
-Most of the enemies in this event drop gel, allowing for a lot of it to be gathered quite easily
Enemies:
Normal enemies that can be encountered in the game. Mini-boss enemies will also go here if they don't require vast amounts of detail or lack something crucial for being considered a boss.
001 - Outcast Gorgon
Appearance:
Takes on an appearance like the normal Medusa enemies, though her and her snakes' eyes are purple. The snakes also seem slightly more docile and less wild than the normal Medusa ones.

Encounter: Found rarely in the Cavern layer after the Gorgon Queen's defeat

Stats:
HP: 250 (250)
Attack:
-35 (60) (Melee)
-30 (55) (Gaze) (+5 Seconds of Stoned debuff)
Defence: 15

Attack: Walks towards the player, sometimes using the signature Medusa attack of turning the player to stone. Doesn't speed up when damaged like Medusas normally do.

Extra Info:
-Will become the Gorgon NPC if Purification Powder is used on her
--There are a few little hints that she may be an NPC to give it away. Firstly, the use of corruption colours for her eyes potentially hint at her being 'purifiable', her health being lower than a normal Medusa's, and her lack of health increase in expert mode.
NPCs:
Thought they'd fit better here since they aren't really items... plus most of my ones are linked to bosses somehow anyways.

Most of these will be town NPCs who can buy and sell, and thus their headings will be different to accomidate for the differences.
01 - Gorgon
Appearance:
Same as the Outcast Gorgon enemy, though her eyes are now golden in colour.

Summon:
-Use Purification Powder on the Outcast Gorgon

Weapons:
-Uses both a Golden Bow (Wooden Arrows) and Stone Gaze to defend herself
--The Stone Gaze can inflict the Stoned debuff onto a few foes, mainly the more humanoid ones like Zombies, Skeletrons, Goblins, Pirates, etc.
-In Hardmode she will begin using her Olympian Arrows in her Golden Bow for more damage, as well as continue utilising the Stone Gaze

Items:
-Snake Staff (30 Gold) (Hardmode Only)
-Serpent's Rod (15 Gold)
-Serpentine Bow (15 Gold)
-Snaketongue Sword (30 Gold) (Hardmode Only)
-Snakeskin (20 Silver)
-Olympian Arrows (1 Silver)
-[Enemy Summon Statues] (Varies)
--(Sells different ones depending on her home's biome and if it's a Blood Moon)
-Hopite Armour Set

Extra Info:
-The majority of her items feature a Snake theming to them, with the others still being references to Greek mythology or Gorgons themselves
-She will not use her Stone Gaze attack too close to other Town NPCs
-She has 2 different attacks that work on alternating timers, meaning that, under the right circumstances (not being too close to other NPCs) she will attack twice as often
-She is one of the more combat-efficient NPCs due to having a long-ranged attack, an AoE attack and decreased time between attacks when not near other NPCs.
02 - Hunter
Appearance:
(W.I.P.)

Summon:
Appears once at least one boss has been defeated, including the ones usually excluded by the Driad's spawn conditions

Weapons:
-Uses a Boomstick while in pre-hardmode, which allows the Hunter to deal a lot of damage to close-by targets
-Uses the Shotgun once the world is in Hardmode, which makes sense as it is essentially a hardmode variant of the Boomstick

Items:
-Pink Crown (After King Slime's defeated)
-Radiating Stone (After EoW/BoC's defeated)
-Cataract Eye (After EoC's defeated)
-Sweetened Honey (After Queen Bee's defeated)
-Iron Soul (After Plantera's defeated)
-Duo-Pulse Driver (After Twins are defeated)
-Lihzardian Idol (After Golem's defeated)
-Maddening Medallion (After Lunatic Cultist's defeated)

Extra Info:
-This NPC only sells boss-summoning items, with the majority based on being harder variants of the boss that lets them sell the item
--The exception to this is the Radiating Stone which, while it has similarities, spawns bosses not at all alike the bosses you need to fight prior to him selling it
-The Hunter isn't actually well-enough equipped to take on the majority of bosses alone, making many of their gloats about being a 'renowned hunter' harder to believe
-He does not sell summoners for harder variants of Skeletron, The Destroyer, Skeletron Prime Plantera, Duke Fishron, the Pillars, or the Moon Lord (Only looking at Vanilla Bosses)
--He does not sell any special item for Skeletron Prime or the Destroyer, but does for the Twins
---He also sells the Iron Soul after Plantera's defeated, despite it being a WoF rematch
----However, Plantera can only be fought after the WoF anyways, so you can cannot normally face them in the wrong order without bringing the item from another world
16 Comments
$courge 4 Mar, 2023 @ 7:57pm 
Queen slime is here
Okami Tomato  [author] 4 Feb, 2020 @ 11:17am 
:)
STEELER78 4 Feb, 2020 @ 8:05am 
Bro either become a developer for Terraria, or turn this into a massive mod, because I would love to see all this in Terraria! :D
Okami Tomato  [author] 4 May, 2019 @ 1:02pm 
I could try and make that at some point, maybe on a misc. page where things like Biomes will be put. Already have a mostly-finished Infection biome from a while back I could re-make and I could add that one as well.
some_dudeXD 4 May, 2019 @ 11:14am 
It's not a boss by itself, but I think we should have a new world evil, it's not purple and gloomy like the corruption, but I'm thinking all black. A biome made of shadows, I'd call it Limbo. Compared to the speedy enemies from the corruption and the strong ones from the crimson, the enemies here will be either high in defense or just somewhere in between. Some enemies here could be an all-black shadow slime, a shadow man, all-black ents, and other shadow-based enemies. To be honest I would personally like to see the boogey man, a giant shadow titan, or maybe some of the boss ideas you've mentioned.
Okami Tomato  [author] 5 Feb, 2019 @ 4:09pm 
Comment away :P
roach 5 Feb, 2019 @ 4:04pm 
Love Ur Boss Ideas
I Like Commenting On These :I
roach 29 Jan, 2019 @ 6:17pm 
Cool!
Okami Tomato  [author] 26 Jan, 2019 @ 8:21am 
I mean, to be fair, he was based on Dark Matter from Kirby, so yeah I can see that
roach 26 Jan, 2019 @ 8:19am 
Mystery matter looks like A Character from the game "Kirby Star Alies"