Terraria

Terraria

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Terraria Boss Ideas Part 5 [Bosses 81-100]
By Okami Tomato
Back again a little earlier than anticipated to be fair

Mainly because of 1 specific biome idea I had leading to the design of roughly 4 new bosses

As usual: This isn't a guide, just some boss ideas I came up with

Anyways, without further ado, enjoy! :)
   
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[News Panel]
And here is the news:

1. A new biome, the Void Biome, is important for a few of the bosses seen in this part. The Void Biome itself is a Post-Moon Lord biome that spawns somewhere in the outer thirds of the world after the Moon Lord is defeated. It houses numerous bosses based on previous enemies and features a lot of normal enemies with stats comparable to some hardmode bosses.

Most of the biome is made of black stones, with dirt turning into mossy Void Stone and sand into a strange silt. It surpasses all biomes except Hallow when spreading and can spread through dirt, stone, and sand. Large columns of stone and large hollow mounds of stone fill the skies; causing almost the entire biome to appear to be underground, even at the surface. The stone blocks that make up the biome, while breakable with Lunar Pickaxes, still take a very long time to break and so making arenas is often very time-consuming outside of simply using any tunnels that existed prior or any of the new ones created from the changes to the biome's terrain.

I might make it an actual part of a page later, separate from the boss pages, though.
[Here on out maybe?]

2. So much for 'I'll settle down on the Post-Moon Lord content' eh? Might as well try and get some more pre-hardmode stuff in here while I think of it since the pre-hardmode bosses are lackin'
81 - Starry Timekeeper
Appearance: A large mechanical head made out of Sunplate Blocks, judging by the colour scheme. Its eyes have small clocks inside of them which rotate continuously throughout the battle. A moving space-like border surrounds it due to the energy it radiates.

Summon: Use the Sunny-Looking Skull at the surface or in space at night. The boss will despawn if taken out of the biome for too long or it will become enraged during the daytime and fly into the player in a fashion similar to the Skeletrons. The summoner is made from Sunplate Blocks, Bones, and either Demonite or Crimtane Bars.

[Fought: Pre-Hardmode]

Stats:
Health:
-5,000 (9,200)
-800 (1,500) (x2) (Hands)
--6,600 (12,200) (Total)
Attack:
-30 (55) (Head Melee) (Inflicts Slow in Expert)
-50 (90) (Headspin Melee) (Inflicts Slow in Expert)
-28 (40) (Hand Melee) (Inflicts Slow in Expert)
-25 (38) (Clock Hand) (Inflicts Slow in Expert)
-N/A (60) (Big Clock Hand) (Inflicts Slow)
-1000 (2000) (Enraged Headspin Melee)
Defence:
-18 (Head - Normal, Expert Handless)
-60 (Head - Expert with Hands)
-20 (Hands)
-9999 (Head - Enraged)

Attacks:
Flies above the player, much like Skeletron. It will often follow a similar cycle of attacks:
-It will swipe at the player once with each hand, or with both at the same time
-It will then launch 4 (8) small projectiles outwards in a '+' (both a '+' and 'x') shaped like small clock hands
-It then performs the 'headspin' attack where it raises its hands and flies towards the player slowly. (In expert mode, as it does this, it launches larger clock hand-shaped projectiles towards the player)
-He will then slow down the player's movements during the next hand swipe attack, making it a bit harder to dodge. This wears off just before he fires the projectiles again.
After this, the cycle repeats.
(In Expert Mode the player needs to destroy both his hands before the Timekeeper himself is truly vulnerable as while his hands are alive his head has lots of defence.)

Defeat: Explodes into blue and yellow gibs, as you expect from most bosses.

GelTech Info:
-Built of the bricks of the sky; a contraption able to temporarily shift time around itself. However, due to the limitations of such technology, it can barely make any use of it.

Drops: A book that launches star projectiles, a staff that summons mini cloud platforms briefly and a yoyo based off of the boss' hands. Also drops a book that rapidly shoots clock-hand projectiles that does a lot of damage but uses a lot of mana. In Expert Mode it drops a clock that can slow down non-boss enemies briefly at the cost of mana. It may also drop the Slow Clock outside of Hardmode.

Extra Info:
-It is a duo of bosses along with the Starry Eye, though there is no third member to make it a trio
--There was originally an idea to make an EoW-like boss as well, but due to a couple of complaints about the number of worm bosses (and not being able to make it unique enough) it got scrapped.
-This boss is one of the only enemies able to drop the Slow Clock outside of hardmode
--The Slow Clock it drops is a very useful item for farming this boss in Expert Mode since it grants the player immunity to its main debuff
-Since the boss acts like a slightly-harder Skeletron the player can likely get away with using tactics that would work against Skeletron against it.
[Added: 3/6/19]
82 - Starry Eye
Appearance: A large eye made of Sunplate Blocks judging by its colour scheme. Its pupil is star-shaped as opposed to the circular one seen on most eye-like bosses. A space-like effect radiates from its back.

Summon: Use the Sunny-Looking Eye at night in space or at the surface. The boss will despawn if the player tries to take it underground and will enrage if it reaches daytime. The summoning item is made of Sunplate Blocks, Lenses, and Demonite Bricks.

[Fought: Pre-Hardmode]

Stats:
Health:
-5,000 (7,800) (Eye)
-200 (400) (Servants)
Attack:
-35 (64) (Eye Melee)
-0 (1) (Servant Melee) (Immunity frames specific to individual servants, not general)
-34 (70) (Falling Star)
Defence:
-15 (Eye)
-0 (Servants)

Attacks:
Attacks like the EoC did; flying over the player while summoning minions before performing charges. However, there are differences that make the boss noticeably harder:
-It summons 2-3 minions at a time at roughly 1/2 the rate the EoC did. These minions are mainly there to forcefully push the player around, making it easier for the Starry Eye to damage them.
-The charges remain the same as with the EoC
At half health the boss will transition into a new phase, signalled by it spinning in-place. The boss' design doesn't change after this point, however.
-It will now only summons 1 minion before going in to perform a charge attack
-The charges are ever so slightly faster than the EoC's (It only performs half as many chain-dashes in Expert Mode, however)
-If the boss is hit by a critical hit, stars will fall from the sky which can damage the player. They fall slower than natural falling stars, but are still quite fast for pre-hardmode projectiles.

Defeat: The boss explodes into blue and yellow gibs, as expected.

GelTech Info:
-Built of the bricks of the sky; a contraption able to temporarily shift space around itself. However, due to the limitations of such technology, it can barely make any use of it.

Drops: A staff that summons a small version of the minions, a sword that drops stars from the sky on enemy hits, and a weaker version of the Star Cloak. In Expert Mode it drops a bow that drops stars from the sky; essentially acting like a weaker Daedulus Stormbow

Extra Info:
-Its GelTech description is almost the same as its counterpart; the Starry Timekeeper. The only difference is the mention of space instead of time.
-The boss' name is a reference to the term 'starry-eyed'
-Since the boss' main attack in Phase 2 is entirely based around the player's ability to score critical hits, using slower-firing weapons and ones with lower crit rates may actually be more beneficial than using faster-firing weapons with crit-boosting modifiers.
--Summoners likely won't have to worry about its special phase 2 mechanic as minions cannot deal critical hits under normal circumstances.
-The minions in Normal Mode can be entirely neutralised with a Cobalt Shield
--The same is mostly true for Expert Mode, though they at least still do a little damage there
---Since the shield should be obtainable by the time this boss is meant to be fought it isn't impossible that this can happen; turning the minions into meat shields as opposed to actual threats.
-Ironically, it can actually be killed by a falling star.
--The Star Cloak, though unobtainable normally at this point, would also work very well due to the minions' continuous stream of low-damage attacks. (Yes, the 0-damage attacks still 'hit' the player and thus still trigger them)
[Added: 3/6/19]
83 - Rosie
Another request from someone who wanted to keep their name private for whatever reason

Appearance: A pink-haired girl wearing violet-coloured clothes and no shoes. Her jacket has a hood at the back, but no other details. She uses a large pink bow for her weapon which has a heart pattern in the middle.

Summon: Can randomly show up after defeating Skeletron. She has a 15% chance to spawn every night until defeated, where this drops down to 5%. She will only spawn if the player is above-ground and near to their spawn point, otherwise she will not spawn. Biomes and depths are unimportant during the battle.

[Fought: Pre-Hardmode]

Stats:
Health: 9,500 (15,000)
Attacks:
-30 (50) (Melee) (Inflicts Stunned)
-55 (100) (Heart Arrow) (Inflicts Stunned)
Defence: 20

Debuff: Stunned:
-The same debuff as from the Mobile version: stuns enemies in-place for a very brief moment. They player will still fall, though will not be able to move or use items (like Frozen). Luckily, fall damage-removing items like wings and horseshoes still remove fall damage.

Attacks:
Rosie jumps around a few times, before using her bow. The attack pattern, while simple in text form, is often rather hectic in-game due to her repositioning sometimes requiring her to leap over the player or sometimes plough right through them.
-She will fire individual shots at the player most of the time. She uses Heart Arrows as ammunition which stun the player momentarily on hit.
-She may fire an arc of 3 mildly-arcing Heart Arrows when under 50 (65)% health
-She may launch a rapid barrage of Heart Arrows at the player when under 30 (45)% health. Due to the frequency and the debuff being hit by one of the earlier arrows will likely lead to more hitting you afterwards.

Defeat: Disappears into a massive cloud of pink smoke. No gibs are left behind; only her drops.

GelTech Info:
-Equipped like a huntress, though dressed in pinkish velvet. While she has the skills and the tools to be a successful hunter her wardrobe makes her stand out in almost any environment.

Drops: In Normal Mode she mainly drops lots of money and some Heart Arrows. In Expert Mode she will drop even more arrows, but also her bow as well; called the Heartstring.

Extra Info:
-The Heart Arrows she drops are nowhere near as brokenly overpowered as the ones on mobile. While they still immobilise normal enemies they may only slow bosses' movements and only work on some bosses. They are made even less useful due to their rarity; requiring the player to wait until they next randomly encounter the boss or purchase them Post-Plantera for a hefty sum.
-Her stats and debuff are extremely powerful for a Pre-Hardmode boss, mainly because she is also intended to still be a threat in early Hardmode. Her stats make her a potential candidate for hardest Pre-Hardmode boss.
-She is one of the only humanoid bosses to not have any sort of wings, nor any real background information given about her via dialogue or the GelTech
--Her existence isn't even acknowledged by most other characters as she is never mentioned by any other bosses or NPCs, nor is she present during the Chaos Doppelganger showdown at the end of Chaos Mode like the others.
-Her weapon, the Heartstring, is a play on the saying 'tugging on your heartstrings' as well as the bow's string and heart-like shape at its centre.
[Added: 3/6/19]
84 - Void Heart
Appearance: A large purple heart floating inside what seems like a black and empty void. A few veins are visible on the heart and further tendrils are seen behind it, possibly holding it in-place. The void is bordered by rows of pink and blue teeth-like spikes that face inward towards the heart. The 'frame' holding the void is a large purple chunk of crystal, with further smaller crystals protruding from its sides. Pink, curved crystals protrude from the left and straight blue crystals from the right.

Summon: Use the Broken Heart at night. The place is unimportant and makes no effect on the fight. The boss despawns during the daytime. The Broken Heart is a rare drop from NPCs that die in Chaos Mode after a couple of bosses have been defeated. The player is inflicted with Heartbroken throughout the entire fight.

[Fought: Chaos Mode]
[Special Boss: Unlisted and uncraftable summon]

Stats:
Health:
-15,000,000 (23,250,000) (Heart)
-200,000 (245,000) (Heartbreaker)
Attack:
-320 (568) (Melee)
-330 (582) (Phantom Bullet)
-333 (590) (Crystal Maw)
-362 (648) (Void Blast)
-310 (555) (Crystal Orbital, Heartbreaker Melee)
-5% (10%) (Ricochet)
Defence:
-800 +20% Damage Reduction (Heart)
-400 (Heartbreaker)

Debuff: Heartbroken:
-Hearts deal 40 damage to the player instead of healing them. This does not apply to potions, the nurse, or other forms of healing.

Attacks:
Heartbreakers spawn throughout the entire fight, regardless of the phase. Heartbreakers are small heart-shaped enemies that charge at the player and almost always drop hearts upon death. (Up to 3 hearts may be dropped in Expert Mode)
Phase 1:
Void Heart floats towards the player, teleporting every few seconds to reposition itself. Its attacks are often disconnected from its body.
-It may summon vertical or horizontal bullet-hells ofPhantom Bullet projectiles; large pink crystals with purple shadowy trails
-It may launch between 28-40 Phantom Bullets outward from its body
-It may summon up to 4 Crystal Maws which charge at the player 3 times before exploding.
At 70 (75)% health it gains some new attacks and changes its movement patterns slightly.
Phase 2:
Void Heart now stops moving and summons 4 large blue crystals which orbit its body. Projectiles that hit these are deflected back in the direction they came from and can damage the player.
It retains all of its previous attacks in this phase, though attacks less frequently.
At 60% health it transitions into Phase 3
Phase 3:
Void Heart begins moving again and ditches the Crystal Orbitals. It moves faster than in Phase 1, but teleports less frequently.
It retains its previous attacks from Phases 1 and 2, but gains new ones as well
-It may summon a bullet-hell of both vertical and horizontal projectiles
-It may summon a Void Blast; a chain of explosions that travel outwards from the boss that slightly homes-in on the player. The explosions are very large and it passes through walls.
At 35 (45)% health Void Heart transitions into its final phase.
Phase 4:
Void Heart begins to shudder and an after-image effect follows the boss as it moves. Illusions of the boss may appear near to the player, but they cannot hurt the player and disappear on their own after a few seconds.
Void Heart gains back 1 (2) of the Crystal Orbitals, though also retains the ability to move, teleport, and attack freely this time around.

Defeat: The colossal chunks of crystal holding the heart explodes into gibs. A pulse of darkness travels out from the heart as it remains stationary. The heart's beating slows until it eventually stops. The heart then slowly turns grey and disintegrates.

GelTech Description:
-It is only able to exist within its own pocket-dimension; sealed haphazardly within a chunk of unstable crystal. Energy continued to seep from the black abyss after it first appeared, and did so until the entire dimension was shattered. Without a world of its own the heart soon gave out and crumbled away...

Drops: A lot of crystal and void-based items. The main drop is the Void Crystal; a material mainly used for upgrading items from earlier in the game. In Expert Mode it drops an item that allows the player to perform a shadow-dash; a dash that grants the player invulnerability. However, the dash can only be used once every 12 seconds.

Extra Info:
-The Void Heart actually has nothing to do with the Void biome, despite 'void' literally being within its name
-The boss shares a few similarities with the Brain of Cthulhu in its teleportation abilities and illusionary copies, as well as the idea of having a heart somewhere it shouldn't be.
-The Void Heart is actually a lot tankier than its health would originally suggest. A 68% damage reduction caused by the Chaos Mode boss buff and its own resistance, made even worse by its massive 800 defence, makes the boss very hard to damage, especially with lower-damage weapons.
-It is recommended that the player does not attempt to fight the Void Heart in the earlier stages of Chaos Mode both because of the necessity of high damage weapons, but also so that the player can become familiar with the difficulty of the bosses at that point in the game.
-Using the Guide and Clothier Voodoo dolls, or traps like lava and boulders, are the best ways of potentially trying to farm the summoning item for this boss.
-While it may seem useful for the Heartbreakers to drop hearts, the Heartbreak debuff actually makes collecting them hurt the player instead of healing them and thus their dropped hearts should be avoided
--Since the debuff applies to all dropped hearts Heart Statues and hearts dropped by other enemies/bosses are also a potential hazard. Bear this in-mind if you plan on using a pre-existing arena that already has Heart Statues set up.
[Added: 4/6/19]
85 - Order of Slime
Appearance: Numerous Slimes utilising similar mechanical suits to what Slimey used. Each has their own signature weapon and alterations to the suits.
Red, the 'leader' of the group, wears a platinum suit with a deep red substance providing the suit energy. He also wears a crimson-red cape. His signature weapon is a red-bladed sword with a decorative hilt and a deeper red handle.
Violet, an Illuminant Slime, has a purple-tinted suit with a pinkish-coloured substance providing the suit's power. Her signature weapon is a pink sword with a silvery hilt and purple handle.
Crimson, a Crimslime, wears a red-coloured suit powered by ichor. Veins of slime are seen trailing down the arms and torso of the suit. His signature weapons are red, ichor-coated claws.
Ebon, a Corrupt Slime, has a silvery suit powered by cursed flames. He wears a black cloak. His signature weapon is a silver staff covered in a cloak with a slime-like ball at the top.
Amazon, a Spiked Jungle slime in a bronze and green suit powered with a similar substance as to what is seen in the Flask of Poison. His weapon is a strange cross between a blowgun and a sniper rifle.
Rain, an Umbrella Slime in a silver suit seemingly filled at least in-part with water. Her weapon is a large umbrella, as you may have expected being she is an Umbrella Slime.
Magma, a Lava Slime in a suit filled with lava, seemingly made of Hellstone. His weapon is a large staff with lava leaking from cracks and a blob of ever-hot lava at the end.
Slush, an Ice Slime in a suit slightly lighter than Red's. It appears to be powered from Frostburn fire. Her weapon is a bow partially made of ice with a frostburn flame burning from it.

Summon: Use the Seal of Slime anywhere in the world. All of the Slimes spawn at once. Biomes, depths and times are not important during this fight (though in Expert Mode certain Slimes are buffed in certain biomes). The bosses only despawn when there are no potential targets nearby, where all of them will despawn simultaneously to avoid teleporters potentially making the fight easier by despawning some of them mid-fight.

[Fought: Post-Moon Lord]

Stats:
Health:
-100,000 (148,000) (Red)
-65,000 (100,000) (Ebon, Crimson, Rain)
-50,000 (85,750) (Violet, Amazon, Magma, Slush)
--495,000 (791,000) (Total)
Attack:
-110 (200) (Red - Melee/ Ebon - Melee/ Amazon - Melee/ Rain - Water Jet/ Slush - Melee)
-107 (195) (Violet - Melee/ Rain - Melee)
-130 (243) (Red - Red Blade/ Crimson - Melee/ Amazon - Bullet/ Magma - Melee)
-100 (180) (Violet - Pink Magic)
-118 (217) (Ebon - Cursed Flame Bolt/ Magma - Fireball/ Slush - Frost Arrow)
Defence:
-72 (Red)
-60 (Crimson, Ebon, Magma, Slush)
-48 (Violet, Amazon, Rain)

[Red's attacks may briefly increase his attack or defence by 8]
[Violet's attacks will heal her for 10x the damage they deal]
[Crimson's attacks inflict Ichor]
[Ebon's attacks inflict Cursed Inferno]
[Amazon's attacks inflict Venom]
[Rain's attacks inflict Chilled]
[Magma's attacks inflict On Fire!]
[Slush's attacks inflict Frostburn]
[In each boss' respective biomes in Expert Mode they receive slight buffs: Red's is the Forest, Violet's the Hallow, Crimson's the Crimson, Ebon's the Corruption, Amazon's the Jungle, Rain's when it is raining at the Surface, Magma's in the Underworld or Cavern, and Slush's is the Snow biome. The buffs are +15 attack and +20 defence]

Attacks:
Each boss attacks on their own, but their attacking speed is based on the others. For each boss defeated all of the others will receive buffs to their attacking speed (which are even greater in Expert Mode).
Red:
May jump towards the player and then dash at them with his sword. After landing he will take a short break, then swing his sword 1-3 times at the player summoning crescent-shaped projectiles with each swing. Then he takes another break before continuing.
Violet:
Swings her sword 2-4 times towards the player, creating thin sword-like projectiles which fly at the player. After a few seconds she then spins around with her sword, allowing her to gain decent horizontal speed while doing so. After this she takes a break to re-calibrate and restarts her cycle.
Crimson:
Dashes at the player horizontally and performs a large swing with his claws when next to the player's horizontal position. Afterwards he will jump at the player, spinning around with his claws pointed outwards. After this he stops briefly and resets his pattern.
Ebon:
Fires 2 arcs of 3 cursed flame projectiles at the player, teleports, and then fires a volley of 4-5 cursed flame projectiles directly at the player in succession. Then he takes a break before restarting the cycle.
Amazon:
Throws between 2-4 spiky balls on the ground that deal his melee damage, then distances himself from the player a little. He then crouches, lines up his rifle, and fires a high-velocity bullet at the player. He then takes a little while to reload before restarting his cycle.
Rain:
Jumps into the air towards the player and then descends slowly using the umbrella. She has nearly-full horizontal control while falling. After landing she swings her umbrella which releases a cluster of arcing water droplets with short range. She then takes a break before restarting her cycle.
Magma:
Launches himself into the air with flames and attempts to strike the player with his staff. After landing again he fires an arc of 5 fireballs towards the player and takes a break before restarting his attack cycle.
Slush:
Launches 1-3 frost arrows at the player, then repositions herself. After repositioning herself she fires a few shots upwards which eventually rain down as large snowflakes that deal the same damage as her arrows. The snowflakes are relatively slow but up to 7 can be fired at once. After launching the snowflakes she takes a break before restarting her attack cycle.

Defeat: Usually they are knocked over once defeated, either left sitting down or kneeling, before they teleport away in clusters of particles of their respective colours. As each one is defeated the others will speed up their attacks.

GelTech Info:
-Numerous other Slimes who have had mechanical armour made for them. Fearing they would still not be strong enough alone they joined forces and became a freelance group of warriors under the leadership of Red.

Drops: The final one defeated will always drop their weapon, though others may do so rarely during the fight as well. Upon defeating them the player will also receive Mechanical Plating; a crafting material. In Expert Mode they also drop an accessory that powers up their weapons, allows them to deal additional debuffs, and even powers-up their upgraded forms later in the game.
85 - Order of Slime (Continued)
Extra Info:
-The Order of Slime abbreviates to OoS, which sounds like Ooze. I thought this was funny, even if extremely, extremely simple.
-Despite saying that their suits were all made for them, the numerous suits featuring the same platinum-like colour scheme suggests that they may have actually more likely been mass-produced.
--This is made most evident by the fact that Red and Rain's suits are almost identical, and that Violet and Slush's are also extremely similar.
-Each one of them seems to have a fairly random name based loosely on their nature. Red and Violet are due to colour, Crimson his biome, Ebon and Slush features of their biomes, Magma and Rain due to their Slime classifications, and Amazon due to the jungle of the same name
-Their weapons all have some sort of effect already granted when used regardless of other accessories or ammunition. Red's may briefly buff player stats, Violet's may heal the player on hit, Crimson's inflicts Ichor, Ebon's inflicts Cursed Inferno, Amazon's inflicts Venom, Rain's buffs the player's speed briefly, Magma's inflicts On Fire! and Frost's inflicts Frostburn
--The newly-added debuffs their weapons and their upgrades receive are Red's sword now inflicting On Fire!, Violet's giving the player Rapid Healing, Crimson's inflicting Bleeding, Ebon's inflicting Broken Armour, Amazon's inflicting Poisoned, Rain's inflicting Confused, Magma's inflicting Oiled and Frost's inflicting Chilled.
-Numerous Slimes can actually receive their respective buffs at the same time under certain circumstances:
--Red can be buffed alongside Violet, Crimson or Ebon if the forest is overrun already
--Violet can be buffed alongside Magma or Frost if their biomes are Hallowed
--Crimson/Ebon can be buffed alongside Magma or Frost if their biomes are Crimtaminated/Corrupted
--Amazon can be buffed alongside Magma if fighting in the caverns below the Jungle
--Rain can be buffed alongside Red, Violet, Crimson, Ebon, Amazon or Frost if it is raining in their biomes
---This means Rain can actually be buffed alongside anyone else except for Magma, due to the issues of depth.
-The player should be very careful as to what ones they decide to defeat first. More experienced players may leave certain ones until the end for the 100% drop chances, though for less-experienced players there are likely certain ones you want to be cautious of:
--Dealing with Amazon first is likely a good idea as if the player isn't already moving away from him and up/down they are almost guarenteed to get shot. Speeding up these shots means the player takes even more damage and has less time to get to a safe distance. Also bear in mind he moves to ensure he can hit the player and fires almost immediately after 3+ have been defeated.
--Violet is overall the least threatening on her own due to her limited mobility and small projectiles combined with her low damage. Leaving her until last is also made even easier by her healing ability.
--Rain's descent isn't based on defeated Slimes; instead being based on time taken to hit a solid platform. This means she is also a good candidate for leaving her until last.
-Almost every Slime type/colour has now received at least some attention as a boss:
--Slimey is Blue, Pinky is Pink, Midori is Green, Red is Red, Neoradiance is (almost) Yellow, Amazon is Jungle, Slush is Ice, Magma is Lava, Ebon is Corrupt, Crimson a Crimslime, Violet an Illuminant, and Rain an Umbrella.
---This now only leaves the Black, Mother, Dungeon, Sand and Rainbow Slimes to have proper representation when only counting 'Pure Slimes' (Aka no Toxic Sludge or Gastropod)
[Added: 4/6/19]
86 - Titan
Void Boss

Appearance: A colossal worm coated in jagged, cracked black stone. Its body is covered in numerous spike-like tendrils that squirm slightly as it moves; the largest set at the front acting like jaws. A mouth is present in the middle of its face. It has no eyes to speak of.

Summon: Can either spawn on its own within the Void Biome at night or by using the Void Serpent. The boss will only spawn at night and will leave during the day. The boss will also refuse to leave the Void and will also despawn if the player steps out of it for too long. The screen will darken a decent amount; a feature common amongst Void bosses.

[Fought: Post-Moon Lord]

Stats:
Health:
-7,950,000 (11,875,000) (Titan)
-5,000,000 (10,000,000) (Titan Serpents)
Attack:
-450 (800) (Titan Head Melee)
-203 (400) (Titan Body Melee, Serpent Head Melee)
-198 (390) (Serpent Body Melee, Soul Seeker)
-210 (416) (Clasping Hand)
Defence:
-100 +40% Damage Resistance (Titan Head)
-20 +20% Damage Resistance (Titan Head - Charging)
-500 +75% Damage Resistance (Titan Body)
-650 (Serpents)

[All attacks inflict the Calling Void debuff]

Debuff: Calling Void:
-Different effects depending on how many times it is stacked. It may stack up to 5 times before newer additions simply reset the timers.
--1: -5 defence, -2% attack, 3 damage-per-second
--2: -8 defence, -5% attack, 5 damage-per-second
--3: -10 defence, -8% attack, 7 damage-per-second
--4: -16 defence, -10% attack, 8 damage-per-second
--5: -20 defence, -12% attack, 10 damage-per-second

Attacks:
Titan burrows towards the player almost continuously, much like the majority of worm enemies do. If the player is considered too high up it is allowed to 'burrow' through air as well temporarily. Most of its attacks are mostly randomised, though certain ones are favoured depending on the player's actions.
-If the player is directly in its path for more than 1.5 seconds it will begin to 'charge', gaining speed massively while its head loses a massive amount of defence. As soon as the player is outside of its intended path it will slow back down again.
-Small hand-like projectiles spawn from inside of its body segments and travel outwards in a wavy path. They are more numerous the closer the player is to its body.
-It may launch eye-like 'Soul Seeker' projectiles at the player in barrages of between 10-14 projectiles in rapid succession. These are always all launched from the same segment until the barrage ends. The projectiles pass through blocks and pierce players, much like the clasping hands. They are fired more often if the player continuously keeps a distance from the boss.
-It may summon smaller versions of the boss called Titan Serpents that simply act like worms while they are alive. They are summoned at 66 and 33% health (75, 50 and 25% in Expert instead).

Defeat: Titan explodes into massive chunks of stone. The message states 'Titan's essence seeps back into the stone below'. The minions, however, do not despawn upon Titan's death.

GelTech Info:
-Ever-hungry and always on the search of food; devouring things whole upon catching them. It may pursue prey for weeks on end, never tiring while hunting. After swallowing its food its soul is said to be left trapped within its body, reaching out through the tiny cracks for any chance of freedom.

Drops: Void Scales; materials used for crafting a large number of weapons including its summoning item. In Expert Mode it also drops the Ever-Hungry Mouth which latches onto nearby foes to damage them.

Extra Info:
-Despite being the first of the Void bosses to be designed and successfully sprited, it alone was not the actual inspiration for the Void as a whole.
-As Void bosses appear to be based on twisted versions of Pre-Hardmode bosses, it is likely that Titan is a twisted version of the Eater of Worlds, mainly noticeable due to it being the only vanilla Pre-Hardmode worm boss of present.
-Titan's fight is a high-risk high-reward one; with players being able to do massive damage to the boss if they attempt to bait it. However, baiting it makes it faster and puts the player in the potential range of its most damaging attack; its head's melee.
-The player should still remain very cautious even after Titan himself flees. This is both because of his large worm minions still being active upon his defeat and also of the numerous other powerful enemies that are allowed to spawn within the Void.
-As almost the entire Void appears underground due to the stone clusters that appear even in the sky it is very hard to properly distance yourself from the boss or to make a 'safe zone' as the boss can reach almost anywhere.
[Added: 4/6/19]
87 - Clasp
Void Boss

Appearance: A large mouth lined with a vast multitude of large, but thin, teeth. Its body is coated in large rugged plates. Large tendrils protrude from its back and flail and squirm quite violently as it moves.

Summon: Use the Void Eye in the Void biome at night. The boss will despawn if it reaches daytime or the player leaves the Void biome for very long. The boss can also spawn on its own, though like most other continuously-self-spawning bosses it becomes more rare once it has been defeated at least once. The screen will darken while the boss is active: a feature present with all Void bosses.

[Fought: Post-Moon Lord]

Stats:
Health:
-7,850,000 (11,060,000) (Clasp)
-43,500 (72,050) (Spindlemaw)
Attack:
-240 (465) (Clasp Melee)
-200 (400) (Freed Tendril)
-198 (390) (Soul Seeker)
-202 (403) (Spindlemaw Melee) (Inflicts Webbed)
Defence:
-300 (Clasp)
-185 (Spindlemaw)

[All attacks inflict the Calling Void debuff]

Attacks:
Clasp will fly near to the player, usually staying above or below them whilst attacking. It has a few different ways of attacking the player:
-It may perform up to 2 long-distance high-speed charges. There may be a slight gap inbetween them for the boss to relocate themselves a little
-It may spit out a large cluster of Soul Seeker projectiles which pass through walls and accelerate as they travel
-Small tendrils may free themselves from its back and begin travelling towards the player in a wavy motion. They have a slight homing effect as they travel and thus can turn a little. They are able to pass through blocks.
-It may summon Spindlemaws; smaller versions of the boss with tendrils arranged like spiders legs (though they do still flail wildly a lot of the time). They fly around the player before they charge at them. Charges always inflict Webbed on a successful hit and thus can potentially stun-lock the player.

Defeat: Explodes into large chunks. The message 'Clasp's essence seeps into the stone below' will appear and his items are dropped. The Spindlemaws do not despawn upon death, however.

GelTech Info:
-Extremely clingy after its abandonment by its former master shortly before his death. Clasp appears desperate to find meaning once more, often attempted by trying to forcefully become one with those around it. However, to do this, it often consumes them; trapping their spirits within this soulless, ever-wandering vessel.

Drops: Void Scales; crafting materials used for crafting numerous items including the boss' summoning item. In Expert Mode it may also drop the Clouded Lens; an accessory that grants additional damage at the cost of not dealing crits and slightly reduces the spawn rates of the Void.

Extra Info:
-This boss became the original inspiration for me making a Void biome after seeing how well both it and Titan were sprited.
-Clasp appears to be a twisted version of the Eye of Cthulhu due to its design resembling the EoC's 2nd phase, its habit of spawning rounded minions with similar designs to itself, and its fondness of charging often.
--Its GelTech description also mentions that it was abandoned by its former master, meaning that it could have once been an Eye of Cthulhu left behind by the Moon Lord for whatever reason.
-Due to the minions' ability to inflict Webbed upon hit there is a massive risk in not getting rid of them as they spawn. They can very easily stun-lock the player to death in large numbers or force the player to take hefty damage from Clasp itself with a well-timed hit.
[Added: 4/6/19]
88 - King
Void Boss

Appearance: A large slime seemingly coated in black, craggy rocks. A hole is visible within his centre which seems to be filled with teeth. Several eyes peer out from within his mouth. Spikes stand up at the top of his body which form into a strange twisted crown, with a small hole in the middle spikes that itself has a single eye peering from within.

Summon: Use the Void Gel in the Void biome at night. The boss will despawn if it reaches daytime or the player leaves the Void biome for very long. The boss can also spawn on its own rarely, though like most other continuously-self-spawning bosses it becomes more rare once it has been defeated at least once. The screen will darken while the boss is active: a feature present with all Void bosses.

[Fought: Post-Moon Lord]

Stats:
Health:
-7,900,000 (11,240,000) (King)
-50,000 (87,500) (Void Slime)
Attack:
-250 (478) (King Melee)
-218 (420) (Void Slime Melee)
-200 (400) (Crawling Eye)
Defence:
-300 (King)
-220 (Void Slime)

[All attacks inflict the Calling Void debuff]

Attacks:
King hops towards the player quite quickly, each hop covering a decent amount of ground. Every 3rd hop will cause King to jump higher than he had before. It is able to pass through blocks if the player is on the other side of them.
-Dealing damage to King may cause him to release Void Slimes. Void Slimes act like Slimers do; flying towards the player on wings. At 20 (10)% health they fall down and act as regular Slimes, however.
--More Void Slimes are released at a time while the boss' health is below 50 (60)%
-It may release 'crawling eyes' from its mouth. They are black clouds with eyes visible within them that slowly follow the player, travelling through walls if needed. They eventually despawn on their own as they cannot be damaged by the player.
-He may jump directly upwards, disappear, and then reappear above the player and fall down shortly after. He only does this below 70 (100)% health.

Defeat: Explodes into large chunks of black stone. The message 'King's essence seeps back into the stone below' is seen instead of the usual defeat message. His minions do not despawn, however.

GelTech Info:
-A king abandoned by his people years ago in favour of a stronger ruler. Many of his old followers may have likely forgotten him over the years as he slumped across the world, eventually finding his way to the Void. Within only a few months of exposure to the Void's energy, his appearance shifted and morphed into a disturbing, twisted image of his competitor; using anything or anyone he finds as fuel to grow and become stronger.

Drops: Void Ooze; a crafting material used to make a few different items, including the boss' summoning item. In Expert Mode he also drops the Relic King's Gel, an item that allows the player to absorb most slime-based enemies in exchange for health and stat boosts and also adding a few additional boosts to the player's mobility.

Extra Info:
-King is seemingly a twisted version of King Slime, as evidenced by things like his basic shape, crown, and slime-like minions.
--However, it appears to actually not be the new King Slime, but the old one (no crown, no teleport, no spiked slimes). This is mainly expressed through the GelTech which says his people abandoned him for a stronger ruler (the new King Slime is a lot harder than the old one) and that he became an image of his competitor (growing a crown of spikes from his body)
-The Relic King's Gel is actually quite a powerful slime nullifier for what it is. Not only can it absorb all Pre-Hardmode and Hardmode Slimes, but also some Post-Moon lord ones and even the King Slime. The buffs, while temporary, are useful to have:
--Pre-Hardmode Slimes grant mild increases to attack and speed and heal 5 health
--Hardmode Slimes grant mild increases to attack, defence and speed and heal 15 health
--Post-Moon Lord Slimes grant increases to attack, defence, speed, life regeneration, and heal 40 health
--King Slime grants increases to attack, defence, damage reduction, heals 80 health, and increases the player's max life and life regeneration
---Using Slimes for healing still briefly gives Potion Sickness to the player, though not as much as potions do. The Philosopher's Stone also reduces this debuff's timer as well
[Added: 5/6/19]
89 - Death
Void Boss

Appearance: A large skeleton coated in or made of rugged black rocks. The skull has no teeth, but within both its mouth and eye sockets is nothing but black emptiness. It wears a cloak with shoulder guards which hangs down off its shoulders. Its ribs and spine are visible from underneath the cloak, as well as a large amount of eyes peering out from the darkness.

Summon: Either use the Void Skull in the Void biome at night or have him spawn on his own after defeating 3 of the other Void bosses. He will disappear into an unkillable cloud of insta-killing smoke if taken out his biome for too long or it reaches daytime; only turning back once meeting the criteria for his fight again. The screen darkens whilst he is alive, like with most Void bosses.

[Fought: Post-Moon Lord]

Stats:
Health:
-9,300,000 (13,850,000) (Death)
-1,250,000 (2,000,000) (Death's Hands)
-800,000 (1,860,000) (False Bosses)
Attack:
-260 (480) (Death Melee)
-390 (720) (Umbra Cloak Melee)
-2500 (5000) (Enraged Death Melee)
-240 (398) (Phantasmal Skull)
-255 (419) (Crawling Eye, False Boss Melee, Hand Melee)
Defence:
-240 (Death)
-265 (False Bosses, Hands)
--2650 (False Titan Body)
-720 (Umbra Cloak Death)
-9000 (Enraged Death)

[All attacks inflict the Calling Void debuff]

Attacks:
Floats around above the player throughout most of the fight, often performing a total of two of his attacks before entering a state similar to Skeletron's headspin called the Umbra Cloak:
-He may summon a false replica of either Titan, King or Clasp. Titan acts like a normal worm, King a normal slime though with the additional super-jump for every 3rd jump, and Clasp flies near to the player before charging. They do not have access to any of their other attacks and all of them have a set amount of contact damage and health. Only 1 of each can be active at a time.
-Death may release numerous Crawling Eyes from his cloak that act like they did during King's fight; following the player until they despawn. While he spawns them he also launches a few Phantasmal Skulls in varying directions. Phantasmal Skulls fly outwards until they hit a wall where they then disappear and release a bolt of shadowy energy towards the player that passes through blocks.
-Death may launch numerous barrages of phantasmal skulls at the player, each at slightly-varying angles. Up to 6 barrages may be launched with half-second gaps inbetween.
-The Umbra Cloak has Death turn partially invisible while black particles radiate wildly from his body. He moves towards the player at a decent speed and can teleport when under half health with it as well. Whilst in this state he cannot use his other attacks, but he does have increased contact damage and defence. After leaving the Umbra Cloak he returns to using his other attacks.
-Death's hands float by his side most of the time but attack separately from him. They usually fire lone Phantasmal Skulls or Crawling Eyes at the player or bursts of 3 phantasmal skulls outwards in random directions. They stop attacking when Death is in his Umbra Cloak; disappearing until he leaves the cloak where they they re-appear by his sides.

Defeat: Explodes into chunks of black stone and also what appears like torn fabric falls from where he was defeated slowly. The false bosses do not despawn with him.

GelTech Info:
-One who has apparently mastered the Void and has become part of it. It is believed that he sees everything that happens within his domain and sees the fates of all those who enter before they occur. Due to his abilities he can control many of the other denizens of the Void like puppets to do his bidding; bringing back some familiar faces for assistance when confronted personally.

Drops: Void Weave and Void Bone; both crafting materials used to make a large amount of items. In Expert Mode he also drops 2 extra items: one that, when equipped, reduces the player's health to 10 and reduces the abilities of both life regeneration and health potions, but also massively increases the player's defence and grants immunity to all damaging debuffs. The other item halves the player's max health in exchange for massively increased damage.

Extra Info:
-Death seems to actually be noticeably harder than the other Void bosses seen up to this point. This is made more apparent by the fact that, unlike all of the others before him, he does not spawn on his own immediately and instead requires other bosses to be slain prior before he himself can spawn.
--This may be because, according to the GelTech, Death is actually a far more powerful entity than the other inhabitants of the Void, hence why he uses three of them as minions during his boss fight.
-Death is quite obviously based on Skeletron, being a strangely twisted incarnation of him.
--He is also one of the only Skeletron-based bosses to not actually have a headspin attack, though he does have a similarly-functioning substitute.
-Death's design was based on the original idea for what Thanatos would have looked like back in the 1st guide page. However, due to inexperience, I was unable to sprite Thanatos himself due to his size and complexity.
-It is strongly recommended that the player builds an arena quite far from the ground when fighting Death. While this may be hard to do since almost the entire biome (even the surface and space) is full of large stone structures it is extremely helpful at making King and Titan less of an annoyance as they will have a harder time reaching the player.
-The player should be EXTREMELY careful to not take the boss even near to the edge of the biome. If he is taken too close he risks enraging suddenly and instantly killing the player before he can be taken back into the Void and calmed down again.
[Added: 5/6/19]
90 - Spider Queen
Appearance: None other than the old Spider Princess from the original guide, though I finally managed to get her sprite to not look awful. Her design is mostly the same with the light purple skin and black hair, though her robes are now red with a strip of pink across the middle. Her weapons have been changed from silvery rapiers to red katana-like blades with additional hand guards.

Summon: Use the Well-Woven Weave at night. The biome and depth are unimportant despite it being a spider-based boss. The boss will despawn during the day or under the very specific condition of now having any platforms suitable for landing on (Aka none that are submerged in lava, water or honey).

[Fought: Hardmode]

Stats:
Health: 34,000 (34,000)
Attack:
-55 (98) (Melee)
-49 (90) (Shuriken)
-80 (150) (Sakura Slicer)
-62 (117) (Thread Storm)
Defence: 8

Attacks:
The Queen spends a lot of time completely invisible, and is only really visible during one of her attacks. Like before she can hold onto and/or jump off of any blocks or backgrounds. (In Expert Mode her attacks are a lot faster and she spends less time visible afterwards, making it harder to actually hit her).
However, she will immediately disappear again if she comes into contact with water, lava or honey, ending her attack prematurely.
While she is alive both Black Recluses (from vanilla) and Royal Striders (page 1) will spawn. They continue spawning throughout the entire fight, though only 2 (3) Royal Striders may be active at once.
-She may appear near to the player, dash at them with 2 of her swords, and disappear. She is able to 'hang' in the air before and after the dash.
-She may appear either standing on the ground or holding onto a block or walls and throw up to 8 shuriken in a large arc. If they stick to blocks they will remain stuck to them for a while as opposed to despawning immediately like other projectiles may.
-She may pull out a large piece of silvery white thread and hold it with two of her hands before dashing at the player. Once near to the player's location she will use an attack where the thread is 'swung' around her extremely fast and seemingly quite randomly. It has a certain area-of-effect where it deals damage as opposed to the thread itself dealing damage. After finishing she will begin to fall before vanishing again. This attack can only happen when she is below 69 (76)% health
-She may summon a small cluster of what appear to be cherry blossom petals that slowly fall down from above. Stepping into the cluster will cause a red 'slash' to appear and deal heavy damage to the player. The Queen is not visible during this attack.

Defeat: Knocked flying until she crashes into the floor, landing (probably quite painfully to be fair) on her back. Afterwards she disappears into a puff of smoke like that seen when using the Smoke Bomb item. The Spider Queen NPC can move in afterwards (pretty much just the boss).

GelTech Info:
-Believed by some to be half-human due to her appearance being just as human as spider-like, the Queen luckily doesn't quite seem to have a temper like their last leader. However, from a defeat like that, it isn't unlikely that she would risk being eaten.

Drops: Numerous items based on her 'ninja' theme. Reinforced Shuriken that deal extra damage and can inflict Broken Armour, A book that grants the ability to cling to walls that can be combined with the Master Ninja Gear, her sword, and a stronger spider staff. In Expert Mode she also drops the Royal Gem which sometimes causes the player to dodge attacks, though each successful dodge lowers the chance and every hit increases it. May also rarely drop the Red Silk Robe, though the description berates you for taking it.

Extra Info:
-Many of her items and some of her attacks were based on her previous battle during the Army of Arachnids event seen back in Guide 1.
--Her phobia of water, despite being mostly an aesthetic thing, still managed to be carried over to this fight
-The fact that she is now a 'Queen' suggests that the Araking, the previous main boss of her original event, has since met his demise
--The GelTech's description makes a couple of gruesome hints as to how he died by mentioning that monarchs who fail are often eaten alive by their subjects.
---This may also be the reason her NPC moves in after defeat; exiling herself to avoid a similar fate
-She is one of the only bosses to not actually gain health in her Expert Mode. However, this is simply because her attacking speed got increased and thus damaging her reliably is harder in Expert regardless of health changes.
-The main reason for this boss being made was to completely overhaul (and basically erase) her Army of Arachnids appearance due to how bad her sprites were. Many attempts were made at saving her sprite, but none ended up successful until this one.
--Her design has still changed a lot in this version, though. She is taller, has longer hair, uses a different weapon more fitting of her 'ninja' theme, has different eyes, and wears a red dress instead of purple.
---On the topic of her dress the joke the dress used to carry has been fixed. The original joke was essentially the idea of her dropping her dress upon defeat and what this would mean but due to poor wording the joke didn't work. However, this time, the joke has been improved and, while still immature, is also quite self-aware.
-Despite having 6 arms to use, she is only ever seen using up to 4 at a time; which is when she throws shuriken while holding onto a wall or blocks. During most of her sword attacks, for example, she only uses 2 hands and 2 swords.
-Her 'Thread Storm' attack is based on a similar attack used by the character Hornet in Hollow Knight. The recolouration of the Spider Queen's dress is also based on Hornet's as well.
-Despite being barefoot she is apparently completely alright with standing on things like Hellstone and Spikes... surely that would hurt, right?
-According to her NPC, the Spider Queen's name is Charlotte
[Added: 5/6/19]
91 - Cadmar Slime
Ideas for the boss and its forms by Cadmar
Appearance: A green-coloured slime wearing a wizard's hat. He is more of a lime green than actual Green Slimes are, though is the same size. The wizard hat he wears is golden and is very shiny, and is itself slightly larger than ones worn by characters like Tim and the Rune Wizard.

Summon: Use the Magic Gel at the surface during the day. The boss doesn't actually despawn at night or if taken to new biomes, so this fight isn't actually timed. The Magic Gel is a rare drop from Slimes after King Slime is defeated, though only in Expert Mode.

[Fought: Pre-Hardmode]
[Special Boss: Uncraftable summon, Expert-exclusive]

Stats:
Health:
-7200 (Cadmar)
-180 (Lime Slime)
Attack:
-60 (Cadmar Slime Melee, Lime Slime Melee)
-78 (Cadmar Man Melee)
-90 (Cadmar Dragon Melee)
-58 (Slime Breath)
Defence:
-4 (Cadmar Slime, Lime Slime)
-20 (Cadmar Dragon)
-28 (Cadmar Man)

Attacks:
Phase 1:
The Cadmar Slime will hop towards the player a lot of the time, though may perform one of a few actions occasionally:
-It may perform 3 consecutive jumps, spawning Lime Slimes at the end of each jump. Lime Slimes are basically just big slimes with lots of health and decently high knockback resistance.
-It may spawn 2 Lime Slimes, one either side of itself
-It may perform a 'super jump' that causes him to leap up and attempt to land on the player. He may pass through blocks if needed.
At 6000 health Cadmar will drink a potion (by tipping it inside of his body). He then radiates loads of green particles before transforming into a new form and transitioning into a new phase.
Phase 2:
The Cadmar Slime becomes humanoid, though still visibly made of slime and still donning his signature hat. His attack pattern becomes much more basic, but his stats become better:
-He will continuously follow a cycle of teleporting to the left or right of the player, charging at them (he can jump mid-charge), and then teleporting again at the end of the charge. At the end of every 2nd charge a Lime Slime is spawned.
At 4000 health he drinks another potion and has a much more drawn-out transition into his third and final phase:
Phase 3:
The Cadmar Slime transforms into the Cadmarian Drake, a "threatening" mix of dragon and slime powers. Unlike the other forms this one can fly, and like the others it has entirely new attacks:
-It may fly in a loop, spawning up to 3 Lime Slimes at the top of the loop
-It may charge at the player, made more dangerous by its larger hitbox
-It may release large clusters of arcing slimeballs upwards. These bounce once after hitting a block and despawn the next time they hit anything.

Defeat: His dragon body explodes, leaving only his slime head. Small 'sweat droplets' of slime drop from him and he teleports away using a recall potion.

GelTech Info:
-The King Slime's most loyal and powerful wizard. While it is said he possesses powers greater than his master he has never tried to usurp the throne; perhaps due to the unwanted responsibilities it gives him.

Drops: Magic and slime-themed items, as you may have expected. He drops magical items like staffs and robes alongside Enchanted Jelly; a material used to craft a few other items. His hat is also a rare-ish drop separate from his mask (which in itself is pretty much just a King Slime Mask with a hat).

Extra Info:
-Shortly after the creation of the boss Cadmar, the person who requested the boss' creation, also got a steam icon made for him featuring the Cadmar Slime in the forest biome
--However, since I had to write this before publishing the guide, his profile pic technically predates the boss it is based off
-It is the only dragon-based boss to be faced in Pre-Hardmode since others, like Betsy and Garagon, are either Hardmode or later
-The Cadmar is actually an Expert-exclusive boss, and is also the only Pre-Hardmode one. He is also the only one to not feature a humanoid design as the other two are the Prism Knight and Crimson Aether; both of which are humanoid.
[Added: 6/6/19]
92 - Reflux
Appearance: A colossal scaly greyish monster. It has no facial features outside of a colossal mouth lined with countless rows of jagged crystal-like pink teeth. Small arms 'paddle' at the sides of its body to give it motion. What may be a large portion of its body is obscured while it is alive, meaning the player never gets to see the rest of Reflux' body.

Summon: Use the Cosmomaw at the surface at night. The background gains a greyish-purple haze while Reflux is active, helping to hide the unseen parts of its body. The boss will despawn only when there are no more players left in the world, however if it does so a random selection of NPCs will be slain as it leaves with the message "Reflux's hunger continues..." after the NPCs are slain.

[Fought: Chaos Mode]

Stats:
Health:
-14,000,000 (20,000,000) (Reflux)
-2,000,000 (3,450,000) (Type 1 Worm)
-1,500,000 (2,850,000) (Type 2 Worm)
-1,245,000 (2,300,000) (Type 3 Worm)
Attack:
-850 (1500) (Reflux Mouth Melee)
-480 (800) (Reflux Body Melee)
-420 (750) (Worm Head Melee)
-300 (500) (Worm Body Melee)
-310 (518) (Crystal Detonator)
-280 (478) (Crystal Shard)
Defence:
-320 (+10% Damage Resistance) (Reflux)
-500 (Worms)

[Note: Reflux's body is so large that piercing weapons may hit him numerous times as they pass through]

Attacks:
Reflux will spend much of its time playing a more passive role in the fight; due to his limited mobility. While he does attack the majority of the threat comes from his worm minions that he releases from his mouth.
-Reflux may perform a slow-moving charge in the player's direction. This is mostly easy to avoid but the sudden bursts of speed may be surprising.
-Reflux may occasionally teleport. He will always teleport somewhere just off-screen from the player before he continues moving towards the player again.
-Reflux may release one of three worms from his mouth at any point. Only 6 (8) worms may be active at a time, though only up to 3 of a particular type:
--Type 1 worms burrow through the ground. They may also occasionally fire large volleys of crystal shards at the player, but must slow down to an almost-immobile state whilst firing. They cannot fly.
--Type 2 worms will continuously fly towards the player at decent speed, speeding up mildly as they are damaged. They release Crystal Detonators as they travel. Crystal Detonators will hang in the air and persist for a long time, though either when the player makes contact or their time expires they will explode into bursts of 5-6 crystal shards each.
---- Type 3 worms act much like Wyverns do; flying around the player and attempting to ram into them at high speeds. They leave a very brief crystal shard trail as they move, but this disappears quickly unlike the detonators.

Defeat: Reflux falls to the ground and explodes shortly after into massive gibs. Reflux still deals contact damage whilst falling and thus is still not safe to be near, though the gibs do not. The worms he spawns do not despawn on their own after the fight unless you travel far enough away or everyone dies and therefore must often be dealt with.

GelTech Info:
-A colossal beast with cosmic power. What it lacks in intelligence it more than makes up for in size and strength; with its head alone matching up to some of your largest opponents. The worms that live within its body have a symbiotic relationship with Reflux; bringing it additional sustenance in return for not being devoured themselves.

Drops: As you'd expect most of its drops are massive weapons, often with high damage but slow use times. He drops a sword that fires small worm-like projectiles, another sword that always deals crits and can hit foes numerous times in a single swing but has no projectile, a summoner staff that summons a smaller Reflux, a Solar Eruption-like worm-shaped flail, and a gun shaped like Reflux. It may also drop a shield in Expert Mode and a tome that fires a projectile shaped like his head as a rarer Expert drop.

Extra Info:
-Reflux is an absolutely massive boss and easily has one of the largest sprites. However, it does not do him justice, as in-game he is even larger than even the sprite would suggest and can take up over half the screen.
--This is made more shocking by the fact that only part of Reflux is ever visible as part of its sprite, as this means this isn't even his full size.
---However, thanks to the summoner staff he drops, the full body of Reflux is technically possible to see, which shows that only about 1/4 is ever actually seen. The rest of his body is quite serpentine, though has more legs as you get further down.
-Reflux' contact damage is the highest in the game for a non-worm enemy outside of only the Skeletron family's Enraged headspins.
--This means that, if the player is at risk of being cornered, it is best to take the hit from one of the worms and to use the invulnerability frames to make a getaway than to have Reflux remove most of the player's health.
-Reflux' head and body have different hitboxes, used mainly for having a higher damage hitbox for his mouth. This also means that piercing weapons can hit him at least twice if hit length-ways.
-Since all of Reflux' worms are around 20 segments long it means Reflux, with all of his worms active, actually takes up around 121 sprites in normal and 161 in expert, the highest amount outside of some very specific worm bosses.
-Despite the fact Reflux' body is very snake-like, his head damage is comparable to some worm bosses, and his fight contains hundreds of sprites, it could be argued to an extent that technically speaking he is a worm boss. However, as his body doesn't behave like one, he isn't.
-Reflux uses the colours of the Nebula enemies, suggesting that there may be some connection between them. This is further evidenced by his teleporting ability, an ability that the Nebula Floaters also had unique to them (outside of the BoC).
[Added: 11/6/19]
93 - Netherborn
A series of bosses made of Hellstone, judging by their colour schemes. Each has Ichor glowing through and energising them, often in large strands that travel through the insides of their bodies. Some appear similar to existing vanilla bosses, though others appear different to any of them.

However, despite some having similarities to existing bosses, many of them have completely different fights and thus the usual tactics may not work.

Also, each one inflicts a debuff called Ichorian Spark, a debuff that works similarly to Nature's Wrath but stronger, which does 8 damage-per-second and removes 30 defence and 10% damage reduction from the player while it is in effect.

Netherwhyrm - A large serpent made of chunks of Hellstone held together by the Ichor strands. A swirling pool of Ichor forms in front of it while a mouth violently snaps around on its last segment.

Netherjaw - A partially-hollow mouth with numerous intertwining strands of Ichor visible within its body. More Ichor appears to be leaking from its back, between 4 large spikes.

Netherside Redjacket - A fiery wasp made of large clusters of Hellstone held together by Ichor. It has a large Ichor stinger and large black wings made of cracked stone.

Cinder - A being made of Ichor guarded by generic drones. The drones are made of hellstone, relatively featureless, and have limbs ending on spikes. Their faces also suggest that they, too, are Ichor-powered.

GelTech Info:
-Aggressive creatures made by Ichor leaking slowly into the Hellstone of the Underworld. They are feral and mostly-brainless, attacking anything that so much as moves within their homes.

Drops: Each drops materials used to make specific items, usually only 1 of each. Combining certain combinations will create numerous different items including a sword, tome, summoning staff and a gun, as well as an accessory that grants Ichorian Spark or Ichor to foes on hit, the former being rarer.

Extra Info:
-This boss can still be fought in Corrupt worlds despite both being made of and using Ichor in their attacks.
-Also, despite using Ichor, they don't actually use Crimtane as fitting as it would be; instead using Hellstone
-Each of the bosses has a particular gimmick to fighting them that makes them harder than simple cases of attacking them until they die. Often this will be specific vulnerable points or conditions that need to be met to face them.
-All but 1 of the bosses actually explode upon defeat. The explosions, unlike with most other bosses, actually damages the player for the same as their melee damage.
-Each boss can inflict Ichor or Ichorian Spark during their fights, often both, and sometimes also other debuffs as well based on the projectiles used.
-Despite apparently being newly-formed and only made of Hellstone and Ichor they are still apparently worthy of being Post-Moon Lord bosses
[Added: 11/6/19 - 15/6/19]
93A - Netherwhyrm
Appearance: A large worm made of Hellstone and Ichor. Golden energy seeps and sparks at its surface. A large maw is visible on its last segment with a golden glow inside of its mouth.

Summon: Use the Flaming Tooth in the Underworld. The boss will despawn if the player remains outside of the biome for too long or if there are no active players in the underworld. The Flaming Tooth is made of Hellstone Bars, Cursed Flames/Ichor, and a couple of Post-Moon Lord materials.

[Fought: Post-Moon Lord]

Stats:
Health: 450,000 (700,000)
Attack:
-80 (150) (Head/Tail Melee) (Can inflict Ichorian Spark)
-60 (100) (Body Melee) (Can inflict Ichorian Spark)
-50 (85) (Flameball) (Inflicts On Fire! and sometimes Ichor)
Defence:
-2500 (0) (Head/Body)
-50 (Tail)

[Head and Body are immune to damage completely in Expert Mode and destroy any hostile projectiles that make contact with them, stopping piercing effects]

Attacks:
The Netherwhyrm itself acts mostly like a normal worm enemy, burrowing through the ground, though is very fast as it moves. Dealing any notable damage to it requires the player to attack its tail segment with the mouth.
-Being in front or behind the boss will cause it to begin firing out fireballs in random directions. The speed the fireballs are launched increases with damage taken (and even more so in Expert Mode)
-The boss will move faster based on damage it has received (and moves faster in Expert Mode as well).
At 50% health larger fireballs are mixed into its other attacks, though despite their increased size they deal no additional damage.

Defeat: Explodes into fiery gibs. The explosion deals the same damage as its body's contact damage and thus players should not be close to it when it explodes.

GelTech Info:
[For whatever reason, the individual bosses do not have their own respective pieces of lore. However, the first one that is defeated will drop the lore for the group as a collective.]

Drops: A single Flame Plate; an item used in the creation of the Sword, Tome, Gun and Accessory, but not the Summoner Staff. In Expert Mode it may also drop its own Spear that shoots fireballs when attacking.

Extra Info:
-Considering that all 5 of these bosses are fought early in the Post-Moon Lord game and drop only 1 item each most of the time, it is possible the player could forget that this group of bosses even exists.
--However, all the items they can make are very powerful and provide useful debuffs for the player to inflict, meaning that there is still some use to hunting for them.
---Their individual summoning items are also quite cheap to craft, making re-fights easier (which are needed if the player plans to make more than just 1 item.
-The boss can easily take 45 defence and 10% damage reduction away from the player with its debuffs. Sadly, however, the calculations for this were not as fun as with some other bosses.
-Originally this set of bosses were planned to be based off of the Hardmode Souls, but due to mismatching numbers and weirder-looking sprites they were instead given a new debuff and additional lore to make them more interesting. Netherwhyrm, for example, was originally given deep blue energy and looked like this:

--He is also the only one to still have an in-tact original sprite of the group as the others had theirs changed on their main sprites.
[Added: 11/6/19]
93B - Netherjaw
Appearance: Netherjaw is a spherical and partially-hollow ball of Hellstone, filled with numerous inter-twining strands of Ichor that are visible due to a few variously-sized holes in his body. His mouth is lined with black teeth and red spikes are visible protruding from his back. Ichor is also seen flowing from his back in small strands.

Summon: Use the Flaming Spike anywhere in the underworld. The time of day is unimportant, but as with the Netherwhyrm the Netherjaw will despawn if the player leaves the underworld for too long.

[Fought: Post-Moon Lord]

Stats:
Health: 350,000 (500,000)
Attack:
-80 (150) (Melee) (Inflicts On Fire!)
-58 (96) (Ichor Blob) (Inflicts Ichor)
Defence:
-2500 (0) (Normal)
-48 (Post-Charge)

[All attacks from this boss will inflict Ichorian Spark]
[In Expert Mode this boss is immune to damage when not in a post-charge state]
[This boss' body destroys piercing projectiles on hit, making it so that no projectiles may pass through it]

Attacks:
Netherjaw flies above the player, raining down bouncing globules of Ichor on the player. After a while it will perform a series of charges at the player, usually between 3-6 long-ranged high-speed charges. The charges speed up as the Netherjaw's health wanes (and speeds up even more so in Expert Mode). After finishing charging it will remain stationary for a while, where the player may attack it due to its defence being lowered severely. After a while, it will repeat this cycle.

Defeat: Explodes into fiery gibs, nothing particularly special

GelTech Info:
[For whatever reason, the individual bosses do not have their own respective pieces of lore. However, the first one that is defeated will drop the lore for the group as a collective.]

Drops: Only drops a single Flame Tooth. The tooth is used to make the Sword, Tome, Summoner Staff, and Accessory, but not the gun. In Expert Mode it drops a Magic Staff that launches small Netherjaws at foes that sometimes inflicts Bleeding or Ichorian Spark.

Extra Info:
-Much like with the Netherwhyrm, the Netherjaw is similar in design to the Eye of Cthulhu, and with Spazmatism's 1st form
-The Expert Mode staff's ability to inflict Bleeding is one of the outliers of these bosses, as none of the actual bosses themselves can inflict it, even though it is in the image of the Netherjaw.
-The Netherjaw was originally planned to have to be killed by specifically hitting it in the back but, due to some larger projectiles potentially leaving the fight unwinnable by hitting the spikes and being destroyed, it was changed to a general cooldown period
--This also prevents a 2nd player (in multiplayer) or a minion (for summoners) from being able to cheese the boss by being able to hit it in the back without issue. It also stops any projectiles that can be guided around the Netherjaw while it faces the player, like the Rainbow Rod's or one of its upgrades.
[Added: 15/6/19]
93C - Netherside Redjacket
Appearance: A large bee or wasp made of large seemingly-solid chunks of Hellstone, held together by Ichor which can be seen running between the segments of its body. Its stinger, as opposed to being completely solid, is made of more Ichor shaped into a stinger-like shape. It has 4 wings, 2 larger and 2 smaller, made of black cracked stone also held to its body by more Ichor.

Summon: Use the Flaming Wing in the Underworld. The boss will despawn if taken out of the underworld for too long, much like the other bosses, and as expected time of day isn't important.

[Fought: Post-Moon Lord]

Stats:
Health:
-500,000 (780,000) (Queen)
-5,000 (8,500) (Worker)
Attack:
-76 (150) (Queen Melee) (Inflicts On Fire!)
-60 (103) (Worker Melee) (Inflicts On Fire!)
-58 (100) (Ichor Stinger) (Inflicts Ichor)
Defence:
-70 (Queen)
-2500 (0) (Charging Queen)
-(0) (Armoured Worker)
-60 (Worker)

[All attacks inflict Ichorian Spark]
[Armoured Workers and the Queen will destroy piercing projectiles, stopping them from piercing]

Attacks:
A few of its attacks are fairly similar in nature to the Queen Bee's, though have different functionalities that make them unique. It spends a fair amount of time following the same sort of cycle, though uses Workers to make the attacks far more dangerous.
-The Queen may perform between 3-4 charges horizontally across the screen at the same height as the player was when the charge began. These charges get faster as its health gets lower (even more so in Expert Mode]
-In-between charges the Queen will fly above the player, firing large barrages of Ichor Stinger projectiles at the player. These are fired faster and more accurately at lower health.
At 75% health, the Queen will spawn 3 Workers which orbit the Queen until destroyed. The Queen's attacks remain the same, but faster due to lower health.
-Workers will simply fire single Ichor projectiles at the player. These, unlike the Queen, are always fired at the player and are fired regardless of the Queen's actions as long as the Workers aren't over blocks (as the projectiles would be destroyed anyways).
At 60% health 5 more are spawned in a layer up from the previous 3, at 40% another 4 are spawned in the inner layer again, and at 20% health 8 are spawned in the outer layer again (plus 2 armoured ones in the inner layer that orbit the Queen until the Queen is defeated.

Defeat: The Queen and any surviving Workers all explode into gibs. Nothing particularly interesting for their defeat animation.

GelTech Info:
[For whatever reason, the individual bosses do not have their own respective pieces of lore. However, the first one that is defeated will drop the lore for the group as a collective.]

Drops: A single Flame Stinger, an item used for crafting a gun, summoning staff, tome, and an accessory. The only one of the five that the stinger isn't used for is the sword. However, in Expert Mode, the Redjacket does actually drop a sword that launches flaming bees on swing and inflicts Ichorian Spark and Ichor on melee hits.

Extra Info:
-Technically speaking, this boss has the most health of any of the Netherrise bosses due to both having decent health itself and with the addition of its minions. In Normal Mode it has 600,000 health but in Expert it reaches 950,000 health, actually giving it health comparable to things like the Devourer from Calamity.
--This is made even more apparent with the boss' projectile-blocking capabilities coming into play which increases its survivability during the fight, as well as that of its minions as well, which is unusual for a minion-summoning boss.
-Technically, this boss grants items to all 4 of the main classes, as well as an accessory, due to its Expert Mode drop filling the gap of not granting anything for making or directly obtaining melee weapons in Normal Mode.
[Added: 15/6/19]
93D - Cinder
Cinder is humanoid, though made seemingly entirely of Ichor, with long hair and a black dress. While her design does not use Hellstone, her guardians are almost entirely made of it, with small amounts of Ichor powering them. The guardians have spiked limbs and very few features, seemingly being very simple constructs.

Summon: Use the Flaming Stone in the Underworld. The boss will despawn if taken out of the underworld for too long, and as expected the time of day while fighting it is unimportant due to location.

[Fought: Post-Moon Lord]

Stats:
Health: 100,000 (120,000) (x6) (Guardians)
Attack:
-80 (155) (Guardian Melee) (Inflicts On Fire!)
-68 (130) (Cinder Melee) (Inflicts Ichor)
-55 (100) (Ichor Blast) (Inflicts Ichor)
Defence:
-90 (Guardian)
-0 (Cinder)

[All attacks inflict Ichorian Spark, regardless whether it was from Cinder or one of her Guardians]
[Cinder destroys any projectiles that come into contact with her, except for spears, flails and summons like with most others. This stops any piercing weapons from being able to pass through her]

Attacks:
Cinder and her guardians attack independently from each other, with the Guardians being the targets while Cinder simply flies overhead and fires occasional flurries of projectiles.
Cinder:
Cinder will fly near to players, though usually remains above them as much as possible, she will then become immobile and launch a large barrage of Ichor projectiles at the player. After finishing her attack she can move again.
-She may fire up to 10 arcs of 3 projectiles each at the player in rapid succession
-She may fire projectiles directly at the player in rapid succession for a few seconds, following the player as they move
-She may fire 4 bursts of 10 projectiles outward in all directions.
Guardians:
The actual targets during the fight. The guardians are restricted to melee, unlike Cinder. The guardians mainly jump and run towards the player and attempt to strike them with their spiked arms.
At the start only 1 guardian is active, but upon its defeat 2 more spawn, then afterwards 3 more will spawn. (In Expert it starts with 2 guardians and then 4 spawn afterwards. There isn't a 3rd wave in Expert).

Defeat: Guardians explode into gibs upon defeat, though will deal contact damage if the player is hit by the explosion. Cinder herself simply gives a mere grunt of annoyance and then disappears, leaving behind golden particles and loot.

GelTech Info:
-[For whatever reason, the individual bosses do not have their own respective pieces of lore. However, the first one that is defeated will drop the lore for the group as a collective.]

Drops: A single Flame Core, an item used for making the Sword, Summoner Staff, Gun and Accessory, but not the mage weapon. In Expert Mode it can drop a bow that can inflict Ichorian Spark and turns wooden arrows into Ichor Arrows. It also has an extra rare drop which gives a chibi Cinder pet.

Extra Info:
-It is the only one of the Netherrise bosses to not be killed upon its defeat, though it still retreats and still has its guardians be destroyed.
--Cinder is also the only one who herself is not made partially of Hellstone, even if her guardians are
---She is also the only one who has an additional drop as opposed as just a single material and a single weapon in Expert; being a rare pet.
-Technically speaking, the Expert Mode variant of this boss actually has fewer phases than the normal one due to them being more condensed together. However, the phases are harder due to having more enemies on-screen at once attacking the player.
-Despite the fact that Cinder herself uses magic, the main drop the boss provides is not actually used in a magic weapon. Her Expert drop also isn't magic-based either.
[Added: 15/6/19]
94 - Earth Elemental, Terra
Appearance: A large humanoid being seemingly made of dirt and stone, with grass, hallowed grass, vines and mushroom grass growing on his limbs. Small plants and mushrooms can also be seen sprouting from its body. Its torso, while made of stone, also seems to have an almost skeletal design to it; with ribs and a spine partially visible

Summon: Use the Earth Keeper's Crystal at the surface. The time of day and the biome do actually affect the boss' stats, unlike most others. The boss will despawn if the player gets too far away or dies during the fight, as with most other bosses. The player is affected with Entangled Aether upon beginning the fight and the debuff remains until the boss is no longer active.

[Fought: Chaos Mode]

Stats:
Health:
-18,000,000 (30,000,000) (Terra)
-15,000 (28,500) (Nature Spirit)
Attack:
-400 (700) (Melee) (Inflicts Dazed and Withered Armour)
-315 (591) (Shockwave) (Inflicts Dazed)
-320 (600) (Vine Burst, Spore Barrage) (Vines inflict Venom, Spores inflict Cordyceps)
-338 (630) (Icicle Slam, Crystal Storm) (Ice inflicts Chilled or Frozen, Crystals inflict Dazed or Stoned)
-500 (1000) (Nature's Fury) (Inflicts Cursed Inferno, Ichor, Withered Armour and Withered Weapon)
-317 (595) (Nature Spirit Melee) (Inflicts Venom)
-300 (570) (Nature Spirit Spike) (Inflicts Venom)
Defence:
-350 (Terra)
--300 (-500) (Dryad's Blessing Shield)
-250 (Nature Spirit)

[All of the boss' attacks will inflict the Nature's Wrath debuff, as well as any other debuffs listed above]
[The Dryad's Blessing Shield will absorb any attacks, healing Terra for any damage that would have otherwise been dealt.]
[Whilst in the Forest biome he gains +5% damage reduction and regens 30 health per second]
[Whilst in the Crimson biome he gains +10% damage]
[Whilst in the Corruption biome he gains +10% damage reduction]
[Whilst in the Hallow biome he regenerates 100 health per second]
[Whilst in the Jungle biome he gains +8% damage and damage reduction]
[Whilst in the Mushroom biome he gains 35 defence and regens 80 health per second]
[Whilst in the Ice biome he gains 250 defence]
[Whilst in the Desert biome he gains 30 defence and +8% damage]
Debuff: Entangled Aether:
"Player's maximum flight time reduced by 50% and vertical flight speed reduced by 85%"

Attacks:
Terra itself will spend the entire fight grounded, launching numerous attacks at the player whilst walking towards them. Certain attacks become more common in specific biomes, though others are based on Terra's remaining health:
-Terra may coat itself in leaves, disappear, and then re-appear close to the player. He is immune to damage whilst in the leaf coating. This is used more often when the player is far away from the boss or on a noticeably higher elevation.
-Terra may slam down his sickle-like arm in an arcing motion into the ground. A large shockwave is released from this that travels around the ground in whatever direction Terra was facing. The sickle arm has additional reach when swung but still deals melee damage. This attack is more common in a desert biome.
-He may stamp his right foot down and cause numerous vines to trail up from the ground randomly. The vines are large and travel mostly upwards, but bend slightly as they grow. They disappear after a few seconds. The attack is more common in the Jungle biome.
-He may stamp his left foot down and launch massive clusters of spores into the air which slowly rain down again for a while. This attack is more common in the Mushroom biome.
-The holes in Terra's face may glow blue and he will raise his right hand to about waist height. Numerous icicles will form randomly above the player and fall down, smashing into large fragments that arc outwards after hitting a solid surface. This attack is more common in the ice biome.
-Terra may move his arms slightly outward and make the holes in his face glow white. Numerous large shards of polished stones and gemstones will be launched towards the player in rapid succession, though inaccurately. This attack is more common in the Hallow.
-It may become immobile and create a green barrier around itself that looks like a smaller version of the one the Dryad creates. Any attacks that hit Terra while he is like this will heal him for their damage instead of damaging him. After a few seconds he will drop the shield. This attack is more common at lower health or against players dealing excessive DPS.
-It may summon numerous Nature Spirits to assist it. Nature Spirits are spiky spherical green balls of vines that attempt to fly into the player, dashing occasionally to gain speed. They explode into large spikes on death. These are summoned more often at lower health or in a Forest biome.
-Finally, Terra may charge up and unleash a colossal crescent-shaped wave of golden energy towards the player that passes through blocks and pierces players. This attack is more common at lower health, as well as being a little more common in the Crimson or Corruption.

Defeat: Terra falls down onto one knee and coats itself in leaves. After a few seconds it begins glowing before exploding into a brilliant bright green explosion. A few things happen after Terra's defeat:
-The Crimson and Corruption stop spreading, though the Hallow continues
-The Dryad's health skyrockets up to 2,000 and she begins selling new items. Her blessing is also a lot stronger.
-New enemies begin spawning in the Forest, Hallow, Jungle, Mushroom and Cavern layers.

GelTech Info:
-A protector of the land, sealed away for centuries whilst disasters occurred. Having only recently re-awoken, it mistook you for a planetary threat and proceeded to go on the offensive. Having been calmed down, it has returned to a dormant state, though shifts have occurred elsewhere in the world.
94 - Earth Elemental, Terra (Continued)
Drops:
Terra itself drops a large variety of items; usually with around 2 per biome. For Forest it drops a sword shaped like its arm and an accessory that allows the player to inflict Nature's Wrath while in the Forest, for Crimson it drops a lash-like Flail (like the Solar Eruption) and a sentry like the Crimson Rod, the Corruption items are a throwable spear and a magic tome that launches volleys of Cursed Flames, the Desert items are a cactus-needle staff and a 'sand bazooka', the Ocean items are a magic water-gun and a gun that looks like an upgraded Megashark, the Jungle items are a bow and a staff that summons a green dragon minion, the Hallow items are an accessory that can heal the player upon damaging enemies and an elemental umbrella with both a left and right-click, and the Mushroom items are a pair of very fast-swinging claws and a shotgun-like weapon. In Expert it drops an accessory that buffs and debuffs the player majorly in certain biomes and increases max health.
The Dryad will now sell a potion that grants the player rapid regeneration, major defence increases or major attack increases for a brief time at the cost of a cooldown, and a few earth-themed weapons like swords, lances, tomes and staffs.

Extra Info:
-Terra wasn't originally designed as a Chaos-Mode boss, nor a nature guardian. Originally he was a vaguely-humanoid bundle of vines fought some time in Hardmode, but this was later changed to make it more interesting.
-Terra's design doesn't actually use any elements of the Desert, Ice, Underworld, Crimson or Corruption biomes, nor the Granite or Marble mini-biomes. Regardless, he still uses both Desert and Ice-themed attacks during his fight
-The boss doesn't despawn if taken underground, and can still gain bonuses from biomes it is in. Underground and Caverns use whatever biome is above them while the Underworld uses Forest for any areas not inside the Hallow, Crimson or Corruption.
-It is one of few bosses to actually not have any sort of jump at all, but makes up for this by having both a height-limiting debuff and a teleportation mechanic in its fight.
--However, it can still walk through walls if players attempt to use them to forcefully distance themselves from the boss, or it can also just teleport through as well.
-Much like with numerous other bosses, the sprite is not quite as large as he is in-game. Whilst fighting him he is roughly the height of the Golem (rather fittingly), but not as wide as him.
-Terra is the least mobile boss in all of Chaos Mode, and one of the least mobile in the entire game, due to its abysmal movement speed and lack of jump
--However, as stated prior, it has methods of dealing with this by using its gravity debuff, teleportation, and having a few of its attack debuffs slowing or immobilising the player.
-Terra is a runner-up for the most items dropped by a single boss, with 17 excluding both its mask and trophy.
--Terra is also one of the only bosses to actually make an NPC stronger after defeating it; buffing the Dryad to a significant degree.
-Terra has some of the most powerful stacking debuffs of any boss in the game. Firstly, it has Nature's Wrath, Cursed Inferno, Venom and Chaos Surge for Damage-over-time. It has both Stoned and Frozen for movement prevention and chilled and Entangled Aether for movement reduction. It has Nature's Wrath, Ichor, and Withered Armour for defence reduction, and finally it also has Withered Weapon to work alongside its damage reduction from being a Chaos-Mode boss to increase its survivability.
[Added: 16/6/19]
95 - Stormcallers
"A group of lightning elementals known for creating massive storms. Ironically, despite their group name, most have never actually met Storm in-person, even if quite a few of them admire her. Wherever a large storm is found, a Stormcaller is likely to follow."

Appearances: A series of bosses based specifically on the idea of using lightning-based attacks, even if alongside others. Many of them are early Chaos Mode bosses or at least mid/late Post-Moon Lord, meaning that each fight will likely be a difficult one.

The Stormfalcon Dragon - Part dragon, part falcon, and a master of lightning. It is the apex predator around its home and uses both its brute strength and storm-summoning abilities to catch prey. While it shows signs of intelligence and can understand human speech, it is also very quick to anger and has quite the violent temperament.

Dynamo (Re-make) - Pretty much the same as before design-wise, though more polished. Retains the 'Wyvern' transformation, even if that bit isn't seen in the sprite.

Lightning Deluge - A human with electrified blue hair, a cobalt blue uniform and a spear on her back. Her and Dynamo are the only two to have met Storm and Deluge thinks of her as a role-model. While she is less skilled, her plasma spear gives her a general edge over opponents. However, her timidity has stopped her from joining Garagon's group and thus she resides with the Stormcallers.

Storm King's Hand - A skeletal hand coated in an aura of electricity. It is able to produce powerful sparks by simply touching the ends of its fingers together. While it may have a body, it has never been seen with one; only as a floating hand.

Storm Surge - A worm made of clouds, held together by powerful static electricity building up within its body. It lives by absorbing large clouds and sky islands whilst flying far from the ground.

GelTech Info:
-Lightning elementals unified by their abilities. They are usually neutral to conflict; ending it by creating violent storms over the battlefields. However, they haven't been seen for many years, causing some to doubt their existence.

Drops: As expected they all drop lightning-themed weapons, usually based on their appearances, or weapons and accessories based on their other abilities. In Expert they all drop fragments used to make a powerful lightning weapon as well, or an accessory that allows attacks to inflict an enhanced version of Electrified which deals damage based on the enemy's movement speed.

Extra Info:
-Dynamo is the only one of the 5 bosses to have been made previously, with the other 4 being made a long time later. Dynamo was only re-made due to being unhappy with her previous sprite due to it being rushed.
-Other than the 5 of them having lightning abilities there aren't really any other similarities between any of them. Even Dynamo and Deluge aren't the same as Dynamo isn't actually human.
-Originally this 5 were going to be different types of hands, all casting different types of magic. However, due to them originally not seeming different enough in design, this was changed.
--It was also changed because the Stormfalcon Dragon looked cool when it was finished and otherwise it wouldn't have been usable until the next page (101-120).
-Not a single attack from these bosses cannot inflict Electrified against the player.
--To be fair it makes sense for most of them, as the dragon is electrified, Dynamo is made of plasms, Deluge uses an electrified weapon, the hand is electrified, and Storm Surge is also stated to be full of static.
---It also rains constantly during each of their boss fights.
[Added: 18/6/19-19/6/19]
95A - Stormfalcon Dragon
Appearance: A large dragon whose physical appearance features numerous similarities to that of a falcon, as its name would imply. Its body is coated in large brown feathers, smaller yellow and grey feathers can be seen on the insides of its wings and on its chest. Another greyish turf of 'fur' is also seen under its beak. Instead of having large legs they are rather skinny and end on 3 toes, each with a large talon. The 2 front feet are larger than the 4 back ones. Its tail feathers are brown and have no additional colours or decorations.

Summon: Use the Ancient's Stormtalon at the surface during rain or a thunderstorm; a post-Moon Lord event that acts like a more merciless version of the rain event (new enemies, lightning strikes, mild speed debuff). The rain will continue throughout the boss fight even if it was supposed to end. Upon the boss being spawned pillars of lightning will spawn 200 (150) blocks either side of the player that deal massive contact damage and inflict Electrified to any players who are outside of them or who make contact with them and survive. The pillars only despawn when the boss has left. Other than rain there are no time or biome requirements for summoning the boss.

[Fought: Chaos Mode]

Stats:
Health: 10,000,000 (15,850,000)
Attack:
-300 (510) (Melee) (Inflicts Static Scar)
-278 (480) (Lightning Bolt/ Chain Lightning)
-290 (498) (Lightning Burst/ Lightning Orb)
-1000 (2500) (Arena Borders)
Defence: 120

[All of this boss' attacks inflict Electrified]
Debuff: Static Scar:
-Nullified life regeneration and increases the damage-over-time of Electrified to 20 whilst moving and 10 whist immobile.

Attacks:
Phase 1:
It will charge at the player 3 times with fast but fairly long-range charges, then it will perform one of a few attacks:
-It may drop lightning bolts randomly from the sky that travel downwards in a relatively-straight path
-It may drop lightning bolts that all converge on the player's last location
-It may launch up to 3 large yellow orbs of lightning (lightning burst) at the player. These travel in mild arcs but are still launched in the player's general direction. They explode on contact with solid blocks.
At 50 (60)% health it will enrage; with its eyes glowing golden with lightning and its talons sparking with static.
Phase 2:
It charges 4 times at the player; the first charge being very quick and have a short distance, the 2nd and 3rd the same as its phase 1 charges, and the 4th having increased distance and arcing towards the player.
-More lightning is dropped and more lightning bursts are fired when re-using phase 1 attacks.
-It may summon 1-2 (1-3) lightning orbs which work like a fusion of the Cultist's lightning and the magnet sphere; with an orb that slowly moves along firing 'chain lightning' (like the cultist's lightning attacks, but a bit larger and linger a little longer.
-It may summon numerous stationary lightning orbs around itself that all then fire 2 (3) bolts each at the player. (The boss begins moving again on the 3rd, so be wary).

Defeat: Releases a burst of non-damaging lightning, screeches, then slowly flies away. Drops are dropped upon the screech. The pillars disappear and the rain is no longer permanent.

GelTech Info:
-The Apex predator of its respective forests. The Stormfalcon's elemental mastery complements its strength by being able to attack anything that it couldn't on its own (the few things that could hide from it, that is). You have its respect, I believe.

Drops: A staff that drops lightning from the sky, and another that launches electrified feathers. Drops a sword called the Grand Falcon, a missile launcher that launches electrified explosives, and a pair of wings. May also rarely drop an egg that summons a baby Stormfalcon Dragon pet. In Expert Mode it drops Static-Charged Feathers; used for crafting a weapon and an accessory.

Extra Info:
-This boss is pretty much the original Stormcaller: It was the one whose creation lead to the original plans for changing up the group to being something more interesting.
-Due to it being an earlier Chaos-Mode boss its melee damage is comparably low when compared to other different dragon bosses, or other Chaos Mode ones as a matter of fact. However, it still has higher base damage than the dragon bosses seen in the Post-Moon Lord game like the Emerald Dragon.
--Even then, the Emerald Dragon's ever-threatening debuff still makes its melee potentially a lethal one.
-The Grand Falcon sword has 3 potential upgrades, whereas none of his other weapon drops are actual materials for anything else.
--Funnily enough, one of the three actually uses any ability to fire projectiles in exchange for massively enhanced 'true' melee damage.
-Despite having its own special debuff in Static Scar, it only has one attack that can inflict it in its entire arsenal: melee.
--However, Deluge and Storm Surge also get access to this debuff with certain attacks of their own, so technically speaking it isn't actually a signature debuff
[Added: 18/6/19]
95B - Storm Conductor Dynamo
Appearance: Dynamo, back from the 2nd part of Page 5, though with a re-made fight and an improved sprite. Dynamo herself has the same basic appearance as her original self, but a bit smaller and with a larger bow tied around her waist. Her Wyvern form looks 'better' and she has a new form shaped a bit like a large bee.

Summon: Use the Ancient Battery at the surface while it is either raining or a thunderstorm is occurring. The rain will persist throughout the entire boss fight. Time of day and biome are not important. Much like with the Stormfalcon, electrical barriers will border the arena; inflicting heavy damage and electrified to those who pass through or just electrified if targeted by the boss while outside of the arena.

[Fought: Chaos Mode]

Stats:
Health: 9,000,000 (13,800,000)
Attack:
-285 (450) (Melee/ Wyvern Body Melee)
-330 (536) (Wyvern Head Melee)
-305 (492) (Electrical Blast)
-270 (428) (Plasma Stream)
-1000 (2000) (Arena Borders)
Defence:
-115 (Dynamo)
-100 (Bee)
-85 (Wyvern Head)
--+90 (100)% Damage Resistance (Wyvern Body)

[All of the boss' attacks inflict Electrified]

Attacks:
Dynamo will alternate between 3 phases in total; her human form, her bee form, and her wyvern form. She usually alternates in a set pattern, though will not transform back into any that take 3,000,000 (4,600,000) damage (1/3 of her health). Therefore, upon all 3 forms taking this damage, she will be defeated. Each has its own set of attacks and movements.
Human:
Her base form. She will act like the Lunatic Cultist; launching attacks in-between teleports.
-She may launch arcing balls of electricity that explode on contact with solid blocks
-She may launch pseudo-homing balls of electricity that pass through blocks but stop homing after 2 (3.5) seconds.
-She may summon 4 balls of electricity joined together by plasma streams, then launch it in your direction.
Wyvern:
Acts like a Wyvern; flying into the player at high speeds. However, unlike normal Wyverns, it also has access to ranged attacks as well.
-It may summon up to 6 stationary electric blasts joined together by plasma streams behind it as it moves. They linger until it transforms into another form or until at least 3 (5) are active, where the oldest despawns.
-It may launch numerous electric blasts upwards that then arc back down again shortly after.
Bee:
Her newest form and the replacement for her rather-boringly-designed magus form. Launches blasts from its stinger while attempting to stay relatively horizontal to the player.
-It may launch 3 electric blasts from its stinger towards the player's general direction, but with a fairly large potential arc. Each blast is then connected with plasma streams whilst in mid-flight.
-It may charge horizontally at the player
-It may summon a single electric blast and connect it to itself with a plasma stream. It then moves the blast in an arc, attempting to catch the player within the stream.

Defeat: Turns back into her human form, gives an angry expression, and then turns into a yellowy spark of electricity and darts upwards off-screen. The arena borders disappear and the rain is no longer permanent.
However, if defeated with the so-called 'marshmallow strategy', she looks happy when she leaves instead of angry.

GelTech Info:
-Having gained both skill and creativity since her last encounter; she has made her physical form far more stable and durable and has come to better understand her plasma-like abilities. Probably would have been easier to solve the conflict with marshmallows or something, but I guess you didn't know that'd work...

Drops: A plasma rod that rains down plasma from a cloud, a gun that launches large bullets connected by electrical streams, another ammo-free ranger weapon that launches a stream of electricity, and a melee-based glove that launches fists of plasma at foes. In Expert it also drops materials used for either making a weapon or an accessory. If defeated using the fairly-secret 'marshmallow strategy' she can also drop a summoner staff that summons chibified versions of her 3 different forms as minions.

Extra Info:
-The so-called 'Marshmallow strategy' is an actual method of defeating the boss. The player simply has to have marshmallows in their inventory, and has to continuously use them. Using them will usually give the message 'Dynamo stole the marshmallow' in chat for every 10 and for the 1st one, until 200 have been consumed. Upon 200 marshmallows having been stolen by Dynamo she will end the boss fight regardless of damage taken and give the player both her normal drops and the additional summoner staff drop.
--However, outside of the vague hint in the Expert-exclusive GelTech (which, bear in mind, most people would take as a joke), there is little to say that this is an actual method for defeating the boss.
-Two of Dynamo's drops are references to other things. Firstly, the electric-stream-firing ranger weapon is based on a Proton Pack from Ghostbusters, and the Plasma Fist in both projectile shape and description is based on the Pokemon Zeraora and its signature move (Plasma Fists, if you couldn't guess :P)
-Dynamo, despite being a re-made boss (and therefore likely having a bigger and better sprite), actually has her sprite become significantly smaller post-remake. The only other major example is the currently-unfinished Garagon sprite.
-Despite appearing human, there are a few things that make her stand out amongst other human characters (like NPCs). Her eyes are beadier and are entirely dark yellow, her skin is light yellow, and she lacks a nose.
--According to her previous descriptions, this is because she isn't human and is, in fact, sentient plasma. This is also how she is able to transform her form at will into other shapes; a feature present and seen front-and-centre in both of her fights.
[Added: 18/6/19]
95C - Storm Surfer, Deluge
Appearance: An electric blue-haired girl wielding a dark blue spear. Her attire appears to be cobalt blue; with a lighter shirt and darker boots. Even darker blues are used around the edges of her clothes to make them appear a little more interesting.

Summon: Use the Ancient Spear Tip at the surface while it is raining or during a thunderstorm. Borders made of electrified raindrops appear and don't disappear until the boss is defeated. It will also rain throughout the entire fight, much like with the other Stormcallers.

[Fought: Chaos Mode]

Stats:
Health: 9,000,000 (15,000,000)
Attack:
-300 (500) (Melee) (Inflicts Static Scar)
-240 (430) (Storm Cloud) (Inflicts Wet)
-265 (462) (Electrified Water Bolt) (Inflicts Wet)
-0 (0) (Raincloud) (Inflicts Wet)
-285 (478) (Lightning Spear)
-500 (800) (EMP)
-1200 (3000) (Arena Borders)

[All of this boss' attacks inflict Electrified]
[All of this boss' attacks deal 15 (25)% more damage to players inflicted with the Wet debuff]

Attacks:
Phase 1:
Will attack, move to a new location, and attack again. She is able to run fast, dash, and perform high jumps and hang in the air when attacking, though will often end up on the ground whilst repositioning herself. Her attacks are fairly basic at the beginning.
-She may perform a long-ranged dash at the player while cloaked in electricity, dealing melee damage.
-She may throw between 5-7 (6-9) electrified spear projectiles at the player in rapid succession
-She may summon electrified spears from the sky above the player that fall from above and pass through blocks.
At 70 (75)% health she will gain a blue electrical aura and enter her 2nd phase.
Phase 2:
She gains some new attacks and can now reposition herself without falling to the ground by magnetic levitation, her time in-between attacks has decreased slightly, and she now uses some water-based attacks alongside her existing ones.
-She may summon a non-damaging rain cloud above the player which continuously inflicts them with the 'wet' debuff until it disappears
-She may summon numerous clouds around the arena that rain down electrified rain. These remain in-place for a fairly long time.
-She may launch numerous water bolt-like projectiles from both around herself and from above. These can bounce off of up to 2 platforms each before disappearing and inflict wet alongside the usual electrified debuff.
At 30 (40)% health she becomes angrier, her aura of lightning becomes stronger, and she enters her 3rd phase.
Phase 3:
Moves a lot faster and summons more projectiles with every attack. Rain clouds can be summoned alongside other attacks and she gains one last new attack which she uses occasionally alongside her other attacks.
-She may remain inactive for a short time before letting out a shout and releasing a massive electromagnetic pulse in all directions around herself. The range is large; being around 15 (20) blocks in a circle around the boss. It deals high damage if the player is caught within it.

Defeat: Falls to her knees, looks down, and then leaves via a magic mirror. Leaves her drops behind as she teleports away.

GelTech Info:
-Deluge looks up to Storm as a role-model; seeing how she came from nothing to become one of the most important people in her kingdom though hard work and determination. Deluge aims for similar goals of recognition, though aims most of all to be officially recognised by Storm above anyone else.

Drops: A few weapons including a slow-use EMP bomb, a tome that summons lightning spears, cobalt fabric (which is mainly used for vanity armour and for part of a mage armour set), and may drop her spear. Can also drop a gun that fires blasts of water and a stronger version of the Water Bolt. In Expert Mode she drops a material used to make an accessory and a weapon, as well as a rare chance at dropping a spear with a similar design to Storm's, even though she never uses one.

Extra Info:
-The reasoning for Deluge carrying a spear similar to Storm's in Expert Mode is due to her adoration of Storm in-general and her desire, to an extent, to be like her.
--This is seen in both her use of electricity (mainly the attacks similar to Storm's like the EMP) and through her choice of weapon, which is also a spear (even if it's different to Storm's).
-The term 'deluge' is most often associated with water, which makes sense considering her phase 2 attacks are all water-based with electrical elements sprinkled in.
-Of all the Stormcallers, Deluge is the one to use the most attacks outside of lightning-based ones
--She is one of three Stormcallers able to inflict Static Scar, alongside the Stormfalcon Dragon and the Storm Surge.
--She is the only one of the 5 Stormcallers to also drop materials outside of Expert Mode.
[Added: 18/6/19]
95D - Storm King's Hand
Appearance: A large skeletal hand surrounded by a powerful aura of blue-ish electricity sparks also drop from the hand constantly and jolts of electricity can be seen when it moves its fingers.

Summon: Use the Ancient Bone Dust at the surface while it is raining or during a thunderstorm. Barriers of electricity spawn left and right of the boss a fair distance out and act as the arena's borders; dealing heavy damage to players that touch them and electrifying players outside of the arena. Biome and time of day are not important. Rain will continue throughout the entire boss fight, even if it was originally going to stop.

[Fought: Chaos Mode]

Stats:
Health: 6,450,000 (12,000,000)
Attack:
-290 (500) (Initial Melee) (Inflicts Gripped debuff)
-250 (430) (Follow-up Melee)
-370 (640) (Lightning Fist)
-285 (489) (Lightning Spear)
-300 (504) (Electrified Disc)
-1000 (2500) (Arena Borders)
Defence:
-200 (Hand)
--500 (Lightning Fist)

[All of this boss' attacks inflict Electrified on hit]
Debuff: Gripped:
-The player is unable to move or use teleportation or movement-based items. However, the effect often only lasts for around a second and players can still attack while 'gripped'.

Attacks:
The hand will often attempt to melee the player through a series of chained dashes. The dashes have short range but are attempted in succession and thus still allow it to gain a fair distance quite quickly.
-If caught by the hand the player is very briefly inflicted with Gripped and cannot move. However, the hand will drop the player again before it deals a 2nd hit. The hand moves again 1.5 (0.8) seconds later.
-It may summon a spear made of lightning in its hand and throw it. As soon as it is launched it splits into 3 (5) spears which all pass through blocks.
-It may summon a large electrified disc in its hand and throw it at the player. It acts almost like a boomerang; travelling to the player's location before arcing back to the hand again.
At 45 (60)% health the hand will clench, and then release a burst of energy before transitioning into its 2nd phase.
Phase 2:
The hand moves the same, but has changes to its attacks and gains new ones as well.
-If the player is hit by the melee they are inflicted with Gripped and the hand will stop. After another second the hand will crush the player in its grasp, dealing additional damage, before the Gripped debuff expires and the hand drops the player again. After another 1.5 (0.8) seconds the hand can move again.
-It may throw a large volley of inaccurate but numerous lightning spears which all travel at varying speeds. Slower ones will eventually begin being affected by gravity and fall while the faster ones continue and can pass through blocks
-It may throw 3 electrified discs at once in an arc, with all of them returning to the hand again after stopping briefly. They travel back in a straight line as opposed to the arc that the single one did.
-The hand may clench a fist and perform a powerful and very fast charge that covers a large distance. During the attack the fist's hitbox is larger due to the electrical aura surrounding him growing temporarily. The attack does high damage and is often very fast, making it surprisingly deadly.

Defeat: The hand's fingers coil in and its aura of lightning disappears. The hand then explodes into skeletal gibs.

GelTech Info:
-An empowered hand of a former lightning elemental. The hand itself shows signs of intelligence, being able to understand speech and respond with signs, but due to being a hand (and a skeletal one at that) it likely doesn't have a brain.

Drops: A throwing spear that shocks things even if the spear misses, a tome that summons an electric hand to crush enemies, a sword that becomes faster and faster the more you hit enemies, and an accessory that grants an electrifying dash. In Expert Mode it drops materials used to make both a weapon and an accessory.

Extra Info:
-It is the only one of the Stormcallers to actually drop gibs upon defeat, as all of the others are shown to survive their fights.
--However, due to the hand's undead nature, there is still a fairly decent chance that it can reform again as the gibs don't show any actual broken bones.
-While it has some of the lowest health among the Stormcallers it is also one of the heaviest-hitting due to its grip and lightning fist attacks
-The hand, despite being skeletal, still appears different from Skeletron's due to having bigger bones and no arms. It is also seen at a sort of side-view as opposed to from the front like Skeletron's.
[Added: 19/6/19]
95E - Storm Surge
Appearance: A large worm made (seemingly) made mostly out of clouds. A fairly neat 'frame' of rain clouds holds in the smaller white clouds to keep its body in-tact. Large amounts of static build up in its body and large sparks and jolts are seen leaking from the clouds. It has a single rounded blue eye at the front; the only part of its body not made of clouds.

Summon: Use the Ancient Wisp at the surface during rain or during a thunderstorm. The rain will persist throughout the boss fight, even if was supposed to end. Barriers made of lightning spawn far left and right of the boss, acting as the arena's borders.

[Fought: Chaos Mode]

Stats:
Health: 10,025,000 (17,000,000)
Attack:
-400 (762) (Head Melee)
-280 (483) (Body Melee)
-300 (517) (Taser Laser)
-0.1x (0.25x) (Reflected Projectiles) (Inflicts Static Scar)
-1000 (2500) (Arena Borders)
Defence:
-130 (Head)
-350 +80% Damage Resistance (Body)
--250 (180) +70 (50)% Damage Resistance (Reflecting)

[All of the boss' attacks inflict Electrified]
[The boss' body segments will take no damage when reflecting projectiles, so instead those stats are important for when they are being reflected back at the player]

Attacks:
Storm Surge will fly over the player's head, moving in an almost figure-of-eight shape. Most of his attacks are ranged, though it will attempt to use melee if the player remains off the ground for too long.
-If the player remains at least 5 blocks off of the ground for more than 5 (3) seconds Storm Surge will begin attempting to ram into the player at high speeds until they are grounded again. The player will very likely not be able to dodge this attack as it moves at speeds of up to 140 (170) mph and can turn almost instantaneously.
-It may fire a flurry of lasers at the player which pass through blocks from all of its segments. Ones fired from segments close to the player are accurate while any not close to the player are fairly inaccurate.
-It may fire a massive barrage of lasers from its eye directly at the player. The stream is quite hard to dodge and requires constant movement to not get hit as they also pass through blocks.
At 15 (30)% health it will transition into Phase 2, and if it is raining it will turn into a thunderstorm instead.
Phase 2:
In Phase 2 nothing changes except for all of its body segments now being electrified, reflecting back projectiles and being immune to damage, and its head now absorbing piercing projectiles to stop them from piercing through and hitting the body behind it. The attacks remain the same otherwise.

Defeat: Storm Surge's body explodes into puffs of cloud, only leaving its orb-like eye. The eye then darts away with a series of chain-dashes until it disappears. The orb cannot be attacked while it flees.

GelTech Info:
-A solid core of magic able to create a body of clouds to use for defence. The body is easily damaged and is fairly frail, but can easily be re-created using nearby clouds and sky islands. A strong electrical current surges continuously through its body; repelling most projectile-based attacks launched at it.

Drops: A chain knife-like melee weapon, a bow made of clouds that fires lightning arrows, and a summoning staff that summons a small Storm Surge whose damage and size increases with minion slots. In Expert Mode it also drops a material used for making a weapon and an accessory.

Extra Info:
-Despite being a worm enemy the player should stop treating it as one as soon as it changes into its 2nd form. Attacking its body segments at this point isn't just futile, but in fact dangerous for the player as their attacks will be bounced back at the player with reduced damage.
-The player should be careful with using high damage against this boss as they risk being instantly killed by one of their own ricocheting projectiles at virtually any time in Phase 2. This becomes even worse in Expert where the projectiles have increased damage and Phase 2 triggers far earlier.
-It is the only Stormcaller to not change its attacks in another phase; only gaining a gimmick.
-It is currently one of the fastest-moving entities in the game outside of teleportation abilities, reaching speeds beyond what the player is capable of outside of a very few specific items.
-Close-ranged throwing or boomerang-like weapons are a majorly bad idea as they count as projectiles and thus are at risk of being sent straight back to the player and killing them almost instantly
--Large projectiles are also not recommended in case they hit the body before hitting the head; a problem less likely to occur using smaller projectiles
-Minions and homing attacks will always go for its head in Phase 2 if possible, though are still at risk of accidentally hitting body segments occasionally
[Added: 19/6/19]
96 - Prismancer Jelly
Appearance: A deep red slime coated in numerous energised crystals. More crystals levitate at its sides and above it, infused with more energy that occasionally jumps between them and the slime. In-game it is a little smaller than King Slime, meaning it is still very large for a slime.

Summon: Shatter 3 Red Prism Clusters in one of the cavern-layer mini-biomes. The clusters can only be destroyed with a Pwnhammer or stronger, meaning the boss can be fought as soon as the Wall of Flesh is defeated. The boss is unaffected by time and biome and thus can be taken anywhere in the world.

[Fought: Hardmode, Post-Moon Lord]

Stats:
Health:
-30,000 (54,000) / 685,000 (1,100,000) (Slime)
-500 (850) / 5,000 (10,000) (Wrath 1)
-1000 (1685) / 50,000 (78,000) (Wrath 2)
-5000 (10000) / 200,000 (0) (Wrath 3)
Attack:
-40 (80) / 100 (200) (Slime Melee)
-38 (63) / 87 (151) (Wrath Melee)
-35 (58) / 82 (140) (Red Laser/ Crystal Storm)
-30 (45) / 65 (100) (Crystal Fragment)
Defence:
-5 / 100 (Slime)
-25 / 222 (Wrath)

[Set 1: Hardmode stats, Set 2: Post-Moon Lord stats]

Attacks:
The Prismancer Jelly will hop towards the player, exhibiting mostly normal behaviour. It may teleport near to the player if they are out of reach of its jumps or is too far away. However, as soon as it takes damage of any kind, it will stat using actual attacks:
-It may fire lasers at the player from each of the crystals floating around it. These lasers do not pass through blocks (but ricochet off of blocks once in Expert)
-It may fire a barrage of crystals at the player that explode into 3 (5) shards upon hitting a solid block. The barrages get faster at lower health.
-The boss may summon one of three different types of Prismancer's Wrath minions. Each acts differently and has different stats.
--The first type are summoned in large clusters from the slime and chase after the player, though have trouble when turning
--The second type are attached to the slime and remain with it until killed. They act a bit like Angry Trappers, lunging at the player before retreating back.
--The third and final type are summoned more rarely and in smaller groups of 1-3 (2-4). They are the same as the first type in actions, but are larger and more durable.

Defeat: The Slime explodes into chunks of gel and any of its Wrath minions also burst into gibs.

GelTech Info:
[Hardmode]
-Powered up by Cosmic Rubies; crystal-like formations able to empower creatures who are able to consume or absorb them. The Prismancer Jelly may be the strongest of the more mildless slimes, and may have not even reached the peak of its power.
[Post-Moon Lord]
-It has consumed many more Cosmic Rubies since your last encounter, peaking out its power. The source of these rubies is currently unknown, though once found should be contained. If a mere slime can become this powerful, imagine if a more powerful entity came into possession of a few...

Drops:
[Hardmode]
-De-energised crystals; materials used to make a few items, a summoning staff that summons small crystals that fire lasers at foes, and a flail-like weapon that works a bit like the Piranha gun that launches a small Wrath that clings to foes to damage them. In Expert Mode it drops an accessory that drops crystal shards from the sky upon taking damage.
[Post-Moon Lord]
-Cosmic Ruby Fragments; used to make numerous Post-Moon Lord items, a summoning staff that summons baby ruby slimes that both deal melee damage and fire lasers, and a ranged weapon that fires Wraths which bite down on foes before disappearing. Also drops a ruby sword that deals high damage but lacks a projectile. The Expert Accessory both drops crystal shards from the sky but also from the player upon taking damage.

Extra Info:
-This boss was completely unplanned and was made out of an idea of having an item that could potentially power up pre-existing enemies. That item was also based off of the Reanimator bosses currently in-production, but more on those later.
--The source of the rubies is also a planned boss for the future, but the sprite also isn't finished.
-This is one of the most powerful non-humanoid slimes currently in the game, being fought at its strongest even after the Moon Lord. However Neoradiance, fought in Chaos Mode, is still far stronger.
-Despite being a Post-Moon Lord boss the only attack it has that can pass through blocks are its teleport and minions as none of its projectiles penetrate blocks, even though the lasers can bounce off of them.
-It is probably the easiest Post-Moon Lord boss due to having low stats and very simple patters. It makes a good fight for gathering some early gear Post-Moon Lord to give the player a bit of an edge against some of the later bosses as opposed to having to fight a stronger one with Hardmode gear like you may have to otherwise.
[Added: 20/6/19]
97 - Golden Sun Dragon
Appearance: A skeletal serpentine dragon with golden-brown bones. Golden flames are seen between its bones and slowly pouring out of its eye sockets and other parts of its head and tail. Its head's sprite looks very similar to the Dragon Skull enemies found within older versions of the vanilla game.

Summon: Use the Golden Ember during the day at the surface, in space, or in the underworld. The boss will become enraged if taken out of these conditions where it will gain a 30% increase in damage, and multiply its defence by 2.5x. The background turns a golden yellow colour throughout the fight. Two flame pillars make up arena borders which heavily damage the player on hit. The boss also becomes enraged if taken out of its arena.

[Fought: Chaos Mode]

Stats:
Health:
-9,000,000 (13,450,000) (Dragon?)
-26,750,000 (40,000,000) (True Dragon)
-2,000,000 (3,500,000) (False Dragon)
Attacks:
-750 (1220) (Dragon? Head Melee)
-420 (700) (Dragon? Body Melee/ True Dragon Melee)
-330 (500) (Golden Flameball)
-310 (468) (Homing Ember)
-400 (672) (False Dragon Head)
-300 (450) (False Dragon Body)
-1500 (4000) (Arena Borders)
Defence:
-200 (Dragon? Head)
-Immune (Dragon? Body)
-400 (True Dragon)
-178 (False Dragon Head)
-5000 (False Dragon Body)

[All of this boss' attacks inflict Golden Inferno]
[The Dragon? can only be damaged by hitting its head. Projectiles that hit the body will be absorbed and destroyed, including piercing projectiles.]
Debuff: Golden Inferno:
-Deals 15 damage-per-second, but deals additional damage if hit by other attacks that can inflict it whilst affected by the debuff.
--1 hit = 15, 2 hits = 18, 3 hits = 20, 4 hits = 23, 5+ hits = 25

Attacks:
Phase 1:
The 'Golden Sun Dragon?' acts like a Wyvern, swooping down and attempting to hit the player with high melee damage. At certain intervals it may open its mouth and release Golden Flameballs which slow down and become stationary after a second, persisting for a long time after being launched. Flameballs are launched more often at lower health.
Upon defeating the 'Golden Sun Dragon?' the music will quieten down, but not stop. The background remains golden yellow, and after a few seconds the true Golden Sun Dragon will emerge with the message "The True Golden Sun Dragon Emerges!"
Phase 2:
The true golden sun dragon will follow a pattern of charging at the player 3 times before using an attack. Due to the speed he moves, the distance he travels, and the size of his hitbox, dodging the charges is often very difficult. After these charges the dragon will launch an attack.
-It may spawn a ring of fireballs around itself and launch all of them at the player
-It may charge at the player in a swooping arc, launching stationary fireballs which linger for a long time (like the phase 1 attack).
-It may spew out numerous orange wisps of fire which move towards the player, stop, then begin accelerating towards the player again.
-It may summon a 'False Dragon' which looks and acts like its Phase 1 fake-out boss, but with reduced stats.

Defeat: The fake-out boss explodes into gibs, as well as the false dragons summoned throughout the 2nd phase.
The true dragon will stop moving and slowly begin fading away, golden particles radiating from its body until it fades away completely, letting out one last roar.

GelTech Info:
-An ancient dragon with the ability to reanimate bones using the power of its golden flames; useful both for creation and destruction. These flames were bestowed upon Garagon as well, as a sign of respect and authority.

Drops: Numerous weapons that can inflict Golden Flames: A summoner staff that summons dragon skulls, a sword, a spear, 2 tomes and rarely a pet as well. May also drop a pair of powerful wings made of golden flames. In Expert Mode it drops a mount that looks like one of the False Dragons which has fast flight time, but has trouble turning at the surface or in space, or drops an accessory that gives the player a golden flame shield if defeated in the underworld. If defeated whilst enraged in Expert it will also additionally drop an accessory that provides a massive range of buffs.

Extra Info:
-The flames that make up parts of the Golden Sun Dragon's body use the same colours as the ones on the Eclipser; a golden and orange.
--Despite this, there don't appear to be many similarities between it and the Eclipser outside of references to the sun and stars.
-The GelTech description for the Golden Sun Dragon mentions Garagon having received Golden Flames from him, which may be why he uses similarly-coloured flames in his own boss fight in the more powerful attacks.
-The False Dragons' skulls look extremely similar to the Dragon Skull enemies found within older versions of the game. The enemies usually acted like Cursed Skulls and were also found in the dungeon, even though the False Dragons themselves act like Wyverns instead.
-Enraging the fake-out boss and getting hit by its head is very likely to instantly kill the player, as it then begins dealing 975 damage in Normal or 1586 in Expert.
--Even if the player barely manages to survive the attack the Golden Flames or a follow-up hit from the body or projectiles would likely finish off a low-health player very easily.
-There is an additional secret item for if the player manages to kill the boss while it is enraged in Expert Mode. However, it only drops if all 200%* of its health is dealt while it is enraged. (*Bearing in mind there are 2 bosses making up the fight)
[Added: 22/6/19]
98 - Acrimonious, the Vengeful
Appearance: Acrimonious, having returned donning new attire. His original crimson-red robes have been replaced with larger, purple ones, and his mask is split down the middle, revealing part of his face.
The Crimson Maws have turned purple and reverted back to their original designs, though each now also has a golden tongue to match the gold seen on their master's robes.
Finally, Sorrow also makes somewhat of a return in this boss fight, donning similar purple colours and a golden eyeball seen through what appears to be cracks within its body.

Summon: Use the Dark Vengeance at night anywhere in the player's world. The boss will despawn during the day and is unaffected by biomes. However, his summoning item can only be obtained as a rare drop in the underworld once the King's Order has been defeated at least once.

[Fought: Chaos Mode]
[Special Boss: Uncraftable Summon]

Stats:
Health: 15,000,000 (23,450,872)
Attack:
-322 (500) (Acrimonious Melee/ Sorrow Melee)
-400 (720) (Crimson Maw Melee)
-318 (490) (Acrimonious Magic/ Crimson Maw Fireball/ Sorrow Magic)
-340 (543) (Acrimonious Vortex/ Crimson Maw Flamethrower/ Sorrow Rune)
Defence: 350

Attacks:
Acrimonious is the only active enemy at the start of the fight and is the only one that needs to be attacked. He uses one of three attacks, teleporting himself in-between attacks through portals.
-He may summon large clusters of homing projectiles that chase the player, though their homing abilities weaken the longer they are active
-He may unleash a barrage of magic bolts from the sky, followed a little later by further bolts which fly upwards.
-He may summon large vortexes of energy that hang in the air before slowly flying towards the player. They linger for an excessively long time and deal quite high damage, plus are quite large for projectiles.
At 90 (94)% health he will summon in one of his Crimson Maws. Crimson Maws are mostly the same attack-wise, though are made a little stronger:
-Their charges cover more ground and are a bit faster
-The range of their flamethrower attacks is increased and now inflict Shadowflame
-Their fireballs pass through blocks, are launched a bit faster, and also now inflict Shadowflame
At 70 (78)% health he will summon a modified version of Sorrow, featuring a gold and purple colour scheme:
Sorrows will try to fly above or to the side of the player, using one of two types of magic attack
-It may launch single magic bolts at the player which split into 3 magic bolts after travelling for 2 seconds.
-It may surround itself in rune-like lettering, before launching all of them in a ring formation at the player. The ring rotates while moving and gets larger, with the runes spreading out as they travel.
At 50 (60)% health another Crimson Maw is summoned
At 33 (40)% health another Sorrow is summoned, the final new phase of the Normal Mode fight
(At 20% a third and final Crimson Maw is summoned in Expert Mode)

Defeat: The Sorrows and Crimson Maws are seen melting away while Acrimonious clutches his stomach. After a while, Acrimonious will explode into gibs while his minions melt into puddles.
A few changes happen around the world, mainly related to the Necro Dungeon (Ideas Page 4):
-Numerous enemies will stop spawning in the Necro Dungeon; mainly being those who are undead like skeletons and zombies. However, the phantom enemies and robed enemies remain.
-Sorrow's summoning items can no longer be used, instead bursting into gold coins and butterflies upon use.

GelTech Info:
-The true creator of the Necro Dungeon and the one who conjured up the idea of Sorrow; a multidimensional malevolent entity. However, in all truth, Sorrow was little more than a ruse to gain a cult following. However, in a desperate attempt at revenge, his own dark magic became unstable, destroying the sorcerer for good. The spirits of the dungeon have found peace.

Drops: A sword, a chain knife based on the Crimson Maws, a bow that fires magic arrows, several tomes that unleash different types of projectile, and two summoner staffs: one for Maws, one for Sorrows. In Expert it also drops an accessory that buffs player damage in exchange for reduced health.

Extra Info:
-As Acrimonious is apparently responsible for Sorrow, it also links him to the Necro Warriors, the Necromancer Overlord, and Sorrow's rematch battle as well.
--It also makes you wonder how exactly he managed to fill the Necro Dungeon with as many enemies as it has... which with a bit of further thought suggests Acrimonious has quite a body count
-Despite still being called Crimson Maws in this battle they are purple.
-The half-uncovered face of Acrimonious is the most you ever see of his actual appearance across all 3 of the fights he is present in
-Acrimonious seems to be about 2 pixels taller in this fight than in both of the previous ones. This is also the only fight to have his arms at his sides when not attacking
-Due to there now being up to 5 (6) bosses on-screen at a time the player is suggested to keep moving, as they can be very easily overwhelmed if numerous bosses get too close to the player
-Since Acrimonious himself is still the only proper target in this fight attacks with homing properties could be useful due to his relatively small hitbox, teleportation abilities, and frantic battle.
[Added: 22/6/19]
99 - The Forbidden
Appearance: A figure obscured within darkness, with nothing more than its eyes visible.
Four different orbs also travel alongside the Forbidden: The Null Orb, Spectral Orb, Ebon Orb and Crimson Orb. Each are necessary for progressing the fight and each has a different appearance signifying another part of the Forbidden's characteristics.

Summon: Use the Broken Keystone at night. The background will darken throughout the whole fight, preventing the player from seeing the moon's position. Strange borders made of a black smoke-like substance appear far to the left and right of the Forbidden, acting as the arena's borders. If it reaches daytime again, all players and friendly NPCs in the world will be instantaneously killed, as well as if the player logs out of the world and back in again in a singleplayer game. Leaving the arena will continuously debuff the player with random debuffs every second, making the fight virtually impossible.

[Fought: Chaos Mode]
[Special Boss: Expert Mode Exclusive]

Stats:
Health:
-20,000,000 (Null Orb)
-17,550,000 (Spectral Orb)
-19,800,000 (Ebon Orb)
-22,650,000 (Crimson Orb)
-90,000,000 (Forbidden)
--170,000,000 (Total)
Attacks:
-545 (Forbidden Melee)
-520 (Null Orb Melee, Crimson Orb Melee, Forbidden Shade Bolt)
-509 (Spectral Orb Melee, Ebon Orb Melee, Forbidden Spark)
-518 (Orb Magic, Forbidden Chain Burst)
-532 (Forbidden Shockwave)
-523 (Forbidden Chasing Shade)
-600 (Light Purge)
-850 (Shade Pillar Borders)
Defence:
-200 (Forbidden)
-450 (Orbs)

[All of the Forbidden's attacks inflict Shadowflame and have extended timers on Chaos Surge]
[Null Orb's attacks may inflict Shadowflame, Dazed, or Frozen]
[Spectral Orb's attacks may inflict Blackout, Obscured, or Frostburn]
[Ebon Orb's attacks may inflict Cursed Inferno and Weak]
[Crimson Orb's attacks may inflict Ichor and Bleeding]

Attacks:
Phase 1:
The Forbidden itself is mostly passive at this point, slowly moving towards the player or teleporting. The orbs, however, are very active and are the main threat at this point.
-The Ebon Orb summons numerous clones of itself before launching them all at the player. The clones are actually larger than the orb is and pass through blocks
-The Spectral Orb summons wisps of ectoplasm which home-in on the player before disappearing. They can pass through blocks
-The Ebon Orb launches a barrage of Cursed Flames at the player, all of which pass through blocks
-The Crimson Orb tries to fly above the player and releases blobs of Ichor which rain down after arcing through the air. These blobs also pass through blocks
Each orb, upon running out of health, remains active but attacks less frequently. However, the Forbidden will begin attacking after one is destroyed and slowly attacks more frequently for each orb defeated.
-The attack Forbidden gains has it launch clusters of Shade Bolts which pass through blocks and have very high velocity. They are fairly inaccurate, but due to the orbs' attacks also still being launched they are hard to avoid well.
Upon all 4 orbs being defeated, the Forbidden's true form is unleashed and the 2nd phase begins.
Phase 2:
All 4 orbs now orbit the Forbidden and the Forbidden itself becomes the main target. The Forbidden gains numerous attacks while the orbs continue attacking, though less often and only one-at-a-time.
-It may release a larger version of the Phase 1 cluster attack
-It may launch numerous stationary crystalised orbs which don't deal damage, but eventually explode into 'sparks' which deal damage on hit.
-It may release an explosion which also then launches out a small black orb. The orb explodes again, and then gets launched out of the explosion and stops again, only to explode again. This continues until either 10 explosions occur or the projectile despawns.
-It may summon numerous small stationary black orbs which release ring-shaped shockwaves until they eventually despawn. The size the shockwaves reach before disappearing makes them dangerous to be near. This attack is only used at 65 (80)% health or lower.
-It may release numerous black orbs which follow the player's horizontal position while slowly travelling vertically up or down depending on the player's position compared to the boss. This attack is only used at 50 (65)% health or lower.
-Finally, its most powerful attack has it launch 4 deathray-like lasers in all cardinal directions. They eventually all rotate 90 degrees either clockwise or anticlockwise. The deathrays, called Light Purges, pass through blocks unlike the Moon Lord's. This attack is only used at 30 (42)% health or lower.

Defeat: The Forbidden's orbs all explode while his physical form melts away. After a few seconds a burst of black shade is released from the Forbidden as it disappears, only leaving a slow-falling gib of its cloak.

GelTech Info:
-A malicious entity sealed away under the former king's rule. Garagon, still aware of its villainous nature, hid away the Keystone used to seal it after the king had disappeared. Due to having been dormant for as long as it was, one must assume it has weakened. One can only imagine how powerful it was in its prime.

Drops: Numerous unusual accessories that often provide exceptional buffs, but in return provide debuffs as well. For example, one item will increase the player's damage significantly, but reduce the player's health and defence, another may increase speed but reduce health significantly, and another may increase health in exchange for massive speed reductions. It may also rarely provide an accessory what turns the player into a smaller version of the Forbidden while also providing small buffs to almost every stat the player has.

Extra Info:
-The Forbidden was one of the bosses seen back in Boss Ideas 1, being seen as a many-headed wraith-like entity. While he lost his other heads, his non-physical body and orbs are still present
--The numerous eyes on the fragmented mask on the right side of its face may be a reference to its previous heads, due to it having three eyes.
-The Forbidden was one of the last bosses added to Boss Ideas 1, and is also one of the last to be added to this page of Boss Ideas 5 as well ironically.
-The Forbidden is one of few Chaos Mode/Post-Game bosses to not be associated with any particular group, only mentioning Garagon and the former king as enemies.
--The Forbidden is also given fairly little description as to what it is like outside of villainous. The Forbidden has no known origins and given little description in his GelTech outside of recent events in its life.
--Due to Lunar (another Post-Game boss) being a being of light and Forbidden a being of darkness, they could be looked at as parallels of each other. This is also made more noticeable as each also has 4 underlings which play fairly important roles in their fights.
-The Forbidden is one of the only bosses exclusive to Expert Mode
-Despite the fact that this boss can be faced virtually any time after Chaos Mode is activated, its stats are like that of a Post-Game boss. Therefore it is strongly recommended not to try and face this boss until having finished or nearly finished Chaos Mode.
[Added: 23/6/19]
100 - Lightstorm
Appearance: Storm, though her appearance has noticeably changed since her previous fight; being her most drastic change between her fights. Her suit is now a mixture of a marble-like silver and golds mixed in with some blacks and dark greys, her hair has gone from a yellowy blonde to a golden colour, she appears a bit taller and her spear is completely different and seems a lot more decorated than the other versions.

Summon: Use the Elysian Spark at the surface during the day. The sky will turn a bright golden yellow and the day will be set at midday throughout the entire fight. Two pillars of golden lightning sprout from the ground a fair distance from Storm and the player, acting as the arena borders for the fight. The boss only despawns if the player dies or leaves the arena for too long as the time doesn't change and she is unaffected by depth and biomes. Her summoning item is actually a drop from Lunar; another Post-Game Boss.

[Fought: Post-Game]
[Special Boss: Uncraftable Summon]

Stats:
Health:
-105,000,000 (145,000,800) (Storm)
-20,000,000 (32,650,000) (Celestial Memories)
Attack:
-390 (550) (Storm Melee/ Memory Melee) (Inflicts Withered Armour (Storm Only))
-402 (568) (Lightning Bolt) (Briefly Inflicts Dazed)
-400 (565) (Lightning Orb, Orb Bolt) (Briefly inflicts Warped)
-378 (536) (Magnet Pulse) (Inflicts Warped)
-500 (650) (Overload) (Inflicts On Fire!)
-600 (782) (Zeus' Bolt, Lightning Vortex) (Inflicts Withered Armour and Ichorian Spark)
-425 (600) (Stormcloud Net) (Briefly Inflicts Withered Weapon)
-30* (45*) (Rapid-Stab) (Provides no invulnerability frames)
-380 (539) (Memory Attack) (Inflicts debuffs listed below)
-430 (609) (Frenzy Storm) (Inflicts Ichorian Spark)
-1000 (2500) (Arena Borders)
-0.025x (0.03x) (Deflect) (Heals Storm)
Defence:
-240 (Storm)
-400 (Memory)

[All of Storm's attacks inflict Electrified]
[The memories inflict On Fire!, Golden Flames, Emerald Flames and Frostburn respectively]
[*The Rapid-Stab ignores defence, causing it to always deal the specified amount of damage]
[Storm's deflect will heal Storm for 5x (15x) the projectile's original damage if triggered]

Attacks:
Phase 1:
Storm's patterns are similar to what they were in her other fights: with her using attacks before dashing to a new location; hanging in the air as she performs another new attack. Her movements are faster than before, however, and her attacks are often far stronger and harder to avoid.
-Her lightning bolt clouds drop 2 bolts at a time symmetrically either side of the player, getting closer with each bolt dropped. The cloud moves with the player until it is preparing to launch the final bolt atop the player, where it will remain still briefly. The bolts linger in the air when dropped, meaning that the player could hit them if moving horizontally.
-She will release lightning orbs in groups of 4; either in an arc or in the cardinal directions. Each launches up to 5 bolts of lightning at the player while moving slowly outward.
-Her 'magnet pulse' attack is larger, faster, and passes through blocks. She also now summons 3 at a time. The player has to keep moving until they despawn or risk being hit.
-She may hold her spear in the air, causing numerous evenly-spaced bolts to drop from the sky. The bolts are fast and the spaces between them are quite unforgiving; with gaps only being about 3 blocks wide.
-She may summon a sphere of electricity around herself and charge at the player at high speed. Trailing lightning bolts, like the ones fired by the Cultist, are also spawned during the charge. The charges deal 'Overload' damage as opposed to just melee. After the 3rd charge she will briefly disappear and re-appear above the player, slamming down into the ground and creating a massive 'Zeus Bolt' horizontally each side of her. The field disappears again afterwards.
After being taken down to 50% health Storm becomes invulnerable and summons 4 'memories' who resemble other characters using the colours of the celestial fragments. The memories need to be defeated for the next phase to begin.
Phase 2:
All 4 memories attack independently from each other, but all 4 need to be defeated. Storm herself remains stationary and invulnerable throughout this phase. Defeating an individual memory will not cause it to disappear; only when all 4 of them are will they vanish for the 3rd phase to begin.
The Solar Memory, who appears to be Ember, will dash and hang in the air to attack, much like Storm does. Her attacks either have her throwing her scythe in an arcing motion at the player or launching an arc of between 6-10 fireballs at the player which pass through blocks.
The Nebula Memory, who appears to be Garagon, will charge 3 times before launching either a massive flurry of inaccurate but numerous fireballs or summon a cluster of fireballs from the sky near to him.
The Vortex Memory, who appears to be Slimey, will perform 6 short-ranged rapid-dashes at the player before either firing a barrage of exploding pseudo-homing missiles or fire a large laser from the core of his suit directly at the player.
The Stardust Memory, who appears to be Frost, will dash and hang in the air like Ember's memory did, but slower. Her attacks have her either throw an arcing scythe through the air which drops icicles down as it moves or summon explosive snowflakes around herself which burst into numerous shards each.
After taking all 4 memories down to 0 health, they will all disappear simultaneously. At this point, Storm will become vulnerable again after a few seconds and enter her 3rd phase.
100 - Lightstorm (Continued)
Phase 3:
Storm retains a sphere of golden electricity around herself throughout the rest of the fight, increasing the size of her contact hitbox significantly. She begins moving and attacking again in this phase. She retains all of her previous attacks, but also gains new ones as most bosses do. 4 spheres also orbit her, one for each of the celestial fragment colours, each able to launch an arc of 3 projectiles at the player individually from Storm that inflict their respective debuffs.
-Storm may throw 3 images of her spear in an arc, with the centre one aimed directly at the player. Once an image hits a block a massive 'Zeus Spear' of lightning strikes and destroys the image and may heavily damage players who are in the bolt's path. The spear images don't deal any damage themselves, however.
-Storm may summon a cluster of clouds (4-7) which all connect up to each other via lightning bolts after a short delay; making a 'net' of electricity.
-Storm may get close to the player and perform a rapid-stab with her spear. The spear both moves quick and launches after-images with each stab that deal the same damage and have the same effects, effectively increasing its range. The stabs do not provide invulnerability frames and deal a set amount of damage that ignores damage reduction and defence entirely.
-She may summon a pillar-like vortex of lightning around herself which releases horizontally-travelling jolts of electricity as well as bolts similar to the Cultist's mixed in as well. The jolts deal lightning bolt damage while the vortex itself deals massive damage. During this attack Storm has a 60 (75)% damage vulnerability on top of her Chaos Mode ones until the attack ends.
-She may stop moving and turn her sphere of electricity blue for a few seconds. Whilst it is blue Storm is immune to damage, will deflect projectiles back at the player with reduced damage, and heal Storm based on the damage the projectile would have dealt to her. After a few seconds the sphere goes back to gold and she becomes vulnerable again.
-Her final new attack is where she intensifies the sphere of electricity around herself until it becomes white. She hangs in the air while numerous bolts of electricity like the lightning orb ones fly out in random directions. Additional bolts of electricity will drop down from the sky atop the player every few seconds, forcing the player to keep moving. After a few seconds the attack ends. While in the strengthened field she gains an additional 30 (50)% damage reduction.
(In Expert-Mode exclusively, at 20% health she will re-summon invincible versions of her Memories while she attacks. The memories attack much slower than before and move slower, but due to Storm still attacking this time around this part is significantly harder regardless.)

Defeat: Storm appears to absorb the memories again, bows politely, and then glows white for a couple of seconds before a bright flash happens and she disappears, leaving only her items behind.

GelTech Info:
-Light energy energises the land and its inhabitants, revitalising the landscapes and bringing strength to those who need it. Storm seems to have naturally drawn in a lot of this light energy; so much so that her physical appearance has been altered and her abilities massively enhanced.
These new abilities may prove helpful against the final confrontation that may still be yet to come...

Drops: Weapons for the main classes, including a spear similar to her own, a magic tome that drops lightning from the sky and electrified orbs which fire their own attacks, a bow that launches electrified arrows which boost their speed and damage, a summoning staff that summons lightning orbs which launch sparks and electrical jolts, and an accessory that provides the player with buffs and the ability to inflict Electrified. In Expert it also drops Memories which can be equipped for both pets and to boost certain class' abilities, a fragment for the upgradable spear obtained in her previous fights, and lastly the Unifying Emblem which provides buffs and minions similar to her memories under certain circumstances.

Extra Info:
-Not only is this the 100th boss to be added to the 5th Boss Ideas Page, but also the 250th boss to be added throughout these pages' creations (excluding a few specific bosses).
-Storm, as with per previous fights, has both retained and upgraded all of her previously-used attacks. Her rapid-stab is also now finally threatening, even if it did take 4 fights.
-Storm now has 4 different boss fights, or 5 if including her appearance in the Boss Rush alongside Ember. This gives her more fights than any other character besides the Chaos Doppelganger itself.
-Defeating Lightstorm before Chaos Doppelganger (Finale) will cause the Storm seen in that fight to appear as the Lightstorm variant. She will also stun Chaos Doppelganger for longer with her strikes, making it more than a visual difference.
--Also, it beaten prior, this will be the first time the player will get to see Frost as her boss fight had her obscured in a large cloak.
-The 4 'Memories' seen in her boss fight are Ember, Garagon, Slimey and Frost; all bosses who are important in Storm's lore and all of whom are bosses in their own fights.
--The colours used for them are also based on their abilities or personalities. Ember is the most obvious as she is a fire elemental and uses a melee weapon, Frost uses a lot of blues and is a summoner, Garagon is said to be wise despite his outward appearance and Slimey (according to a quote from himself) uses 'Janky Vortex Science'.
---Good luck finding where Slimey's quote is written, btw
-Lightstorm was originally going to be an alternate-reality version of Storm who had to combine with Lunar to defeat Chaos, which is why the memories use the celestial fragment colours and why Storm herself uses some of Lunar's colours.
--However, due to a few more implications, this road turned out unintentionally dark and thus was scrapped very late into development, hence why the memories retained their celestial fragment colours
-The Unifying Emblem seems to have markings and colours used to represent Storm, Ember, Frost, Garagon, and Slimey, as well as a few smaller coloured areas for the Dryads, Skye, and other important characters in the lore. The description says 'Unified Hearts; Together 'Til The End'
--To summon the 4 minions the Emblem can summon the player needs to fulfil certain requirements. These, while never specified in the item's description, are as follows:
---To summon the Ember Memory the player needs items related to Storm or Ember in their inventory; either directly dropped by them or an upgrade of one.
---To summon the Garagon Memory the player needs to defeat True Dragon King, Garagon
---To summon the Slimey Memory the player needs to be using a dedicated summoner set of armour
---To summon the Frost Memory the player needs to summon all 3 other memories at the same time
[Added: 26/6/19]
Final Notes
To be honest I don't really have an idea for a final note this time, so you'll just have to pretend I said something insightful, witty, funny and interesting or something.

Feel free to check out the previous one(s) I've done if you're new here and want more designs made previously:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1747763580
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1727747319

Anyways outside of that I hope you enjoyed more boss designs, a little earlier than intended as well for you guys :P

I might end up making a lore page at some point if anyone's interested. However, there would end up being less sprites overall and more words, so I'm not sure if I will as most people seem to have just come for the sprites and care less about the actual story that has (accidentally) formed from these pages now... maybe I'll add fancy borders to certain chapters or something :P

Anyways, thanks and hopefully see you next time :)
16 Comments
ArmouredKnight 19 Jan, 2020 @ 3:16pm 
Terraria needed more content from the start. This is amazing, too bad they don't have an easier way to get mods.
Okami Tomato  [author] 19 Jan, 2020 @ 8:47am 
Been doing these things for I believe a couple of years now :P
Centari 19 Jan, 2020 @ 7:44am 
Wow, that must have took forever!:greenslime::dirtblock:
Okami Tomato  [author] 19 Jan, 2020 @ 4:50am 
Chaos Mode's a difficulty that comes 'after' the usual Post-ML game, usually signalled by another fairly large jump in enemy stats and weapon power. It was originally a place to isolate Superbosses, but since became its own part of game progression like Hardmode
Sculk 19 Jan, 2020 @ 1:08am 
I have also made my own boss, currently making a statue of it
Sculk 19 Jan, 2020 @ 1:07am 
os what is "chaos mode"
gog gaming 13 Jan, 2020 @ 9:54pm 
wow so cool i like it :steamhappy:
Aetherius 11 Jan, 2020 @ 11:33pm 
This would turn into dark souls if terraria had this many boss's
Okami Tomato  [author] 7 Jan, 2020 @ 6:07am 
Thank you, it took a lot of work to come up with such an insightful, witty, funny and interesting note.
DarkvoidTV 7 Jan, 2020 @ 5:08am 
Wow, the final note was very insightful, witty, funny and interesting.