Terraria

Terraria

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Terraria Boss Ideas 9 [11-20]
By Okami Tomato
Boss Ideas 9's 2nd part, containing stuff that would have been in part 1, and some new stuff made since.

As before, 10 bosses on this page and their special variants, hence why there's less per page than other Boss Ideas pages.

Anyways, enjoy :)
   
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[News]
Any recent updates, either for these pages or things that affect me that then directly affect the page... so basically more stuff that affects the pages... :P

1. I'm working on an actual mod now
People have been requesting this since Boss Ideas 1, and it finally happened. The 'Reality Mod' is currently not released to the public, as it's still in-production, but it does have a Discord server (Read the final notes for details)

1A. This does mean these may slow down production-wise, though it does mean that at some point you might be able to face these bosses in-game as opposed to them just being sprites.
Also, some Worm bosses may only consist of 3 segments here, but that's because they've been made friendlier for making them actual bosses, which means they can be made into work-able sprites.

2. The W.Y.R.M.s are done
Specifically a message for the people who complained about the 5 W.Y.R.M. bosses, those bosses are now finished. While there will still be 'worm bosses', the 'W.Y.R.M.s' are done.

3. Layout change again
EX Bosses are gone now. People didn't seem all to chuffed with their additions since they were mainly a palette swap with some buffed stats and a new move here and there. Therefore, they've been ditched from this part (though any who had finished sprites will have them displayed in their Extra Info section).

Anyways, that's all for now... onto the bosses!
NPC: Hunter
Appearance: A man in a brown and blue jacket with a gold badge. He wears black shoes and gloves, and has black hair. His eyes always seem 'hooded', as if tired.

Possible Names: Xander
Found: Pre-Hardmode
Conditions: Available Housing
Purpose: Salesman

Stats:
Health: 50,000 (Cannot actually be harmed by anything, so health doesn't matter)
Attack: 25 (Pre), 50 (Hard), 75 (Post), 100 (Chaos)
-Uses a tome to launch blue magic bolts at certain nearby enemies
Defence: 999,999

Role:
Will provide the player with boss-summoning items, rare materials, and special uncraftable potions. The summoning items are only provided once said boss has been defeated, so farming for items may still be required. Claims the player will receive a special reward for 'defeating the powerful entities that roam this world'...

Special Behaviours:
-Rarely engages with other NPCs, but can still do so.
-Will not attack enemies themed around 'Chaos', mainly Chaotic Entities like Terminus

Extra Info:
-The Hunter is one of very few NPCs to only be allowed one name; Xander.
-His refusal to attack Chaotic Entities may appear strange, but the player would likely still have to go out of their way to test if he does attack them, as bringing such powerful bosses to the players' NPC housing is likely a bad idea.
--His refusal to attack them is made clear as to why very late-on
[Added: 31/12/19]
11 - Aegis
Appearance: A returning character from Boss Ideas 7, though with some changes to her appearance. The main differences seem to be longer hair and changes to her breastplate (also some different animations).

Summon: Use the Guardian Feather at the surface. The boss won't despawn if taken below the surface, but can only be summoned above-ground. The boss will despawn if the player gets too far away or dies, however, as with most bosses. She also has dialogue that appears as the fight begins:
"Why... have you awakened me?"

Fought: Hardmode
Specification: Post-Golem
Special: No
Progression: Later Bosses

Stats:
Health: 50,000 (74,500)
Attack:
-65 (120) (Melee)
-60 (112) (Feathers, Small Energy Spheres)
-68 (127) (Sky Fractures)
-80 (150) (Energy Sphere)
Defence: 50

Attacks:
Will fly near the player, usually above them, most often attacking with projectiles.
-She may launch an arc of 5 feathers at the player. She can still move during the attack.
-She may launch a total of 3 arcs of feathers at the player; 5 feathers for the 1st and 3rd arcs, and 4 [6] from the 2nd. She is immobile during the attack
-She may align herself with the player and dash at them. The attack gets progressively faster the lower her health is.
-She may summon 3 Sky Fracture swords near herself that fly at the player. Their spawning locations are somewhat random, but are always near to Aegis.
At half health she will transition to her 2nd phase. Whilst there is no visual cue, she will say "Much has changed since I was last here..." during the transition, making it fairly obvious regardless of distance from Aegis herself.
Phase 2:
Retains her previous attacks and movement patterns, but flies faster. Some attacks will also be buffed slightly.
-6 Sky Fractures are summoned at a time during the Phase 1 Sky Fracture attack
-She may occasionally follow-up her dash attack with a second dash back in the direction she came from.
-Her first new attack has her summon a large sphere of blue energy and launch it at the player. At the sphere travels it releases smaller immobile versions of itself that despawn after a short time [In Expert Mode these smaller orbs accelerate slowly in the direction the player was when originally spawned, though still despawn rather quickly]
-Her final attack has her summon 4-6 [5-7] Sky Fractures randomly around the player, all facing inward towards the player. It takes them roughly a second [~0.6 seconds] to start moving.

Defeat: Will stop for a moment, then suddenly dash upward, accompanied by "But, then, what of him...?" as her closing dialogue. She drops her items just as she begins to ascend.

Drops:
-Will drop Pearlescent Shards; used to upgrade a large amount of items, including the Sky Fracture, Onyx Blaster, and Dao of Pow. May also drop a vanity armour set, or a pair of Guardian Wings; moderately-powerful wings that provide the player knockback immunity and mind damage reduction whilst airborne. In Expert Mode she will also drop the Guardian Badge; which increases defence and provides a dodge chance at lower health.

Hints:
-Having a Rod of Discord handy can make dodging her Sky Fracture 'ring' a lot easier, as sometimes the openings may be quite unforgiving due to their randomness
-Free horizontal movement and dashes can make a lot of her attacks easier to dodge

Extra Info:
-Aegis was originally a boss from Boss Ideas 7, though wasn't expended upon despite having hints about a backstory through her descriptions.
-"But, then, what of him...?" is quite ambiguous as to whom she's referring to.
--Terminus seems the most likely candidate due to having been a prominent figure in Boss Ideas 7 as well, as well as making another return here. However, this isn't confirmed
[Added: 31/12/19]
12 - Null
Appearance: Null, returning again from Boss Ideas 7. His Phase 1 design seems the same as before, but he now has a 2nd phase as well with a different design later-on.

Summon: Use the Malevolent Beacon anywhere in the world. The sky will darken when the boss spawns, which remains dark throughout the entirety of the fight, and some text will appear saying
"Throwing your life away for a chance at victory? Pathetic"

Fought: Post-Moon Lord
Specification: Post-Famished
Special?: No
Progression: Later Bosses

Stats:
Health: 4,750,000 (6,825,000)
Attack:
-315 (488) (Phase 1 Melee)
-300 (470) (Slashes, Shockwave)
-302 (474) (Knifestorm)
-330 (515) (Sawblade, Phase 2 Melee)
Defence: 100

Attacks:
Phase 1:
Null will usually teleport before attacking, with a small cloud of particles dictating where he will teleport. Many of his attacks deal high damage and move fast.
-He may disappear and have 4 8-pointed star projectiles appear at the player's location, one appearing every quarter-second. Once all 4 are summoned another quarter of a second will pass before each one begins to have long red 'slashes' appearing where the stars were, with the slash's direction being based on the pair of elongated points. Each slash also appears every quarter-second and once all 4 slashes have occurred the attack will end.
-He may throw a total of 5 arcs of knife-like projectiles at the player. The arcs all consist of 7 knives and all move quickly, whilst also being fired in rapid succession.
-He may summon several knife-like projectiles from the sky that linger in the ground once they hit a solid block
--There is also a variant where they pass through blocks
--A 3rd variant has them bounce off of solid blocks they hit, disappearing after bouncing twice.
-Finally, he may release a burst of energy which also causes 4 red ring-shaped projectiles, called 'sawblades' to be launched out at random angles. These will decelerate and eventually hang in-place for a while once summoned, destroying the player's projectiles on-hit.
Once taken down to 50 [60]% health, he will transition to his 2nd phase, signalled by dialogue and being surrounded by particles. The dialogue will say something along the lines of 'Do you think you have a chance against me!?' and, shortly after, the particles surrounding Null will vanish; revealing a change in his appearance

Phase 2:
The player is permanently inflicted with the Heavy Gravity debuff, as Null charges at the player. Null moves along the ground in this phase, but can perform block-ignoring jumps to reach higher ground or to pursue the player easier.
Null's attacks remain mostly the same within this phase, though he gains a couple of new attacks.
-He may jump high into the air before dropping down swiftly above the player. He creates a shockwave after landing. The landing lag after the shockwave is minimal, with Null also often dashing out of the shockwave at the player again with little to no downtime.
-He may dig his hands into the ground before pulling them out forcefully, creating a curved wall of sawblades between him and the player.

Defeat: Shudders, makes uncomfortable 'cracking' noises, then becomes shrouded in particles. The particles eventually disperse, with Null seen back with his phase 1 appearance before jumping off-screen and disappearing.

Drops:
Will drop Eerie Essence; a material used to craft a variety of high-tier items, as well as a set of rapid-fire throwing knives or a tome that summons a spectral sawblade that lingers in-place and rapidly damages foes. Can also drop the Fury Shard; boosting damage drastically for a short time after being damaged.

Hints:
-Get used to his attacks during the first phase; few changes to the attacks themselves happen in the 2nd phase, though the player's mobility is reduced throughout.
-Keep moving during the 'slash' attack. Constant movement away from them makes dodging easier, though remember that you're unlikely to simply out-speed any slashes aimed in your direction; in which case change your direction of movement slightly to dodge it.
-Don't stay too close to the knifestorm attack; their varying properties mean that the projectiles are unpredictable even after a point where they would no longer seem to be a threat.

Extra Info:
-Null appeared back in Boss Ideas 7, though lacking his 2nd form
--Null's 2nd form intentionally has an unfinished appearance, under the impression that it was a reckless transformation.
-Null had an EX form designed before they were discontinued:
-- The first Phase's armour became purple with red highlights in place of the original copper ones
-- Phase 2 shares the same colour changes as Phase 1 did
[Added: 6/2/20]
13 - Mimi
Appearance: Mimi's appearance has changed little since her appearance back in Boss Ideas 7; still wearing the pink dress and white gloves and carrying the pink parasol.

Summon: Use the Rosie Beacon anywhere in the world. The sky will darken and the boss will spawn. Additionally, text will appear saying "Tee-hee! Are those for me? How sweet". The player will be inflicted with Heavy Gravity for the first phase.

Fought: Post-Moon Lord
Specification: Post-Famished
Special?: No
Progression: Later Bosses

Stats:
Health:
-2,378,450 (3,350,000) (Mimi)
-3,856,500 (5,000,000) (Guardian)
Attack:
-250 (388) (Phase 1 Melee)
-320 (495) (Phase 2 Melee)
-300 (470) (Petal Blossom, Shockwave)
-270 (420) (Paper Flowers)
-310 (482) (Chaosfly)
Defence:
-69 (Phase 1)
-100 (Phase 2)

Phase 1:
Mimi will usually chase the player on-foot, occasionally jumping into the air to gain height and also using her parasol to control her falling speed.
-She may spin around in mid-air, creating a small whirlwind around herself that expands the size of her contact hitbox for the duration of the attack. The attack will also majorly increase her horizontal movement whilst used. The attack can only be used whilst airborne, however.
-Mimi will launch shadow-infused paper flowers at the player. The speed and trajectories are random, but they are launched in the player's general direction. She will usually get close to the player before using this attack.
-She may disappear for a time, with pink petals slowly falling from the sky. Touching one will cause her to re-appear near the player and strike them for increased damage. She cannot be dodged if summoned via touching a petal. Once all petals have fallen long enough she will re-appear, despawning all active petals.
Once her health is reduced to zero, she will fall to the ground and exclaim "How rude; trying to make my cry like that...". Moments later, her Guardian will emerge and she will jump on its back, beginning the 2nd stage of the fight.
Phase 2:
Mimi's guardian has high ground speed and access to a super-jump for added vertical mobility, though the player's Heavy Gravity debuff is removed for this phase.
Mimi can still throw paper flowers, though loses her mid-air spin attack. Her petal attack still works; with Mimi vanishing and the Guardian lying dormant until the attack ends.
The Guardian has its own set of attacks to use:
-It may leap up above the player and slam down with force, creating a shockwave around itself upon landing.
-It may open its mouth wide; releasing numerous Chaosflies. These act as homing projectiles that despawn after a certain amount of time.

Defeat: The Guardian will collapse and Mimi will be thrown to the ground. Mimi jumps down into the foreground and disappears whilst the Guardian slowly fades away.

Drops:
Drops Eerie Essence, like Null, as well as a spear based on Mimi's Parasol, a summoner staff that summons a mini guardian at the cost of 3 minion slots, and Soothing Shard; which boosts defence drastically for a short time after being damaged. In Expert Mode she can also drop the Silk Dress which boosts defence and regen whilst under the effects of most* debuffs, or rarely a pet that is a chibified version of herself.

Hints:
-Unlike Null, there is little reason to spend extra time learning the first phase: One attack is scrapped and another is fairly simplistic, so the only thing to watch out for are the Petals.
-Whereas Null had Heavy Gravity in Phase 2, Mimi only had it in Phase 1. Therefore, abusing aerial mobility to keep away from the Guardian is recommended.
--The Guardian is still hard to dodge even with powerful wings due to its immense ground and air speed
---The ground speed accelerates so fast that it cannot be outrun by the player on the ground by just dashing away from it, like many other bosses

Extra Info:
-Mimi, along with Null, are both bosses that appeared in Boss Ideas 7
--In Boss Ideas 9, they are more like counterparts; with Null being based on offence and Mimi on defence; as shown by their stat distributions and drops.
-Mimi, like with many other bosses, had EX forms made before they were scrapped; with Mimi's being the most different from a base design standpoint:
-- Mimi's dress and parasol were made white, the parasol had a snowman atop it and had frills around the rim, holly in her 'hair' and long socks; all additions not present in her original appearance.
-- Similarly, in Phase 2, the changes were still present for the ones that applied.
[Added: 7/2/20]
14 - Slimey
Appearance: Slimey, with a new mechanical body. The body's appearance seems most heavily based on the 'Ultimate Slimey' fight's final suit, though altered.

Summon: Use the G.E.L. Core anywhere in the world. Slimey will appear, activate his suit with a flash of blue light, and begin the fight. Large pillars called 'Electromagnetic Constructs' blocks the player at either side roughly 120 blocks out from the player both to the left and right of where the summoning item was spawned. Unlike other barriers these simply push the player away, dealing no damage, but their effective height spans the entire world.

Fought: Chaos Mode
Specification: Post-Shade
Special?: Uncraftable Summon
Progression: No

Stats:
Health: 4,000,000 (6,456,500)
Attack:
-435 (578) (Melee)
-410 (552) (Detonators, Electro Spheres)
-400 (540) (Turret Melee, Turret Fire, Missile Shrapnel, Electric Blasts)
-440 (585) (Static-Charge Missile)
-450 (600) (Homing Orb, Orb Lightning, Static Orb)
-375 (500) (Bullets)
Defence:
-200 (Phase 1)
-320 (Phase 2)
--445 (Phase 2, <40 (50)% Health)
--570 (Phase 2, <20 (25)% Health)

Attacks:
Will often chase the player down with a series of chain-dashes, followed by one of its many attacks. Sometimes he will use two attacks before chasing the player again, but this is not guaranteed.
-He may release roughly 15-20 detonators out in random directions. The distance they can travel is great, but they slowly decelerate as they travel. Once they stop they remain in-place for a long time.
-He may launch several homing 'electro sphere' projectiles that chase the player rapidly. Sometimes they may slow down, but they will go back to normal speed shortly after. They despawn on their own eventually.
-He may create 2 (3) turrets near his current position. They fire basic projectiles at the player roughly every second that slowly accelerate as they move. They despawn after a while.
-He may launch up to 5 missiles at the player with slight delays. They home-in for a time, eventually exploding into up to 18-25 bits of 'shrapnel' that are released in random directions upon the missiles' destruction.
-He may transform his arm into a gun and rapidly fire a stream of bullets at the player for a couple of seconds.
-He may launch a stream of pseudo-homing electric blasts at the player. They are much slower and less numerous that the bullets, but are larger.
Once down to 50% health he will perform 2 long-ranged charges at the player after completing his chain-dashes before attacking. Additionally, attacks with a random variation of spawned projectiles increase their minimum projectile count.
Once down to 20% health he will charge at the player 5 times with long-ranged charges before attacking; ditching the chain-dashes entirely for now.
Once down to <5% health he will become invulnerable, and the status message 'An electromagnetic field energises the air'
Phase 1.5:
The transition between the main phases. He uses all of his Phase 1 attacks, and the charging pattern seen at <20% health. He is invulnerable, but is shown to rapidly regenerate life to 85 (100)% health in chunks of 50,000. Once at full health, Phase 2 begins.
14 - Slimey (Continued)
Phase 2:
Will alternate between 4 long-ranged charges and a series of chain-dashes to attack the player. Retains all of his Phase 1 attacks, but gains additional ones:
-He gains a new projectile similar to the Cultist's lightning orb, though it will chase the player slowly as it releases lightning. Disappears after summoning 6 lightning bolts.
-May release a similar orb to the lightning orb called the Static Orb, but as it follows the player it releases electric blasts out in random directions instead of lightning bolts.
As his health wanes in this phase, he progressively gains boosts to his attacks
-At 70 (80)% health any attacks featuring random projectile quantities have the minimum amount increased. Additionally, an additional turret is spawned from the turret attack.
-At 60 (67)% health it will gain a 5th long-range charge in-between its attacks, and both the static orb and Slimey's own electric blast attack produce more electric blasts.
-At 50 (55)% health its movement speed increases and the speed of its electro spheres and lightning orb are increased. Additionally, the bullet spread from Slimey's chain gun is increased, making them less accurate.
-At 40 (42)% health the maximum amount of projectiles spawned from 'random projectile quantity' attacks, and the minimum is decreased again. The static missile speed is increased also.
-At 20 (18)% health Slimey's charge speed is decreased and the amount of long-range charges is reduced to 3. Electric blast speed mildly reduced.
-At 10 (5)% health Slimey slows down majorly. Attack and movement speed reduced, projectile speed reduced. 'Random projectile quality' attacks have lowered minimums and roll lower rolls more often. Electric blasts lose homing properties.

Defeat: Parts of the suit explode, with Slimey looking in disbelief before slowly flying away in his now-smoldering suit. Barriers vanish as he despawns off-screen, dropping his items from the sky.

Drops:
Two swords (one with a projectile, one without), flail, spear, gun, bow, magic staff, tome, summoner staff, and a random piece of armour. Also drops Electrified Ultanium; a material used to craft its drops and a fair amount of Chaos Mode items. In Expert Mode it can additionally drop an accessory that grants the player a health boost in exchange for reduced movement speed, as well as another accessory that provides universal buffs. Rarely also drops a pet and a special mount that acts as armour and wings, but is at full effect only if the player isn't wearing functional armour.

Hints:
-Teleporting out of the barrier does not work, as it will violently throw the player back into the barrier
--If it cannot do this due to solid blocks, it will try to force the player through blocks; potentially getting them stuck underground.
-This fight consists of a lot of projectile attacks, some of which will overlap others. Managing projectile location and improvising movement patterns are necessary to avoid his high damage.
-Attacking him during the so-called 'phase 1.5' is pointless as it takes no damage.
-Use the large amount of open space to your advantage. His assortment of attacks that either home-in to some regard, act as area denial, or cover a large amount of ground make small arenas a major hassle.
--Vertical mobility is strongly recommended due to the pre-planned horizontal movement limitations from the barriers

Extra Info:
-Slimey has been a recurring character since Boss Ideas 4, based on a character from a Terraria server I used to visit frequently.
-Slimey appears to be using an upgraded version of a suit seen previously in Boss Ideas 5
-Slimey, before the scrapping of EX Bosses, was one of the only ones not planned to have an EX variant of his fight; partially due to his fight already being very difficult and already being disproportionately hard compared to the other Chaos Mode bosses fought at similar points in progression deeming an EX Boss 'overkill'
-His pet is a chibi version of himself, a lot like numerous other bosses who rarely drop pets of themselves in Expert Mode
-He is one of the only bosses to be able to drop its respective armour pre-crafted as opposed to solely providing materials, potentially saving material costs.
-The 'mount' armour is the same as Slimey's mech. It provides defence buffs based on the player's current armour equips; capping at around 200 when wearing no armour.
[Added: 14/2/20]
15 - Metal Head Sentinel
Appearance: A large humanoid cyborg plated in grey steely armour. It has a single blue eye just above the centre of its face and a glowing blue core. It wields a blue sword and flies using a jetpack equipped on his back.

Summon: Use the Neo-Core anywhere in the world. The summoner is dropped by a drone mini-boss as opposed to being crafted, and is a material for the G. E. L. Core seen in a later fight.

Fought: Pre-Hardmode
Specification: Post-Skeletron
Special?: No
Progression: Later Boss

Stats:
Health: 5,750 (8,000)
Attack:
-40 (70) (Melee)
-35 (63) (Energy Orb)
-32 (60) (Energy Bolt)
Defence: 10

Attacks:
The Sentinel will fly diagonally to the player, occasionally attacking them with one of a few attacks
-It may stop briefly before performing a long-ranged dash at the player
-It may perform a series of chain-dashes that, like EoC's, have limited horizontal movement.
-It may shoot a barrage of energy bolts at the player
-It may create a barrier of 4 energy orbs around itself before charging at the player, launching the orbs at the player after finishing the charge
At 50% health it transitions to a pseudo 2nd phase, which doesn't change its appearance but does alter some of its attacks.
-The chain dash begins with a long-ranged horizontal dash
-The energy bolts will ricochet off of a solid block instead of immediately despawning
-6 (8) energy orbs are summoned and the dash is horizontal. The orbs remain in ring formation when launched and are no longer blocked by solid blocks.

Defeat: Explodes partially before falling downward and off-screen.

Drops:
-May drop a sword, a mage staff, and a sentry staff that creates a drone to fire lasers at enemies. Also drops Energy Core Shards that can be used to upgrade certain armour sets and weapons. In Expert it additionally drops the Unstable Core that, upon the player getting damaged, creates an explosion around the player and launches energy shards at nearby foes.

Hints:
-An arena with at least 2 layers of platforms makes dodging the horizontal charges easier
-Fighting in an enclosed space is a bad idea as many of its attacks cover a lot of ground quickly, and its phase 2 energy bolts have a mild Water Bolt effect where they can ricochet off of a wall.

Extra Info:
-The boss, much like a lot of other bosses, was planned to have an EX form. Its body was golden and its blue sword and core were a marble white. It was scrapped along with EX Bosses in general, however.
-The Sentinel appears to be a cyborg, due to the small amount of skin seen below his visor. However, this may just be to make it appear more human and so may be fake.
-It was revealed the Sentinel is a construction made by Slimey, much like a lot of other mechanical characters such as Technicus and the Bastion seen in Boss Ideas 5.
[Added: 14/2/20]
16 - The Famished
Appearance: A massive skeletal worm. Its head has a skull-like face between two large mandibles and a revolving orb just behind the head. Its body segments appear to consist of a spine and numerous interlocking ribs. Its tail appears similar to the head, though lacks the orb and eye glow.

Summon: Place the Grim Beacon anywhere in the world to give nearby players the 'Ominous Presence' debuff. Progressively the debuff will stack with itself up to 20, with events occurring as it does so.
-Once stacked to 5 (~25 seconds) the sky darkens a little and the message 'The wind quietens down' appears
-Once stacked to 10 (~50 seconds) the sky darkens further and the message 'Something shambles in the distance' appears
-Once stacked to 14 (~70 seconds) the sky turns almost completely black and the message 'A weak roar echoes past'
-Once stacked to 18 (~90 seconds) the sky turns completely black and the message 'It approaches...' appears
-Once stacked to 20 (~100 seconds) Famished will spawn and the player is given the Heavy Gravity debuff throughout the entire fight
If the player goes too far away from the Beacon before the debuff reaches 20 the debuff quickly fades so more time must be spent summoning the boss.
The boss itself only despawns when the player dies, as it will chase them across the map.

Fought: Post-Moon Lord
Specification: Post-WYRM
Special?: Unusual summon
Progression: Yes

Stats:
Health:
-1,450,000 (2,375,000) (Famished)
-125,000 (200,000) (Hungry)
-300,000 (500,000) (Famished Core)
Attack:
-245 (400) (Head Melee)
-175 (300) (Body Melee, Hungry Melee)
-155 (265) (Famished Core Melee, Starved Phantom)
Defence:
-100 (Tail)
--255 (Tail; Hungry Active)
--999,999 (Tail; Famished Core Active)
-115 +99% Damage Resistance (Head, Body)
--255 +99% Damage Resistance (Head, Body; Hungry Active)
--999,999 +99.9% Damage Resistance (Head, Body; Famished Core Active)
----Player projectiles lose 25 (40)% Damage per segment they pierce
-200 (Hungry, Famished Core)

[All attacks inflict The Hunger debuff]

Debuff: The Hunger:
Rapidly drains the player's health.
Debuff: Famished:
The player's max health is slowly decreased. Once the debuff ends the player's regular max health is restored.

Attacks:
Phase 1:
The Famished in this phase simply buries through the ground, using only a few attacks against the player.
-It may release a barrage of Starved Phantom projectiles from all its segments, similar to the Destroyer's laser barrages.
-It may release a large amount of Starved Phantoms from its head. These ones specifically have pseudo-homing properties.
-It may create a portal that releases numerous Starved Phantoms in random directions.
--There is also another variant that launches them directly at the player as opposed to randomly.
Once reduced to 75% health it spawns a Hungry; a miniature version of itself. The Hungry flies after the player and can launch individual pseudo-homing phantoms from its head. Famished's defence is boosted significantly until the Hungry is killed.
Once down to 50 (60)% health he will spawn a Famished Core; a large crystal that levitates in-place. The crystal fires phantoms at the player at increasing speed as its health wanes, but its main ability is boosting the Famished's defence significantly. Shattering the core begins the 2nd phase of the fight.
Phase 2:
The player is now inflicted with Famished until the fight ends; progressively draining their max life over time. Famished also now begins to chase the player directly at moderate speed, making hitting its tail harder. It retains its previous attacks.
Once at 25 (30)% health it will spawn two Hungry; increasing its defence again until they are both destroyed. The Famished also slows down significantly whilst the Hungry are active.
Once down to 5% health it will spawn 3 Famished Cores randomly nearby. Like with the Hungry, Famished will slow down whilst the cores are active. Destroying the cores starts the final phase.
Phase 3:
Famished ditches all of its previous attacks and takes on Wyvern behaviour; charging at the player aggressively. It speeds up as its health lowers.

Defeat: Explodes into skeletal gibs. The orb explodes into a shower of red particles. The beacon used to summon this Famished will now 'explode' and drop as a 'Neutralised Beacon' which looks the same, but doesn't debuff the player.

Drops:
-Fragments of the Fallen are its main drop; used for a lot of items including Shade's summoner. Also has uncommon drops like a sword, bow, gun and magic tome. In Expert Mode it will drop the Bloodfury Core; which boosts the player's offensive stats at the cost of draining their health slowly and lowering their defence. If killed before entering Phase 3 in Expert it will also drop the Bone Shield; a powerful defensive accessory.

Hints:
-Circling the boss in the 2nd phase makes it easier to hit its tail; its main vulnerable point throughout the fight.
-Phase 3 doesn't often last very long due to the boss' dwindling health by the time the phase transition occurs. The health is so low that, if the player ignores the cores, they can realistically skip the 3rd phase if they wanted to.
-Anything that boosts max life will significantly boost the player's longevity in this fight due to the Famished debuff.
--The Famished debuff also makes items that sacrifice health for other benefits less desirable.

Extra Info:
-Like numerous other bosses Famished had a planned EX variant.
--Originally, the EX Variant's palette was intended to be used for the regular counterpart, and the boney one for the EX variant, but this was later changed.
-This boss seems to be a callback to Boss Ideas 6's more 'gruesome' aesthetic.
[Added: 14/2/20]
17 - 003
Appearance: A shiny white orb oozing a black gel from beneath. The gel's lack of shading suggests something to do with the Chaotic Entities, as such a design is usually a signal to suggest relation.

Summon: Use the Old Guardian Key at night. The boss won't despawn during the day, though the item still needs to be used at night to spawn the boss.

Fought: Hardmode
Specification: Post-Golem
Special: Pseudo-Superboss, Uncraftable Summon
Progression: Later Bosses

Stats:
Health:
-72,000 (99,000) (Main Core)
-43,500 (62,000) (Formed)
-0 (0) (Alpha Cores)
-1,500 (2,750) (Beta Cores)
-500 (1,000) (Delta Cores)
Attack:
-70 (108) (Main Core Melee, Formed Melee, Alpha Core Melee, Beta Core Melee)
-65 (100) (Energy Bolt)
-60 (98) (Energy Sabre)
-85 (140) (Energy Blast, Delta Core Melee)
Defence:
-22 (Main Core, Beta Core)
-20 (Formed, Delta Core)

Attacks:
Phase 1:
The Main Core will mainly just float around the player, attacking only if provoked. Dealing damage to it will cause it to retaliate with individual energy bolt attacks launched at the player.
Once 24,000 (33,000) damage has been dealt it will transition to its 2nd subphase
Phase 1-2:
The Core will crack open a little more and it will begin to move faster. Additionally, it will summon an Alpha Core; a transparent orb that orbits the main core and infrequently launches energy bolts at the player.
The Main Core will now occasionally charge at the player, and will also sometimes launch arcs of 3 Energy Sabres at the player; sword-shaped projectiles that move faster than the bolts that can also pass through blocks.
Once another 24,000 (33,000) damage has been received it will transition to its 3rd subphase
Phase 1-3:
The Core cracks open further, and a 2nd Alpha Core now orbits it. The Main Core grows more aggressive.
-It may now teleport infrequently, with a purple 'line' that connects its teleportation positions.
-It may launch a rapid barrage of energy bolts at the player. This can happen alongside its counter-attack.
-It may summon 1-3 Beta Cores; smaller orbs that orbit the player from a distance whilst firing energy bolts at them.
Once at 0 health a message will appear saying 'Potential threat analysed as hostile. Initiating second phase protocol' before the boss transitions to its 2nd phase.
Phase 2:
The boss has a major design change, appearing more humanoid. Another (2 more) Alpha Cores spawn around the boss, and it retains all of its attacks minus the counter-attack. However, it does gain a series of new attacks it can use.
-It may teleport to random position near the player, fire an energy sabre at them, and teleport somewhere else to repeat the cycle. Up to 10 sabres can be launched before the attack ends.
-It may launch a large and powerful energy blast at the player. Unlike a lot of other powerful projectiles it is very fast and has a mild homing capability.
-It may summon up to 5 Delta Probes. These simply attempt to ram into the player until destroyed. If destroyed by the player or if they collide with the player they'll explode, dealing heavy damage.

Defeat: Purple sparks appear around her before a large explosion occurs. Instead of being blasted into gibs 003 herself falls down off-screen, though all live cores at the time will explode into gibs.

Drops:
Will drop Mysterious Shell; a crafting material used for a set of weapons and armour. The armour provides mild damage buffs, but mainly provides a massive amount of defence. In Expert Mode it will additionally drop an accessory that provides the player with 2 orbiting cores that fire lasers at enemies, as well as a very slim chance of having a pet drop as well, the pet being a chibified version of the boss' 2nd phase.

Hints:
-Slower-firing weapons with high damage output can reduce the amount of counter-attacks the boss will launch at you during the first phase.
-Attempting to circle the boss, or at least continuing to move, minimises the threat of the boss' counter-attacks.
-The boss will only ever attack the player if damaged, considering all damage from other sources (e.g. town NPCs) to be because of the player.
-Dashes and teleports make dodging the energy blast a lot easier.
-Continuing to move can make it hard for the Delta Orbs to get close to the player, allowing the player to dispatch them from afar before they get too close and become a threat.

Extra Info:
-Despite the use of the Chaotic Entities' signature matt black, the boss has little connection to them outside of some unused lore.
-Despite the boss' phase 2 appearing feminine, it is still referred to as genderless since it is a robot.
[Added: 15/3/20]
18 - Black Frost
Appearance: A large worm made entirely of ice. Unlike most ice bosses, the ice seems to take grey and black sheens compared to the usual blue, hence where it received its name. The worm's length is well over 100 segments; making it one of the longer worm bosses.

Summon: Use the Deep Freeze in the ice biome. The boss will enrage if taken out of the ice biome; increasing its movement speed as well as boosting damage and defence by 1.5x and 3x respectively. The boss will still despawn if the player dies, though will pursue them at great speed if they get too far away; like with some other bosses.

Fought: Hardmode
Specification: Post-Golem
Special?: No
Progression: No

Stats:
Health:
-15,000 x4 (24,850 x5) (Big Worm)
-1,000 x18 (1,250 x25) (Small Worms)
Attack:
-100 (155) (Head Melee) (Inflicts Frostburn - 50 [100]%, Inflicts Chilled - 100%)
-70 (100) (Body Melee, Tail Melee) (Inflicts Frostburn - 33 [50]%, Inflicts Chilled - 50 [100]%)
-65 (92) (Ice Crystals) (Inflicts Frostburn - 33 [50]%, Inflicts Chilled - 33 [50]%)
Defence:
-50 (Head)
-9,999 (Body, Tail)

Attacks:
The Black Frost has a simple attack pattern; flying towards the player whilst occasionally launching large barrages of ice crystals from its head. The barrages are inaccurate, but consist of a large amount of crystals. Each barrage lasts about 3 seconds, with 5 seconds between barrages [The time between them decreases as its health does in Expert Mode].
Once its health is drained it will become invulnerable, though will release 4 smaller worms. These smaller worms are made of its end segments; breaking away from its tail. The smaller ones cannot fly normally, but can gain height if the player is too high to reach. The small ones can shoot volleys of 3 ice crystals at the player at random intervals.
The larger worm gains back all its health and continues to pursue the player after releasing the smaller worms [In Expert Mode it is invulnerable until all the smaller ones are killed]. Its firing speed and the time each barrage takes increases slightly with each loop, as well as the large worm's movement speed.
The cycle repeats a few times, with the only difference being the number of worms released per subsequent cycle. The first has 4, the second has 4, third has 5, and the 4th has 5 [6. Also in Expert there is a final 5th repeat with another 6]; with the final loop causing the main worm to have entirely divided into smaller worms.

Defeat: The main worm, once divided into smaller worms, does not consider the fight over. The player must destroy the small worms as well for the boss to be defeated and loot dropped. The small worms explode into icy gibs.

Drops:
Will drop Frozen Cores; used for crafting an armour set and some weapons for every class. In Expert Mode it will also always drop the Frost Shield; an accessory that boosts defence and grants immunity to Chilled and can be combined with things like the Flower of Frost and Frozen Turtle Shell to make a highly-powerful accessory. Also has the slim chance to drop the boss to also drop the Suspicious Looking Ice Cream; used to summon an ice cream elemental pet.


Hints:
-Piercing weapons are sadly ineffective against this boss for the most part due to the immense resistance on its body and tail segments. They may, however, still prove effective if multiple small worms are active.
-Circling the boss makes it a lot easier to dodge its attacks. However, the smaller worms may make this harder to do since they often stay nearer the ground anyways making the bottom of the circle dangerous
--This can be somewhat avoided by destroying the small worms as they spawn (something that needs to be done in Expert anyways)

Extra Info:
-This boss had a planned EX variant that was scrapped.
--Like with Famished, the final version used was actually originally supposed to be the EX variant, called Permafrost. However, this was later changed due to a Calamity NPC sharing the name.
-The Ice Cream Elemental dropped by the boss rarely is called Miapolitan; a character who gained massive popularity on a mod Discord Tomato frequently interacts with.
-The boss, due to the many small worms and numerous chances it gets to re-fill its health, has around 78,000 health in Normal Mode and 155,500 health in Expert.
--This means that, while it has less health than the Destroyer in Normal Mode, it has more than it in Expert.
[Added: 3/3/20]
19 - Ethereal Aegis
Appearance: Still technicall Aegis, though with a different design

Summon: Use the Grand Guardian Feather at the surface. The boss can be taken anywhere, but still despawns if the player gets too far away or dies. She will say "You... you were the person who awoke me before?". After this large pillars of light will erupt 120 (100) blocks away from the player at both sides that span all the way to space. With her saying "Were... you the one who caused all this...?" the sky will turn golden. Finally, she will say "You brought them all back to these lands!" and then begin the fight.

Fought: Chaos Mode
Specification: Post-Shade
Special: No
Progression: No

Stats:
Health: 9,450,000 (14,000,000)
Attack:
-420 (565) (Melee)
-410 (552) (Golden Feathers, Sky Dragon's Flame)
-442 (600) (True Sky Fracture, Sky Dragon's Hurricane)
-500 (670) (Sky Dragon's Aura)
-1500 (4500) (Arena Border Lights)
Defence: 200

Attacks:
Phase 1:
Will charge at the player 4 times with high-speed long-range charges, and then attacks.
-Will launch an arc of 8 feathers at the player, followed by an arc of 7 faster feathers.
-Does a loop-de-loop; launching individual feathers at the player throughout the loop and ending it by launching a further arc of 7 feathers.
-She may summon 5 Sky Fracture swords around herself before launching them at the player. They have slight homing properties and are decently fast, though despawn on contact with blocks.
Once down to 80% health she will say "You have brought this upon yourself, as you had to these lands you inhabit!"
Phase 2:
Charges at the player 3 times before attacking, each charge covering more ground than Phase 1. Her attacks are carried over, but she gains 2 new attacks:
-She may point her hand out toward the player. Sky Fractures will appear around her in a ring pattern, one spawning every 1/2 (1/3) seconds, and being launched around half a second later at the player.
-During the loop-de-loop when she reaches the bottom of the loop the first time she will additionally launch an arc of 4 feathers at the player.
Once down to 60 (65)% health, she will say "You fight with courage, Terrarian, I'll give you that!" and begin Phase 3
Phase 3:
Similar to Duke Fishron's Expert phase; with Aegis charging at the player 2-4 times, attacking, and teleporting to a new location to repeat the cycle. The charges are the same as Phase 1's, and the only attacks she is allowed to use are her 'double feather arc' and the Phase 1 Sky Fracture attack.
Once down to 50% health she will slowly float towards the floor, invulnerable. After a short time she will say "I am not strong enough to face you alone. I must invoke powers beyond my own limits!" before beginning her 4th phase and becoming vulnerable again.
Phase 4:
Charges 5 times at the player before attacking, each charge covering decent ground. Loses her teleportation ability, but regains all her Phase 1 and 2 attacks, plus new ones:
-She may disappear briefly, summoning a large wyvern-like image that attempts to ram the player. After making a single attempt it will fly above the player and drop fireballs down at them. After a couple of seconds the image fades and Aegis re-appears. The wyverns deals 'aura' damage on contact.
-She may summon 2 small twisters; one below her and one that chases the player. Once they hit the player or a solid block they create large lingering tornadoes similar to Fishron's Sharknadoes, though minus the sharks.
-She may summon 3 small twisters; one falling below her and the other two diagonally outward. They all summon tornadoes but, due to their positioning, make a large amount of the arena inaccessible without taking damage until they fade.
Additionally, some of her old attacks are also buffed:
-Her 'double feather arc' attack now has a 3rd arc of even faster feathers launched after the 2nd; the 3rd containing 6 (8) feathers.
-Her loop-de-loop also now ends with a 'burst' of feathers outward in all directions, roughly 10-15 (14-20) in all.
Once taken to 6 (4)% health, she will say "I... grow weary" and transition to her final phase.
Phase 5:
Charges at the player slowly 3 times in a row, then launches a slow-moving arc of 3 feathers at the player, then repeats the cycle. She loses all her previous attacks.

Defeat: Floats down to the ground, desummoning the arena borders. She will speak for a time before leaving by flying away slowly.
"You've bested me... Terraria's last hope..."
"..."
"...You... weren't the one who brought forth these events?"
"Then who?"
"...I see..."
"Sorry, Terrarian, for this."
Upon defeating her her dialogue will change slightly during rematches, mainly just saying she was in a blind rage and was acting foolish by the end of the fight.

Drops:
-Drops True Pearlescent Shards; a material used for crafting most of the Chaos Mode armour sets as well as upgrading some weapons. Also drops the True Sky Fracture, a tome, a sword, bow, and a sentry staff that summons an energy core to barrage foes. Will always drop the Guardian Stone; used to increase the player's health and mana once. In Expert Mode she'll additionally drop the Guardian's Heart, used to increase the player's accessory limit.

Hints:
-Due to the fight having similarities to Fishron (and therefore, in extension, Yharon) tactics that work for Fishron may also apply here as well, even with her different attacks.
-Having a Rod of Discord handy is always useful throughout this fight due to its fast pace.
--Arguably it is best used for dodging the Sky Dragon's Aura's charge in Phase 4; as the dragon is fast and has a large hitbox as well as dealing massive damage.
-Making an arena for the fight is useful, as usual, but having walls just far enough apart to avoid letting the player hit the naturally-spawning light barriers is recommended.

Extra Info:
-As mentioned under the Hints, the fight shares similarities with Duke Fishron and Calamity's Yharon. She is overall most similar to Yharon of the two, however, with her fight having instant-kill arena borders and the 'tornadoes' not carrying any boss servants like Fishron's.
-Outside of Aegis herself, the fight shares little in common with its Hardmode counterpart
--Despite technically being an EX boss in some regard, her fight is not just a buffed version of her previous fight. All of her attacks and stats are different, and her actual design has some changes also.
[Added: 7/2/20]
20 - Xander
Appearance: Xander, the NPC, appears as a boss. At this point his appearance will be the same as before, but once interacted with and the 'Challenge' dialogue is selected, his appearance changes drastically.
At this point Xander is revealed to be another Chaotic Entity in disguise. While his uniform does not change, his appearance changes to one similar to most other Chaotic Entities; matt black with white glowing eyes. Xander, however, also has a twinkle in his left eye.

Summon: Select the 'Challenge' option when interacting with Xander. He will warn you about his strength, but if you select Challenge again the fight will begin momentarily. In order to even see the Challenge option, however, the player must defeat almost all bosses prior to him. The only exceptions to this rule are Terminus Apotheosis, Etherial Aegis and Silver Shade, though every other boss and their EX counterparts must be faced beforehand.

Fought: Chaos Mode
Specification: Post-Shade
Special: Superboss, Secret Boss, No Summoning Item
Progression: No

Stats:
Health: 6,875,000 (9,999,999)
Attack:
-400 (550) (Melee)
-380 (535) (Spectral Bolt)
-300 (435) (Rusted Blade, Shockwave) (Inflicts Withered Weapon - 100%)
-150 (250) (Shadow Counter) (Inflicts Withered Armour - 100%)
-365 (517) (Shadowflame Barrage) (Inflicts Shadowflame - 100%)
-350 (500) (Acid Storm, Raging Thorn, Geoforce)
Defence: 50

Attacks:
Xander will usually attack, teleport, and attack again; keeping up this cycle throughout most of his attacks. Unlike other teleporting bosses, however, he only leaves particles at his entry and exit points and not a trail in the direction of his teleport, making tracking him more difficult. Many of his attacks may also involve him running, where he will either run across the ground or, if too high in the air, will create fake platforms underneath himself.
-He may appear near the player and dash at them up to 3 times in succession
-He may appear above the player and dash downward at them, creating a shockwave once he hits the ground or gets too far downward and makes his own.
-He may summon a horizontally-moving 'bullet-hell' of accelerating spectral bolts. They pass through blocks and accelerate as they move, but are otherwise fairly basic projectiles.
-He may point the palm of his hand toward the player, summoning up to 3 arcs of rusted blade projectiles.
-He may crouch down a little, raising a larger version of the rusted blade projectiles near his head, and waits for a few seconds. If not attacked he will eventually drop his guard but if attacked in this time he will teleport near the player and swing the sword. The attack, called a Shadow Counter, will drop the player's defence for a while.
-He may launch a flurry of large shadowflame fireballs at the player. The projectiles all have a slightly random offset and thus aren't all accurate, but they are launched in the player's general vicinity.
Once down to 50 (60)% health he will 'enrage', becoming slightly faster and gaining a few new attacks as well:
-He may launch several shadowflame fireballs upwards which eventually begin to rain down from the sky after a short delay. Often this attack will persist into Xander's following attack.
-Xander may hold a purple tome to the sky. After less than a second damaging green acid droplets will begin to rain down from the sky diagonally. Their original spawning points move horizontally, creating a 'wave' of droplets.
-Xander may hold up a green tome, and after a short delay 8 large thorny vines will begin to protrude from it in a similar manner to the Nettle Burst. The thorny vines will curve towards the player as they sprout outwards, but can only sprout around 30 (40) blocks from Xander before they disappear.
-Finally, Xander may hold up an orange tome, causing numerous rocky spikes to emerge from the ground near the player on all blocks except semi-solids. Additionally, jagged rocks will rise from the ground as well. After a few seconds the spikes on the blocks retract and the rising rocks will fall to the ground again and despawn.

Defeat: Xander will stagger back and fall onto one knee, looking downward. Speaking to him will grant the player dialogue talking about their immense strength before Xander disappears. His NPC will move in again, back with its regular human appearance, and will sell more items.

Drops:
Dependent on the weapon the player defeats Xander with. If melee is used he will drop a sword, spear and flail. If ranged is used he will drop a gun, bow and rocket launcher. If magic is used he will drop a magic staff and 2 tomes, and if summon is used he will drop 2 summon staffs and a sentry staff. If the weapon used is unknown it will be random. In Expert Mode he additionally drops the Relic Crown; a seemingly-useless decorative item, as well as an accessory that grants the player mobility buffs, a shadow dash, and also potentially grants them a shadowy minion if they have above a certain amount of minion slots.

Hints:
-Building an arena for this fight is recommended, as many of Xander's attacks would be hard to dodge with just basic terrain.
-Homing projectiles in-general are helpful for this fight. Xander's small size in comparison to most bosses, as well as his fast movements and frequent teleports, make hitting him a challenge in itself.
-Dashes and teleports are, as ever, very helpful for dodging Xander's attacks.

Extra Info:
-Xander was one of the first superboss-styled bosses designed, though intentionally wasn't implemented until the last slot. The only superboss to predate him in design was Terminus Apothesis; who technically existed since Boss Ideas 7 but went unused.
[Added: 15/3/20]
Scrapped Content:
Since this page has been mostly discontinued now due to a mixture of spriting style changes, massive periods without news, brief motivation loss and the fact I'm now helping with a few mods, some stuff has sadly ended up being scrapped.

The main thing was 21-25; an area that was planned to originally contain the final 5 bosses for Boss Ideas 9. They were superbosses and special bosses, including a superboss that was actually fought Pre-Hardmode.

#21 - Frost Mage: The Frost Mage was a boss found in Pre-Hardmode, acting as a sort-of Pre-Hardmode superboss. She would be fought, as expected, Post-Skeletron but would have stats rivalling an early Hardmode boss, though with far less defence and a more predictable movepool.
The Frost Mage would alternate between 'defence'; where she was slower but had better defences, and 'attack'; where the ice block would have smashed and her speed would be buffed majorly until it re-solidified.
Similarly there was the Slime Mage; her EX Counterpart that also went unused.

#22 - [Nameless Sorceress]: A Post-Moon Lord boss who was originally planned to be fought. She would shapeshift into forms similar to other bosses like EoC and Skeletron and used elemental attacks exclusive to each form.
Destroying a form would make her unable to use it again, so that those that were easier to damage didn't affect potential DPS as badly.
There were no other sprites made except this incomplete one, however.

#23 - [Arcana]: A Chaos Mode superboss based on the Arcana boss from Boss Ideas 7, though without the engine. Her fight would have been fast-paced and willed with numerous fire attacks that both dealt damage and provided negative effects, such as a debuff that caused the player to explode into flames if hit by another fire attack before the debuff expired.
While no sprite was ever made, this was her sprite from Boss Ideas 7 as an example.

#24 - [Potential Cameo Boss]: A potential cameo; likely being similar to Boss Ideas 7's cameo boss, though potentially also including Reality devs as well. However, no sprites exist for the boss as there wasn't even a request for sprites due to the lack of progress leading up to this point.

#25 - [Unnamed Chaos Boss]: A spherical creature with numerous eyes and a partially-molten form. While it used the standard Chaos Entity colour scheme of 'shadeless monochrome' its design was reminiscent of the Oblivion boss seen in Boss Ideas 1 and 5.
It was, much like other Chaos Bosses, intended to be the hardest boss from Boss Ideas 9. It had bullet-hell projectiles, minion spawns, a forced arena that shrunk a little mid-way through the boss, and a last-ditch attack, though was never finished either.
[Final Notes]
Sorry this has taken like 4 months more than I said it would take, Uni and modding has taken a bit longer than I'd anticipated, so I've ended up a little behind

Also, with Terraria 1.4 on the horizon and massive breaks causing #9 to be so divided, #9 has ended somewhat prematurely. Luckily all that was affected were a couple of superbosses, so not much was lost in actuality.

Discords:
My Server:
https://discord.gg/URhX8GU
The Discord has a few people on it now, so feel free to join and say 'Hi' :)
Reality and Technological Terror, both mods I am currently helping out with, also have Discord links; though theirs expire so there's little point putting them here at the moment, just ask me through my server and I'll try and link you to them. (Also both those servers are cursed, ye be warned).

As usual, feel free to post ideas in the comments below or over on the Discord server. Both are fine, and I'll try to respond to any submissions if possible. #10's probably going to consist of a roster of familiar faces with new and improved sprites and fights alongside the cast of new bosses, so any requests for recurring characters would also be appreciated :P

Anyways, see you next time! :)
21 Comments
Aries 25 May, 2020 @ 9:26pm 
this is not the place to do this, head to the terraria community forums and they have a dedicated page for this type of thing
Cupofgiraffe 1 May, 2020 @ 7:33pm 
IT WAS XANDER THE WHOLE TIME
killian4 29 Apr, 2020 @ 4:48am 
to humaneyiyyiei why so many worms . you can do better than this
Twylitefox 25 Apr, 2020 @ 6:38pm 
are 003 and #3 connected..?
Le Weirdo 25 Apr, 2020 @ 1:07pm 
I was looking at the boss ideas 1, and honestly? The artwork was amazing, and could be perfect boss ideas... Now though? It's just human after human after humanoid looking creature. It's not even Terraria MOD etiquete.
DogMan529 25 Apr, 2020 @ 7:39am 
nice wood pun
DogMan529 25 Apr, 2020 @ 7:39am 
cooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool
Aksis, Archon Prime 24 Apr, 2020 @ 2:20pm 
COOL:steamhappy:
Nope 24 Apr, 2020 @ 11:44am 
good style but don,t make them humans a zombie king wood be cool (that wood was a pun)
Fox 24 Apr, 2020 @ 3:29am 
Not terraria style. i mean the bosses look more like humans.