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Terraria Boss Ideas 12 - MoR Edition
By Okami Tomato
So I have come to the decision that I should move the Terraria Boss Ideas series over to TModLoader now as opposed to the normal Terraria tab since it's more fitting here.

To begin the move I have also decided to make another special page which, due to my activity in the MoR Discord as of recent, I have made MoR-themed... hopefully to far better results than the old Calamity page turned out...

[Disclaimer: This is not a guide and is just a place to nearly store ideas. Also, despite links to an existing mod, this is by no means canon.]
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[Prior Notes]
Important Notes:

The Big Move
Yes, it does seem like Boss Ideas as a series is now going to be moving over here instead of the Terraria section. While I'd have been worried about the loss of viewers before since TModLoader isn't as populated as regular Terraria, Boss Ideas as a series has had less attention as of recent so I can't really make any excuses. It fits better here, anyways.
Note, however, that the unused content page will still be getting updates over under the Terraria tab.

Canonicity
No, nothing on this page is canon to Mod of Redemption. No, it also isn't ever likely to be canon, either. All of this was purely made for fun (and for the challenge of making the Infected Eye interesting :P)
Any 'lore' mentioned in this page is strictly limited to this page, sorta like a headcanon but not really; related to, but not directly affecting, MoR.

Boss Ideas 11's Event
...has been cancelled. A mixture of being demotivated to continue it and lack of ideas for it led to its cancellation and any sprites finished will be added to the scrapped page unless they get used later.
You're not missing much, don't worry, but that was the exact problem.



Anyways, with that out of the way, onto the bosses!
Lemon Maid
(Warning: Long-as-heck Segment)

Appearance: A yellow humanoid in a maid outfit. She has long, yellow, spiky hair that seems to have two distinct 'points' at the top of her head, almost like cat ears. Despite having a name, Citrina, this isn't ever mentioned directly and she is only referred to as 'The Lemon Maid'.

Summon:
Citrina can be found once per day outside of a small broken-down castle-like structure. The structure always forms at the opposite side of the world to the Dungeon and will be mostly buried beneath the surface, typically only with the entrance exposed. Talking to Citrina here will cause her to ask for help reaching the castle's back room.

The castle itself is full of traps and is essentially a parkour course in itself. It can be completed regardless of accessories, but double-jumps and boots are recommended since wings don't work properly here.

Accepting will cause her to jump onto the player's back, reducing movement speed by 33% and disabling flight throughout the time in the castle. Leaving or reaching the back room will cause her to dismount.

If taken to the back room a single lemon on a pedestal will be found. She will snatch the lemon, proclaim the player to be 'stupid', and begin the fight. Her dialogue changes based on progression and the amount of times the player takes her to the lemon.

Fought: Pre-Hardmode
Specification: Pre-Boss
Special: Scaling Stats, Unique Summon
Progression: No



Stats:
Health: 1,850-575,000 (2,500-1,000,000) (3,188-1,275,000)
Attack:
-14-130 (25-150) (Melee, Citrus Burst)
-12-115 (22-132) (Citrus Blob)
Defence: 5-120

[All of this boss' attacks may inflict Ichor - 33 (50)%] [Hardmode/ Post-Moon Lord only]
[This boss' stats will increase with every boss fought, scaling up to the strongest boss defeated up to Post-Nebuleus]

Attacks:
The Lemon Maid will fight the player within a square arena, consisting of the castle's back room. The door is sealed as the fight begins, and leaving the room via teleportation will cause her to despawn.
-She may jump up and release a burst of yellow, lemon-shaped projectiles all around herself
-She may throw 3-4 transparent yellow 'blobs' around the room that ricochet off the walls up to 4 times each before disappearing.
-She may create a spiral of 'citrus burst' projectiles, one released every 10 degrees for 540 degrees. She hangs in the air for the entire duration of the attack
-She may launch an arc of 3 blob projectiles at the player, followed by an organised burst of 'citrus burst' projectiles. (When <50% health)

Expert Changes:
-Citrine's attack speed is increased considerably and will jump around more often
-The 'citrus blob' attack now always launches 4 citrus blobs
-Her 4th attack can now be triggered below 65% health



Defeat:
Will use one of multiple defeat animations and give a short bit of dialogue before fleeing, dropping her items as she does so.

Drops:

In Pre-Hardmode she can drop a non-consumable lemon grenade that, a feather duster that acts like the Arkhalis, both of which also create small damaging splashes alongside their normal attacks. She can drop a maid outfit based on her own, and a consumable 'Pristine Lemon' that grants Well-Fed.
In Hardmode her Pre-HM drops deal more damage and inflict Ichor and the duster's range is increased, while the lemon now grants Plenty Satisfied. Additionally, she can drop a 'Lemon-nade Launcher' that launches explosive grenades and a bushel that magically launches grenades at things; both also inflicting Ichor.
Post-Moon Lord all Pre-HM and HM gain more damage and the lemon now grants Exquisitely Stuffed. She can also drop a magic weapon that acts like a cross between the bubble gun and laser machinegun, as well as a mystery box that doesn't seem to do anything aside from granting new dialogue.
In Expert Mode she drops a lemon battery accessory. Pre-HM this grants a little damage buff. Hardmode adds additional movement speed and more damage while Post-Moon Lord buffs the prior two stats as well as crit chance and allows crits to inflict Ichor.
Lemon Maid (Continued)
Lore:
Keeper of a now-dilapidated castle, now its sole inhabitant. She has perpetuated a rumour of hidden treasures within, seemingly just to attract attention due to her lack of company. The reason she hasn't simply moved elsewhere is unknown.

Hints:
-Most forms of extra mobility are banned or severely weakened during the parkour segment:
--Inactive: Grapples, Wing Flight, Boots' Flight, Teleportation
--Allowed: Double-Jumps, Shiny Red Balloon, Lucky Horseshoe, Boots' Speed, Slow-Fall
-It is recommended that, before the player enters the castle with the Lemon Maid, that they secure at least a double jump and Hermes Boots to both offset the Lemon Maid's speed penalty and to make the parkour a little more forgiving
-Wings aren't entirely useless during the parkour segment, though they will only provide slow fall and cannot grant flight
-Her fight is more than possible at any point in progression, even Pre-Hardmode. Her attacks, for the most part, give the player room to move and the arena is a pre-determined box that prevents wings from granting too great of an advantage to players who have them.
-Since she only gets stronger based on defeated bosses, the player can take advantage of this at certain points in progression. By intentionally losing to BoC/EoW after gathering some of its drops the player can fight a pre-boss Lemon Maid with late Pre-HM gear.
-All of Lemon Maid's drops get stronger throughout progression, even those already collected previously. Since her drops are quite powerful, the player can farm earlier versions of the fight for a mild advantage when moving into Hardmode or Post-Moon Lord.

Extra Info:
-Most obviously, her title is a play on 'lemonade'
--Additionally, her name 'Citrina' is a fusion of 'Katrina' and 'Citrus'
-The Lemon Maid was pre-revealed via art on the TModLoader artwork tab, gaining enough popularity there to gain a mini art contest of her own.
--Of course it went the same way as the Empress of Light one did, to literally nobody's surprise
-The Lemon Maid, unlike the Tomatoes, does appear to genetically be similar to a lemon
-The Lemon Maid has some cat elements in her design, though aside from the tufts of hair looking vaguely like cat ears most of these have been reduced or removed in re-designs.
--In fact, her design's three main elements of Maid, Lemon and Cat all have links to each other
---Maid + Lemon = Lemonade pun, as mentioned before
---Maid + Cat = Moreso just an anime joke
---Lemon + Cat = The majority of cats seem to dislike citrus, hence it being a common ingredient and scent in 'scratch deterrents' made to prevent cats scratching furniture
-Some of her defeat animations and dialogue were intended to be references, including a defeat pose based on King Dedede, however this segment is already too long as-is so I'll spare the details for once.
[Added: 11/10/21]

(Don't worry, none of the other segments will be as long as her's)
Sand Queen (Pre-Hardmode)

Appearance: A sand elemental wrapped in aged, yellowed cloth. Her hair almost appears like a Nemes, an ancient Egyptian headdress worn by pharaohs, complete with a snake-like crest at the top.

Summon:
Use the Ominous Sandstone Slab in a desert in Pre-Hardmode or any non-tainted desert in Hardmode. The Slab is mainly made of Sandstone Bricks, but also includes Dark Fragments and Bones; making her both Post-Keeper and Post-Skeletron.

Fought: Pre-Hardmode
Specification: Post-Keeper, Post-Skeletron
Special: Empowered in Hardmode
Progression: Alternate Form



Stats:
Health: 5,000 (7,450) (9,499)
Attack:
-32 (65) (Melee)
-28 (55) (Sand Ball)
-30 (60) (Sand Eruption)
-34 (70) (Sandstorm)
Defence: 10

Attacks:
The Sand Queen will typically try to float over the player, though moves slow enough to typically be outrun by a player with Hermes Boots. Surprisingly, she will not enrage outside of the desert.
-She may stop moving for around 0.7 seconds before dashing directly at the player, leaving a trail of aesthetic sand particles as she dashes.
-She may launch several sand ball projectiles upward that are affected by gravity, raining down again shortly. Unlike Antlions, these do not leave sand blocks upon hitting the ground.
-She may release 4 arcs of sand ball projectiles at the player. The first 3 consist of 3 sand balls each, and the 4th consists of 4 sand balls and has a slight delay compared to the other 3
-She may dash downwards, and upon hitting the ground causes large eruptions of sand particles to burst from the ground 10 and 30 blocks away from her in both directions. There is a short delay between her landing and the sand eruptions. (Attack used when <75% health)
-She may summon 3 sandstorms in a manner near-identical to the Sand Elementals. (Attack used when <40% health)

Expert Changes:
-Attack speed increased
-Windup/cooldowns on most attacks reduced by ~25%
-Sand Eruption attack summons 6 eruptions, not just 4. They are released 10, 25 and 40 blocks from the Sand Queen
-Sandstorm attack summons 4 sandstorms as opposed to 3
Sand Queen (Hardmode)

Appearance: Alternate versions of the Sand Queen, only found in Hardmode. The Wasteland and Hallow variants mainly gain crystals on their backs, while the Crimson and Corrupt variants look more ragged and only a single eye visible.

Summon: Use the Ominous Sandstone Slab in Hardmode in any tainted desert. A normal Sand Queen must be fought and defeated at least once before this will work.

Fought: Hardmode
Specification: Post-WoF, Post-Sand Queen
Special: Empowered Boss
Progression: No



Stats:
Health: 20,000 (26,500) (33,788)
Attack:
-62 (105) (131) (Melee)
-55 (92) (112) (Sand Ball)
-60 (100) (123) (Sand Eruption)
-68 (118) (140) (Sandstorm)
Defence: 20

['Buffed' Expert damage stats dependent on variant fought. See below.]

Attacks:
The fight remains mostly unchanged, minus attacking and moving faster.
However, a sandstorm will be present throughout this version of the fight, hindering player mobility.

Expert Changes:
Certain Sand Queen variants have increased damage when using certain attacks:
-Wasteland deals increased melee/contact damage (131 instead of 105)
-Hallow deals increased sand ball damage (112 instead of 92)
-Corrupt deals more sand eruption damage (123 instead of 100)
-Crimson deals more sandstorm damage (140 instead of 118)



------------------------------Referring to ALL Sand Queen variants------------------------------
Defeat:
Flinches, then explodes into a shower of sand. The sand is purely aesthetic and does not deal damage to the player.

Drops:

-The 'normal' Sand Queen drops a magic tome that launches sand balls, a bow that turns wooden arrows into sandstone arrows that launch short-range sand eruptions upon hitting targets, a sword that releases sand eruptions when hitting enemies, and a summon staff that summons beetles to ram enemies. She will also drop Sand and may drop the Sandstorm in a Bottle or Flying Carpet. In Expert Mode she drops the Sandstone Timepiece accessory that grants movement speed, a slightly weaker Dunerider Boots effect, and near-immunity to the Mighty Winds debuff's effects.
-The 'wasteland' Sand Queen will drop a tome that launches globules of radioactive ooze instead of the sand tome, drops Radioactive Sand alongside normal Sand, and her Timepiece also grants increased crit chance.
-The 'hallow' Sand Queen will drop a sword that launches a projectile and both the projectile and true melee strikes both release a burst of crystals, with this sword replacing Sand Queen's normal sword drop. She also now also drops both Pearlsand and Sand and her Timepiece also grants damage reduction.
-The 'corrupt' Sand Queen will drop a summon staff whose firefly-esque beetles launch fireballs that inflict cursed flames, with this drop replacing the normal summon drop. She also drops both Ebonsand and Sand and her Timepiece also grants increased damage.
-The 'crimson' Sand Queen will drop a bow that makes wooden arrows explode into a shower of ichor that inflicts Ichor, replacing her normal ranger drop. She also drops both Crimsand and Sand and her Timepiece also increases health regeneration

Lore:
A former queen among Sand Elementals, stripped of her throne by a duo of powerful ancients long ago. Having laid dormant for hundreds of years, she has waited for an opportune moment in which to regain her lost title.

Hints:
-Any strategies developed for the Pre-Hardmode variant will like work for the Hardmode ones, aside from running away due to the Hardmode variants' increased speed
-Once the player has defeated a Hardmode variant of the Sand Queen in Expert Mode, they do not need the normal Sand Queen's Expert drop anymore. Each Hardmode variants' hourglasses are direct upgrades to the original, and they are not used in any materials.
-Technically-speaking, the Hallow Sand Queen is the hardest due to her empowering a projectile type used in two attacks, both of which are used throughout the entire fight

Extra Info:
-Despite the fact the Sand Queen is said to be a Sand Elemental, she does not use the Sand Elemental palette or even a modification of it; instead using a hardened sand/sandstone palette.
--Additionally, she is technically weaker than the Sand Elementals due to being only a Pre-Hardmode enemy in her 'normal' form.
---However, this is rectified in her alternate forms which are all as strong as an early Hardmode boss
-The 'ancient duo' referred to in her lore are likely the Ancient Deity Duo who, themselves, are elementals.
[Added: 11/10/21]
Scavenger

Appearance: A large robot with a similar colour scheme to other T-Bots. Scavenger is a large, but heavily damaged robot missing most of its lower body, half its jaw, and an eye, and has also replaced its right arm with a wheel, likely due to further damage.

Summon:
Scavenger can be found just inside of the Abandoned Lab once the mechanical bosses have been defeated, sat atop the sludge pile that normally blocks off access to the lab. He can be interacted with and 'challenged' at this point, though he is not a compulsory fight.
Challenging him will cause the lab entrance to seal temporarily, trapping the player in the room with him. The same goes for the doorway into the main part of the lab, should the player have already uncovered it.

Fought: Hardmode
Specification: Post-Mechanicals
Special: No Summon
Progression: No



Stats:
Health: 18,450 (22,850) (29,134)
Attack:
-60 (96) (Melee, Grenades)
-45 (80) (Lasers, Shockwaves)
Defence: 20

Attacks:
Scavenger will block the doorway into the lab and will remain in that part of the lab throughout the fight, even when attacking. It will only attack with ranged attacks and remains stationary otherwise.
-It may slam its hand down on the ground, causing a large shockwave to travel across the ground rapidly. The attack is tall enough that it can just barely be jumped over and the shockwave will vanish upon hitting the leftmost side of the arena.
-It may transform its arm briefly into a cannon, launching grenades in one of two ways. These grenades create damaging explosions upon contact with the player or a block
--3 shots in pre-determined places around the arena; roughly 1/4, 1/2 and 3/4 of the way across the room
--A single shot aimed at the player directly
-It may slam its arm downwards, causing 3-4 security devices to drop from the ceiling and shoot lasers downwards after 0.5 seconds

Expert Changes:
-General attack speed increases, primarily reducing the cooldown between attacks
-The 'laser' attack will always drop 4 security devices and their windup time is reduced to 0.35 secondss
-Fires 2 grenades at the player with a 0.5 second delay instead of just 1 during the second 'grenade' attack



Defeat:
Falls over, seemingly deactivated for a moment, before re-awakening. He can be interacted with after this point normally, providing insight into the abandoned lab as a pseudo-guide.

Drops:

Scavenger, being a 1-time fight, will drop all his items at once. He will drop a shotgun-esque ranged weapon that causes all bullets fired to explode on-impact, regardless of ammo used, as well as a summoner weapon that summons drones to shoot lasers at enemies.
In Expert Mode he will also drop a motorised wheel accessory that visibly replaces/hides the player's legs, replacing them with a wheel, which provides increased movement speed and acceleration, as well as the effects of the Lucky Horseshoe and Frog Leg.

Lore:
A former working robot, said to have helped in the initial expansion of the lab back in its prime. Days long past, it seems, as his body is mangled beyond repair below the waist, and his creators are nowhere to be seen...

Hints:
-Due to Scavenger being a stationary target, sentries excel in this fight
-It is not recommended to remain near the ceiling during the fight, since the security devices deal contact damage equal to their lasers and have very little warning about when they are going to descend.
--It may be wise to stay grounded and on the left side of the room when Scavenger goes to slam his fist, and act depending on whether you see a shockwave form or not

Extra Info:
-Scavenger likely gained their name from the fact that some of their parts seem to not belong to them, and thus have likely been 'scavenged' from scrap. The most obvious of these is the wheel arm he uses for mobility
-Scavenger is the only Abandoned Lab boss that isn't compulsory for anyone trying to complete the abandoned lab
-Scavenger's lore is likely referring to Kari, now Patient Zero, who is said to be the creator of all the T-Bots and the like
[Added: 11/10/21]
Gelissa

Appearance: A girl made entirely of the sludge present in the Abandoned Lab. Her body seems to be made of the normal hardened sludge, the sleeves and skirt of her outfit the harder sludge, and the black sludge making out the main body of the outfit.

Summon: Use the Bouncy Slimeball; an item rarely dropped from mining any of the Hardened Sludge blocks. It will be dropped alongside the block, meaning the player can infinitely farm this summon given enough patience should they want to.
Throughout the fight wing flight time and vertical speed is reduced significantly, forcing the player to stick close to the ground.

Fought: Hardmode
Specification: Post-Mechanicals
Special: Uncraftable Summon
Progression: No



Stats:
Health:
-27,850 (42,069) (53,638) (Gelissa)
-400 (650) (900) (Gooey Guardians)
Attack:
-64 (120) (Gelissa Melee) (Inflicts Confused - 100%, Weakened - 50 (100)%, Withered Armour - 0 (25)%, Withered Weapon - 0 (25)%)
-60 (112) (Guardian Melee, Bouncing Sludge Ball) (Inflicts Weakened - 50 (100)%)
-57 (105) (Sludge) (Inflicts Weakened - 50 (100)%)
Defence: 8

Attacks:
Gelissa will typically 'skip' after the player slowly, bouncing akin to a slime in terms of movement paths. Occasionally, usually every 5 bounces, she will perform a higher bounce, typically launching an attack when at the peak of these higher skips. She can pass through blocks or jump excessively high to reach the player, however.
-She may slam down suddenly, creating 4-6 sludge ball projectiles. These bounce in a way similar to Flower of Fire projectiles and linger for a deceptively long time
-She may land and summon a Gooey Guardian; a large green slime that hops at the player rapidly
-She may jump up 3 times in a row, each time releasing a burst of sludge projectiles. Each burst has more projectiles than the last, though each sludge burst is random
When below 50% health Gelissa will have a sudden speed increase and will gain an additional attack, though there is not distinct phase change at this point.
-She may summon 2 bouncing sludge balls and curl up into a ball herself. Gelissa and the two sludge balls will actually home-in on the player's horizontal position as they bounce, trying to land on them.
As Gelissa's health lowers she will slowly lose height in her bounces, which in-turn effectively increases her attack frequency.

Expert Changes:
-Gelissa will additionally summon 2 Gooey Guardians with every 25% health lost. Unlike other prior bosses with pre-determined summons, she can stack these Guardians with each other and with the ones she summons when attacking without issue.
-Gelissa will perform attacks with every 4th bounce as opposed to every 5, effectively increasing her attack speed by 20%



Defeat: Is forcibly bounced away by the final attack, dropping her loot after the first bounce. If she hits a wall she will simply begin ignoring tiles; falling off-screen. As soon as she is off-screen she will despawn.

Drops:

Gelissa can drop a summon staff that summons Sludge Blobs that can irradiate enemies; dealing rapid damage. She can also drop a weapon that acts like the Slime Gun that also irradiates foes and a magic weapon consisting of a potion bottle that can be charged and is fired when primary fire is released; launching globules of sludge in a volley. She can also rarely drop a different sludge staff that summons a mini Gelissa that, with each use, grows larger and more powerful instead of summoning more minions.
In Expert Mode she will drop the Sludge Handler's Suit; providing defence, max health, and resistance to radiation. She may also rarely drop the Sludge Heart that provides increased max health and health regen while also turning the player into a mini sludge lady similar to Gelissa. When both Expert accessories are worn at once the player gains even more radiation resistance, increased health regen, and a mini Gelissa minion.

Lore:
Gelissa was once just a Sludge Blob, having absorbed so much matter that her size grew far beyond her peers'. She spends much of her time hanging around the abandoned lab, often being chased back into old vents and pipes by a very-disgruntled janitor.

Hints:
-Gelissa is best fought in the open and not actually in the lab itself since she has the ability to ignore blocks freely.
--This is fortunately made a lot easier by her ability to be summoned anywhere and at any time
-Due to Gelissa's summon being easily farmable without costing any resources, she can be farmed for coins should the player need money
-The Ankh Shield will actively block half of the debuffs she is able to inflict during the fight.
--While it cannot block her Expert-exclusive debuffs, these typically only last a couple of seconds and as such aren't as big of an issue

Extra Info:
-Gelissa was named by Blindcover in the Mod of Redemption Discord, having simply gone by 'Sludge Lady' beforehand
-Gelissa, like Citrina, was shown off prior to this page's creation. Unlike the Lemon Maid, however, she didn't end up as popular and thus it is likely less people know her
[Added: 11/10/21]
Dr. Stevens

Appearance: A scientist, overrun with infection, presumably in Phase 2 judging by his appearance. Most of his body was obscured by his cloak, though two large crystalised wings protrude from his back and his face and hands are visible. His skin has turned the telltale purpley-black colour from the Xenomite infection, though his fingernails, chin and nose have crystals protruding from them. Blister-like growths on the top of his head create a pompadour-esque hairstyle for him, and he appears to be smiling.

Summon: Use the Redacted Access Panel, dropped by Infected Scientists after defeating the Irradiated Behemoth. He will give dialogue before the fight, though this is shortened for subsequent fights. The Panel can be used anywhere so long as Golem has been defeated, otherwise it will claim to lack the power needed to activate.

Fought: Hardmode
Specification: Post-Irradiated Behemoth, Post-Golem
Special: Uncraftable Summon
Progression: Later Boss



Stats:
Health: 54,750 (65,000) (82,875)
Attack:
-70 (100) (Melee, Green Lightning) (Inflicts Electrified - 25 (40)%)
-85 (124) (Xenomite Bomb)
-65 (92) (Xenomite Shards, Xeno Shrapnel)
Defence: 35

Attacks:
Phase 1:
Stevens will fly above the player, typically a little to their left, but barely moving his own body because he 'cannot feel his legs... or anything at all, really".
Stevens' first phase, unusually, follows a consistent loop and will cycle the attacks consistently. The attack he starts with is random, but after that point his cycle becomes consistent.
-He may launch 'Xenomite bombs' towards the player. These projectiles home-in on the player for a few seconds before exploding into a burst of Xeno Shrapnel that is affected by gravity.
-He may summon small crystals nearby that fire green, lightning-esque bolts at the player. Unlike LC's orb and the Vortexian portals, these 'green lightning' attacks travel instantaneously. Each crystal only fires 1, each with a short delay.
-He may summon vertical 'walls' of Xenomite Shards, each evenly-spaced with 6 block wide gaps between them. Each time he will summon one, then make them begin accelerating towards the player. He does this up to 4 times
Phase 2:
Stevens will aggressively twitch before performing most of his attacks. The most noticeable change in this phase, aside from a new attack or two, is that he no longer follows his consistent pattern from Phase 1 and now attacks randomly.
-He gains a new variant of the 'Green Lightning' attack where he summons more crystals randomly, which all shoot downwards as opposed to at the player
-He may release 4 Xenomite bombs around himself in a '+' shape. These will still home-in on the player and explode as normal, though Dr. Stevens will have a short delay to allow them to begin exploding before he continues attacking.

Expert Changes:
-All of his 'Green Lightning' attacks have a shorter delay before firing, making it near-instantaneous
-All 'Xenomite Bombs' release more Shrapnel. The Shrapnel also decelerates at a slower rate.
-He has a chance to perform the same attack twice in succession during Phase 2. If he does so, the 2nd attack is performed faster than the first.



Defeat: Dr. Stevens will give dialogue and begin laughing maniacally as green particles surround him. After a moment he will begin crystallising, presumable entering Phase 3B of the Xenomite Infection, though the green particles that surround him obscure much of the crystallising process.
(Quick mock-up to explain what I mean)
After this, he will simply fade away. Noticeably, he does not begin falling even when crystallised.

Drops:

He will always drop a magic weapon that, when thrown, creates an explosion and launches shrapnel. He will also drop a knife that can be thrown and will stick to enemies, dealing additional damage, with a maximum of 10 knives stuck in a single target.
In Expert Mode he will drop a Reinforced Xenomite Capsule, which grants the player increased damage and allows all attacks to 'irradiate' enemies, applying a damaging debuff.

Lore:
A scientist with an unhealthy obsession with Xenomite, having conducted unethical experiments in Kari's absence. Without proper precautions, however, he ultimately met the same fate as the other scientists within the abandoned lab.

Hints:
-Homing weapons may be a good choice, since Dr. Stevens is a relatively small and potentially-mobile boss
--They aren't really a necessity, however, as he will very often try to move to the same general location relative to the player
-If trying to evade Dr. Stevens, the player should avoid going to his own top-left or else he may finish attacking and dash through the player to reposition himself.

Extra Info:
-Dr. Stevens seems to be a counterpart to the Scavenger. Both are optional Abandoned Lab bosses fought at either tail-end of the Hardmode lab. Both incorporate the main themes of the lab, Stevens the infection while Scavenger was a T-Bot. Both also have drops mirroring each other; with Scavenger dropping ranged and summoner weapons while Stevens drops magic and melee weapons.
-Dr. Stevens' general lack of animation (remaining in a somewhat-goofy pose) is stated, by himself, to be because he has lost almost all feeling in his body.
-At the end of the fight Dr. Stevens crystalises, seemingly to meet the same fate as the Phase 3 Infected Scientist.
-The green blob and streak along the top of Dr. Stevens' head is not hair, but in fact blisters caused by the Xenomite infection.
[Added: 14/10/21]
Pudding & Nugget

Appearance: Pudding is a large, fairly plump, flying chicken. Nugget is a harpy who appears to be part-chicken as well. Pudding is a large brown chicken with few unusual details, meanwhile Nugget is a harpy with brown feathers and red coverings.

Summon: Use the Feather Circlet during the day. While the duo will not despawn at night, they do need to be summoned at daytime. The Feather Circlet requires Solar Fragments to craft, technically making it Post-Cultist, though it is intended to be fought Post-Moon Lord.

Fought: Post-Moon Lord, Technically Hardmode
Specification: Post-Moon Lord, Technically Post-Cultist
Special: No
Progression: Later Boss



Stats:
Health:
-76,500 (100,000) (127,500) (Pudding)
-65,000 (82,150) (104,741) (Nugget)
Attack:
-90 (148) (Melee)
-80 (130) (Feathers)
Defence: 40

Attacks:
Pudding and Nugget will alternate between which ones attack, depending on their current HP. Whichever one is inactive is invulnerable until they decide to become active again.
Pudding will continuously fly at the player when active, meanwhile Nugget will continuously perform dashes for the player while she is active. When one is 'inactive' it will instead hang back and not attempt to attack.
Pudding:
-Pudding may fly above the player and suddenly drop down. It has a lot of vertical speed during the drop, but has limited horizontal movement during the attack
-She may release 2 bursts of feathers in quick succession. Each consists of evenly-spaced feathers, typically 12 per burst, with the 2nd burst's projectiles filling in the gaps of the first
-Pudding may align with the player and perform a horizontal dash, this time entirely unable to move vertically once the dash begins. While dashing Pudding will release feathers diagonal to her travel path until she stops.
Nugget:
-She may flap her wings, launching a pseudo-arc of 12 feathers at the player. Unlike a normal arc where all projectiles are summoned at the same time, she instead summons each feather individually, but in very rapid succession
-She may slow down before dashing at the player 4 times. Each of these dashes will carry her far off-screen, with her teleporting to another off-screen location to begin each subsequent dash. She cannot despawn during this attack
-She may fly in a very wide ring around the player 1-2 times, rapidly launching feathers towards the centre of the ring
As stated prior, the duo take it in turns to attack the player:
-At first, Pudding will attack until she has lost 25% health (Pudding <75%, Nugget 100%)
-Then, Nugget will attack and Pudding becomes inactive until she, too, is below 75% (Pudding <75%, Nugget <75%)
-The duo will then attack the player at the same time. While attacking in-unison their individual attack speeds are reduced slightly. If either gets below 60% health they become invulnerable but continue attacking until both are below 60% (Pudding <60%, Nugget <60%)
-At this point Pudding will attack until below 30% (Pudding <30%, Nugget <60%)
-Once again Nugget will take over and begin attacking until 30% (Pudding <30%, Nugget <30%)
-Finally, both will attack in unison until they are both defeated.

Expert Changes:
-Pudding's movement speed is increased when not attacking
-Pudding's dashes have increased speed
-Pudding's feather burst attack has a 3rd burst of feathers launched in the same directions as the first
-Nugget's feather arc will happen twice, with the 2nd being summoned starting from the opposite side to the first once the first one ends.
-Nugget's ring attack will circle the player 3 times, with the third loop launching the feathers at the player directly instead



Defeat: Pudding and Nugget will panic before quickly flying away from the player. The status message "An old, feathered guardian stirs..." will also appear

Drops:

The duo can drop a sword that launches arcs of 3 feathers, a weather vane-esque staff that launches large barrages of homing feathers, a bow that launches 2 homing feathers alongside its regular ammo, a summoner staff that summons chickens, and a cannon that launches exploding egg rockets that launch out piercing shrapnel. They also have a chance to drop a black egg accessory that grants movement and flight speed as well as more flight time, as well as summoning a black speckled chicken minion.
In Expert Mode they also drop the Feather Heart that grants max health, increased flight time and speed, and a minion that looks like a mini Nugget riding a mini Pudding to protect you

Lore:
A duo of feathered friends, both chicken-like in appearance, and both unique to their species. Since birth they have stuck together and consider each other like sisters and, like sisters, a watchful mother observes them to ensure their safety...

Hints:
-Homing weapons may be recommended for the fight, since both of them are highly-agile bosses and because they will not home in on the invulnerable member of the duo
-There is little point focusing on the member of the duo you find hardest to fight until the final phase of the fight.
--This is both because they both have invulnerability periods, and because the first time they fight together (Between 75-60% health each) both need to be defeated to stop either from attacking.

Extra Info:
-Pudding and Nugget were the first bosses to be designed on this page, and thus the first two to be revealed over in the Mod of Redemption Discord server
-With their lore and defeat status message, one can assume that defeating this boss will unlock another, more powerful fight with the 'mother'
[Added: 15/10/21]
Infected Eye's Revenge

Appearance: The Infected Eye, but with an appearance more like the Eye of Cthulhu's 2nd phase. It has less blisters than before, but this may be partially due to it shedding some of its body as EoC does. The main new feature are the Xenomite crystal teeth lining its jaws

Summon: Use the Xeno Cluster at night. If it persists until daytime the Infected Eye will 'enrage', increasing its attack speed, damage, and defence.

Fought: Post-Moon Lord
Specification: Post-Moon Lord
Special: "Returning" Boss
Progression: No



Stats:
Health:
-212,500 (333,000) (424,575) (I.E.R.)
-5,000 (7,850) (10,700) (Xeno Clump)
Attack:
-160 (200) (Melee) (Inflicts Bleeding - 0 (100)%)
-142 (172) (Xeno Globs, Clump Melee, Xeno Crystal)
-130 (165) (Xeno Crystal Chunks)
Defence: 85

[All of this boss' attacks inflict Infected - 25 (40)%]
[Infected reduces the player's stats and deals damage over time while applied]

Attacks:
Phase 1:
In this phase the Infected Eye moves in a manner similar to the normal Eye of Cthulhu, trying to float over the player's head. Unlike EoC, however, the Infected Eye is fast enough to consistently remain above the player. Typically it will stop moving a brief moment before attacking.
-It may perform a chain dash after the player, spitting small clusters of gravity-affected 'xeno globs' towards the player in the middle of each dash, and finally releasing a larger cluster at the end of its final dash
-It may vomit up 2-3 'Xeno Clumps'. These will chase the player until destroyed or if a minute passes. While alive any shots that hit them will lose all piercing attributes. On-death they explode into bursts of chunks of crystal.
-It may dash to random locations, spitting large volleys of crystal chunks towards the player after every dash.
Once reduced to 60% health, the Infected Eye will enter it's 2nd phase
Phase 2:
The Infected Eye will now move much faster and will align itself with the player depending on the attacks it intends to use. All Phase 1 attacks align with the player diagonally.
-It may align itself with the player horizontally and begin spewing large, in-tact xeno crystals at the player horizontally. These are unaffected by gravity.
-It may align with the player vertically, flying above their head, while raining down xeno globs from above
Once reduced to 30% the Infected Eye will enter its 3rd and final phase
Phase 3:
The Infected Eye's own attacks are faster and, in between attacks, it may perform 2 rapid dashes towards the player.
Additionally, Xeno Clumps can now spawn themselves from off-screen until 3 Xeno Clumps, at most, are active.
Finally, the Infected Eye itself will slowly drop xeno globs downwards roughly every second, regardless of its other actions.

Expert Changes:
-The Infected Eye's phase transitions now occur at 75% and 40% health instead
-The Infected debuff lasts significantly longer if inflicted by contact damage
-The Infected Eye's contact damage also inflicts Bleeding 100% of the time
-In Phase 3 it will always perform its dashes before attacking
-The xeno globs released automatically throughout Phase 3 increase in frequency, starting at every 1.5 seconds at 40% health and working down to every 0.5 seconds at 10% health




Defeat: Explodes into gibs, releasing a final roar upon death

Drops:

The Infected Eye can drop a summon item that summons mini Infected Eyes that dash at enemies, a sword that summons mini-eyes on hit that then dash at enemies, a bow that releases exploding xenomite arrows that also apply some other arrow effects, a homing flail that vomits xeno globs when retracting, and a magic weapon arm cannon that charges up homing xenomite projectiles that explode into smaller, also-homing xeno globs.
In Expert Mode it drops the Tainted Xeno Band; an item that grants increased damage, radiation resistance, and effects similar to the titan and thorns potions. However, the item also lowers the player's defence, damage reduction, and life regen a little.

Lore:
Upon its initial defeat the Infected Eye burst open, releasing xenomite unto its surroundings and protecting what remained of its body. Over time, crystals formed into that appears as a fearful reflection of its brethren, and became animated once more.

Hints:
-High mobility is recommended for the fight, since the Infected Eye uses a hefty amount of projectiles and moves rapidly which, when combined with its high contact damage, makes being too slow a possible death sentence.
-The globs dropped periodically in Phase 3 aren't a threat in themselves, but may hinder player movement when it comes to dodging the Eye itself. If the Eye is planning to charge, it may simply be better to risk hitting the glob in order to avoid the eye.

Extra Info:
-The initial reasoning for making this boss was to mark the eventual planned removal of the Infected Eye, and an attempt at making the fight 'more interesting'
-The Lore states that the reasoning for its appearance is battle damage being gradually sealed by xenomite blisters and crystals, explaining both its survival and new appearance
[Added: 16/10/21]
M.A.L.I.C.E. Prototype

Appearance: A large Vlitch arachnid with 4 eyes. Its body is mostly black, with red eyes and jaws on the face, 'ribs' down the middle segment, and its abdomen has red spikes on the sides and an hourglass-like marking in the centre, like a black widow.

Summon: Use the Corrupted Webbed Battery anywhere in the world, an item that needs to be activated with the Obliterator Brain. The sky and screen will both darken somewhat while M.A.L.I.C.E. is active, and the player will remain debuffed with 'Toxic Mist' until the battle ends; greatly reducing life regen.

Fought: Post-Moon Lord
Specification: Post-Omega Obliterator
Special: No
Progression: No



Stats:
Health:
-400,000 (548,500) (699,338) (Body)
-45,000 (67,500) (86,063) (Legs)
Attack:
-120 (145) (Body Melee)
-115 (140) (Leg Tip Melee)
-110 (138) (Bullets, Electro-Net, Mines)
Defence:
-120 (Body)
-25 (Legs)

Attacks:
Phase 1:
MALICE will chase after the player slowly, in a manner similar to Plantera. As with Plantera, she needs to use her 8 legs to grapple onto blocks, though she can launch balls of web to summon blocks if she needs to, which happens often in open spaces. When she un-grapples from a web block it will disappear. As with Plantera, the tips of her legs deal contact damage while the rest of the leg does not.
Only her body is vulnerable in this phase.
-MALICE may fire a barrage of bullets from its mouth towards the player in an inaccurate volley comparable to the Chain Gun
-MALICE may charge at the player 3 times in succession. Each charge moves in a straight line, then she will re-align with the player by moving in a partial circle around them before charging again
-MALICE may fire 3 streams of bullets; one directly forward and two at 45-degree angles to the first
-MALICE may launch out a ring of 8 rotating spheres that, after a delay, create a ring of red electricity. This 'electro-net' will home-in on the player for a few seconds, gradually losing speed as it does so. Multiple of these nets can be active at once.
Once the body's health is exhausted, a status message appears, saying:
"SEVERE CORE DAMAGE RECEIVED, REDIRECTING SHIELDS"
At this point, Phase 2 will begin.
Phase 2:
MALICE moves faster and the body becomes invulnerable. At this point the player must destroy all of MALICE's 8 legs to end the fight.
MALICE retains all of her previous attacks, but gains a new one
-MALICE may perform 2 charges at the player in a manner similar to her Phase 1 charge attack, though this time leaves many diamond-shaped 'mines' in her path that deal contact damage until they despawn. These will often last for a long time.
As each leg is broken it will begin smoldering, signifying its destruction. Once all 8 are destroyed the fight will end with MALICE defeated.

Expert Changes:
-MALICE's charges across both phases are significantly faster
-MALICE will often spawn 2 electro-nets at the same time, and the nets take longer to decelerate and despawn
-MALICE will gain movement speed for every leg destroyed in Phase 2
-MALICE will deploy mines during both charge attacks in Phase 2, but deploys far fewer if using the charge taken over from Phase 1



Defeat: MALICE will stop and the toxic mist will fade away. MALICE then begins falling to the ground, gradually gaining acceleration, and upon hitting a solid block will explode. Once MALICE is destroyed both the screen darkening and background darkening will also be lifted.

Drops:

MALICE will drop one of three weapons. A rapid-fire spear-like melee weapon that deals high DPS at the cost of short range, a minigun that takes time to rev up before firing and slows the player down, but also deals high DPS, and a magic staff that launches arcs of 5 homing spikes per use.
In Expert Mode she will additionally drop the Vlitch A.R.M. Battery, which summons 4 spider arms around the player that rapidly stab at nearby enemies.

Lore:
An abandoned prototype for a large machine, only labelled as 'MALICE'. The project seems to have been shelved some time ago, though many of its combat programs are still somewhat-operational.

Hints:
-Homing, piercing, and AoE weapons are generally advised for fighting the 2nd phase as it will make hitting legs more consistent and allow the player to damage multiple legs at a time.
-MALICE's own movements are comparable to Plantera, so many methods of avoiding Plantera may work here as well
-MALICE will begin glowing red when they prepare to charge, which should make an effective indicator considering the contrast with the otherwise-darkened screen
-Natural health regen is limited in this fight, so consider bringing lifesteal weapons and health potions

Extra Info:
-Unlike many of the other bosses on this page, relation to other bosses is limited, aside from Girus and her other Vlitch creations
-No, this was not intended to be any sort of 4th overlord. The MoR devs already have that planned.
-As stated prior part of MALICE's design was based on a black widow spider, hence the red hourglass pattern on its back.
[Added: 17/10/21]
Voltaic Dynamo, Vortexia

Appearance: A grey-skinned, teal-haired lady in a teal and grey dress and boots. She has a large pair of crystalised, seemingly electrified, wings that she sports in her 2nd phase. Her appearance is intentionally similar to Nebuleus in concept.

Summon: Use the Vortexian Cell anywhere in the world. Vortexia will only despawn if the player dies, teleporting near to them if they get too far away.
Vortexia will give dialogue before the fight begins, though she doesn't seem very serious about the fight itself judging by what she says. This dialogue is shortened for rematches to save time.

Fought: Post-Moon Lord
Specification: Post-M.A.L.I.C.E.
Special: No?
Progression: Later Boss



Stats:
Health:
-285,000 (488,500) (622,838) (Phase 1)
-345,000 (600,000) (765,000) (Phase 2)
Attack:
-180 (235) (Melee, Vortex Missile, Vortex Mines)
-165 (200) (Storm Arrow, Vortex Lightning)
-150 (180) (Vortex Bullet)
Defence: 145

[All of Vortexia's attacks inflict Electrified - 50 (100)%]

Attacks:
Phase 1:
Vortexia will dash around, stopping often to use her attacks. Almost every attack she has in this phase is tied to a particular weapon, thus there is a visual cue as to what she plans to use. She will not attempt to dash into the player, or get too close.
-She may pull out a pistol and rapidly fire 6 shots at the player. These shots have high velocity and can actually ricochet off of solid blocks
-She may pull out a cannon similar to the Vortex Beater and begin flying horizontal to the player, firing shots horizontally towards the player. She will fire streams of 12 bullets before ceasing for half a second, repeating this pattern 8-10 times
-She may pull out a Phantasm-esque bow and fire 5-10 shots at the player. The arrows travel extremely fast and leave a lengthy, electrified, damaging trial behind them. This attack is used when below 75% health
-She may pull out a remove that, when pressed, causes missiles to rain down from the sky randomly for a few seconds. Their positions are given away briefly in-advance by faint, green lines. This attack is used when below 60% health
-She may throw several mines that decelerate rapidly and hang in the air for a short time. After around a second they explode, releasing both a damaging explosion and a burst of 8 bullets cardinally and ordinally. This attack is used when below 45% health
Once her Phase 1 health bar is depleted she will appear exhausted for a moment, then claim she's going to 'get serious' before sprouting her wings, adopting her Phase 2 health bar, and entering her 2nd phase.
Phase 2:
During Phase 2 Vortexia's movements are the same, but she dashes significantly faster and more often between attacks. She also attacks more frequently and gains new attacks alongside her old ones, which she typically favours for the first 30 seconds of this phase.
-She may charge up energy in her wings before rapidly dashing around at blinding speeds, with all the dashes taking less than 2 seconds combined. Unlike her normal dashes she is capable of dashing into the player, and is almost guaranteed to do so at least once. The player is pre-warned of the directions of these dashes with faint green lines
-She may pull out the remote again, but the missiles dropped are organised; starting from the left and working over to the right, then back again. As with before green lines reveal the missile's paths before they are launched
-She may summon several electrified orbs nearby. These, after a short delay, all fire a single lightning bolt attack at the player, similar to LC's Lightning Orb projectiles. This attack can be used up to 4 times in succession. The orbs themselves deal no damage

Expert Changes:
-Speed increased in-general
--Time between attacks is reduced
--Attacking speed increased
-Electrified debuff applied for longer
--Contact with Vortexia inflicts it for a significantly longer time
-All pre-warning 'tracers/lines' are fainter and take longer to appear
-The Phase 2 'multi-dash' attack will consist of even more dashes and now only takes a second for all the dashes to finish



Defeat: Vortexia lets out a pulse of electricity and looks generally exhausted. After some more exposition-based dialogue she will offer to 'put this behind us' and teleports away, seemingly leaving on good terms. During rematches much of the dialogue is changed, instead suggesting rematches were little more than training/sparring.

Drops:

She may drop the Stormbringer; a bow similar in appearance to the Phantasm that she also uses during the fight, that imbues all arrows with electrified powers; allowing them to create a 'pulse' of damaging electricity upon hitting enemies. The bow's firing speed also gradually increases if you keep attacking. She can also drop a magic tome that summons lightning-spewing portals at the cursor, a shotgun-esque weapon that also causes all bullets to explode on-contact, a 'flail' that acts as both a melee flail and a summoner whip that also creates electric pulses upon hitting enemies, and a summoner staff that summons mini-Vortexias to shoot at foes. She can also drop an accessory that grants increased damage, flight time and movement speed, as well as increased max mana and reduced ammo and mana consumption.
In Expert Mode she also drops wings that allow the player to perform a short-ranged dash, the ability to hover, and increased movement speed alongside other standard wing abilities. Rarely, she can also drop a pet similar in appearance to her summon weapon's minions.

Lore:
A lonely traveller, searching the stars for a particular individual. She has yet to find her, though...

Hints:
-Homing weapons are strongly recommended for the fight, as Vortexia is a small and highly mobile target
-Do not try to fight her in an enclosed space. The pistol bullets will only lose their ricochet when far enough away from the player but can otherwise last for minutes; meaning a player locked within a small arena will trap themselves in a room with not just a boss but lingering, hard-to-predict projectiles as well
--Also do not try to fight her on a green/teal background, such as painted walls, since these will obscure the 'beams' that reveal some of her attacks' positions

Extra Info:
-Strangely, despite being one of the final bosses of the page, Vortexia has some of the least expanded lore
--However, it can at least be presumed she is searching for Nebuleus, both due to design similarities and in her original concept image
-Vortexia can drop the Stormbringer as a drop; a weapon she actively uses during her fight. Noticeably, she does not use any of the other weapons she can drop.
-Vortexia would have originally had a jetpack, however due to how many jetpacks are already present in Boss Ideas, I decided to do something else instead
[Added: 20/10/21]
Elemental Chicken Dragon

Appearance: The Chicken Dragon, as the name implies, is a large, vaguely draconic chicken with brown feathers. Most of her design aspects are to be expected for a chicken, though noticeably her eyes are completely yellow and her talons are excessively large. She also appears to have a scar over her left eye. Despite having some more masculine features, such as the larger comb and wattles, she is confirmed female.

Summon: Use the Storm Talon. This item will only work if Pudding & Nugget have been defeated, otherwise it will simply say "A shallow breeze passes by", not consuming the summon nor summoning the boss.

Fought: Post-Moon Lord
Specification: Post-A.D.D., Post-Pudding & Nugget
Special: No
Progression: Later Boss



Stats:
Health: 920,000 (1,500,000)
Attack:
-225 (300) (Melee, Windstorm Barriers)
-165 (200) (Feathers, Wind Blades, Rain)
-180 (235) (Windstorm, Lightning Bolts)
Defence:
-100 +30% Damage Resistance (Phase 1)
-145 +15% Damage Resistance (Phase 2)

Attacks:
Phase 1:
In this phase, the Chicken Dragon has increased damage resistance and lacks most of its more complex attacks, mainly relying on charges and bursts of feather projectiles to attack the player.
The Dragon's movement speed will increase depending on the player's distance from the boss.
The Chicken Dragon will perform 4 charges towards the player in succession, teleporting in-between the 3rd and 4th charges to reposition itself. After this, it will perform one of a few different attacks before repeating the cycle:
-She may release 4 bursts of accelerating feathers in rapid succession, then charges at the player again after a brief delay. Each burst is evenly-spaced, with the even-numbered bursts covering the blind spots of the odd-numbered bursts. Each burst consists of 12 feathers.
-She may create an 8-armed spiral of feathers via a series of rapid-fire bursts.
-She may create a large, almost flower-like pattern of feathers created via multiple bursts in rapid succession
When taken down to 70% health it will appear to 'enrage', causing its eyes to glow and entering her 2nd phase. It will also begin raining automatically upon beginning this phase
Phase 2:
The Chicken Dragon will spawn large 'windstorm barriers' 120 blocks to her left and right. These pillars of wind essentially span the entire depth of the world and remain in-place throughout the rest of the fight. Making contact with them, or otherwise escaping them, will forcefully drag the player back within their borders in a manner similar to WoF's Tongue debuff
The Chicken Dragon's pattern changes in this phase; now charging at the player twice, then teleporting near the player in order to release a burst of feathers, then teleporting again to charge at the player once more before using its more powerful attacks:
It retains all of its Phase 1 attacks, but gains several elemental-themed attacks as well
-It may summon a storm, causing damaging raindrops to fall diagonally from the sky. These are distinct due to their larger size and being generally more spaced-out than Terraria's normal, harmless raindrops
-It may fly in a single, large loop, summoning Wind Blades in large quantities. These accelerate rapidly and have a fairly potent homing effect that slowly fades over time. Anywhere from 30-60 can be summoned in a single loop
-It may summon three small Razorblade Typhoon-esque projectiles that, after travelling a short distance, explode into mini-Windstorms. One of these three is launched towards the player, with the other two launched 120-degrees either direction of the first. The columns of swirling winds will linger in-place for a while and can both deal contact damage and also upgrade any of the Dragon's feathers into Wind Blades if they make contact
-It may screech and summon lightning bolts from the sky. These have thin, yellow lines to dictate where they will fall and always fall straight downwards. Unlike other lightning attacks, the bolts appear extremely fast unlike the usual vortex or Lunatic Cultist lightning
As the Dragon loses health, she will begin attacking faster.
At <40% health she will only perform one charge before the feather burst instead of 2
At <20% health she no longer performs the feather burst attack between her charges

Expert Changes:
-The Chicken Dragon's movement speed is greatly increased
-All feather-related attacks create more feathers. Most evidently, the '4 feather bursts' attack creates 16 feathers per burst, not 12
-The Chicken Dragon will now enter Phase 2 at 75% health, but will also heal back 10% of its max health during the transition
-Phase 2's Windstorm Barriers are now created only 100 blocks either side of the Dragon
-Phase 2's charge pattern's feather burst is now 2 feather bursts, both performed in rapid succession
-The time in-between her teleporting and charging during the Phase 2 charge pattern is reduced
-When <20% health the feather burst is merged with the teleport charge, launching a burst of feathers as the Dragon passes the player



Defeat: The Chicken Dragon lets out a weak screech and begins falling out of the sky, eventually dropping down into the foreground, through blocks, and eventually despawning once off-screen. Her drops are released as soon as her health runs out.

Drops:

Can drop a sword that releases homing sparks, a chicken-shaped magic 'laser' that fires a constant stream of electricity, a gun that causes all bullet types to pierce and inflict a special electrified-esque debuff, a summoner staff that summons armoured chicken guards to charge at enemies, a tome that creates homing blasts of wind that erupt into Windstorms on-hit, a bow that both rains arrows at the cursor and launches extra arrows from the bow itself, a spear that creates homing mini-tornadoes as it travels, a magic staff that summons piercing raindrops at the cursor, a flail that creates a trail of damaging water when used, and a summoner capsule that creates a watery typhoon sentry that launches bird-shaped water bolts at enemies
In Expert Mode it can drop the Royal Egg; which is an accessory that grants increases to damage reduction, max health, damage, flight speed and time, and movement speed and also summons a golden chicken icon to attack enemies. Furthermore, if the player has Pudding & Nugget's Expert Accessory equipped, she also drops an accessory that increases health, flight time, damage and movement speed and summons a mini-Nugget riding a golden mini-Pudding minion

Lore:
Guardian of the forest in times long past, a fowl-tempered beast that slept dormant for many years after being dethroned. Recently, she has become a sort of adoptive mother to Pudding and Nugget, giving her life purpose once more.

Hints:
-Homing weapons are actually preferable for this fight. While the Chicken Dragon is a massive target, she is very mobile, and staying close to her is also generally a bad idea
-Try to get the Dragon to perform a phase transition near the centre of an already-existing arena. This will generally make the limited space more manageable
-The player should remember to use vertical space to their advantage in Phase 2, as horizontal space is now more limited in this phase
--Don't forget, however, that at least 2 of her attacks are summoned from the sky. Luckily, both have audio-visual cues, so keep an eye and ear out for those

Extra Info:
-Despite the defeat animation, it is implied the Chicken Dragon survived the battle with the player and was just wounded.
-The Chicken Dragon was designed alongside Pudding and Nugget prior to the page's creation. This makes her the 2nd (technically 3rd) oldest boss here.
-Strangely, the Chicken Dragon actually loses defence when entering her 'more powerful' form
[Added: 20/10/21]
Stevens Reborn

Appearance: Dr. Stevens, having apparently survived the Xenomite infection to an extent. His cloak is torn and heavily damaged, and many of the blisters on his body have since been replaced with crystals; primarily his 'hair' and chest. His hands have become large claws and his wings are significantly larger. Finally, his eye is now gleaming.

Summon: Use the Lost Project, found in one of the rooms in the Abandoned Lab after defeating Vortexia, the Elemental Chicken Dragon, and Dr. Stevens' original fight.
As with the original fight, there is dialogue. He states that he has found a way to use the Xenomite infection 'to his advantage' and claims to have 'ascended'. This dialogue is cut down significantly during rematches.
The sky will darken throughout the fight while Stevens is active.

Fought: Post-Moon Lord
Specification: Post-Dr. Stevens, Post-Vortexia, Post-Elemental Chicken Dragon
Special: 'Secret' Boss/ Superboss
Progression: No



Stats:
Health: 1,450,000 (2,275,000)
Attack:
-300 (400) (Melee, Xeno-Pulse)
-230 (285) (Deathray, Xeno-Bomb, Xeno-Spike, Crystal Head Melee)
-200 (250) (Xeno-Bullets, Xeno-Shards)
Defence:
-200 +20% Damage Resistance
--+0-60% Damage Resistance (Damage Cap*)

[All of this boss' attacks inflict Infected - 50 (100)%]
[Infected reduces the player's stats and deals damage over time while applied]
[*Based on the player's DPS vs Steven's health, he will apply a damage cap that reduces the player's damage against him. This updates every second. Due to it being based on current health this will naturally scale throughout the fight]

Attacks:
Phase 1:
Stevens' movements are somewhere between EoL's and Vortexia's; rapidly teleporting around between attacks, but always trying to remain above the player. Typically, he will twitch before attacking.
-He may teleport to several locations near the player, summoning Xeno-Bombs with every 1-2 teleports. These are launched at the player and have a potent homing effect, eventually exploding into bursts of Xeno-Shards on contact with the player or lingering for too long. The Xeno-Shards produced have a homing effect as well, but far weaker than the Bomb's
-He may summon several small 'heads' made of crystals in a row near himself. Over the next second each of these will shoot a Xeno-Bullet at the player. This will typically happen 3 times in succession; the the 2 subsequent rows summoning at random angles and gathering in random places as opposed to being next to Stevens
-He may create 'walls' of randomly-spaced Xeno-Spikes that travel horizontally towards the player. Up to 4 of these can be created in succession, with random spaces within them
-He may summon multiple crystal heads from off-screen at random locations. Over the next second all of these will fire at the player. Most of them are smaller heads but there are some larger ones among them that instead fire large deathray-esque lasers that push the heads back as they fire.
When reduced to 65% health Stevens will enter his 2nd phase, typically followed with further dialogue
Phase 2:
Dr. Stevens teleports more frequently between attacks, but does so faster; ultimately slight increasing his attack speed. He retains all previous attacks, but prefers using new ones
Noticeably, Stevens will actually take 50 damage every second, independent of the player's actions, that bypasses the Damage Cap. However, due to his massive health pool, this makes negligible difference.
-He may summon multiple heads in a large ring around the player; all small aside from 4 large ones cardinal to the player. First the 4 large ones shoot towards the centre, pushing away until they disappear, before all the small ones fire inwards as well.
-He may teleport to a random location and begin charging a powerful pulse of energy. He will stop charging if attacked by the player, and performs the attack 1-3 times in succession. If given time to charge he releases a massive, high-damage pulse that cannot be easily avoided without simply running away
-He may perform a similar attack to his Phase 1 'row of heads' attack, though now utilises large heads instead of small ones
-He may dash horizontally, creating a massive amount of homing Xeno-Shards. He may also, at the end of the first charge, teleport elsewhere and dash again; creating more shards
-He may summon a wall of evenly-spaced giant crystal heads that fire horizontally, followed by a row that fire vertically. This usually happens a few times in succession; typically with different positions for the heads
Once reduced to 30% health Stevens will appear to 'freak out'; entering a 3rd phase and beginning to spasm and having more frantic and hard-to-understand dialogue
Phase 3:
Stevens teleports around rapidly and will no longer try to stay above the player; only stopping to attack as normal. However, his attack speed is increased even further.
He gains a few new attacks in this phase; using them more commonly than its Phase 2 attacks and much more commonly than any Phase 1 attacks
Furthermore, he will take 100 damage per second in this phase, regardless of player action and bypassing the Damage Cap.
-He may launch several Xeno-Spikes diagonally from the sky. They all fall at the same time, forming a sort of diagonal grid as they descend.
-He may create large chunks of crystals randomly around himself and begin charging a pulse. This pulse cannot be interrupted, but the player can avoid damage by hiding behind one of the crystal chunks. The chunks shatter after the pulse
-He may release a spiral of Xeno-Bombs around himself. These still home-in on the player
-He may summon massive amounts of large crystal heads that all fire in unison; creating a large grid of deathrays with only small gaps for the player to dodge within
-He may summon a ring of large crystal heads around the player that begin firing inwards in pairs, effectively creating a spinning deathray for the player to fly around to dodge

Expert Changes:
-General attack speed increases
-Increased debuff timers
-Xeno-Bombs typically create more Xeno-Shards when destroyed
-Xeno-Shards have a stronger homing effect
-Small Crystal Heads' Xeno-Bullets and Large Crystal Heads' Deathrays are larger



Defeat: Stevens will shriek and then seem to split in half diagonally, creating a pillar of green light from himself as he does so. He then another shout as he seems to break apart, eventually exploding with a flash of light that obscures the whole screen.
Stevens Reborn (Continued)
Drops:

He may drop a sword that launches 4 crystals per swing; which explode into lingering clumps of crystal upon hitting an enemy, a tome that creates a vilethorn-esque chain of crystals that homes-in on enemies and creates a massive net of crystals upon hitting an enemy, a flail that creates homing crystals and explodes if the 'head' hits an enemy, a magic staff that launches a laser that then releases homing sparks, a fast-firing gun that causes all bullet types to explode, a summoning staff that summons mini-Steven heads that charge at enemies and fire lasers, a bow that fires special arrows that pierce and create massive explosions, and a whip that creates explosions and greatly increases minion damage. It can also drop a mirror-esque accessory that summons two of the minion Steven heads and additionally several crystal-like orbitals that deal contact damage.
In Expert Mode it can drop the Destabilised Xenomite Container; granting increased damage, crit chance, and lets the player irradiate enemies at the cost of reduced max health and health regeneration. Furthermore he can drop one of his hand/gauntlets that gradually increase the player's damage as they lose health, and also grant a boosted crit chance. Finally, it can drop wings based on his own, which have great flight time and speed but no extra abilities.

Lore:
Dr. Stevens' attempts to manipulate Xenomite's abilities into a weapon have culminated into this... form. However, his quest for power would be fruitless, and would simply lead to his own demise.

Hints:
-High flight time is strongly recommended, as many of Stevens' attacks involve trapping the player between projectiles
-Due to the nature of some of Stevens' attacks, simply running away is not recommended. The acceleration of the Xeno-Shards and the pulse attacks make this a generally bad option
-The Rod of Discord is, as ever, recommended for this fight

Extra Info:
-Stevens' death was initially a reference to Marx Soul's death from Kirby Superstar Ultra; splitting apart as they let out a shriek. Stevens' was, however, expanded upon for the sake of dramatic flair
-Stevens, being alive in this fight, is confirmed to have survived the aftermath of his original battle, which may explain why instead of dropping gibs as other bosses he instead just crystalised and vanished
-Despite the fact he has no lore connections to either Vortexia or the Elemental Chicken Dragon, both still need to be defeated prior to Stevens being accessible
--Interestingly, while these two and Dr. Stevens original fights all utilise lightning or electricity in various ways, this fight does not
[Added: 25/10/21]
[Final Notes]
And that was Boss Ideas 12

I will admit, bit out of practice at writing these due to how long it's been, and additionally anxious about making another page themed around an existing mod, but hopefully the guys over at MoR don't mind and this page doesn't take quite the nosedive as the Calamity one did all those years ago.

In fact, speaking of that, there's some secret 'meta' in this page, though to be fair you'd need to be a mega-nerd to notice the subtle trend amongst the boss concepts :P


Hopefully, though, this page was worth the wait to at least some people, and I hope you don't mind the move over to the TModLoader page.


Anyways, already got plans for both Boss Ideas 13 and 14 readied, however it'll likely be a while before then due to university work I have to do.

See you all next time :)
25 Comments
PeanutOfEG 18 Feb, 2023 @ 5:18am 
░░███████ ]▄▄▄▄▄▄▄▄ ---FIGHT AGAINST DOGE AND SAVE STEAM!
▂▄▅████████▅▄▃▂ COPY AND PASTE TANK TO JOIN WAR!
I███████████████████]
BoomBoomFam 5 Jun, 2022 @ 3:11am 
b e e g c h i c k i n g
PManW014 4 Jun, 2022 @ 11:29am 
░░▄ ▀▄▄▀▄░░░░░░░░░ This is Toby.
░█░░░░░░░░▀▄░░░░░░▄░Toby wants to take over Steam.
█░░▀░░▀░░░░░▀▄▄░░█░█He needs your help.
█░▄░█▀░▄░░░░░░░▀▀░░█Copy/paste Toby to help him.
█░░▀▀▀▀░░░░░░░░░░░░█If not, he will use the Legendary Artifact's power. On you.
█░░░░░░░░░░░░░░░░░░█
█░░░░░░░░░░░░░░░░░░█
░█░░▄▄░░▄▄▄▄░░▄▄░░█░
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friend :) 30 May, 2022 @ 7:18pm 
finally some female bosses that i can brutally kill
dfullington 23 Jan, 2022 @ 6:03pm 
the elemental chicken dragon is more of (a calamity boss than itself...) jungle dragon yharon
Random45 18 Nov, 2021 @ 12:59am 
I like bosses that are eldritch horror like hivemind , scarabus, leiviouvus and ect
Afternight_2 9 Nov, 2021 @ 4:39pm 
Terraria boss ideas: waifu addition

P.s.
I like :D
Okami Tomato  [author] 5 Nov, 2021 @ 11:18am 
aaaaaa
Luxarion 5 Nov, 2021 @ 10:15am 
-10/10 ADD MORE HENTAI!!!1!!!!11!!!!1!!!!!111!!!11!!!!111!!!!11!!!!11!!!!!!!!!
Okami Tomato  [author] 31 Oct, 2021 @ 2:41pm 
B-but there's already 5 female bosses here what d'you mean-