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He has no hand and never draws anything. His free hero power, however, lets him summon a random minion from his tiny deck, usually corresponding to his mana crystal count.

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He has no hand and never draws anything. His free hero power, however, lets him summon a random minion from his tiny deck, usually corresponding deck; contrary to his mana crystal count.the description, the summoned minions correspond to the turn count instead of being random.


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* MetalSlime: [[spoiler:He's a relatively rare encounter, and keeping him unharmed is even harder with the pressure he puts out and the Starving Crab you have to kill in order to do so. However, he also gives access to one of the most powerful treasures in the mode if you can avoid dealing damage to him.]]

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* ArtificialBrilliance / ArtificialStupidity: He has both cases. On one hand, he will not use his hero power on his minions who only have 1 health left, in other words he's not so stupid as to kill his own minions for nothing. On the other hand, his minions include Nerubian Egg and Devilsaur Egg, who have 0 attack but very beneficial Deathrattle abilities (summoning stronger minions), and yet if you leave these eggs at 1 health left, he won't kill them himself even if in player logic it would've been better to finish them off.

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* ArtificialBrilliance / ArtificialStupidity: He has both cases. ArtificialBrilliance: On one hand, he will not use his hero power on his minions who only have 1 health left, in other words he's not so stupid as to kill his own minions for nothing. nothing (before the AI overhaul).
* ArtificialStupidity:
On the other hand, his minions include Nerubian Egg and Devilsaur Egg, who have 0 attack but very beneficial Deathrattle abilities (summoning stronger minions), and yet if you leave these eggs at 1 health left, he won't kill them himself even if in player logic it would've been better to finish them off.off. After the AI overhaul, the "stupidity" part of the equation kicks in a lot more. He will often use his hero power on minions that have already attacked and ones that have only 1 health remaining, often costing him damage either by mixing up the order or killing a damaged egg that hasn't attacked yet.


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* DumbMuscle: Or to put it in his words:
--> "No speak smart-talk. Only speak WHIP!"
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Just For Pun is a disambiguation


* CripplingOverspecialization[=/=]WeaksauceWeakness: Minion-heavy decks are [[JustForPun bearly]] affected by him.

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* CripplingOverspecialization[=/=]WeaksauceWeakness: Minion-heavy decks are [[JustForPun bearly]] barely affected by him.
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crosswicking


* WhipItGood: His weapon. He even quotes this when using his hero power.

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* WhipItGood: His weapon. He even quotes this when using WhipOfDominance: He's a cruel trogg taskmaster who wields a [[ElementalWeapon flaming whip]], which he primarily uses on his hero power.
minions, [[BadBoss dealing damage]], but boosting their attack.
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[[center: [-[[Characters/HearthstoneHeroesOfWarcraft Main Page]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftHeroes Heroes]] ([[Characters/HearthstoneHeroesOfWarcraftAlternateHeroes Alternate]])-] | [-[[Characters/HearthstoneHeroesOfWarcraftSecondaryCharacters Secondary Characters]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftBattlegrounds Battlegrounds]]-] ]]

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Flurgl would later become a card in the ''Forged in the Barrens'' set, having traded fungal magic for fire magic and adopting the title ''Firemancer Flurgl''. He is a 2 mana 2/3 Shaman murloc Legendary that deals one damage to all enemies whenever you play a murloc.



* {{Whatevermancy}}: Fungalmancy.
* ZergRush: He uses an aggressive murloc/totem hybrid deck, which benefits greatly from his hero power.

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* {{Whatevermancy}}: Fungalmancy.
Fungalmancy whilst residing in the kobolds's catacombs, and firemancy whilst roaming the Barrens.
* ZergRush: He uses an aggressive murloc/totem hybrid deck, which benefits greatly from his hero power.
power. As Firemancer Flurgl, his ability to deal one damage to not just enemy minions, but the ''enemy hero'' as well whenever a murloc is played encourages the player to also adopt an aggressive, murloc-based strategy.
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* TheCameo: Appears in the ''Darkmoon Races'' set on the art of the mage spell "Conjure Mana Biscuits".
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* MeaninfulName: [[AwardingInactivity A. F. Kay]][[note]]A.F.K. is short for '''A'''way '''F'''rom the '''K'''eyboard[[/note]] does absolutely nothing. [[spoiler: At first, at least]]

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* MeaninfulName: [[AwardingInactivity MeaningfulName: [[RewardingInactivity A. F. Kay]][[note]]A.F.K. is short for '''A'''way '''F'''rom the '''K'''eyboard[[/note]] does absolutely nothing. [[spoiler: At first, at least]]
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* LazyBum: She spends [[spoiler: the first 6 turns of]] the fight doing absolutely nothing (Unless you give her a weapon or minion).
* MeaninfulName: [[AwardingInactivity A. F. Kay]][[note]]A.F.K. is short for '''A'''way '''F'''rom the '''K'''eyboard[[/note]] does absolutely nothing. [[spoiler: At first, at least]]

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As a card, The Darkness is 4 mana minion that begins as an uninteractable Permanent on the board. It shuffles 3 Darkness Candles into the opponent's deck, which snuff out when drawn. Once all three have been snuffed, The Darkness awakens as a 20/20.

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As a card, The Darkness is 4 mana minion that begins as an uninteractable Permanent starts out Dormant on the board. It board, unable to attack or be interacted with. Its Battlecry shuffles 3 Darkness Candles into the opponent's deck, which snuff out when drawn. Once all three have been snuffed, The Darkness awakens as a 20/20.


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* AntiFrustrationFeatures: As a card, The Darkness is pretty much the ultimate CriticalFailure for things that summon random minions; without its Battlecry, it can't be awakened, thus costing its summoner a board space for the rest of the game. As such, effects that summon random minions were eventually made unable to generate Dormant minions that can't wake up on their own (namely The Darkness and Magtheridon).
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The Evil Albino trope is being cut per the Trope Repair Shop for rampant misuse and ZC Es.


* EvilAlbino: What he looks like after being lost in the catacombs for so long.
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* RushBoss: In a different vein than Azari. The Darkness can put out a withering amount of pressure with its free 5/5 tokens and a truckload of removal, but with four copies of Looming Presence and no direct damage to speak of, it's vulnerable to burning out from fatigue damage if you can withstand its onslaught.



** He can randomly summon Rakanishu to deal damage, making him the first boss that can interact with the board without using cards, a hero power, or by changing phases.



[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/dungeon_vustrasz.jpg]]
[[caption-width-right:268:Show yourself, wretched thief.]]




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* {{Expy}}: His design and speech patterns resemble those of [[Literature/LordOfTheRings Smaug]].


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[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/dungeon_xol.jpg]]
[[caption-width-right:268:So clever to come so far... Let me see you...]]
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[[center: [-[[Characters/HearthstoneHeroesOfWarcraft Main Page]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftHeroes Heroes]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftSecondaryCharacters Secondary Characters]]-]]]
[[center: [-[[Characters/HearthstoneHeroesOfWarcraftBosses Bosses]]-] | [-'''Dungeon Run'''-] | [-[[Characters/HearthstoneHeroesOfWarcraftMonsterHuntBosses Monster Hunt]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftRumbleRunBosses Rumble Run]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftDalaranHeistBosses Dalaran Heist]]-] | [-[[Characters/HearthstoneHeroesOfWarcraftTombsOfTerrorBosses Tombs of Terror]]-]]]

Bosses found in the Dungeon Run adventure.

[[foldercontrol]]

!!General Tropes
* InfinityMinusOneSword: The Rod of Roasting, a 10 mana spell that casts Pyroblast with random targets until a hero dies. While less consistent than [[spoiler: Tad's Pole]] and [[spoiler: Quel'delar]], it can be obtained from the standard relic selection pool, meaning it can be obtained easier and earlier, and if you're lucky it can bail you out of some bad situations.
* InfinityPlusOneSword: There are treasures that are difficult to obtain, but far outclass the rest of them in terms of strength and are fully capable of soloing every boss:
** [[spoiler: Tad's Pole]], a 1 mana 0/1 weapon that Recruits a minion from your opponent's deck at the end of every turn. To obtain it, you have to [[spoiler: survive ten turns without damaging him]].
** [[spoiler: Quel'delar]], a 1 mana 6/6 weapon that deals 6 damage to all enemies whenever you attack with it, and always appears in your starting hand. To get it, you have to [[spoiler: pick the underpowered Hilt of Quel'delar and Blade of Quel'delar relics instead of the more appealing and flashy options]]. The nature of obtaining it means that [[EleventhHourSuperpower it's only available for the final bosses]], but it's well worth the effort.

[[folder:Level One]]
* WarmUpBoss: All of the first bosses are incredibly easy. The devs specifically designed them this way so that you'd have a chance to get invested in your deck.

!! Bink the Burglar
''This low-down thief preys on starting adventurers.''

\\
A common bandit. His hero power allows him an extra temporary mana crystal each turn, and his deck features thieves and bandits of all kinds.
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* SequenceBreaking: His hero power, which lets him flood the board (as best as a starter boss can).

!! Giant Rat
''The bane of every young adventurer.''

\\
[[ExactlyWhatItSaysOnTheTin A giant rat]]. It features an aggressive beast deck, and its hero power summons two 1/1 rats. Giant Rat also appears as a 2/3 token summoned by the Battlecry of Sewer Crawler, a 3-mana 1/1.
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* BossInMooksClothing: Less of a boss and more of an obstacle. It's not even given a name!
* FlunkyBoss: Summons 1/1 rats throughout the (probably brief) fight.
* {{Pun}}: His hero power is called Rat Race.
* RodentsOfUnusualSize
* ZergRush: Its main strategy is to spam out weak, cheap minions and go for the face. Fortunately, the majority of its minions have only 1 health, letting you easily destroy them en masse.

!! Wee Whelp
''It's just a baby dragon. But it's still a dragon.''

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A tiny dragon. He has an aggressive dragon deck, and his hero power deals two damage. Its artwork is recycled from the Whelp tokens summoned by Leeroy Jenkins and Onyxia, among others.
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* BossInMooksClothing: Less so than A Giant Rat since he at least has some kind of personality, but it's still just a random baby dragon.
* BreathWeapon: His hero power launches a little fireball.
[[/folder]]

[[folder:Levels Two and Three]]
* TookALevelInBadass: Some of these bosses can also be encountered in later levels. If so, they have an enhanced version of their hero power.

!! Candlebeard
''This kobold pirate's favorite move is chaaaarrge!''

\\
A kobold who started acting like a pirate ever since he got his hands on a pirate's treasure. He uses an aggressive pirate deck, and his hero power gives a minion of his Charge for 1 mana. If encountered at a later level, his hero power passively bestows Charge to his minions.
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* AttackAttackAttack: His main strategy, which is befitting a pirate deck, especially with that hero power.
* CaptainColorbeard
* TalkLikeAPirate: Mixed with the koboldian YouNoTakeCandle speaking. Would you prefer anything else?

!! Elder Brandlemar
''The bane of magic users, this furbolg can counter any spell.''

\\
A furbolg anti-mage. His hero power is Dampen Magic, which puts a Counterspell into play.
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* AntiMagic: He plays constant Counterspells.
* CripplingOverspecialization[=/=]WeaksauceWeakness: Minion-heavy decks are [[JustForPun bearly]] affected by him.
* MageKiller: His hero power can '''destroy''' any spell-heavy draft.

!! Frostfur
''These furbolg warrens feels unnaturally cold...''

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A furbolg who uses ice magic. Her hero power freezes an enemy minion.
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* AnIcePerson: Slows your advance by freezing your minions.
* BearsAreBadNews: As a furbolg.

!! Graves the Cleric
''This healing adventurer was separated from his old party.''

\\
A former adventurer who was lost in the catacombs. His hero power costs no mana and restores 2 health to all minions, synergizing with his deck which is based on healing.
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* EvilAlbino: What he looks like after being lost in the catacombs for so long.
* LampshadeHanging: ''[[EpicFail "You never go full Northshire!"]]'' [[note]]Northshire Cleric draws a card when another minion is healed. Graves' deck focuses on healing injured minions, and his Hero Power heals all minions. With two Northshires on the board, that's two cards drawn per healed minion... and there can be a lot of injured minions on the board. Do the math.[[/note]]
* LightIsNotGood: A Holy priest who's willing to kill any adventurers trying to take the treasure he's hunting.
* WhiteMage: Almost everything he does involves healing.

!! Overseer Mogark
''This trogg commander is extra "motivational" to underlings.''

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A trogg taskmaster with a flaming whip. His hero power deals 1 damage to a friendly minion and gives it +2 Attack. If encountered at a later level, his hero power bestows +5 attack instead.
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* ArtificialBrilliance / ArtificialStupidity: He has both cases. On one hand, he will not use his hero power on his minions who only have 1 health left, in other words he's not so stupid as to kill his own minions for nothing. On the other hand, his minions include Nerubian Egg and Devilsaur Egg, who have 0 attack but very beneficial Deathrattle abilities (summoning stronger minions), and yet if you leave these eggs at 1 health left, he won't kill them himself even if in player logic it would've been better to finish them off.
* BadBoss: He hurts his own minions to boost them up.
* DrillSergeantNasty: He has this personality, as close as a trogg can.
* WhipItGood: His weapon. He even quotes this when using his hero power.

!! Pathmaker Hamm
''There's more than one way for a kobold to dig a tunnel.''

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A kobold miner who prefers to use dynamite. His hero power deals 1 damage to two random enemies, and activates every turn. If encountered at a later level, this hero power deals 2 damage to each of three random enemies instead.
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* DungeonBypass: Implied to be his method of "digging".
* HoistByHisOwnPetard: In a very literal sense, as his Mad Bomber and Madder Bomber minions can kill him. He has a unique reaction when this happens.
-->"Not like this...!"
* MadBomber: Implied by his quotes and hero power. Especially prevalent with how his hero power has to be used every turn, even if losing the mana is a detriment, and how it's similar to the minion literally named Mad Bomber.

!! Seriona
''A twilight dragon bent on draining your minions.''

\\
This dragon utilizes a simple Dragon Priest deck. Her hero power reduces the attack of an enemy minion by 1.
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* EarlyBirdBoss: Surprisingly competent with Dragon synergy cards, and can give players a bit of a tough time if they can't defeat her quickly.
* NoCureForEvil: Averted, she has Flash Heal to keep herself alive.
[[/folder]]

[[folder:Levels Four and Five]]
* WakeUpCallBoss: At this point, most bosses become reasonably challenging, threatening to end a run if the player has made poor selections.

!! A. F. Kay
''Waylay this adventurer while she isn't paying attention!''

\\
One of Tirion Fordring's former "champions". Her hero power is Idle, which is two mana and [[JokeCharacter does nothing]]. [[spoiler: Or so it seems.]]
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* AscendedExtra: She was just a popular one-off gag from Knights of the Frozen Throne. Now she's another treasure hunter, and a very silly boss.
* BrilliantButLazy: [[spoiler: She's one of the most powerful opponents in the game, but she's too distracted to bother playing, at least initially.]]
* GoodBadBugs: Blizzard apparently didn't plan for a scenario where Kay gains a weapon (such as via Blingtron), and she will happily chop your minions to ribbons as soon as she gets one [[spoiler: Even if it isn't turn 6 yet.]]
* JokeCharacter: She's AFK. She does nothing. Her Hero Power does nothing. She never plays any cards. She literally does nothing. [[spoiler: [[SubvertedTrope For the first six turns, that is.]]]]
* TimeLimitBoss: [[spoiler: Her true nature. If A. F. Kay isn't beaten by turn 6, she'll suddenly realize that she's supposed to be playing the game, and will spam the board with 0-cost 8/8 minions, then refill her hand and do it again next turn. Not a single class in the game can weather this onslaught barring some extremely precise treasure/card combinations, so the only option is to kill her fast]].
* UnusableEnemyEquipment: Downplayed. [[spoiler:She uses Boots of Haste to play minions, then Bag of Stuffing to fill her hand again. Both cards can be found as a Treasure that you can pick up.]]

!! Battlecrier Jin'zo
''When he calls in the troops, they listen. Twice.''

\\
His hero power passively causes all Battlecry effects to trigger twice.
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* HoistByHisOwnPetard: All Battlecry effects trigger twice, [[ExactWords including your own.]] With the right deck, you can overwhelm him before he overwhelms you.
* RushBoss: Most of his deck consists of cheap Battlecry minions, which can overwhelm the player quickly in tandem with his hero power, and he has a lot of draw effects to keep his onslaught going. However, this also makes him susceptible to fatigue, and his minions can't trade well against bigger opponents.

!! Blackseed
''This furbolg's dark magic twists the other dungeonfolk.''

\\
A corrupted furbolg. His hero power evolves a minion into one that costs 1 mana more for free. If encountered at a later level, his hero power instead costs 1 mana, and evolves a minion into one that costs 3 mana more.
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* TheCorruption: Most likely a pawn of the Old Gods.
* EvilutionaryBiologist
* MyGodWhatHaveIDone: When he defeats the player.
-->"Did I... Did I kill it? What have I done?"
* TimeLimitBoss: When encountered later on. If you let him fill his board with minions, he'll rush you down.

!! Brimstone Warden
''At all costs, stop him from waking the ancient guardians...''

\\
He begins the battle with four 15/5 golems that can't attack, and have a deathrattle of causing him to lose mana. His 5-mana hero power silences all his minions, enabling them to attack.
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* StoneWall: Has many ways to gain armor, dragging out the fight and giving him the opportunity to awaken his minions. He also runs a ton of Poisonous minions and Secrets that activate when you attack his minions in order to keep your board clear.
* TimeLimitBoss: The moment he reaches 5 mana, he awakens his golems, allowing them to attack. No hero can survive this, so the player is forced to give up their minions to kill the golems and buy some more time.
* UnusableEnemyEquipment: The Stone Golems, 2-mana 15/5s that can't attack and cause the Warden to lose a mana crystal when killed.

!! Elder Jari
''This furbolg elder calls arcane energies to her defense.''

\\
A furbolg mystic who builds armor very quickly. Her hero power grants 3 armor for 1 mana, combined with a deck that uses many taunts.
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* DamageSpongeBoss: Among the spongiest in the Dungeon Run, with her ability to gain armor at absurd rates and the many Taunt minions she packs letting her easily survive into the late game and start dropping giant beaters like Tyrantus.
* SpiritAdvisor: The spirits speak through her. They apparently don't like the player very much.
* StoneWall: She not only builds armor very quickly, she also features other ways to gain armor and has plenty of Taunt minions.

!! Fungalmancer Flurgl
''This fungalmancer empowers his friends. With fungas.''

\\
A fat murloc fungalmancer. His hero power gives his minion +1/+1.
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* FesteringFungus: Growing on him and presumably his minions.
* TheUnintelligible: Most murlocs are, but he takes it a step further with nothing but gassy gurgling. If you emote, he responds by ''[[VomitDiscretionShot barfing]]''.
* {{Whatevermancy}}: Fungalmancy.
* ZergRush: He uses an aggressive murloc/totem hybrid deck, which benefits greatly from his hero power.

!! Gutmook
''This trogg elder and his minions flock towards sources of magic.''

\\
A king trogg. His hero power is passive, reacting to when the player casts spells. The first version has him summon Tunnel Troggs whenever the player casts a spell. The second, used when he's encountered at later levels, instead draws him a card and reduces its cost to 1.
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* HoistByHisOwnPetard: His upgraded Hero Power makes him draw whenever you play a spell, which a lucky adventurer can use to mill him or force him into fatigue.
* MageKiller: He can pile up cheap cards against a spell-heavy deck. He also uses cards like the Stonesplinter Trogg and Burgly Bully to benefit from your spells even further.
* SchmuckBait: He gets away with playing Millhouse Manastorm and Mukla, as the free spells granted by those cards lets a player walk right into triggering his hero power.
* ZergRush: Recklessly casting spells against him either results in a field full of Tunnel Troggs, or his hand being full of greatly discounted threats.

!! Kraxx
''This ancient stone guardian prefers the loot to stay here.''

\\
A massive stone golem. His hero power deals 1 damage to all minions, and his deck abuses this with minions that gain power when taking damage. Kraxx's artwork is shared with Mithril Golem, a 5/5 token summoned by the Mithril Spellstone.
----
* LivingStatue
* ShockwaveStomp: His hero power is meant to be a mighty stomp.

!! Lyris the Wild Mage
''She loves fire. Her minions love that she loves fire.''

\\
A pyromantic pyromaniac. Her hero power adds Arcane Missiles to her hand, synergizing with her deck, which is made entirely of [[OhCrap Flamewakers]].
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* AscendedMeme: She sometimes says "Spells are fun! So fun!" when using her hero power, which is Babbling Book's attack quote.
* DeathOfAThousandCuts: Almost all forms of her damage output come in 1-point increments. There's a ''lot'' of them.
* MagicMissileStorm: Pretty much her entire repertoire. If you survive long enough, she'll even throw in Archmage Antonidas and add Fireballs to the mix.
* PlayingWithFire: Not actually her surprisingly, but '''a vast majority of her deck consists of Flamewakers'''. If you last long enough, she starts fielding Archmage Antonidas for an endless supply of Fireballs.
* PungeonMaster: Her response to any voice emote is to loudly declare, "You're fired!" She then laughs and asks, "See what I did there?" The latter part is even excluded from her speech bubble.
* RandomNumberGod: She relies on Arcane Missiles and Flamewakers to splash random damage everywhere. Her deck doesn't do much else, but it really bullies weeny decks.
* WhenAllYouHaveIsAHammer: Her only tactic is to combine Arcane Missiles and Flamewakers to indiscriminately decimate anything in front of her. It's not a very complex strategy, but it's definitely a destructive one.
* ZergRush: She swarms the board with endless Flamewakers and plays a bunch of Arcane Missiles.

!! Mushhuckster Max
''You probably don't want the potions he's hocking.''

\\
A kobold potion salesman. His hero power brews a custom Mushroom Potion, which is functionally similar to 1-mana Kazakus potions.
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* CoatFullOfContraband: Depicted in his portrait. His opening line makes him sound like a drug dealer.
-->"Hey, wanna buy some fungus?"
* EasterEgg: Playing Kazakus against him.
-->"Kazakus. Back for more, eh?"
* PotionBrewingMechanic: His hero power.

!!Russell the Bard
''His tunes are catchy. Just ask your minions.''

\\
His 2-mana hero power takes control of a minion with 2 attack or less.
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* TheBard: Well, natch.
* CreatorCameo: Possibly named after Russell Brower, music composer of many a Blizzard game, ''Hearthstone'' included.
* EasterEgg: Wait for a while and he'll start singing the Kobolds & Catacombs theme.
* MindControlMusic: His hero power.

!!Spiritspeaker Azun
''This troll priest speaks with the dead... twice.''

\\
His deck is focused around completing the Awaken the Masters quest. His hero power lets all Deathrattle effects trigger twice.
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* TimeLimitBoss: Once he summons 7 Deathrattle minions (which comprises pretty much every minion in his deck) and completes the quest, he'll have an 8/8 Taunt on the board and 40 health. At that point, he'll almost certainly overrun you.

!!Thaddock the Thief
''One moment her minions are there... the next... gone!''

\\
She uses a deck focused around the Caverns Below quest. Her hero power returns a friendly minion to her hand for 1 mana.
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* ArtificialStupidity: She has a habit of playing a minion enough times for the Quest to reach 4/5... and then just leaves it on the board for you to kill it, meaning she has to start over again (unless she gets lucky and draws her other copy, or uses Flame Elementals to clear it instead). Particularly notable considering she's playing one of the best decks of the ''Un'Goro'' era, and has a hero power that should make completing the Quest a breeze. She'd likely be absurdly difficult if she was any smarter, so it's probably better to give Blizzard a pass on this one.
* TacticalWithdrawal: The basis of her hero power. It's even named "Tactical Retreat".

!! Waxmancer Sturmi
''This kobold can candle-craft minions at will.''

\\
A kobold waxmancer. She can shape wax minions with her hero power, creating a 1/1 copy of any minion for 1 mana. If encountered at a later level, her hero power straight-up creates a copy of any minion without modifications, but also costs 3 mana. Her deck uses a variety of Hunter cards with a focus on Deathrattles, so that her hero power can get more triggers of those effects.
----
* ArtAttacker: She molds minions out of wax to use as her servants.
* DoppelgangerAttack: She can create copies of minions on either side of the board. At her strongest, her copies are as strong as the originals.
* EarlyBirdBoss: She has been known to appear in Level Three, making her a little more difficult due to the player's lack of resources.
* {{Golem}}: Her wax sculptures.
* WaxMuseumMorgue: Implied with her quote if you lose to her, how she's telling you to stay still and let the wax cool off.
* {{Whatevermancy}}: ''Wax''.

!! Whompwhisker
''A kobold berserker who never fights alone.''

\\
A mighty kobold warrior. His hero power Recruits a minion for both players. His card counterpart is Kobold Berserker, a 3-mana 4/4 who automatically attacks a random enemy at the start of each turn.
----
* TheBerserker: Described as such in his blurb.
* EveryoneJoinTheParty: He whips minions from both sides into a battle-rage.
* HoistByHisOwnPetard: While he inevitably summons big minions from his own deck, he can end up doing the same thing for the player. A few lucky pulls and he loses as early as turn four.
* RushBoss: Pulling big minions from both decks mean that either he'll either quickly overwhelm you or get overwhelmed himself.
[[/folder]]

[[folder:Levels Six and Seven]]
* MyRulesAreNotYourRules: Most of them begin with an extra mana crystal.

!! Bristlesnarl
''This legendary furbolg hunter can quickly call on big friends.''

\\
A bramble-covered furbolg. His 3-mana hero power reduces the cost of the cards in his hand by 1.
----
* TheBeastmaster: His hero power calls cards to him, most of which consist of beasts and beast synergy.
* MightyGlacier: He'll spend the first few turns doing nothing but using his hero power, due to his cards all being quite expensive. Once he starts dropping minions, though, he can quickly overrun the player with their sheer stats.
* SerialEscalation: If you let him snowball, his hero power rapidly gets out of control.

!! Chronomancer Inara
''Once she powers up, beware of her mastery of time!''

\\
Her hero power costs 10 mana, but lets her take an extra turn at the cost of 3 mana crystals.
----
* ExtraTurn: Once she reaches 10 mana, her hero power does that.
* UnusableEnemyEquipment: Has several unique cards that were last seen in the ''Karazhan'' prologue battle. Prepare to see Archmage's Insight be used for a slew of free spells, and even more if Looming Presence is among those cards.

!!George and Karl
''These tag-team paladins went missing in Un'Goro.''

\\
A pair of paladins who somehow found themselves in the catacombs after being lost on an expedition in Un'Goro. George's 2-mana hero power gives all minions he controls Divine Shield, while Karl's hero power summons two Silver Hand Recruits. George goes first, and is replaced with Karl after being defeated. At any point in the battle, they can draw and use Tag Team, a 0-mana spell that swaps the two. Both Karl and George have individual 30-health pools which are conserved whenever they switch out.
----
* AscendedExtra: They were first mentioned in the flavour texts for Lost in the Jungle and Vinecleaver.
* NoSenseOfDirection: Their inability to navigate lands them in the catacombs in the first place.
* SequentialBoss: You'll need to beat through two separate opponents with different hero powers.
* SwitchOutMove: Performed to switch between George and Karl.
* ZergRush: A lot of their cards -- and Karl's hero power -- fill the board with minions, which can be problematic if they are all granted Divine Shield.
* UnusableEnemyEquipment: Tag Team, a 0-cost spell that swaps George and Karl.

!!Gnosh the Greatworm
''Always looking to devour the largest, tastiest minions.''

\\
Its hero power, which it uncontrollably uses at the start of each turn, destroys the minion with the highest attack.
----
* HoistByHisOwnPetard: Several of its minions can boost themselves really quickly, or can be killed to leave a bigger minion behind. Gnosh will then proceed to eat said empowered minion.
* HungryMenace: It's always hungry, and will eat the strongest minion on the board. Even its own.
* WeaksauceWeakness: If it eats anything with Poisonous, it dies immediately. Pit Snake, a Poisonous 1-drop included in the starting deck for Rogue, can thus kill Gnosh before it even gets a turn.

!!Ixlid
''Its deadly spores can kill an adventurer instantly!''

\\
Its hero power summons a Deadly Spore, and is used every turn where possible. This Deadly Spore may be a 1/1, but it also has Poisonous and the ability to instantly kill the hero if they connect.\\
\\
As a playable card, Ixlid is a 5-mana 2/4 Druid legendary that summons a copy of whatever minion its controller plays.
----
* HoistByHisOwnPetard: Priests can easily take control of the Deadly Spore and kill Ixlid with it. Any other class can do the same with the Amulet of Domination.
* OneHitKill: Delivered by the Deadly Spore. With the Magic Mirror or Amulet of Domination, you can even take one for yourself to use on the other bosses in the rest of the run!
* PlantPerson: Averted. He looks like a Fen Creeper, but WordOfGod says he's an earth elemental controlling a patch of mossy dirt.
* RushBoss: It has much lower health than most other bosses. However, its Deadly Spore instantly kills anything it touches, including the hero.

!!Jeeru
''Don’t rub the lamp! You rubbed the lamp, didn’t you?''

\\
Her 1-mana hero power, which she uses constantly, causes both players to draw three cards. She also runs a deck filled with various cards that can be helpful to the player, but the danger of overdrawing cards and going into fatigue is always present.
----
* BlessedWithSuck: Sure, this much card draw would be helpful... if you can play your cards quickly enough. You're also at a very big risk of succumbing to fatigue damage.
* HoistByHisOwnPetard: This much draw power also affects her, which often leads to her overdrawing too and losing potential threats.
* TakingYouWithMe: A very common ending scenario is for both her and the player to be in fatigue. Because her autocast hero power must finish resolving before deciding the outcome of a match, a late-game use of it will result in both combatants dying from severe amounts of fatigue damage.[[note]]Fortunately, a tie doesn't end the run. You just get to retry the level with a different boss.[[/note]]

!! Lava-Filled Chamber
''The kobolds attempted to board up this lava-filled chamber!''

\\
A dangerous cavern. Its passive hero power deals 2 damage to any minion either player plays.
----
* AscendedMeme: It's represented by -- what else -- the art for Magma Rager. It doesn't actually play the minion itself, for [[TooDumbToLive obvious reasons]].
* ExactWords: It only burns minions that are ''played'', but not summoned from other effects like Battlecries or hero powers.
* KillItWithFire: Its cards consist of fire and lava minions and spells, and its hero power burns minions that are played. [[ExactlyWhatItSaysOnTheTin It's a lava-filled chamber]], what did you expect?
* LavaIsBoilingKoolAid: Entering a chamber of lava deals 2 damage to you but nothing else.
* LavaPit
* LethalLavaLand: What the boss is meant to represent.

!! The Mothergloop
''Don't let its growing, gooey fiends get out of hand.''

\\
Its 2-mana hero power, which it uses at the start of each of its turns, gives all minions in its hand +1/+1. Its card counterpart is Corrosive Sludge, a 5-mana 5/5 whose Battlecry destroys the opponent's weapon.
----
* BlobMonster: And it even uses its slime to empower its minions.
* DoppelgangerAttack: Possesses lots of minions which can clone themselves to make the most of its hand buffs.
* SerialEscalation: The longer its minions are kept in hand, the larger they become.

!!Tad
''Look, this murloc just wants to fish, okay?''

\\
He has no hand and never draws anything. His free hero power, however, lets him summon a random minion from his tiny deck, usually corresponding to his mana crystal count.
----
* HoistByHisOwnPetard: One of his minions is a 4/1 Starving Crab that does 5 damage to him at the start of his turns. He even expresses [[OhCrap wordless panic]] when it gets fished out. Keep it alive and it will defeat him for you.
* NoHarmRequirement: [[spoiler:If you want his [[InfinityPlusOneSword Infinity +1 Fishing Pole]], you'll have to avoid dealing any damage to Tad himself. Given that he summons massive minions for free every single turn, this is definitely ''much'' harder than the alternative of simply killing him.]]
* PunnyName: His fishing pole is named Tad's Pole.
* RodAndReelRepurposed: The main gimmick of his fight as he reels in surprisingly strong minions. [[spoiler:The player can obtain his fishing pole that lets them reel in ''the opponent's'' minions.]]
* RushBoss: Has a very small health pool, but pulls out strong minions for free. Kill him quickly before they defeat you. [[spoiler:Or keep him at full health and [[HoldTheLine survive all ten turns of the onslaught]] for the InfinityPlusOneSword reward.]]
* TheUnintelligible: As per murloc standard.

!! Trapped Room
''Tread carefully. Don't... touch... anything!''

\\
A room filled with traps. It starts the battle with five random Secrets in play, and its passive hero power summons a 3/3 Buzzsaw each time one of its Secrets is triggered.
----
* DisasterDominoes: Because a lot of Secrets have overlapping triggers, it's not uncommon for one action to trigger two to three secrets at once, which not only hinders your initial play but suddenly spews out more buzzsaws.
* SheatheYourSword: If you heed the level description and don't play anything, you don't trigger any Secrets, and if you don't trigger any Secrets, it cannot set up any more and has little fighting power to boot. Because it's got a smaller deck than yours, it will easily die to fatigue damage before you do without any assistance. It is still a LuckBasedMission banking on it not drawing Ethereal Arcanist, or not having a Counterspell when you move to get rid of Ethereal Arcanist.
* TrapMaster: It runs less than ten non-Secret cards in its deck.

!! Treasure Vault
''Grab all you can, as fast as you can!''

\\
The Treasure Vault has no cards, no health, and starts the game with seven 0/10 treasure chests. Killing these treasure chests puts a random treasure in the player's deck for use later on. Its hero power costs 5-mana and ends the battle, resulting in an automatic victory for the player.
----
* BonusStage: What this encounter is meant to be like.
* MetalSlime: The Treasure Vault is a rare encounter that only gives you 5 turns to break its chests, giving you powerful treasure cards for each one. The chests have 10 health each, so you'll need to rack up the damage quickly.
* TreasureRoom
* TimeLimitBoss: How much treasure can you take in 5 turns?
* ZeroEffortBoss: The player cannot lose to this boss (except by [[PressXToDie conceding]]), though they can lose out on potential treasure.

!!Voodoomaster Vex
''He wants to be a troll. He cries for battle and rattles for death.''

\\
A crazy kobold who wishes he was a troll. His hero power causes all Battlecry and Deathrattle effects to trigger twice.
----
* ArtificialStupidity: He possesses Corpse Raiser [[note]]Battlecry: Give a friendly minion "Deathrattle: Resummon this minion."[[/note]] to enact MesACrowd on whatever minion he has, since the resummon effect is applied twice, and each deathrattle is doubled to boot. Thing is, he tends to use it on Bomb Squad [[note]]Battlecry: Deal 5 damage to an enemy minion; Deathrattle: Deal 5 damage to yourself[[/note]], which exposes him to more of its deathrattle without the benefits of its battlecry. An almost literal HoistByHisOwnPetard.
* CompositeCharacter: Having both the hero power elements of Azune and Jin'zo, his deck utilizes strategies from both.
* HollywoodVoodoo: He takes the already exaggerated voodoo of the trolls, and becomes a hyper-parody of ''that''.
* MesACrowd: With cards like Moat Lurker and more dangerous Carnivorous Cube that have deathrattles tied to battlecries, he can easily create an army of clones of any one minion.
[[/folder]]

[[folder:Final Bosses]]
* MyRulesAreNotYourRules: The final bosses all have 70 health, ensuring you're in for a long fight even though your hero starts with 50 by the time you face them. They also start with 3 mana, giving them a hefty advantage and letting them abuse their hero powers (where necessary) more freely.
* UnusableEnemyEquipment: Again, they also have multiple copies of Looming Presence, which draws 3 cards and bestows 6 armor.

!!Azari, the Devourer
[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/azari_about_your_deck.jpg]]
[[caption-width-right:268:I HUNGER.]]
--> ''In ages old, when Ancients broke\\
Azari of the Legion spoke\\
To tempt the mortals: gems of power\\
The weak succumbed, their souls devoured.''\\

\\
''The most terrible of demons is loose! And VERY hungry.''

\\
An annihilan with a bottomless appetite. His free hero power removes the top 2 cards of the player's deck. His own deck is filled to the brim with demons of all sorts, with the occasional Kabal Trafficker to put even more demons in his hand.\\
\\
Azari isn't a collectible card, but he is obtained with the player first playing Rin, the First Disciple. The player then needs to cast a series of Seal spells, each summoning a bigger demon than the previous, before the fifth and final seal adds Azari to their hand. Azari is a 10-mana 10/10 that destroys the opponent's deck when played.
----
* TheCorrupter: [[http://www.hearthhead.com/news/hearthstone-patch-10-0-kobolds-catacombs-spellstone-poem Flavor text of the nine spellstones]] reveals that Azari created them, tempting mortals with power so he can corrupt and consume their souls.
* HungryMenace: Eats away at the player's deck each turn, practically guaranteeing they will hit fatigue very quickly. In normal games, his hunger consumes the opponent's entire deck in one go.
* InstantWinCondition: In decks based around him, Azari is generally the game-ending play. Unlike most other games, not being able to draw a card is not an instant loss in ''Hearthstone'', but you're still [[HopelessBossFight making your opponent fight a 10/10 with nothing but the cards in their hand and on their board, while taking increasing fatigue damage on top of that]].
* OriginalGeneration: The Kobolds and Catacombs expansion is his debut into the Warcraft universe.
* RushBoss: Unlike other final bosses, he doesn't have much in the way of gaining armor or regaining health, and his demon-themed deck also means that he's taking a lot of damage from his own cards. That said, he doesn't need the extra health, as he depletes the player's resources and puts them into fatigue very quickly, encouraging them to play aggressively to win.
* SealedEvilInACan: Flavor text for Ruby Spellstone reveals that [[FaustianRebellion the spellstone's power was turned against him]], sealing him away. To get him in normal games, ''you'' have to do the unsealing. It's a lot of work, but putting the opponent into immediate fatigue pays off.

!! The Darkness
[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/fourmana2020.jpg]]
[[caption-width-right:268:Your light is dwindling, adventurer.]]
''There's a reason to always keep a light on down here.''

\\
A dormant monstrosity of unknown origin. Its hero power summons a 5/5 Darkspawn for 0 mana. However, to counteract this, the player is given three Luminous Candles, which are 0-mana spells that can destroy all Darkspawns. The Darkness runs a Priest deck with all forms of removal to supplant its free supply of minions, and nearly every card it has is darkness-themed.\\
\\
As a card, The Darkness is 4 mana minion that begins as an uninteractable Permanent on the board. It shuffles 3 Darkness Candles into the opponent's deck, which snuff out when drawn. Once all three have been snuffed, The Darkness awakens as a 20/20.
----
* AwakenTheSleepingGiant: Once the candles are out, all 20/20 of its stats wake up.
* CastingAShadow[=/=]PowerOfTheVoid: Natch, given the name. It uses cards like Twisting Nether and Shadow Bolt.
* DyingCandle: Drawing the Candle cards illustrates this, and once they're snuffed out, The Darkness is active and will ''end you''.
* EldritchAbomination: It's not clear ''what'' exactly this thing is. It's not a demon, and it doesn't look like an Old God creation. Whatever it is, it's massive, it's waiting in the dark, and [[ParanoiaFuel you can't stop it from coming]].
* LoopHoleAbuse: [[DevelopersForesight Averted.]] Trying to cheat the minion out (via Recruit or minions like Barnes) results in a 0/0 Token ''and no candles''. This is because its dormant state is an active effect, while the candles are a Battlecry.
* MookMaker: Its hero power spawns endless 5/5s for free. You have a lifeline, but once it's all used up, you'd better have a way to keep the rest in check...
* ShoutOut[=/=]MythologyGag: This is either a reference to the [[https://en.wikipedia.org/wiki/Dead_Alewives#Dungeons_and_Dragons_sketch Dead Alewives Dungeons & Dragons skit]] or to Blizzard's own [[https://heroesofthestorm.gamepedia.com/Darkness running joke]] about "Darkness" calling people.
* WeaksauceWeakness: As a playable card, the only way to turn it into an active minion is to draw all three of its candles. If even a single candle is removed from the deck through other means or burned from overdraw, the Darkness will remain dormant for the rest of the game.

!! King Togwaggle
[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/kobold_stole_my_deck.jpg]]
[[caption-width-right:268:Be dropping your treasures now! I take! Mine!]]
''Look out! He's loaded with loot from failed adventurers.''

\\
The legendary king of the Kobolds. He's retained his kingship for many generations due to being smarter than the average kobold - he placed a lantern over his candle to stop rivals from snuffing it out. Inside his lantern lives Rakinishu, a tiny fire elemental - his "magic candle" that guides him. His hero power is Magic Candle, which finds one of his many collected treasures for 3 mana.\\
\\
He later reappeared in ''Rise of Shadows''. For more information on that version as well as his general personality, see [[Characters/HearthstoneHeroesOfWarcraftSecondaryCharacters Secondary Characters]].\\
\\
As a playable card, Togwaggle is an 8-mana 5/5 Neutral legendary that swaps you and your opponent's deck around, but also puts a 5-mana King's Ransom in your opponent's hand to switch them back.
----
* ArtificialStupidity: He has a tendency to use his treasures at first opportunity, even if it's not the best time to. Stories abound of him using Mask of Mimicry to transform his entire hand into weak minions, or Scroll of Confusion while he has a board advantage.
* BanditMook: His playable version ''switches'' your deck with your opponent's, while giving them ''King's Ransom'' to switch back. He's a keystone of the mill 'Togwaggle Druid' deck, where they deplete their deck as soon as possible, force you to draw to a full hand with ''Naturalize'' to make you miss out on the ''King's Ransom'' to switch back, and robbing you of your deck while giving you a depleted one.
* TheComputerIsACheatingBastard: You know those insane GameBreaker Treasures you've been finding and have a handful of in your deck? His hero power creates them. Endlessly. Also, he starts at 3 mana.
* ConfusionFu: There's no telling what treasure he pulls from his hero power, but they're usually going to be bad for you.
* FriendlyEnemy: To the player, often showing up for banter and is the closest thing you have to a guide for the Dungeon. Of course, he still wants to defeat you and take all your treasure, and [[PragmaticVillainy the further you go, the more treasure he can get off you]]. He'll also congratulate you for beating the Dungeon with all nine classes.
* UnusableEnemyEquipment: Downplayed, in that the Treasures he summons can be picked up in the Dungeon Run. Also his familiar Rakinishu, who deals 4 damage to a random enemy every so often.
* WeakButSkilled: Togwaggle has easily the weakest deck out of all the final bosses, composed of weak kobolds and a few moderately threatening Rogue spells. He backs that deck up with the PurposelyOverpowered treasures exclusive to the Dungeon Run.

!!Vustrasz the Ancient
''His vast treasure stores are for the taking… if you dare!''

\\
A mighty dragon at the bottom of the catacombs, who is very protective of his hoard. He begins the battle with five 0/8 Master Chests. It may be tempting to break them to obtain whatever treasure's inside, but be warned -- Vustrasz's hero power, which he casts for free at the start of every turn -- deals 1 damage to the player and their minions for each missing chest.
----
* ArchEnemy: Vustrasz does ''not'' like Marin the Fox, and playing Marin against him prompts an angry response. Note that the chest spawned by Marin's Battlecry is the exact same as the ones that Vustrasz controls (right down to ''reducing the damage of Vustrasz's hero power''), implying that Marin stole from him before.
* BerserkButton: He gets mad when his treasure is taken, and his hero power grows stronger to reflect it.
* ChestMonster: Not in the traditional sense. If you ignore his Master Chests for long enough, thinking that he's effectively fighting with a drastically reduced battlefield, he starts buffing his Master Chests and attacks you with them, forcing you to eventually break them and risk facing his wrath.
* DisadvantageousDisintegration: The Wand of Disintegration is among the last things you want to use. You clear his board, but because his minions are also silenced before destruction, his chests are broken, you have no treasure, and Vustrasz is ''mad''.
* DragonHoard: Depicted as the Master Chests on his side of the field.

!! Xol the Unscathed
''She's got her eyes on you. ALL of her eyes.''

\\
Xol runs a Discard Warlock deck, focused on completing the Lakkari Sacrifice quest. Her hero power passively adds one of many types of Beams to her hand, almost always ensuring that she has something to discard. The beams are 3-mana spells that can do various things to your minions, ranging from taking control to freezing or destroying them. Whenever her hero power activates, she says a single word that hints to what the beam that she got will do, allowing a player to play around this.
----
* ArcNumber: Six.
** Her hero power gives her one out of six possible EyeBeams cards each time she uses it.
** She announces what EyeBeams card she gets by saying a word starting with F, the sixth letter of the alphabet.
** Her deck is based on Lakkari Sacrifice, a quest which requires her to discard a total of six cards. And since Lakkari Sacrifice produces a permanent portal, it reduces her playing field down to six minions max.
* DiscardAndDraw: Her deck is focused entirely on completing the Lakkari Sacrifice quest.
* {{Expy}}: Given the ''TabletopGame/DungeonsAndDragons'' theme of the expansion, Xol is obviously based off of a beholder.
* EyeBeams: Her signature ability and spells.
* HoistByHisOwnPetard: She runs four Howlfiends, which force her to discard a random card whenever they're damaged. This helps her quickly complete her quest, but ''after'' she's completed it, they can cause her to discard the Nether Portal quest reward before she can play it. The fight becomes a lot easier if this happens.
* LetterMotif: All six words she uses to describe her beams begin with the letter F.[[note]]Fear, Flame, Frost, Fatality, Flummox, Fatigue[[/note]]
* {{Oculothorax}}: Appears to be a disembodied head with many eyes.
* OutsideGenreFoe: At the bottom of the dungeons, which were filled with typical RPG monsters and opponents, you fight what looks like an alien from a sci-fi story.

[[/folder]]

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