A BossBattle where the boss remains in one place. It might be because the boss is too big to move and be a fair fight or because it's merged with something and can't move. Most often overlaps with PuzzleBoss or BackgroundBoss. If the boss is edging ever closer and you must defeat him in a time limit he may also be an AdvancingWallOfDoom. In older games, large bosses were largely stationary due to sprite limit count (and having to use background tiles as an alternative) and difficulty to animate background tiles.

Compare PivotalBoss. Contrast GetBackHereBoss.
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!!Examples:

* [[NoMoreHeroes Dr. Peace]] functions as one, simply shooting at the player from the pitcher's mound in the arena.
* The Chernabog battle and World of Chaos in ''KingdomHearts''.
** Marluxia's final form in ''KingdomHearts Re:Chain of Memories'': Marluxia remains immobile while his large, angelic specter attacks.
** From ''KingdomHearts II'' we have Thresholder and Xemnas' odd knight-like form in the final battles.
** Darkside, the first boss in the series, remains stationary then and during every other time you encounter him.
** [[TheNightmareBeforeChristmas Oogie Boogie]] as the mansion did not move (being a mansion and all,) and in the previous battle, he didn't move all that much.
** The Parasite Cage in Monstro was pretty stationary, too, the first encounter with it being a PivotalBoss.
** Ice Titan and Rock Titan, on account of both being nearly too big to fit in the arena, let alone move around it.
** The Cave of Wonders Guardian, being rooted to the ground.
** Basically, this series has a lot of them.
* Malus, the sixteenth and final colossus from ''ShadowOfTheColossus''. Because of this, some consider him an AntiClimaxBoss.
* In ''VideoGame/ResidentEvil4'', the castle boss. Castellan Salazar and his left hand man [[spoiler: fuse with a giant random plant (that is stuck to a wall) in order to make a giant ''talking'' plant........with tentacles]]
** The final form of Birkin in ''VideoGame/ResidentEvil2'' - the trick is to shoot him a lot.
** Plant 42 from ''VideoGame/ResidentEvil'', in the remake at least.
* All Orochi battles from ''VideoGame/{{Okami}}''.
* ''Franchise/{{Castlevania}}''
** ''VideoGame/CastlevaniaSymphonyOfTheNight'' has Beelzebub, a stationary, giant rotting corpse on hooks that attacks with [[NauseaFuel flies and maggots]].
** The Forgotten One in ''VideoGame/CastlevaniaLamentOfInnocence'', which is a giant chained up demon that resides locked up in the basement. Much like Beelzebub, it also drops maggots to attack you in its first phase.
** In ''VideoGame/CastlevaniaCircleOfTheMoon'', one of the mid-game bosses is a huge goat-headed monster locked into a giant pillory. It can't move, but attacks with summoned projectiles.
** Balore in ''VideoGame/CastlevaniaDawnOfSorrow'' is lying on the floor, with only his upper body visible. Only his arms move (and his [[EyeBeams eyes fire lasers]].)
* In ''VideoGame/{{Psychonauts}}'', the death tank operated by [[spoiler:Coach Oleander's brain]] didn't move.
** In her first few phases, the Hulking Lungfish from ''VideoGame/{{Psychonauts}}'' doesn't move. She stays on one side of the arena, attacking you from there. However, in her later phases, she does walk around the arena... and trap you with an AdvancingWallOfDoom...
* The Thorian in ''VideoGame/MassEffect1'', an enormous plant... thing. "This may be... problematic."
* ''{{Metroid}} Fusion'' also has an "enormous plant thing" boss. It's stationary, but it spews spores and things.
** ''Metroid'' does this a lot. Heck, the original [[BigBad Mother Brain]] fight was one!
*** And there was the Parasite Queen and Flaaghra bosses in Prime too.
** Metroid Zero Mission has one too: a large cocoon that hangs from the ceiling and doesn't move. After you shoot the things holding it in place, it falls down to the room below, where you fight the insect boss that hatches from it.
** Other bosses from Metroid include the Hive Mecha and Fire Drone from ''Prime'', the large worm that grants the Charge Beam and Mecha Ridley from ''Zero Mission''.
* Gooper Blooper in ''VideoGame/SuperMarioSunshine''.
* Barinade in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', sorta. At the start of the battle, the main body is linked via tentacles to the ceiling. You must chop it free in order to send it into a suicidal frenzy and kill it. Morpha kind of also counts, depending on whether you consider the strange water in the center of the room to be part of the boss or not.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has one boss, Diababa, that is stationary (but has a very long reach), and at least two, Morpheel is stationary in its short first phase before deciding to get up and actually fight.
** Kalle Demos in ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses vines to do the damage.
** In ''VideoGame/{{The Legend Of Zelda Oracle|Games}} of Ages'' though, there's one hugely puzzle-tastic PuzzleBoss, King Thwomp (yes, like [[SuperMarioBros the ones from Mario]]) who stays completely in the middle of the room, save for one dropping attack. He attacks by throwing bombs and fireballs and rocks at you. He's one of the weirder Zelda bosses.
** Gleeok from [[VideoGame/TheLegendOfZelda the original]], ''Oracle of Seasons'' (at first, before it goes OneWingedAngel) and ''VideoGame/TheLegendOfZeldaPhantomHourglass''.
** Vitreous in ''VideoGame/TheLegendOfZeldaALinkToThePast'' begins immobile, and only starts moving once all its mooks are dead.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'' has Facade, which is just a face in the floor that attacks with flying tiles.
* [[spoiler:GLaDOS]] from ''VideoGame/{{Portal}}''
** In ''VideoGame/{{Portal 2}}'', we have [[spoiler:Wheatley]].
* The final boss in ''VideoGame/{{Doom}} II'' is a demonic face on a wall that fires cubes that spawn demons on impact with a surface (or {{telefrag}} you if they land on you). If you use the no clipping cheat it turns out that the core of the boss is programmer John Romero's head on a stake.
* The FinalBoss of the ''VideoGame/FinalFantasyXI'' expansion ''Treasures of Aht Urghan'', as well as the FinalBoss of the Add-on ''A Crystalline Prophecy''. There are a few other {{Boss Fight}}s and not-so-normal enemies that are like this, as well.
** The goddess statues in ''VideoGame/FinalFantasyVI'' were stationary bosses.
** The Guardian in ''VideoGame/FinalFantasyVI''. You only see it in Vector after going through the Magitek Research Institute and in Thamasa where... well... you know...
** Braska's Final Aeon in ''VideoGame/FinalFantasyX'' is so big, you can't even see the bottom of him. He stands in a huge pit in the middle of the arena.
** Large creatures in ''VideoGame/FinalFantasyTacticsA2'' are pretty much always immobile.
** Malboro and Armstrong in ''VideoGame/FinalFantasyCrystalChronicles''
* DevilMayCry has the Leviathan heart. ''Three'' stationary targets to be exact.
* The large plant-like [[http://half-life.wikia.com/wiki/Tentacle Tentacles]] in the Rocket Silo in ''VideoGame/HalfLife1'' that relied on sound rather than sight. They are later encountered again in Xen.
** There are two of these bosses in the "Opposing Force" ExpansionPack. One in a sewage pipe when you had to fix a gearbox and turn a valve and at the end when you have to shoot a creature half way through a portal.
* The final fight in ''MagicalGirlLyricalNanohaAs''.
* Extremely common in ''FireEmblem'', and they're usually sitting on a tile with [[GeoEffects terrain bonuses]], if not the very tile you need to capture to win the level. One of the hallmarks of Hard Mode in the series is that bosses on levels other than "Seize ____" will charge the party when they would have remained still in Normal, and until ''[[VideoGame/FireEmblemAwakening Awakening]]''[[note]]which clearly shows any stationary boss to have no movement stat[[/note]], you won't know their AI has changed until they do it.
* Princess from the mansion in ''VideoGame/TimeSplitters: Future Perfect'' was immobile and highly disturbing.
** The Machinist's Robot from ''[=TimeSplitters=] 2''.
* The enormous "Metal Gear" [=DomZ=] in ''VideoGame/BeyondGoodAndEvil'' stamps its feet, but it otherwise remains in the exact center of its boss arena.
* The final boss of ''VideoGame/MonsterRancher EVO,'' Muu, stays in place. Your monsters are the only ones who move, which is nice, at least -- it means you can choose which attacks you want to use yourself, and don't have to jocky with him for position.
* [[spoiler:The Brain of the Many and SHODAN]] in ''VideoGame/SystemShock 2''.
* VideoGame/StarFox has plenty of stationary bosses, although some only in relation to the player. Free-range bosses usually move around, but ''VideoGame/StarFoxAssault'' has several exceptions, most notably the aparoid queen in the first form.
* ''VideoGame/WorldOfWarcraft'': Ragnaros is completely immobile, as are other beings with the same model. He still needs to be tanked though.
** Same goes for Murmur.
** Kologarn of Ulduar, who you only fought the torso of due to him standing in a massive abyss to fight you.
** From first glances, the final battle against [[spoiler:Deathwing, who stands from the torso up in the maelstrom as his power rips him apart and the raid finishes him off]].
* Half of the ''VideoGame/MegaMan'' final bosses. And some of the fortress bosses. [[VideoGame/MegaManX Rangda]] [[ThatOneBoss Bangda]]!!! *shakes fist*
* We also have a huge live 'processing plant' in ''VideoGame/QuakeIV''.
* The final boss of ''VideoGame/SilentHill3'' was immobile, too. Not to mention the strange growth in the apartment complex level of the same game (Glutton?), which was a pure PuzzleBoss; it even did not attack.
* The final boss of ''{{Obscure}}'' was also immobile.
* Every 3D [[SonicTheHedgehog Sonic]] game has a boss that simply stands in the same place and shoots at you from a stationary position. In this case, it's a matter of getting around them to their hidden weak points.
** ''Sonic 1'' for the Game Gear has a final boss, which is basically Robotnik standing in a tube while jet blasts shoot up from the floor in a pattern and an occasional energy ball flies across the screen.
** ''Sonic 2'' for the Game Gear had a first and a last boss like this, the former being down a pit and the latter being Robotnik himself in a wall-mounted gun emplacement.
** The Quartz Quadrant level of ''Sonic CD'' features a twist on this kind of boss. Robotnik stands on a platform over a conveyor belt that threatens to throw you into spikes if you stop running and he drops spiked projectiles onto you. After you hit him once, the boss is beaten by running towards him at full speed, eventually forcing the conveyor belt to break.
** A fair few in the Sonic series. Volcano Valley, The Biolizard, Ghost Kraken, Ghost Titan, Ghost Pendulum (all 3 ghosts from Sonic Rush Adventure), Crystal Egg (with the tubes around it and spinning flower beam things), and undoubtedly many more.
* The ''{{Kirby}}'' series has quite a few:
** The iconic Whispy Woods who makes an appearance in the majority of the games, along with his {{Expy}} King Golem, from ''Kirby and the Amazing Mirror''.
** The Combo Cannon, the Halberd Reactor, and Computer Virus, all from ''Kirby Super Star (Ultra)''.
*** Computer Virus deserves an explanation: The boss is stationary because it's a parody of an [[RPGElements RPG battle]].
* Several bosses from ''NinjaGaiden Dragon Sword'' and no doubt the other five ''Ninja Gaiden'' games..
** The original NES games had several of these, too. In the first game, fighting the Masked Devil sort-of counts, as the actual target (which does most of the attacking) is a stationary statue. The final demon boss is also stationary, too. In Ninja Gaiden 2, a boss about midway through the game is stationary, as are two of the three forms of the final boss. Ninja Gaiden 3 only has one stationary boss, being the second form of the three-part final boss.
* Old Marwood in ''KameoElementsOfPower''.
* Most (if not all) the bosses of ''[[VideoGame/{{Gauntlet}} Gauntlet Legends]]'' 64 were immobile or moved in an extremely limited way. Same with, again, most of the sequel bosses although a few of them (Lich?) could wander about
* ''CityOfHeroes'' (and ''CityOfVillains'') has the giant amoeba monster Hamidon, which is game-mechanically not so much a critter as a zone. The Thorn Tree is also stationary, as are the giant monsters Lusca and the Hydra. I may be missing others.
** Lusca does move, or at least relocates, several times during any battle with her.
* ''VideoGame/WorldOfMana'''s immobile bosses:
** The two AdvancingWallOfDoom bosses in ''VideoGame/SecretOfMana''.
** The boss guarding the Luna tower in ''VideoGame/SeikenDensetsu3'' (except for some very brief attack animations, he is never off screen); ditto the mask boss guarding the Shade stone; ditto Genova, the fireplace boss; ditto one of the final bosses.
** The last boss in ''VideoGame/DawnOfMana''.
** Tropicallo in ''VideoGame/LegendOfMana'' is not only immobile, you can't even hit it directly: you have to wear its HP down gradually by attacking its sprouts. This gets extremely tedious in the harder modes, as you have to deal with both the sprouts ''and'' the boss itself having much more HP. This was only partially the case in its appearances in ''VideoGame/SecretOfMana'', where it would occasionally tunnel to different spots on the map.
** At least one in ''VideoGame/ChildrenOfMana''
* In earlier NipponIchi games, most bosses wouldn't move unless your characters were in range to attack in one turn, so you can game this to your advantage by having your magic casters stand outside of this range and nuke them with spells. Later titles have them start moving the after they take damage to prevent this.
** ''VideoGame/{{Disgaea 2|CursedMemories}}'' features ''MakaiKingdom'' cameo Zetta as a truly immobile boss. He makes up for it to a degree by having an utterly absurd hit radius on his trademark [[EyeBeams Zetta Beam]], though there's a safe zone he can be attacked from with no fear of retaliation if you can manage to get closer to him.
** All of the World Eaters in ''SoulNomad'' are immobile. They make up for this by being able to zap you from far away with ''very'' powerful attacks.
* ''MapleStory'' - Zakum is more or less immobile, attacking with his arms.
** As are Pianus, Horntail, and the Balrog.
* ''RaidouKuzunohaVsTheSoullessArmy'' had perfectly-mobile enemies, except at the very end - the final boss's last two forms did not move (much) because they were too big.
* ''{{Contra}}'' featured a number of immobile level bosses.
** In the first game, they are fortified entrances to the enemy bases, but in all other games, they are various {{CosmicHorror}}s.
*** The boss of the Waterfall stage in the first Contra was a stationary CosmicHorror as well.
* In ''LegacyOfKain: Soul Reaver'' the spider based boss was grafted to a wall over the years and completely unable to move even if he wanted to.
* The [[BigBad Plutonium Boss]] in the original ''VideoGame/BlasterMaster''. It moved its head around to spit bouncing projectiles around, but otherwise stayed in the same spot for the duration of the battle.
* In ''VideoGame/CaveStory'', [[TrueFinalBoss Heavy]] [[KingMook Press]] [[BossBonanza and]] [[spoiler:[[SequentialBoss Ballos' last form]]]], though in the latter's room everything you can step on either moves or damages you.
* The Greater Guardian in ''EternalDarkness'' stays at the far end of the room behind several magikal shields while attacking and summoning mooks.
* A handful of boss-type monsters ([=MVPs=]) in ''RagnarokOnline'' are immobile, though they can attack at range and their slave monsters have no problem with motion.
* EccoTheDolphin has seen a couple; the biggest were the Vortex Queen and the Foe Queen's heart.
* ''VideoGame/LaMulana'' has Baphomet (whose only motions are to cast spells or to protect itself with its wings) and Tiamat (whose only motions are to turn around to avoid you, flick its tail at you while otherwise remaining stationary).
* Devil Gundam from G-Gundam fits this perfectly, while not as bad as Kira, it had a nasty slew of tricks to use. When he attacks, he fires a powerful motion wave gun that cleans 1000s out like candy and has two gundam heads which act as his invincible shield generators when he takes a certain amount of damage. Once he goes a lower level of health, he switches to a sweeping version of his attack (weaker thankfully) and summons a G-Crossover capable of hitting horizontally or Vertically. He is a nightmare for melee mechs.
* Poison Ivy in ''VideoGame/BatmanArkhamAsylum'', having merged with a giant mutated plant while under the influence of the Titan formula.
* The final boss of ''RatchetAndClankUpYourArsenal'', [[spoiler:the Biobliterator, stays in one place in the middle of the battlefield while you circle around it and shoot it down with the hovership. Another culprit of the AntiClimaxBoss tag.]]
** In the arena of ''RatchetAndClank Future: Tools of Destruction'', Crushto stays in the middle of the arena and turns to face you. This doesn't mean you can afford to be sloppy, though; his machine gun makes a spray of shots that can be tricky to weave between, and he can either suck in air to try and inhale you, or blow air to push you off the edge of the arena. He only moves when entering the arena, and jumping out during tag-team battles.
* ''VideoGame/{{Bayonetta}}'' features both Temperantia and Iustitia who stay still for much of their fight while you stand on a platform and attack them. Fortitudo will remain stationary if you stay on the platform at the beginning of the fight (though he'll come down and chase you if you jump off), and Sapientia's final phase is also like this.
* The first boss in ''VideoGame/AdventureIsland 2'' for the NES was one of these. It was a huge pulsating... something resembling a plant that filled the entire edge of the screen. It'd slowly grow tendrils to get at you while you wailed (ideally, with the help of the Pteranodon) at its pineapple-like core.
* Mother in the game VideoGame/{{Prey}} at the start is stuck within a massive ball of screens as she oversees the world you're currently stuck on.
* Shub-Niggurath, the final boss of ''VideoGame/{{Quake}}'', not only doesn't move, but doesn't even attack, relying on its [[FlunkyBoss minions]] instead.
** Chthon, the first boss, also counts.
* The Hell Atsche of ''[[NavalOps Warship Gunner 2]]'' is a fortress with a giant laser cannon on top.
* ''VideoGame/{{Odium}}'' has Messiah, who's pinned to a wall (and is annoyingly immune to all attacks that aren't done from up close), and Puppet, who for some reason cannot walk or even turn around. Which means that you can simply make all your men walk behind him and render him a ZeroEffortBoss.
* The [=DeepDive=] boss in ''AnUntitledStory'', who also doubles as SegmentedSerpent.
* [[TarotMotifs Th]][[AnIcePerson e]] [[InstantAwesomeJustAddDragons Wor]][[OneWingedAngel ld]] from ''HouseOfTheDead 4''.
* Zeus, the BigBad in ''VideoGame/WillRock'', is sitting on his huge throne at the top of the tall, monster-infested arena and will summon huge thunderbolts across the area to smite you. [[spoiler:The safest way to kill it is to reach him, go right between his feet (where you're out of range from many enemies), and shoot him to death.]]
* The [[RecurringBoss recurring]] [[CoresAndTurretsBoss Keeper's Core]], aka [[FanNickname Gun Wall]], among other bosses, in the ''VideoGame/{{Gradius}}'' series.
* While ''VideoGame/RadiantHistoria'' usually gives you the freedom to knock most bosses silly around the battlefield, good luck doing that with any of the giant spiders. [[spoiler:Or the final boss, once he goes OneWingedAngel.]]
* In ''VideoGame/{{Drakensang}}'' some bosses are unable to move, including the Evil Tree in Moorbridge, [[OurDragonsAreDifferent the Linnorm]] and [[DiscOneFinalBoss Jafgur]] in the first game, and the Newt Kraken [[spoiler:and the Water Dragon]] in the second game.
* ''Franchise/TombRaider 3'' has two clear examples in Tony and [[NoNameGiven that guy in Temple of Puna]]. Being hit by their respective fiery rain and lightning bolt is certain death, so it only seems fair. Sophia Leigh is also mostly stationary, and doubles as a PuzzleBoss.
** The final "boss" of ''The Last Revelation'' consists entirely of escaping the level while under constant fire from an angry Egyptian god.
* ''VideoGame/{{Prototype}}'' has Elizabeth Greene in a massive subterranean organism that bursts out in the middle of Times Square to swat military forces(and you) with its CombatTentacles and more.
* ''SpiralKnights'': The Roarmulus Twins do this until they've been damaged enough.
* Based on demo's shown so far, the larger bosses in ''GuildWars2'' like The Sunless or Shatterer make a DramaticEntrance, then remain in a single spot for the entire battle despite an Asura WaveMotionGun being aimed at his exact spot. Then again, [[AcceptableBreaksFromReality there would be no way to defeat him if he just flew around.]]
* The Outposts in ''VideoGame/BattlestarGalacticaOnline'' are of this sort, though their non-unique status means they're more like {{King Mook}}s. They have [[DamageSpongeBoss so much health]] and firepower, though, that you will still need a large party to take one down.
* ''RuneScape'' has the behomoth Stomp, who's only partway through a portal from another dimension because the rest of him won't fit and is therefore completely unable to pursue the player around the boss room, and the stalker Shadow-Forger Ihlakhizan, who is tied to four pillars over a deep pit and also completely immobile. This immobility does not make them any less deadly to an inexperienced or underprepared team.
* Rock Minotaurs in ''VideoGame/GodOfWar II'' are generally these. If you see a random pile of rocks between you and a grapple point, chances are when you approach it you'll be greeted by a rock minotaur.
* A number of bosses in the ''{{Geneforge}}'' series. Sometimes they are a MookMaker who simply doesn't have legs, others are literally wired into {{Magitek}} support systems.
* The final boss of ''VideoGame/FestersQuest'' is a machine which stands in one place, firing straight ahead.
* Von Toad II's machine in ''[[VideoGame/{{Something}} Something Else]]'' can't move but it's quite big. The only way to hit it is to jump on the ball projectiles it shoots out.
* In the first ''VideoGame/{{Gothic}}'', we have [[spoiler:Sleeper]]. He just stands in one spot and shoots fireballs at you while you try to break 5 pedestals standing around him.
* In ''ElShaddai'', the final battle with Ezekiel has her morph into a giant blob of flesh that sits in the middle of the arena, firing radial elemental-based attacks at you. At certain points, she splits in half and the top part of her chases you around while the bottom half stays where it is.
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