This page details noteworthy enemies and bosses fought in Dark Souls II
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for other character pages. Contains unmarked spoilers
, (as well some Late Arrival Spoilers
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The Forest of The Fallen Giants
The Last Giant
The Last Giant
It seems that the trees of the Forest of Giants really are the remains of the Giants from long ago. The Last Giant is the only living Giant remaining within the ruined woods.
- An Arm and a Leg: Deal enough damage to its upper body and its left arm will fall off, preventing the Last Giant from using it as a weapon.
- Golem: Appears to be made out of wood. Also, it's mentioned that the King made literal Golems using the souls of the Giants he slew.
- Grievous Harm with a Body: Rips its own arm off to use as a club as soon as half of its health is depleted.
- Impaled with Extreme Prejudice: Has a massive stone pillar impaled through its chest.
- Leitmotif: "The Last Giant". Oddly enough, it's reprised in the Memory of Jeigh, where you get to fight the Giant Lord.
- Mighty Glacier: Is slow, but very strong.
- Our Giants Are Bigger: The Last Giant is part of a race of golem-like beings foreign to Drangleic, unlike the deities of Anor Londo found in Dark Souls (characters like Ornstein and Artorias were larger than the Player Character, but still retained human body proportions). Their skin is akin to stone, and they have a hole where their face should be.
- Sole Survivor: As its name implies, it's the only giant to survive their invasion of Drangleic, though you can later go back in time, and be a significant part of that exterminating of the Giants. This is partly because it was impaled through the stomach in a cave beneath the castle, where it was presumably left for dead. You can, however, find two Elite Giants deep within the Black Gulch (up to four when playing with two phantom summons). It's strongly implied, then later confirmed note , that the Last Giant is, in fact, the Giant Lord you fight much later in the game, in a journey to the past, due to the area you find him in the present being the same and how angrily he reacts to seeing you, the nameless hero who bested him.
- Skippable Boss: Double-subverted: you can get to the Lost Bastille through Heide's Tower of Flame and No-Man's Wharf, but seemingly have to fight him anyway because the Soldier Key is necessary to get to the giant behind the King's Door, and thus the Giant Lord. In fact, this can also be bypassed by jumping straight to the giant from a ledge in front of the Cardinal Tower.
- When Trees Attack: It's basically a mobile, humanoid tree.
A mysterious warrior who travels by crow. Crows were once a symbol of the Goddess of Sin, long ago. The Pursuer hunts the Undead, perhaps to atone for his own sins. Hopefully, this will be your final showdown with this vagrant warrior...
- The Atoner: The descriptions of his sword and shield both state that he's hunting the bearers of the curse not for kicks, but as if to atone his own sins.
- BFS: His sword is enormous!
- Black Knight: He's a recurring, treacherous enemy throughout your adventures, and is one of the most ominous figures running around Drangleic.
- Creepy Crows: He's carried into battle by a giant crow, and the lore in the official guide heavily implies that he's tied to Velka in some form.
- Cyber Cyclops: Makes aesthetic reference to the trope, even if he's an armoured knight rather than a robot. His entry cinematic gives him a glowing, Zaku-style monoeye in his helmet's visor-slit before it fades away to show his entirely human nose and eyes.
- Early-Bird Cameo: He can be encountered on a platform near the second bonfire, well before his mandatory boss fight. Winning this fight lets you skip said encounter, but dying or leaving means you can never fight there again.
- Hero Killer: He's got a huge satchel of weapons strapped to his back that he never uses, most likely salvaged from other adventurers like you that he's destroyed.
- Impaled with Extreme Prejudice: He comes with an attack skewers you on the aforementioned BFS and inflicts you with Curse. Additionally, this allows him to unleash magic projectiles that aren't seen if you weren't impaled.
- Leitmotif: "The Pursuer" for his proper boss fight.
- Lightning Bruiser: Is huge, fast, and can dish out and take a ton of damage.
- Luckily My Shield Will Protect Me: Has an enormous round shield.
- Names to Run Away From Really Fast: He's not called the Pursuer for nothing.
- No Name Given: His real name, or even if he has one, is not revealed.
- One-Handed Zweihänder: Wields his enormous sword with one hand.
- Power Floats: Unlike most bosses, the Pursuer levitates through the fight, an indication that he's far more than just a wandering Undead killer.
- Power Glows: His BFS glows blue before his thrust attack.
- Recurring Boss: He shows up as a Skippable Boss in Iron Keep. You can later fight two at once in Drangleic Castle.
- Red Eyes, Take Warning: Has a single glowing red eye in his introductory cutscene.
- Shield Bash: Which breaks your guard.
- Siege Engines: The boss area where his mandatory fight takes place has a pair of ballistas that can be used on him. However, he can break them.
- Skippable Boss: You can get to the Lost Bastille by beating him, or go through Heide's Tower of Flame and No-Man's Wharf.
- Sword Beam: He can fire pointed blasts of energy from his sword as a ranged attack if you were unfortunate enough to have been stabbed by his cursed blade beforehand.
- Tiny-Headed Behemoth: His head is about the size of a human's, but the rest is much larger.
- Violation of Common Sense: One way to make the optional fight against two Pursuers in New Game+ easier is to let one of the Pursuers stab you with his Curse attack (assuming you have enough health to survive it). The attack animation is long enough that the other Pursuer's AI will assume you left the room and teleport away. This leaves only one Pursuer, a much more managable fight. You can then return to the room later after visiting a bonfire to finish off the other Pursuer.
- Walking Armory: Wears a quiver full of weapons, but only uses his Ultra Greatsword.
Heide's Tower of Flame
The Dragonriders are renowned as faithful servants of King Vendrick. Dragonriders rode onto the field of battle mounted on wyrms, but this was a hard-earned privilege. The training of the Dragonriders was arduous and fraught with peril. Only the best of the best could complete the training and join this elite unit of Vendrick's troops. Those who failed in this training were torn apart by the very wyrms they sought to command.
- Badass: The Dragonriders were the best of the best within the Drangleic army. That said, however, the order had waned and every Dragonrider faced is well beyond their prime.
- Blade on a Stick: Wields an enormous halberd. You can trade a Dragonrider's soul to Straid for this weapon, a twinblade, a bow or a greatshield.
- Easy Level Trick: It's possible to make the first Dragonrider you face charge off the platform into the bottomless pit.
- Conservation of Ninjutsu: The Dragonrider archer in Drangleic Castle has way less health than his melee counterpart, despite switching to the same set of weapon if aggro'ed.
- Dual Boss: Two of them show up in Drangleic Castle, with one initially shooting from afar with a greatbow until aggro'ed.
- Leitmotif: "The Dragonrider".
- Luckily My Shield Will Protect Me: They all carry a greatshield that blocks most physical attacks. Trading their boss soul with Straid can earn one for yourself.
- Mighty Glacier: The Dragonriders slowly move around the battlefield and take some time to swing their halberds, but they deal high damage if their hits connect. Their armour also ensures that they will last for a while.
- Nonindicative Name: Contrary to their title, Dragonriders do not ride actual dragons, instead riding wyrms; wingless draconic beasts used in a similar fashion to horses.
- Praetorian Guard: The Dragonrider order serves as Vendrick's personal bodyguard.
- The Remnant: Very few of the Dragonrider order remain, yet they still carry on their duties.
- Skippable Boss: The lone Dragonrider in Heide's Tower of Flame can be avoided altogether by simply proceeding through the Pursuer's boss fight, which leads you to the Lost Bastille anyway. The two Dragonriders in Drangleic Castle, however, are required to pass through the King's Passage.
- Training from Hell: The Dragonriders were said to undergo intense and dangerous training, with only those who passed being allowed to join the order while the rest who failed would be ripped apart by the very mounts they tried to ride.
It appears that we still haven't seen the last of Lord Gwyn's mighty knights - Dragonslayer Ornstein. But this time, he's alone, and something seems... odd. Instead of the lightning powers he once possessed, he attacks with the power of Darkness. Is this truly the same proud knight faced in Lordran? If so, the flow of time is distorted, indeed. If not, then where else could this Old Dragonslayer have come from?
- Achilles' Heel: Is vulnerable to magic and lightning attacks.
- Area of Effect: Jumps into the air and stabs his spear down to unleash a shockwave of Abyssal energy.
- Ass Kicks You: The above shockwave attack is the same butt-slam Ornstein uses after absorbing Smough.
- Blade on a Stick: His weapon of choice, which leaves him open on his left side. Trading his soul to Weaponsmith Ornifex will yield his trademark Dragonslayer Spear.
- Bling of War: Wears the same ornate armour as Dragon Slayer Ornstein, although it looks a little worn out and is of a grittier colour.
- The Corruption: Has been taken over by the power of the Abyss.
- Fallen Hero: It is strongly implied through his weapon of choice, his moveset, the design of his armor, the description of his soul, and his possession of the Leo Ring that he is the same Ornstein from Dark Souls, having suffered the same fate as his old comrade Artorias.
- Flash Step: His spear lunges are punctuated with near-instant movement, although it's less extreme than the previous game's Ornstein.
- Impaled with Extreme Prejudice: Once you damaged him enough, he will start using an unblockable spear charge that will impale you for a few seconds before throwing you away.
- Kung-Shui: Much like the previous game, he can accidentally destroy the pillars and chairs inside the cathedral.
- Legacy Boss Battle: The most obvious one returning from Dark Souls. Aside from a few new toys to play with in the form of Abyss sorceries, he's essentially a smaller second phase Dragonslayer Ornstein.
- Leitmotif: "The Old Dragonslayer". Depending on how you start your adventure, it might be your first taste of the game's Orchestral Bombing in a boss fight.
- Lightning Bruiser: Can attack by lunging across the room and stabbing the player with his spear. While he's not as strong as second phase Ornstein and lacks a companion, he's significantly more aggressive in his attacks.
- Meaningful Name: Given Dark Souls II takes place long after nearly everything in the first game was lost to memory, the "Old" in his name might refer to his status as a relic abandoned by time.
- Power of the Void: Can use the Dark Bead spell and unleash blasts of Abyssal energy.
- Scary Impractical Armor: Just like the first game's Ornstein, there's little explanation as to how he can perfectly see through his lion helmet's "mouth".
- Skippable Boss: The Blue Cathedral area you fight him is entirely optional and thus not needed to complete a normal playthrough.
The Flexile Sentry was assigned the task of emptying the dungeons of poor, cursed souls. This lizard-like creature oversees the ferrying of undead into the Lost Bastille.
- Conjoined Twins: Back-to-back, no less.
- Degraded Boss: A weaker Sentry appears in the Shaded Woods, just outside the entrance to the Shrine of Winter. Two more can be fought in the Frozen Eleum Loyce, in a cavern containing the key to the Frigid Outskirts and the Bone Fist.
- Drop the Hammer / Sinister Scimitar: The two halves of the body wield two scimitars and two maces, respectively.
- Dual Wielding: It's really more like Quadruple Wielding, accounting for the number of arms.
- The Ferryman: According to its flavour text, it keeps watch over the undead that are being shipped to the Lost Bastille.
- Flunky Boss: In New Game+ (or through the use of a Bonfire Ascetic), the one in No-Man's Wharf will be accompanied by two Suspicious Shadows that will hound you repeatedly, using their claws and throwing knives to build up your bleed and toxic meters.
- Ghost Ship: Their fight takes place within the hold of one, which you get to ride after winning.
- Impaled with Extreme Prejudice: One of the Sentry's most dangerous moves has it try to pierce you with one of its weapon, and if it does, it will hold you up above itself, followed with multiple stabs from the rest of its arsenal.
- Leitmotif: "Flexile Sentry".
- Lizard Folk: It has scaled, blue skin and its heads are very reptilian in appearance. It even lets out an audible hiss when dying, similar to the Man-Serpents from the first Dark Souls.
- Skippable Boss: The Ghost Ship you can sail on to reach Lost Bastille isn't the only way to get there, so killing Flexile Sentry is optional. The degraded Sentry in the Shaded Woods can be skipped by simply running past it.
The Lost Bastille
The Ruin Sentinel has no physical form; it's merely a Soul haunting a large suit of armor. The Sentinels are the creations of the mysterious "jailer". There are three Sentinels in the Bastille, with three names: Yahim, Alessia, and Ricce. Were those the names granted to the Sentinels by the jailer, or did they belong to the previous owners of these lost Souls?
- Animated Armor: They aren't actually alive, instead being souls bound to a set of tall, thin armor.
- Degraded Boss: You fight a number of them later on in Drangleic Castle.
- Drop the Hammer: Their primary weapon is a long polearm-like hammer.
- Lean and Mean: They're about thrice the player's height, and are comparatively thin.
- Leitmotif: "Ruin Sentinels", a brass bombardment followed by a rising Ethereal Choir around the one minute mark.
- Lightning Bruisers: They hit hard with their polearms, and they can move around the battlefield deceptively quickly. On top of wielding a shield, their individual health is high, often requiring the strongest strike type weapons to even dent them.
- Skippable Boss: If you've entered the Lost Bastille from both the Forest of Fallen Giants and No-Man's Wharf, a Pharros Lockstone can give you access to an elevator to the other side of their Boss Room.
- Wolfpack Boss: There are three of them in the Lost Bastille. You can fight up to five at once in Drangleic Castle if you aren't careful about which doors you are opening.
Gargoyles have been used as guardians throughout the ages, stretching back into the early Age of Fire. What brings these mysterious sentinels to life? Perhaps the sound of the bells they guard awakens them? Or do the gentle chimes comfort them in their long stone sleep?
- Artificial Brilliance: Once one is wounded enough, it will fall back and breathe fire while the remainder push forward to protect it.
- Blade on a Stick: Wield spears that can be charged with lightning, aptly named Gargoyle Bidents.
- Breath Weapon: They can breath fire if wounded enough.
- Bonus Boss: Fighting them rewards you with the Bastille Key and allows you to make a certain boss easier, but defeating them isn't necessary to progress in the main story.
- Call Back: A massive one to the Bell Gargoyles. You even fight them in a similar boss area, and with a remastered Leitmotif.
- Flight: They can take to the air and sneak behind the player with a plunging attack.
- Legacy Boss Battle: A straighter example than the Old Dragonslayer. They're way out of the standard gameplay, as is the Belfry Luna area, and they're considerably tougher than in the original game.
- Leitmotif: A remastered version of "Bell Gargoyle" from the original Dark Souls, this time called "Belfry Gargoyle".
- Our Gargoyles Rock: They're similar to the Bell Gargoyles from the first game, albeit without shields, a different weapon, and much more obviously made from stone. You can end up fighting all six at once if you're not careful and wear down individual gargoyles, as the activation for the next one is triggered by how low their total health has dropped.
- Shock and Awe: When one Gargoyle starts charging its bident, it will soon release a large discharge of lightning damage on you.
- Wolfpack Boss: This time there are six of them, and you have to fight them all! If you accidentally attack a gargoyle statue before it has animated, it will immediately come to life. A careless player could end up fighting all six at the same time!
The Lost Sinner eternally punishes herself for the sins of her past. Indeed, she committed what some would believe to be the ultimate sin - she attempted to duplicate the First Flame.
- The Atoner: A particularly extreme example - her previous incarnation's sins were so great that she's sentenced herself to a life of incarceration and torment to atone.
- Ax-Crazy: Due to (apparently self-imposed) isolation in the cell for so long.
- Badass Normal: By the standards of her race. All of the other gods and demigods (giant humanoids like Vendrick, the Witch of Izalith, the Four Knights, and Gwyn's family) you face in this and the previous game have some sort of magical trick or gimmick to give them an edge. She's just really, really good with a sword.
- BFS: Wields a massive claymore.
- Eye Scream: In her opening cutscene, a scorpion-like parasite wriggles into the left eye socket of her mask, and she's clearly in pain from it.
- Flunky Boss: Two black phantoms spawn in NG+ and onwards once her HP reaches 60% and below.
- My Greatest Failure: The Witch of Izalith's botched attempt to duplicate the First Flame, which instead turned her into the mother of all demons was bad enough that she's still atoning for it a whole incarnation later.
- Interface Screw: Her boss arena is quite dark by default, meaning that if you don't turn on the lights with your torch before you go in (not as easy as it sounds), your lock-on range will be severely reduced. Since she likes to jump around, she will often break your lock and then sneak in a hit while you're disoriented.
- Leitmotif: "The Lost Sinner".
- Master Swordsman: She's an old, tortured woman who's been rotting in a cell for centuries... who just so happens to be good enough with a sword to carve out a place for herself (literally and metaphorically) alongside demons, monsters, and abominations as one of the mightiest beings in Drangleic. She doesn't even need her hands free to dice your ass with that greatsword of hers.
- Room Full of Crazy: The entire cell containing the Sinner is covered in random text and screenings.
- Samus is a Girl: The Flavor Text for the weapons and armor that can be acquired after beating the Lost Sinner use female pronouns. The Sinner itself looks androgynous and inhuman, possibly even having a beard. NG+ heavily implies the Lost Sinner is somehow tied to the Witch of Izalith (you receive her soul after defeating the boss), a popular theory being that the insect is the same one found at the heart of the Bed of Chaos and is what's left of the Witch. She herself may be Quelana, who left for parts unknown at the end of Dark Souls.
- Soul Fragment: In New Game+ and onwards, she drops the Old Witch's Soul, which is implied to be what's left of the Witch of Izalith's Lord Soul and reinforces the theory that she's a reincarnation of sorts for her desire to relight the First Flame.
- Sword Plant: One of her attacks, in which she jumps high into the air in an attempt to plunge her sword into you.
- With My Hands Tied: Both her hands are trapped in wrist shackles. Doesn't stop her from wielding her sword well, though.
The Old Iron King's best soldiers, in their dark resurgence, have forgotten their original allegiance entirely. They seek to create a new kingdom - one of bone.
- Big Bad Wannabe: For self-styled rulers of Drangleic, they're pretty pathetic - each of them isn't significantly more dangerous than the tougher non-boss enemies you've faced by that point, let alone the monsters who come after.
- Dem Bones: They're skeletons. And lords.
- Flunky Boss: When you kill one, a bunch of skeleton mooks will spawn and attack you.
- Leitmotif: "Skeleton Lords".
- Playing with Fire: The third Skeleton Lord is a pyromancer.
- Sinister Scythe: One of them wields a scythe as a melee weapon.
- Sword and Sorcerer: Two Skeleton Lords are melee fighters, the third is a pyromancer.
- Wolfpack Boss: Each of them don't have that much health compared to other bosses, but there are three of them, and mobs of skeleton warriors will spawn when they die.
The Executioner has slain countless Undead, and continues to slay them again and again, eternally. Little does he know is that it is not by his own will that he slays the Undead, but that of his horse.
- Breath Weapon: The horse can breathe dark magic at you once you free it from the chariot.
- Corridor Cubbyhole Run: The first phase of the fight requires you to hide in alcoves to avoid getting run over by the chariot.
- Flunky Boss: Has 3 necromancers summoning skeletons to attack you. The annoyance is slightly lessened as the chariot runs the skeletons over as well.
- Hellish Horse: The chariot is pulled by a demonic two-headed horse. It's the real brains of the operation, and the primary threat - the rider is just a mindless Hollow being dragged along for the ride.
- Jousting Lance: Trading the Executioner's Soul to Straid of Olaphis will net you a heavy lance that's actually used on the chariot as wheel blades.
- Leitmotif: "Executioner's Chariot".
- Multiple Head Case: The horse pulling the chariot has two heads.
- Puzzle Boss: You need to lower a gate via a lever so that the chariot crashes into it and destroys the rider and carriage, leaving only the horse, though it's worth noting that unlike most puzzle bosses, this still means you're in for a tough fight after solving its gimmick. Alternately, if you wound it enough while it is riding around, the horse won't be able to make the jump across the gap, and will be left hanging on for dear life. One shot can finish it, kind of like Ceaseless Discharge in the previous game.
- Skippable Boss: The Undead Purgatory area you fight him is entirely optional and thus not needed to complete a normal playthrough.
The monster was once a man; a man whose love was unrequited. He expressed his desire by eating, and eventually transformed into the Covetous Demon. Is it some sick sense of love that it remains by the Queen's side? And why does the Queen permit and indulge this fiend's gluttony? Perhaps she wishes only to be desired.
- All Love Is Unrequited: It's stated that the Covetous Demon was once a man who loved Queen Mytha even after the Iron King banished her to the Earthen Peak, following her anyway. However, since Mytha had no affection for anyone other than the king...
- Evil Albino: There's a second pale-skinned one that shows up as a non-respawning miniboss in the 3rd DLC.
- Fat Bastard: He's a massive, sluggish abomination that draws parallels to Jabba the Hutt. He can even flail around and crush you under his weight!
- I Am A Humanitarian: Above him are urns containing prisoners. Break them with a strong enough ranged attack like an iron arrow or heavy bolt, and he'll stop to eat them whole, leaving him wide open. He furthermore has an attack that not only chomps on you, but also unequips all of of your gear.
- Leitmotif: "Covetous Demon", which oddly resembles "Scorpioness Najka" in composition.
- Mighty Glacier: He hits pretty hard, but is perhaps the slowest boss in the game, with heavily telegraphed attacks.
- Mooks Ate My Equipment : He's far from a mook, but one of his attacks involves gobbling up the player, chewing them up a little, and then spitting them back out with all of their gear unequipped.
- More Teeth than the Osmond Family: Has a wide mouth full of pointy teeth.
- Playing with Fire: Spits fireballs at the player.
- Recurring Element: A fairly subtle one to the Gaping Dragon, as both beings were once normal before being consumed by their abnormal hunger and transformed into grotesque monsters driven by nothing but gluttony. Furthermore, they both have an attack that involves eating you.
- Rolling Attack: A two-stage one. First, he'll flop onto the side. After a brief pause, he'll either finish the roll or start flailing around like a fish out of water, depending on where the player is.
- Was Once a Man: His gluttony twisted him so much that he became the disgusting creature you fight.
Mytha, the Baneful Queen
Mytha, the Baneful Queen
Once, long ago, Mytha was the fairest queen in all the land. Throughout the two kingdoms, none was more beautiful. Ever seeking the attentions of the King, she willingly poisoned herself in her eternal search for true beauty; she ultimately transformed into a monstrous snake-like creature. What passion fueled this change? Or is it a natural effect of the poison dredged up from the depths of the earth?
- Acquired Poison Immunity: To the point that poison heals her.
- God Save Us from the Queen!: If her title is of any indication, that is. Gilligan even says that her folly will get all the residents of Harvest Valley killed.
- Green-Eyed Monster: Her beloved had eyes for another. Nothing ever came of it on his end, but nor did he ever give Mytha any love in return. This drove her mad to the point of poisoning herself into becoming a monster, all for the sake of attaining further beauty.
- Kill It with Fire: The poison that she bathes in allegedly burns very well. So does she (just ask Jester Thomas).
- Leitmotif: "Mytha, the Baneful Queen".
- Losing Your Head: Mytha carries her severed head in one hand, which she uses as a Sorcery catalyst.
- Make Me Wanna Shout: Whenever she casts a spell or uses her "head bomb", her head lets out a shrill shriek.
- Regenerating Health: As mentioned above, Mytha recovers health from poison. Her boss arena is filled with a pool of poison, which the Earthen Peak windmill draws from below Harvest Valley. Unless you find a way to drain the poison, Mytha's health will regenerate during the fight.
- Snake People: Mytha turned into one of these due to her use of poison in order to obtain eternal beauty.
- Your Head Asplode: Mytha will occasionally throw her own head, using it as a Sorcery-powered grenade.
Click here to see the Smelter Demon found in the Iron Passage
A mass of iron that came to life, the Smelter Demon was responsible for the fall of the Old Iron King and his castle. From the depths of the earth it sprang, and incinerated the short-sighted king in a single blow.
While it initially appears to be the only one, there is another deep within the Brume Tower's Iron Passage. An older one, powered by magic rather than fire.
- Animated Armor: It's mass of iron that's been given a soul.
- BFS Wields an enormous iron sword. If you damage the boss enough, it'll stick the blade in its molten core, setting it aflame for extra damage. The blue Smelter Demon in the DLC takes it a step further by elongating the burning blade's reach, making for wonky hitbox shenanigans.
- Bonus Boss: Another Smelter Demon appears at the end of the Iron Passage in the Crown of the Old Iron King, and is cut off from the rest of the DLC area. Not only is it much tougher than the base game counterpart, but the reward for beating it is a piece of equipment that makes your life easier against the fire present throughout the level.
- Eyeless Face: Its face is a caved-in pit, similar to a Giant's.
- Flaming Sword : While not flaming initially, the boss will eventually set its BFS on fire.
- Horned Humanoid: Its helmet sports two large protrusions on the sides. The Smelter Demon found in the DLC has a more ornate helm decorated by bull-like horns.
- Kick the Son of a Bitch: The first thing it did after coming to life is incinerating the Iron King, but let's face it; the latter indulged in such decadences that it's hard to feel sorry for his death.
- Leitmotif: "Ruin Sentinels", shared with the bosses of the same name.
- Magic Knight: The blue Smelter Demon found in the Iron Passage deals magic damage instead of fire, and can launch a magic explosion with an overhead swing once its BFS is set aflame.
- Mighty Glacier: A very slow opponent, but one that can easily take off chunks of health per swing. Not only that, but its long reach and the small size of its boss arena makes it hard to avoid its attacks.
- Our Demons Are Different: It has the "Demon" in its name, but other than that it's a large Animated Armor burning with the fury of an inferno.
- Playing with Fire: It will cover its body, and later its sword, in flames to deal extra damage.
- Shout-Out: It backstory and intimidating behaviour draw parallels to the Balrog. It's a demonic entity awoken by a greedy king who Dug Too Deep in search of valuable metals, and who proceeded to kill said king and bring ruin on his kingdom.
- Skippable Boss: Its defeat isn't required to progress in Iron Keep, but it does get you a bonfire.
- Sword Plant : The Smelter Demon usually finishes its sword combos with one, though it's rather predictable and it stays still for its duration. But if you linger too close afterwards, it will unleash a very damaging burst of energy. After it creates its Flaming Sword, the area of effect doubles in size.
- Technicolor Fire: The Smelter Demon appearing in the DLC has blue flames, and similarly ignites its sword in pale blue fire. It's also a lot more powerful, and deals magic damage instead of fire.
- Torso with a View: Its upper body and pelvis are separated by a glowing core of fire lined with fangs, strongly resembling Nightmare's design in Soulcalibur IV.
- Turns Red: Twice, and both events happen fairly early on. First, the Smelter Demon will wreathe itself in the flames from its core; darkening the arena and giving it an aura that burns the player when they get close. After a little longer, the Demon will drive its own sword into its core to ignite it, giving its normal attacks additional fire damage.
- Turned Against Their Masters: The lore descriptions on its items suggest that the Old Iron King might have created the Smelter Demon, rather than simply finding it.
- Wake-Up Call Boss: Both of its enhanced states are designed to counter two of the most common boss-fighting tactics employed by players; namely getting close and strafing around (damaging aura), and hiding behind a strong shield (bypass with elemental damage).
Old Iron King
Old Iron King
A powerful but short-sighted king who exalted the virtue of might, the Old Iron King has been transformed into a demon. As his flesh burned away, his soul was possessed by the wicked things that lurk below, becoming Ichorous Earth. Crown of the Old Iron King
expands a bit on his history; a minor lord who enfeebled himself after having spent all his resources on the barren kingdom of Venn, he would have been condemned to mediocrity had he not stumbled upon the service of Sir Alonne and the Scorched Iron Sceptre, which allowed him to mold iron freely.
- Animal Motif: The symbol of his kingdom was the bull/minotaur. Both Iron Keep and Brume Tower are littered with cast iron mounted bull's head displays/busts and the occasional minotaur statue. He even commissioned a minotaur's head helmet. Appropriate, considering how damn bull-headed he was to make something of his kingdom.
- Asshole Victim: The king greedily mined his own kingdom to ruin and snubbed his own queen in favor of another. It's also heavily implied that he hunted the Undead for sport and tortured them for kicks, given the close proximity of the Huntsman's Copse and the Undead Purgatory. Make no mistake, he deserved to be incinerated by the Smelter Demon.
- Beef Gate: Acts as the guardian to the Crown of the Old Iron King DLC area since access to the portal warping you to it is possible only after defeating him.
- Big Red Devil: He was transformed into "Ichorous Earth", a humanoid demon with horns, bat-wings, and skin made out of volcanic rock. And you fight him in an area that couldn't be more at home in Hell.
- Breath Weapon: He can cover the whole field in fire with this, but uses it rarely.
- Came Back Strong: Regardless of how great the Old Iron King was before his death at the hands of the Smelter Demon, something possessed his corpse in the lava and turned him into the hideously powerful being known as Ichorous Earth.
- Collector of the Strange: The descriptions of several unusual weapons sold by Chancellor Wellager reveal that they come straight from the collection of the Old Iron King.
- Drunk with Power: His obsession with power and might is his defining trait. He entertained himself with Undead hunting, molded huge iron structures and statues (some of them animated) just because he could, consequences be damned, and it's implied he tried to conquer life forces themselves, which resulted in Animated Armor Army of Ironclads and Iron Warriors. This culminated with him building a solid iron citadel so massive it sunk into the ground under its sheer weight (building it on heavily mined-out volcanic lands didn't help either) and possibly a creation of Smelter Demon(s), these events costing him his life and humanity and toppling his kingdom. The description of the Brume Tower key even mentions a legend where he tried to create a dragon made of iron.
- Dug Too Deep: He mined enormous amounts of iron to build his castle. This awoke the Smelter Demon, and directly resulted in the king's demise, after which his corpse was revived as the monstrosity you fight.
- From Nobody to Nightmare: Started out as a minor noble stuck with nearly worthless land. Then he received two strokes of great luck: he became friends with the mighty Sir Alonne, and discovered an Iron Sceptre that allowed him to mine his land's rich mineral deposits. Eventually he became Drunk with Power, becoming a cruel tyrant who would reduce his own kingdom to a lifeless wasteland. Then he sank into the lava, came into contact with... something, and became the being nicknamed "Ichorous Earth".
- Leitmotif: "Old Iron King".
- Mighty Glacier: You only really fight his upper half, and his moves are telegraphed, but he is enormous and powerful. The biggest threat is simply being hit by him, because he can smash through your guard; or worse, you may just be thrown off the field and into the lava.
- Only Known by Their Nickname: He's only called the "Old Iron King" because its the only thing he's referred to as. His real name is unknown, and the "Ichorous Earth" title is only mentioned in the description of the Iron King Hammer and an offhand comment from Shalquoir. Although early builds of the game did have Ichorous Earth as the name above his health bar.
- Our Dragons Are Different: Isn't really a dragon, but definitely looks like one spliced with a demon. Uses similar attacks, too, and boasts a similar weakness to lightning.
- Recurring Element: Two of them:
- In the essence of lore, he's one of Gwyn (who also burned away when reaching into the flames), as he drops the Old King Soul in New Game+.
- In terms of appearance and arena, he's essentially the Dragon God from Demons Souls with less mouths, eyes, and arms, and size.
- Reincarnation: When talking to Shalquoir after you defeated the Old Iron King, she mentions how you've just met the new demonic form of the foolish king whose castle sank into the lava and was killed by the Smelter Demon. On top of that, he carries a fragment of what's hinted to be Gwyn's Lord Soul.
- Spikes of Villainy: Has multiple spikes on his back.
- Soul Fragment: In New Game+ and onwards, he drops the Old King's Soul, which carries a reference to Lord Gwyn from the first Dark Souls. For all intent and purposes, both met a similar fate of burning away.
The wife of Manscorpion Tark, a fragile soul created long ago by an ancient being in the throes of madness. Najka herself has succumbed to the very affliction which felled her master and has devolved into a ferocious beast, a threat to all living things.
- Body Horror: In the same vein as two known daughters of Chaos, she has the upper body of a woman, but the lower half is that of a massive scorpion.
- Beware My Stinger Tails: She has two poison-coated tails that she can use to either sweep you around or impale you with them, inflicting serious damage and instant toxic status in the process.
- Big Creepy Crawly: Is a woman fused to a giant scorpion.
- Cane Fu: Some of her melee attacks involve her swinging her Catalyst at you like a spear.
- Fast Tunnelling/Sand Is Water: She'll dive underground and chase you through her arena, later surfacing from right beneath you.
- Godiva Hair: Her human torso is stark naked, in contrast to her husband, who at least wears an armour chestplate.
- Leitmotif: "Scorpioness Najka".
- Magic Missile: Uses the Soul Spear and Homing Soulmass sorceries. Gets taken Up to Eleven with Soul Shower, which basically combines the previous two sorceries for a devastating barrage.
- Recurring Element: Being artificially fused to a a giant insect from the lower part of the body and being closely related to someone who met the same fate, Najka is this game's equivalent of Dark Souls's Chaos Witch Quelaag. Unlike the latter, Her lower body is that of a two-tailed scorpion, and her relationship with her husband Manscorpion Tark is antagonistic.
- Red Eyes, Take Warning: A close-up shot of her shows that she has red eyes just like her husband, but unlike him she means business against you.
- Sanity Slippage: Was originally capable of living in peace with her husband, but as time went on her condition drove her mad.
- Scary Scorpions: Her main body is that of a massive two-tailed scorpion with a shell hard enough to resist most physical attacks.
- Was Once a Man: Manscorpion Tark indicates that she was human just like him. Going by his dialogue and her soul description, they both may have been created by Seath the Scaleless.
Doors of Pharros
Royal Rat Authority
Royal Rat Authority
A loyal servant of the Rat King and the enforcer of his authority, this gargantuan Dog Rat is also responsible for testing the strength and virtue of visitors to his lord's domain.
- Angry Guard Dog: He's been given the duty of guarding Pharros' Labyrinth, and he'll come bearing down on you as soon as you step in his territory.
- Animalistic Abomination: An enormous, decaying, poisonous wolf-rat monster.
- The Champion: The Royal Rat Authority is actually the bodyguard for the Rat King, as well as a test for those wishing to join his covenant.
- Leitmotif: "Royal Rat Authority".
- Lightning Bruiser: Hits like a steam train and can move very fast across his boss area.
- Skippable Boss: Just walk to the leftmost staircase from the entrance to Doors of Pharros and you never have to fight him, or even go through most of the level.
- Swarm of Rats: If you don't deal with them in the first few seconds of the fight, his flunkies will make your life hell.
Brightstone Cove Tseldora
Prowling Magus and the Congregation
Prowling Magus and the Congregation
An Aldia warlock who occupied the abandoned Brightstone Cave Chapel and began using the site to conduct dark rituals with his Congregation of enslaved Undead. His minions do not take kindly to interruptions of their services and readily offer up intruders to their master as sacrifices.
- Degraded Boss: Another Prowling Magus can be found at the Rise of the Dead in the Shrine of Amana, just before the altar where you can un-curse yourself for free if you have no souls on hand.
- Flunky Boss: The Magus fights with his congregation, which is made up of several garden-variety hollows and two priests.
- Religion of Evil: You're practically stumbling upon a sinister sect and its decrepit Undead followers.
- Shock and Awe: The two priest are able to cast lightning-based miracles, often stopping you in your tracks.
- Squishy Wizard: Despite being backed up by several flunkies and capable of firing myriads of spells, his health is among the lowest for a boss fight.
The Duke's Dear Freja
The Duke's Dear Freja
A monstrous two-headed spider which serves as the Keeper of the Writhing Ruin. Apparently Duke Tseldora's pet and more than likely the progenitor of the swarms of parasite spiders which overran and destroyed Brightstone Cove. But what could the Duke have wanted with such an abomination, and what madness could have possessed him to allow the destruction of his own domain?
Grave of Saints
Royal Rat Vanguard
Royal Rat Vanguard
A servant of the Rat King tasked with overseeing the Grave of Saints burrow and testing the worthiness of those who seek an audience with his lord. This loyal rodent can be identified among his subordinates by the dark ridge of fur on his back, perhaps a symbol of his status in the underground kingdom.
- Flunky Boss: Leads a swarm of lesser rats, which makes it extremely easy to blend in and get the drop on you.
- Leitmotif: "Royal Rat Vanguard".
- Puzzle Boss: There's no special indication of what exactly you're trying to fight, as the Vanguard only appears after you've killed a number of normal rats and even then looks nearly identical to all the rest.
- Skippable Boss: With some skillful jumping or by paying Laddersmith Gilligan 12,000 souls, you can drop down to the cove below the entrance of the Grave of Saints and proceed straight to the Gutter, removing the need to even fight this boss.
- Swarm of Rats: Leads a swarm of them. The only thing distinguishing it from one of its pack is the crest of hair on its back.
- Taken for Granite: Its attacks are imbued with petrification buildup, which can potentially kill you in one hit if you're not careful.
- Zerg Rush: How its swarm of rats attack.
A patchwork entity born from an amalgamation of lost souls and the withered bodies they inhabited, over time The Rotten absorbed so many life forces that he came to possess a Wondrous Soul of his own. He dwells deep below the surface world, embracing all that arrive at his sanctuary for things unwanted or thrown away and granting them new life as part of himself...
- And I Must Scream: Even as you stand just outside of his boss room, you can hear several voices moaning and squirming. They belong to the bodies that make up the Rotten, still conscious and struggling to free themselves from this entity.
- An Arm and a Leg/Subsystem Damage: You can cut off either or both of his arms to prevent some of his attacks from working, and the left arm also drops a Pharros Lockstone. Humorously, the thing will try these attacks anyway (i.e. trying to chop you up with the blade held by his non-existing limb).
- Beef Gate: Became this for the first DLC, as the portal to new areas is located by the Primal bonfire, therefore you can't reach it before beating the Rotten.
- The Butcher: He wields a massive meat cleaver and adds his victims to himself.
- Eldritch Abomination: Of all the terrifying monsters in Dark Souls II, this is the one that comes closest to the term, seeing he's a heart-rendingly grotesque amalgamation of bodies that defies the world's logic and came to possess a Wondrous Soul on par with very powerful individuals like the Lost Sinner and the Old Iron King.
- Hidden Depths: Interesting, he does seem to have a hobby - repairing all those statues that annoy the the hell out of you in both the Gutter and the Gulch. When you enter his boss room, he botches his latest work, leaving him clearly frustrated. Plus, when you're right up against the boss door, if you position the camera right to hear it, you can hear him singing. One can only wonder if those statues are a reminder of someone he was once fond of...
- Grievous Harm with a Body: The Rotten is made up of hundreds of Undead piled on top of each other, being crushed under the cumulative weight. As a result, when he punches you, swings his sword, or attacks in any other way, he's doing this.
- Leitmotif: "The Rotten", which features a similar build-up and tone as "Gravelord Nito".
- Mighty Glacier: His attacks are fairly slow and he can't turn around quickly, but he's incredibly resilient, and those butcher strikes will cleave away your health if they connect. Lord help you if he ends up grabbing you.
- Monster Suit: There's a body jutting out of The Rotten's left shoulder, mimicking (or possibly controlling) his attacks.
- No Name Given: The Rotten is only known as that, although it did have the name Gryth the Rotten early in development.
- Obliviously Evil: Possibly. He may not consider adding people to his mass as a Fate Worse Than Death, but as a way to provide sanctuary for them when no one would.
- Pet the Dog: Despite being a horrifying abomination that dwells in the deepest reaches of the earth, he is said to grant sanctuary to all who have been tossed away from the surface, although by "granting sanctuary" he actually means to absorb them all...
- Recurring Element: Of Nito from the first game, being a mass of congealed corpses wielding a massive sword and residing in the deepest reaches of the earth. He even drops what is implied to be Nito's soul in New Game+ onwards.
- Soul Fragment: In New Game+ and onwards, he drops the Old Dead One's Soul, which is implied to be a remnant of Nito's power.
Looking Glass Knight
Looking Glass Knight
King Vendrick's lieutenant, charged with testing the prowess of those who seek to serve in Drangleic's order of royal knights. Ever dedicated to his duty, he continues to await challengers at the end of the King's Passage long after Vendrick's disappearance and the kingdom's subsequent collapse. Those who fail the test are remorselessly slaughtered by this enigmatic knight whose face lies hidden behind a cold metal mask.
- Badass: He's the measuring stick for testing aspirant royal knights, and he's terrifyingly powerful with his sword, which can shoot lightning for added awesomeness. Needless to say, very few have made it past him.
- Battle in the Rain: Fights you during a thunderstorm. Especially nasty, as being wet does indeed amplify lightning damage.
- BFS: Wields a massive sword that doubles as a lightning rod.
- Confusion Fu: Once he summons a player, there's no telling what weapons or tactics they'll use.
- Cool Helmet: Three faces, wearing a crown of thorns, all with a sigil over one of their eyes.
- Flunky Boss: Rarely, he stands his shield upright on the ground and channels a spell through it. Something humanoid only dimly visible in its depths will slowly begin to pound its way out. Sometimes or if you're offline, it's just a swordsman NPC that breaks out. If anybody used a Red Soapstone Sign just in front of his arena door, he'll summon a player instead.
- Leitmotif: "Looking Glass Knight", a climatic mix of chorus and orchestra which conveys the dread of having to fight this enigmatic knight in the middle of a storm. A few Psycho Strings can also be heard in the background.
- Luckily My Shield Will Protect Me: Has a mirror shield that protects against attacks and can summon allies to help it. Not only does it completely block any attack that hits it, it'll bounce most spells back at you.
- Mighty Glacier: He takes his sweet time walking up to you, and his sword swings are predictable. Then you realize that he hits for massive damage with it, has tons of hit points, and wields a shield that blocks all forms of attack if struck even once.
- Mirror Boss: He himself isn't, but what comes out of his mirror could well be.
- Mirror Monster: Mirror Squires that are summoned out from his signature greatshield, the King's Mirror.
- Mirror Universe: Not so much a mirror as it is a portal from other worlds.
- Musical Spoiler: Those who listen carefully to his theme will notice a plucking instrument tapping out almost the same tune as the harpsichord from the Old Monk's boss theme in Demons Souls.
- Rage Helm: A chilling inversion; his helm has three faces, the foremost one being set in an expression of utter calm with tears flowing from black, empty eye-sockets.
- Shock and Awe: Conducts bolts of lightning into his sword.
- Swapped Roles: With persistent use of a red soapstone or cracked red eye orb in the same area as him, the player will be the one who comes through his mirror.
Shrine of Amana
Demon of Song
Demon of Song
A hideous froglike Demon originally sealed within the Shrine of Amana. When the priestesses attending the Shrine and maintaining the seal eventually died or went Hollow the Demon was set free, luring unsuspecting humans into its lair by mimicking the song of the Milfanito.
- Enthralling Siren: The Demon of Song lures prey using the song of the Milfanito, who you sporadically encounter throughout the level. Then, when you reach it, you discover the reason it sings is because it's an enormous lake monster, and that's how it lures in its prey to devour them. The prey being you.
- Frogs and Toads: Resembles an enormous frog with a - relatively - short tail and a skull inside its mouth.
- I Am A Humanitarian: The only thing even referencing a penchant of eating human flesh is it's soul description.
- Leitmotif: "Demon of Song", although when you enter its boss arena, it'll still sing "Milfanito" until attacked.
- Mighty Glacier: It's a large target and attacks rather slowly, but it deals massive amounts of damage if it hits the player.
- Nested Mouths: Has a skull-like face and two long skeletal arms inside its mouth.
- Nigh Invulnerable: Its outer shell is impervious to damage, forcing you to wait until its face comes out of the frog's mouth to inflict any kind of damage.
- Singing Voice Dissonance: It is capable of perfectly mimicking the song of the Milfanito, despite looking like a skull-faced frog monster.
Velstadt, the Royal Aegis
Velstadt, the Royal Aegis
A trusted knight who faithfully served King Vendrick in life, Velstadt went for the Undead Crypt on Vendrick's orders and remained there with the Fenito and a contingent of royal guards, standing watch over the crypt to this very day and inexplicably slaughtering any who enter.
- Badass: Velstadt has been watching over the Undead Crypt for so long that his armour has been collecting dust, yet upon your arrival he stands up perfectly fine and readies himself up in a dramatic cutscene. He then promptly engages you in an extremely hard Climax Boss fight.
- Badass Cape: A twin-tailed one which is tailored in a scale fashion.
- Climax Boss: What comes after Velstadt's defeat is one of the biggest revelations in the game, as you find King Vendrick in the most pitiful state possible and are urged by the Emerald Herald to claim the one thing that grants you the right to take the Throne of Want for yourself and Link the Fire.
- The Corruption: Unlike the Old Dragonslayer, who has been taken over by the power of the Abyss, it's staying for so long in the Undead Crypt with nothing but Hollows (including his fellow knights and Vendrick himself that tainted him.
- Casting a Shadow: He's able to conjure wide-angle hexes such as Dark Hail or a massive Dark Orb in your direction should you stay far away from him, and he powers himself up with dark magic midway through the fight, strengthening his defences and damage dealt.
- Degraded Boss: In the Crown of the Sunken King DLC, Elana the Squalid Queen will summon a weaker replica of Velstadt if she's not calling forth several skeletons.
- Drop the Hammer: He's got a gigantic, bell-shaped hammer which doubles as a sacred chime.
- For Doom the Bell Tolls: His weapon makes a distinctive bell sound whenever he swings it.
- Kung-Shui: He can destroy the pillars in the boss room with a single attack.
- Leitmotif: "Velstadt, the Royal Aegis", a sinister symphonic piece, complete with tragic violin bouts, oppressive brass and a frightful Ethereal Choir; all of these elements lead the player to think Velstadt is protecting something incredibly dark, which sets up the big reveal of Vendrick having gone Hollow.
- Magic Knight: He can buff himself with dark power and cast hexes.
- Mighty Glacier: His hammer swings are fairly telegraphed, but they can take away a lot of health if they connect.
- Protective Charm: It's subtle, but where Velstadt sits there is a very clear circle of light, as if his very presence was acting as a shield against the dark.
- Recurring Element: Garl Vinland's surrogate. He wears similar armour (complete with near-identical helmet), wields a massive hammer to beat you around with, and serves tirelessly to protect his master, no matter what.
- Undying Loyalty: Swore to protect Vendrick even in death and has been watching over his king's grave for a very long time, only standing up to face trespassers.
- Weapon Across the Shoulder: His neutral stance.
- Weapon Twirling: In his intro cutscene, he'll twirl his bell-ornated giant mace in one hand, as if to warn you that yes, he's that strong.
What lies behind Velstadt *SPOILERS*
The former ruler of Drangleic, Vendrick is found fully Hollow after Velstadt's defeat as an optional boss. For more information on him, see the main characters page
A dragon kept in an enormous cage behind Aldia's Keep. It presently acts as the de facto guardian of the path to the Dragon Aerie, but more than likely began as an unwilling participant in the experiments conducted at the Manor.
- Breath Weapon: Standard fare for a fire-breathing dragon. Sometimes it spits a massive fireball instead.
- Degraded Boss: You can fight several more in the area following Aldia's Keep; the Dragon Aerie. However, they'll stay grounded once you're in melee range.
- Flight: One of the defining traits of this boss fight; it'll often take flight at a high altitude, raining down fire on you, and can perch itself onto the cage's wall similar to the Hellkite Dragon from the first Dark Souls.
- Lean and Mean: The Guardian Dragon's limbs are very sleek, in contrast to its humongous wingspan.
- Leitmotif: "Guardian Dragon".
- Our Dragons Are Different: They're not actual Ancient Dragons, but rather wyverns, who are their lesser spawns (the one atop the Dragon Shrine is the only true dragon in that regard). They only have one pair of legs as opposed to the Ancient Dragon's two, and closely resemble the Hellkite Dragon.
- Tail Slap: One of its primary attacks when fought up close and from behind. This is more prominent in the Dragon Aerie, where you fight several Guardian Dragons on the ground.
"The murk shifts and stirs. Yet another stands before us... Then so be it. For the curse of life, is the curse of want. And so, you peer... Into the fog, in hope of answers."
A dragon so old it was alive before the dawn of time. Its power has grown to godlike proportions and it resides in the Dragon Shrine as a deity; the few Undead who survive their journeys long enough to meet it seek its counsel in their quest for a cure. The Ancient Dragon willingly obliges its supplicants and harbours no ill intent toward visitors who show proper respect, but provoking its wrath will result in swift and unimaginably fierce retribution.
- Attack of the 50-Foot Whatever: The largest possible being you can fight in the game, and by no means a pushover. The Undead Hero is only the size of its finger!
- Black Speech: While it communicates telepathically with you, the gibberish whisper used is certainly reminiscent of it.
- Bonus Boss: The Ancient Dragon first appears as an ally, giving you an item required to progress the game. But if you attack it, you can fight one of the toughest bosses in the game. It also drops a Giant's Soul, one of five required to weaken King Vendrick.
- Breath Weapon: While it has many physical attacks when it feels you're too close to it, the Ancient Dragon mostly relies on its extremely powerful fire breath, which usually kills you in one hit if you're not conscious about stacking fire resistance.
- Damage-Sponge Boss: Barring Vendrick without Giant Souls in your inventory, this dragon sports a whopping 19,840 HP in standard gameplay, making it one of the longest boss fights. Plus, nearly all of its moves are One Hit Kills.
- The Dragons Come Back: Maybe not true dragons, but if the Aerie is any indication, the Ancient Dragon intends to restore its numbers.
- Flight: Like the Guardian Dragon, it'll fly up in the air to rain down fire over a large area if the player is standing too close to it, although it'll sometime take flight just for the sake of repositioning itself.
- High-Altitude Battle: The Dragon Aerie is already so far up in the air compared to the rest of Drangleic, but the Ancient Dragon resides at the very top of the Dragon Shrine, which is a massive castle overlooking the Dragon Aerie.
- Large and In Charge: It's the largest dragon you'll ever find, and it presides over the entirety of the Dragon Aerie, as well as the rest of the Guardian Dragons found there.
- Leitmotif: "The Ancient Dragon", a chaotic track that perfectly describes the unimaginable horror that awaits you once you earn its ire, turning it into a Bonus Boss.
- Marathon Boss: Due to its massive health bar and the scale of its attacks, almost always forcing you to reposition yourself every time it strikes, this boss is one of the longest fights in a Souls game, taking anywhere from 10 to 20 minutes. God bless you if you brought in additional phantoms, in which case its health is multiplied.
- Mighty Glacier: Its moves are fairly telegraphed, but they're all mostly One Hit Kills, and some (like the rain of fire) have a massive area of effect that makes its mobility irrelevant.
- Mighty Roar: Should you provoke it into a fight, it'll start standing up and respond with a deafening roar, signifying the beginning of a tremendously difficult boss battle.
- One-Hit Kill: Its fire breath becomes one at normal fire resistance (you need over 900 to negate it); in contrast, all of its physical attacks are oneshots by default, and nothing can change them.
- Our Dragons Are Different: A classic Western Dragon, and the only real dragon in Dark Souls II. The rest, like the Guardian Dragon, are wyverns that are the lesser spawn of the Ancient Dragons. Dialogue with Nashandra and Shalquoir imply that this Ancient Dragon is actually a fake, and that the only real one is already dead, its corpse hanging atop the arena where you fought the Duke's Dear Freja. Although the description of the Ancient Dragon Soul implies that it is indeed a real dragon.
- Parental Substitute: It's revealed in the Aerie that the Emerald Herald was raised by the Ancient Dragon, and the wyverns of the Dragon Aerie. Possibly part of why she's been helping you kill King Vendrick, and every other member of the human kingdom that remains...
- Physical God: What it has been elevated to according to the lore, and it's by far the most powerful being you will ever encounter in Dark Souls II. It even has an unnecessarily massive shrine erected in its honour!
- Reclining Reigner: As far as dragons can recline, at least. It sits comfortably on all fours when you first meet it, and only gets up once you've attacked it too many times.
- Red Eyes, Take Warning: Normally you wouldn't see them since you're so far away from its face. But when you provoke it into fighting you...
- Stronger with Age: It's stated that it has attained godlike power due to living for so long. The other dragons you meet in the game are nothing but whelps, and consequently pale in comparison to the Ancient Dragon.
- Tail Slap: Trying to hit its tail during the fight will prompt it to slowly whip it downwards, along with its hind feet alternatively stomping the ground.
Memory of Giants
The King of Giants who led the Giant's invasion of Drangleic, and tried to slay King Vendrick. His army laid waste to all of Drangleic, and left the Kingdom in ruins. The Giants were slain (near) to the last, their mighty Lord included.
Dark Chasm of Old
Dark Spirits of the Chasm
One of many travelers of the Dark Chasm of Old, identity unknown. This Dark Spirit takes the form of an Ironclad with twin Great Hammers which it uses with a rare and frighteningly powerful Dual Wield stance.
- Drop the Hammer: Wields two of them.
- Dual Wield: He's able to powerstance two Great Hammers, which is overkill against the player to say the least.
- Heavily Armored Mook: Wears the Ironclad Armor, which negates any chance of ever being backstabbed.
"Pretender to the Xanthous Throne"
A traveler of the Dark Chasm of Old, this Dark Spirit casts an unmistakable shadow and attacks with an array of deadly pyromancy.
- Call Back: The last time you fought an opponent labelled as "Xanthous" was in one of Dark Souls' Bonus Levels as an invading phantom. Here, you fight several in the Dark Chasm of Old, often in conjunction with other powerful Dark Spirits.
- Playing with Fire: Hurls a plethora of pyromancies at the player, usually along the lines of Forbidden Sun, Flame Swathe and Great Chaos Fireball.
One of many pilgrims wandering the Dark Chasm of Old, this unidentified Dark Spirit wields a Bandit's Knife and Mytha's Bent Blade; a tattered hood conceals its malevolent face. Who are these nameless explorers of the Dark, and what do they hope to gain when their pilgrimages reach an end?
An explorer of the Dark whose visage lies concealed by the monocle of Durgo's Hat. Whether this is in fact the legendary archer himself is uncertain - after all, what could so noble a hero hope to gain from lurking in the dark depths?
- Nice Hat: Wears an unique headpiece which enhances the range at which arrows deal effective damage.
Yet another of the pilgrims traversing the Dark Chasm, its face is obscured beneath a shadowy hood. Its wicked and murderous armaments raise many questions about the intentions, and the sanity, of those who walk the Dark.
"The Ghost of Princes Past"
Though at first glance the netherworld traveler might appear nondescript and mundane, its lightning-fast sword technique tells a different story. Who is this nimble warrior of shadow and from whom did learn this deadly art? The mysteries of the Dark Chasm are as numerous as the murderous eyes glinting from its shadowy corners...
- Royal Rapier: Wields Ricard's Rapier and will usually land several hits with it in quick succession. It's unknown if it's really Undead Prince Ricard himself, or an apparition forged from the memories encrusted within the Dark Chasm of Old.
"A Chip Off the Ol' Rock"
A pilgrim of the Dark Chasm whose striking resemblance to an old "friend" couldn't be a coincidence... could it?
- Carry a Big Stick: Wields a Dragon Tooth.
- Luckily My Shield Will Protect Me: His Havel Greatshield, which is once again the heaviest shield in the entire game with corresponding fortress-like resistances.
- Mighty Glacier: Moves slowly, but like Havel before him, will wreck unwary players with little effort thanks to his powerful weapon.
- Tin Tyrant: Unlike Havel from Dark Souls, whose armour was carved out from stone, his version of the armour is more metallic in appearance.
An enigmatic being that lurks in the heart of the Dark Chasm of Old. With the form on an angel of light and wielding mastery over pyromancy, magic, and dark powers, this strange creature defies explanation. What are the origins of this angel of the dark and of its lair? Perhaps some things are better left unilluminated...
- Achilles' Heel: Two of them. First, it's exceedingly weak to fire, meaning that the fight is generally considered trivial if you brought along a properly upgraded pyromancy flame. Second, it's a spellcaster, which means that if you tag it with the Profound Still hex (which prevents enemies from using sorcery), the poor thing only has a single not-tremendously-effective attack to fall back on.
- Badass Armfold: One pair of arms is constantly folded, while the other two arms unleash terrifyingly powerful magic. It's all it needs to blast you into oblivion.
- Bonus Boss: One of most easily missed bosses, due to requiring access to an obscure covenant and having to fight some of the hardest phantom NPCs in the game before even deserving the right to challenge it. Defeating it completes your progression in the Pilgrims of Dark covenant.
- Casting a Shadow: No surprise, given its domain. Of note is that it shares the same beam attack Nashandra utilizes, though its beam lacks curse abilities.
- Confusion Fu: It has the largest moveset of any boss in the game, being able to cast powerful sorceries, pyromancies and hexes.
- Dual Boss: Will create a clone of itself that shares the same lifebar when you get it to around 50% health.
- Frickin' Laser Beams: Can shoot a Soul Bolt inflicts heavy damage on you.
- For Massive Damage: It's cripplingly weak to fire.
- Giant Space Flea from Nowhere: The game provides little to no lore explaining its existence—or even what it is. It's a different story for the game guide, which expands a bit on the location's lore: the Dark Chasm of Old is implied to have been made from the remains of Manus, Father of the Abyss.
- Homing Projectile: Most of its attacks, drawn from a dark portal, have a tracking ability to them, forcing you to take a less static approach to the fight.
- Humanoid Abomination: Has a human shaped body, but just from its massive firepower, name and location, it's evidently something vastly different.
- Invisibility: It can temporarily cloak itself and drift away from one place to another, although you can still lock onto it.
- In the Hood: Its face, if it even has a face, is covered by a white hood, obscuring whatever's beneath it.
- Leitmotif: "Darklurker".
- Laser Blade: If you're too close to it, it'll start swinging a purple Soul Greatsword.
- Light Is Not Good: Resembles a four armed angel with radiant wings and sometimes casts a beam of light, along with with using a beam sword if gotten too close to. It's also an enigmatic being that's born in an Eldritch Location implied to be the scattered remains of Manus, Father of the Abyss, the Souls series' epitome of Dark Is Evil.
- Man of Kryptonite: Considering that the Pilgrims of Dark Covenant awards you with a hex-empowering ring when you join, the covenant leader sells more hexes than anything else, and you gain progressively more powerful hexes as you rank up, this is clearly a covenant meant for those intended to specializing in dark magic. To that end, quite a few players have taken Darklurker's massive dark resistance as a metaphorical slap to the face, though there is some comfort to be found in the fact that hexes' stat requirements also make you excellent at using miracles and pyromancy - the Darklurker is exceedingly weak to both fire and lightning.
- Multi-Armed and Dangerous: It has four arms, with a pair constantly folded around its chest while the other pair does all the spellcasting.
- Names to Run Away From Really Fast: It's falsely angelic, casts hellishly powerful magic against anyone who encounters it, lives in an Eldritch Location, and is called the Darklurker.
- Playing with Fire: Just one of many of its attacks involves launching three Forbidden Suns at you in quick succession.
- Squishy Wizard: Your battle against it essentially boils down to depleting its middling health (by Bonus Boss standards) before it nukes you with endless barrages of spells.
- These Are Things Man Was Not Meant to Know: Considering how frighteningly powerful it is, there's a reason the Pilgrims of Dark don't make themselves so easily accessible to prospective covenant members. Its soul description outright states that some things would better be left unilluminated.
- Thinking Up Portals: It conjures most of its projectile attacks from a dark portal.
- Villain Teleportation: Will utilize teleportation abilities often during the battle, either by going through a dark portal or simply cloaking itself for a scant seconds.
Throne of Want
Throne Defender & Throne Watcher
Throne Watcher & Throne Defender
Given the job of guarding the throne and ensuring no one else sat on it, respectively, these two did so even when Vendrick turned Hollow and left for the Undead Crypt. They eventually turned Hollow themselves, but have still fulfilled their duty to the last.
- Badass Cape: The Defender's armour sports a billowing cape that even covers some parts of the front armour. As such, he's an imposing figure, and his garb matches his royal duty.
- Badass Long Coat: The Watcher wears a white longrobe that extends down to his feet.
- Cool Helmet: The Throne Defender's helmet covers most of his head, resembling a bishop-like hat. While the wearable version of the helmet has a bearded mask made out of stone to replicate his face, the Defender's beard is indeed real◊.
- Dual Boss: You fight both of them at the same time. When one is defeated, the other will attempt to revive him back to full health, meaning that you must beat both at around the same time.
- Force And Finesse: The Defender and Watcher, respectively. The Defender doesn't have any flashy moves except raw strength and resilience, whereas the Watcher will often do backflips during the fight.
- I Am Not Left-Handed: Both bosses can buff their weapons with lightning when injured, but the Throne Defender will also cast aside his shield and start performing two-handed attacks as well.
- Impaled with Extreme Prejudice: They can sometime perform an unblockable piercing attack that impales and holds up the player for a few seconds before throwing them to the ground.
- Improbable Weapon User: The Throne Watcher's shield is actually made from a bell. If you create one for yourself, it even rings when struck.
- Leitmotif: "Throne Defender, Throne Watcher".
- Luckily My Shield Will Protect Me: Both have an unique shield that can be purchased from Ornifex by exchanging their souls to her.
- Red Oni, Blue Oni: The Defender is the Red Oni, and the Watcher is the Blue Oni, respectively. One is fast and tactful, while the other is strong and attacks brazenly.
- Sequential Boss: Zig-zags depending on whether or not you've defeated the Giant Lord already. If you have, they'll be the first boss fight in the sequence.
- She's a Man in Japan: Inverted. In the untranslated, Japanese version of the game, the Throne Watcher and Throne Defender are referred to with genderless pronouns. It's fairly obvious that the Watcher is intended to be a womannote , but a translator used "he" in her armor and soul descriptions in the U.S version.
- The Southpaw: The Watcher, who is notably the only left-handed humanoid boss in the vanilla game.
- Standard Evil Empire Hierarchy: They are, appropriately, the Guard and the Security Officer who removed all threats to King Vendrick.
- The Undead: A long time has passed since King Vendrick left the castle, leaving the Watcher and Defender to keep an eye on the Throne of Want. Unfortunately for them, both fell victim to the Undead Curse, and are Hollow by the time you fight them.
- Undying Loyalty: Even as Hollows they defend the Throne of Want as per their king's orders.
The Final Boss
Click here to see Nashandra's true form (WARNING: endgame spoilers)
"Brave Undead, you have proven yourself to me. Now, be one, with the Dark..."
Voiced by: Harriet Kemsley
The wife of King Vendrick, Nashandra persuaded him to declare war on the Giants and has remained isolated from the outside world as Drangleic fell into desolation and ruin. However, there is something sinister about her, something reminiscent of an ancient avatar of darkness once thought vanquished long ago in an ancient kingdom in a distant land.
- Affably Evil: She's surprisingly polite to the player character, even when the final boss fight rolls around.
- Ambition Is Evil: She sought the power of the Throne of Want specifically because she was the smallest piece of Manus' soul and yearned to undo her fragile state at any cost.
- Big Bad: Nashandra is responsible for the fall of Drangleic, her husband's insanity, and she is a "Child of Dark" - a shard of the soul of Manus, the Bigger Bad of the Dark Souls universe.
- Bitch in Sheep's Clothing: The player first meets her when she's in her human disguise, and she's very courteous. It also seems that she had most of Drangleic fooled, seeing as very few people are aware that she was the true architect behind Vendrick's war on the Giants.
- Black Widow: It's pretty clear that Nashandra came to Drangleic intending to woo the King, and then set Vendrick up to die fighting against the Giants. The first time you meet her, she even tells YOU that there's no room on the throne for more than one ruler, and tries to convince you to kill Vendrick and take the throne. When you finally meet the guy though (or what's left of him), it becomes pretty clear who's really in control...
- Blondes Are Evil : Her human form has blonde hair, though it's not easy to tell at a distance, and the Emerald Herald ultimately points her out as the story's true antagonist, and the mastermind behind Vendrick's downfall.
- Casting a Shadow: She creates a number of floating black fireballs around her that will curse the player if they get too close, and can fire a beam of dark energy. Once her health is down to half, she'll start charging up an explosion of darkness should the player stay too close to her, and it has a large area of effect.
- The Chess Master: Manipulated Vendrick and seeks to do the same to the Undead Hero.
- Composite Character: She's a dead ringer for many characters of the previous two games.
- Her true form looks a lot like Gravelord Nito, being mostly made up of skulls and coming close to a depiction of The Grim Reaper.
- It's hard to see her human form, but Official Art depicts her as a white-clad, melancholic woman quite similar to Maiden Astraea and Rhea of Thorolund (of course, her role in the story is nothing like theirs were). More notably, her form bears more than a little resemblance to Dusk of Oolacile who was in the hands of Manus in Artorias of the Abyss. Her clothing is a near perfect match, minus the crown.
- There's also a bit of Gwynevere in there too, being a tall, beautiful (and illusionary) woman who urges you to take the kingdom's throne for yourself under false pretenses.
- The Corrupter: Manipulated Vendrick into fighting the Giants so that she could take the throne for herself.
- Dem Bones: Her true form appears to be part skeleton, or at least very, very dead. The writhing mass of skeletons making up her "dress" also adds to the feeling.
- Evil Sounds Deep: Nashandra's voice is significantly deeper in her true form, though disturbingly it's just as calm as the one she has in her human guise.
- Fighting a Shadow: The description of her soul and the items made from it reveal she is only the smallest piece of Manus' soul, and seeks to become whole again.
- Final Boss: Defeating her allows you to start a new gameplay cycle, which is accessible as an option in Majula's bonfire. If you obtained the Giant's Kinship prior to fighting the Throne Defender and Throne Watcher, her boss fight will start immediately after their defeat. Should the player answer "yes" to the Scholar on all three encounters and kill Vendrick on top of fulfilling all conditions to access the Throne of Want, Nashandra's defeat is soon followed by Aldia's True Final Boss fight.
- Foreshadowing: While exploring Drangleic castle, the player will come across a large picture of Nashandra. If the player gets too close to the picture, he/she will get hit with a powerful curse spell. The curse spell is Nashandra's primary attack during her boss battle.
- God Save Us from the Queen!: Being the real Big Bad of the game, this is a given. Not to mention being a shard of Manus's soul.
- The Grim Reaper: She gives off this vibe in her true form, with a pile of bones making up most of her body and a massive scythe that she caresses in her pre-fight cutscene. True to her nature as a fragment of a world-destroying Eldritch Abomination, she's an anathema to all life in Drangleic.
- Humanoid Abomination: Her true form, while distinctively human in shape, is almost made up of bones and very emaciated, adding to her Grim Reaper-like appearance. She's also a shard of the Soul of Manus, Father of the Abyss, the connotation of which gives her vast power over the corruption that's been gnawing away at humanity ever since the beginning of the franchise.
- Lady Macbeth: It's doubtful the war would have happened without Nashandra whispering in Vendrick's ear.
- Leitmotif: "Queen of Drangleic", a melancholic, if somewhat sinister, piano piece note . The final battle theme, "Nashandra", is a Boss Remix, taking only the first 25 or so seconds from the piano piece before plunging into an epicly sinister Ethereal Choir.
- Light Is Not Good: Her human form is clad in white clothes and seems to take cues from Princess Gwynevere in terms of serenity, but when you talk to her, she makes it increasingly clear that she's pulling strings on you for a sinister purpose. That, and she's a being born from the shattered soul of Manus, the Souls series' purest example of Dark Is Evil.
- Manipulative Bitch: Manipulated Vendrick into causing his kingdom's downfall, and deliberately waits for your breakthrough in the Throne of Want in order to claim it for herself.
- One-Winged Angel: While you see her in human form at Drangleic Castle, encountering her in the Throne of Want has her pass through the same fog gate as the player as a Grim Reaper-like entity.
- Pimped-Out Dress: Disturbingly, it seems to be made out of writhing skeletons.
- Sequential Boss: Zig-zags depending on whether or not you've defeated the Giant Lord already. If you have, she'll appear immediately after you defeat the Throne Defender and Throne Watcher. She also becomes a stepping stone to Aldia should you unlock the True Final Boss fight.
- Sinister Scythe: Wields a nightmarish-looking scythe.
- Soul Fragment: The most defining example in a game ripe with these, as she is stated to be the tiniest shard of Manus' shattered soul, and similarly wishes to plunge Drangleic into the Dark.
- Statuesque Stunner: While you're unable to get a close-up of her, she, in her human form, sits comfortably on a large throne that's comparable to the two empty ones in the throne room behind Chancellor Wellager, and is at least three times as tall as the Undead hero.
- Walking Spoiler: As an endgame boss and the true mastermind behind King Vendrick's actions, this is a given. She also ends up being nothing more than an extension of the Manus, the Father of the Abyss, and the DLC adds a few characters that share her modus operandi.
- Woman in White: Nashandra's human form is clad in white robes. She's also a Black Widow of epic proportions.
- You Have Outlived Your Usefulness: She seems to pull this on the hero in the final battle, though it's a little vague: considering her respectful tone, she may consider making the player "one with the Dark" a reward. Especially considering the alternative fate that awaits them should they blindly plunge ahead on Shanolette's orders.
The True Final Boss
Aldia, Scholar of the First Sin
Voiced by: David Gant
King Vendrick's elder brother. Like the king, he sought to find the secret of breaking the Undead curse, but he had a much different vision on how it could possibly be attained.
Makes his formal appearance in Scholar of the First Sin
as the titular character. Having failed in his quest to attain immortality, Aldia watches over the events of the game, and appears before the Bearer of the Curse throughout the latter's journey, questioning the meaning of their struggle.
- Character Title: He's the titular "Scholar of the First Sin" in the update patch.
- Complete Immortality: Given that he drops no souls nor his own Soul upon his "death", keeps on speaking to the player despite being gone and his research was dedicated to understanding the Giants' immortality, it could be that he succeeded in that regard despite his current form.
- Dynamic Entry: He likes to say hello by literally exploding out of the floor, hurling back anyone caught in the blast. It doesn't do any damage for most of the game, but it's definitely something to watch out for in his boss battle.
- Eldritch Abomination: He appears in the update patch as a grotesquely deformed mismatch of roots, flesh and fire that's somehow interconnected to the bonfires, has tremendous power over fire and drops neither souls nor his own soul upon death. The last bout implies that he's completely removed from the cycle of Life and Death, as well as Light and Dark.
- Green Thumb: Aside from his fire, his main method of attack is to create massive tree roots to attack the player.
- Homing Projectile: His Fire Orb attack will track a player once cast.
- Immortality Seeker: Just like Vendrick, he sought to put an end to the Undead curse, but his researches led him to study the immortality of the Giants that invaded Drangleic, in hopes of unveiling the secrets of life.
- Mad Scientist: His keep is littered with the equipment and results of his many experiments. As well as a few still-living specimens. Many of the items that make a reference to him also tie him with the terrible deeds that were performed in his mansion, and Vendrick also ended up confining him there for good measure.
- Playing with Fire: He seems to be somehow connected to the bonfires throughout the game, and during the final fight itself uses fire as both a defensive and offensive measure.
- Recurring Element: Like first game's Arstor, Earl of Carim, Aldia is a highly immoral genius who sought a cure to the curse, and is not seen within the game, even though he's important lorewise. He's also similar to Darkstalker Kaathe, seeing he's someone who suggested the idea of seeking a different solution than linking the Flame to the Chosen Undead, and his presence in the game unlocks a new alternate ending where that better option turns out to amount to nothing.
- Stone Wall: He doesn't move around much save for teleporting once in a while, and his attacks are fairly predictable and usually don't one-shot you. However, his elemental resistances are completely through the roof, and you can't engage him in melee safely due to the raging fire surrounding him.
- Take That: When first encountering him, he commends you for making this far and encourages you to continue your quest, before dropping this Bait-and-Switch Comparison that's totally not taking a dig at Saulden:
Young Hollow, do you wish to shed this curse? Then accept the fate of your ilk, and face the trials that wait you. Unless, you have already joined the crestfallen.
- Transhumanism: Judging by the remains of his experiments, such as the pile of Giant corpses and the Dragon skeleton, Aldia may have believed that the best way to avert the Undead Curse was to leave humanity behind. He reveals in Scholar of the First Sin that he did exactly that, but it failed and turned him into a grotesque mass that's completely removed from the cycles that rule the Dark Souls universe.
- True Final Boss: Once you lit all the Primal Bonfires, kill Vendrick, then finish off Nashandra, Aldia will emerge before the Throne of Want and grant you one final fight before the ending cutscene, which has been updated to incorporate an alternate path (either go to the throne, or leave it).
- The Unseen: He makes no overt appearances in the game, but due to his experiments on the Giants and his attempt to create a dragon (after which he was not heard from again). This changes in Scholar of the First Sin, where he turns out to be the titular character and the True Final Boss.
- Walking Spoiler: He makes his final appearance as the True Final Boss of Dark Souls II right after Nashandra, a Walking Spoiler herself, and connects several plot points together everytime you meet him.
- Wreathed in Flames: Those flames that surround his body will damage anything that gets too close, meaning that you can only attack him in melee for the brief intervals before he lights them.
- You Can't Fight Fate: Aldia mentioned having sought to "shed the yoke of fate", but failed, and would spend the rest of his existence waiting for the day someone would come to the same dilemma he had once. If you take his and his brother's route and abandon the First Flame to seek a better option, the game ends with him musing about humanity's admirable but foolish inability to accept the inevitable.
"There is no path. Beyond the scope of Light, beyond the reach of Dark... what could possibly await us? And yet we seek it, insatiably... such is our fate."
- You Have Outlived Your Usefulness: Some of the creatures he experimented on were simply cast away after he was done with them, like the Ant Queen you find in the Gutter.
Red Phantom Invaders
Vorgel the Sinner
In a prison filled with sinners and innocents alike, Vorgel certainly has a special place. He stands watch over the Bastille Key. He wears the armor and dons the shield of a Royal Soldier; perhaps he is one of the wardens of this lost prison? What sins rest in this warrior's den?
- Dirty Coward: He spawns in when you descend the ladder into his arena, and only after his pack of rabid dogs attack you.
Roenna wears a helm associated with the warlocks of Aldia. Could the unnatural condition of the Huntsman's Copse be related to the experiments of the Aldian mages, or is it mere coincidence?
Rhoy the Explorer
A legendary explorer from ages past. While he has a resting place within the Shrine of Amana, he appears within the Grave of Saints as a naked weakling.
- Artificial Stupidity: It's exceedingly easy to bait him into falling off one of the bridge thresholds, which allows for a rather easy way to farm Awestones if you're in the Company of Champions.
- Crouching Moron, Hidden Badass: He doesn't seem to pose any threat, seeing he wields no weapon and invades you half-naked. Then you realize that he's wearing a transparent armour set, and his crossbow and Shotel are both invisible through the subtle use of rings that are acquired by running through the game without either dying or resting at a bonfire.
- Full-Frontal Assault: He wears the Aurous armour set, which is by default transparent.
Melinda the Butcher
Wherever the lost and wretched gather, those who prey upon them are never far away. So it always has been, and so it is in The Gutter, a settlement of filth and pestilence where the endless struggle to survive has driven its darker souls to seek sustenance through the consumption of human flesh. Beware, lest this cannibalistic legacy claim yet another victim...
- An Axe to Grind: Wields a Greataxe, making her a tough fight if challenged up close.
- Artificial Stupidity: It's possible for Melinda to fall to her death in the Gutter without ever finding you.
- Defeat Means Friendship: Once you defeat her, she becomes available for the fight against the Ancient Dragon.
- Recurring Element: Her moniker and implied cannibalistic tendencies are eerily similar to Maneater Mildred, so is the treacherous area she invades you in, as well as being available for a boss fight after you defeated her.
A Dark Spirit with a most unusual choice of armaments, Guthry will invade in the Doors of Pharros after entering into the Rat King's territory. Clad in the armor of a Royal Swordsman, could she be a remnant of the Drangleic Army unit dispatched to Brightstone Cove Tseldora...?
- Dual Wielding/Guns Akimbo: Wields two Avelyn crossbows she can shoot in succession. This becomes problematic in the flooded lower area of the Doors of Pharros, allowing her to shoot at you while your mobility is reduced.
- The Remnant: Her armour implies that she's part of the Drangleic Army unit stationed in the area following the Doors of Pharros. Considering the state you find the army camp in...
- Samus is a Girl: A hacker removed her helmet and found, to the community's surprise, that Bowman Guthry was actually a woman.
A strange man of unknown origins who appears a short distance past Rhoy's Resting Place in the Shrine of Amana. While his name and appearance suggest an eclectic character, his talent with magic is unquestionable and he will attack with a diverse arsenal of dangerous spells.
- Casting a Shadow: His arsenal of spells includes, among other things, Dark Hail, which shoots several dark orbs in a scatter pattern.
- Squishy Wizard: Has a massive selection of spells to bombard you with, but at the same time he's vulnerable up close, despite being able to roll quickly even in the water.
Aslatiel of Mirrah
Elder brother of Lucatiel of Mirrah. He was known as one of Mirrah's greatest swordsmen, but became afflicted by the Undead Curse and set out for Drangleic in search of a cure. He was never heard from again and his fate and whereabouts were unknown - until now...
- The Ace: Lucatiel admired him for his swordsmanship, which was reputed for being one of the best in all of Mirrah.
- The Computer Is a Cheating Bastard: If you hurt him enough times and back away from him, he'll let you take some distance... to chug some Estus for himself, despite being an invader!
- Tragic Villain: He fell to the curse while searching for a cure or Lucatiel. Then he invades you in Aldia's Keep, still thinking he can accomplish his quest.
A Dragon Knight charged with protecting the Petrified Egg stored in the Dragon Shrine. He is the strongest of the apostles residing in the shrine and appears after entering the spiral staircase behind the first Warpick-wielding Drakekeeper.
- Draconic Humanoid: Like all Dragon Knights, his armour is grafted onto his skin, giving him the appearance of an anthropomorphic dragon.
- Macguffin Guardian: Automatically invades you once you go up the spiral staircase leading to the Petrified Egg, which you can trade to Magerold in exchange for access to the Dragon Remnants covenant.