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Bosses | Dungeon Run | Monster Hunt | Rumble Run | Dalaran Heist | Tombs of Terror

Bosses found in the Dungeon Run adventure.

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General Tropes

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

    Level One 
  • Warm-Up Boss: All of the first bosses are incredibly easy. The devs specifically designed them this way so that you'd have a chance to get invested in your deck.

Bink the Burglar

This low-down thief preys on starting adventurers.


A common bandit. His hero power allows him an extra temporary mana crystal each turn, and his deck features thieves and bandits of all kinds.


  • Sequence Breaking: His hero power, which lets him flood the board (as best as a starter boss can).

Giant Rat

The bane of every young adventurer.


A giant rat. It features an aggressive beast deck, and its hero power summons two 1/1 rats. Giant Rat also appears as a 2/3 token summoned by the Battlecry of Sewer Crawler, a 3-mana 1/1.


  • Boss in Mook's Clothing: Less of a boss and more of an obstacle. It's not even given a name!
  • Flunky Boss: Summons 1/1 rats throughout the (probably brief) fight.
  • Pun: His hero power is called Rat Race.
  • Rodents of Unusual Size
  • Zerg Rush: Its main strategy is to spam out weak, cheap minions and go for the face. Fortunately, the majority of its minions have only 1 health, letting you easily destroy them en masse.

Wee Whelp

It's just a baby dragon. But it's still a dragon.


A tiny dragon. He has an aggressive dragon deck, and his hero power deals two damage. Its artwork is recycled from the Whelp tokens summoned by Leeroy Jenkins and Onyxia, among others.


  • Boss in Mook's Clothing: Less so than A Giant Rat since he at least has some kind of personality, but it's still just a random baby dragon.
  • Breath Weapon: His hero power launches a little fireball.

    Levels Two and Three 
  • Took a Level in Badass: Some of these bosses can also be encountered in later levels. If so, they have an enhanced version of their hero power.

Candlebeard

This kobold pirate's favorite move is chaaaarrge!


A kobold who started acting like a pirate ever since he got his hands on a pirate's treasure. He uses an aggressive pirate deck, and his hero power gives a minion of his Charge for 1 mana. If encountered at a later level, his hero power passively bestows Charge to his minions.


Elder Brandlemar

The bane of magic users, this furbolg can counter any spell.


A furbolg anti-mage. His hero power is Dampen Magic, which puts a Counterspell into play.


Frostfur

These furbolg warrens feels unnaturally cold...


A furbolg who uses ice magic. Her hero power freezes an enemy minion.


Graves the Cleric

This healing adventurer was separated from his old party.


A former adventurer who was lost in the catacombs. His hero power costs no mana and restores 2 health to all minions, synergizing with his deck which is based on healing.


  • Lampshade Hanging: "You never go full Northshire!" note 
  • Light Is Not Good: A Holy priest who's willing to kill any adventurers trying to take the treasure he's hunting.
  • White Mage: Almost everything he does involves healing.

Overseer Mogark

This trogg commander is extra "motivational" to underlings.


A trogg taskmaster with a flaming whip. His hero power deals 1 damage to a friendly minion and gives it +2 Attack. If encountered at a later level, his hero power bestows +5 attack instead.


  • Artificial Brilliance: On one hand, he will not use his hero power on his minions who only have 1 health left, in other words he's not so stupid as to kill his own minions for nothing (before the AI overhaul).
  • Artificial Stupidity: On the other hand, his minions include Nerubian Egg and Devilsaur Egg, who have 0 attack but very beneficial Deathrattle abilities (summoning stronger minions), and yet if you leave these eggs at 1 health left, he won't kill them himself even if in player logic it would've been better to finish them off. After the AI overhaul, the "stupidity" part of the equation kicks in a lot more. He will often use his hero power on minions that have already attacked and ones that have only 1 health remaining, often costing him damage either by mixing up the order or killing a damaged egg that hasn't attacked yet.
  • Bad Boss: He hurts his own minions to boost them up.
  • Drill Sergeant Nasty: He has this personality, as close as a trogg can.
  • Dumb Muscle: Or to put it in his words:
    "No speak smart-talk. Only speak WHIP!"
  • Whip of Dominance: He's a cruel trogg taskmaster who wields a flaming whip, which he primarily uses on his minions, dealing damage, but boosting their attack.

Pathmaker Hamm

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


A kobold miner who prefers to use dynamite. His hero power deals 1 damage to two random enemies, and activates every turn. If encountered at a later level, this hero power deals 2 damage to each of three random enemies instead.


  • Dungeon Bypass: Implied to be his method of "digging".
  • Hoist by His Own Petard: In a very literal sense, as his Mad Bomber and Madder Bomber minions can kill him. He has a unique reaction when this happens.
    "Not like this...!"
  • Mad Bomber: Implied by his quotes and hero power. Especially prevalent with how his hero power has to be used every turn, even if losing the mana is a detriment, and how it's similar to the minion literally named Mad Bomber.

Seriona

A twilight dragon bent on draining your minions.


This dragon utilizes a simple Dragon Priest deck. Her hero power reduces the attack of an enemy minion by 1.


  • Early-Bird Boss: Surprisingly competent with Dragon synergy cards, and can give players a bit of a tough time if they can't defeat her quickly.
  • No Cure for Evil: Averted, she has Flash Heal to keep herself alive.

    Levels Four and Five 
  • Wake-Up Call Boss: At this point, most bosses become reasonably challenging, threatening to end a run if the player has made poor selections.

A. F. Kay

Waylay this adventurer while she isn't paying attention!


One of Tirion Fordring's former "champions". Her hero power is Idle, which is two mana and does nothing. Or so it seems.


  • Ascended Extra: She was just a popular one-off gag from Knights of the Frozen Throne. Now she's another treasure hunter, and a very silly boss.
  • Brilliant, but Lazy: She's one of the most powerful opponents in the game, but she's too distracted to bother playing, at least initially.
  • The Cameo: Appears in the Darkmoon Races set on the art of the mage spell "Conjure Mana Biscuits".
  • Good Bad Bugs: Blizzard apparently didn't plan for a scenario where Kay gains a weapon (such as via Blingtron), and she will happily chop your minions to ribbons as soon as she gets one Even if it isn't turn 6 yet.
  • Joke Character: She's AFK. She does nothing. Her Hero Power does nothing. She never plays any cards. She literally does nothing. For the first six turns, that is.
  • Lazy Bum: She spends the first 6 turns of the fight doing absolutely nothing (Unless you give her a weapon or minion).
  • Meaningful Name: A. F. Kaynote  does absolutely nothing. At first, at least
  • Time-Limit Boss: Her true nature. If A. F. Kay isn't beaten by turn 6, she'll suddenly realize that she's supposed to be playing the game, and will spam the board with 0-cost 8/8 minions, then refill her hand and do it again next turn. Not a single class in the game can weather this onslaught barring some extremely precise treasure/card combinations, so the only option is to kill her fast.
  • Unusable Enemy Equipment: Downplayed. She uses Boots of Haste to play minions, then Bag of Stuffing to fill her hand again. Both cards can be found as a Treasure that you can pick up.

Battlecrier Jin'zo

When he calls in the troops, they listen. Twice.


His hero power passively causes all Battlecry effects to trigger twice.


  • Hoist by His Own Petard: All Battlecry effects trigger twice, including your own. With the right deck, you can overwhelm him before he overwhelms you.
  • Rush Boss: Most of his deck consists of cheap Battlecry minions, which can overwhelm the player quickly in tandem with his hero power, and he has a lot of draw effects to keep his onslaught going. However, this also makes him susceptible to fatigue, and his minions can't trade well against bigger opponents.

Blackseed

This furbolg's dark magic twists the other dungeonfolk.


A corrupted furbolg. His hero power evolves a minion into one that costs 1 mana more for free. If encountered at a later level, his hero power instead costs 1 mana, and evolves a minion into one that costs 3 mana more.


Brimstone Warden

At all costs, stop him from waking the ancient guardians...


He begins the battle with four 15/5 golems that can't attack, and have a deathrattle of causing him to lose mana. His 5-mana hero power silences all his minions, enabling them to attack.


  • Stone Wall: Has many ways to gain armor, dragging out the fight and giving him the opportunity to awaken his minions. He also runs a ton of Poisonous minions and Secrets that activate when you attack his minions in order to keep your board clear.
  • Time-Limit Boss: The moment he reaches 5 mana, he awakens his golems, allowing them to attack. No hero can survive this, so the player is forced to give up their minions to kill the golems and buy some more time.
  • Unusable Enemy Equipment: The Stone Golems, 2-mana 15/5s that can't attack and cause the Warden to lose a mana crystal when killed.

Elder Jari

This furbolg elder calls arcane energies to her defense.


A furbolg mystic who builds armor very quickly. Her hero power grants 3 armor for 1 mana, combined with a deck that uses many taunts.


  • Damage-Sponge Boss: Among the spongiest in the Dungeon Run, with her ability to gain armor at absurd rates and the many Taunt minions she packs letting her easily survive into the late game and start dropping giant beaters like Tyrantus.
  • Spirit Advisor: The spirits speak through her. They apparently don't like the player very much.
  • Stone Wall: She not only builds armor very quickly, she also features other ways to gain armor and has plenty of Taunt minions.

Fungalmancer Flurgl

This fungalmancer empowers his friends. With fungas.


A fat murloc fungalmancer. His hero power gives his minion +1/+1.


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


  • Festering Fungus: Growing on him and presumably his minions.
  • The Unintelligible: Most murlocs are, but he takes it a step further with nothing but gassy gurgling. If you emote, he responds by barfing.
  • Whatevermancy: Fungalmancy whilst residing in the kobolds's catacombs, and firemancy whilst roaming the Barrens.
  • Zerg Rush: He uses an aggressive murloc/totem hybrid deck, which benefits greatly from his hero power. As Firemancer Flurgl, his ability to deal one damage to not just enemy minions, but the enemy hero as well whenever a murloc is played encourages the player to also adopt an aggressive, murloc-based strategy.

Gutmook

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


A king trogg. His hero power is passive, reacting to when the player casts spells. The first version has him summon Tunnel Troggs whenever the player casts a spell. The second, used when he's encountered at later levels, instead draws him a card and reduces its cost to 1.


  • Hoist by His Own Petard: His upgraded Hero Power makes him draw whenever you play a spell, which a lucky adventurer can use to mill him or force him into fatigue.
  • Mage Killer: He can pile up cheap cards against a spell-heavy deck. He also uses cards like the Stonesplinter Trogg and Burgly Bully to benefit from your spells even further.
  • Schmuck Bait: He gets away with playing Millhouse Manastorm and Mukla, as the free spells granted by those cards lets a player walk right into triggering his hero power.
  • Zerg Rush: Recklessly casting spells against him either results in a field full of Tunnel Troggs, or his hand being full of greatly discounted threats.

Kraxx

This ancient stone guardian prefers the loot to stay here.


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


Lyris the Wild Mage

She loves fire. Her minions love that she loves fire.


A pyromantic pyromaniac. Her hero power adds Arcane Missiles to her hand, synergizing with her deck, which is made entirely of Flamewakers.


  • Ascended Meme: She sometimes says "Spells are fun! So fun!" when using her hero power, which is Babbling Book's attack quote.
  • Death of a Thousand Cuts: Almost all forms of her damage output come in 1-point increments. There's a lot of them.
  • Magic Missile Storm: Pretty much her entire repertoire. If you survive long enough, she'll even throw in Archmage Antonidas and add Fireballs to the mix.
  • Playing with Fire: Not actually her surprisingly, but a vast majority of her deck consists of Flamewakers. If you last long enough, she starts fielding Archmage Antonidas for an endless supply of Fireballs.
  • Pungeon Master: Her response to any voice emote is to loudly declare, "You're fired!" She then laughs and asks, "See what I did there?" The latter part is even excluded from her speech bubble.
  • Random Number God: She relies on Arcane Missiles and Flamewakers to splash random damage everywhere. Her deck doesn't do much else, but it really bullies weeny decks.
  • When All You Have Is a Hammer…: Her only tactic is to combine Arcane Missiles and Flamewakers to indiscriminately decimate anything in front of her. It's not a very complex strategy, but it's definitely a destructive one.
  • Zerg Rush: She swarms the board with endless Flamewakers and plays a bunch of Arcane Missiles.

Mushhuckster Max

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


A kobold potion salesman. His hero power brews a custom Mushroom Potion, which is functionally similar to 1-mana Kazakus potions.


Russell the Bard

His tunes are catchy. Just ask your minions.


His 2-mana hero power takes control of a minion with 2 attack or less.


  • The Bard: Well, natch.
  • Creator Cameo: Possibly named after Russell Brower, music composer of many a Blizzard game, Hearthstone included.
  • Easter Egg: Wait for a while and he'll start singing the Kobolds & Catacombs theme.
  • Mind-Control Music: His hero power.

Spiritspeaker Azun

This troll priest speaks with the dead... twice.


His deck is focused around completing the Awaken the Masters quest. His hero power lets all Deathrattle effects trigger twice.


  • Time-Limit Boss: Once he summons 7 Deathrattle minions (which comprises pretty much every minion in his deck) and completes the quest, he'll have an 8/8 Taunt on the board and 40 health. At that point, he'll almost certainly overrun you.

Thaddock the Thief

One moment her minions are there... the next... gone!


She uses a deck focused around the Caverns Below quest. Her hero power returns a friendly minion to her hand for 1 mana.


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

Waxmancer Sturmi

This kobold can candle-craft minions at will.


A kobold waxmancer. She can shape wax minions with her hero power, creating a 1/1 copy of any minion for 1 mana. If encountered at a later level, her hero power straight-up creates a copy of any minion without modifications, but also costs 3 mana. Her deck uses a variety of Hunter cards with a focus on Deathrattles, so that her hero power can get more triggers of those effects.


  • Art Attacker: She molds minions out of wax to use as her servants.
  • Doppelgänger Attack: She can create copies of minions on either side of the board. At her strongest, her copies are as strong as the originals.
  • Early-Bird Boss: She has been known to appear in Level Three, making her a little more difficult due to the player's lack of resources.
  • Golem: Her wax sculptures.
  • Wax Museum Morgue: Implied with her quote if you lose to her, how she's telling you to stay still and let the wax cool off.
  • Whatevermancy: Wax.

Whompwhisker

A kobold berserker who never fights alone.


A mighty kobold warrior. His hero power Recruits a minion for both players. His card counterpart is Kobold Berserker, a 3-mana 4/4 who automatically attacks a random enemy at the start of each turn.


  • The Berserker: Described as such in his blurb.
  • Everyone Join the Party: He whips minions from both sides into a battle-rage.
  • Hoist by His Own Petard: While he inevitably summons big minions from his own deck, he can end up doing the same thing for the player. A few lucky pulls and he loses as early as turn four.
  • Rush Boss: Pulling big minions from both decks mean that either he'll either quickly overwhelm you or get overwhelmed himself.

    Levels Six and Seven 

Bristlesnarl

This legendary furbolg hunter can quickly call on big friends.


A bramble-covered furbolg. His 3-mana hero power reduces the cost of the cards in his hand by 1.


  • The Beastmaster: His hero power calls cards to him, most of which consist of beasts and beast synergy.
  • Mighty Glacier: He'll spend the first few turns doing nothing but using his hero power, due to his cards all being quite expensive. Once he starts dropping minions, though, he can quickly overrun the player with their sheer stats.
  • Serial Escalation: If you let him snowball, his hero power rapidly gets out of control.

Chronomancer Inara

Once she powers up, beware of her mastery of time!


Her hero power costs 10 mana, but lets her take an extra turn at the cost of 3 mana crystals.


  • Extra Turn: Once she reaches 10 mana, her hero power does that.
  • Unusable Enemy Equipment: Has several unique cards that were last seen in the Karazhan prologue battle. Prepare to see Archmage's Insight be used for a slew of free spells, and even more if Looming Presence is among those cards.

George and Karl

These tag-team paladins went missing in Un'Goro.


A pair of paladins who somehow found themselves in the catacombs after being lost on an expedition in Un'Goro. George's 2-mana hero power gives all minions he controls Divine Shield, while Karl's hero power summons two Silver Hand Recruits. George goes first, and is replaced with Karl after being defeated. At any point in the battle, they can draw and use Tag Team, a 0-mana spell that swaps the two. Both Karl and George have individual 30-health pools which are conserved whenever they switch out.


  • Ascended Extra: They were first mentioned in the flavour texts for Lost in the Jungle and Vinecleaver.
  • No Sense of Direction: Their inability to navigate lands them in the catacombs in the first place.
  • Sequential Boss: You'll need to beat through two separate opponents with different hero powers.
  • Switch-Out Move: Performed to switch between George and Karl.
  • Zerg Rush: A lot of their cards — and Karl's hero power — fill the board with minions, which can be problematic if they are all granted Divine Shield.
  • Unusable Enemy Equipment: Tag Team, a 0-cost spell that swaps George and Karl.

Gnosh the Greatworm

Always looking to devour the largest, tastiest minions.


Its hero power, which it uncontrollably uses at the start of each turn, destroys the minion with the highest attack.


  • Hoist by His Own Petard: Several of its minions can boost themselves really quickly, or can be killed to leave a bigger minion behind. Gnosh will then proceed to eat said empowered minion.
  • Hungry Menace: It's always hungry, and will eat the strongest minion on the board. Even its own.
  • Weaksauce Weakness: If it eats anything with Poisonous, it dies immediately. Pit Snake, a Poisonous 1-drop included in the starting deck for Rogue, can thus kill Gnosh before it even gets a turn.

Ixlid

Its deadly spores can kill an adventurer instantly!


Its hero power summons a Deadly Spore, and is used every turn where possible. This Deadly Spore may be a 1/1, but it also has Poisonous and the ability to instantly kill the hero if they connect.

As a playable card, Ixlid is a 5-mana 2/4 Druid legendary that summons a copy of whatever minion its controller plays.


  • Hoist by His Own Petard: Priests can easily take control of the Deadly Spore and kill Ixlid with it. Any other class can do the same with the Amulet of Domination.
  • One-Hit Kill: Delivered by the Deadly Spore. With the Magic Mirror or Amulet of Domination, you can even take one for yourself to use on the other bosses in the rest of the run!
  • Plant Person: Averted. He looks like a Fen Creeper, but Word of God says he's an earth elemental controlling a patch of mossy dirt.
  • Rush Boss: It has much lower health than most other bosses. However, its Deadly Spore instantly kills anything it touches, including the hero.

Jeeru

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


Her 1-mana hero power, which she uses constantly, causes both players to draw three cards. She also runs a deck filled with various cards that can be helpful to the player, but the danger of overdrawing cards and going into fatigue is always present.


  • Blessed with Suck: Sure, this much card draw would be helpful... if you can play your cards quickly enough. You're also at a very big risk of succumbing to fatigue damage.
  • Hoist by His Own Petard: This much draw power also affects her, which often leads to her overdrawing too and losing potential threats.
  • Taking You with Me: A very common ending scenario is for both her and the player to be in fatigue. Because her autocast hero power must finish resolving before deciding the outcome of a match, a late-game use of it will result in both combatants dying from severe amounts of fatigue damage.note 

Lava-Filled Chamber

The kobolds attempted to board up this lava-filled chamber!


A dangerous cavern. Its passive hero power deals 2 damage to any minion either player plays.


The Mothergloop

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


Its 2-mana hero power, which it uses at the start of each of its turns, gives all minions in its hand +1/+1. Its card counterpart is Corrosive Sludge, a 5-mana 5/5 whose Battlecry destroys the opponent's weapon.


  • Blob Monster: And it even uses its slime to empower its minions.
  • Doppelgänger Attack: Possesses lots of minions which can clone themselves to make the most of its hand buffs.
  • Serial Escalation: The longer its minions are kept in hand, the larger they become.

Tad

Look, this murloc just wants to fish, okay?


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


  • Hoist by His Own Petard: One of his minions is a 4/1 Starving Crab that does 5 damage to him at the start of his turns. He even expresses wordless panic when it gets fished out. Keep it alive and it will defeat him for you.
  • Metal Slime: He's a relatively rare encounter, and keeping him unharmed is even harder with the pressure he puts out and the Starving Crab you have to kill in order to do so. However, he also gives access to one of the most powerful treasures in the mode if you can avoid dealing damage to him.
  • No-Harm Requirement: If you want his Infinity +1 Fishing Pole, you'll have to avoid dealing any damage to Tad himself. Given that he summons massive minions for free every single turn, this is definitely much harder than the alternative of simply killing him.
  • Punny Name: His fishing pole is named Tad's Pole.
  • Rod And Reel Repurposed: The main gimmick of his fight as he reels in surprisingly strong minions. The player can obtain his fishing pole that lets them reel in the opponent's minions.
  • Rush Boss: Has a very small health pool, but pulls out strong minions for free. Kill him quickly before they defeat you. Or keep him at full health and survive all ten turns of the onslaught for the Infinity +1 Sword reward.
  • The Unintelligible: As per murloc standard.

Trapped Room

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


A room filled with traps. It starts the battle with five random Secrets in play, and its passive hero power summons a 3/3 Buzzsaw each time one of its Secrets is triggered.


  • Disaster Dominoes: Because a lot of Secrets have overlapping triggers, it's not uncommon for one action to trigger two to three secrets at once, which not only hinders your initial play but suddenly spews out more buzzsaws.
  • Sheathe Your Sword: If you heed the level description and don't play anything, you don't trigger any Secrets, and if you don't trigger any Secrets, it cannot set up any more and has little fighting power to boot. Because it's got a smaller deck than yours, it will easily die to fatigue damage before you do without any assistance. It is still a Luck-Based Mission banking on it not drawing Ethereal Arcanist, or not having a Counterspell when you move to get rid of Ethereal Arcanist.
  • Trap Master: It runs less than ten non-Secret cards in its deck.

Treasure Vault

Grab all you can, as fast as you can!


The Treasure Vault has no cards, no health, and starts the game with seven 0/10 treasure chests. Killing these treasure chests puts a random treasure in the player's deck for use later on. Its hero power costs 5-mana and ends the battle, resulting in an automatic victory for the player.


  • Bonus Stage: What this encounter is meant to be like.
  • Metal Slime: The Treasure Vault is a rare encounter that only gives you 5 turns to break its chests, giving you powerful treasure cards for each one. The chests have 10 health each, so you'll need to rack up the damage quickly.
  • Treasure Room
  • Time-Limit Boss: How much treasure can you take in 5 turns?
  • Zero-Effort Boss: The player cannot lose to this boss (except by conceding), though they can lose out on potential treasure.

Voodoomaster Vex

He wants to be a troll. He cries for battle and rattles for death.


A crazy kobold who wishes he was a troll. His hero power causes all Battlecry and Deathrattle effects to trigger twice.


  • Artificial Stupidity: He possesses Corpse Raiser note  to enact Me's a Crowd on whatever minion he has, since the resummon effect is applied twice, and each deathrattle is doubled to boot. Thing is, he tends to use it on Bomb Squad note , which exposes him to more of its deathrattle without the benefits of its battlecry. An almost literal Hoist by His Own Petard.
  • Composite Character: Having both the hero power elements of Azune and Jin'zo, his deck utilizes strategies from both.
  • Hollywood Voodoo: He takes the already exaggerated voodoo of the trolls, and becomes a hyper-parody of that.
  • Me's a Crowd: With cards like Moat Lurker and more dangerous Carnivorous Cube that have deathrattles tied to battlecries, he can easily create an army of clones of any one minion.

    Final Bosses 
  • My Rules Are Not Your Rules: The final bosses all have 70 health, ensuring you're in for a long fight even though your hero starts with 50 by the time you face them. They also start with 3 mana, giving them a hefty advantage and letting them abuse their hero powers (where necessary) more freely.
  • Unusable Enemy Equipment: Again, they also have multiple copies of Looming Presence, which draws 3 cards and bestows 6 armor.

Azari, the Devourer

https://static.tvtropes.org/pmwiki/pub/images/azari_about_your_deck.jpg
I HUNGER.
In ages old, when Ancients broke
Azari of the Legion spoke
To tempt the mortals: gems of power
The weak succumbed, their souls devoured.


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


An annihilan with a bottomless appetite. His free hero power removes the top 2 cards of the player's deck. His own deck is filled to the brim with demons of all sorts, with the occasional Kabal Trafficker to put even more demons in his hand.

Azari isn't a collectible card, but he is obtained with the player first playing Rin, the First Disciple. The player then needs to cast a series of Seal spells, each summoning a bigger demon than the previous, before the fifth and final seal adds Azari to their hand. Azari is a 10-mana 10/10 that destroys the opponent's deck when played.


The Darkness

https://static.tvtropes.org/pmwiki/pub/images/fourmana2020.jpg
Your light is dwindling, adventurer.
There's a reason to always keep a light on down here.


A dormant monstrosity of unknown origin. Its hero power summons a 5/5 Darkspawn for 0 mana. However, to counteract this, the player is given three Luminous Candles, which are 0-mana spells that can destroy all Darkspawns. The Darkness runs a Priest deck with all forms of removal to supplant its free supply of minions, and nearly every card it has is darkness-themed.

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


  • Anti-Frustration Features: As a card, The Darkness is pretty much the ultimate Critical Failure for things that summon random minions; without its Battlecry, it can't be awakened, thus costing its summoner a board space for the rest of the game. As such, effects that summon random minions were eventually made unable to generate Dormant minions that can't wake up on their own (namely The Darkness and Magtheridon).
  • Awaken the Sleeping Giant: Once the candles are out, all 20/20 of its stats wake up.
  • Casting a Shadow/Power of the Void: Natch, given the name. It uses cards like Twisting Nether and Shadow Bolt.
  • Dying Candle: Drawing the Candle cards illustrates this, and once they're snuffed out, The Darkness is active and will end you.
  • Eldritch Abomination: It's not clear what exactly this thing is. It's not a demon, and it doesn't look like an Old God creation. Whatever it is, it's massive, it's waiting in the dark, and you can't stop it from coming.
  • Loop Hole Abuse: Averted. Trying to cheat the minion out (via Recruit or minions like Barnes) results in a 0/0 Token and no candles. This is because its dormant state is an active effect, while the candles are a Battlecry.
  • Mook Maker: Its hero power spawns endless 5/5s for free. You have a lifeline, but once it's all used up, you'd better have a way to keep the rest in check...
  • Rush Boss: In a different vein than Azari. The Darkness can put out a withering amount of pressure with its free 5/5 tokens and a truckload of removal, but with four copies of Looming Presence and no direct damage to speak of, it's vulnerable to burning out from fatigue damage if you can withstand its onslaught.
  • Shout-Out/Mythology Gag: This is either a reference to the Dead Alewives Dungeons & Dragons skit or to Blizzard's own running joke about "Darkness" calling people.
  • Weaksauce Weakness: As a playable card, the only way to turn it into an active minion is to draw all three of its candles. If even a single candle is removed from the deck through other means or burned from overdraw, the Darkness will remain dormant for the rest of the game.

King Togwaggle

https://static.tvtropes.org/pmwiki/pub/images/kobold_stole_my_deck.jpg
Be dropping your treasures now! I take! Mine!
Look out! He's loaded with loot from failed adventurers.


The legendary king of the Kobolds. He's retained his kingship for many generations due to being smarter than the average kobold - he placed a lantern over his candle to stop rivals from snuffing it out. Inside his lantern lives Rakinishu, a tiny fire elemental - his "magic candle" that guides him. His hero power is Magic Candle, which finds one of his many collected treasures for 3 mana.

He later reappeared in Rise of Shadows. For more information on that version as well as his general personality, see Secondary Characters.

As a playable card, Togwaggle is an 8-mana 5/5 Neutral legendary that swaps you and your opponent's deck around, but also puts a 5-mana King's Ransom in your opponent's hand to switch them back.


  • Artificial Stupidity: He has a tendency to use his treasures at first opportunity, even if it's not the best time to. Stories abound of him using Mask of Mimicry to transform his entire hand into weak minions, or Scroll of Confusion while he has a board advantage.
  • Bandit Mook: His playable version switches your deck with your opponent's, while giving them King's Ransom to switch back. He's a keystone of the mill 'Togwaggle Druid' deck, where they deplete their deck as soon as possible, force you to draw to a full hand with Naturalize to make you miss out on the King's Ransom to switch back, and robbing you of your deck while giving you a depleted one.
  • The Computer Is a Cheating Bastard: You know those insane Game-Breaker Treasures you've been finding and have a handful of in your deck? His hero power creates them. Endlessly. Also, he starts at 3 mana.
    • He can randomly summon Rakanishu to deal damage, making him the first boss that can interact with the board without using cards, a hero power, or by changing phases.
  • Confusion Fu: There's no telling what treasure he pulls from his hero power, but they're usually going to be bad for you.
  • Friendly Enemy: To the player, often showing up for banter and is the closest thing you have to a guide for the Dungeon. Of course, he still wants to defeat you and take all your treasure, and the further you go, the more treasure he can get off you. He'll also congratulate you for beating the Dungeon with all nine classes.
  • Unusable Enemy Equipment: Downplayed, in that the Treasures he summons can be picked up in the Dungeon Run. Also his familiar Rakinishu, who deals 4 damage to a random enemy every so often.
  • Weak, but Skilled: Togwaggle has easily the weakest deck out of all the final bosses, composed of weak kobolds and a few moderately threatening Rogue spells. He backs that deck up with the Purposely Overpowered treasures exclusive to the Dungeon Run.

Vustrasz the Ancient

https://static.tvtropes.org/pmwiki/pub/images/dungeon_vustrasz.jpg
Show yourself, wretched thief.
His vast treasure stores are for the taking… if you dare!


A mighty dragon at the bottom of the catacombs, who is very protective of his hoard. He begins the battle with five 0/8 Master Chests. It may be tempting to break them to obtain whatever treasure's inside, but be warned — Vustrasz's hero power, which he casts for free at the start of every turn — deals 1 damage to the player and their minions for each missing chest.


  • Arch-Enemy: Vustrasz does not like Marin the Fox, and playing Marin against him prompts an angry response. Note that the chest spawned by Marin's Battlecry is the exact same as the ones that Vustrasz controls (right down to reducing the damage of Vustrasz's hero power), implying that Marin stole from him before.
  • Berserk Button: He gets mad when his treasure is taken, and his hero power grows stronger to reflect it.
  • Chest Monster: Not in the traditional sense. If you ignore his Master Chests for long enough, thinking that he's effectively fighting with a drastically reduced battlefield, he starts buffing his Master Chests and attacks you with them, forcing you to eventually break them and risk facing his wrath.
  • Disadvantageous Disintegration: The Wand of Disintegration is among the last things you want to use. You clear his board, but because his minions are also silenced before destruction, his chests are broken, you have no treasure, and Vustrasz is mad.
  • Dragon Hoard: Depicted as the Master Chests on his side of the field.
  • Expy: His design and speech patterns resemble those of Smaug.

Xol the Unscathed

https://static.tvtropes.org/pmwiki/pub/images/dungeon_xol.jpg
So clever to come so far... Let me see you...
She's got her eyes on you. ALL of her eyes.


Xol runs a Discard Warlock deck, focused on completing the Lakkari Sacrifice quest. Her hero power passively adds one of many types of Beams to her hand, almost always ensuring that she has something to discard. The beams are 3-mana spells that can do various things to your minions, ranging from taking control to freezing or destroying them. Whenever her hero power activates, she says a single word that hints to what the beam that she got will do, allowing a player to play around this.


  • Arc Number: Six.
    • Her hero power gives her one out of six possible Eye Beams cards each time she uses it.
    • She announces what Eye Beams card she gets by saying a word starting with F, the sixth letter of the alphabet.
    • Her deck is based on Lakkari Sacrifice, a quest which requires her to discard a total of six cards. And since Lakkari Sacrifice produces a permanent portal, it reduces her playing field down to six minions max.
  • Discard and Draw: Her deck is focused entirely on completing the Lakkari Sacrifice quest.
  • Expy: Given the Dungeons & Dragons theme of the expansion, Xol is obviously based off of a beholder.
  • Eye Beams: Her signature ability and spells.
  • Hoist by His Own Petard: She runs four Howlfiends, which force her to discard a random card whenever they're damaged. This helps her quickly complete her quest, but after she's completed it, they can cause her to discard the Nether Portal quest reward before she can play it. The fight becomes a lot easier if this happens.
  • Letter Motif: All six words she uses to describe her beams begin with the letter F.note 
  • Oculothorax: Appears to be a disembodied head with many eyes.
  • Outside-Genre Foe: At the bottom of the dungeons, which were filled with typical RPG monsters and opponents, you fight what looks like an alien from a sci-fi story.

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