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There are dozens of bosses in RuneScape; some of them are faced at the climax of a quest, while others are dotted across the world of Gielinor. Some can only be faced alone, while others will require teams of players to take down. Ranging in difficulty, mechanics and tactics, the bosses of RuneScape are as much part of the game as they are part of its lore.

Naturally, there will be spoilers here, some of which may be unmarked, so proceed only with utmost caution. You Have Been Warned.


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Temple of Lost Ancients

Thousands of years ago, the armies of Saradomin, Zamorak, Armadyl and Bandos found themselves battling each other for control of the godsword, a weapon allegedly capable of killing gods. The temple and the armies contained within were frozen in ice during the late stages of the God Wars, but tectonic activity has thawed them out in modern times. Now, the battle for the godsword continues, and while the armies remain unaware of how much time has passed, a certain prisoner trapped beneath the temple has also been roused by the battle.
    Common tropes 
  • Charm Person: Wearing items from each army's god will make that faction unagressive towards the player. Wearing the Shard of Zaros from Fate of the Gods will make all monsters in the dungeon unagressive at the same time; even the Zarosians.
  • Enemy Mine: Nex proved so powerful that the four warring armies formed a truce just to force her back into her prison.
  • Fish out of Temporal Water: Aeternam froze the entire temple, and the warring armies within, during the final years of the God Wars. Tectonic activity in the Fifth Age has thawed out the ice, allowing the battle to continue while the armies remain (initially) unaware of how much time has passed.
  • Flunky Boss: They each have three lieutenants at their side. For Nex, she has four along with the blood reavers she summons.
  • Immortal Breaker: The godsword crafted by the aviansie was designed with this purpose, supposedly being able to kill gods like Zamorak. While it's never proven that it can, the mere idea that a weapon exists that can kill gods is enough for the armies of three other gods to betray each other for it.
  • Large and in Charge: Kree'arra, K'ril Tsutsaroth, Nex and General Graardor are all very large, command the armies of their gods and are very powerful boss monsters. Inverted with Zilyana, who is just slightly taller than a human, but is just as lethal as the others.
  • Only the Worthy May Pass: The entrance to each army's camp is blocked by a gate or barrier that requires level 70 in a specific skill before you may enter.
  • Praetorian Guard: The bodyguards for all generals at God Wars Dungeon count as these.

    Commander Zilyana 

Voiced by: Mod Ana

An Icyene who leads Saradomin's army.
  • Bitch in Sheep's Clothing: Comes off as a righteous commander, but is very easy to piss off.
  • Fiery Redhead: The Hot-Blooded kind, not the Playing with Fire kind.
  • The Fundamentalist: Zilyana's definition of truth boils down to "whatever Saradomin says", and will absolutely not hear any arguments against it.
    Zilyana: It is not the truth until Saradomin decrees it so!
  • Glass Cannon: Before Evolution of Combat, she was not too hard to damage, but she can nail you hard if she gets into melee range.
  • The Lancer: There's a reason why Saradomin chose to resurrect her using the Stone Of Jas after she lost to K'ril Tsutsaroth.
  • Last of Her Kind: When she was first released, it was though she were the last icyene alive, but as time went on, it turned out that there were more alive on their homerealm and before that, Safalaan was later confirmed to be at least part icyene.
  • Light Is Not Good: Although being a creature of the God of Order Saradomin, she orders Kree'arra to kill the player during The World Wakes, and is the most determined of the god-followers to kill Guthix. To top it all off, during the quest she reveals that she was manipulating her supposed ally Kree'arra, openly mocking his desire for Armadyl to return.
  • Lightning Bruiser: The fastest out of all the God Wars generals.
  • Magic Knight: If you fight her in the God Wars Dungeon, she'll attack with both melee and magic.
  • More than Mind Control: Zilyana once used amulets made to appeal to the faith of her enemies in order to manipulate them: wearing the amulets allowed Zilyana to hear the thoughts of the wearer and, in turn, to subtly manipulate them. It largely worked for a time, until one of Kree'arra's wingmen realized their purpose and convinced him get rid of them.
  • Our Angels Are Different: The Icyene as a whole are a race of winged humanoids with strong angelic themes.
  • One-Handed Zweihänder: She is capable of wielding a two-handed Saradomin Sword on one hand. Possibly justified as the sword was probably never intended to be used by humans and it's roughly the size of a longsword to her.
  • Panthera Awesome: One of her bodyguards is a giant armored spell casting lion named Growler.
  • Pet the Dog: When Adrasteia asks to be alone following Saradomin's banishment, Zilyana solemnly complies with her request.
  • Sequential Boss: Hard mode Zilyana has two phases of 50,000 life points each. After you deplete her health in the second phase, you must finish her off using an ultimate ability or she will resurrect herself.
  • Shock and Awe: She can shoot lighting out of her sword. In hard mode she can also create thunderclouds.
  • Turns Red: When she is fought in hard mode, the fight is split into two phases. In the second phase, she starts creating thunder clouds that rapidly damage the player if they are standing in them and she cannot be killed by anything other than an ultimate ability.
  • Winged Humanoid: She's an Icyene, to be exact.

    General Graardor 
An Ourg who leads Bandos's army.
  • Attack Reflector: When fought on hard mode or during The World Wakes, he can enter to a mode where he will reflect the damage dealt to him back at you.
  • Blood Knight: As a Bandosian, he gets a thrill out of combat.
  • The Brute: Graardor's approach in The World Wakes is to simply tunnel his way into the temple with his bare hands. The game itself points out he doesn't seem to have the intelligence to think of another way.
  • Cherry Tapping: You get an achievement for killing him using your fists.
  • Collapsing Ceiling Boss: One of Graardor's special attacks in hard mode is to smash his fists into the ground, causing rocks to fall from the ceiling.
  • Cool Helmet: If you're persistent enough at fighting General Graardor, you might get it as a drop.
  • Dumb Muscle: Compared to the other God Wars Generals, he's not too bright, though in Hard Mode he gets smarter and starts using reflective abilities.
  • Good Old Fisticuffs: Most of the time. During the Mighty Fall quest, he picks up a weapon.....
  • Hulk Speak: Like almost all Bandosians, he speaks like this.
  • Last of His Kind: Originally, he was thought to be the last of the Ourgs. It has since been confirmed that there are a handful remaining asides Graardor, but as a race they're no longer viable.
  • The Worf Effect: TzKal-Zuk mops the floor with Graardor when he tries to challenge him to a duel. Considering Zuk was able to fight Bandos on equal ground during the God Wars, it's hard to tell how Graardor expected to win.

    Kree'arra 
A giant Aviansie who leads Armadyl's army.
  • Ambiguous Gender: Subverted. In the early years of the God Wars Dungeon, many players debated over whether Kree'arra was male or female, until Word of God confirmed that he is in fact male.
  • Apologetic Attacker: In The World Wakes, he apologizes for having to kill you when you refuse to leave.
  • Attack of the 50-Foot Whatever: He is abnormally large for an aviansie.
  • Beware the Nice Ones: He is by far the nicest of all the GWD bosses when talked to, but is just as competent combatant as the rest.
  • Bird People: Like his god Armadyl, he belongs to a race of humanoid birds called the Aviansie.
  • Blow You Away: Uses wind attacks that can blow the player around the arena, and can create tornadoes in hard mode.
  • Distinction Without a Difference: When Zilyana orders Kree'arra to dispose of the player during World Wakes, Kree'arra doesn't immediately flatten the player, stating that violence is not the way of Armadyl and that Zilyana has no authority to command him. However, he still fights the player when they refuse to leave since Kree'arra and Zilyana have more or less the same objective.
  • A Father to His Men: Kree'arra never makes a move unless he is certain of victory, always makes sure his men have a way out and always becomes saddened when an aviansie is killed.
  • Graceful Loser: When defeated during The World Wakes, Kree'arra laments that he has failed Armadyl and takes his leave, not to be seen for the remainder of the quest.
  • I Choose to Stay: Come the Elder God Wars, Kree'arra volunteers to stay and help fight the good fight. Armadyl would rather he go back to Abbinah and see his family before the end, but ultimately cannot deny him.
  • Martial Pacifist: Kree'arra abhors pointless violence, and gives the player the chance to leave peacefully during The World Wakes. When they refuse, he reluctantly begins to fight them.
  • Tornado Move: When fought in hard mode or during The World Wakes, he summons tornadoes that can kill you in seconds.
  • The Voiceless: Unlike other bosses, he doesn't speak when fought in regular mode, which lead people to conclude that this trope applied to him, until the World Wakes came and proved that he in fact can talk.
  • Wind from Beneath My Wings: His standard attack consists of flapping his wings to hit you with the ensuing wind current.

    K'ril Tsutsaroth 
A demon who leads Zamorak's Army.

    Nex 
https://static.tvtropes.org/pmwiki/pub/images/nex_profile.png

An immensely powerful Hybrid Monster who leads Zaros's army.


  • Casting a Shadow: During the shadow phase, Nex will periodically summon shadows to attack the players. This attack can be avoided by moving from their initial spot after the attack begins. Also, throughout the phase players will take constant damage if Nex is within melee distance.
  • Character Development: In-universe, Nex was initially just one of Zaros's weapons of war, knowing only how to kill and destroy in his name. Then she began to learn from her Praesul and became more than just a weapon: she became a general.
  • Discount Lesbians: Implied by a line in the Gower Quest, though she was "off the clock" at the time. She also seems to be very close to Char...
  • The Dreaded: Subverted. It is initially assumed that the gods fear her for her power, based on her examine text. This is not the case, although she is powerful. They fear her because of what she represents: she was directly created by Zaros, something that the young gods cannot do.
  • Fangs Are Evil: Though her fangs are probably the least of her enemies' worries.
  • Forced Sleep: How Nex was originally imprisoned in her own palace the first time around.
  • Godzilla Threshold: It took Nex breaking from her prison for the gods to form an Enemy Mine and fight together to seal her back.
  • Humans Are Special: Nex specifically chose humans over demons and undead to form the backbone of her legion because, though they were weak and somewhat fragile, they were numerous and could think quickly.
  • Hybrid Monster:
    • She is a combination of a demon, a vampyre, an aviansie, and a icyene.
    • Her Dimension of Disaster counterpart is a fusion of a hydra, virius, dragon and Mahjarrat.
  • An Ice Person:
    • During the ice phase, Nex can encase a player in a prison of ice, which will stun, bind and deprive them of protection prayers/deflection curses for a few seconds before shattering and dealing massive damage. This can be avoided by having another player break the icicles imprisoning the target.
    • Nex can also attempt to impale players within melee range with icicles sprouting from the ground. This attack can be avoided by stepping away from Nex.
  • Last of Her Kind: Subverted. Nex is a creature called a Nihil, which were beings created by Zaros using divine energy siphoned from Mah. Zaros took her with him and trained her so that the other Nihil wouldn't kill her for having unusual strength.
  • Life Drain: The blood phase revolves around this. For starters, bleed attacks will heal Nex rather than harm her. Then there's her special attacks:
    • She can siphon health from her blood reavers, killing them in the process and summoning new ones to replace them. While siphoning health, she will transform all damage received into more health.
    • She can also mark any of the players fighting her for sacrifice, draining massive amounts of life points from them unless they are able to stay far away from her.
  • Locked Door: The door to the Ancient Prison can only be unlocked with the frozen key, which is split in four pieces dropped by each of the other generals.
  • A Mother to Her Men: Especially to her Praesul, who in return are unfailingly loyal to Nex.
  • Names to Run Away from Really Fast: It's amazing how a single syllable can cause even the gods to quake in fear. Doubles as a Bilingual Bonus when you learn that Nex is Latin for "violent death".
  • One-Hit Kill: Has one of these in the Angel of Death encounter. She marks one player to take the full force of the Ancient elements, and that player must go to the center of the arena or else die instantly.
  • One-Woman Army: When four warring armies have to join forces to take you on, there's hardly need for more evidence of this trope.
  • Quality over Quantity: Nex chose a small number of elite warriors to serve as her personal guard because of their adaptability and skill rather than their brute strength.
  • Sealed Evil in a Can: For varying values of evil, but originally an army of Saradominists was able to imprison Nex in her own palace, before building the Temple of Lost Ancients on top in order to hide it. Three thousand years later, the armies of Saradomin, Zamorak, Armadyl and Bandos engaged in a free-for-all battle royale for the godsword. It was around that time that Sliske approached a few Saradominist priests and preached to them about Guthix, before tricking them into awakening Nex from her slumber and killing them afterwards. She then promptly began fighting the armies of the other gods; all of them at once. The fighting armies called for a truce and joined forces to shove Nex back into her prison, after which they began fighting each other once more. Then Aeternam decided to cut the knot and freeze the entire temple, along with the armies trapped within. Come the modern times, tectonic activity thawed out the armies, allowing them to resume their battle.
  • Sequential Boss:
    • Nex is fought over 5 phases (one for each of the ancient elements plus a "Zaros phase"). After reducing Nex's health by 40,000 life points, the players must kill one of her Praesul. Once all the Praesul are dead, Nex will channel the power of Zaros and rotate curses while buffing herself.
    • Angel of Death has four phases. While each phase begins after reaching life point milestones, the final phase will only begin after all four Praesul are dead.
  • Shaped Like Itself: "Many words could be used to describe the force of nature that is Nex—graceful, vicious, quick, cruel, efficient, deadly. The only word that truly describes her, though, is Nex." This gains some additional meaning when you learn that "Nex" is the Latin word for a violent death.
  • Sssssnake Talk: She talks like this during the World Wakes.
  • Suspicious Video-Game Generosity: Funny how Nex seems to have a bank set up right before her chamber, isn't it? It's there for a very good reason.
  • Taking You with Me: Nex uses the Wrath prayer upon death to deal damage to everyone around her.
  • Tears of Joy: Zaros had originally promised to gift Nex with more power in recognition of her service, but Zamorak's betrayal and Nex's own imprisonment put a stop to that. Thousands of years later, during the Sixth Age, Zaros finally delivered his gift: the four elemental stones he once used to create the nihil. Along with this gift, he stated that, even though both Nex and the nihil had failed to fulfil their original purpose (through no fault of her own), she had exceeded all of his expectations in every other area he could ask for. Nex took his words as acceptance of her and openly wept once Zaros was gone.
  • Took a Level in Badass:
  • Winged Humanoid: Initially, her arms greatly resembled wings, but with her graphical rework, she received actual wings.
  • Worthy Opponent: Torva, Pernix and Virtus worked their way into Nex's elite ranks after earning her respect, becoming some of her most loyal servants and eventually dying of old age. Nex honored them afterwards by designing the armor of her soldiers after those worn by the three Praesul.

Heart of Gielinor

The greatest, purest concentration of anima in all of Gielinor, it is quite literally the heart of the world. Because of this, followers of Zaros, Seren, Zamorak and Sliske seek to claim it in the name of their gods. But the Heart is not without its own warden...
    Common tropes 
  • Bounty Hunter: Feng can set you up with bounties to kill 100 followers from a random faction, earning you reputation with another of your choice. Generals count as 25 followers of their respective faction.
  • Charm Person: Among the faction rewards are insignias that will make specific factions unaggressive. Wearing the Shard of Mah from Children of Mah will make them all unaggressive (and boost the multiplier while killing regular minions).
  • Gondor Calls for Aid: With enough ingression fragments (dropped by all monsters in the dungeon) you can summon reinforcements from a specific faction of your choice, leaving them to kill minions from every other faction present.
  • Heart of the Matter: The name is not a figure of speech: Gielinor's anima flows to and from the Heart, which ensures its circulation and the continued existence of life.
  • 100% Heroism Rating: Earning reputation with the different factions allows you to unlock rewards such as increased chance for rare drops with each general, blueprints for rare Invention materials, reductions in killcount requirements for fighting each general and the ability to craft refined anima core armour.
  • It's Personal:
  • Only the Worthy May Pass: The barriers blocking access to each general's arena require level 80 in specific combat skills before the player can enter.
  • With Us or Against Us: All four factions want nothing more than to kill each other, even the ones whose generals don't have a grudge between them.

    Helwyr 
The Serenist general, and the leader of the Cywir Clan.
  • A Father to His Men: As soon as he learned of the atrocities that Gregorovic committed against his fellow elves, Helwyr put the man at the top of his list of people he wanted dead.
  • Berserk Button: During Azzanadra's Quest, Gregorovic taunts Helwyr over his dead son, whom Gregorovic apparently ate. Helwyr promptly loses his temper and orders his troops to tear him to pieces.
  • Boss Arena Urgency: Every so often, three of the mushrooms in Helwyr's arena will grow gigantic and scatter poisonous gas in the nearby vicinity, dealing massive damage to anyone who stands nearby. After every attack rotation, three others will take their place at random.
  • Death of a Thousand Cuts: Every now and then Helwyr will jump towards a random player and thrash around on the spot, attempting to tear to pieces anyone standing nearby and inflicting heavy bleed damage in the process.
  • Flunky Boss: Can summon Cywir Alphas to add him in battle.
  • Mix-and-Match Critters: The Hunllef has traits of bear, wolf, and deer.
  • Punctuated! For! Emphasis!: "You. Will. BLEED!"
  • Revenge: He seeks this against Gregorovic for experimenting on his elven comrades.
  • Voluntary Shapeshifting: In combat, he takes on the form of a beast he slew and absorbed the energy of, known as the Hunllef:
    Helwyr proved himself the strongest of the Cywir clan by entering its lair and slaying the great beast. He then used ancient elven magic to harness the creature's energy, bending it to his own will in order to take on its form himself.

    Gregorovic 
The Sliskean general. A sickly human desperate to escape the end of his life, he made a deal with Sliske and was reborn in the shell of an undead monster.
  • Asshole Victim: Gregorovic's deal with Sliske turns him into one when Sliske kills him and resurrects him to serve as his puppet for the rest of his unlife. Subverted twice when it turns out Gregorovic was never actually resurrected.
  • Deal with the Devil: Approached Sliske and offered his soul in exchange for eternal life. He was killed and resurrected into a Monster Clown with an insatiable yearning to consume.
  • Death from Above: Gregorovic's third special attack has him throw hundreds of knives into the ceiling, leaving them to fall in random spots across the arena after a few seconds.
  • Doppelgänger Attack: Gregorovic will summon shadows of himself to attack you after reaching certain health milestones. He can randomly switch places with them, too.
  • Dual Boss: You fight him, Nomad, and Linza the Disgraced all at once during the climax of "Sliske's Endgame".
  • Evilutionary Biologist: He conducted cruel experiments on the Cywir elves in order to gain insight into their longevity.
  • Flunky Boss: Besides his shadows, Gregorovic's second special attack allows him to summon spirits that will buff him unless you kill them before they can touch him. They can buff Gregorovic's attack speed, strength and poison damage.
  • Fuuma Shuriken: Wields a pair of glaives.
  • Leitmotif: Gregorovic.
  • Monster Clown: His current form resembles that of a macabre jester.
  • Pinball Projectile: Gregorovic's first special attack is throwing a trick knife that can hit his main target several times, stacking heavy damage if not blocked properly.
  • Sadist: Conducted cruel experiments on elves of the Cywir Clan in an unsuccessful attempt to extract the secrets behind their long lifespans.
  • Sequential Boss: Hard mode Gregorovic has a pseudo-second phase that begins after you deplete his health: he will summon wight hunters to kill you and force you to use auto-attacks only. Once you've killed 6 wight hunters, Gregorovic will restore some of his health and you will be able to kill him normally again.
  • Tomato in the Mirror: The monster that identifies itself as Gregorovic in modern times is actually a Chthonian demon named Erasinus suffering from Superimposed Personality Disorder. Turns out, Sliske never actually resurrected Gregorovic: he just fed him to Erasinus, who eventually adopted Gregorovic's personality after ingesting his soul.
  • Turns Red: In "Sliske's Endgame", if he is not the first boss to be killed, he will use his knife throwing attacks which cannot be blocked, but damage can be avoided altogether by looking out for shadows on the ground to see where the knives will land. If he is the last of the three bosses to remain, he will summon shadow clones of himself which hit as hard as he does, but only have 3,000 HP each.
  • Undying Loyalty: To Sliske, after being resurrected.

    Avaryss, the Unceasing & Nymora, the Vengeful, The Twin Furies 
A pair of Avernic demons, and the Zamorakian generals.
  • Dash Attack: Avaryss will always start the attack rotation by attempting to dash at the player from the north, west, south and east, in that order. The player has a second or two to dodge. Avaryss always alignes her position to the player before dashing, and always charges in a straight line.
  • Death from Above: A few autoattacks after Avaryss charges at the player, Nymora will move to a random spot and attack the ceiling, after which stalactites will start falling across the entire arena except for the spot she's standing on.
  • Dual Boss: You fight the Twin Furies at the same time. They both share the same health bar, however.
  • Having a Blast: At the end of their attack rotation, Avaryss and Nymora will move to the center of the arena and charge an explosion attack for several seconds while the outer areas will be set on fire. Doing this leaves them vulnerable to attacks, especially attacks that have an area of effect big enough to hit both at the same time. A few moments before the explosion fires off, the flames around the arena will become extinguished, leaving the player with a small window of opportunity to get away from the Twin Furies before the explosion can hit them.
  • The Oath-Breaker: In their original role, the Twin Furies hunted down those who broke their vows to Zamorak.
  • Our Demons Are Different: The Furies are unlike any other demon encountered in the game, possessing asymmetrical, fleshy "wings" which mirror one another, with far more feminine forms. Believe it or not, they come from the same species of demon as K'ril Tsusaroth.
  • Revenge: They seek it against Gregorovic for killing their 3rd sister, though Zamorak has forbidden from doing so until they can finish their job of wiping out the Ilujanka.
  • Shared Life-Meter: They share the same healthbar and die at the same time. Hitting them with an area attack will do double the damage when they are close enough.
  • Single-Minded Twins: Multiples are rare among demons; an anomaly that results when a demon soul is split into multiple physical forms at birth. While they manifest independent personalities, their souls remain linked for life. This link allows them to communicate over vast distances and coordinate their attacks in the blink of an eye. As a side effect, they develop a fierce loyalty towards each other, which drives Avaryss and Nymora to seek revenge for the death of their unnamed sister at the hands of Gregorovic.
  • Undying Loyalty: To Zamorak and to each other. When Moia captures the soul of Avaryss during the Zamorakian Civil War, she uses it to blackmail Nymora into betraying K'ril.

    Vindicta 
The Zarosian general, an Ilujanka who is the daughter of Hannibus (encountered in the One of a Kind quest) and Morvannon. Mounts a dragon named Gorvek, who is also her caretaker.
  • Breath Weapon: Gorvek's fire breath manifests in a straight line that deals constant magic damage if you stand in it. Unlike every other dragon in the game, you don't need protection from dragonfire in order to kill it.
  • Dare to Be Badass: Vindicta doesn't think much of her fellow Ilujanka on Iaia, seeing them as cowards who resigned themselves to their impending extinction. She manages to convince a few of the younger Ilujanka to visit Gielinor and see what it has to offer after showing them the strength it gave her.
    Vindicta: If they can prove that the Ilujanka are more than cowards, then I will listen to them.
  • Death from Above: Throughout both phases, Gorvek will breathe a line of dragon fire across the arena. In the second phase he will also take the chance to reposition himself into one of the four corners of the room, while in hard mode's third phase he will always return to the center.
  • Dragon Rider: She uses her adoptive parent, a dragon named Gorvek, as her steed.
  • Dual Wielding: Uses a sword and its scabbard before she Turns Red and mounts Gorvek.
  • Jousting Lance: Wields one as her weapon when she mounts Gorvek.
  • Last of Her Kind: Depending on your decisions in the One of a Kind quest, she may be the last Ilujanka on Gielinor.
  • Lizard Folk: Vindicta is an Ilujanka.
  • Meaningful Name: Vindicta translates to "vengeance" in the Infernal language (read "latin"). Gorvek gave her that name after securing her egg, hoping that one day she would avenge her kin.
    Gorvek: Little egg. The last of your kind, perhaps. I will raise you now. You will be a new breed of Ilujanka. One day, you will have your vengeance. They will call you... Vindicta.
  • Our Dragons Are Different: Though Gorvek can easily be mistaken for a wyvern, Word of God says that he's just an outlier of dragons.
  • Parental Substitute: Gorvek, to Vindicta. After Morvannon, his former rider, was killed by the Twin Furies' hellhounds, Gorvek secretly retrieved her egg from her corpse and placed it in stasis until it was safe to hatch.
  • Revenge: She seeks it for the deaths of the Ilujanka. Her name even means "Revenge".
  • Screw Destiny: Actively encourages the Ilujanka on Iaia to not give in to their doom and to fight back, since surely there's no harm in trying. A few of them seem to gain interest.
    Vindicta: I have noticed my size. I am bigger and stronger than all of them and I think that's because I refuse to just let fate decide what happens to me. You've told me before that the Olun'dai is a tapestry. Well, why just be a thread when you can be a needle guiding the thread? If destiny has decided we should end, then surely there's no harm in trying to fight? In seeing if there is more to life than wasting away to nothing?
  • Sequential Boss:
    • Normal mode Vindicta has 2 phases; the second phase begins after you deplete half of her health, after which she will mount Gorvek and change her attack rotation.
    • Hard mode has a third phase that begins after you kill Vindicta as you would in normal mode, only except Gorvek goes berserk in response and starts dealing damage faster.
  • The Speechless: The only one of the Heart generals to not talk during combat. She does speak, however, in Sliske's Endgame, and in her Flashback from when you fill the Zaros chapter.
  • Turns Red: At half health, Vindicta will mount Gorvek and start doing a different attack rotation entirely, including a heavy-hitting ranged attack.
  • You're Not My Father: She dismissively brushes off Hannibus as a tiny, frail thing when he came out to her as her father. While the two agree to work together to take down the Ambassador, Vindicta claims she'll never acknowledge Hannibus as her father even if they're blood related. Though the player notes she seems the slightest bit happier.

    Telos, the Warden 
The protector of the Heart of Gielinor. The constant battles by the four warring armies have roused Telos from his slumber, and he must be defeated before he decides to eradicate all life on the surface to ensure the Heart's safety.
  • Attack of the 50-Foot Whatever: Telos is big enough in the first four phases. Defeat him in enrages of 100% or higher, however, and he will become even bigger for the fifth phase.
  • Charged Attack: If Telos is allowed to stuff himself with anima, he will unleash powerful special attacks depending on the phase. As such, it's usually less troublesome to stand in the stream's path and suffer its respective debuff (or simply lure Telos away from the stream, if possible).
  • Color-Coded for Your Convenience: Both the anima streams and the anima golems have different colors to help the player keep track of them, which becomes particularly useful in phase 5 when trying to neutralize the different viruses and charge the anima fonts with the corresponding anima streams and golems, respectively. Pure is green, volcanic is red, and corrupted is black.
  • Death from Above:
    • Every now and then, Telos will perform a special attack where he stuns the player before trying to jump on them. Needless to say, his weight will crush you if you do not move away in time.
    • Throughout phase 5 rocks will fall from the ceiling. At higher enrages they will become more numerous, and will even start falling on phase 4.
  • Don't Celebrate Just Yet: In enrages below 100%, the fight ends after phase 4, with Telos falling unconscious into the pool of anima at the center of the arena. In enrages past 100%, however, Telos will shortly after emerge from the pool, bigger and stronger than before.
  • Elemental Embodiment: Is an embodiment of the Anima Mundi and was created to protect the Heart of Gielinor from damage.
  • Flunky Boss: Can summon anima golems, each of which must be dealt with accordingly.
    • The standard anima golems in phase 3 will provide Telos with a steady supply of anima on top of the red stream. Players must ensure that Telos doesn't get too much anima by killing the golems, which get back on their feet after a while, but also that he isn't left with too little by not killing all of the golems.
    • The pure, volcanic and corrupted anima golems, summoned whenever Telos drains the anima fonts in phase 4, can make the fight harder than it needs to be if not killed: pure golems become stronger with every attack, volcanic golems can stun and bind the player, and corrupted golems apply "Armour Break" stacks that decrease the player's armour rating, which makes the player take more damage.
    • In phase 5, Telos will summon six golems of the same type (pure, volcanic or corrupted) throughout every attack rotation, with lower health than in phase 4. When Telos prepares his instakill bomb, the player must lure the golems to the anima font of the corresponding type and kill at least 4 of them to fuel the font, which when manually activated will blast Telos with an anima surge powerful enough to stun him and nullify the attack.
  • One-Hit Kill: If you do not kill Telos quickly enough during phase 5, he will use an unblockable and unavoidable one hit kill attack. You can survive this only by using the Immortality ability just before he uses it. And during phase 4 he can use a powerful special attack that can inflict damage higher than the normal maximum hp.
  • Sequential Boss: Is fought over 4 or 5 phases depending on the enrage level.
  • Stationary Boss: After emerging from the pool of anima in the center of the arena, Telos remains there for the duration of phase 5.
  • Status Buff: Gains these from standing in the fonts of Pure, Corrupt, and Volcanic Anima in each phases. You can stand in the anima streams as well, gaining these buffs and denying Telos access.
  • Turns Red: A 'normal' Telos encounter (that is to say, under 100% enrage) has four phases. Once you hit 100% or higher, you enter Phase 5, where Telos is bathed in the anima of the Heart and dwarfs the player; this is considered the start of the true fight against Telos.
  • Unlockable Difficulty Levels: How the enrage system works: defeat Telos in a specific enrage, and you will earn the right to challenge him again in a slightly higher enrage. While his attacks will become stronger and his health will be increased, reaching a higher Kill Streak will allow you to reap exponentially higher rewards (of which you will only retain a small fraction if you die, capping at 75% after 15 kills).

Senntisten

Following Kerapac's plot and the Battle of the Monolith, the eggs of the Elder Gods have been roused and have begun to prepare to hatch. In a desperate attempt to stall the Great Revision, Azzanadra has teleported the eggs to the buried ruins of Senntisten, the former capital of the Zarosian Empire, where Saradomin, Zamorak, Armadyl and Seren attempt to drain the eggs of anima in order to delay their hatching. Now it's an all-out war across the city as the Elder Gods send their own armies to reclaim the eggs by any means necessary, leaving mortals to do everything in their power to stop them.
    Common tropes 
  • Alien Kudzu: The area surrounding the graveyard east of the cathedral has been overrun with fungus thanks to Croesus.
  • Charm Person: The only way to make the monsters unaggressive is by wearing the Shard of Erebus gained after the Battle of the Monolith.
  • Elite Mooks:
    • The Nodon Engineer can use all three combat styles, along with the special attacks of the other Nodon variants.
      • If you kill enough engineers, there's a chance that a Nodon Enforcer will spawn, which is even stronger.
    • At sufficient enrages, the Arch-Glacor will summon a bolstered glacyte on top of the normal ones.
    • TzKal-Zuk can summon two different types of elite mooks depending on the wave the player is currently at:
      • First, there's the Igneous TzekHaar, which have passive damage reduction and healing until a specific condition has been met depending on the caste.
      • Then there's the TzekHaar summoned during the challenge waves, which have separate conditions for winning each challenge. Clearing all three challenge waves in one run is required to unlock Zuk's hard mode.
      • And of course, there's TzekHaar-Jad and TzekHaar-Aken...
  • Enemy Mine: The Elder Gods, their generals and their armies are such a threat that virtually every faction in Gielinor pools their forces to defend Senntisten.
  • Godzilla Threshold: Though the Elder God Wars as a whole certainly counts, all the generals are or have been this at some point:
  • Immortality: All four generals are effectively immortal, which helps put pressure on their respective fronts:
    • Every time he dies, Kerapac is resurrected by Jas using the Needle to rewind his death. It is likely he does this for fallen Nodon as well.
    • Glacors cannot be killed permanently, they just come back stronger. The Arch-Glacor's ability to do this can be supressed by Azzanadra: while it will still resurrect every time it is killed, it won't become any stronger than it was before. Unless you politely ask Azzanadra to allow it to.
    • Croesus cannot be killed, period. The best you can do is deprive it of substenance.
    • Being bound to the Elder Kiln, it is likely that TzKal-Zuk would be reborn from the sacred lava should anyone kill him, much like the TokHaar. Of course, for that to happen, someone would have to manually dunk his corpse into the lava first.
  • Lethal Lava Land: TzKal-Zuk and the TzekHaar turn Senntisten's sewers into this.
  • More than Mind Control: The Nodon Dragonkin are being controlled by Kerapac using their own dream technology; they are convinced that they are actually fighting a war against the Elder Gods, rather than for them. Naressa can't help but sadly point out the irony in the fate of her people.
  • The Siege: The entire war is a city-wide siege on Senntisten's cathedral, where the eggs of the Elder Gods are being kept.
  • Siege Engines: The Nodon bring siege engines that continually rain fire on the cathedral. They will be repaired not long after you destroy them, but in the meantime, and with enough parts, you can sabotage them and give the grunts handling them a nasty surprise. There are also a few abandoned siege engines that you can repair and use against the Nodon.
  • Slippy-Slidey Ice World: The area of Senntisten between the cathedral and the aqueduct to the south is turned into this, courtesy of the glacors.
  • Underground Monkey: The TzekHaar are essentially this; following the Battle of the Monolith, Ful was dissapointed in the performance of the TokHaar and had them reforged in the Elder Kiln.

    Kerapac, the Bound 
Jas's general, commanding the Nodon Dragonkin.
  • Advancing Wall of Doom: Kerapac's third special attack is an advancing wall of lightning. While you can walk through it, the lightning will deal severe damage the longer it touches you; in other words, you have to Surge past it.
  • And I Must Scream: Kerapac is being forced by Jas to retrieve the eggs of her sisters at any cost. When he attempts to resist her commands, she drowns him with physical pain. When he begs her to just kill him, she refuses. When he asks her if she will set him free once he completes his task, she dismisses the question as inconsequential and refuses to answer. And when he dies, she uses the Needle to rewind his death and resurrect him.
  • Battle Theme Music: The Cursed Warrior.
  • Cosmic Flaw: Kerapac's first special attack has him tear a rift in time behind the player, from which he will then siphon energy. This energy will both stun and hurt the player unless they step out of the way.
  • Death from Above: For his second special attack, Kerapac will jump in the air for a few seconds then perform a slam attack on the player's position. If they Surge at the last second, they will successfully dodge the attack; otherwise, Kerapac will home in on their location, stun them (unless the Pontifex shadow ring has been upgraded) and deal massive damage over time until the player moves or dies. Kerapac will perform this attack three times in a row before moving on.
  • Explosive Overclocking: Kerapac's abuse of the Needle in hard mode causes time to fracture: echoes of Kerapac from three other timelines will attack echoes of the player(s), focusing their attention on you after they're finished unless they are killed first.
    • On a lesser scale (and perhaps a more positive note), thanks to the damage the Needle has accumulated since Kerapac stole it, its power leaks to the point the player gains the ability to warp time during and after phase 2.
  • Increasingly Lethal Enemy: Kerapac's attacks will become stronger and the player's protection prayer/deflect curses will become less effective throughout phase 4 as he becomes enraged following every auto-attack. Taken up to eleven in hard mode, where every time one of his or a player's time echoes is killed, both Kerapac and the remaining echoes become enraged. By the time all of Kerapac's time echoes are subdued (which is necessary in order to damage the real Kerapac), chances are he will have already reached his maximum enrage stacks.
  • Never My Fault: Kerapac has the audacity to blame you for the Time Crash that occurs during the final phase in hard mode.
  • Red Baron: "The Bound" refers to how he is once more bound to the will of Jas through the Needle after Desperate Measures.
  • Sequential Boss: Kerapac is fought over 4 phases in both normal and hard mode, though the greatest divergence is that in hard mode's final phase Kerapac accidentally summons time echoes of himself and the player(s) and becomes invincible while his echoes are still alive.
  • Temporal Duplication: During phases 2 and 3, Kerapac's special attacks are replicated by time echoes of himself, following the same pattern they did during previous phases. Whether or not he does it on purpose is up in the air, seeing as the Needle appears to have cracked considerably since the events of Desperate Measures.
  • Time Master: Every time he comes close to dying, he uses the Needle to rewind time and restore his health, moving the battle to the next phase. In normal mode he only does this twice before giving up and settling for blasting you increasingly hard with the Staff of Armadyl. In hard mode, attempting this a third time has... consequences.
    • The World Guardian is able to warp time during and after phase 2: ten seconds after activation, the player's health, prayer points, adrenaline and ability cooldowns will reset to their values from before activation, while leaving the player with every Status Buff they may have activated during those same ten seconds. In practice, this allows them to spam their more powerful abilities every thirty seconds.
  • You Have Failed Me: Inverted; every time Kerapac dies, Jas uses the Needle to resurrect him. Kerapac does not like this one bit:
    Kerapac: NO! Let me die! JUST LET ME DIE!

    Arch-Glacor 
Wen's general, leading hordes of glacors and glacytes.
  • Attack Its Weak Point: Averted; you would think exposing it's core is a stupid tactic, right? Unfortunately, attacking the core is not even an option; on top of that, the Arch-Glacor is immune to all damage during this attack.
  • Attack of the 50-Foot Whatever: The Arch-Glacor is easily 20 times larger than a normal human.
    • It is said that an even larger form of glacor exists, known as an Ur-Glacor; these are reputed to be as large as a mountain.
  • An Ice Person: Glacors are ice elementals.
  • Beam Spam: One if its special attacks involves blasting massive beams of ice from above the arena, which then attempt to track down the player.
  • Came Back Strong: Glacors come back stronger every time they are killed. For the Arch-Glacor, this translates into increased enrages in hard mode (normal mode has Azzanadra actively supressing this ability).
  • Confusion Fu: One of the Arch-Glacor's attacks consists on it randomly alternating between all three combat styles; while this mechanic is active, all of its auto-attacks deal increased damage. The only way to survive its onslaught is by accurately predicting which style it's about to use, then using the proper protection prayer or deflect curse.
  • Combat Commentator: Azzanadra and Ariane will offer commentary throughout the fight, occasionally warning you when the Arch-Glacor is about to use a special attack.
  • Elemental Powers: Ice.
  • Flunky Boss: Can summon glacyte minions during one of its special attacks. As long as even one of them is still alive, the Arch-Glacor is completely immune to damage.
  • Godzilla Threshold: Bringing the glacors from Leng counts as this for Wen, since they are tainted by shadow anima. She opened portals to Gielinor and hoped for the best.
  • Hero-Tracking Failure: The beams of ice are quite nasty, yes, but they're also pretty slow. If the player can manage to dodge them, they won't be able to keep up.
  • Increasingly Lethal Enemy: One of the Arch-Glacor's special attacks has it expose its icy core while surrounding the player with both of its arms; the core then begins emitting frost that deals increasing damage until the player escapes the core's proximity by destroying one of the arms.
  • Stationary Boss: Thanks to the efforts of Azzanadra and the rest of the mages holding it in place.
    • During Extinction, Azzanadra has been left to hold off the Arch-Glacor alone, allowing it to move past the aqueduct.
  • Unlockable Difficulty Levels: Defeating the Arch-Glacor in hard mode allows you to fight it again on a higher enrage setting; while its attacks will become stronger and its health will be increased, reaching a higher Kill Streak will allow you to reap exponentially higher rewards (of which you will only retain a small fraction if you die, capping at 75% after 15 kills).
  • Wave-Motion Gun: One of the Arch-Glacor's special attacks consists of an extremely powerful ice cannon; it takes several seconds to fire and will kill the player unless they use what little time they have to protect themselves.

    Croesus 
Bik's general, a sentient fungus immune to conventional damage.
  • Attack Its Weak Point: After you and your team expose it, of course.
  • Attack of the 50-Foot Whatever: Croesus is a massive blob of fungal matter of vaguely humanoid shape. It makes even Gorvek look small in comparison.
  • Back from the Dead: Bik found its remains buried deep beneath Senntisten's graveyard, revived it and sicced it upon the allied forces defending the cathedral.
  • Body Horror: The Varrock and Lumbridge guardsmen sent to investigate Senntisten's graveyard never stood a chance. Their corpses are littered all over the place and have various forms of fungus growing on them.
  • Bolt of Divine Retribution: Restoring and praying to the statues of the four heroes triggers this; it is the only way to expose Croesus's core.
  • Botanical Abomination: A gigangic clump of sentient, hungry fungal matter.
  • Buried Alive: For whatever definition of "alive" fits a being such as Croesus; it took burying both Croesus and the entire district it was located in before it could be stopped in a way that mattered.
  • Colour-Coded for Your Convenience: The skills needed to progress through the encounter, the fungi used to repair the statues and the spore bombs that drain said skills are associated to different colors to make it easier to track them down: Fishing (green), Hunter (blue), Mining (yellow) and Woodcutting (red).
  • Combat Commentator: Gorvek, who was part of the Tenth Legion when Croesus first went on a rampage during the Second Age. As such, he is well acquainted with how deadly Croesus is, and advises the team on the steps necessary to neutralize it.
  • Divine Intervention: When it became clear than the Tenth Legion was powerless to stop Croesus, Zaros was forced to personally intervene by burying the entire district deep beneath the earth, leaving Croesus without any organic matter to feed upon.
  • The Dreaded: Croesus was such an infamous force of destruction that the year in which its second rampage took place, which led to the deaths of over 50,000 people and the Tenth Legion being almost wiped out, came to be known as the Year of Croesus.
  • Festering Fungus: Croesus can grow virtually anywhere as long as it has organic matter to feed upon. Dead or alive.
  • Gone Horribly Right: The fungus that would eventually become Croesus was found during an expedition from the Zarosian Empire in the Second Age. Intending to use it as a Living Weapon, the Praetorians fed it slaves, tested it, burned away its weaknesses and forced it to evolve until after a serious breach they were ordered to stop. The Praetorians ignored that order, which predictably led to a second breach that ended with an entire district of Senntisten infested with fungus, over 50,000 people dead and Zaros's Tenth Legion wiped out.
  • Hero-Tracking Failure: Croesus will, throughout the encounter, fire off fungal spore bombs and hard fungi aimed at the spots the players are standing on. They can be easily dodged by moving to another spot. If hit, the spore bombs will drain the various skills used to gather resources from the monster carcasses (Colour-Coded for Your Convenience), while the hard fungi will both stun their targets and drain all the gathering skills at the same time.
  • I'm a Humanitarian: Downplayed; its diet is not limited to humans.
  • Legend Fades to Myth: By the end of the Second Age, Croesus was considered a myth. Gorvek will be happy to tell you that Croesus was very real and that the stories have been watered down.
  • Living Weapon: What Croesus was originally conceived as before it became too powerful to control.
  • Sealed Evil in a Can: Until Bik found the can and popped it open.
  • Stationary Boss: Croesus stays at the center of the graveyard during the entire fight.
    • During Extinction, it has managed to move from the heroes' graveyard to the regular one. Somehow.

    TzKal-Zuk 
Ful's general, acting leader of the TzekHaar.
  • Attack of the 50-Foot Whatever: Zuk is the size of a house, the player barely reaching halfway to his shins.
  • Battle Theme Music: The Glory of Combat.
  • BFS: Zuk's weapon of choice, the Ek-ZekKil, is a large sword of glowing obsidian almost as large as him.
  • Blood Knight:
    • Can give Bandos a run for his money in this department: after defeating Torva in the Senntisten Colosseum and earning his freedom, he travelled to the Elder Kiln in search of a greater challenge. He found it in the form of the TokHaar, whom he fought for several days without rest. Just as he was about to collapse, the TokHaar collectively declared him the First Champion of the Kiln (a feat canonically matched only by the player) and allowed him to stay. The Kiln's power not only allowed him to recover, but after spending centuries within the Kiln he was reborn as a demigod. When the God Wars erupted during the Third Age, though the TokHaar had no interest in leaving the volcano, Zuk took some of the lava beasts and began to carve a bloody path through the Feldip Hills. Worried that Zamorak would pursue an alliance with him, Saradomin and Armadyl convinced Bandos to go fight him instead. The god of war eagerly made his way to Zuk and engaged him in combat for several days. Zuk would've been happy to lose in a fair fight, but Bandos, helped by his geomancers, pushed Zuk into a ravine, dragged him back to the Kiln and trapped him with ensorcelled chains that would constrict Zuk harder the more he tried to break them. Zuk begrudgingly acknowledges this as his first defeat, but condemns Bandos as a Dirty Coward for his actions. It cannot be understated: Zuk was evenly matched with Bandos, the Big High War God, and lost only because Bandos did not fight fair.
    • When Ful recruited Zuk to retrieve the eggs, he eagerly accepted on the spot, utterly uncaring that he was being made her pawn or that the universe would end if he succeeded. He was being invited to the greatest battlefield Gielinor had ever seen in untold thousands of years; how could he possibly refuse?
  • The Brute: Downplayed; while Zuk is by no means an idiot, he is a powerhouse compared to the other generals, and prefers to settle disputes with brawn rather than brains.
  • Challenge Seeker: Big time: from colosseum gladiators to the TokHaar to the God Wars... Few beings can slake Zuk's thirst for combat.
  • Combat by Champion:
  • Curb-Stomp Battle: Gives one to General Graardor, who tried to honor Bandos by defeating Zuk on his own. Zuk handed Graardor his ass on a plate and then had him dragged from the arena while he laughed.
  • Elemental Powers: Fire. Which makes sense, considering he's essentially channeling Ful's power both directly and through being bound to the Elder Kiln.
  • Flunky Boss: Periodically makes you fight Igneous TzekHaar while he stands at the center of the arena. Failing to defeat them in time will allow him to use a One-Hit Kill attack.
  • Foil: To Bandos; while the Big High War God prefers to watch others do the fighting, Zuk would rather do the fighting himself.
  • Funny Background Event: When Zuk finally decides to fight you personally, the rest of the TzekHaar decide to watch from the sidelines. Old habits die hard.
  • Glowing Eyes of Doom: Well, eye. What little of Zuk's features can be made out beneath his helmet is a singular, incandescent eye right in the middle of his face. Makes it a bit difficult to tell where he's looking.
  • Godzilla Threshold: When Zuk climbs his way out of the sewer and batters on the cathedral doors during Extinction, Saradomin and Armadyl realize they're out of time and decide to destroy the eggs then and there.
  • Graceful Loser: Becomes this if you defeat him without using any checkpoints (that is, you did not teleport to resupply and did not die to him or any of the TzekHaar waves).
  • Hive Mind: Averted; Zuk was able to retain his free will even after being bound to the Elder Kiln, in contrast to the TokHaar.
  • Large and in Charge: Zuk is easily larger than TzekHaar-Jad and TzekHaar-Aken, to say nothing of the rest of the TzekHaar.
  • Made a Slave:
    • His tribe was absorbed by the Zarosian Empire during the Second Age. Zuk himself was thrown into the Colosseum as a gladiator; it is unknown what became of his people.
    • In a way, he is this to Ful herself, except that unlike the TzekHaar he retains his free will.
  • Meaningful Rename: After Zuk became the First Champion of the Kiln, the TokHaar christened him TzKal-Zuk: Zuk, Champion of the Fire in the TzHaar language.
  • Not in This for Your Revolution: Zuk doesn't give a rat's ass if the world is about to end, so long as he can get one last good fight. And if he has to follow Ful's orders to make that happen, so be it.
  • Orcus on His Throne: He spends most of the war sitting on his throne in the Senntisten sewers awaiting challengers. Even then, they first have to get past waves of TzekHaar before he deems them worth his time.
  • The Pawns Go First: Players must fight their way past several waves of TzekHaar before Zuk will deign to give them the time of day.
  • Playing with Fire: As is to be expected of Ful's general, Zuk has a plethora of fire-based attacks capable of reducing the player to a pile of ash if not handled properly.
  • Pretender Diss: Unlike most gods in the setting, Zuk did not steal his divine power — he earned it. Because of this, he sees the gods as pretenders and frauds.
    TzKal-Zuk: I have fought a god before. Bandos...a fraud, wielding power wrested from another - just like all of his kind. I long to truly prove myself against a god. To show that power earned beats power stolen.
  • Semi-Divine: Spending centuries in the Elder Kiln has fundamentally changed Zuk's nature, turning him into a demigod. Which makes defeating him an even more monumental feat.
  • Sequential Boss: Zuk gains a pseudo-second phase in hard mode, where he summons a conduit of Ful after reaching 100,000 life points. The conduit must be destroyed five times to deplete what's left of Zuk's health, and he will launch fireballs at you the whole time.
  • Shut Up, Hannibal!: If the player attempts to argue that Zuk is being manipulated and accuses him of being a pawn, Zuk agrees immediately, before calling them out for trying to goad him with such an obvious barb.
    Player: Sounds like you're just being manipulated. For all your strength, you're nothing but a pawn.
    TzKal-Zuk: There has been no greater battlefield than this in thousands of years. Where else would I possibly be but here, fighting? If to act in accordance with my true nature - to fulfil my very destiny - is to be manipulated...then manipulated I am. Your destiny, on the other hand, seems to be to waste my time with sophistry when you should be fighting.
  • Slouch of Villainy: His default stance while sitting on his throne awaiting challengers. Impatiently, if his constant finger-tapping is any indication.
  • Villain No Longer Idle:
    • If you can defeat all the TzekHaar, Zuk will get off his throne, grab his sword and finally decide to take you seriously. Try not to disappoint him.
      TzKal-Zuk: Perhaps you are worthy... to die by my blade!
    • Taken in a much more serious direction during Extinction, where Zuk leaving the sewers pushes the allied gods to destroy the Elder God eggs or let the universe die.
  • Worthy Opponent: If you defeat Zuk even after dying or teleporting, he shows you begrudging respect. If you defeat him without using any checkpoints, however...
    TzKal-Zuk: Impossible... Not... since Bandos... Finally... After thousands of years...

Elite Dungeon Bosses

Temple of Aminishi

Home to the Acolytes of Seiryu, who appear to have turned against their own patron.
    The Sanctum Guardian 
A gargantuan crassian barring access to the temple's inner sanctum.
  • Attack of the 50-Foot Whatever: The Sanctum Guardian towers over the player by at least one order of magnitude.
  • Boss Arena Urgency: One of the Sanctum Guardian's attacks is placing a poison cloud on top of where one of the players is standing. These clouds do not disappear until the boss is killed so if you don't kill her quickly enough you will run out of safe places to stand.
  • Every Man Has His Price: In this case, a fishy treat.
  • Flunky Boss: Can summon crassian reinforcements.
  • Gate Guardian: Posted to guard the entrance to the temple's inner sanctum.
  • Making a Splash: Uses several water based attacks, including a water wave and a devastating water jet.
  • Multi-Armed and Dangerous: Has six clawed arms.
  • Noodle Incident: According to Elei's diary, the Sanctum Guardian once killed three boys who wandered too far into the temple, forcing Lady Himiko to explain its presence to the rest of the acolytes.
  • Palette Swap: The Sanctum Guardian's model is a modified version of Clawdia (a seasonal event boss) with the colour changed from red to purple and with a few other changes.
  • Skippable Boss: You can skip the fight with the Sanctum Guardian by giving it a fishy treat.
    The Sanctum Guardian: A fishy treat? It may pass!

    Masuta The Ascended 
A member of the Council of Seven, the leaders of the Acolytes of Seiryu. He guards the entrance to the Azure Prison, where Seiryu is located.
  • Back from the Dead: Returns in the Shadow Reef as a miniboss, only this time he is a disembodied spirit.
  • Battle Theme Music: Masuta the Ascended.
  • Flunky Boss: Can summon thrashing water monsters.
  • Gratuitous Japanese: His name is taken from the Japanese word for Master (マスター), minus the long-vowel mark.
  • Making a Splash: Also uses a number of powerful water based special attacks.
  • Sequential Boss: Masuta has three phases, each with different attack rotations. During the first phase, Masuta will use mostly melee autoattacks. During the second phase, he will gain a massive damage reduction buff and stop attacking the player(s), but will summon thrashing waters to attack you instead. The third phase will begin once he's summoned all the thrashing waters, upon which he will start using ranged autoattacks. Killing the thrashing waters from phase 2 will net players a damage reduction buff for Masuta's magic attack during phase 3, but they must be standing next to the thrashing waters as they are killed for this to apply.
  • Spin Attack: Can perform Hurricane while pursuing his target, hitting any players that stand in the way.
  • Super Not-Drowning Skills: By his own claim, Masuta usually trains with his lungs filled with water. If the player attempts to use Asphyxiate on him, he will mock them for it.

    Seiryu the Azure Serpent 
One of the four Guardian Beasts of the Wushanko Isles, Seiryu has been imprisoned by the monks of Aminishi and corrupted by Xau-Tak.
  • Attack of the 50-Foot Whatever: Seiryu lives up to his status as a Colossus; his body occupies half of the chamber the fight takes place in.
  • Badass in Distress: The whole point of the fight is to save Seiryu from Xau-Tak's corruption.
  • Battle Theme Music: When first starting the encounter, The Shackled Serpent serves as the background music. When you damage Seiryu enough to stun him, Xau-Tak's leitmotif, Chaos of Corruption, takes over as one of its black hands attempts to restore its hold on Seiryu by healing whatever damage you do on the black crystals. Then, once Seiryu wakes up and starts fighting you again, his true theme music takes over in the form of Seiryu's Deliverance.
  • Breath Weapon:
  • Casting a Shadow: One of his special attacks is creating shadows under the players that damage them if they don't get off them.
  • The Cavalry: He appears during the third phase of the Ambassador fight, not only fully healing you, but also killing all of the Crassian ritual keepers summoned by the Ambassador.
  • The Corruption: The players must free him from the black crystals controlling him in his collar.
  • Damage Discrimination: Seiryu uses a powerful breath of fire to assist you during the fight with the Ambassador: while it reduces his minions to piles of soggy ash, it restores your health and cleanses the arena of corruption.
  • Dragons Are Divine: Zigzagged; while not a god in the literal sense, Seiryu is a Colossus, a creature ascended to a higher state of being due to an abundance of anima when Gielinor was still a young world.
  • Elemental Powers: Water.
  • Foreshadowing: When the Temple of Aminishi was first released, Seiryu would tell players who defeated him about another being deep beneath Forinthry (the Wilderness) that shared his pain, and ask them to help them too. This would turn out to be the Black Stone Dragon, the final boss of the Dragonkin Laboratory.
  • The Four Gods: The only one seen so far. Specifically based on the Azure Dragon.
  • Healing Serpent: During the final encounter with The Ambassador in The Shadow Reef dungeon, Seiryu, who is a very serpentine entity, comes to aid the adventurer by healing them.
  • I Owe You My Life: After being cleansed from Xau-Tak's influence, he thanks the player. He repays his debt with interest by assisting you during the fight against the Ambassador.
    Seiryu the Azure Serpent: May you be forever blessed by the powers of the Azure Serpent. You will always be the light in my darkness.
  • Our Dragons Are Different: He is based on an eastern dragon, unlike most dragons in the game, although he is called a serpent, and a book in the game makes it clear that dragons and serpents are not the same thing.
  • Sequential Boss: While not really a phase per se, Seiryu will be stunned after the players deal 300,000 life points worth of damage. During this time, they must then climb on Seiryu's shackles and destroy the black crystals corrupting him, while simultaneously stopping Xau-Tak's shadow enigmas from restoring them. After a while, Seiryu will force you off the shackles and start the process all over again until all three crystals have been destroyed.
  • Super Not-Drowning Skills: Well, duh, he's the spirit of water. Being able to breathe even in the murky depths of the Shadow Reef should come as no surprise.
  • Technicolor Fire: Seiryu's flames are purple, both when he's corrupted and when he's not, meaning that's their natural color.
  • The Worf Effect: Though he aids you when fighting the Ambassador, it doesn't last long: he attacks Seiryu with a powerful blast of shadow anima in order to pin him down before focusing on the player.

Dragonkin Laboratory

An underground laboratory build by Kerapac with the purpose of finding a way to contain the fallout of Kranon's first ritual. Now it's largely abandoned save for the experiments that still dwell within.
    Astellarn, the First Celestial 
The first celestial dragon, driven mad by its own power.
  • Death from Above: Can summon a form of celestial rain that deals damage over time to all players standing in whatever quadrant of the arena the rain is affecting.
  • Escaped from the Lab: Astellarn escaped the laboratory once using her power to traverse the planes. She eventually returned since it was the only home she knew.
  • Fantastic Nuke: Neutron stars are meant to be lured onto the wyrmholes in order to damage Astellarn efficiently. If the neutron star touches a player, it will explode and deal massive damage to all players in the arena.
  • Flunky Boss: Astellarn can summon pulsars, which periodically deal small amounts of damage to all players in the arena until they are killed.
  • Intangibility: Astellarn can phase through dimensions, greatly reducing damage dealt to her. The player has to step into a stabilised wyrmhole in order to keep in phase with her.
  • Mercy Kill: Vicendithas intended to do this once Astellarn returned to the laboratory, but it was abandoned before he had the chance. As she grows weaker throughout the fight, she begs the player to do this.
  • Star Power: All of Astellarn's attacks involve manipulating celestial bodies in some shape or form.
  • Super Prototype: Was the very first celestial dragon that the Dragonkin made.
  • Tortured Monster: Was once a white dragon before being corrupted into a celestial dragon by the Dragonkin's experiments on her, which have driven her mad.
  • Unrealistic Black Hole: Her wyrmholes deal rapid damage to any players standing in the vicinity. They must be stabilised by luring a neutron star into them, at which point they become white holes.

    Verak Lith 
A stronger version of the original King Black Dragon, courtesy of Phalaks.

    Black Stone Dragon 
One of the last experiments conducted within the Dragonkin Laboratory, and the one that ultimately led to its abandonment.
  • Battle Theme Music: Similar to Seiryu, the black stone dragon has several musical motifs: she starts with The Shackled Aberration for the first phase, then changes to Chaos of Corruption during phase two, and finally, once she regains a semblance of reason, a more intense theme music takes over in the form of A Malice Unleashed.
  • Dying as Yourself: Seems to regain a semblance of lucidity during the second half of the fight. Ultimately she thanks you as she dies.
  • Gemstone Assault: Like all gemstone dragons; her gemstones, however, appear to be black stones.
  • Hearing Voices: Kerapac wrote in his research notes that sometimes he would hear whispers when around the black stone dragon. One time, he even heard the words "Do you really think you can save them?".
  • Mercy Kill: The black stone dragon is in a constant state of pain and suffering. Killing her is a kindness, one that she shows gratitude for.
  • Our Dragons Are Different: Essentially a gemstone dragon infused with black stone.
  • Raised in a Lab: Born and raised in the Dragonkin Laboratory, like all the other experiments.
  • Ring of Fire: One of her attacks consists of a stream of shadow fire that circles around herself, dissuading players from getting too close.
  • Sequential Boss: The fight is divided into three phases, each starting after reaching certain life point milestones:
    • After her health is reduced to 520,000 life points, the black stone dragon will fly to the center of the arena, whereupon four black hands will spawn and start attacking the players.
    • Once all four black hands have been destroyed, the black stone dragon will resume attacking and start using new special attacks.
  • Technicolor Fire: Can spout black flames.
  • There Is Another: Notes collected throughout the Dragonkin Laboratory mention that the black stone dragon was one of a pair, and that the one fought at the end once attempted to attack her sister as Xau-Tak's corruption became too strong. Said sister would turn up during Desperate Measures, serving as the source of the shadow anima protecting Kerapac's laboratory in Anachronia.
  • Tortured Monster: Like Seiryu, has been corrupted by black stones. When you kill her, she thanks you.

The Shadow Reef

The Ambassador's base of operations, deep underwater in the Cursed Archipelago.
    Crassian Leviathan 
A Sea Monster summoned by the Ambassador in order to kill the World Guardian.
  • Attack of the 50-Foot Whatever: Though we can only see its heads.
  • Breath Weapon: Can breathe a massive stream of poison across the arena, which the player can dodge by standing next to its head.
  • "Get Back Here!" Boss: After finishing its attack rotation, the leviathan will withdraw and pop up on the other side of the arena.
  • Healing Factor: Regenerates health at a fair rate during the fight, depending on how many players are engaging it. Poisoning it weakens the healing considerably.
  • Multiple Head Case: Several of its heads line up at the sides of the arena, but only the head at either end is attackable.
  • Our Dragons Are Different: It might not look like it, but it's actually a dragon, evidenced by the fact that it drops reinforced dragon bones.
  • Sea Monster: A giant sea snake with several heads that is fought underwater.
  • Use Your Head: Occasionally will attempt to smash you flat by dragging its head across the ground. You can avoid all damage by standing far enough that its head cannot reach.

    Taraket the Necromancer 
A Dactyl Dragonkin who was friends with Kranon. He has become an undead necromancer.

    The Ambassador 

Voiced by: Mod Orion

Once a Syrtes Dragonkin named Kranon, now an ambassador to Xau-Tak.
  • Attack of the 50-Foot Whatever: It may be difficult to notice during the hectic battle, but Kranon is at least 3 times the size of a grown adult.
  • Battle Theme Music: Blackstone Summons.
  • Big Bad: Of the Black Stone Trilogy, and by extension the quest Curse of the Black Stone, which encompasses the first three elite dungeons.
  • Body Horror: Removed his own heart and lungs when he accepted Xau-Tak's power.
  • Boss Arena Urgency: Like the Sanctum Guardian, the Ambassador can place clouds of corruption on the spot where its target is standing at. These persist for long enough that waiting for them to dissipate is impractical. While the unstable black holes can dissipate them, it is unreliable. All clouds of corruption are dissipated by Seiryu at the start of the final phase.
  • Came Back Wrong: Whatever it is that Xau-Tak did to Kranon, it has put him in his own category when it comes to undeath. Oreb, a seasoned necromancer, describes him as a being that is clearly dead, yet also not; he's not a reanimated corpse, yet he's also definitely not alive.
  • Cold Ham: Most of the time Kranon acts and speaks in a stoic, calm manner, which only serves to make his lines all the more intense.
    The Ambassador: So, you come to witness this great moment. To be present as His gaze is turned upon this world. To be one of the first, blessed by his black radiance. I can understand such dreams. Come then, shed your mortal form and rejoice.
  • Eldritch Abomination: He's a former Dragonkin who was warped into some unknown monstrosity thanks to Xau-Tak.
  • Evil Cannot Comprehend Good: When Seiryu shows up to support the World Guardian, Kranon is physically unable to understand why he would choose to defend Gielinor from his machinations.
  • Evil Sounds Deep: And how! The depth of the Ambassador's voice is only matched by his evil; out of all the characters in the game that have been voiced to date, his voice is a contender for the deepest.
  • Flunky Boss: Summons Crassians to attack you in the second phase of the battle. These summons notably cannot be harmed by players and are only removed when Seiryuu comes to help you at the start of the final phase.
  • The Fundamentalist: The Syrtes creed as a whole always had a strong tendency to be driven by their faith. Back in the days of Orthen, their plan to deal with the Elder Gods was to show their own value and respect them from afar, hoping that the Elder Gods would leave them be as a non-threat. Kerapac's Crucible violently dashed the hopes for that plan, and Kranon angrily and desperately resorted to other, darker means of freeing himself from Jas's curse. When he gleaned from Skeka's research that there were equals to the Elder Gods out there, he exhausted every record and text he could get his hands on to find them, ultimately leading to the ritual that landed him in Xau-Tak's hands. Once he tore the chains of the curse from Kranon's soul, he became fanatically loyal in gratitude; now Kranon seeks to extend Xau-Tak's "mercy" to the rest of the universe by any means necessary.
  • The Gloves Come Off: After pinning down Seiryu and summoning a dozen black hands (implied to belong to Xau-Tak), the Ambassador gives you his undivided attention and focuses every ounce of strength he can muster towards ending your life.
  • Healing Factor: Of a sort. In the final phase of the fight he summons a ring of black hands that will fire white energy blobs at him that heal him periodically. This can be stopped by standing in the path of whichever hand is firing, in which case the blobs turn black and damage you instead of healing him.
  • Horrifying the Horror: The World Guardian is The Dreaded to the Ambassador. A passage in Umbral Diplomacy goes into further detail:
    "I have dreamt of that name for centuries, a nightmare that warps even my dreams and turns my deepest prayers into curses. Warnings, perhaps, from my lord. To not be complacent? To not give in to the brash overconfidence of my people?"
  • Large Ham: While not quite on Taraket's level, Kranon is no slouch himself, hamming it up when he uses his Tri Beam attack.
    The Ambassador: BEHOLD HIS GLORY!
  • Lovecraftian Superpower: Several of Kranon's attacks have him vertically open his torso up to his face in order to channel Xau-Tak's power, as a portal to Erebus appears to be contained within his body.
  • Pet the Dog: Before he was cursed with the rest of his people, Kranon once tried to comfort Skeka over the death of Varanus.
  • Properly Paranoid: When Oreb the Magister warns Kranon that a traitor among the Aminishians has tipped off the World Guardian, Kranon immediately begins to prepare his defences; Xau-Tak has already warned him of the World Guardian since before they were even born.
  • Screen Shake: The "Shadow Bombs" he uses in the first phase cause the screen to shake noticeably upon detonation.
  • Sequential Boss: The Ambassador has three phases, with the latter two starting after reaching certain life point milestones:
    • When his health is reduced to 550,000 life points, the Ambassador will stop using special attacks and start summoning crassian ritual attenders to assist him. They are mostly a distraction, since they are virtually unkillable.
    • When the Ambassador's health is further reduced to 400,000 life points, Seiryu will show up and incinerate the crassians. The Ambassador will then summon a dozen black hands to heal him while he ocassionally blasts you with shadow magic on top of his standard attacks.
  • Unholy Nuke: The Ambassador can conjure three rotating beams of energy capable of killing even the strongest of players in a second if they do not dodge. Should the player(s) survive that, he then periodically unleashes powerful shockwaves that each deal massive damage, one for each sinister fragment that wasn't destroyed while dodging the beams (up to a maximum of six). During the final phase, he's also able to periodically bombard the player(s) with powerful blasts of magic that can and will kill his target if not protected against. The unholiness comes from the fact that these attacks channel dark energies from Erebus.
  • Unrealistic Black Hole: Summons "Unstable Black Holes" during the first phase of the battle. These will eventually explode and inflict massive damage on players unless struck with a stunning ability.
  • Villainous Breakdown: Goes through a minor one when Seiryu shows up.
    The Ambassador: You! Pathetic worm, you could have been magnificent. Must you fight so hard to reduce all the world to mediocrity? Are you that pinioned by your weakness? So be it. If you will not rise, then you shall FALL!
  • Villainous Friendship: With Taraket.
  • Wicked Cultured: He used to dabble in poetry. Now he's attempting to perform a magical ritual through music in order to summon Xau-Tak to Gielinor.
  • You Fight Like a Cow: Much like Taraket, Kranon can mock you if you use specific abilities in combat.
    "Dragon breath? How quaint."
    "Rapid Fire? A predictable rotation."
    "I see you've learned combat techniques from our Laboratory in Ullergrax. Vor..."note 

The Zamorakian Undercity

A section of Senntisten built below the streets, mostly inhabited by the Avernic demons during the Second Age. Now Zamorak's forces are using it as a base of operations while his demonic armies invade Gielinor following the defeat of the Elder Gods. Quite conveniently, it hosts a portal to Infernus that acts as a backdoor to the Wilderness Crater, where Zamorak has entrenched himself within an otherwise impenetrable shield.
    Zamorak, Lord of Chaos 
After withdrawing from the siege of Senntisten, Zamorak's forces suffered the least damage. Now that everyone else is too weakened to oppose him, Zamorak has launched a demonic invasion across Gielinor, intending to secure his dominance at all cost.

Other Bosses

    Araxxor and Araxxi 
Giant spiders known as Araxytes, their hive is located on the eastern shore of Morytania. Choosing one of the paths available will change the tactics necessary to fight them.
  • Acid Pool: The middle path features one. It's completely harmless to both the player and Araxxor, but it must be drained by having Araxxor absorb the acid, then letting it drip into the ramp leading to phase 3.
  • All Webbed Up: Araxxor and Araxxi can wrap the player in a web cocoon, which will deal rapid damage until the player breaks free. In duo mode, both players are wrapped; if one player dies, the other player's cocoon will become inescapable.
  • Attack Reflector:
    • The Web Shield special attack will reduce the damage from the player's attacks and reflect some of the damage.
    • The mirrorback spider. While it is alive any damage you do to Araxxor is also done to you.
  • Cherry Tapping: You get an achievement for killing them using a bronze weapon and bronze armor.
  • Color-Coded for Your Convenience: The tips of Araxxor's legs have different colors depending on which combat style he's using: red for Melee, green for Ranged and blue for Magic. Araxxi can use all combat styles when attacking, and thus always has the same color scheme.
  • Darkness Equals Death: When Arraxor darkens the arena you must stand in the light or take massive damage.
  • Flunky Boss: Araxxor can call a number of spider minions during battle that have different abilities.
  • Food Chain of Evil: Vampyres feed on humans, but Araxytes eat vampyres.
  • Gameplay Roulette: While there are three possible paths to take while fighting Araxxor, one of them will always be blocked. The blocked path changes every four days. The player must pick one of the two remaining paths during phase 1, take said path during phase 2 and deal with the mechanics of the remaining path during phase 3. If any mechanics aren't properly dealt with, Araxxi will use those mechanics during phase 4, making the fight harder than it needs to be.
  • Giant Spider: There are lots of giant spiders in the game but Araxxor and Arraxi put all of them to shame.
  • Hero-Tracking Failure: When Araxxi's health is reduced to 25,000 life points (35,000 in duo encounters), she will spit a ball of acidic sludge that will bounce around the arena 5 times before homing in on the spot the player is standing on. If the player doesn't dodge, it will keep bouncing in place and stack massive amounts of hard typeless damage. If the player simply steps away from that spot, the sludge will either repeat the pattern (if hit once) or keep chasing the player (if not hit at all).
  • Hoist by His Own Petard: Araxxor can have up to three eggs dropped on the arena, which will spawn spider minions after a while. At the same time, he will spit a fireball that homes in on the player; the fireball can be lured to hit the eggs and/or any minions that have already spawned, preventing the eggs from hatching and killing the minions.
  • Increasingly Lethal Enemy: You have to kill Araxxi as quickly as possible because when her health is low her enrage meter rapidly increases.
  • Literal Maneater: With Araxxor being the "man" in this case. Araxxi starts phase 4 by eating him.
  • One-Hit Kill: Whatever you do, do not let the acidic spider catch you. If it does, it will explode and inflict up to 32,000 damage, which will probably kill you since your health only goes up to 9,900 without boosts.
  • Pinball Projectile: When Araxi's health is low, she stops using special attacks and releases a bouncing projectile that bounces around the player and rapidly deals an enormous amount of damage when it lands on the player if they don't move immediately and then continues bouncing after they move.
  • Semi-Divine: According to a book penned by Reldo, Araxxi is a colossus, a creature ascended to a higher state of being due to an abundance of anima when Gielinor was still a young world. It has been around since at least the Third Age, and is known to have terrorised the vampyres of Morytania in the past. Averted with Araxxor, however.
  • Sequential Boss: Araxxor has 3 phases to the fight, and when he is beaten you then have to fight Araxxi.
  • Suicide Attack: Used by the aforementioned acidic spider, which explodes once it touches you.
  • Tactical Suicide Boss: If the acid path is open, you must get Araxxor to absorb as much acid as you can by luring him into an acid pool or by getting him to absorb the highly acidic spiders. If you fail to do this, it will make the fight against Araxxi much harder.
  • Too Fast to Stop: If the bottom path is taken during phase 2, Araxxor will attempt to lunge at the player. They have a few seconds to dodge Araxxor's attack; if dodged properly, Araxxor will crash into the wall behind the player, opening the path to phase 3.
  • Turns Red: Araxxor and Araxxi have an enrage mechanic that increases how much damage they do over time. There are several things that make the meter increase, such as killing the spider minions, and when Araxxi's health is low it increases very rapidly. If you have previously killed them today the meter starts out higher.
  • Weaponized Offspring: The spider minions they can summon from eggs.
  • You Will Not Evade Me:
    • Araxxor and Araxxi's cleave attack, where they drag you in to melee distance and then land a heavy hit if you don't back off in time.
    • The fight itself originally counted, as you would not be able teleport away to re-gear once it began; you either killed Araxxor and Araxxi, or you died trying. This is no longer the case, thankfully, as of a recent update.

    The Barrows Brothers 
Originally a band of six brothers who fought during the God Wars, they were corrupted by Sliske after their deaths and turned into undead wights completely under his control. They can be found in Morytania, where they originally met their ends.
  • Bouncer: Serve as this during Missing, Presumed Death. Unless you have an invitation with your name on it for Sliske's Grand Ascendancy, you don't get to enter the Empyrean Citadel.
  • The Cavalry: Though not willingly, they assist the player and their allies during Ritual of the Mahjarrat at Sliske's command.
  • Deal with the Devil: Mahjarrat, anyway. Sliske granted the brothers their equipment, and they in turn joined Saradomin's crusades. When they ventured deep into Morytania, Sliske took back their power and waited for them to die before raising them from the dead to serve him.
  • Decapitated Army: Once the brothers fell sick and died, the morale of their men dropped hard. Their last act was to bury them in the six mounds that would become their namesake before retreating from Morytania.
  • The Dog Bites Back: After the player partly restores their freedom during Kindred Spirits, the brothers (and Akrisae) collectively turn against Sliske at the climax of Sliske's Endgame, leaving the dastardly Mahjarrat outraged at their defiance.
  • Fallen Hero: They were mighty warriors and war heroes once, before Sliske corrupted them, raised them as undead wights and turned them into his puppets.
  • Four-Star Badass: The brothers once led Saradominist soldiers during the God Wars. Between their leadership skills and their combat skills they inspired their men to fight.
  • Heroes of Another Story: The brothers once led a Saradominist campaign into the heart of Morytania during the God Wars, where they led their men into multiple victories. Then Sliske decided that it was time for him to collect on his end of their bargain, upon which their winning streak came to an end.
  • Infodump: Kindred Spirits spends some time to give the Barrows Brothers individual bits of exposition as Sliske digs up their darkest secrets for shits and giggles. Karil and Torag don't get the spotlight, however, because the World Guardian takes a peek at Sliske's real plans and gets beaten up by an enraged Sliske for it before they can have their turns.
  • Locked Door: The door to the rewards chest requires solving a pattern puzzle. Failure will randomly move the door to one of three other rooms leading to the central room.
  • Revenant Zombie: Temporarily become this during Kindred Spirits. The change becomes permanent after Sliske's Endgame (not that they stop being a boss because of it).
  • Robbing the Dead: What fighting the Barrows Brothers essentially amounts to: you fight and kill the brothers until you find the entrance to their catacombs, where you must then reach the rewards chest in the center and loot its contents. The more brothers you kill, the more generous the rewards, with a rare chance to collect their equipment.
  • Sibling Team: In life and undeath.
  • Unusable Enemy Equipment: Averted; while their equipment drops are broken upon collection, the player can restore them to a usable condition.

Ahrim the Blighted

  • Black Mage: Ahrim attacks exclusively with magic.
  • Driven by Envy: It's heavily implied that the real reason Ahrim killed Isolde is because he was jealous that she loved Guthan instead of him.
  • Holier Than Thou: Decries Isolde as an idolator and heathen, and insists that she was trying to poison Guthan's mind and heart just because she was a Guthixian rather than a Saradominist.
  • I Did What I Had to Do: Ahrim claims that he killed Isolde in order to protect Guthan from her "poisonous" influence. He spent so much time telling himself as much that he ended up believing it.
  • The Leader: As the eldest of the brothers, Ahrim found that he was naturally drawn to leading others. He liked it, too.
  • Level Drain: Ahrim's Blight has a chance to reduce the player's Strength level.
  • Little "No": If Ahrim is burned enough times during his trial in Kindred Spirits, he responds with this when Sliske tries to tempt him to kill Isolde again.
  • My God, What Have I Done?: If Ahrim is burned at least four times during Kindred Spirits he will have an epiphany and realize that he was driven by self-righteous arrogance and jealousy when he broke Guthan's heart by killing Isolde. He doesn't even ask them for forgiveness, believing he deserves none.
  • Never My Fault: Throughout his trial during Kindred Spirits, Ahrim refuses to admit that he ever wronged Guthan. The player has to convince him to let Sliske's maze burn him several times before he admits what he did.
  • Pragmatic Hero: Ahrim seems to try to paint himself as one during Kindred Spirits, preferring to let the hostages get hurt so that he can reach the end of Sliske's maze faster.
  • Shoot the Dog: If Ahrim is burned less than four times during Kindred Spirits, he will kill Isolde again after Sliske promises to wipe Guthan's memory afterwards so that he won't remember the truth.
  • They're Called "Personal Issues" for a Reason: If the player attempts to discuss Isolde after Ahrim's trial during Kindred Spirits, he will refuse to discuss it and state that some subjects are for family only.

Dharok the Wretched

Guthan the Infested

  • Drowning My Sorrows: After Guthan was left with the impression that his lover Isolde had left him, he went to the tavern and got drunk. Commander Jaycliff chose that exact moment to mock and insult Guthan, who started a Bar Brawl and killed Jaycliff in his drunken rage.
  • Elopement: Guthan intended to run away with Isolde so that they could be together. She never showed up, however, because she was murdered by Ahrim. Because she never showed up, Guthan ended up believing that Isolde had abandoned him.
  • Life Drain: Guthan's Infestation has a chance to heal him by damaging the player.
  • Little "No": Guthan is the first to speak up against Sliske when he commands the brothers to kill the World Guardian during both Kindred Spirits and Sliske's Endgame.
  • Trading Bars for Stripes: After Guthan killed Commander Jaycliff in a drunken brawl, he cut a deal with Sliske in order to avoid execution: figuring that he would be pardoned if he became a war hero and that he could do a lot of good if he took Jaycliff's place, Guthan accepted to join the crusades. However, Sliske's deal was for all of the brothers or none of them, so Guthan took it upon himself to convince the rest of his brothers to join with him.

Karil the Tainted

  • Automatic Crossbows: Karil's crossbow is a repeating crossbow.
  • Flat "What": Karil's response to learning Guthan betrayed his brothers to Sliske just to save himself.
  • Level Drain: Karil's Taint has a chance to reduce the player's Magic level. Rise of the Six will also have him drain Attack levels.
    • In Old School, his special Tainted Shot lowers the player's Agility level, reducing your run regeneration, making successive Barrows runs more difficult.
  • Master Archer: Karil attacks exclusively with his crossbow.
  • Scissors Cuts Rock: In Old School, despite his armour having high magic defence, his own magic defence is only slightly higher than his melee-using brothers— that is to say, virtually nonexistent.note 

Torag the Corrupted

  • Dual Wielding: Torag wields two hammers in combat.
  • Energy Absorption: Torag's Corruption has a chance to drain the player's adrenaline.
  • Jumped at the Call: Out of all his brothers, only Torag had a genuine desire to fight during the God Wars. Guthan didn't have to try particularly hard to convince him.

Verac the Defiled

Akrisae the Doomed/Akrisae Kolluym

Linza the Disgraced

Rise of the Six

Sliske's experimentation with the Shadow Realm has allowed him to empower the brothers, who can now be found at the bottom of the well just outside the Barrows. This time, however, they must be fought as a team.
  • Battle atop the Poles: Ahrim and Karil can teleport to the top of the pillars overlooking both sides of the arena, from which they will attack the side opposite to the one they teleported from.
  • Collapsing Lair: After the rewards chest is looted, players have to race to the cave exit before the ceiling collapses on them. After 30 seconds, the tunnel will begin to explode and hurt the players. Exiting the tunnel without dying is the only way to stabilize malevolent energy drops, which can only then be used to craft malevolent armour.
  • Energy Absorption: Dharok's Greatest Axe puts him in a state in which he will absorb all attacks dealt to him, before dealing all absorbed damage to his target in one attack.
  • Fastball Special: Ahrim and Karil can signal their brothers to throw them into the air, after which they will land and deal AoE damage.
  • Field Power Effect: Should the brothers drag the players into the Shadow Realm, their attacks will become stronger and ignore defence bonuses for 100% accuracy.
  • The Ground Is Lava:
    • Ahrim can conjure Shadow Pits that cover part of his side of the arena; purple Shadow Pits deal rapid damage to players standing on top, while red Shadow Pits will heal players instead.
    • After Karil teleports on top of one of the pillars, he will Bombard the side of the arena he teleported from with a line of lightning running across the floor, dealing heavy damage to any player who touches it.
  • Hammered into the Ground: Torag will use his hammer to play Whac-A-Mole with one of the players on his side, necessitating that the other player damage Torag enough to make him stop.
  • Healing Boss: Every time a brother is defeated, the remaining brothers will heal 5,000 life points.
  • Instant Flight: Just Add Spinning!: Verac's Deathcopter.
  • Javelin Thrower: Guthan can Impale players with his warspear by chucking it, after which they will start taking rapid damage until they get close enough for Guthan to violently rip his spear out of their chest. Until then, he will simply punch his main target.
  • Life Drain: Ahrim attacks using blood spells, so he always heals himself a bit when damaging players.
  • Locked Door: While the well is not, strictly speaking, a door, players won't be able to start a Rise of the Six encounter unless they offer up a Barrows totem. These can be acquired by looting the rewards chest in a normal Barrows run.
  • Mana Burn: Verac's Soulspot can bind a player to a specific spot on the arena; until the player stands on that exact spot, their prayer points will be drained.
  • Power Floats: Ahrim can levitate in place, gaining immunity to melee attacks and resistance to magic attacks.
  • Spin Attack:
    • Dharok, Guthan and Torag's Hurricane allows them to spin while pursuing their target, dealing fast, increasing damage to any player unfortunate enough to be in their path. Verac's Deathcopter works in the same fashion, but he requires being tagged by one of his brothers before activation.
    • Ahrim and Karil perform their own stationary variants: Turret of Fire and Lightning Conductor.
  • Time-Limit Boss: Unless a new brother is defeated within 30 seconds, all fallen brothers will resurrect with half their health and prolong the encounter.
  • Took a Level in Badass: Rise of the Six is essentially a hard mode version of fighting all the brothers at once: the brothers are vastly stronger, have new special attacks and can coordinate to perform combo moves.
  • Wall Jump: Dharok, Torag and Verac can use Wall Slam to run up a wall before jumping off and landing on the spot their target was standing on, dealing AoE damage.
  • Weaponized Teleportation: Karil can use Portal Dash to teleport between both sides of the arena, leaving behind a bomb in his place. Players can then elect to touch the bomb and take a little damage while moving to the other side of the arena, or stay away from it until it explodes and deals massive damage to any player standing nearby.
  • Wolfpack Boss: The six brothers are split into two groups of three, each group focusing on one side of the arena. The group formations change randomly every day, ensuring players don't fight the same group every time.

    Chaos Elemental 

    Spirit Beast/Corporeal Beast 

  • Achilles' Heel: The corporeal beast takes half damage from all weapons except for spears.
  • And I Must Scream: The souls of those the spirit beast trapped in the spirit realm to feed on are put through so much agony than for the first few weeks of being fed on they couldn't do anything but scream.
  • Boss-Arena Idiocy: Before you can defeat the spirit beast, you have to lure it into a cavern that contains everything needed to defeat it.
  • Cherry Tapping: You get an achievement for killing the corporeal beast while wielding only a bronze spear. You can get this achievement by defeating it with a group of players, but only if all players in the group use bronze spears.
  • Eldritch Abomination: The spirit beast is an insanely powerful ghostly creature of unknown origin that feeds on the souls of those who die in the wilderness, trapping them in the spirit realm. And the spirit beast wants to escape into the real world so it will have more souls to devour. It is eventually killed by the player with help of the ghosts it was feeding on, although this causes the manifestation of the corporeal beast in the real world.
  • Flunky Boss: The Corporeal beast releases a dark core minion that heals the spirit beast by how much damage it does.
  • Food Chain of Evil: The spirit beast and corporeal beast both have the ability to devour familiars.
  • Life Drain: Any damage that the dark core does heals the corporeal beast.
  • Optional Boss: After the spirit beast is destroyed in the spirit realm, the player can then battle the corporeal beast in the real world.
  • Puzzle Boss: The Spirit Beast cannot be attacked by the player at all, so the player has to fight it by luring it into traps to weaken it and eventually kill it by reflecting its attacks back at it.
  • Splash Damage: The spirit beasts main attack is a long range attack that targets that ground you were standing on and then splashes into several more attacks around where it hit. The corporeal beast uses this as one of it's special attacks.
  • Turns Red: Whenever you successfully harm the spirit beast, its attacks become faster, and splash into more attacks over a wider area.
  • Unblockable Attack: The spirit beast and corporeal beast both use a splash attack that always hits unless you dodge it. The spirit beast uses these attacks constantly, forcing you to constantly move to avoid them and making armor useless, while the corporeal beast uses this as one of its special attacks. They both also have a stomping attack that they will use if you try to run underneath them that always hits.
  • Your Soul Is Mine!: The spirit beast traps the souls of people who die in the wilderness and feeds on them agonizingly slowly over hundreds of years. It also drains part of the player's soul to grow much stronger.

    Dagannoth Kings 
Dagannoth Rex, Dagannoth Supreme and Dagannoth Prime. A trio of immensely powerful Dagannoth found in a cave deep beneath Waterbirth Island. Each of them represents a different corner of the combat triangle, both with its strengths and weaknesses.
  • Attack of the 50-Foot Whatever: Each of the Kings is the size of a small building.
  • Battle Theme Music: Three Kings.
  • Black Mage: Dagannoth Prime attacks by blasting his target with lightning.
  • Color-Coded for Your Convenience: The Kings each have differently colored hides to further help differentiate them visually: Rex uses Melee (red), Supreme uses Ranged (green) and Prime uses Magic (blue).
  • The Dreaded: The Fremennik have been fighting the "Daggermouths" for as long as anyone can remember. Apparently, however, few ever made it to the Kings themselves and lived to tell the tale, considering Baba Yaga has heard of them and Koschei doesn't seem to recognize them.
  • Good Old Fisticuffs: Dagannoth Rex attacks his targets by punching them.
  • Hero Killer: They kill Prince Brand and Princess Astrid of Miscellania at the end of Blood Runs Deep.
  • King Mook: They are bigger and meaner Dagannoths that rule over the rest.
  • No-Sell: Each of them is completely immune to attacks from the combat style that they are not weak to.
  • Flunky Boss: The room where they are found also contains weak monsters called Spinolyps.
  • Spike Shooter: Dagganoth Supreme attacks by launching large spikes at his target.
  • Wolf Pack Boss: There are three of them found together in one room.

    Giant Mole 

  • Cowardly Boss: The original version of the giant mole boss was just an enemy that runs away to a different part of the arena after taking some damage, doing this more frequently when it's health gets low, forcing you to search for it. The updated version also runs away, but it is easy to see where it is going when it runs.
  • Dig Attack: One of its many special attacks is digging underground and them damaging everything around it when it comes back up.
  • Sequential Boss: Goes through six phases as you fight it. In phase 2 to 5 it uses different special attack depending on what part of the cave it is in (and the order it goes to them is random) and in phase 6 it can use all of its specials.
  • Weaponized Offspring: One of its special attacks is summoning its offspring which boost her defense until they are killed.
  • Worm Sign: Since the update, you can tell where it is going when it is underground by ground it disturbs.

    Har-Aken 
A giant lava squid that serves as the final boss of the Fight Kiln.
  • And Your Reward Is Clothes: Similar to the Fight Caves, completing all Fight Kiln waves grants the player one of the TokHaar-Kal capes, which are far stronger than the fire cape and have stat bonuses attuned to each combat style. The cape awarded varies depending on which combat style was used to deal the most damage throughout the encounter. Alternatively, the player can simply accept an uncyt onyx as a reward.
  • Attack of the 50-Foot Whatever: Har-Aken's head alone is bigger than an elephant. Imagine how big the rest of its body must be.
  • Degraded Boss: Returns in the form of TzekHaar-Aken while in the TzekHaar Front, serving as the final wave before TzKal-Zuk (not that this makes it any weaker, mind you).
  • Flunky Boss: Zig-zagged; the minions in question happen to be Har-Aken's own tentacles. They attack the player with ranged and magic attacks, and though they can be killed, more will respawn later.
  • "Get Back Here!" Boss: It doesn't matter how many of Har-Aken's tentacles the player takes out, the only way to deal any meaningful damage is by attacking its head. Unfortunately, Har-Aken's head spends most of the fight submerged in the lava, ocassionally coming out for around 30 seconds before submerging once more.
  • Instantly Proven Wrong: After the player gets past the 36th wave, a short cutscene plays where TokHaar-Hok congratulates the player for their hard work, and prepares to offer them their reward. Suddenly, Har-Aken's head pops out of the lava, after which Hok remembers that the player has yet to fight one more challenge.
  • Literally Shattered Lives: As with most lava creatures, Har-Aken becomes solid obsidian before shattering into a million pieces upon death. But that's ok; the Kiln's sacred lava will simply restore it in a new body.
  • Meaningful Name: In the TzHaar language, Har-Aken's name roughly means "Holy Kraken".
  • The Pawns Go First: The player must fight their way past 36 waves of TokHaar before facing and defeating Har-Aken. Only then will TokHaar-Hok offer them a reward.
  • Rock Monster: Technically Har-Aken is also a TokHaar, so this is a given.

    Hermod, the Spirit of War 
A powerful phantom born from the violence and bloodshed of the God Wars, Hermod has allied himself with Rasial, and now serves as his lieutenant and bodyguard.
  • Animated Armor: Hermod is a phantom, which in-universe is the term used to describe an object or set of objects that has been possessed by a spirit or animated with magic. In this case, a giant suit of armor and equally large sword possessed by the violence of the God Wars made manifest.
  • As Long as There Is Evil: As long as there is violence and war in Gielinor, Hermod will never truly die. If killed, he will simply resurrect after a while. Rasial secured his allegiance by promising to end all wars with his plan to end all life, which would theoretically allow Hermod to finally rest in peace.
  • Battle Theme Music: The Spirit of War.
  • Beef Gate: Hermod effectively serves as one when the player character decides they're ready to face off against Rasial. Though they ultimately emerge victorious, Rasial sends them off after determining that they are still not strong enough to challenge him.
  • BFS: Hermod wields a large sword (large for a human, anyway) named Angurvadal. It has the word "anguish" writen across its blade in runic script (ᛆᚿᚵᚢᛁᛍᚼ).
  • The Brute: Hermod is about twice the size of a grown adult and several times stronger. While his intelligence might be questionable, his loyalty to Rasial and his battle prowess are not.
  • The Dragon: Serves Rasial as his lieutenant, bodyguard and occasional attack dog.
  • Flunky Boss: Every now and then Hermod will conjure two armoured phantoms to assist him. Until the player kills them, Hermod will become immune to all damage.
  • Hero-Tracking Failure: Every few autoattacks, Hermod will prepare to slam Angurvadal on the spot the player is standing on. The player has a few seconds to dodge, or else their prayers will be disabled.
  • Kryptonite Factor: Hermod is invulnerable to all forms of damage... except necromancy, which players will have spent a large amount of time learning by the time they face off against him.
  • Rare Random Drop: Hermod has a chance to drop hermodic plates, shards of his own armour which the player can later use to upgrade Deathdealer Robes (Necromancy power armour).
  • The Speechless: Hermod cannot seem to be able to speak a word, only grunting during battle.
  • Villain Forgot to Level Grind: Hermod presents a relatively powerful challenge during The Spirit of War. Come Alpha vs Omega, the player has become strong enough to off Hermod with relative ease, at which point Rasial deems them worth handling personally.

    Kalphite King 
Far to the south of the Kharidian Desert lies another kalphite hive, whose dwellers have apparently been exiled from the northern hive. At the very end of this hive dwells the Kalphite King, an immensely powerful kalphite far stronger than the Queen.
  • Barrier Change Boss: Switches between three different modes that use different attacks and have different weaknesses.
  • Battle Theme Music: King of the Desert.
  • Color-Coded for Your Convenience: The Kalphite King's wings change color every time he switches combat styles: yellow for Melee, green for Ranged and blue for Magic.
  • Dig Attack: Can dig underground to attack a player from below for up to 5000 points of unblockable damage.
  • King Mook: He rules the exiled kalphite hive along with his (also exiled) Queen.
  • Life Drain: When using its red health aura, it will heal itself by the amount of damage it does.
  • One-Hit Kill: It's most powerful attack can deal up to 32,000 points of damage, which is much higher than how much health a player can have.
  • Weaponized Offspring: When it's health reaches 75% and 25%, it will spawn several Kalphite Marauders.

    Kalphite Queen 
At the northwest of the Kharidan Desert can be found an underground hive full of giant insects called kalphites. At the end of the nest, their Queen can be found.
  • Barrier Change Boss: Is completely immune to magic and ranged attacks in her first phase. In her second phase, she can fly, and so can't be hit by melee attacks.
  • Flunky Boss: Several Kalphite Guardians are located in the cave with her.
  • Insect Queen: The queen of a hive of giant insects.
  • Metamorphosis Monster: She starts the second phase by cracking her body open like a coccoon and emerging in a new, winged form.
  • Praetorian Guard: Is protected by several Kalphite guardians.
  • Sequential Boss: Depleting her health once makes her transform and move on to the second phase.
  • Weaponized Offspring: When she is near the edge of the cave she can cause workers to hatch out of the cocoons in the walls that attack you.

    King Black Dragon 
The second dragon ever created and the father of all dragons. He dwells in an underground cave beneath the Lava Maze in the Wilderness.
  • Breath Weapon: Beyond standard dragonfire, the King Black dragon can also use ice, shock and poison breath.
  • Crossover: His Old School look is a skin for Cerberus in the game Smite.
  • Everyone Calls Him "Barkeep": His real name is Shakorexis, though Hannibus is the only one known to call him that.
  • Gondor Calls for Aid: Hannibus requests his assistance when the World Guardian gathers allies to storm the Shadow Reef. The King Black Dragon accepts immediately.
    Hannibus: But I am not here to reminisce, I need your help.
    King Black Dragon: It is yours. We are brothers and we will always be here if you need us.
  • It Can Think: Most people would probably be surprised to learn that dragons are intelligent beings capable of speech when they are not giving in to their rage.
  • Make Way for the New Villains: After the Queen Black Dragon was added to the game, the King Black Dragon's examine text changed from "The biggest, meanest dragon around" to "Was the biggest, meanest dragon around."
  • Monster Progenitor: Along with the Queen Black Dragon; their progeny became the modern dragons.
  • Multiple Head Case: Has three heads, which makes him stand out from the rest of the dragons.
  • Royal "We": Always uses plural pronouns when referring to himself. Whether this is because he is the king of all dragons or because he has multiple heads (or both) is up for debate.
  • Sent Into Hiding: Did this to Therragorn, the last white dragon, to protect her from dragon hunters looking to skin her. When Hannibus and the World Guardian come looking for her in the hopes of returning Hannibus to Iaia, the King Black Dragon personally escorts them to her hiding place.
  • Sketchy Successor: When Phalaks attempted to replicate Kerapac's Queen Black Dragon, the King Black Dragon was the result. Though he was smaller, weaker and somewhat less intelligent, Kerapac considered him useful enough that he had him procreate with the Queen, which ended up producing the dragon race.
  • True Companions: Hannibus, who was the only one capable of quelling the King Black Dragon's innate rage. The King Black Dragon explicitly states that they are like brothers and that Hannibus can always come to him for aid.
  • Undying Loyalty: Again, Hannibus.

    Legiones 

    The Magister 
Magister Oreb of House Charron. A powerful necromancer hailing from Teragard and Nomad's first master. Currently he can be found guarding an entrance to the Underworld deep beneath Sophanem.
  • Admiring the Abomination: Oreb is outright fascinated by the unique nature of the soul of the Ambassador, whom he describes as being neither alive or dead.
  • Armor-Piercing Question: When Lady Himiko denies that there is a traitor among her monks, Oreb retorts by asking if the wards that her people installed are deliberately flawed.
  • Battle Theme Music: The Magister's Lesson.
  • The Exile: For reasons unknown he was exiled from his homeworld of Teragard, where humans originally came from. Oreb joins forces with Kranon when he offers to both reforge his former House and restore his place as one of the Magister Lords of Teragard.
  • Flash Step: One of his special attacks allows him to dart away from, or towards, the player depending on where they are attacking him from.
  • Flunky Boss: Can ocassionally summon Imperial Akhs to fight for him.
  • For Science!: His approach to studying souls and the afterlife. In fact, the only reason he hasn't passed on, even though he has felt tempted to, is because he still has too much work to do. And yet, for all his expertise when it comes to souls, Oreb is admittedly unable to comprehend exactly what it is that Guthix did to turn the player into the World Guardian.
  • Healing Boss: The Magister ocassionally heals himself by siphoning his soul obelisk from the second phase onwards.
  • Life Drain: One of the Magister's special attacks allows him to leech life points from the player.
  • Locked Door: You won't be able to fight the Magister at all unless you possess a Key to the Crossing. One key is used up for every kill, and they are not refunded if you die.
  • Nay-Theist: From his own studies and experience, Oreb has determined that faith in higher powers has little to no effect on souls. As such, he doesn't bother with worshipping gods and doesn't think much of those who do.
    Oreb: I have studied the souls of priests and criminals and can find little to no difference in the strength of the soul based on those beliefs. Indeed some criminals appeared to possess stronger souls than the clergymen.
  • Necromancer: Rather than raise shambling corpses, Oreb seems more preoccupied with restoring their souls (and his own) back to life.
  • Our Liches Are Different: A true lich, unlike the Mahjarrat. Every time he dies, he simply resurrects himself after a while. He's been doing this for decades, possibly longer.
  • Passive-Aggressive Kombat: The letters between Oreb and Lady Himiko of Aminishi are chock-full of this, since Oreb doesn't think too highly of faith and religion.
  • A Pupil of Mine Until He Turned to Evil: Nomad learned everything he could from Oreb. Then he killed him. Then Oreb resurrected himself and moved on to other business.
  • Sequential Boss:
    • During the second phase, the Magister activates the soul obelisk to regularly drain the player's Constitution levels. It can also restore some of his health.
    • During the third phase, the Magister will summon a corrupted soul obelisk that deals small amounts of damage and adds corruption stacks, making the player deal and take more damage.
    • The fourth and final phase simply buffs the Magister's damage and debuffs his defense.
  • Throw Down the Bomblet: One of his special attacks involves throwing a vial that explodes after a few seconds. If the player has quick reflexes, they can kick it back at the Magister.
  • The Worf Effect: Vengeance forces Oreb to yield in combat during a flashback in Succession. She even declared beforehand that she would need only her sword and shield to do so.
  • Worthy Opponent: Acknowledges the World Guardian as such when warning the Ambassador that a traitor has tipped them off, outright telling him not to underestimate them.
    Oreb: I urge you caution, the World Guardian is powerful and more dangerous than any soul I have encountered so far. They have slain me many times and will do so again before the ritual is complete.
  • Your Soul Is Mine!: Several of his attacks work by siphoning or corrupting your soul.

    Queen Black Dragon 
The first of dragons, and most definitely the largest. Kerapac created her in an attempt to circumvent the curse of Jas, but was ultimately disappointed with the results. He still decided to keep the Queen around just in case, seeing her raw power as useful. These days she usually slumbers in an underground lake deep beneath Asgarnia.
  • Advancing Wall of Doom: One of her special attacks involves breathing a wall of flames that moves away from her and sweeps the arena. The easiest way to avoid them is by slipping through the cracks. As the fight advances from one phase to the next, she will breathe more walls, up to 3.
  • Apologetic Attacker: The tortured souls that she summons have no control over their actions but are conscious of what they are doing and are able to warn you.
  • Attack of the 50-Foot Whatever: To give you an idea of just how big she is, her head alone is about the size of the King Black Dragon. Concept art depicts her as roughly 15 times the length of her head. Forget dragons, she could easily qualify as a Kaiju!
  • Barrier Change Boss: During the third and fourth phase of the fight, she can change into a crystal form or a hardened form. In the former she is resistant to magic but weak against other attacks and in the latter it is the opposite.
  • Breath Weapon: While she possesses the standard dragonfire of her progeny, the Queen also possesses a stronger version that takes a few seconds to prepare. The only way to survive is to move towards the edges of the arena, where its potency is vastly diminished. Incidentally, this extreme dragonbreath is necessary to complete the Royal Crossbow after it has been assembled by Thurgo.
  • Flunky Boss: At the end of each phase of the battle, she vomits up a large number of grotworms. She also can summon tortured souls to attack the player.
  • Forced Sleep: The Queen Black Dragon is virtually unkillable by Puny Humans. The best thing you can do is use Kerapac's magical restraints to force her back into slumber.
  • Giant Mook: She is way larger than any other dragon in the game, so large that just her head is bigger than any other dragon.
  • The Great Serpent: She is about 4 times longer than the part of her body that we are able to see.
  • Mama Bear: When Hannibus manages to establish telepathic contact with her, it is revealed that she's not happy about having her children taken from her while she's powerless to stop it.
  • Monster Progenitor: The very first dragon that the Dragonkin ever created and the mother of all other dragons.
  • Sealed Evil in a Can: Is imprisoned by the Dragonkin in a cave near Rimmington.
  • Sequential Boss: The boss battle is comprised of four phases; after depleting the Queen Black Dragon's health during every phase, you must activate Kerapac's artifacts while she vomits grotworms. Once the final artifact has been activated, the Queen Black Dragon will go back to sleep, allowing you to claim your rewards.
  • Time Stands Still: One of her most dangerous attacks is her having one of the tortured souls teleport far away from you and start casting a spell. If you don't kill the tortured soul quickly enough, she will freeze you in time for several seconds and continue attacking you while you are helpless.
  • Womb Level: During the quest Song from the Depths, the player character is swallowed by her and explores her insides.
  • Your Soul Is Mine!: The tortured souls are humans souls she enslaved by luring them out of their bodies in their sleep with the help of a siren that she swallowed and trapped in a Lotus-Eater Machine.

    Raksha, the Shadow Colossus of Orthen 

Voiced by: Greg Jones

Long ago, when the Dragonkin were still living in Orthen, a rex dinosaur from the mainland unwittingly came upon the Codex; contact with the shadow anima seeping from the artefact changed the dinosaur at a fundamental level, turning it into a Shadow Colossus. The dinosaur, dubbed "Raksha" by the Dragonkin, actively attacked their outposts out of malice until the Nodon hunter Varanus arose to the challenge of capturing it. Following his success, the Dragonkin built a prison on the outskirts of Orthen to contain the Raksha, where it remained following the destruction of Orthen at the hands of the Elder Gods and the island's fall into oblivion. Now, thanks to Kerapac bringing the island forward in time as part of his plan to kill the Elder Gods, Raksha has been brought to the Sixth Age, slumbering in its prison under the watchful eyes of its Keeper.
  • An Ice Person: It once had ice-cold breath.
  • Battle Theme Music: The Shadow Colossus.
  • Connected All Along: The Raksha would come to serve as religious inspiration for Kranon, eventually becoming the source of his heresy. Removing its deadlier traits also inspired Kerapac to create the dragons, though he called them "dragosaurs" at the time.
  • Dash Attack: Every so often, Raksha will charge at his target if they're not in melee range. If they are, he'll just sweep them with his tail.
  • Death from Above: During the transitions between the first three phases, Raksha will angrily stomp around, causing debris to fall from the ceiling.
  • Enemy to All Living Things: Raksha actively seeks to kill anything that lives out of sheer hatred. Being infused with and being able to feed upon shadow anima might have something to do with it.
  • Forced Sleep: Raksha is usually kept docile by putting it in a state of forced hibernation. Zaros meddling with its containment rouses it awake, after which the player has to fight it until it becomes too tired to resist being sent back to sleep.
  • From Nobody to Nightmare: He used to be an ordinary rex dinosaur until he stumbled across the Codex, which imbued him with a ton of anima, turning him into a colossus.
  • Handicapped Badass: Kerapac surgically removed several of the Raksha's traits (such as its poison sacs, ice breath and ability to generate electricity) in an attempt to make it less dangerous should it ever escape its prison; while it largely worked, the Raksha still remained incredibly dangerous, as any player who challenges him can confirm.
  • Hero-Tracking Failure: Raksha's shadow bombs will always target the spot the player is standing on. Because Raksha stuns the player before launching the shadow bombs, they will be forced to use either Anticipate or Freedom in order to dodge. Either way, the bomb will leave behind a cloud of corruption upon impact.
  • Hoist by His Own Petard: After the main chamber of the oubliette grows thick with shadow anima, the Keeper opens the security gate and prompts the player to lure Raksha outside. Raksha attempts to trample the player, who steps aside and tricks Raksha into running straight into a containment field that pins him in place for the remainder of phase 4.
  • The Hunter Becomes the Hunted: Had an uncanny tendency to pull this before Varanus took the challenge.
  • It Can Think: The Raksha is sapient and can communicate with the player telepathically.
    The Keeper: You may think you hear it speaking. Ignore it and focus!
    Raksha: THERE YOU ARE.
  • Meaningful Name: 'Raksha' means 'The One Who Speaks' or 'The One Above All' in the Dragonkin language.
  • Monster Progenitor: Zigzagged; while Raksha did not directly create the dragons, Kerapac grafted his removed traits into a trio of female rexes, the Rex Matriarchs, which were then used to create the Queen and King Black Dragons.
  • Omnicidal Maniac: The Raksha is possessed of relentless hatred and cruelty towards all living things, and would kill everything and everyone if given the chance.
  • Only I Can Kill Him: The Raksha's prison is full of shadow anima, meaning almost everyone will die if they spend too long in there. The player is one of the few who can go there and live, and the only one willing and able to fight the Raksha.
  • Outside-Context Problem: Colossi aren't unknown, but the Raksha was empowered with shadow anima from an unknown source, making him unique.
  • Phlebotinum Dependence: The Raksha needs shadow anima for energy, but doesn't create it himself. As a result, once he ran out, he spent thousands of years in a coma until Kerapac brought Anachronia forward in time.
  • Poisonous Person: He once had poisonous spikes, which he used to immobilise and kill his prey.
  • Sadist: Not only is he intelligent, he actively seeks to hurt and kill other forms of life.
  • Sealed Evil in a Can: The Dragonkin of the time went to absurd lengths to ensure the Raksha would never escape imprisonment. After the many deaths it inflicted upon them and its demonstrated capacity for cruelty, it's safe to say they were completely justified in doing so.
  • Sequential Boss: Raksha is fought over 4 phases, each one adding more special attacks to his attack rotation. Raksha becomes a Stationary Boss during the final phase, but don't expect him to become any less dangerous.
  • Shock and Awe: He could once generate electrical charges, allegedly in order to camouflage.
  • Sore Loser: Following his capture, and in a last act of spite, Raksha showed Varanus a rather colorful vision of all the violence he intended to inflict upon him, only to stick him with one of his poisonous spikes while he was distracted by the vision, knowing Varanus would suffer a slow and painful death as a result.
  • Tailor-Made Prison: The Raksha was deemed so dangerous that an entire prison was built for him alone. When Kerapac first paid him a visit, a heavily-restrained Raksha showed him more visions of violence, which convinced Kerapac to recommend that even more safeguards be installed. Amongst the many containment measures seen are such things as massive dragon metal chains and an energy field designed to contain the Raksha until it is forced back into hibernation.
  • Terrifying Tyrannosaur: Deliberately terrifying, even, though it cares more about killing than being terrifying.
  • Tortured Monster: During phase 2 onwards, when Raksha kills the player he roars "JOIN ME IN TORMENT!", while being defeated by the player has him utter "The pain... subsides..." as he slips into unconsciousness, implying that Raksha is constantly feeling pain just from being alive.
  • Unholy Nuke: Being empowered by shadow anima from Erebus, Raksha can weaponize it to attack the player by spitting shadow bombs at them or by charging up shadow anima for an instakill explosion in phase 4.
  • Uplifted Animal: What the Codex ultimately did to Raksha, though the artefact's shadow anima took its uplifting in a darker direction.

    Rex Matriarchs 
Originally a trio of common female rex dinosaurs, not unlike the ones seen in Anachronia, Kerapac had some of the traits he surgically removed from Raksha grafted onto them, hoping to eventually use them to create a new breed of dinosaurs that could be of use to the Dragonkin.
  • Badass Transplant: The Rex Matriarchs gained their powers from having some of Raksha's traits transplanted onto them. As such, they are vastly stronger than a normal dinosaur.
  • Color-Coded for Your Convenience: Much like their Spiritual Predecessors, the Dagannoth Kings, each of the Rex Matriarchs has a differently colored hide to visually tell them apart: Orikalka is red (Melee), Rathis is green (Ranged) and Pthentraken is blue (Magic).
  • Made of Evil: Averted; while they had some of Raksha's physical traits surgically grafted onto them, they do not appear to possess any signs of being corrupted by shadow anima.
  • Monster Progenitor: Kerapac eventually used the Rex Matriarchs to create the Queen Black Dragon, who went on to become the mother of all dragons. In fact, Kerapac had originally intended to call the new breed "dragosaurs" — part dragonkin, part dinosaur.
  • Sketchy Successor: While the Rex Matriarchs were not as strong as Raksha, Kerapac agreed that it was better that way, as he did not want another Raksha to deal with.
    Kerapac: The abilities seem to have taken, albeit at a reduced level of potency. That is perhaps for the better, as while these classifications of rexes are easier for us to subdue and control, I do not want to create a new threat for us to contend with.

Orikalka

A Bagrada Rex with the power to emit ice-cold breath.
  • An Ice Person: Kerapac transplanted Raksha's frost breath glands onto Orikalka, granting her the ability to generate a massive, icy tornado in the area.
  • Meaningful Name: Her name is derived from "Orikalkum", the common name for the dragon metal used by the Dragonkin.
  • Tail Slap: After slamming her tail onto the ground, Orikalka can generate burning fissures that remove the Frostbite debuff from her Frost Storm attack and grant a buff that allows the player to generate extra adrenaline for a while, but deal rapid melee damage afterwards.

Rathis

A Corbicula Rex with the power to secrete a highly acidic poison.
  • Acquired Poison Immunity: Zigzagged. While Rathis is not immune to being poisoned by players, she can heal from eating her own poison. Players can prevent this by absorbing the poison pools before Rathis attempts it.
  • Dash Attack: Rathis will charge at her target if they're not in melee range.
  • Meaningful Name: Rathis means "fireblood" in the dragonkin language. Her blood burns, alright.
  • Poison Is Corrosive: Rathis can occasionally spit large balls of poison, which upon landing will deal rapid poison damage to any player standing on the patches of poison.
  • Poisonous Person: Kerapac transplanted Raksha's venom sacs onto Rathis, granting her the ability to generate her own poison.
  • Spike Shooter: Rathis attacks by launching spikes from her tail at her target, dealing Ranged damage.

Pthentraken

A Pavosaurus Rex with the power to generate powerful electric currents.
  • Meaningful Name: Pthentraken means "Sorcery Queen" or "Queen of Magic" in the dragonkin language. Most of her attacks deal powerful magic damage.
  • Lightning Can Do Anything: Getting hit by Pthentraken's Storm Column attack briefly grants the player a boost in damage dealt and greatly reduces the cooldown of Surge.
  • Shock and Awe: Kerapac transplanted Raksha's electricity-generating glands on Pthentraken, granting her the ability to generate powerful electrical currents. She can both summon lightning bolts that converge on her and deal heavy magic damage, or a massive beam of electricity aimed at her target's position that deals increased damage over time.

    Solak 

    TzTok-Jad 
After fighting through every last wave of the TzHaar Fight Caves, players must defeat its strongest monster to earn their reward: a massive lava creature called TzTok-Jad.

    Vorago 
An ancient being of anima who awaits challengers to test his own strength.
  • Armor-Piercing Attack: Red bombs deal typeless damage (making protection prayers/deflect curses useless) and upon hitting cancel most defensive abilities that would otherwise reduce or negate the damage (Barricade blocks the damage but is immediately cancelled).
  • Attack of the 50-Foot Whatever:
    • Vorago is a true titan when it comes to size. His head alone dwarfs the player.
    • He can become as large as he needs to be, as shown when he fights Tuska.
  • Attack Reflector: Ocassionally, Vorago can enter a stance where he reflects all incoming damage to one player for 10 seconds. On teams of 11 or more players, he will target two players to reflect the damage to.
  • Challenge Seeker: Vorago welcomes anyone willing to challenge him to a fight. To make sure challengers are strong enough to fight him, he will attack the entire party of players before the fight begins; if even one of the players dies, he will refuse their challenge.
  • Colossus Climb: One of the players must jump on Vorago's back during the first phase in order to acquire the first piece of the Maul of Omens. In order for this to work, however, the rest of the team must distract Vorago such that his back is turned against the cliff the first player will be standing on.
  • Curb-Stomp Battle: Delivers a rather spectacular one to Tuska at the climax of the third World Event.
  • Death from Above: During the Ceiling Collapse rotation, Vorago will make rocks fall in an area of the arena, crushing anyone blind enough to not notice the shadow of the coming avalanche. The rocks deal a set amount of damage split evenly between all the players crushed, though it is much more expedient to simply dodge. As for the rocks themselves, while they can be left alone, they carry over to the next phase, which could become a problem if they block the waterfalls in phase 4. The rocks can be removed, but the players clearing them will suffer moderate damage in retribution.
  • Death of a Thousand Cuts: On various phases Vorago can inflict a bleed effect on his main target that deals damage over time; it will dispel if they get far away from him or simply use the Freedom ability. If the bleed is not removed before Vorago inflicts it again, the player will be hit by a heavy typeless attack.
  • Dishing Out Dirt: Not only is Vorago made of earth, he can command the soil around himself.
  • Elemental Embodiment: Vorago describes himself as "one with the earth soul".
  • Eye Scream: Vorago is defeated when the player holding the Maul of Omens uses it to poke him in the eye.
  • Floorboard Failure: At the end of every phase, Vorago will jump across the arena, his massive weight causing the floor to crack and cave in, sending the team to another cave and moving the fight to the next phase.
  • Flunky Boss: Can summon various minions depending on the attack rotation being used during each week:
    • The Scopulus rotation has Vorago summon 2 Scopuli in phase 3 (or 3 Scopuli in phase 4 in hard mode). They both have massive pools of health and use powerful melee attacks. The closer they are to one another, the stronger and the more accurate their attacks will become. When a Scopulus is killed, the other one will restore some of its health and its attacks will double in speed, strength and accuracy. The phase ends when all the Scopuli are dead; until then, Vorago cannot be attacked.
    • The Vitalis rotation has Vorago launch an orb nearby, which after a while will explode and spawn several Vitalii. They attack fast, move fast, and can block the players' line of sight if they stand between them and Vorago, which can interrupt combo abilities. An alternative to deal with them is to have several players stand where the orb is launched to in order to decrease the number of Vitalii spawned by one per player, though any player doing this will receive moderate damage.
    • During phase 4 (phase 9 in hard mode), Vorago will summon stone clones of all players except his main target. They have the same combat style of the respective player and can use abilities. Players cannot attack the clones of other players until their own clone has been slain.
  • Gaia's Vengeance:
    • The whole point of fighting challengers is for Vorago to stay sharp in case he ever has to defend the earth from those who would harm it, even if it means fighting a god.
    • Which he does, when Tuska decides to make Gielinor her next meal. After being empowered by the Godless, Vorago doesn't take long to kill her.
  • Gameplay Roulette: Vorago has six different attack rotations, which change once a week.
  • Gravity Sucks: During phase 2, Vorago can be made to absorb gravity fields which will destabilize him and bring him to his knees, after which all players must repeatedly click on Vorago to make him vulnerable. If successful, players must finally deal a variable amount of damage in order to dislodge the second piece of the Maul of Omens from Vorago's body, after which the phase resumes as normal.
  • Having a Blast: In phase 4 (phase 9 in hard mode), at the start of his attack rotation, Vorago will stand in the center of the cave and start charging an explosion attack that will deal massive damage to any player not hiding behind the waterfall conveniently placed in one of the room's corners when it goes off. After the third explosion Vorago will drop the third and final piece of the Maul of Omens.
  • Not in This for Your Revolution: Though he allies himself with the Godless in order to stop Tuska, he later makes it abundantly clear that he only did so out of necessity and is not interested in their struggle. Likewise, during Sliske's Endgame, his killing of Tuska allows him to participate in Sliske's contest against the rest of the gods during the solar eclipse, but he shows up without an entourage and dismisses the gods as inconsequential when he crosses paths with them in the maze, only bothering to participate in order to keep the Stone of Jas out of their hands.
    Vorago: The agenda of the Godless means little to me. I am here to preserve the Anima from the damage you would inflict.
  • Resurrective Immortality: Even if he were to be killed, Vorago would simply reform in new earth.
  • Ring Out: Played with; during the final phase, after one of the players assembles the Maul of Omens, the entire team has to deal enough damage that Vorago is pushed to the end of the arena, after which the aforementioned player must finish off Vorago (the Maul of Omens is the only weapon with the power to kill him). Only then does Vorago fall out of the proverbial ring.
  • Sequential Boss: Normal mode has the players fight Vorago for 5 phases, with the attack rotation changing every week. Hard mode extends this to 11 phases, where players have to deal with ALL of Vorago's attack rotations and the final phase is divided in two.
  • Summon Bigger Fish: When Tuska sets a course for Gielinor, the Godless help Vorago reach her before she can enter the atmosphere, after which he kills her.
  • Trick Bomb: Has several bomb attacks with different effects.
  • Unlockable Difficulty Levels: Vorago's hard mode can be unlocked after dealing the killing blow on all six of his weekly rotations. His attacks become stronger, the fight's length is increased from 5 phases to 11 and players have to deal with all his attack rotations.
  • Villain-Beating Artifact: The Maul of Omens. Its pieces are collected throughout the fight, and it must be assembled before Vorago can be defeated. In order to stress how important this is, if the Maul hasn't been assembled by the final phase, the pieces will begin to damage the players holding them.

Dungeoneering Bosses

Members of Bilrach's team and creatures from the beyond summoned by him to keep out anyone trying to get to him.

    The Stalkers 
The Stalkers are huge, grotesque beings with eyes all over their body. They are all very skilled at magic and are highly resistant to it. Their naming convention is Noun-verber Unpronounceable.

    The Kal'Gerion 
A race of demons brought in by Bilrach, who don't serve him directly, but their leader has instead made a shaky alliance with him. Mostly weak to magic, and each one comes with a few gimmicks of their own. Their naming convention is Na'Me the Nounverber.
  • An Ice Person: To'Kash. As if the title 'Bloodchiller' didn't say enough.
  • Bad Boss: If a demon says he failed during Kal'Ger's intro cutscene, the poor sap gets destroyed.
  • Barrier Change Boss: Not exactly, but if you've seen the stats on the celestial catalytic staff, you know Kal'Ger's magic weakness is gone the moment he picks that thing up.
  • Big Red Devil: Kal'Ger.
  • Climax Boss: Kal'Ger is split into five phases, uses all corners of the combat triangle effectively, slams off your protection prayers if you use them long enough and actually uses his wings. Yk'Lagor is no slouch either, and a fitting finale to the occult floors.
  • Evil Sounds Deep: Yk'Lagor was the first boss to ever be given voices. They haven't gotten any less deep since.
  • HP to One: Don't keep that protection prayer up against Kal'Ger for too long.
  • Kaizo Trap: When Kal'Ger dies, he explodes and deals damage anywhere between your maximum base health and 1. If you're really unlucky, this can kill you from full hitpoints.
  • Kill It with Fire: Har'Lakk's flame portal.
  • Magic Knight: The demons primarily fight with magic and melee, both about equally destructive.
  • Mundane Utility: To'Kash freezing some poor sap and then shattering them in a shower of Ludicrous Gibs is said to be a favourite party trick of his.
  • Names to Run Away from Really Fast: To'Kash the Bloodchiller, Har'Lakk the Riftsplitter, Bal'Lak the Pummeller, Yk'Lagor the Thunderous and Kal'Ger the Warmonger don't exactly sound friendly.
  • Nigh-Invulnerability: Bal'Lak's defenses gradually increase until he's virtually impossible to damage. To make him vulnerable, you have to lure him over the green rifts in the floor, or teleport out and wait for it to drop on its own.
  • No Indoor Voice: Especially Yk'Lagor the Thunderous.
  • Ominous Pipe Organ: Yk'Lagor's theme has one. It's rather ominous.
  • One-Hit Kill: Again, see Bad Boss. Yk'Lagor's earthquake attack's max hit is also over 12,000, making it a viable One-Hit Kill as well.
  • Red Baron: Demons really seem to be fond of this trope.
  • Winged Humanoid: All, but Kal'Ger actually uses them.
  • You Have Failed Me: See Bad Boss.

    The Behemoths 
Basically just bigger than usual animals dwelling in Daemonheim, the Behemoths were discovered by Bilrach's party and left as sentries to guard the passages deeper in. Not particularly intelligent, but definitely there in the brute force department. Their names are actually just descriptive ones given by Bilrach's team.
  • Big Eater: Take a wild guess where the Gluttonous Behemoth got its name from.
  • Carnivorous Healing Factor: The Gluttonous Behemoth, is surrounded by carcasses that it can eat from to heal; in order to beat it, players have to obstruct the carcasses, either with their bodies or with something like a bonfire.
  • Charged Attack: The Hope Devourer telegraphs its strongest attack with a roar. Should any player have a protection prayer up when the attack comes, it'll instantly consume it to heal itself, or 'devour their faith and hope'.
  • Exactly What It Says on the Tin: Since they were named by the exploration team, their names are mainly descriptions.
  • Extreme Omnivore: The Gluttonous Behemoth will gladly munch a rotten bovimastyx corpse (that has likely been in that state for a very long time) when its health is low.
  • Heroic BSoD: The Hope Devourer's effect on people in-universe. Marmaros literally lost his mind.
  • Luck-Based Mission: Beating Stomp in the minimum of three rockfalls is not always possible without creative use of gatestones or even with it. The rocks may fall so they block either the lodestones, crystals, or both. An update fixed this; it's now possible to break the debris with a pickaxe.
  • Names to Run Away from Really Fast: Most of them, but special mention goes to the most powerful, the Hope Devourer.
  • Nigh-Invulnerable:
    • The Bulwark Beast has a thick outer shell that needs to be hacked off with a pickaxe for Melee or Ranged attacks to hurt it at all. You could try Magic, but its normal defenses are highest against Magic.
    • The Runebound Behemoth needs to be exposed to different corners of the combat triangle by deactivating the three crystals in the room.
  • Portal Cut: Stomp's head gets most satisfyingly guillotined off as the portal it was sticking through gives out.
  • Shockwave Stomp: Run under a behemoth and it will trample you.
    • Ironically, the behemoth actually named Stomp doesn't and can't do this, as only its head is in the room with you.

Quest Bosses

    Count Draynor Drakan 
https://static.tvtropes.org/pmwiki/pub/images/count_draynor.png
Look! And stand your ground!

The owner of Draynor Manor and one of the few vampyres outside of Morytania. He presumably came to Gielinor following Zaros from the realm of Vampyrium along with his older siblings; Lowerniel, Ranis and Vanescula Drakan, which also means that he's likely over 8000 years old. He is presumed to have been allied with Zaros; like most other vampyres, up until the end of the Second Age were the vampyres under the leadership of Lowerniel Drakan betrayed Zaros to Zamorak. He's also presumed to have helped his brother conquer Hallowvale note , the very land which would eventually become known as "Morytania".

In the Fourth Age though came the Misthalin–Morytania War, a war started by Lowerniel to gain more territory and power. During this conflict Draynor and his servant Ruantun got separated from the vampyre army and was banished from Morytania for unspecified reasons note . After his banishment Count Draynor lost many of his race's inherent strengths, but managed to make it to western Misthalin where he found and took over the manor which would take his name. It's unknown if had any influence of the naming of Draynor Village, but it is known he's been terrorizing its citizens for centuries. His reign of terror though was ended by the player in the quest Vampyre Slayer were he served as the quest's boss. After defeating him he can be fought again in the Dominion Tower minigame.


  • Beard of Evil: Has a beard and is terrorizing the people of Draynor Village.
  • Classical Movie Vampire: Is part of a vampyre nobility, wears sophisticated dark red clothing, has a Ominous Opera Cape and his chathead may even have a widows peak.
  • Dracula: While most of his siblings possess references and Shout-Outs to the most famous vampire, Draynor appears to be more of a true Expy of him. He has the title of a count, terrorizes a village, has an impressive home and eventually faces opposition for having moved to near Draynor Village.
  • Early-Installment Weirdness: Count Draynor was added to the game long before the inclusion of Morytania and its vampyre rulers, even being originally referred to explicitly as a vampire rather than a vampyre. He lacks most of the powers and invulnerabilities of the vampyre race established throughout the Myreque quest series. This is given the explaination of Draynor having been weakened due to being cut off from Morytania for so long.
  • Feral Vampires: Implied, that he used to be this since it's stated that the original vampyres were this in their original realm "Vampyrium" before the god Zaros came and uplifted them. It's also stated that Count Draynor's siblings were present for this and as such were this trope before they were uplifted, presumably Draynor was there to.
  • High Collar of Doom: His collar goes over his head.
  • Ominous Opera Cape: Wears one.
  • Recurring Boss: He can be fought again in the Dominion Tower minigame after completing the quest Vampyre Slayer.
  • Vampires Hate Garlic: Garlic weakens him in his Boss Battle in the quest Vampyre Slayer.
  • Vampires Sleep in Coffins: Is shown sleeping in his coffin before the Boss Battle in the quest Vampyre Slayer.
  • Wooden Stake: A stake and hammer are required to kill him the Vampyre Slayer quest.
  • Worf Had the Flu: Count Draynor lacks most of the powers and invulnerabilities of his species due to having been cut off from Morytania for so long.

    The Culinaromancer 
https://static.tvtropes.org/pmwiki/pub/images/culinaromancer.png
A demented evil wizard who specialises in food spells.

The villain of the Recipe for Disaster quest. The Culinaromancer was a cook in Lumbridge Castle a hundred years ago. As a culinaromancer he used the food in the castle's kitchen to increase his power to try and destroy the "Secret Council". He was originally trapped in another dimension by his assistant Franizzard Van Lumbcook with some powerful food-magic and was later accidentally released by Franizzard's descendant the current cook of the castle. He was eventually stopped by the combined efforts of Aris Maye and the player. After completing Recipe for Disaster quest he can be fought again in the Dominion Tower minigame.


  • Chef of Iron: He's a boss in the quest Recipe for Disaster and after its completion he can be fought again in the Dominion Tower minigame.
  • Edible Ammunition: The spells he attacks with look like cake.
  • Evil Sorcerer: His examine text openly calls him a "demented evil wizard" and he deliberately causes the events in the quest Recipe for Disaster.
  • Food-Based Superpowers: As a Culinaromancer it is stated that he gains his power from food and indeed appears to attack with spells that look like cake.
  • Food Fight: See Edible Ammunition above.
  • Made of Explodium: When killed he explodes into various types of desserts.
  • Power-Up Food: As stated by Aris Maye a Culinaromancer uses food as the source of their power.
    Player: "Culinaromancer?"
    Aris Maye: "Yes, that's correct. Just as an Oneiromancer draws their magical powers from dreams, or a Necromancer draws their strength from the energies of the dead, a Culinaromancer uses food as his source of magical power."
    Player: "Food? What's so dangerous about food?"
    Aris Maye: "Do not underestimate the latent power of foodstuffs as a source of magical energy. Not only are they a fundamental life-force, but they often evoke great emotional attachment. Do not underestimate him, part of his strength lies in the fact his unique type of magical power is quite obscure, I have seen many fall before him."
  • Our Mages Are Different: See Food-Based Superpowers above.
  • Recurring Boss: He can be fought again in the Dominion Tower minigame after completing the quest Recipe for Disaster.
  • Wizard Beard: Though far from the most impressive beard example in RuneScape, he's still a wizard with a beard that goes down to his collar.

Old School-exclusive

    Bryophyta 
A magical moss giant found at the end of Varrock Sewers. Accessing her lair requires a mossy key, which are rare drops from moss giants.
  • Flunky Boss: Summons growthlings, weak enemies that make her invulnerable as long as they're around.
  • Genius Bonus: "Bryophyta" is the scientific name for mosses.
  • King Mook: The toughest moss giant around.
  • Poisonous Person: Can poison her opponents, but only on member's worlds.

    The Forgotten Four 
Four high-ranking Zarosian personnel were chosen to guard the medallions that open the Ancient Vault deep within the Kharidian desert. After "Desert Treasure II", they can be re-fought for a chance to receive valuable items.

The Leviathan

The Zarosian admiral and siren Perseriya was tasked with obtaining a powerful artefact from the Temple of the Eye at the bottom of the ocean. However, the Saradominist forces proved to be too strong, and as a last-ditch effort she attempted to teleport in reinforcements. However the presence of the Stone of Jas warped her teleportation spell, and it instead opened a portal to the Scar, a horrific location inside the Abyss, sucking in her fleet and all nearby sea creatures. This included a Leviathan, which got warped by the Abyss and destroyed Perseriya's entire fleet and presumably killed Perseriya herself.

Duke Sucellus

After the fall of the Zarosian Empire, in the far northern fortress of Ghorrock, the Mahjarrat Jhallan and Mizzarch led a small group of Zarosian loyalists and refugees, hidden from the prying eyes of Saradominist and Zamorakian forces. Eventually, among their ranks joined Duke Sucellus, a Cthonian demon who had a bright idea to restore the Zarosian Empire. However, he had seemingly gone insane, as he soon started devouring everyone and everything in sight, forcing the two Mahjarrat to seal him off in the lower parts of the fortress.

Vardorvis


The Whisperer

    Grotesque Guardians 
A pair of especially strong gargoyles found on the roof of the Slayer Tower, created by a Bandosian general during the God Wars. Named Dusk and Dawn, they require level 75 slayer and a gargoyle slayer task to fight.
  • Dual Boss: They both have to be fought at the same time.
  • One-Winged Angel: When Dawn is killed, Dusk absorbs her essence and grows much stronger for the final phase of the fight.
  • Shock and Awe: They can both summon lightning.
  • Taken for Granite: Dawn can petrify players with one of her special attacks.
  • Turned Against Their Masters: Snaarldor, the Bandosian general who created them, intended them to fight against Bandos' enemies. However, the Zamorakian magic of the tower animated them, and they immediately attacked Snaarldor instead, throwing him off the tower.

    The Nightmare of Ashihama / Phosani's Nightmare 
An otherworldly horror taking the form of a giant hag. The Nightmare originated in Ashihama, where it is said it was birthed from a ritual going wrong. For many years, the Nightmare feasted on the dreams of the sirens, until one day they discovered a set of totems that they used to drive it away. The Nightmare fled west, across the ocean, until it came to Slepe, where it discovered the victims of the Sleeper Plague. Shura, a siren from Ashihama, followed it, and set up totems to subdue it, to stop it from growing too strong.

A stronger version of the Nightmare, Phosani's Nightmare, can be fought as a solo-only encounter.


  • Asshole Victim: Being attacked by the Nightmare is a horrific fate, but Phosani and the rest of the Sisterhood absolutely had it coming.
  • Chest Burster: Her parasites burst from your body, dealing damage.
  • Desperation Attack: Phosani's Nightmare gains a desperation phase after you run through the usual encounter.
  • Dream Stealer: It gets stronger by dragging sleeping victims into its dreams and devouring them.
  • Spawn Broodling: For one of her special attacks, she infests everyone with parasites that erupt from their bodies. Drinking an anti-disease potion weakens the parasites.

    Obor 
An enormous hill giant residing in Edgeville Dungeon. Fighting him requires a giant key, which are dropped by regular hill giants.
  • Bilingual Bonus: "Obor" translates to "giant" in Slovak.
  • King Mook: Basically just a bigger hill giant with ranged attacks.
  • Warm-Up Boss: Obor is the first non-quest boss most players will fight. Fittingly, his mechanics are fairly simple.

    Phantom Muspah 
After completion of Secrets of the North, the dark magical energy within the Ghorrock Dungeon coalesces into the Phantom Muspah, a stronger version of Jhallan's Muspah form.
  • Barrier Change Boss: Swaps between its ranged and melee forms after taking enough damage.
  • Boss Arena Urgency: In its final phase, the Muspah summons spikes throughout the arena. These don't disappear, and will eventually fill the arena if the Muspah isn't killed in time.
  • Charged Attack: In its Ranged form, it will occasionally charge up a powerful Magic attack. Failure to block it will deal heavy damage and drain your Prayer.
  • Life Drain: Stepping on a spike will heal it, and it recovers health during the prayer shield phase.
  • Teleport Spam: For one of its special attacks, it teleports wildly around the room, spawning projectiles that must be avoided.

    Sarachnis 
Sarachnis is the mother of the temple spiders infesting the ruins south of Hosidius.
  • Enemy Summoner: At 66% and 33% health, she summons smaller spiders that attack with either magic or melee.
  • Giant Spider: Duh.
  • Life Drain: If you don't block her attacks with prayers, she heals every time she hits you, even if she hits a 0.
  • Projectile Webbing: Every few attacks, she will web you in place and retreat to use her ranged attacks.
  • Wake-Up Call Boss: Despite being relatively low-level, her mechanics are significantly more complicated and take more preparation than most other bosses around her level.

    Skotizo 
A former general of Zamorak, Skotizo was chosen to lead an expedition to an ancient temple in the Kharazi Jungle to retrieve an artifact. After obtaining the artifact, however, Skotizo betrayed Zamorak, slaughtered the rest of the expedition, and fled across the sea to Zeah. There, he summoned an army of monsters and created the Catacombs of Kourend, where he remains to this day. He has a sister named Zalcano, who Zamorak punished for Skotizo's betrayal.

Accessing his lair requires a dark totem, the pieces of which are dropped by monsters in the Catacombs.


  • Body Horror: He has what looks like a small Dark Altar embedded in his back.
  • Enemy Summoner: He summoned everything in the Catacombs of Kourend, and will summon more in his boss fight.
  • Even Evil Has Loved Ones: Averted. If he knows about Zalcano's plight, he doesn't give a damn.
  • Kryptonite Factor: Like all demons, he's weak to Silverlight and the Arceuus demonbane spells.
  • The Starscream: To Zamorak, possibly.

    Vorkath 
A massive blue dragon created by Zorgoth during the Dragonkin Conflicts. Despite its power, Zorgoth deemed it a failure due to its lack of aggression, and abandoned it on Ungael as a trap for anyone who stumbled across it. Thousands of years later, the now-undead Vorkath is fought during Dragon Slayer II, and a stronger version can be fought after the quest is finished.
  • Acid Attack: One of his specials; he covers the area in acid pools, and then spits rapid-fire fireballs at you.
  • Breath Weapon: In addition to the standard dragonfire, his breath can poison, freeze, and even shut off your prayers.
  • Death from Above: He takes a leaf out of Galvek's book and launches a fireball high in the air. If you don't move, it will probably instakill you. Dragon breath protection won't save you.
  • Dracolich: A huge, undead dragon. Notably, he's weak to both the Salve amulet and dragonbane weaponry, meaning players with both of those can lay some serious pain on him.
  • Enemy Summoner: For one of his specials, he will freeze you and summon a Zombified Spawn to kamikaze you.
  • Life Drain: Stepping on an acid pool will heal him, and quickly.
  • Non-Indicative Name: Vorkath, in the dragonkin language, means "pathetic runt/weakling". Players that have fought this boss agree that he's anything but.
  • Poisonous Person: His green dragonfire can envenom you.

    Wintertodt 
A massive vortex of cold air located in the tundra north of Arceuus. Nobody quite knows what the Wintertodt is, but 1,400 years ago, it laid waste to the northern reaches of Kourend until it was imprisoned behind the Doors of Dinh. Now, a special sect of Arceuus mages, the Pyromancers, keep it at bay with the power of the Bruma tree. The Wintertodt is a skilling boss requiring at least 50 firemaking to fight.
  • Endless Winter: The northern reaches of Zeah are frozen solid because of the Wintertodt. If it gets free, it could freeze the entire continent.
  • Kill It with Fire: The pyromancers blast it with magical fire until it calms down. Your job is to keep the fires lit and the pyromancers alive.
  • Tailor-Made Prison: The stone vault it's trapped in has Bruma roots growing through the walls, which, when combined with the magic of the pyromancers, can create enough heat to subdue the Wintertodt.

    Zalcano 
Skotizo's sister. When Skotizo betrayed Zamorak, he held Zalcano responsible, and cursed her to turn to stone unless she brought Skotizo back. She heard that Skotizo had headed west, so she ended up in Isafdar, where the elves captured her and imprisoned her under Prifddinas. After the completion of Song of the Elves, she can be fought as a skilling boss.
  • And I Must Scream: Turned to stone and locked up under Prifddinas for thousands of years has long since driven her mad.
  • Taken for Granite: Her curse. Her boss fight revolves around weakening her enough to mine pieces off of her.

    Zulrah 
A massive snake living in the Poison Waste south of Isafdar. It was created by an unnamed dragonkin during the Dragonkin Conflicts, who named it Zulrah before eventually being devoured by it.

Centuries later, several gnomes and humans were lost in the swamp. After their encampment was attacked in the night by Zulrah, one old gnome woman offered her son to Zulrah as a sacrifice. After accepting the 'sacrifice', Zulrah left their camp alone and they began catching eels in the swamp. They deemed this a sign of Zulrah's acceptance, and continue to worship it as a god and send sacrifices to this day.


  • Barrier Change Boss: Can change its resistances and attacks on the fly.
  • Beware My Stinger Tail: Lashes its tail at you for a melee attack.
  • The Great Serpent: Zulrah is enormous, intelligent, strong enough to kill a dragonkin, and has a small army of worshippers.
  • Hated by All: Anyone that eats the eels from Zulrah's swamp will become one with the tribe, and will be driven out of anywhere else they try to settle.
  • It Can Think: Whether or not it's actually a god is unclear, but it's obviously intelligent.

    Lady Verzik Vitur 
The final boss of the Old School exclusive Theater of Blood raid - and currently the strongest monster (stat-wise) in the entire game. A vampyre and ruler of Ver Sinhaza, as well as the host of the titular Theater of Blood.
  • Adipose Rex: She is morbidly obese and is the evil matriarch of a noble family of Vampyres.
  • Body Horror: The real Lady Verzik's last days were spent with a nylocas-vampire hybrid unknowingly growing inside her and laying its eggs inside her as she became increasingly bloated, and she presumably died when the nylocas queen burst out from her.
  • Dead Person Impersonation: The Lady Verzik seen in "A Taste of Hope" and during the Theatre of Blood raid is actually a nylocas queen impersonating her. The real Verzik is presumably long dead, having died when said nylocas queen explosively burst out from her while she was trying to get a check-up for her "illness" (actually the nylocas growing inside her and laying its eggs within her).
  • Expy: She is essentially Ursula from The Little Mermaid if she was a half-spider instead of half-octopus.
  • Formerly Fit: Flashbacks from "A Night at the Theatre" show that Verzik was not always so morbidly obese, and was in fact quite lithe. Verzik became as bloated as she did because she was the unwitting and unknowning host of a nylocas queen, who was both growing inside her and laying its eggs inside her.
  • One-Winged Angel: She will change forms twice:
  • World's Strongest Woman: Or at least strongest monster - she has a stunning 1520 combat level in her third phase, making her THE strongest enemy fought in all of Old School Runescape, and has held that title for half a decade. Even the subsequent raid, Tombs of Amascut, wouldn't even come close to these types of stats for any of the bosses.

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