Under heavy construction.
- Due to the infestation of the scourge, this is what the mob that has risen for the beast hunt have become. The fever-like urge to hunt remains, but they themselves have already been infested with the scourge of the beast. Unaware of this fact, they continue to search for prey to hunt and kill. Perhaps through their murky eyes, humans are seen as the true beasts.
The most basic enemy in Bloodborne, mobs are found in areas all around Yharnam, hunting beasts in packs. They've been afflicted with the beast plague, however, and are no longer able to tell the difference between man and beast, yet are beginning to morph into the monsters they once hunted.
- An Axe to Grind: There are mob members who carry axes. You can hear them coming as they drag their weapons across the ground.
- Booby Trap: The Huntsmen in the Forbidden Woods have set up a few. There are two spiked logs on ropes that will swing down if you step in a certain spot that they've covered with planks. There's also a pitfall hidden by planks of wood that drops you into a pit full of hungry Crows.
- Creepily Long Arms: One of the beginning traits of their mutation is their long arms and legs.
- The first limb to show this is the left arm. This is because this the limb closest to the heart, giving a glimpse of the tainted old blood in the works.
- Glass Cannon: Theyre easier to stagger and much weaker defensively than many later threats, but their attacks can still maim you.
- The Goomba: They are the most common enemies you will encounter in the game, but even if the player is at a reasonably high level they can be very dangerous in groups.
- Kill It with Fire: Some mob members carry torches as weapons, others throw Molotov Cocktails.
- Luckily, My Shield Will Protect Me: Some mob members carry crappy wooden shields, which take a free hit for them before they get stunned.
- Never My Fault: When attacking you, they'll regularly blame you for all the beasts that roam Yharnam.
- Our Werewolves Are Different: The further along into the game you are, the more lycanthropic they become.
- Sanity Slippage: After being infected with the plague, they're off to kill all that they see, and it's only going to get worse.
- Talkative Loon: They talk at the player as they fight, telling them to get away and sadly blaming you for their troubles with their final breaths.
- Tomato in the Mirror: They're infected with the same plague they're supposed to be purging, but they apparently don't even realize it. Furthermore, they seem to think you are a beast.
- Torches and Pitchforks: Just two of the numerous weapons carried by the mob.
- You Fight Like a Cow: Some of them will shout curses and insults as they attack.
- Our Zombies Are Different: Well, they're alive, to begin with, but they're the closest analogue to hollows we get in this game in terms of behavior; clumsy, malformed, violent, near-mindless animals that aren't too bad on their own but deadly in groups.
- Among the mob hunting the beasts, old men on wheelchairs can be found. Rich elderly men in wheelchairs are a common sight in Yharnam, and often are armed with firearms from the old wars. For those that cant move well, theres only one way to defend from the beasts, and the only mean they have left is violence.
Geriatric, wheelchair-bound old men inflicted with the Scourge. Due to their lack of mobility, they provide support and defend themselves the only way they can: with firepower.
- Evil Old Folks: Just as batshit as the rest of the hunter mob.
- Handicapped Badass: They're all restricted to wheelchairs, but they can deal heavy damage.
- Gatling Good: One of the variants has a hand-cranked gatling gun setup on their wheelchair.
- Kill It with Fire: One of the variants wields Flamesprayers.
- Never My Fault: When attacking you, they'll regularly blame you for all the beasts that roam Yharnam.
- Our Werewolves Are Different: The further along into the game you are, the more lycanthropic they become.
- Plague Doctor: The ones that wield Flamesprayers wear crow masks that look similar to Eileen's.
- Sanity Slippage: After being infected with the plague, they're off to kill all that they see, and it's only going to get worse.
- Tomato in the Mirror: They're infected with the same plague they're supposed to be purging, but they apparently don't even realize it.
- And beasts arose like nightmare fiends, as eager as starved ticks; yet, reason, guilt and conscience were dwelling underneath.
The next step in the mutation for the hunter mob members, on their way to becoming Scourge Beasts. Their limbs become longer, they start becoming hairier, roar instead of speaking, and fight much more ferociously. The only things left that are human about them are walking on two legs and using weapons.
- Creepily Long Arms: Being further along in their beasthood than the other mob members, their limbs are even longer.
- Improbable Weapon User: Some of them carry a type of farming tool called a broadfork. Because of their size, they can effectively swing it with one hand.
- Giant Mook: They're basically bigger, tougher versions of the hunter mob, using a lot of the same weapons and still working alongside them.
- Kill It with Fire: Some carry torches as weapons.
- Lightning Bruiser: Much stronger and faster than the regular mob.
- Our Werewolves Are Different: They're not quite were beasts yet, but they're not human either. They're the in-between stage.
- Torches and Pitchforks: Although unlike the regular hunter mob, the mutated hunters can swing their pitchfork with one arm.
- Taken and transformed by the plague at a very early stage, these beasts are extremely fast and powerful, capable of closing in on Hunters in the blink of an eye. They can easily take Hunters by surprise with their erratic and unpredictable movements. Extreme care is required when dealing with them, especially when encountered in pairs.
The final stage of the plague's mutation on the hunter mob, the hunter gets down on all fours and becomes a werewolf.
- Beef Gate: You find a lone, wounded Scourge Beast chewing on a corpse and blocking the way out of the clinic. You're intended to be killed by it, so you can acquire your weapons in the Hunters' Dream, but it's entirely possible to beat it down with your bare fists (Eventually) or just dash past it and hope you reach the Central Yharnam lamp before it catches you.
- Body Horror: The Scourge Beasts that appear in Yahar'gul after the Blood Moon event have no skin. They're just walking piles of mismatched bones and organs. Most notably, their short tails have been replaced with what is clearly a human leg.
- Confusion Fu: Because of their far more bestial behavior, their attacks are more difficult to predict.
- Glass Cannon: They have high offense and good health, but they have fairly low defense, are easy to stunlock, are very vunerable to fire and have a really obvious parry window.
- Lightning Bruiser: These werewolves are fast, durable, and brutally ferocious, especially in comparison to the Large Huntsmen. Thankfully, they have a few telegraphed attacks that leave them open.
- Our Werewolves Are Different: They don't switch between becoming a man and a wolf, instead being the result of a progressive mutation into a half-man half-wolf.
- Running on All Fours: Unlike the prior stages, they run on all fours, using their fangs and claws instead of weapons.
Rabid Dog/Hunting Dog
- On the night of the Hunt, it becomes impossible to distinguish the sounds of the Hunter mob from the snarls and howls of their companion beasts.
The canine companions of the enemies. The Rabid Dogs mostly accompany the Huntsmen, and the Hunting Dogs are mostly found with the Hemwick Grave Women.
- Elite Mooks: The Hunting Dogs are more powerful, with lunging bites and swift dodging abilities.
- Expy: To the Undead Attack Dogs from Dark Souls.
- Fragile Speedster: They run fast and bite hard, but gunshots automatically knock them down, and they can only take a few hits before going down for good.
- Mix-and-Match Critter: The ones that appear in Mergo's Loft have had their heads switched with the Carrion Crows.
- Right-Hand Attack Dog: They are often accompanying the huntsmen on their patrol for beasts.
- Spikes of Doom: The Hunting Dogs have bony spikes tied onto their bodies and muzzle.
- Don't let their slow and lumbering walk fool you. Despite their low mental capacity, when agitated they can deal devastating blows.
Another enemy found in numerous areas around Yharnam. Instead of turning into wolves, the Minions are former Yharnam residents that have transformed into huge, lumbering brutes that often carry concrete bricks as weapons.
- Carry a Big Stick: The ones who don't carry bricks literally carry giant logs and statues like a battering ram.
- Dumb Muscle: They're slow mentally and physically, but they're still strong.
- Even Evil Has Loved Ones: Can be heard to say "So cold...dear sister" if you can get close enough to one without alerting them.
- Helpful Mook: They always drop 2-4 Blood Vials. Combine them with how easy it is to parry them and they'll be an important source of health in the early game.
- Improvised Weapon: Many Minions carry concrete bricks, but some use statues or logs as battering rams or fight with just their bare fists.
- Mighty Glacier: They hit hard, but their attacks are often incredibly telegraphed and easily evaded.
- Never My Fault: Much like the Huntsmen, the Minions have still retained the ability to speak, so they can also blame you for the outbreak.
- Smash Mook: They have little strategy other than "close with enemy and smash them with blunt object".
- Among the crows that eat rotting carrion, there are those that favor human meat. Those bloated, ugly monsters drag themselves between the corpses feasting on the once rich citizens of Yharnam. They are highly aggressive and are attracted by the smell of blood. They will attack humans if they get close, so that those that live will become carrion for them to eat.
Found in various areas around Yharnam, Carrion Crows are gigantic crows that have been mutated by the plague.
- Creepy Crows: They're crows almost as big as you, nearly flightless from gorging on the corpses left behind by the hunt.
- Jump Scare: They often hide in patches of long grass, in corners where they are hard to see, or up on perches above you. Coupled with their loud screams, expect this to happen a lot.
- Mix-and-Match Critter: The ones that appear in Mergo's Loft have had their heads switched with the Tainted Dogs.
- Screaming Beast: Their monstrous screams are extremely fucking loud.
- "Scourge of the world, the pestilence bringer, ever-present yet hardly welcome. Hunters should fear rats, particularly when the unruly mischief is starved and blood thirsty."
Massive, mutated rats found in the aqueducts of Central Yharnam and in the Chalice Dungeons.
- Nestled in the fetid, rotten broth of the sewers are rotten corpses, pathetic beings who pitifully grasp at some last semblance of life while slithering along in the malodorous slime.
The still living remains of drowned scourge victims, encountered in the sewers of Yharnam and the waters of the Forbidden Forest.
- A beast of this size will find no trouble trampling an unsuspecting Hunter. If you hear a beastly squeal and it starts to charge, you have but one option: flee.
A pig that has been mutated by the plague.
- Ass Shove: The backstab animation results in you giving this little piggy a colonoscopy.
- Breath Weapon: They can breathe gas that inflicts Slow Poison. The ones in the Nightmare of Mensis inflict Frenzy instead.
- Bullfight Boss: It frequently charges toward you, leaving its back vulnerable to your visceral attack. However, it'll often land a back kick before or right after a visceral attack.
- Degraded Boss: Variant; the first Maneater Boar you will likely encounter is in the sewers of Central Yharnam. The same enemy appears in multiple locations outside of the Chalice Dungeons. As a layer boss, its attacks and strategies are the same as it is when it's a Mook.
- Eyes Do Not Belong There: The ones found in the Nightmare of Mensis have a cluster of eyes running across their forehead.
- Full-Boar Action: Well, it is a giant pig.
A massive Wendigo-like beast guarding the gate to the Cathedral Ward. The Old Hunters DLC introduces a fiery version of the normal boss.
- Ax-Crazy: Boy is this thing violent.
- Degraded Boss: A Downplayed example through lore. While you don't really encounter more of them as common enemies, the appearance and Flavor Text of Brador's hide armor from The Old Hunters DLC heavily imply that the Cleric Beast form is a transformation template of rank-and-file Church Hunters, in the same way that the villager mobs all eventually turn into Scourge Beasts. Also, in the DLC, you'll find a manifestation of Laurence that is a near-identical Cleric Beast, except with fire powers.
- He Who Fights Monsters: As with anyone in Yharnam. The Sword Hunter Badge he drops shows that he was once a Healing Church hunter.
- The Left Hand of Doom: His left arm is much larger and hairier than his right.
- Mythology Gag: His appearances seems to be a remodeled version of Manus, and serves much the same purpose as the Vanguard and Asylum Demon a loud, enormous, imposing introductory boss that will probably make you eat dirt the first time you fight him.
- One-Hit Kill: When he throws you into a Bottomless Pit via clipping through layers.
- Playing with Fire: The DLC has Laurence, The First Vicar as the fire-breathing variant as an optional boss in the DLC, which by extension negates its normal weakness.
- Screaming Beast: The first instant of his cry heard is when you are climbing a ladder to the Central Yharnam lamp post.
- Skippable Boss: Chances are that he'll be the first boss you encounter. However, he doesn't block any story-related path, so he can be completely ignored and you can skip straight to Father Gascoigne instead. Although he does have the Sword Hunter Badge that unlocks the Kirkhammer and Repeater Pistol, so it's more of a reward for defeating the boss to compensate.
- Was Once a Man: As his name indicates, he was once a cleric of the Healing Church, though special mention goes to him being so far removed from being a person that it's hard to believe this thing ever wasn't an animal.
An outsider who journeyed to Yharnam and a former clergyman, though not part of Yharnam's Healing Church. He can be summoned as a Non-Player Character for the fight against the Cleric Beast. Upon reaching the Old Oedon Graveyard, his lacking sanity and bloodlust have clearly taken over, causing him to attack. The Old Hunters update reveals he's also one of the few remaining Old Hunters of Yharnam, carrying an Old Hunter Bell.
- Action Dad: A sadly villainous take on this (although he wasn't always like that). He has two daughters, one of which gives you a music box that you can use to fight against him.
- Ax-Crazy: In addition to his Beast Transformation induced Sanity Slippage, he's incredibly aggressive.
- An Axe to Grind: He wields a Hunter's Axe during the first two parts of the fight.
- Badass Longcoat: Wears a unique one that seems to be a cross between the Hunter's Grab and a priest robe.
- Badass Preacher: "Father" is a religious title, but one that doesn't exist in the Healing Church.
- Beard of Evil: He sports a goatee.
- The Big Guy: Even before he transforms into a beast, Gascoigne is pretty damn big, being at least a head and a half taller than you.
- The Dark Side Will Make You Forget: If you subscribe to the "he killed his wife" theory, Gascoigne is a very good example of how relying on blood will eventually make people lose their humanity. He hasn't the slightest clue that he murdered his wife before you show up, and doesn't even know how to stop slaughtering everyone in his path. His daughter will mention that the family had to play the music box just to make him remember that they were his kin before the latest hunt.
- Duel Boss: Part of what makes him so difficult is just how much like a player he acts. This trope especially holds true if you are also using the Hunter's Axe and Pistol.
- Evil Counterpart: In a way he's this to the Player Character. Given that they are both outsiders that joined in on the hunt and they even have a similar "fighting style".
- Easter Egg: Normally, you can use the music box to stagger him during the boss fight. However, if you use the music box while Gascoigne is summoned as an ally, he'll let out a bemused chuckle.
- FaceHeel Turn: It's possible to summon him to help you fight the Cleric Beast. You'll still have to fight him at the cemetery.
- Fangs Are Evil: Right before the battle commences, he bares his teeth to show that he's growing fangs, indicating his transition into becoming a beast.
- Face-Revealing Turn: His back is to you in the above cut-scene before he turns to reveal that he's not quite human any more.
- Fighting Irish: He speaks with an Southern Irish accent.
- Guttural Growler: He has a deep, raspy voice when first encountered. Once the battle starts, he growls and roars with every swing of his axe.
- Hand Cannon: His pistol fires like a shotgun.
- Hidden Eyes: He has bandages covering his eyes.
- Nice Hat: It's actually based on the Healing Church Hats. You can buy one for yourself after defeating him.
- There Is No Kill Like Overkill: He's introduced wailing on a long-dead beast with his axe, only stopping when he realizes you're there.
- Recurring Element: He's this game's Paladin Leeroy / Jester Thomas in that he's an NPC that can be summoned for a fight before eventually fighting you himself. As he's a proper boss rather than a mere invader, however, he's far more difficult than the other two... and fought far earlier.
- Roaring Rampage of Revenge: Implied, considering that when you find him, he's apparently finishing up with slaughtering a group of huntsmen, and you can find the dead body of his wife nearby.
- Sanity Slippage: Was once a hunter much like you, but the plague has taken him, and now he's slowly turning into one of the beasts he once slayed.
- Screaming Warrior: He roars along with every swing of his axe.
- Secret A.I. Moves: Unlike the player, Gascoigne is able to fire his pistol while using the fully-extended Hunter's Axe.
- Sequential Boss: Gascoigne gets progressively more aggressive as the fight continues. Initially, he uses the standard form of the Hunter's Axe and his Hunter Pistol. When he loses one-third of his health, he extends the handle of the Hunter's Axe, wielding it in its poleaxe form. Upon losing two-thirds of his health, he hunches over and turns into a werewolf, remaining that way for the rest of the fight.
- Shotguns Are Just Better: His pistol behaves more like a blunderbuss than a proper pistol. Could be justified in it being a dragoon a more compact, pistol-sized version of a blunderbuss.
- Sliding Scale of Gameplay and Story Integration: The description of his attire mentions that the pungent smell of beasts clings to his clothes and eats away at his sanity. Appropriately, his attire set has the second lowest frenzy resistance of all the sets. Of course the set with the lowest frenzy resistance is the Madman Set.
- Tragic Villain: Like many hunters before him, Gascoigne was eventually driven mad after years of slaying beasts. There's another layer if you believe the other theory; that his wife being in the Tomb is that she went looking for her husband and was murdered by the beasts. Gascoigne finds her body and snaps, killing the mob that butchered Viola and anyone who comes near.
- Villainous BSoD/Resist the Beast: One tactic for defeating Gascoigne more easily is to get the music box from his daughter. The song it plays is possibly the last thing he remembers from his past life, and playing it causes him to clutch his head in pain, leaving him open to attack. However, playing it three times has the reverse effect, causing him to change into his bestial form early, something you don't want happening.
- Wake-Up Call Boss: Have you used your firearm much yet? No? Well, have you at least gotten the hang of combat, with dodging, timing strikes and the new parry system? No, as well? Have fun with Gascoigne, as this fight practically forces players to have a handle on how the combat of Bloodborne works, lest they be crushed beneath his might.
- White Hair, Black Heart: Although he was a good man before the plague took him.
- Worthy Opponent: If he kills you, he'll praise you for giving him a "sporting hunt."
Henryk the Old Hunter
- Badass Family: If he is indeed Viola's father. Neither this nor the above has been confirmed in game or otherwise, as per Bloodborne policy.
- Bonus Boss: He only has to be fought if you choose to follow along with Eileen the Crow's quest line. Otherwise, he won't even show up. He's also very powerful for the level you're going to be facing him at. Most of the fight will be you sneaking in a few gunshots and heavy attacks while Eileen does the heavy lifting.
- Boring, but Practical: While Boring is used rather loosely considering the nature of trick weapons, Henryk prefers to wield the Saw Cleaver and Hunter Pistol, along with some throwing knives.
- Evil Old Folks: Incredibly old and dangerously insane.
- HeelFace Turn: Can fight alongside you against the Shadows of Yharnam and Rom the Vacuous Spider.
- Honorary Uncle: He was an old (literally) friend of Gascoigne, whose daughter mentions a Hunter she calls "granddad", who she mentions being really old.
- Knife Nut: He prefers them during his fight. Its description even describes it as his Weapon of Choice.
- Mini-Boss: He's a Hunter like you, so fighting him is more akin to fighting an NPC red phantom in prior Souls games, but like them he can be tough to beat. He's optional, and only appears if you play through Eileen's quest line.
- Old Soldier: He's mentioned to have had an unnaturally long, traumatic life, but he's still capable of cutting down unwary whippersnappers.
- Roar Before Beating: Uses the 'Roar' gesture shortly before the fight begins.
- Roaring Rampage of Revenge: One interpretation of why he appears where Gascoigne died is that he wants to take revenge on the Hunter.
- Sanity Slippage: He's going the way of Gascoigne, according to Eileen, though he doesn't transform.
- Who Wants to Live Forever?: It's mentioned that he had a "tragically" long life, and the healing blood heals all ailments and injury apart from the Scourge of the Beast. It may have allowed Henryk to have a longer lifespan, but he would also be heavily tainted with the Scourge and traumatized from his work. And that's assuming no other problems would arise.
- Their origins unknown, they stand stoically, ready to pounce on any unwelcome visitor. Their ghostly pale visage and sluggish movements can instill fear into the bravest hunter, while they stomp their cane threateningly, their face a yawning horror.
Tall humans with pale faces wearing priest outfits. They patrol the chapel area, keeping out intruders with a variety of weapons.
- Black Eyes of Evil: Either this or their eye sockets are empty.
- Cane Fu: The most common type of Church Servant carries a cane that he uses as a weapon.
- Eyes Do Not Belong There: If you have 15 or more Insight, the lanterns that some of them carry become covered in eyes, which allow them to fire Arcane projectiles.
- Elite Mook: The variants in Upper Cathedral Ward are always equipped with eye-covered lanterns and flaming scythes regardless of your Insight.
- Giving Someone the Pointer Finger: If they see you, they'll point at you and give a threatening moan.
- Humanoid Abomination: If they were ever human at all, that's long in the past. Whatever's left is a horrifying parody of humanity.
- Improbable Weapon User: One of the more unusual weapons the Church Servants use are large crucifix-like wooden poles, shaped somewhat like the Hunter's Mark. When they hit you, it induces frenzy. This weapon only appears to be used by two Church Servants that stand outside Vicar Amelia's boss arena.
- Kill It with Fire: Some carry flamesprayers.
- Man in White: The majority of them wear black, though the ones who appear in the Upper Cathedral Ward wear white.
- Nice Hat: They wear hats with wide brims. The ones that carry ranged weapons such as guns and flamesprayers wear hats with even wider brims.
- Sinister Scythe: A few carry scythes. If you have 15 or more Insight, the scythe blades become wreathed in blue flames and inflict additional Fire damage.
- Weaksauce Weakness: They can be parried with alarming ease compared to most other humanoid enemies. Meaning, if you shoot them at literally any point during their attack animation, they will be parried. It's so easy to do compared to every other enemy that it almost seems like a bug of some kind.
- The church controls treatment of the disease, but it hunts with this large servant. Half terrifying legend, its expression is vacant, its skin pallid, its huge form oddly thin. It screams as it swings its silver weapon. A bell hangs from its neck, and when the citizens of Yharnam hear its ring, they close their doors and stay within.
Giant mummy-like beings wearing black hats, white mantles and bells around their necks. They carry either large axes, ball-and-chain sets, and sometimes fight with their bare hands.
- An Axe to Grind: Most carry large, heavy axes.
- Attack Its Weak Point: After a powerful attack, a bone juts out of the Church Giant's leg. Strike the bone, and the Giant becomes open to a Visceral Attack.
- Body Horror: The damn things are emaciated, white skinned messes that are starting to fall apart. Whenever they perform their stomp attack, they land so hard that they break their leg and the shinbone comes out through their fucking knee. They have to spend an extra couple seconds making sure to get up so it slides back in place right, but it's a somewhat convenient weak point.
- Epic Flail: Some carry ball-and-chain sets.
- Lightning Bruiser: The unarmed few that appear in a shortcut between the Forbidden Woods and Iosefka's Clinic/Central Yharnam are noticeably faster than their axe/flail carrying counterparts.
- Lean and Mean: Despite their Mighty Glacier status, they are extremely thin.
- Mighty Glacier: Very, very slow, but they hit incredibly hard and cannot be parried.
- Playing with Fire: A Church Giant in the lecture hall has flaming hands.
- Sleepyhead: Later on in the night after Vicar Amelia is defeated, all the Church Giants in the Cathedral Ward will be sleeping, only waking up if you attack them or run past them.
- Too Dumb to Live: Stomps so hard that the shin bone pops out, making them an easier target.
- Body of Bodies: They're basically clumps of human heads that run around like crabs.
- Expy: The small version are this to the Crystal Lizards in Dark Souls. The more aggressive large version would receive its own expy in the Ravenous Crystal Lizards in Dark Souls 3.
- Metal Slime: The small ones will run away as soon as they see you, and will eventually disappear unless killed. Doing so will net you more Blood Stone pieces.
A pair of Yahar'gul hunters keeping watch over the path between the Cathedral Ward and Unseen Yahar'gul.
- BFG: One of them wields a Ludwig's Holy Rifle, alongside a Rifle Spear.
- Blade on a Stick / Bayonet Ya: The same one that wields the Holy Rifle also uses a Rifle Spear.
- Luckily, My Shield Will Protect Me: One of the hunters has, of all things, a Wooden Shield.
- Shock and Awe: One of them wields a Tonitrus.
A young woman who is transformed into a giant werewolf-like creature with antlers.
- Distaff Counterpart: Of the Cleric Beast. They even have the same music during their respective battles.
- The Faceless: Her face is only shown after she transforms into a beast. What she looked like as a human is a mystery. Although attempts to view her field model reveal that since you're not supposed to see her, From used an altered version of the Bell Maiden mddel. Her model in the pre-fight cutscene is clearly human, though.
- From Nobody to Nightmare: Transforms from an emaciated, possibly old, vicar into a colossal cleric beast towering over the Hunter.
- Hidden Eyes: Her cowl completely covers her eyes, even in beast form.
- Madness Mantra: Her prayer, as seen above, which she chants until you trigger the boss fight.
- Minor Major Character: According to the Gold Pendant, Vicars lead the Healing Church. This implies she enjoyed sizable political power and either led The Choir or acted as their figurehead. She's also only the second mandatory boss and the in-game Lore notes don't mention her once.
- Mix-and-Match Critters: Her beast form has the features of a bear, a wolf, and a stag.
- More Teeth than the Osmond Family: She has a wolf-like snout lined with razor-sharp teeth.
- Painful Transformation: It involves both a Shadow Discretion Shot and Gory Discretion Shot, and anything that causes blood to spray like that is probably going to be painful.
- Prayer Is a Last Resort: When her health starts getting low, she'll start praying and gain Regenerating Health. Furthermore she's in the middle of prayer when you first encounter her.
- Rapunzel Hair: Apparently had this in her human form. Her beast form has a massive mane running down her back.
- Screaming Warrior: Her agonized howling is almost as bad as the Cleric Beast's.
- Was Once a Man: Her boss introductory cut-scene has her transform quite violently into the beast you fight.
Bloody Crow of Cainhurst
- Achilles' Heel: Poison knives. Three poison knives will cause him to be poisoned dealing about a quarter of his health, before factoring in the Chikages trick form. Bringing a numbing mist to prevent him from using his blood vials will also speed up how fast hell die.
- Anti-Regeneration: One of the few Hunters to use Numbing Mist.
- Boss in Mook Clothing: Like Yurie, he's got maxed-out stats and +10 weapons, and it sure shows.
- Confusion Fu: His specialty. He Teleport Spams in unpredictable ways, charges forward only to unexpectedly jump back, and frequently baits the player into a position where they'll be vulnerable to a gunshot.
- Flash Step: He uses the Old Hunter's Bone, which makes him faster than he already is.
- Hoist by His Own Petard: It's possible to kill him, or at least drain a substantial portion of his health, by simply running around the arena while his Chikage's trick-form drains his own health. No longer the case in later patches, where he will automatically stop using the transformation if his health gets low enough.
- Katanas Are Just Better: He wields the Chikage trick weapon with deadly precision.
- Lightning Bruiser: Fast, hard-hitting, and very durable. There's a reason you find Eileen so heavily wounded outside the Grand Cathedral.
- Ravens and Crows: Apart from his name, he wears the Crowfeather Garb chest piece.
- Silent Antagonist: Doesn't have a single word to say.
- The damned remnants of a Hunt from long ago, the burns and scars from the Healing Church's purge are still fresh in the mangled minds of these beasts.
The remaining residents of Old Yharnam. They fight bestially like the Scourge Beasts, but walk on two legs like the Huntsmen, and are closer to the size of you than they are the Scourge Beasts. There are two variants: male and female. The male variant is naked except for their bandages, while the female variant is shrouded in a hooded cloak. The female variant also has a stronger version: Ashen Blood Beast Patients.
- Enemy Summoner: The females in the lower areas of Old Yharnam will let out a sharp screech when they spot you, summoning nearby beasts to your location and making them more aggressive. The alerted beasts sport pale red eyes for a short time.
- In the Hood: The female variants walk around draped in shrouds.A slow death awaits those caught by the beast who hides its face. For who knows what awful mixture of human and animal sulks beneath that veil?
- Kill It with Fire: Fire attacks, such as the torch or Flamesprayer, are particularly effective against them. The male variant will actually recoil in fear if you have a torch equipped.
- Poisonous Person: The scratch and bite attacks from the female beasts poison you. The larger ones can even attempt to tackle you and puke their poisoned blood onto your face. Luckily these enemies also tend to drop Antidotes when slain.
- Red Eyes, Take Warning: If you can catch a glimpse of the hooded beasts faces as they attack, you'll notice that their eyes are glowing red. These are the ones that can poison you.
- Religion of Evil: There is a small horde of beasts gathered inside the church below Djura's gatling gun nest, and they appear to be performing some kind of ritual around the corpse of a larger version of the area's boss, the Blood-starved Beast. Thankfully, nothing seems to come of this.
A hunter who has joined Djura's crusade in defending the beasts of Old Yharnam. He is one of three apprentices, one of which is encountered in the Hunter's Nightmare.
A horrifying monster found within the Church of the Good Chalice, down in the lowest part of Old Yharnam.
- Achilles' Heel: Its great lust for blood means that a thrown pungent blood cocktail will distract it, allowing you to get several good hits in. Its great aggression also means that a skilled player can parry it fairly reliably. It also doesn't have a whole lot of health and will die very quickly to an untransformed saw cleaver/spear+fire paper+beast blood pellet combo.
- Ax-Crazy: The Blood-stared Beast is one of most aggressive bosses in the entire game.
- Blood Lust: It's called the Blood-starved Beast for a reason. Throwing pungent blood cocktails will distract it from attacking you so it can go lick up the blood.
- Body Horror: All of the skin on its back is flayed off and draped over its head and front limbs like a cloak. Its skull appears to be split in half, causing it to snap its jaws like a set of scissors. It isn't the first one, either. Another much larger one is found in the ritual hall right behind Djura's lookout tower, strung up by chains and already dead.
- Bonus Boss: The Blood-starved Beast isn't a required boss battle and can be skipped entirely.
- Degraded Boss: He occasionally appears as a regular mob in the Depth 5 Loran Root Chalice.
- One also appears in The Old Hunters DLC in the cave where you can get the Gatling Gun weapon.
- Kill It with Fire: Its weakest to fire damage, being a beast and all.
- Lightning Bruiser: Is deceptively fast and will knock unsuspecting players flat the first time they meet him.
- Poisonous Person: Its attacks begin to poison you after the first part of the battle. Towards the end, it begins bleeding poison at all times, making getting near it especially dangerous.
- Super-Persistent Predator: Not in the game, where it never leaves that Cathedral in Old Yharnam, but definitely in the comic. For whatever reason, it stalks The Hunter and The Child, out of Old Yharnam, through Central Yharnam, into Iosefka's Clinic, and even out of the city.
- Sword Sparks: Its fangs and claws spark against the cobblestones as it attacks.
Snake Ball/Greater Viper Pit
- Though certainly not as threatening as their mature counterparts, these snakes are no less deadly. For these silent predators make up in stealth what they lack in size.
What appears to be a clump of dozens of snakes is actually a hydra-like creature. They appear in great numbers in the Forbidden Woods, in both young and adult forms.
- Animalistic Abomination: Hydras in a FromSoft game... Minus the Hydra Problem, thank goodness, but with additional, unpleasant tricks up to their teeth.
- Body Horror: It resembles snakes in pile, but upon closer inspection, they're all sharing the same body. And the numerous bumps found on their bodies are actually massively engorged ticks.
- Mighty Glacier: The adults can cause great damage with their poison attacks, but their mobility is pretty awful, though this is to be expected from what is essentially a bunch of snakes sloppily connected to each other. The children, however, are rather easily killed.
- Reptiles Are Abhorrent: They're poisonous, they're numerous, and apparently parasitic.
- Super Spit: The adults can spit poison great distances.
- These adolescent snakes have sacrificed stealth and raw power for speed. Pray they find something else to sink their teeth into.
The result of Snake Balls having their kids inside of Huntsmen. They lay dormant inside, until suddenly the huntsman's head explode to reveal about a dozen snakes coming out of the neck.
- Body Horror: The head of the huntsman explodes to reveal dozens of snakes.
- Chest Burster: Only instead of the chest, it's the head that bursts.
- The Dreaded: While the first half of the Forbidden Woods is chalk full of huntsmen, large huntsmen and their dogs, they all stop appearing as soon as you meet these enemies. This implies that even the scourge-crazed hunter mob fear going too deep into the woods.
- Enemy Summoner: Upon noticing you, they'll let out an ear-piercing "whistle" and several baby Snake Balls will rise from the ground. There are only a couple that actually use this move, though.
- Expy: Compare the Snake Parasites to the Las Plagas-infected Ganados when the sun goes down.
- Parasite Zombie
- Rubber Man: They can stretch their hands to attack at a distance, though in actuality it's a snake lunging out of his robe with his weapon in its jaws.
- Your Head Asplode: Some Snake Parasites walk around looking normal, but with a bit of a Zombie Gait to their walk. After noticing you, the head will explode to reveal the snakes.
The Younger Madaras Twin
The younger of twin brothers who were born in the Forbidden Woods and raised alongside a poisonous snake, with whom they forged an inhuman kinship with. The brothers eventually became hunters, bringing back prey to dissect for their village's forbidden research and feeding their snake beast the entrails. Eventually, the twins found Vermin within their snake, killing it and then turning on one another. The Younger Twin appears as a summonable NPC and a Confederate of The League. However, her later appears in person after either gaining the highest rank in The League or killing Valtr, and killing him makes him unavailable to summon ever again, though it also grants the player his unique whistle tool.
- Artificial Stupidity: He can't tell the height difference between you and him, so if you go to the elevator and head to the lower floor, he will keep chasing you until he plummets to his death.
- An Axe to Grind: The Younger Madaras Twin wields the Hunter Axe.
- Cain and Abel: After killing their beloved snake friend because they found Vermin in it, the twins turned on one another, with the younger twin murdering the elder.
- Glass Cannon: In contrast to the other "butcher" allies, while he's still rather weak, he makes up for it with his special whistle.
- Go Mad from the Revelation: Both twins faithfully joined the League's crusade against Vermin, but finding Vermin within their beloved snake drove them to madness and violence. Gaining Valtr's helmet, and learning that the whole crusade against Vermin is a sham, causes the Younger Madaras Twin to attack the player, implying that, similarly, learning that his terrible acts were All for Nothing plunges him even deeper into insanity.
- Kill It with Fire: Occasionally buffs his Axe with Fire Paper.
- Recurring Element: He's a unique enemy NPC wearing "butcher" gear whom the player can summon for bosses. However, while all of those NPCs needed to be beaten to be summoned by the player, the Younger Madaras Twin can be summoned to help the player until they attack them and need to be killed.
- Snake Charmer / Summon Magic: In a sense. The twins had a special whistle that they used to call their snake to them. The player can claim it after killing him. It is the only hunter's tool that uses Bloodtinge instead of Arcane, though it can sometimes hit the player too.
- Sore Loser: Unlike many other From Software "butcher" enemies, the Younger Madaras Twin will refuse to let you summon him ever again, even into the NG+, if you kill him. Then again, there may be another explanation at work.
Shadows of Yharnam
Keepers of the Old Lords who have somehow left the Chalice Dungeons. Clad in obscuring black robes, the Shadows of Yharnam now walk in the world above. The trio of Shadows found in the Forbidden Woods have been infected with the snake parasites, but have gained control of them themselves.
- Black Cloak: All three wear one. Later on during the battle, snakes emerge from underneath them.
- Dark Is Evil: Their black robes give off some Star Wars vibes and they are very evil.
- Degraded Boss: All three variants of the Shadows reappear in the upper floors of Mergo's Loft as regular Mooks for the area with significantly lower health and less powerful moves.
- Elite Mook: The versions in the Forbidden Woods are this to the ones in the Nightmare Frontier.
- Expy: Freakier Nazgûl, for all intents and purposes. Yes, freakier. When was the last time you saw snakes coming out of a Ringwraith's face?
- Katanas Are Just Better: Two of them wield a large, katana-like sword.
- Meaningful Name: Two of the less common meanings of "shadow" is "protection or shelter" and "an inseparable attendant or companion". They always make an appearance before Pthumerian Queen Yharnam makes an appearance.
- One-Winged Angel: The boss versions have been infested with the parasites that can be encountered in the Forbidden Woods. Midway through the fight, snakes burst from the cloaks of all three Shadows, which gives them new abilities. If you let them live for too long after that, they can morph again.
- Playing with Fire: Two of the Shadows hold candles where they can breathe fire with it, with one of them constantly using pyromancy attacks from a safe distance.
- Rubber Man: After its transformation, the sword-wielding Shadow can stretch its arms to attack you from a distance.
- Summon Magic: Once they reach the third phase of their fight, the survivor gains the ability to summon massive snakes from the ground to attack you.
- Wolfpack Boss: There are three of them, and they come at you all at once.
Yurie, the Last Scholar
One of the very few sane Healing Church Choir members left, she searches Byrgenwerth for unknown reasons.
- Beam Spam: She will use the Call Beyond item quite liberally, which sends out a torrent of beams that do a lot of damage. This is a big reason why she's so ridiculously hard. To make matters worse, she is fought in rather tight quarters with little room to evade.
- Boss in Mook Clothing: There are actual bosses that are easier than Yurie. A German Spy reveals that she has maxed out stats, which is due to the fact that all the (human) enemy hunters are created the same way that the player character is made.
- Combat Tentacles: She uses the Augur of Ebrietas.
- Dark Action Girl: She's capable of killing you with ease if you aren't careful. Since she's also a member of the Healing Church Choir, she's most definitely not good.
- Deadly Gas: She wields the Rosmarinus, which is apparently standard-issue for members of the Choir.
- Mad Scientist: The Choir as a whole are this.
- Sword Cane / Whip It Good: She wields the Threaded Cane.
- Woman in White: Her Choir Set.
Garden of Eyes
- Among the moonlit terraces and exotic Byrgenwerth gardens lie treacherous and vile creatures, spying on unsuspecting hunters with their malice-filled, jaundiced eyes.
The former test subjects encountered at Byrgenwerth, used by Provost Willem as living vessels for the cultivation of eyes. They resemble humans with spider-flies for heads.
- Expy: Bears a striking resemblance to the Mi-Gos. Sometimes referenced as Zombie Mi-Gos.
- Extra Eyes: It has twenty-seven! It seems these creatures were bred for their extra eyes for Byrgenwerth to harvest.
- Multi-Armed and Dangerous: In addition to their two regular arms, they have six spider-like appendages coming out of their heads.
- Was Once a Man: They were the initial test subjects of Insight experiments, before the goal went from "growing eyes" to "Growing eyes within".
- Winged Humanoid: They have wings on their back, which they use in their deadly grab attack.
- Brilliant yet fatal, these overgrown arthropods boast high defense and powerful magic. Hunters must be both light-footed if they are to dodge their deadly spells.
- Alluring Anglerfish: They have glowing blue lures hanging from atop their heads. When killed, they drop these lures which can be picked up for some arcane haze.
- Attack Its Weak Point: The flower on their heads. Aim for it with a powerful ranged weapon and you can kill them in one shot.
- Big Creepy-Crawlies: The best way to describe them is "eldritch cosmic house-centipede."
- Eldritch Abomination: Giant, ethereal centipede creatures with lures on their heads, able to command some kind of cosmic magic. Get too close and you'll see their many teeth.
- More Teeth than the Osmond Family: They have leech-like mouths filled to the brim with razor sharp teeth.
- Super Spit: At close range, the creatures will spit a torrent of acidic spit.
- Technicolor Death: Collapse into a singularity when killed.
Rom, the Vacuous Spider
A large, larva-like being, once a mortal woman who was transformed into a Kin to the Great Ones. Referenced to early in the game as the "Byrgenwerth Spider".
- Almighty Idiot: "Vacuous" is right in her name. Her name in the Japanese version is even less kind, calling her the equivalent insult of "retarded" in English. Despite this, she is still strong enough to hold back Formless Oedon and kick your ass while she's at it.
- Barrier Maiden: Bizarrely, it's implied that Rom might have been intentionally or not keeping Oedon's power at bay, as a note found in her temple mentions how the "Byrgenwerth spider" was keeping their lord from contacting them. Certainly, it was only after her defeat that the menacing blood moon rose.
- Colony Drop: After her health is reduced to a certain amount, Rom starts raining magic meteors down on you.
- Eldritch Abomination: Rom is a Kin to the Great Ones, likely one of the first ones you will encounter aside from a few stray Celestial Mobs. note Although her moniker contains the word "spider", Rom more resembles a pillbug with a silverfish-like tail, and has a head resembling a chunk of pumice with eyes in the holes. Her spawn resemble actual spiders, but have the same sort of head she does.
- Eldritch Location: Rom is fought on the surface of an otherworldly lake accessed by jumping from the Lake Byrgenwerth overlooks, similar to the aesthetic of the Dark Link fight from The Legend of Zelda: Ocarina of Time.
- Expy: Rom is very similar to Phalanx from Demon's Souls in that she is relatively weak and squishy herself but is surrounded by powerful minions who take very little damage against attacks from the front and must be attacked from the sides or back. However, unlike Phalanx, who has no attacks of her own and is utterly helpless once all of her minions are dead, Rom possesses several devastating magic attacks that can easily 1-shot you as well as a powerful thrash attack. Both of them were also women who were transformed into freakish monsters (although it's only implied in Rom's case).
- Female Monster Surprise: Although the name Rom is rather masculine and might lead one to think of her as a male, Miyazaki referred to Rom with feminine pronouns in the game guide interview, confirming her as female. Also, the spiders that appear in the arena could very easily be interpreted as her progeny.
- Flunky Boss: Rom herself won't even attack you, instead summoning a swarm of spiders to aid her, at least in her initial phase.
- Meaningful Name: "Vacuous" is quite appropriate. Until attacked, Rom doesn't do anything. Even once in combat, she limits herself to flopping about, summoning spiders, and spamming the same few spells over and over. The word translated as "vacuous" in the Japanese version is "hakuchi", a term roughly equivalent to "moron" or "retard". It's fair to say this name is referential to the fact that despite Rom's elevated status as a Great One, she seems able to do little with her actual power.
- Non-Indicative Name: Despite being called a "Vacuous Spider", Rom is more reminiscent of a larva of some kind. Oddly however, her corpse in the Altar of Despair has much longer legs, giving it a more spider-like appearance.
- Wham Shot: As one of the first bosses you'll encounter that are directly related to the Great Ones, witnessing Rom is designed to function as this. Indeed, the game is actually programmed so that the camera will always point straight down when falling through the lake, slowly rising to reveal this thing that up until then was completely unlike anything else you encountered in the game.
- Was Once a Man: Micolash's dialog much later on indicates that Rom may once have been a human who was "granted eyes" by Kos (or Kosm, as some say).
Hemwick Charnel Lane
Hemwick Grave Woman
- Their mumblings give away their presence from a distance, but their screams can be deafening. They wield a variety of weapons, but what they lack in dexterity they more than make up for with intensity and tenacity.
Old crones that inhabit the Hemwick Charnel Lane, carrying a wide variety of improvised weapons. They are implied to be the ones making the Bone Marrow Ash for the Healing Church, working cremation furnaces hidden underneath Hemwick. The collapse of society means they are not even trying to hide their occult nature any longer.
- Evil All Along: There's a single house with a lit window and an incense container, signifying an NPC you can converse with. The woman inside the house will talk about the women in the graveyard... then excitedly proclaim that it's almost time for the ritual, cackling maniacally.
- Eye Scream: All of the corpses in Hemwick have had their eyes harvested, even the dead horses.
- Hot Blade: One of the weapons they carry are fire irons with blades that are still red-hot.
- Improvised Weapon: Everything they wield are used in their implied work: sickles to strip the corpses of flesh, fire irons to stoke the cremation furnaces, sledge hammers to grind the ashes finer, and firebombs made from the oil they use in the furnaces.
- Knife Nut: Some of the women use butcher knives.
- Laughing Mad: When you first enter Hemwick Graveyard, you can hear their cackles.
- Magic Dance: A number of them appear to be performing some sort of ritualistic dance in front of the graves.
- Never Mess with Granny: They're all elder women who can kill you.
- Religion of Evil: They're collecting eyeballs as part of a ritual.
- Wicked Witch: They fit all of the old stereotypes, even holding what appears to be a sabbath when you enter the village. All of them seem to be subservient to the Witch of Hemwick.
- But what rose out of the ground was never human. Born of the trembling blood with a scream that pierced your very heart, the wraith began its chase.
The summoned minions of The Witch of Hemwick. Tall, skinny creatures with long hair and glowing eyes that carry sickles.
- Glowing Eyes of Doom: Their eyes glow a piercing white, making them visible in the darkest of areas.
- Ominous Walk: They walk very slowly. Even if they see you, they'll rarely run towards you. Especially creepy in the boss fight with The Witch of Hemwick, where there are multiple Mad Ones in the room, all slowly walking towards you.
- Rise from Your Grave: The creatures are summoned from the ground by The Witch of Hemwick.
- There aren't many beings as imposing as the Executioner, patrolling Yharnam in search of new trophies.
Similar to the Huntsman's Minion, but far more intelligent, cloaked in black hoods that mask their faces, and carry large halberd axes. Their morality is as twisted as their bodies.
- An Axe to Grind: Carry large halberd axes.
- Early-Bird Cameo: One can be found in Central Yharnam in an area blocked by breakable boxes and coffins.
- In the Hood: They wear black hoods that completely obscure their faces.
- Non-Indicative Name: Even though they're called "Executioners" in the guide, they're completely unrelated to the Healing Church faction. Their Japanese name basically means "demolition man", and the main locations they're encountered at (Hemwick and the Forbidden Woods) could imply that their job is breaking down corpses.
- Parrying Bullets: They're able to easily block bullets with their axes.
- Use Your Head: Certainly isn't afraid of head butting hunters.
The Witch of Hemwick
An old witch residing in the outskirts of Yharnam, the hamlet of gravekeeper witches carved by the sunlight, Hemwick. In its depths, an old, gigantic structure, she lies in wait. Holding suspicious rituals in the deepest of the night, for that very purpose it is said that she gathers the eyeballs of the living. In the city where unwanted corpses would be gathered and disposed of, her outfit might just be befitting of one such place.
- Back from the Dead: Take too long to finish the second Witch and she'll resurrect the first one.
- Bonus Boss: She doesn't need to be fought for story completion, but defeating her lets you equip highly beneficial Caryll Runes.
- Degraded Boss: The Witches of Hemwick can appear in Root Chalice Dungeons as regular enemies provided you have made rotted offerings, and they summon Mad Ones and cast binding spells just as the two encountered in Witch's Abode. Unusually for the trope, they are actually harder there, as they summon three Mad Ones the second you get near them, summon replacements as fast as you can kill them, tend to show up in cramped spaces where the Mad Ones can gang up on you, and killing them does not kill the Mad Ones that are left.
- Dual Boss: There are actually two witches one remains hidden from the beginning and makes her appearance upon defeating the first Witch.
- Eyes Do Not Belong There: Her robe and spell catalyst are covered in eyeballs that she plucked from corpses. Defeating her nets you four of them.
- Eye Scream: One of her grab attacks involves her taking you and stabbing you through your eyes, attempting to tear them out.
- Enemy Summoner: They tend to summon Mad Ones to surround you unless you have 0 insight during the boss fight. The mob counterpart in the Chalice Dungeon, on the other hand, always summons Mad Ones, regardless of your insight.
- Flunky Boss: The Witch has a couple of Mad Ones who ominously stalk you around the arena. They keep respawning until the Witch has been killed.
- King Mook: She is this to the Eye Collectors found in the Hypogean Gaol.
- Teleport Spam: The Witch will constantly teleport away when approached.
- Wicked Witch: Definitely fits the classic image of a hunchbacked old crone, and appears to be responsible for all the atrocities you find in Hemwick.
- Zero-Effort Boss: Becomes this if you have 0 Insight, since this makes her unable to summon Mad Ones, turning the fight into a complete joke. Of course, encountering a boss for the first time always gives you some Insight, so to get this to happen you have to deliberately die or use a Hunter's Mark so you can go spend it.
Forsaken Cainhurst Castle
- With no host left to defend Cainhurst Castle from the beastly siege, these deadly, vile creatures prowl the grounds, gorging themselves on the tainted fluid of the fallen.
Vaguely humanoid creatures that prowl the outside of Cainhurst Castle in search of blood. They crawl like spiders and have large, bloated red stomachs filled with blood.
- Balloon Belly: Their stomachs are severely bloated and look like they're about to explode, spraying the blood they've collected everywhere. There are even the odd few of them that are full enough that they can't even attack.
- Blood Lust: In the harder chalice dungeons, these enemies have a tendency to show up in areas where you've used a visceral attack, licking up the blood left behind, making areas you've already cleared of threats dangerous again.
- Lightning Bruiser: They are fast and hit extremely hard and have a lot of health. They are not to be messed with.
- Logical Weakness: As deadly as their pouncing attacks are, they make it easy for skilled players to roll behind them mid-leap and tear them apart.
- Mix-and-Match Critter: They're a perverse mix of fleas, ticks, akaname, and gaki. Fleas for their limbs and movement style; ticks for their distended stomachs which grow as they feed; the akaname for their absurd tongues; and finally, both the akaname and the gaki due to the fact that they "clean" up filth (spilled blood in this case).
- Overly Long Tongue: They use their long tongues to suck up any blood spilled on the ground.
- Peek-a-Bangs: They have long white hair that covers one eye.
- Super Spit: The ones encountered in the Hunter's Nightmare can spit poisonous blood at you.
- Visual Pun: They're enemies that resemble gigantic ticks, in a world where other strains of the old blood turn them into wolves. Talk about a flea infestation.
- Blindly vicious, these creatures will leap from the ground to bury their curved mandibles into flesh.
Large parasitic maggots with sharp pincers.
- Big Creepy-Crawlies: They're the smallest enemies in the game, but they're certainly bigger than most bugs.
- The Symbiote: In the Nightmare of Mensis, killing a Silverbeast will cause a couple of Parasite Larva to emerge from the corpse. The headless Bloodletting Beast found in the Chalice Dungeons also appears to be the host of a positively gigantic specimen which will emerge from the Beast's neck once enough damage has been inflicted.
- All the nobles of Cainhurst Castle are long since dead, except...One feels that a presence remains, a subtle, terrible pain etched into the very walls.
The ghosts of the deceased noblewomen of Cainhurst Castle. Most carry daggers, but some carry their own heads.
- Blind Weaponmaster: They are blindfolded and will not detect you unless you run and make a lot of noise or get marked by the Servants.
- Invisibility: Well, at least mostly invisible. They're very hard to see when they're unaware of your presence, but once they hear you coming, they start moving and become fully visible.
- Losing Your Head: Some widows carry their severed heads. These cannot attack, but instead unleash a bloodcurdling scream that paralyzes you, and leaves you open to be attacked by the other Widows.
- Ominous Walk: They never run toward you, instead walking extremely slowly towards you. Might be justified by their blindness.
- Screaming Warrior: The headless ones.
- Stringy-Haired Ghost Girl: Older than the usual, but still.
- Woman in White: Seemingly based around the "Gray Lady" ghost archetype from European/American folklore.
- What keeps them here? Loyalty? Fear? Denial? None could answer, save the servants themselves if only they spoke.
The servants of Cainhurst Castle. Despite their appearance, they are surprisingly skillful.
- Battle Butler: They're the ones who relentlessly clean the castle, but they're also the castle's fighting force.
- Blow Gun: Some carry golden canes that double as blow guns, which stagger you and create a beacon for the Bound Widows to follow.
- Extreme Doormat: Implied to have been tortured by the Cainhurst nobility back before the raid by the church, yet will put their lives on the line to protect the now abandoned castle.
- Pint-Sized Powerhouse: Kinda. They're skinny and around your height, but they mainly stay in a very hunched-over stance. They can also turn you into a Hunter fillet if you're not careful.
- Royal Rapier: There are a few that carry these, and they've got some fancy fencing skills.
Lost Child of Antiquity
- The castle yields neither to weather nor foe, and these stone guardians act as a symbol of Cainhurst's fortitude.
Gargoyle-like creatures that inhabit the ramparts and roof of Cainhurst Castle.
- Mix-and-Match Critter: They have bat-like bodies with human heads.
- Nobody Here but Us Statues: Some of them stand completely motionless pretending to be just another of the many sculptures in the castle, only to start moving once you get too close.
- Our Gargoyles Rock: They resemble classic gargoyles, albeit with the faces of withered old men, and they'll often pretend to be statues.
- Screaming Warrior: They have a screech attack.
The great Logarius was once the leader of the Executioners, a group of fanatics who stormed Cainhurst Castle in order to purge the unclean blood of the Cainhurst nobility. However, he donned the Crown of Illusions, one of Cainhurst's most precious secrets, to prevent a vile secret from ever being exposed. All that remains of him is his frozen corpse, still sitting on his throne.
- Achilles' Heel: Interrupting the buffing ritual that signals the point where he Turns Red makes it so that you can parry his melee attacks in the second half of the battle, making him especially vulnerable to Visceral Attacks.
- And I Must Scream: He was stuck in the frozen cold, keeping a watchful eye on Cainhurst castle, but unable to leave as a result. If his corpse was able to be reanimated, then it's possible that he was conscious while watching his own body decay.
- Badass Beard: Significantly shorter than Gywn's beard, but badass nonetheless.
- Beef Gate: He made himself one in order to keep people away from Vileblood Queen Annalise.
- He also functions as one to players who want a Bloodtinge build, since he can be accessed fairly early and guards the Chikage, the best bloodtinge weapon.
- Bonus Boss: His boss arena is very secluded and in an area that requires a special item in order to access.
- Blinding Bangs: It's very hard to see Logarius' face, as his long white hair often covers it up. Not that there's much to look at.
- Cruel and Unusual Death: Death by exposure to the freezing elements is a slow, horrible death. Small wonder he's so cranky when he wakes up...
- Contractual Boss Immunity: Cannot be knocked off the roof of the castle that he is fought at.
- Cool Crown: The Crown of Illusions, which is said to reveal illusions.
- Cool Sword: The blade he wields bears a striking resemblance to the Brandt swords from Demon's Souls and the Drake Sword from Dark Souls, and has an array of mystical powers.
- Dark Is Not Evil: He volunteered to stay behind and keep Cainhurst Castle from being discovered, indicating that he was once a good warrior.
- Dual Wielding: He wields a scythe catalyst in one hand and a Soulbrandt look-alike in the other.
- "Get Back Here!" Boss: Plays this straight for the first part of the battle, dashing away every time the player gets close to cast spells from afar. Once his health gets whittled down enough, he pulls out his sword and goes more on the offensive.
- Knight Templar: He and his Executioners were a secret cabal of fanatics within the Healing Church Workshop who made it their mission to completely eliminate the Cainhurst nobility after the Church found out that they were practicing "unsanctioned" blood ministration with "unclean" blood.
- Lean and Mean: He's very tall and skinny, and that doesn't stop him from bringing the hurt.
- Magic Knight: Equally skilled at both melee combat and magic.
- Mummy: Logarius looks like little more than a desiccated, frozen corpse. "Looks" being the key word here.
- Non-Malicious Monster: Downplayed: Logarius was a fanatic in life and a deadly blood-wielding lich in death, but he's just desperate to keep the secret of Cainhurst Castle hidden.
- Our Liches Are Different: A frozen, undead wizard with impressive blood magic. The only thing missing is a phylactery: wailing on him enough is sufficient to put him down for good.
- Recurring Element: If the beard doesn't sell it, his backstory is oddly reminiscent of Gwyn's. Both were driven to achieve their goals (Continuing the Age of Fire for Gwyn, destroying the Vilebloods for Logarius), yet they mysteriously never returned.
- Sinister Scythe: Wields one. It also doubles as a catalyst.
- Storm of Blades: In his second phase, he may ram a spectral sword into the ground above which dozens of blades are summoned and fire off in every direction every few seconds.
- Sword Beam: A passive trait of his second phase is that his sword creates delayed slashes that explode.
- Turns Red: After losing about a third of his health, he switches tactics big time, forgoing his long-range spells for more aggressive close-range attacks.
Upper Cathedral Ward and the Altar of Despair
- In any form, new life demands a caretaker. Be wary you are not selected for this role, as it may yet drive you mad.
Strange, child-like entities found throughout the Upper Cathedral Ward. Mostly nonviolent, they prostrate themselves towards the Grand Cathedral, seeking Ebrietas.
- Enfant Terrible: The larva versions of the Celestial Child in the Upper Cathedral Ward have low health but can inflict frenzy.
- Arianna gives birth to one of these things after defeating Mergo's Wet Nurse.
- Expy: of Demonic Child from Berserk, which Casca gave birth to after being corrupted by Griffith.
- Strong Family Resemblance: Their physical features are very similar to Ebrietas. Possibly they are meant to be her surrogate children.
- Was Once a Man: It's heavily implied that they are children taken by the Healing Church to the Choir Orphanage. They're also the end result of Great Ones impregnating human women.
- Driven mad by wisdom not of this world, these fiends will seek to bind you in place and steal what is in your very head. But who is to say this is not a good thing?
Tentacle-faced creatures that use an ethereal tentacle to drain insight. Appear in great numbers in the Upper Cathedral Ward, and in the Chalice Dungeons as a boss.
- Brain Food: They have a grab attack where they use a large tentacle to bash through your skull and suck out your brain, which drains Insight as well as health.
- Cthulhumanoid: They have tentacles for a face, but are otherwise humanoid.
- Degraded Boss: Others can be found outside the Chalice Dungeons, including in Old Yharnam and Yahar'gul.
- Early-Bird Cameo: There are a few tucked away, albeit very tucked away, in Central Yharnam and the Cathedral ward, meaning you can encounter one way before the game has done its Genre Shift from Gothic Horror to Cosmic Horror.
- Expy: Emaciated creatures with tentacle faces that suck out your brain? Yep, they're essentially Illithids.
- Foreshadowing: Just what the fuck is a Cthulhu-like humanoid doing in a Gothic Horror game? Turns out Bloodborne isn't gothic horror, but Cosmic Horror instead.
- Gasshole: They'll actually burp after they suck out your brains.
- In the Hood: Tend to wear large hoods, until they use their grab attack, when it falls back to reveal the tentacle.
- Mooks Ate My Equipment: A currency variant. Brainsuckers are infamously unique for being able to drain the Insight count of anyone unlucky enough to get caught in their feeding attack.
- Lean and Mean: Their bodies are emaciated. They're also one of the nastier mooks.
- The Paralyzer: They are capable of casting a spell that will bind anyone it hits, giving them plenty of time to dine.
- Recurring Element: They strongly resemble the Mind Flayers that infested the Tower of Latria in Demon's Souls. Gameplay-wise, their special attack is similar to that of the one used by Darkwraiths, only with Insight being siphoned off rather than Humanity.
- Was Once a Man: It's implied that they are possessed/infested by the pearl slug "phantasms" found within the Chalice Dungeons.
- You Will Not Evade Me: They have a close-range and long-range attack that immobilizes you, most likely ensuring you will be grabbed.
- Who could look up and not be overcome by wonder, fascination, and curiosity? But the pursuit of knowledge is a dangerous thing, and the man who returns may not be the man who left.
Humans who have "ascended" due to the Healing Church's experiments, becoming Kin to the Great Ones.
- Bioluminescence Is Cool: Resemble Grey aliens with a translucent jellyfish like head, dotted with pulsing lights.
- Bonus Boss: Only needs to be fought if you wish to fight Ebrietas, which is another bonus boss.
- Combat Tentacles: Their more advanced form has tentacles sprouting from their heads, with the ability to fire high-speed laser projectiles.
- The Greys: Out of all the creatures related to the Great Ones, they are the most stereotypically alien. They aren't really aliens, though.
- Flunky Boss: It's fought alongside others of its kind.
- King Mook: The Celestial Emissary boss is identical to the regular Celestial Emissaries until it takes enough damage. At that point, it becomes super-sized.
- Make My Monster Grow: After depleting a certain amount of its health, the Celestial Emissary will super-size.
- One-Winged Angel: The Celestial Emissary boss grows to giant size upon losing half its health.
- Was Once a Man: They are implied to have once been human by the fact that this is what the Impostor Iosefka turns her subjects into.
Ebrietas, Daughter of the Cosmos
Beneath the Grand Cathedral, the Great One Ebrietas communes with the highest members of the Healing Church upon the Altar of Despair. She is the true object of the Church's worship, and is the source of the special blood used in the Healing Church's practice of Blood Ministration.
- Beam Spam: She has an ability that functions exactly like the Call Beyond item, but powered up so that it fires three times.
- Blood Magic: Sprays a blood-like liquid at you, which can cause Frenzy.
- Bonus Boss: At least as far as any story content goes. Ebrietas is completely optional and only needs to be killed if you wish to explore more difficult Chalice Dungeons.
- Combat Tentacles: She has branched tentacles for arms and a pair of tentacles extending from her shoulders.
- Dark Is Not Evil: One of the few Great Ones who does not attack the player on sight despite her menacing appearance, and she is willing to work with the Healing Church. However, it's likely that she was forced into the role.
- Due to the Dead: Possibly. When you reach her, she appears to be mourning over Rom's corpse and won't begin the battle unless attacked.
- Given the Altar's ability to reverse the flow of time, she may actually be attempting to revive Rom.
- Did You Just Punch Out Cthulhu?: She's certainly worshiped as a god, and defeating her is no easy task.
- Divine Assistance: She's willing to lend a helping hand... err... tentacle to those who possess an Augur of Ebrietas, which enables the wielder to partially summon her by opening a portal in front of their hand.
- Early-Bird Cameo: She appeared surprisingly early in the Project Beast trailer; she lived in the Grand Cathedral instead of the Altar of Despair.
- Eaten Alive: She has a very telegraphed grab which, if she even slightly touches you with her limbs, will see her lift you up to her mouth and begin chewing on you. At this point in the game, you should be able to break free at full health. If you run out of health before she stops, she will devour you alive.
- Eldritch Abomination: She is one of the Great Ones who oversees the chaos of Yharnam and bestowed eldritch knowledge to the Healing Church.
- Foreshadowing: There are no in-game notes lying around or any NPC that will suggest that she's in Yharnam or where she even is. The only two real hints that a player has are the Augur of Ebrietas, a Summon Magic medium found in the Research Hall that says she exists, and how every single Celestial Child in the Upper Cathedral Ward is staring at the Grand Cathedral, as if they're sensing her presence.
- Hell Is That Noise: After hurting her sufficiently, she will start to emit piercing, borderline ultrasonic screeches that ring in your ears like a tinnitus, enough to make the family dog yelp with pain.
- Living Macguffin: She is the source of Yarhnam Blood in Yarhnam.
- Macross Missile Massacre: A Call Beyond arcane spell; she invented it.
- The Man Behind the Man: The Vicar may be the highest-ranking official in the Healing Church, but Ebrietas is the source of its power.
- Mythology Gag:
- Her model is reminiscent of Seath the Scaleless.
- Her characterization is also similar to the Ceaseless Discharge. She is content to ignore the player and focus instead on the remains of the dead until she is provoked.
- No Pronunciation Guide: Her name is never said in the final game, so people default to pronouncing her name as "Eh-bree-eh-tahs". A cut piece of dialogue pronounces her name as "Eh-breye-eh-tahs".
- Non-Malicious Monster: She is initially passive and only becomes hostile to the player after she has been attacked.
- Turns Red: Reaching the threshold described in Hell Is That Noise, Ebrietas will hunch over and project an aura around herself. It projects a piercing noise, and allows her to use her strongest attacks. She pays a price for it, as her health will deplete slowly from that point on.
- The Unfavorite: The Japanese version of the Augur of Ebrietas refers to her as the "forsaken Great One", implying that she was abandoned by the other Great Ones.
- Vagina Dentata: Her head looks like a massive vagina with writhing tentacle-like teeth.
- Wave Motion Gun: Her laser attack, which can easily one-shot you even at full health.
Yahar'gul, Unseen Village, and the Hypogean Gaol
- Of all the beasts you may encounter on the night of the Hunt, beware the Snatchers. For to them, it is not enough to take your life, they wish to drag you into their vile kingdom and subject you to their abhorrent rituals.
Hunters in name only, the Kidnappers are residents of Yahar'gul who answer only to the School of Mensis. On their order, the Kidnappers wander Yharnam's streets looking for subjects for the School's sinister rituals.
- Achilles' Heel: The power up animation they do to turn red gives a very open window to get them from behind to deliver a backstab and visceral attack, which will very likely kill them.
- Fission Mailed: The first time you are killed by a Kidnapper, you'll respawn in Yahar'gul instead.
- I Have Many Names: The guide calls them Kidnappers, but the game calls them Snatchers.
- Mighty Glacier: They hit hard enough to kill low-level hunters in one strike, but they aren't very fast. That is, until their health is reduced by a third.
- Turns Red: When they lose enough health, they become a lot faster and more powerful.
- The Worf Effect: The Kidnappers are among the most dangerous enemies for about the first half of the game. But after the Red Moon event, the streets around Hypogean Gaol will be littered with their corpses as new creatures move in.
- Something lurks in the shadows of the Unseen Village: a misshapen creature that might once have been a woman, but who now lies in wait to prey on the unsuspecting, and bathe in their blood.
Decrepit old women who like to ambush people from behind. They're apparently what the grave-watching Witches of Hemwick become.
A monstrous electrified reanimated werewolf skeleton residing in the yard of the Hypogean Gaol. It comes to life when you approach it, and attacks with a combination of strong electrial bursts and lightning-quick swipes. A stronger version, called the Loran Darkbeast, appears in Lower Loran Chalice Dungeon as the boss of the bottom layer. The Beast Claw of Irreverent Izzy reveals that the lifeforce of darkbeasts and silverbeasts is tied to their bones, rather than their blood.
- Body Horror: Most of it has rotten away, leaving nothing but the skeleton, a mostly decomposed face, and clumps of fur. It's noteworthy that it's far smaller than it appears, due to the electricity making the fur stand on end and making it seem much taller and more imposing.
- Bonus Boss: It is the boss of the optional early visit to Yahar'gul, and the fight doesn't gate off any progress. There are benefits to killing it, but they are fairly redundant.
- Bragging Rights Reward: All of the benefits of killing it come easier from other places. Once Paarl is gone, you can open a back route through Old Yharnam that allows you to befriend Djura, but you can get the same results by killing the much easier Blood-Starved Beast and backtracking from its lantern. Paarl also drops the Spark Hunter Badge, adding the Tonitrus and Bolt Paper to the shop, but you can easily get by without buying either—there's a free Tonitrus on the other side of the map, and the weapon generates its own electricity as its "trick". Enemies in other areas of the game also drop blood gems that will apply persistent bolt-elemental damage to a weapon.
- Fragile Speedster: Not exactly that fragile, he's still a boss; but Paarl is insanely fast, dashes around all the place, and is much more aggressive than other bosses, yet he is also a lot easier to knock down and temporarily suppress, after which you can perform a visceral attack that takes out one third of his health (for other bosses, it is usually 1/6 to 1/8), making this fight a contest of who can kill the other guy first.
- King Mook: Can be seen as this to the generic blood-werewolf enemies that litter the city, albeit electrified and a skeleton.
- Nightmare Face: Good god does it ever brandish one. That gray and rotten skin pulled back into a wide grimace, coupled with a lack of eyes, is sure to leave chills in players that spot it.
- Shock and Awe: Uses bolt magic in a number of its attacks.
- Undead Abomination: Even after its flesh had rotted away, the beast is still thirsty for blood.
- This hideous aberration can be found writhing among the oblique corners of Yahar'gul, twisting and contorting as if to escape its own tortured existence. Behold, as the blasphemous shapes shift and reassemble bewitchingly, as a sudden darkness envelops our hunter; alas, by then it is too late.
Giant clumps of corpses attached to wooden coffins crawling around the Yahar'gul chapel area.
- Achilles' Heel: Caskets are very strong and much faster then they look... until they touch one of the glowing yellow pools surrounding bodies on the Yahar'gul streets. They will catch on fire, slow down considerably, and be easier to fight.
- Body of Bodies: They're giant corpse mounds coming out of coffins.
- Dem Bones: The corpses that make up its body are almost entirely rotted away.
- Mighty Glacier: The things can hit pretty damn hard for a slow, unwieldy mass of corpses.
- The Undead: And they are a cluster of it.
A trio of hunters that appear in Yahar'gul after the defeat of Rom and the Blood Moon occurs.
- BFG: One of them uses one of the Powder Keg's Cannons as their sidearm. He can fire it more than twice.
- Blade on a Stick / Bayonet Ya: The one that uses the Cannon uses a Rifle Spear.
- Kill It with Fire: One of them wields a Flamesprayer.
- Roar Before Beating: The shirtless one will always pause to let out a scream when he first sees you.
- Sword Cane / Whip It Good: The one wielding the Flamesprayer uses a Threaded Cane.
- Walking Shirtless Scene: The third one goes around in just the Iron Yahar'gul Helm and his skivvies.
- Wolf Pack Boss: They all come at you at once, leading to a Fan Nickname of "The Gank Squad."
- Wolverine Claws: The shirtless one wields a Beast Claw.
- One of Yharnams sinister urban legends, this crazed woman dressed in black carries with her a special bell. It is said that the sound of her bell brings out all sorts of unsavory creatures.
Emaciated Pthumerian madwomen, clad in black cloaks and carrying Pthumerian ritual bells that they use to summon enemies. There is a portrait in Cainhurst depicting a woman wearing the same necklace as the Bell Ringers, apparently linking the Cainhurst bloodline to the Pthumerians.
- Black Cloak: Although the ones that aid The One Reborn wear red.
- Combat Medic: The ones who appear in the boss fight with The One Reborn stay up on the second floor powering up the boss with their bell rings. Killing them makes the boss fight a lot easier.
- Enemy Summoner: They use their bells to create endlessly-respawning enemies, and the ones in Yahar'gul also buff their summons with additional health. Killing the Bell Ringer will cause the remaining summoned enemies to stagger and lose their buffs in Yahar'gul, and outright die in the Chalice Dungeons.
- They also play part this part in online mode, spawning to summon enemy players when you use the Beckoning Bell. They also show up in the Nightmare areas by default, requiring you to hunt them down if you don't want to worry about being invaded.
- For Doom the Bell Tolls: Unusually for this trope, their infamous bells are little handbells, not booming church bells. But the ringing of these bells certainly spells trouble.
- In the Hood: They wear black hoods. The ones who aid The One Reborn wear red ones.
- Knife Nut: If you stay around the Bell Ringer too long without killing her, she'll use a dagger to attack you.
- Necromancer: The red-clad ones are responsible for summoning The One Reborn.
- No Body Left Behind: Enemies summoned by the Bell Ringer that would normally leave behind ragdolls instead vanish upon death.
- Power Glows: The enemies that are summoned by Bell Ringers will glow a blood red. They also look like blood is constantly dripping down their faces.
The One Reborn
A horrible amalgamation of corpses gathered and animated by the Great Ones and the Nightmare, the One Reborn is sustained by Bell Ringers.
- Black Speech: It's not mindless, and it appears to be be saying something meaningful whenever it casts a spell, but good luck figuring out what the meaning behind that horrible guttural language is.
- Body of Bodies: It is composed of innumerable skeletons and decaying flesh fused together into a centaur-like being.
- Dem Bones: Owing to its nature as a collection of skeletons.
- Eldritch Abomination: A man-made one at that, a result of the School of Mensis's rituals.
- Flunky Boss: Bell Ringers are present on the second level of the arena and pelt you with fireballs.
- Giant Space Flea from Nowhere: There's no written lore to contextualize just what this thing is. It's simply summoned from the cosmos by the Bell Ringers and has to be killed. It's heavily implied by the lack of people in this town and Yahar'gul's Kidnappers' modus operandi that it is what remains of the people taken by said kidnappers to become a man-made Great One.
- King Mook: A bigger version of the Cramped Caskets, and shaped more like a centaur.
- Mix-and-Match Critters: It is made from an amalgamation of different creatures.
- Mythology Gag: Is guarded by smaller skeletal minions, in the same vein as Gravelord Nito.
- The arrangement of the fight, with the large boss monster in the middle with a number of ranged minions attacking from the balconies, is also extremely similar to the Tower Knight.
- The concept of an amalgamation of corpses serving as a boss was also done for the Rotten, and like that boss the One Reborn is considered fairly easy by the fanbase.
- Undead Abomination: A grotesque attempt at creating a Great One from the bodies of the dead.
The Nightmare of Mensis and Mergo's Loft
- Some say academics from the faculty of the School of Mensis still reside in the Nightmare, dictating dream logic within its warped fabric. Could these masked horrors be the very same?
Strange creatures clad in plate and mail that inhabit Mergo's Loft.
- Pint-Sized Powerhouse: They're rather short in stature, but they attack by ramming themselves into you, and the sounds made make it sound like they're pretty strong.
- Savage Setpiece: Unless you attack them or trespass into their dungeon, they'll completely ignore you. Otherwise, they'll attack.
- Whip It Good: Some of them carry nine-tails with hooks on the end of each.
Mergo's Chief Attendant
- In the dusty corners of the Mensis nightmare lurk Mergo's chief attendants, presiding over the nightmare with a caretaker's diligence.
The overseer of the regular Attendants. While most of the Attendants are content to leave you be for the most part, their Chiefs will attack you head on.
- Of nightmarish creatures there are many in Mensis, yet few are as sly and as cunning as spiders, scuttling unperturbed along the loft's rafters.
Former humans who were transformed into spiders while within the Nightmare of Mensis and Mergo's Loft. There are three variants: standard spiders, ones that still have human faces, and a "large" version within Mergo's Loft.
- Beast with a Human Face: One variant can be found that have human heads.
- Confusion Fu: The giant variant sweeps the floor repeatedly while using his belly to support.
- Giant Spider: And they are far too realistic-looking. And one of them is gigantic even by their standards.A larger variant of the more common apostle spiders, watching over matters with motherly concern.
- Spider Swarm: A common tactic used by the red spiders against you.
- Unique Enemy: The giant version of this enemy is the only one of its kind, although you may occasionally find it in the Chalice Dungeons.
Choir Intelligencer Edgar
A mysterious sort fought in the lowest parts of Mergo's Loft, a Choir member sent to spy on Mensis.
- BFS: He wields Ludwig's Holy Blade, which is odd for a Choir member.
- Deadly Gas: Like other Choir members, he uses the Rosmarinus.
- Evil Gloating: Makes the "Joy" gesture everytime he kills you.
- Four Eyes, Zero Soul: He's the only hunter enemy in the game to wear glasses and he's a member of the Choir.
- The Mole: One for the Choir within the School of Mensis.
- Keeper, keeper is that you? Whose whispers fill the forlorn loft? Where acrid mists drive hunters aft, alas, turning grown men soft?
Skeleton-like creatures who wield daggers. They appear to be the minions of Micolash, as they only appear in his boss arena.
Micolash, Host of the Nightmare
A former Byrgenwerth student, leader of the School of Mensis, and the overseer of the Nightmare of Mensis. His real body is found mummified within a small building in the bottom of Yahar'gul, surrounded by the mummies of other School members, all of them wearing Mensis Cages.
- Ax-Crazy: He is fucking insane.
- Big Bad Wannabe: The lore indicates that he was responsible for the Nightmare. However, not a soul mentions him before you find the Nightmare of Mensis. The Hunter is basically just passing through the School to undo the ritual concerning Mergo, and is forced to fight the madman since he's blocking their way. Micolash constantly raves on about his knowledge and power, but when backed into a corner, he is a weak, cowardly threat with only two (three if you count the Skeleton Puppets) combat spells to his name.
- Bullying a Dragon: Sure, Micolash. Go taunt the Hunter while youre unarmed. Thats going to end nicely...
- Boss Banter: He starts taunting you when he hits half-health.
- Cloud Cuckoolander: Spends most of the battle babbling to you about the Great Ones and the cosmos as well as howling like a wolf.
- Cool Helmet: Wears the Mensis Cage, which is a long cage that's twice the length of his head. According to its description, it gives the wearer True Sight and "serves as an antenna that facilitates contact with the Great Ones of the dream." No wonder the guy's insane.
- Combat Tentacles: If you get too close, Micolash uses an Augur of Ebrietas to open a portal in front of his hand, from which the Great One's tentacles extend and lash out to knock you back. note
- Cowardly Boss: At 50% of his health, he vanishes, and taunts you as he dashes through the hallways to another room.
- Cryptic Conversation: Makes cryptic references to things that happened at Byrgenwerth during the fight.
- Dead All Along: His body is found in the back-most building within Yahar'gul, mummified and surrounded by many other School of Mensis members.
- Fitting, since the DLC reveals Kos has been dead all along, too.
- Evil Gloating: Does this all throughout the fight. Even his howling makes sense when you realize he's doing it to mock you, a hunter of the werewolf-like Beasts.
- Evil Laugh: He has no problem laughing at you during the fight, especially after you reduce his health by half.
- Evil Sorcerer: Micolash is extremely skilled with magic, and will happily spam some of the most powerful spells in the game if given the opportunity.
- Flunky Boss: Various mannequin-like enemies rise up from the floors and assault you while you pursue Micolash. One of the hallways he flees through also has a group of Mergo's Attendants who fire poison darts at you.
- "Get Back Here!" Boss: He runs through various hallways, and has to be chased and corralled into rooms to be fought.
- Go Mad from the Revelation: This guy gained too much eldritch knowledge for his own good.
- Hoist by His Own Petard: During the second phase of his fight, he locks himself in a room to prevent you from reaching him. Shame he didn't know about the hole in the ceiling.
- I Choose to Stay: He has enough eldritch knowledge to know that he is in a dream world, and he doesn't want to wake up.
- Last Words: The game puts particular focus on his, and they serve to further the dream vs. reality problem:"Now I'm waking up! I'll forget everything...!"
- Macross Missile Massacre: He casts A Call Beyond to summon swarms of shooting stars.
- Madness Mantra: "Ahh, Kos, or some say Kosm... grant us eyes, grant us eyes".
- Marionette Master: Micolash is initially flanked by 2 regenerating puppets, and his maze is littered with them as you try to chase him. They all disappear when he is defeated.
- Mirror Monster: In the second phase, he teleports around by leaping through enchanted mirrors.
- Necromancer: Being the leader of the School of Mensis makes him one; he's the one behind the Mensis Ritual and the creation of The One Reborn. It doesn't help that he has Skeleton Puppets as his escorts.
- Slasher Smile: He has a big, crazy grin on his face in his boss battle introduction.
- Squishy Wizard: Commands formidable magics as well as an army of skeletal minions, but once you actually corner him, he's not particularly tough. Just hope he doesn't use A Call Beyond on you.
- Talkative Loon: Once his fight starts, he does not shut up.
- Unskilled, but Strong: He has no physical weapons to fight you with, only his bare fists which do little damage as he is clearly more of a scholarly type than a fighter. However, he does have two spells that hurt a lot. Augur of Ebrietas, which launches tentacles from his hands in a straight line which is pretty powerful but highly telegraphed and easy to avoid. His most dangerous skill is A Call Beyond which summons a swarm of orbs that will quickly home in on you, and can easily kill you from full health if too many connect. However, he only tends to use it when you aren't right next to him.
Brain of Mensis
- The immense brain that Mensis retrieved from the nightmare was indeed lined with eyes on the inside, but they were of an evil sort, and the brain itself was terribly rotten. But even still, it was a legitimate Great One, and left a relic. A living relic, at that, which is a precious thing indeed.
A Great One retrieved from the Nightmare by the School of Mensis. While some Great Ones are sympathetic in spirit, the Brain isn't.
- Annoying Arrows: Its ranged attack manifests as huge black arrows that deal a trifling amount of damage but cause the afflicted's Frenzy to skyrocket. Fortunately, it can also affect enemies.
- Body Horror: Essentially a monstrous, malformed brain absolutely lined with dead Messengers and eyes.
- Did You Just Scam Cthulhu?: Using the "Make Contact" gesture in front of it for about 30 seconds has the creature gift you a very valuable rune. However, this does not stop you from immediately killing it afterward. Unless that's exactly what it wants you to do.
- Eldritch Abomination: It's actually a Great One.
- Eyes Do Not Belong There: Covered in eyeballs of all sizes.
- First Contact: The creature does not attack after it has been dropped into the pit, and performing the "Make Contact" gesture in front of it for about 30 seconds will get you the best version of the Moon rune.
- King Mook: Of the Winter Lanterns, in a way.
- Mind Rape: Though it never attacks or even defends itself, its mere presence in the area causes Frenzy to skyrocket.
Mergo's Wet Nurse
A large, six armed Great One residing at the top of Mergo's Loft, all that is visible of this creature is her great black robe. This being oversees the children of the Great Ones.
- Badass Longcoat: All that is visible of her is her large black robe, which is shredded enough to give the appearance of a longcoat.
- Bedsheet Ghost: A weird mixture of this and Black Cloak. It doesn't seem to have a body beneath its robes.
- Black Cloak: Making it look similar to the Shadows of Yharnam.
- Body Horror: Hard to see due to her invisibility, but her arms are very twisted and her hood covers an elongated head.
- Dual Wielding: Yeah... the Wet Nurse passed Dual Wielding two sets ago.
- Easter Egg: Using the Tiny Music Box on it causes it to strafe as if dodging an attack.
- Eldritch Abomination: Less apparent due to her invisibility, but the twisted shape of her arms and her very nature as a Great One would imply this.
- Expy: Of Rakshas from Berserk, as an enigmatic demon made of empty robes that uses multiple blades, magical fog, and teleportation to attack.
- Final Boss: If you accept Gehrman's offer at the end, she becomes this.
- Foreshadowing: The Music Box of Gasgoigne's Daughter plays "Mergo's Lullaby" — in fact, standing outside of her window allows you to hear the entire tune...
- Giant Space Flea from Nowhere: Appears very suddenly as you approach the baby carriage on the roof of Mergo's Loft.
- The Grim Reaper: Seems to evoke this image, as a dark, cloaked figure armed with sharp implements.
- Knife Nut: Wields six giant knives, one in each hand.
- Mama Bear: Guards the children of the Great Ones with her life.
- Me's a Crowd: Begins summoning spectral copies that briefly materialize, attack you once, and then disappear.
- Multi-Armed and Dangerous: Has six arms, each of them wielding a huge dagger.
- Ominous Fog: Her most dangerous attack has her cloak the whole arena in mist before multiple clones of her manifest and try to attack you from several different directions.
- Our Angels Are Different: A winged, barely humanoid thing that serves Mergo, a still-born god.
- Self-Duplication: Can occasionally create a clone of herself that lasts for roughly a minute.
- Small Role, Big Impact: Imlied by the fact that the statue in the Grand Cathedral depicts a headless, winged, robed woman on high pouring a liquid down upon the altar and worshipping effigies below, as well as the fact that the Wet Nurse herself dons a large, bejeweled pendant which carries an uncanny resemblance to the "Communion" Rune.
- Historians firmly believe that pious scholars of Mensis stood tall among erudite men, yet these deplorable beings are all that remains.
Former students of Byrgenwerth College, trapped within the Byrgenwerth Lecture Hall when it was thrown into the Nightmare. They have transformed during their time there, becoming half-human amorphous blobs, still clad in their student uniforms.
- Blob Monster: They've retained a humanoid upper half, but the lower half of their bodies is simply goo.
- Eyeless Face: They just have empty sockets where their eyes used to be.
- Kill It with Fire: Or electricity. They heavily resist physical and arcane damage.
- Making a Splash: There are a couple scholars that carry beakers or flasks and splash you with a liquid that hinders your stamina as well as causing damage.
- Rubber Man: Because they are made of slime, they can stretch their arms to great lengths, giving their attacks quite a bit of range.
- Wall Crawl: Some of them hang from the ceiling, waiting for you to pass by and jump on you.
- Was Once a Man: Were all once students of Byrgenwerth, but being trapped in the Nightmare for so long has changed them drastically.
- While at rest, these horrors seem innocuous, but as they stand, one soon discovers how feral they are and their eagerness to kill.
A deformed Scourge Beast that wields a torch. One of the remaining infected residents of the Scourge of Beasts that wiped out Loran.
- Body Horror: Their heads are turned by 90 degrees so that their mouth is vertical, their ribs grow through their chest, and they have a trio of claws coming out of their wrist that they can grow and shrink at will.
- Degraded Boss: You find them as normal mooks in the Nightmare Frontier and the Nightmare of Mensis, and you can also find them guarding chests and levers in other Chalice Dungeons.
- Expy: Of the Gug, of H.P. Lovecraft fame, complete with lanky arms and sideways face.
- Nightmare Face: Unlike the other werewolf-like creatures in the game, these things don't have wolf-like faces. Instead, they resemble horribly deformed nightmarish Muppets.
- Playing with Fire: They wield torches, and can use them for either blunt attacks or to blow fire at you.
- Turns Red: It gets down on all fours and starts attacking faster when at half HP.
- Wolverine Claws: One of their attacks is to make their claws grow almost six feet long and swipe them at you. Needless to say, it has a lot of range.
Giant Lost Child
- Of gentle giants in these lands none dwell. Yet, an oaf remains such, and one can't but feel pity in the face of childish innocence.
Large creatures with white fur that throw large boulders from a distance.
- Bigfoot, Sasquatch and Yeti: They certainly resemble yetis, but they don't live in a frozen tundra.
- Body Horror: They have slash marks on their backs and chests, their ribs are showing, and there are strange growths on their arms and legs.
- Death from Above: They hang out in areas above you in order to throw boulders at you, and unless you've got some serious health and defense, it's an instant death.
- Nightmare Face: Their faces are squat and fused into their neck, while their eyes are beady and bulging out of their sockets.
- One-Hit Kill: A direct hit from their boulders will spell the end of all but the very beefiest Hunters.
- This cephalopod-like creature dwells in the poisonous bogs of the Nightmare, bathing in noxious fumes as if they were a fresh water stream.
Giant slug-like creatures with powerful tentacles that reside in poisonous waters. They come in both small and large sizes.
- Body of Bodies: They have amalgamated masses of Messengers inside their mouths that they use to grab opponents.
- Combat Tentacles: They have large, powerful tentacles they can use to attack.
- Deadly Gas: The large slugs have an attack in which they release a slow-moving cloud of noxious purple gas.
- Super Spit: At close distances, they release acidic spit.
- There it stood, uttering a warbled cry, a litany so dissonant it pierced a warrior's eardrums, driving him to an otherworldly insanity.
Humanoid eldritch abominations with large, eye-lined brains for heads.
- Brown Note: If your insight is high enough (i.e. any amount), they'll sing in an off-key tone that causes the frenzy meter to rise.
- Eldritch Abomination: Their horrifying forms are not meant for human eyes. Merely looking at them causes one to go into a frenzy.
- Evil Knockoff: Due to their resemblance to the Doll of the Hunter's Dream and their proximity to the Nightmares tied to Mensis, it can be implied that the Winter Lanterns are the School of Mensis' attempt at duplicating the Doll.
- Extra Eyes: She has eyes all around her head, which means no sneaking up on her.
- Go Mad from the Revelation: Merely looking at them while standing too close will cause the frenzy meter to rise rapidly.
- Humanoid Abomination: That said, they also look fairly human-shaped for their brain-breaking nature... They also bear a disturbing resemblance◊ to the Doll.
- My Brain Is Big: Played with. Their entire head is a mass of dead Messengers in the form of a brain.
Hunters of Despair
A pair of hunters trapped in the Nightmare Frontier. One is dressed in the Yharnam Hunter set, the other is dressed in the Black Church set.
- An Axe to Grind: The Yharnam Hunter is wielding a Hunter Axe.
- Kill It with Fire: The axe-wielding hunter also possesses a Hunter Torch.
- Let's Fight Like Gentlemen: The Yharnam Hunter will bow upon killing you.
- Shotguns Are Just Better The Black Church hunter uses a Hunter Blunderbuss.
- Sword Cane: The one in the Black Church set wields a Threaded Cane.
An enormous, spider-like Great One who lives in the Nightmare Frontier. Lesser versions are present in the waking world, clinging to the sides of buildings. Rather than being just a single Great One, the Amygdala is a whole named Great One sub-race.
- Body Horror: The body part looks at least somewhat normal, in eldritch-spider-monster terms, but the head looks like some kind of horrific melted brain. Its lesser avatars throughout the game sport masses of tentacles as well, and when it uses its Eye Beams, a dozen eyeballs will momentarily bulge out of its skull.
- Bonus Boss: The creature does not need to be fought for any sort of story progression, just for the Ailing Loran Chalice.
- Call-Back: Not exactly the first time a boss mutilates itself to try and gain an advantage over you.
- Early-Bird Cameo: Statues of it can be found in Yahar'gul and the Grand Cathedral, and lesser versions of it cling onto the sides of buildings all around Yharnam. Most of them just sit there looking creepy, but a few will try to snatch up you to inflict instant Frenzy damage, and one in Yahar'gul will fire its Eye Beams at you when you try to pass.
- Eldritch Abomination: One of the Great Ones, the cosmic horrors who preside over Yharnam.
- Eye Beams: Multifaceted eye beams, accompanied by a short wave of delayed explosions.
- Four-Fingered Hands: Inverted, it has six fingers on each hand and six toes on each foot.
- Giant Space Flea from Nowhere: Like all the Great Ones. You are minding your own business when you're suddenly pulled into an Eldritch Location, then a giant eye-laser firing spider-thing drops from the top of a tower and the game asks you to kill it.
- Even more than the other Great Ones, actually; unlike Ebrietas, Rom, Kos (some say Kosm), Formless Oedon, Mergo and Mergo's Wet Nurse (and possibly the Moon Presence if it is actually a Great One), Amygdala has no actual relevance to or impact on the plot of the game, with no apparent motive, objective, or purpose (regardless of the fact that it's going to be the one you have the most run-ins with thanks to constant encounters with its lesser kin). It's suggested that it might have been responsible for Patches' transformation into a spider-man, but other than that it's just... there.
- The lesser avatars are even worse. Imagine spotting an item and innocently running up to grab it, only to suddenly be snatched up by a swirling vortex and given a glimpse of an enormous, betentacled, and apparently invisible monstrosity before it guts you with Frenzy and tosses you aside.
- Grievous Harm with a Body: When its health gets low, it pulls off two of its arms to use as improvised bludgeons, greatly extending its attack range. note
- It Is Pronounced "Tro-PAY": Patches pronounces its name as 'Ah-mig-DAH-lah'.
- Lean and Mean: As massive as it is, the damn thing is skinny.
- Meaningful Name: The "Amygadala" is the part of the brain that deals with emotions like rage and fear, which players are going to be feeling a lot of when playing Bloodborne. Its Japanese name also translates to almond or tonsil. The item that lets the Lesser Amygdala grab you with minimal damage is the Tonsil Stone.
- Multi-Armed and Dangerous: A total of seven arms; three on the left and four on the right.
- Scratch Damage: Its legs and tail are heavily armored. While the armor can be broken if one keeps wailing on it, until then, you'll be lucky to deal double-digit damage.
- Token Evil Teammate: While all of the Great Ones are dangerous, Amygdala and its brood are the only ones that attack the Hunter for no real reason: Ebrietas and Rom don't fight back until you actually hit them, and Mergo's Wet Nurse perceives you (correctly) as a threat to Mergo. Amygdala, on the other hand, comes out swinging right out of the gate, and the lesser avatars delight in taking potshots at you with their lasers and grabbing you if you get too close.
- Wham Shot: Even more so than Rom. If you gather enough Insight, you can see one crawling on Oedon Chapel, revealing that more is going on then some simple Beast Hunt.
- Roaming the surface of the Pthumerian labyrinths, watchers will do their utmost to protect the central chambers.
The basic mooks of the Chalice Dungeons. They are emaciated Pthumerian civilians that carry sharp weapons like cleavers and daggers.
Merciless Watchers and Watcher Chieftains
- Protectors roam the depths, keeping guard over the quiet. Born in the depths and living off of blood and rotting flesh, they are cold and damp, with bluish-white skin that has never been touched by sunlight, and devolved eyes that are pitch black and sunk deep into their sockets.
Pthumerians that have somehow maintained a rotund build after spending no telling how long trapped underground. Higher ups of the grunts who keep watch over the Chalice Dungeons.
- Acrofatic: The naked variant rolls surprisingly fast for a mook his size.
- Barbie Doll Anatomy: Mercifully, the naked Watchers are devoid of genitals.
- Carry a Big Stick: Their standard weapon is a club. There is also a naked variant that attacks with a giant mace.
- Degraded Boss: Merciless Watchers appear throughout the Chalice Dungeons as regular Mooks often guarding the switch leading to the boss of a dungeon layer.
- Fat Bastard: They're all surprisingly rotund for beings that have been trapped underground for an untold number of years. The naked variant has no trouble rolling around like a ball.
- Full-Frontal Assault: The ones that carry maces are stark naked apart from a pair of boots.
- Unnecessary Combat Roll: The naked variant with the maces do this constantly. It's very hard to take a fat naked zombie-like creature rolling at you seriously.
- Wolfpack Boss: Like the Shadows of Yharnam, there is a boss variant with three of them attacking you at once. Two of them use melee attacks and one stays behind firing at you with a blunderbuss.
- Entities lifelessly working in the deepest, dankest layers of Pthumerian Labyrinths. They remain docile unless approached, mindlessly swinging at rock. How long have they been down there?
Pthumerian residents who are still single-mindedly expanding the Hintertombs.
- Whether as fast as a shadow's chikage, or as stealthy as stalkers, scorpions pose threats to all manners of hunters so come prepared with antidotes.
Mutated scorpions found within the lower Pthumeru dungeons.
- Defeat Equals Explosion: Killing them causes their stinger to burst with an explosion of poison, which hurts you if you don't back away after killing one.
- Glass Cannon: They may not have much health, but they hit fast and hard.
- No-Sell: They're completely immune to visceral attacks.
- Scary Scorpions: duh.
- Was Once a Man: The strange growths on their backs above their heads sometimes resemble human faces.
- Located on the tops of the underground labyrinth caves, it waits for its next unsuspecting Hunter to consume whole.
Still-living beings made of sludge and the bones of the fallen.
- Cruel and Unusual Death: If you're killed by one, your body is eaten.
- Dem Bones: They appear to be made of human bones and tar.
- Kill It with Fire and Shock and Awe: The only way to kill them efficiently is with either fire or lightning.
- Wall Crawl: They hang from ceilings waiting for you to walk under them, so they can drop down and unleash a devastating grab attack.
- Whether the ruins are tombs or a mere resting place for something dark and foul, one thing is true: Someone or something lies asleep here. The Protectors also worship what lies beneath, and among the Protectors are a special class of ritual masters that carry out horrific and detestable ritual rites.
Feeble Pthumarians cloaked in black and carrying skulls, which they use to cast spells.
- Kill It with Fire: They have no melee attacks whatsoever and only attack with slow-moving fireballs. That said, those fireballs do a lot of damage.
- Noodle People: Despite their very squat stature, they have ludicrously long legs underneath their cloaks. Hiding behind a pillar after one of their volleys makes them stand up to try and see you. While in higher depths, a variant can be seen standing up all the time; they spray a purple mist which invigorates their allies.
- Squishy Wizard: Their fireballs are some of the most damaging attacks in the game and they can fire them off very rapidly, but once you close the distance they won't last long. Just make sure they don't conjure a fireball right on top of you...
- The Healing Church holds no regards for pious men nor saints; in their avid lust for knowledge, they turned the once holy into the utterly abominable.
Wild and unpredictable enemies that wield sickles.
- The Berserker: They are incredibly aggressive. Fortunately, this makes them pretty easy to parry.
- Eyeless Face: They just have empty sockets where their eyes once were.
- Grievous Harm with a Body: Less commonly, they'll use a corpse as a weapon.
- Lean and Mean: They might be skinny, but they're durable and strong.
- Lightning Bruiser: They're fast, tough, and if you're not careful, easily capable of killing you in a mad flurry of blades.
- Screaming Warrior: They howl like banshees when they attack.
- Sinister Scythe: They're most commonly seen carrying either one or two sickles.
- Warriors stand tall in the lower depths of Pthumeru, guarding riches, treasure rooms, and central chambers from trespassers and defilers.
The last remnants of the Pthumerian knights, still clad in ancient mail armor and wielding the weapons they used before they fell.
- It meanders in the seemingly endless depths of the labyrinth, mourning in front of the remains of graves in the darkness. What binds such a pitiful soul to this world?
Harmless spirits who just want to be left alone. Then again, they drop a lot of blood vials and quicksilver bullets when killed.
Evil Labyrinth Spirit
- A spectral minion of sorts, tormented by bitter regret in a previous life and, as such, unable to find peace.
Knife-wielding ghosts who make their presence known by their evil laughter.
A surviving member of the Ailing Loran clergy. Beast-possessed Souls of a past age, horns are visibly poking out of their shawl and masks.
- Barrier-Busting Blow: Their fireballs can shatter pillars when they hit.
- Boss in Mook Clothing: Inverted; several of them are fought as layer bosses, and aside from slightly upgraded health, they behave about the same as their Elite Mook counterparts.
- Horned Humanoid: Though their bodies are more werewolf than human.
- Mix-and-Match Critter: They have werewolf-like bodies, human faces, snake-like tongues, and misshapen horns.
- Overly Long Tongue: Much like a snake's tongue.
- Playing with Fire: They like to hide in corners and assault you with fireballs.
- Slasher Smile: If you can get a good look at their face without getting torched, you'll see that they have creepy open-mouthed grins.
Keeper's Hunting Dogs
- Ever-faithful, even when grotesquely transformed and succumbed to the Scourge. These dogs continue to hunt their masters' prey, fueled by a voracious thirst for blood.
Usually found in pairs alongside the non-boss variant of the Keeper of the Old Lords, these beasts are significantly larger than the rabid dogs and hunting dogs encountered outside the dungeons.
An extremely rare and mysterious enemy that appears in Chalice Dungeons.
- Body Horror: It seems it can push its face through its body and have it come out of its anus so it doesn't have to turn around to attack you.
- Brick Joke: Future Press forgot to put an entry for them in the original guide, as even they didn't find it even with access to debug builds of the game. Come the guide for The Old Hunters, they finally included an entry for the damn thing.
- Expy: They greatly resemble the bull-squids from Half-Life. Alternatively, it somewhat resembles a grown-up version of what you become in the true ending of the game.
- Some people have mentioned that it looks like a mutated star-nosed mole.
- Unique Enemy: To say that the enemy is uncommon is an understatement. Nobody on the Future Press team writing the guide ever found it, meaning it doesn't have an entry in the guide for the base game, and it took months before it was even found by the fanbase. See it here.
Nameless Tomb Prospector
A pair of tomb prospectors encountered in the Chalice Dungeons. One appears in the Isz Gravestone dungeon, while the other appears in the Pthumeru Ihyll dungeon.
A hunter hiding out in the Ailing Loran Chalice Dungeon who wishes to follow in the footsteps of the hunter Irreverent Izzy.
This undead monstrosity will likely be encountered several times while exploring the ancient labyrinth, and can be found bearing blades, cannons, and flails, depending on one's luck.
- Achilles' Heel: All varieties have a large clot on their legs that can be burst to deal a huge amount of damage and cause stagger.
- Arm Cannon: Another variety bears one of these, which is more than capable of a One-Hit Kill upon players unfortunate enough to be hit by it.
- Blade Below the Shoulder: The first type of Undead Giant one will likely encounter has blades in places of hands. A very rare variant of this type found in the Root Chalices has the blade on their left arm heated up so it's red hot.
- Body Horror: The damn things have a number of candles and spikes implanted into their back, their abdominal muscles are nonexistent, revealing their guts for all to see, and their legs are riddled with massive clots.
- Degraded Boss: All three of the variants are found as Elite Mooks in later Chalice Dungeons.
- Epic Flail: One variety that can be encountered has several flails stuck into its back.
- Mighty Glacier: Very slow, and they can bring the pain.
- One-Hit Kill: The cannon variant's cannon and the flail variant's spin attack.
- No-Sell: You absolutely cannot stagger it with ordinary gunfire. The only thing that can stagger them is the Cannon.
Watchdog of the Old Lords
An enormous fire-elemental beast residing in the Chalice Dungeons.
- Breath Weapon: It spits blasts of flame.
- Expy: Bears a striking resemblance to the Beast of Darkness from Berserk.
- Hellhound: It's a massive flaming dog-like monster that acts as the watchdog for the Great Ones.
- More Teeth than the Osmond Family: It has a massive set of jaws lined with fangs.
- Playing with Fire: It can breathe fire and release a fiery explosion from its body.
- Use Your Head: One of its attacks is a powerful headbutt.
- Wake-Up Call Boss: Acts as one in the Defiled Chalice Dungeon. In this dungeon, your health is cut in half, but physical attacks against you do less damage as well...but arcane damage, like fire, does a lot of damage. Basically, the Watchdog of the Old Lords goes from a challenging-but-fair boss into one that can easily kill you in a single hit.
- Wreathed in Flames: Its body is wreathed in flames. Its legs will also catch on fire after you break them, signifying that they will start taking extra damage.
Keeper of the Old Lords
Humans that gained eternal life in exchange for their servitude to the Great Ones. Their bodies and souls were incinerated and fused into suits of armor made from their bone ash.
- And Your Reward Is Clothes: Defeating the boss version of this enemy allows you to purchase its skeletal armor at the insight messenger bath.
- Animated Armor: It's all that they are anymore.
- Degraded Boss: There's a non-boss variant that travels through dungeons with a pair of attack dogs.
- Playing with Fire: They have various fire-based spells.
- Sexy Walk: The boss variant has this, leading many to believe the boss version is female.
- Dimly lit by pale moonlight, unscorned by human pity, lie things unseen by curious eyes, blood-thirsty and lithy. Hunter! Fear the possessed beast, fangs sharp as Ludwig's nerve, for it will feast upon your limbs, no mercy nor reserve.
A strange Scourge Beast with horns growing from its head.
- Degraded Boss: These Beasts can be encountered as standard enemies in the Chalice dungeons. One even appears in Yharnam, at the bottom of the Healing Church Workshop.
- Four Legs Good, Two Legs Better: Unlike most beast-based bosses, this particular one stands upright and doesn't crawl on its four limbs.
- Helpful Mook: You'd wish to run into them whenever there are tougher enemies around you, as it would often fight alongside you. Furthermore, you can even bring it into a boss room provided you haven't opened the boss room's door, thus allowing it to go through the fog wall.
- Mêlée à Trois: As a regular enemy, it is hostile to the rest of the creatures. Naturally, you can set it into attacking other enemies.
- Meaningful Name: This is not a regular Scourge Beast, it's use of magic and apparent intelligence imply that it's some kind of higher being or host of something and not just another ordinary victim of the plague.
- Playing with Fire: This boss has pyromancy techniques.
- Our Werewolves Are Different: Emphasis on different, because even among Beasts this thing is weird.
- First of all, it stands on two legs. Not unheard of because of Cleric Beasts, but still odd.
- Secondly, it has horns, and not elk/moose horns like the Cleric Beasts or Vicar Amelia. It has weird ram-like horns jutting out of it's head, both perfectly symmetrical.
- It's disturbingly skinny for a fully transformed beast
- Finally and most strangely of all, a Beast with the ability to create and shoot fire from it's hands. This should be impossible for several reasons, not least of which is that beasts fear and are weak to fire.
- Unique Enemy: Outside of the Chalice Dungeons, there's only one that appears, outside a well-hidden area in the Healing Church Workshop.
A member of the Healing Church tomb prospectors who has gone mad within the Pthumerian Labyrinths.
- BFS: Uses the Ludwig's Holy Blade..
- Dual Boss: He's joined in battle by an escort wielding a Kirkhammer.
- Evil Sorcerer: Employs the Augur of Ebrietas and A Call from Beyond, much like Micolash, implying he has connections to the upper echelons of the Healing Church.
- Go Mad from the Revelation: The description of the Madman Set says that they are former Healing Church prospectors who have gone insane.
- I Shall Taunt You: If they kill you, the Forgotten Madman will perform the Conviction gesture, while the Escort will perform the Approval gesture.
- Sinister Minister: Even before he went mad, he worked for the Healing Church.
One of the few remaining members of the Pthumerian nobility.
- Achilles' Heel: Several of its attacks are fairly easy to parry, leaving it wide open for visceral attacks. In fact, killing it exclusively by parrying it is a very viable strategy.
- In a Single Bound: Gains a very damaging leap attack in its second phase.
- Lightning Bruiser: Don't let its decrepit appearance fool you the Descendant is agile and strikes fast, and can leap across the room to strike you in his second phase.
- Precision-Guided Boomerang: One of its attacks is to hurl its sickle, which then flies back to its hand. If you're unlucky, it will hit you on its way back as well.
- Sinister Scythe: Uses an exceptionally long sickle. When it Turns Red, the Descendant takes out another sickle and wields it with the other hand.
- White Hair, Black Heart: It has long white hair and is dead-set on murdering you.
A massive Beast that can be encountered multiple times throughout the chalice dungeons. The last and most difficult variety has a shredded open back and a decapitated neck, from which a parasitic worm emerges.
- Body Horror: As if its very nature as a Beast wasn't enough, one variety has a back that is torn open, and a decapitated neck, from which a monstrous worm can emerge.
- Lightning Bruiser: Despite its massive size, it's actually quite agile, and has a lightning-fast jab more than capable of one-shotting those unfortunate enough to be hit by it.
- Lost in Translation: Its name in Japanese translates to "Host of the Beast Blood", which has rather interesting lore implications. Unfortunately, due to the name change, most players won't take notice.
- Macross Missile Massacre: The aforementioned variety with the shredded back can release pellets of blood that home in on you and cause Fast Poison if they connect.
- Recurring Boss: The Bloodletting Beast will be encountered several times throughout the non-randomized dungeons, becoming progressively more mutilated with each encounter.
A powerful Darkbeast, more humanoid in appearance than the Scourge Beasts and wreathed in electricity.
- Blow You Away: Has a dual palm strike attack that also shoots brief whirlwinds from his arms with considerable range.
- Degraded Boss: It is a more powerful version of the Darkbeast the Transformed Man turns into. It can also appear as a non-boss enemy in Chalice Dungeon.
- Our Werewolves Are Different: Unlike the standard Scourge Beasts, this one is massive and wreathed in electricity.
- Rubber Beast: It actually stretches its arms for certain attacks, making it tricky to tell it's exact range.
- Shock and Awe: As with all darkbeasts, it can generate an electric field.
One of the few remaining elders of the Pthumerian nobility.
- Blade on a Stick: The Elder uses a staff which, through some form of magic, can transform the end into a blade from a pike and scythe.
- Degraded Boss: They can occasionally appear as regular enemies in Depth 5 dungeons.
- Energy Bow: Can generate a crossbow and shoot fire-based bolts.
- Morph Weapon: His staff can change into about five weapons through his fire magic: crossbow, morning star, lance, scythe, and a spear. They, naturally, acquire deadlier attacks when the Elder's low on health.
- Playing with Fire: Most of the Elder's magic is fire-based.
- Sword Beam: The second half of his fight mainly consists of dodging these, along with him causing his spear to stab from the ground.
- Turns Red: Reaching a certain level of health makes the Elder pause and increase the power of his staff. Might be him deciding that you need to die now.
- Villain Teleportation: He's not that mobile due to his age. He makes up for it through teleporting through his cane.
Yharnam, Pthumerian Queen
Titled "The Blood Queen of the Old Labyrinth", she is seen throughout the game as a unresponsive Non-Player Character. She resides in the final Chalice Dungeon, where she can be fought.
- Black Eyes of Evil: Her eyes, as with the eyes of every Pthumerian encountered in the game, are completely black.
- Blood-Splattered Wedding Dress: Not initially, but it becomes so the more damage she takes.
- Blood Magic: Can shoot bolts of blood, spray it in a variety of ways, use it to cause an explosion, make it take the form of a spear and jut out of the ground, and to enchant her weapon.
- Bloody Murder: Overlaps with Blood Magic, considering her blood magic consists of shooting more blood at you.
- Bonus Boss: She's fought in the deepest Pthumerian Chalice Dungeon.
- Early-Bird Cameo:
- She appears in a brief cutscene after Rom is defeated.
- She's also found crying immediately before Mergo's Wet Nurse. You can even hit her, and she'll disappear.
- Evil Laugh: She lets one out every time she uses her blood spray attack on you.
- Egopolis: The city the game takes place in, Yharnam, shares her name. It's not inconceivable (pun unintended) that it used to be the capital of Pthumeria, named for its ruler.
- Gravity Master: Has the ability to magically levitate you.
- Knife Nut: When she pries her hands free from her bindings, she wields a large knife.
- Living Macguffin: She's the original source of Yharnam Blood.
- Menstrual Menace: Her arrival signifies the beginning of the cosmic horror; she also weaponizes her blood and her unborn child's cry against you.
- Palm Bloodletting: She stabs herself with her dagger, causing spears to shoot from the ground.
- Pregnant Badass: During the boss fight against her, she is visibly heavily pregnant. You can hear the baby crying every time you hit her.
- Self-Duplication: Can create two extra copies of herself. They are just as powerful as the real thing, but can only take one hit before vanishing.
- Screaming Warrior: She never utters a single coherent sentence it's all hoarse screaming.
- Touched by Vorlons: She is implied to be the source of Yharnam blood, because she was impregnated by Oedon with the stillborn child Mergo.
- Villainous Cheekbones: They make her face look like a skull.
- Wight in a Wedding Dress: Invoked by her attire, which looks like a Blood-Splattered Wedding Dress, symbolizing her backstory as the metaphorical "wife" of a Great One and the failed mother of its child, the stillborn god Mergo. Given how this happened thousands of years before the game, it is also pretty clear that she is not alive anymore in the conventional sense not that it makes any difference with the world's cosmology.
- Woman in White: She appears to be dressed in a bright white wedding dress, with blood around her abdomen, and she's definitely ethereal enough to qualify for this trope. The white contrasts the darkness of the environment you find her in, and also makes the blood easier to see.
- You Have Outlived Your Usefulness: Was supposed to produce an heir for the Great Ones. Instead, she miscarried, leading the Pthumerian people as a whole to fall out of favor with the Great Ones, and without them, their empire fell to tatters.
Gehrman, the First Hunter
You think you'd learn by now to never underestimate your enemies with this franchise. If you refuse Gehrman, he will show you why he's the First Hunter.
- The Atoner: The (since changed) note description of the Abandoned Workshop Umbilical Cord states that the Hunters signed a contract upon the first encounter with the Paleblood Moon, beginning the Hunt and the Hunter's Dream. Gehrman, being the first hunter, is presumably the one who signed this contract, and now watches over and guides other Hunters who become entangled in the dreadful nightmare.
- Badass Boast: "Tonight, Gehrman joins the hunt".
- Badass Cape: Wears a long, tattered cape, which appears to be the same cape from the Charred Hunter set.
- Battle Aura: Once he's down to half health, he'll get a white aura and become even faster.
- Duel Boss: He was the first Hunter, after all.
- Expy: The nature of his fight (a reluctant Anti-Villain who was your character's mentor dueling you in the middle of a field of white flowers) seems to be heavily inspired by the fight with The Boss in Metal Gear Solid 3.
- Famous Last Words: What he utters upon death."The night, and the dream, were long."
- Final Boss: If you haven't found and consumed the three umbilical cords, and you refuse to submit your life to him.
- Flash Step: Once he gets his Battle Aura, he moves so fast that it looks like he's teleporting. Reading the description of the Old Hunter Bone reveals that the first hunters used a technique called the "Art of Quickening".
- Friendly Enemy: He really bears you no ill will, and the only reason he's attacking you at all is because it's his duty to.
- Good vs. Good: Gehrman is only attacking you so you can be freed from the Dream and avoid suffering the same fate he did. Meanwhile, you're attacking Gehrman to free him from the Dream so he doesn't have to bear the burden of the Hunt anymore. The final battle of the game is essentially two people fighting each other for each other's sake.
- Handicapped Badass: He lost his right foot at some point and has a peg-leg. Judging from what happens to you in the "Honoring Wishes" ending, the most likely explanation is that the Moon Presence tore it off when he became its slave, as the same thing happens to you when you take Gehrman's place.
- Instant Costume Change: Whether you submit or refuse, he'll change out his unique hat for a top hat and don a tattered cloak and gauntlets.
- Jerk with a Heart of Gold: Despite his faults, he cares for you and wants you to be free of the horrors of the Hunt.
- Large and in Charge: He's about two feet taller than you.
- The Last Dance: The final battle is basically this for him.
- Last of His Kind: The man was the first Hunter period, or at least the first modern Hunter, and he's also the last of his generation. It's right there in the name.
- Lightning Bruiser: You know that old one-legged geezer in the wheelchair? Yeah... he ain't so crippled. Gehrman moves with blinding speed and hits like a truck with his Burial Blade. And his Battle Aura makes him even more of a Lightning Bruiser, giving him the ability to literally teleport.
- Mercy Kill: What he's trying to do to you. You eventually end up doing this to him.
- Mirror Boss: Like Gascoigne, he uses all the same tricks that you do, plus a few extra.
- Nice Hat: Trades his rumpled old cap for a classy top hat.
- Obfuscating Disability: He is usually seen sitting in his wheelchair and holding a cane. Should you refuse his offer, he gets up and proves that the loss of his foot and old age haven't slowed him down.
- Old Master: Despite his prodigious age, he is one of the most formidable bosses in the game due to having more experience than any other hunter (and buffs from the moon).
- Pre-Asskicking One-Liner: A very simple but awesome one before the final battle."Tonight... Gehrman joins the hunt."
- Red and Black and Evil All Over: His normal attire is already very dark, but it resembles the Charred Hunter Set, but is Red inside and Black Outside, along with a Top Hat instead of his unique hat. He may not necessarily be evil, but he's a lot more menacing now.
- Sad Battle Music: As is usual for final bosses in this series, his theme has a much more somber feel than any other boss theme, emphasizing the tragic nature of the fight.
- Secret A.I. Moves: He wields a unique firearm that acts as both a blunderbuss and a pistol.
- Sequential Boss: He starts the fight just using his scythe, then switches to a Sword and Gun setup, then begins channeling the moon and teleporting around while switching back and forth between the two forms of his weapon.
- Sinister Scythe: His Burial Blade, which he can convert into a sword.
- Sword Beam: He can leap into the air and slash his scythe to create a gust of Razor Wind that deals massive amounts of damage.
- This Is Something He's Got to Do Himself: Gehrman apparently views overseeing the Hunt as a personal responsibility, given his readiness to kill you and expel you from the Dream.
- Throwing Off the Disability: He slowly stands up from his wheelchair in the cutscene preceding the fight, right before drawing his Burial Blade and charging at you.
- Tragic Villain: Gehrman only attacks you because he doesn't want you to suffer the same fate he did, even though after years of being trapped in the dream, he wants nothing more than to escape himself.
- Turns Red: After losing about a third of his health, he begins channeling the power of the moon to start teleporting around the arena, as well as making his attacks more damaging.
- What the Hell, Hero?: His speech to you, should you refuse his offer. Can you blame him, because why the hell would you want to stay in the place that is essentially the nightmare of nightmares!?
The true final boss. The Moon Presence is the entity presiding over the Hunter's Dream, using its power over the moon to manipulate hunter and beast alike.
- Ambiguously Evil: The Moon Presence's true intentions are unknown, but its grand plan seems to involve using you as an Unwitting Pawn to kill the other Great Ones.
- The Blank: It doesn't have a face, merely a hole in the center of its head, similar to the Giants from Dark Souls II. It's possible this is to visually show how disconnected the Moon Presence is from the narrative's focus on "Eyes"
- The Chessmaster: Maybe. It seems to be responsible for the existence of the Hunt in the first place, set up by it as a counter against the intrusions of the Great Ones into the world, and it created both the Hunter's Dream as part of its pact with Gehrman to give the Hunters a base from which they could grow powerful enough to strike at the Great Ones.
- Combat Tentacles: It has a bunch of tentacles extending from its head, and multiple prehensile tails.
- Confusion Fu: The speed of its movement, lanky design, and massive number of tendrils covering its frame make discerning just what the hell it's doing difficult in the middle of combat.
- Deal with the Devil: It made one with Gehrman that led to the creation of the Hunter's Dream and the Hunt in general.
- Dem Bones: Its ribs and vertebrae are completely exposed. Concept art of it with an intact torso and wings exists, meaning at some point its torso just got completely flayed for some unknown reason.
- Dream Weaver: It's what's responsible for Yharnam's curse, and resides in the Hunter's Dream.
- Eldritch Abomination: It's strongly implied to be the entity responsible for the Hunter's Dream. Surprisingly, its trophy doesn't refer to it as a Great One, leaving exactly what it is an unanswered question. The enigmatic note in the upper floor of the Lecture Hall mentions the "nameless moon presence" and then says "Paleblood", indicating it is "paleblood" you were looking for.
- The Japanese translation is far less ambiguous. Its name there? Moon Demon. This only raises more questions, since if its name is taken at face value, it is the only demon in Bloodborne, and we have no idea where it came from at all other than deep underneath Yharnam.
- First Contact: A note found on the second floor of the Lecture Building indicates that the Moon Presence was the entity Laurence and the other Byrgenwerth scholars first made contact with within the labyrinth beneath Yharnam.
- Gone Horribly Right: The Moon Presence created the Hunter's Dream in order to give Hunters a fighting chance against the curse. The Childhood's Beginning ending has this come back to bite it hard: one of the Hunters it empowered goes completely Off the Rails and ends up killing it and its emissary Gehrman, before usurping its power and becoming a greater nightmare than Mergo ever was.
- Hidden Villain: Until you kill Gehrman, the only hint of its existence is in the description of one of the umbilical cords, and it pretty much comes out of nowhere during the final cutscene to either kill or enslave you. We don't know if it's evil per se, but its actions in the lore, apparent motivation of killing the Great Ones, and overall appearance would definitely make it seem like a malicious force. The fact that Gehrman wants nothing more than to escape its influence also paints it in a sinister light.
- Hoist by His Own Petard: If you kill it, it ends up dying at the hands of the very Hunter it used as a weapon against the Great Ones.
- HP to 1: Has an area-of-effect attack that does this. Thankfully, it doesn't knock you over and remains motionless for a good few seconds afterwards, making it easy to just get the health back with either blood vials or attacking the creature, if its health is halved, it inflicts Numbing Mist and prevents you from using blood vials. And if you are a co-operator and have less than 30% of your total health, it becomes a One-Hit Kill instead.
- Hunter of Their Own Kind: The Moon Presence created the Hunter's dream and empowered the hunters so that they could stand against the Beasts and the Nightmare. The only goal that can be nailed down is that the MP wants Mergo dead, so it's entirely possible that it's fighting other Great Ones and using the player as a proxy.
- Lightning Bruiser: It hits hard and fast with both its arms and its Combat Tentacles and is absurdly aggressive, able to cover the entire arena in a single leap.
- The Man Behind the Man: To Gehrman.
- Only Known by Their Nickname: Unlike the rest of the Great Ones and their Kin, the Moon Presence has no known name. The above-mentioned note even says "nameless moon presence" when talking about it. Although A German Spy speculates that its actual name is Flora due to a rare piece of dialogue from the Doll. This is confirmed by a cut line of dialogue from Gehrman.
- Token Good Teammate: The Moon Presence is less antagonistic than other Great Ones. Once beckoned, it created the Hunter's Dream and empowered the Hunters to give them a chance against the curse that had taken hold of Yharnam. That is, if it even is a Great One. The name above its health bar in the Japanese version is "Moon Demon".
- Villainous Breakdown: During its battle with you, it seems to be both enraged and alarmed that it can't control you, and attacks as aggressively as possible to kill you for this.
- Walking Spoiler: The mere fact that it exists is a pretty huge spoiler, and it casts a huge shadow over the game's lore when you know about it.