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Characters / Terraria

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Given the loads of Non Player Characters, monsters, and bosses. It's no doubt that there's a character list for this game.

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    The Player 

The player character starts off with nothing but a bottom tier shortsword, pickaxe, and axe. (If you bought the Collector's Edition, you also get a carrot which you can use to summon a pet bunny.) Over the course of the game they will explore the world, build a home, find treasures, defeat ever more challenging foes, and eventually, plunge the world into a battle between the ancient spirits of light and dark.


  • The Ace: Architect, engineer, tactician, warrior, mage, technician, electrician, inventor, alchemist, savior, destroyer. The Player is all these things and more. There is no weapon they cannot wield, no metal they cannot forge, no creature they cannot slay, no power they cannot control, and no challenge they cannot conquer.
  • Ambiguously Evil: It's not hard to see why some believe the fan theory mentioned on the YMMV page. They are willing to sacrifice others to ensure their life improves and most bosses seem to avoid them unless necessary. That being said, they do free tied up NPCs and build a home for them, implying there might be some good in them...if these aren't acts of Pragmatic Villainy in any case.
  • Anti-Hero: In order to progress, the player must commit some questionable acts during their journey - most notably, murdering the Guide by destroying his voodoo doll.
  • Blue-and-Orange Morality: Possibly. They seem to alternate between evil and good behaviors quite casually. They kill evil monstrosities, but also an innocent guide. They protect NPCs, but kill the guardian of the planet. They take out the cult trying to summon the Moon Lord, then take out the pillars sealing the Moon Lord, only to then take out the Moon Lord.
  • Badass Normal: Beyond getting extra health and mana from Life and Mana Crystals there's nothing special about them. All of their powers come from diligent exploration and crafting.
  • Brought Down to Normal: If you die on Mediumcore difficulty, you drop all of your equipment and respawn without it. For a very powerful character, this can be quite jarring, as they no longer have any of the augmentations and abilities that their equipment was providing them.
  • Celestial Body: They can acquire this with the hardmode-exclusive Twilight dye.
  • The Chosen One: As the world's champion, it falls to the player to stop the return of Cthulhu.
  • Clothes Make the Superman: The large majority of the player's power resides in the clothing and accessories that they wear. Often, these items are additionally enchanted to bestow minor stat perks in addition to their function.
  • Combat Pragmatist: While the game doesn't force you to be, being one will make your life much easier. The game doesn't start easy and late game enemies and bosses can be very nasty, especially during invasions. You can fight using much more than your weapons and accessories, you can create arenas that will drop spike balls, spit darts, or trap doors making enemies fall in lava, or give you many advantages like higher life regeneration or better movement speed to even the odds.
  • Crazy-Prepared: In a world where almost everything is out for your blood this is a must. Being prepared is also a necessity to overcome most bosses as fighting them without taking proper precautions is very difficult, bordering on suicidal against the latter ones. Crafting armor and weapons is the tip of the iceberg, crafting an entire arena and filling it with traps is not uncommon to deal with much bigger foes.
  • Curb-Stomp Battle: As the player becomes more powerful, they will start becoming able to steamroll enemies that previously put up a good fight. Even bosses aren't safe from this.
  • David Versus Goliath: Even when properly equipped bosses are always bigger and much sturdier and stronger than the player character. However the player will always triumph over them with enough preparation and/or persistence.
  • Did You Just Punch Out Cthulhu?: Many of the bosses the player character fights are Eldritch Abominations — in some cases, they are literally parts of Cthulhu himself. By the end of the game, they beat the Moon Lord, which is Cthulhu possessing an incomplete physical vessel and the closest this game gets to facing the real deal himself.
  • Fish People: When they are in water, they will become a merfolk if Neptune's Shell is equipped.
  • Fog Feet: The Djinn's Curse item, when equipped will turn their legs into genie-like smoke, giving them slowfall.
  • Heroic Mime: The player character has no dialogue, but communicates with NPCs just fine.
  • He Who Fights Monsters: Eventually after punching out many a Eldritch Abomination, the amount of sheer power that the character gains effectively makes them one themselves.
  • Humanoid Abomination: An end game character is both much more durable than the average mortal and fully capable of wielding weapons and magics that are nearly cosmic in scope. They can have minions made of star matter, armor forged solar energy and other worldly metals, weapons that summon falling meteors with every swing, ect. Very little about how the player fights is at all human in the end and a battle involving a high tier player can look outright terrifying from an outside perspective. On a side-note, the more stranger dyes can also turn you into one visually as well, if you wish to complete the image.
  • Instant Expert: No matter what weapon or item the player gets their hands on, they are able to wield it flawlessly. Be it swords, bows, guns, magic spells of untold power, yoyos...
  • Kleptomaniac Hero: You can take everything. Literally everything. Found an underground cabin? You can loot any treasure chests that are in it. Then take the chest. Then steal all the light fittings. Then disassemble the walls and take those too.
  • Nice Job Breaking It, Hero!: By killing the Wall of Flesh, the player turns a slightly corrupted world into one threatened to be overrun by huge, competing, pockets of Hallow and Corruption or Crimson.
    • The chain of defeating bosses eventually breaks the seal holding the Moon Lord from coming to take revenge on the world.
  • One-Man Army: The player will kill thousands of enemies over the course of a full game. The game awards the player with banners for every 50th kill of a particular enemy, and the player can also obtain a Tally Counter which tells them exactly how many enemies of each type they have killed. In some of the special events, such as the Goblin Invasion, they actually do take on entire armies single-handedly.
  • Our Werewolves Are Different: Can become a werewolf if they have the moon charm accessory equipped at night. They look like a humanoid wolf like the other werewolves in the game, except they have brown fur instead of the others blue-ish grey fur.
  • Person of Mass Destruction: The amount of devastation you can wreak is cataclysmic. It also doesn't help that your weapons tend to be stuff along the lines of Wave-Motion Prisms, rapid-fire rocket launchers or swords that literally pull stars from the heavens and send them crashing onto your enemy.
  • Snake People: Can become one with the Lamia tail equipped.
  • Super Toughness: By consuming crystal hearts (and later on, Life Fruits), the player can increase their resilience five-fold over the course of the game, becoming truly superhuman and able to take blows that would eviscerate a starting player.
  • Villain Protagonist: In order to progress past a certain point, in this game that averts Death Is Cheap when it comes to the NPCs, they need to summon, then kill, an Eldritch Abomination by sacrificing the current guide. Although how they feel about this depends on how they view the Guide and his frustrating quirks.
  • Was Once a Man: The player starts out perfectly baseline mortal, although as time goes on and they start both gathering all sorts of energies and weaponry, they eventually become an unnatural Physical God.
  • Weak, but Skilled: They're really squishy without sufficient armor, even with maximum health, can't harm anything without a weapon, and can't collect resources without tools. However, they're able to make a plethora of weapons, armor, and tools with whatever resources they have, and they put them all to good use to take down beasts many times their size and strength and mine ores and resources no one else can.
  • You Gotta Have Blue Hair: The player character can have any hair color, and the random character generator will happily give you blue, pink, or any color of hair.
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Non-Player Characters

    As a Whole 
All NPCs can move into a player's town if they have, a room with light, a large item (such as a table, dresser, bookshelf, etc.) and a comfort item (such as a chair, bench, bed, etc.), a door and some criteria specific to the NPC.
  • Action Girl: Each and every one of the female NPCs can defend themselves when push comes to shove.
  • Action Survivor: Most of them are relatively normal people with normal jobs- unfortunately, being 'normal' isn't enough to protect you in the Death World that is Terraria.
  • Badass Crew: They can all participate in combat, and can easily become this if enough are gathered in one place.
  • Damsel in Distress/Distressed Dude: The Goblin Tinkerer, Stylist, Mechanic and Wizard are all initially found tied up in one place or another, and must be freed to be recruited.
  • Dungeon Shop: They can live anywhere that isn't the Corruption or Crimson, as long as it fits the requirements for a house—including underground, producing this trope.
  • Idle Animation: Are prone to these when the PC isn't interacting with them. This includes talking to and playing games with fellow NPCs and sitting on nearby chairs.
  • Improbable Weapon User: Most of the NPC's whose functions aren't directly related to combat tend to be this. Examples include the Nurse and her needles, the Party Girl's Confetti Guns, and the Truffle's spores.
  • Jerkass Ball: When a blood moon happens, most note  of the female NPCs become irritable and rude.
  • Love Dodecahedron: The Nurse likes the Arms Dealer. The Arms Dealer reciprocates, but is also not above flirting with the Dryad and Mechanic, neither of which like him back. The Mechanic, meanwhile, has a mutual attraction with the Goblin Tinkerer, but neither of them is willing to voice it.
  • Took a Level in Badass:
    • A meta-example: prior to the 1.3 release, the NPCs were defenseless against enemies and reliant on the player to deal with any attackers. The 1.3 update armed them and made them ready to fight anything that invades the town.
    • And more straightforwardly: once you reach Hardmode, some of the NPCs switch to more powerful weapons, and can utterly decimate even (pre-Hardmode) bosses without breaking a sweat.

    Guide 
https://static.tvtropes.org/pmwiki/pub/images/npc_0001_guide.png
They say there is a person who will tell you how to survive in this land... oh wait. That's me.
The Guide always offers useful advice and crafting recipes. His origins and unusual connections to this world remain a mystery.
The first NPC, who you start out with in every world. As befits his name he guides you with tips of varying levels of helpfulness, and if you show him any material item he can tell you what can be crafted from it.
  • Ambiguous Situation: How the Wall of Flesh is connected to him. Is he a manifestation of the Wall of Flesh, or the other way around? Is he a person-shaped can? Does he know about his supposed relation to the Wall of Flesh? There's a lot of in-game dialogue that hints towards a connection, but it's never explicit. The Tavernkeep notes that the Guide has some sort of dark aura about him, the Cyborg used to refer to the Guide as "the Wall of (Guide's name)", and if the Guide respawns after Wall of Flesh is beaten and is talked to, the new Guide mentions the original burst into flames from his voodoo doll being dunked in lava — but nothing of note beyond that.
  • Badass Normal: The most "average" of the NPCs and besides having a vast amount of insight he's seemingly normal, yet can still hold a fight along with the rest of them when pushed enough times.
  • The Chosen One: Several bestiary entries indicate that the Guide is considered a Chosen One and his soul is linked to the Guardian of the world (aka the Wall of Flesh)... but his purpose is to guide the hero, not to be the hero. The game heavily implies that there's more going on with him than meets the eye, though.
  • Guide Dang It!: His purpose is to avert this for new players: if you give him a crafting material, he can tell you everything you can make with it, where it can be crafted, and the crafting recipe itself. He will also tell you the next possible objectives towards progression (at least until the later portions of Hardmode).
  • The Generic Guy: Besides his knowledge, he's just a normal guy. His dialogue has very little personality to it, besides a couple of lines — one of which is his image quote.
    [During a Blood Moon]: "If you were to look up, you'd see that the moon is red right now."
    "Hey, buddy, do you know where any deathweed is? Oh, no reason; just wondering, is all."
  • The Omniscient: He's suspiciously knowledgeable on game mechanics. Some of his advice like using tools to break things or going to certain areas when the player is strong enough are obvious enough. Others, like "search the haunted dungeon where people are killed on sight for any prisoners" or how he seems to know about the Wizard's presence would take some rather wide stretches of logic to come to the conclusion of. At times, his surprisingly specific dialogue can read like a snippet from a GameFAQs guide.
  • The Scrappy: Invoked. He originally got hate from the beginning for appearing in every world, being unkillable, and subject to mass Artificial Stupidity, especially pertaining to doors and monsters. At this point he's somewhat become the Scrappy in-game, with other NPCs occasionally making comments about how much they're annoyed with his antics. Which at least helps the player feel better about repeatedly killing the Guide to do battle with the Wall of Flesh. This is taken Up to Eleven in the 1.4 update, where killing him will give you Good Luck for 4 minutes while killing any other NPC gives you Bad Luck.
  • Shaped Like Itself: As shown in the caption quote, one of the first tips you receive from the Guide is that there is a Guide, although he quickly realizes how redundant this information is.
  • The Smart Guy: Both of the booksmart and Street Smart variety.
  • Smug Super: See the caption quote. Now remember this is the same guy who holds every single bit of knowledge of the world of Terraria.
  • The Straight and Arrow Path: Uses a simple Wooden Bow to defend himself if forced into combat. Come Hardmode, he upgrades to flaming arrows.
  • Voodoo Doll: You can find his in the clutch of Demons flying about in the Underworld. Equipping it allows the player to attack the Guide even though NPCs are normally immune to player attacks, and tossing it into lava instantly kills him. However, a doll incinerated in the Underworld (whether tossed by a player or simply dropped by a killed Demon and not caught) will summon the Wall of Flesh.

    Merchant 
https://static.tvtropes.org/pmwiki/pub/images/npc_0002_merchant_7.png
Did you say gold? I'll take that off of ya.
The Merchant acts as a simple general store of sorts, providing useful starter tools and supplies needed for exploration.
As the player amasses more money (50 or more silver), the Merchant will appear to relieve them of that burdensome cash. He sells mostly general use items, some potions, and spare tools in case the player loses theirs and lacks the materials to make more.
  • Anti-Frustration Features: He will sell the Furnace if he's housed in a Jungle biome. It seems unusual until you try the "not the bees" seed added in 1.4 where the entire world consists of Jungle which means practically no stone at all. Because the Merchant initially spawns instead of the Guide, you'll have access to a Furnace.
  • Bunny-Ears Lawyer: Lies that he doesn't periodically sell junk and believes the moon is made out of cheese yet is essential early on, all the while keeping to his promise that his prices aren't high as they could be.
  • Crutch Character: The wares he sells are useful in the early game, but by the time Hardmode comes around just about all of them have been surpassed in function or usefulness.
  • Honest John's Dealership: Judging by his dialog. He's constantly trying to foist off items of dubious usefulness like "perfectly ventilated armor". Despite his claims of not being a junk dealer, he's tried to sell useless angel statues to other NPCs, and he sells dirt blocks for exorbitant prices on the international market.
  • Knife Nut: If forced into combat, he will defend himself with throwing knives.

    Nurse 
https://static.tvtropes.org/pmwiki/pub/images/npc_0003_nurse.png
Would you like a lollipop?
The Nurse's snarky attitude and poor bedside manner may be scary, but for a price, she will cure all that ails a wounded Terrarian.
The nurse will move in once a player has found a heart crystal to expand their maximum health above the starting 100. For a price, she can restore the player back to full health in an instant, and remove any debuffs.
  • Adam Smith Hates Your Guts: As of Patch 1.4, the Nurse's price for healing you will increase as you progress through the game.
  • All Periods Are PMS: All of the female characters get really nasty during a Blood Moon, which the devs have confirmed is a joking reference to periods. The Nurse is no exception, as her lines become various levels of bitchy, either accusing the player of being a hypochondriac or complaining that they dare to get injured.
  • Amusing Injuries: Several of her lines has her casually mentioning re-attached body parts or other grievous wounds.
  • Combat Medic: Will heal herself or other wounded NPCs after attacked, and when not helping her allies stay alive she'll be fighting off enemies with poisoned needles.
  • Dr. Jerk: She tends to become a bit sarcastic, especially when the player wants her to heal them at high health. Approach her on the brink of death, and she'll quickly lose this attitude.
  • Healing Shiv: She also throws needles at the NPCs to heal them, and will occasionally use them to heal herself. She throws poisoned needles at enemies instead.
  • Ship Tease: She loves having the Arms Dealer as a neighbor, and occasionally asks does he need a doctor checkup. However, when asked about her Happiness when Arms Dealer is her neighbor…
    Nurse: What? [The Arms Dealer]? I don't have a crush! I don't! Shut up!
  • Tsundere: The Nurse can come off as this: Some of her quotes suggest a Team Mom mentality, others that she only sticks around because you pay her.
  • Turn Your Head and Cough: One of the random quotes when you talk to her, even if your character is female.
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    Demolitionist 
https://static.tvtropes.org/pmwiki/pub/images/npc_0004_demolitionist.png
NO SMOKING IN HERE!!!
Tread carefully around this dwarf. The Demolitionist is an explosive fanatic and sells dangerous things that go 'Boom!'
A dwarf who moves in after you find grenades/dynamite or craft sticky bombs and can sell you more of them and with many other explosive products.
  • Anti-Frustration Features: He spawns in place of the Guide in a "for the worthy" world to offset the fact that any bombs spawned by pots are lit and will explode, thus still giving you a way to obtain normal bombs.
  • Ax-Crazy: This guy is a little too fond of explosive tumult.
  • Grenade Spam: Defends himself through the use of Grenades.
  • Leaning on the Fourth Wall: If you talk to him, he may ask you to sign a "Griefing Waiver".
  • Our Dwarves Are All the Same: He has many of the stereotypical dwarf's traits.
    • He is significantly shorter than other NPCs, has a beard, and prefers to live underground.
    • His mining helmet, lantern, and wares all reference how Dwarves are known for being great spelunkers.
    • He loves living near the Tavernkeep, referencing how much dwarves like to drink.
  • The Rival: To the Arms Dealer. They hate having each other as neighbors.
  • Stuff Blowing Up: His speciality.
  • When All You Have Is a Hammer...: As mentioned below, he enthusiastically endorses the judicious application of explosives for any and all problem-solving needs you may have. In fairness to him, he's usually right.
  • Your Answer to Everything: Got a problem, any problem? Easy — blow it up.

    Dye Trader 
https://static.tvtropes.org/pmwiki/pub/images/npc_0005_dye_trader.png
I bring you the richest colors in exchange for your riches!
Eccentric and rather snobby to a fault, the Dye Trader has expensive tastes. He is passionate about the materials used in the dyes he sells.
A trader and purveyor of dyes, who wears a colorful Arabian-styled outfit and shows up after the player obtains a dye ingredient. He sells the Dye Vat, which allows the player to start making their own dyes from natural resources. If you bring him particularly exotic plants, he will trade them for special, magical dyes.
  • "Arabian Nights" Days: He rocks this general aesthetic, prefers to live in the desert, and makes passing references to the associated cultural tropes. He even uses a scimitar to defend himself.
    Dye Trader: (When living by himself) My dear, this palace is quiet enough to sleep like a sultan!
  • Color-Coded Multiplayer: In a multiplayer server, he sells Team Dye that changes the color of the armor/clothing that it's applied to the respective color of the team if you are on one.
  • Global Currency Exception: Like the Tavernkeep. He sells some items for typical Terrarian cash, but he'll only trade his most exotic dyes in exchange for Strange Plants.
  • The Fashionista: He's the most colorfully dressed, and all of his lines to the player are about dyes and/or appearance. For bonus points, he has a habit of referring to the player as "my dear."
  • Nice Hat: A deep purple turban that matches the front of his robes.
  • The Prima Donna: Downplayed. He has a lot of the tropes typically associated with this archetype; he's very haughty, has a sharp eye for fashion sense, frequently refers to players of either gender as "my dear," and tends to look down on anybody he sees as being "uncouth." That said, he lacks the more negative traits of the archetype.
  • Shout-Out: His line about rich mahogany is a reference to Anchorman.

    Dryad 
https://static.tvtropes.org/pmwiki/pub/images/npc_0008_dryad.png
Be safe. Terraria needs you!
The Dryad is the last of her kind. She is connected with nature and can analyze its purity worldwide. She sells seeds, too!
A centuries-old Nature Spirit, who will move in if you have defeated one of the regular pre-Hardmode bosses. She sells various natural items like acorns and seeds, and she can tell how corrupt the world has become (and will rebuke you for it).
  • A Day in the Limelight: She becomes a playable character in Dungeon Defenders 2.
  • All Periods Are PMS: During the blood moon but not as bad as the Nurse and Mechanic.
  • Garden Garment: She's clad in naught but vines and leaves. Players can buy it during Halloween and wear it themselves.
  • Green Thumb: Nearly everything she sells has something to do with growing vegetation or altering nature. When monsters are nearby, she'll cast a barrier of leaves that buffs up the defense nearby players and NPCs, increases their life regeneration, and gives them the Thorns ability. The more bosses you defeat, the more powerful the barrier gets against enemies.
  • The Last of Her Kind: The 8th anniversary lore event reveals that there were once many more dryads, but all but a single member perished banishing the Moon Lord to the dark side of the moon.
  • Ms. Fanservice: Downplayed due to the tiny pixel art style of the game, but she wears less than the other female NPCs, and there's a risqué painting of her that can appear in the Dungeon that shows off part of her butt.
  • Nice Girl: She's one of the kinder NPCs in the game (when it's not a Blood Moon), passionate about the wellbeing of her neighbors and the environment and one of the few people who is on good terms with the Truffle.
  • Only Friend: She's the only NPC the Truffle gets along with (since she is the only one who hadn't tried to eat him or use him in a potion).
    "I feel like [Truffle] is a bit misunderstood, he really is a fun guy."
  • Our Fairies Are Different: Being a dryad, she's a fey creature associated with plantlife and happens to be one of the few fairies in the game who has a humanoid shape.
  • Pungeon Master: Downplayed. She puns more frequently and more noticeably than the other NPCs, and seems to enjoy them for their own sake.
  • Really 700 Years Old: "I wish [Arms Dealer] would stop flirting with me. Doesn't he realize I'm 500 years old?"
  • Shout-Out: "The sands of time are flowing, and you are not aging gracefully."
    • Another reference is one of her possibles names being "Celestia".
  • Stripperiffic: Those vines don't cover a lot of skin. The only NPC that wears less than her is the Truffle, who is a Mushroom Man.
  • Status Buff: When threatened, she will generate an aura that boosts all nearby Non Player Characters and players by increasing their defense and regen, while giving them a permanent Thorns effect. On enemies, however, the aura burns them for a small amount of Damage Over Time.
  • Thong of Shielding: If the "Dryadisque" Dungeon painting is accurate to how she dresses in-game, her loincloth barely covers her rear.
  • Well-Intentioned Extremist: She encourages the player character to make the world a Crapsaccharine World by spreading the Hallow, although as of 1.3 she'll praise the player even more for completely purifying the world.
  • You Gotta Have Blue Hair: Her hair is grass green and done up in a long, curling braid.

    Arms Dealer 
https://static.tvtropes.org/pmwiki/pub/images/npc_0011_arms_dealer.png
Hey, this ain't a movie, pal. Ammo is extra.
The Arms Dealer has everything anyone could need to shoot things dead, from little round bullets to guns made from sharks.
He moves in after you find a gun. He sells guns and bullets, and will also sell you illegal gun parts if you catch him at the right time.
  • Arms Dealer: Of the Gun Shop Owner type. He can sell you illegal parts, however.
  • Blood Knight: He loves the sheer amount of enemies he has the chance to kill during Blood Moons. After all, it's much more fun than trying to hold a conversation with his neighbors while the event lends most of them their own Jerkass Ball.
  • Bottomless Magazines: He lampshades the trope; just see his quote under his picture up above.
  • Casanova Wannabe: He has a tendency to flirt with the ladies. The Dryad is sick of him doing so with her due to the massive age difference, and the Mechanic already has a crush on the Goblin Tinkerer and is completely oblivious to his innuendo-laden jokes. The Nurse is the only one who appreciates his feelings, as evidenced by several of her quotes, and he may occasionally mention that he's preparing for a date with her or say that he's into what she's selling.
  • Covert Pervert: If the Halloween event is any indication, he's not above having spare of the Nurse's clothes lying around and selling them.
  • Double Entendre: He may mention that he "wants what the Nurse is selling" and the Mechanic may mention that he's asked her if he could press her pressure plates.
  • Friend in the Black Market: He's.. not very subtle about his illicit connections. Part of why he likes living in the Desert is because there's plenty of solitude for him to do "business."
  • The Gunslinger: Wields either a Flintlock Pistol pre-hardmode, or a Minishark post-hardmode.
  • More Dakka: The guy loves his firearms. He also sells the infamous Minishark, which can then be upgraded into the extremely fast-firing Megashark.
  • The Rival: To the Demolitionist. They hate having each other as neighbors.
  • Shotguns Are Just Better: He sells them in hardmode.
  • You Do NOT Want To Know: It's best he didn't answer HOW he made the Minishark, even stating this trope's name in a conversation with the player.

    Tavernkeep 
https://static.tvtropes.org/pmwiki/pub/images/npc_0012_tavernkeep.png
They say you're strong, well, I know strong. Let's see if you measure up.
The Tavern Keep once managed a bar in another universe. He's here to help stop the Old One's Army from conquering this world.
A new NPC introduced in 1.3.4, unique in that most of the items he sells can only be bought using Defender Medals. He sells the items required to summon the Old One's Army, as well as several weapons useful for completing the event.
  • Everyone Has Standards: He refuses to sell ale to the Angler, due to him being underage. This is the reason why the Angler hates him.
  • Global Currency Exception: You can use Terrarian cash to buy the two things you need to summon the Old One's Army, as well as ale, from him. Everything else in his inventory can only be bought with Defender Medals.
  • Grievous Bottley Harm: Defends himself against monsters by throwing mugs of ale at them.
  • Guest Fighter: Originally from Dungeon Defenders 2.
  • His Name Really Is "Barkeep": One of his possible names is literally "Barkeep". ...which would make him Barkeep the Tavernkeep.
  • Mr. Exposition: With regards to the Old One's Army.
  • Non-Standard Character Design: Most human NPCs in the game have a sort of "template" that they usually are drawn on. The Tavernkeep is the exception, as his shut-eyed face, burly arms, and larger physique indicates.
  • Shout-Out: Setting aside the fact that he's literally a Guest Fighter from Dungeon Defenders 2, many of his quotes are mythology gags about his home series.
    • "<Dryad> seems nice. I should bring her back with me." Also, "Anyone see where <Dryad> went?Explanation 
    • "Have you seen any Meburs around here?" Explanation 
    • "Do you think <Steampunker> has an extra of that gun? I know a witch that may want one."/"I know a Lavamancer that would really like that hellstone down in the underworld."Explanation 
    • "Moon Lord, don't you mean Abyss Lord?"Explanation 
  • Odd Friendship: Surprisingly, even though he came from a world where goblins are Always Chaotic Evil, the Tavernkeep gets along well with Goblin Tinkerer, and likes having him around as a neighbor.
  • The Pirates Who Don't Do Anything: Averted. His catalog of items are all related to the Old One's Army event, but the exception is that he'll still sell pints of normal ale, fulfilling his bartending role.
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    Painter 
https://static.tvtropes.org/pmwiki/pub/images/npc_0009_painter.png
No, no, no... There's TONS of different grays! Don't get me started...
The Painter can talk about all the different shades of colors with which one can paint the walls. He'll sell but a handful of them!
He's a painter, dressed in a red cap and white overalls. He sells everything you need to paint your world and decorate your walls, as well as a number of decorative paintings, particularly landscapes. Many of the paintings and wallpapers he sells depend on location and the moon phase.

    Angler 
https://static.tvtropes.org/pmwiki/pub/images/npc_0006_angler.png
I don't have a mommy or a daddy, but I have a lot of fish! It's close enough!
The Angler, a rude fishing genius, sends others to find weird, rare fish. He rewards random items, entertained by any misfortunes.
The only child NPC, who can first be found sleeping out on the ocean. He gives out rewards in exchange for finding special, rare fish.
  • Bratty Half-Pint: He's possibly the most annoying character in the game. At times he even refers to the player as an errand boy.
  • Conveniently an Orphan: He may occasionally mention that he's parentless, which partially justifies why he can be found in the middle of nowhere in the Crapsaccharine World that is this game.
  • Improbable Infant Survival: Unlike the other NPCs, the Angler, due to being a child, just disappears in a puff of smoke when his health reaches 0, and the text states "[Angler name] has left".
  • Jerkass: This kid has nary a redeeming feature. He's an egotist who actively pulls cruel pranks on his neighbors and views the player as nothing more than a personal slave. Notably, only two NPCs like having the Angler around: the Pirate and the Golfer. And also the Princess, but she loves everyone.
    • Jerk with a Heart of Gold: The Golfer thinks so, anyway, noting the Angler will retrieve the golf balls he hits into the water. He's also the only one who thinks that, and he knows it. The Princess also says that the Angler offers to take her fishing sometimes, but she loves everybody.
  • Knife Nut: Throws Frost Daggerfish to fight.
  • Skewed Priorities: When sending you to Sky Islands to catch a Cloudfish, he may talk about how Floating Islands are supposed to have "amazing treasure" - before completely brushing that idea off and demanding you go catch him his fish.
  • Small Name, Big Ego: Everyone else in his eyes are his underlings, despite the fact that unlike him they're all adults with a myriad of useful skills and wares.
  • Spoiled Brat: He frequently screams that he wants the daily quest fish immediately.

    Stylist 
https://static.tvtropes.org/pmwiki/pub/images/npc_0013_stylist.png
For you I think we'll do something... low maintenance.
The Stylist loves style, gossip, and hair. Aside from performing a miracle makeover, she sells some hair product as well.
A new NPC introduced in 1.2.3 that is found inside a spider nest, bounded by webs and can be freed. She can change your hair style. She also sells various hair dyes.
  • Ax-Crazy: Downplayed Trope as she's only this on blood moons. The other female NPCs only go as far as telling you not to bug them. This one? She will threaten to go Sweeney Todd on you with her styling tools if you don't leave her alone.
  • All Periods Are PMS: During the Blood Moon, which the devs have confirmed is a joking reference to periods, she threatens you with her scissors and razor.
  • Color-Coded Multiplayer: In multiplayer servers, she sells Team Hair Dye that makes the player's hair change colors depending on what team they're on.
  • Damsel in Distress: You first find her tied up in a spider nest, and have to rescue her before she moves in.
  • The Fashionista: She's all about the freshest hair styles, defends herself with Stylish Scissors and has got a nice dress and pair of high heels.
  • Hairstyle Malfunction: Possibly. Upon her death, her head and hair split into two different chunks, unlike other long-haired NPCs. What little hair is attached to her head is a spiky, misshapen mess, and it might not all be that surprising given how she might complain of her hair being loaded with spider web when you rescue her.
  • Shear Menace: Uses Stylish Scissors when forced to fight monsters.
  • Serious Business: Bad hair days. She may mention a disastrous attempt to dye her hair using some of the Dye Trader's stock or comfort the player if they supposedly have an awful hair problem.
  • You Gotta Have Blue Hair: Her hair is magenta.

    Goblin Tinkerer 
https://static.tvtropes.org/pmwiki/pub/images/npc_0014_goblin_tinkerer.png
Hey, does your hat need a motor? I think I have a motor that would fit exactly in that hat.
Exiled from the rest of goblinkind for being an intelligent pacifist, the Tinkerer sells tools for combining accessories into stronger versions.
After the player repels the first Goblin Invasion, the Goblin Tinkerer can be found underground. He is an invaluable asset to any player, for he can reforge the player's items to make them more powerful; he also sells a couple of items that are extremely useful in the mid-game (Rocket Boots for flying, and the Tinkerer's Workshop for combining items).

    Witch Doctor 
https://static.tvtropes.org/pmwiki/pub/images/npc_0015_witch_doctor.png
The heart of magic is nature. The nature of hearts is magic.
It's unusual for a Lihzahrd to be outside the Temple. Even more unusual are the voodoo things he sells. He prefers his jungle digs.
The Witch Doctor moves in after defeating the Queen Bee. He sells the imbuing station and various tribal-themed accessories and items.
  • Ambiguous Gender: None of the NPCs' conversations mention his gender at all and his mask obscures his facial features. Prior to Bestiary introduced in "Journey's End" update explicitly establishing him as male, the only way one could find out on their own was to mess around with King and Queen Statues; these statues can be used to teleport random NPCs of the corresponding gender.
  • Blow Gun: His Weapon of Choice.
  • Lizard Folk: Word of God has offhandedly said that the Witch Doctor is a lihzahrd, and the bestiary outright confirms it. Also, a quick comparison of the Lihzahrd and Witch Doctor sprites makes it clear by way of several shared features; a tail, green skin, and head frills, the last being partially obscured by the Witch Doctor's mask.
  • Pungeon Master: Several of his lines involve wordplay.
  • Token Heroic Orc: The only Lihzahrd in the game that doesn't attack you on sight.
  • Witch Doctor: It's in the title, after all.

    Clothier 
https://static.tvtropes.org/pmwiki/pub/images/npc_0016_clothier.png
Of course embroidery is hard! If it wasn't hard, no one would do it! That's what makes it great.
Once trapped under a curse, the Clothier is the master of thread. If it's fashion that's desired, he's the man! He talks in a familiar way.
Formerly a slave of Skeletron who could be found wandering outside of the dungeon, he moves in once his master has been slain, selling clothes.
  • Bad Powers, Good People: From 1.3 onward, he will fend off invading monsters by launching Shadowflame skulls at them.
  • Back from the Dead: Summoning Skeletron undoubtably kills him, as the process of Skeletron emerging tears him apart from the inside out, but he appears later perfectly fine and with only very vague hints as to how he came back.
  • Cartesian Karma: He's hated as a neighbour by the Mechanic because he threw her into the Dungeon while he was cursed and brainwashed.
  • Dark Is Not Evil: Going by his means of self-defense and the fact Skeletron bursts out of his corpse if you personally kill him at night, the Clothier still has some connection to Skeletron even without his curse. However, he's just another friendly NPC who never harms the player or the other NPCs on his own, and none the items he sells have any application in combat either.
  • Deal with the Devil: Implied to be a possible explanation for his status as the keeper of the Dungeon—he refers to Skeletron as "his master" and is capable of using powerful bone magic (even after being freed) against enemies.
  • Demonic Possession: Considering he has Red Eyes, Take Warning before he's set free as well as the fact that Skeletron bursts out of him, it's heavily implied that this is the case with him.
  • Earn Your Happy Ending: He's extremely grateful towards the player for freeing him from Skeletron's control.
  • Faustian Rebellion: See Deal with the Devil.
  • Irrational Hatred: He hates the Mechanic as a neighbor, even though his curse was uplifted, and he himself doesn't know why. It's implied to be the after-effect of his curse.
  • Ludicrous Gibs: He violently explodes into Skeletron if you ask him about the curse if he hasn't been freed yet.
  • Not Quite Back to Normal: After being freed from his curse, he still has remnants of it. Namely, being able to use shadow magic.
  • One-Winged Angel: If it's night time and he hasn't been freed, talking to him and agreeing to fight Skeletron will result in the beast bloodily ripping itself out of him and tossing his dismembered body aside to fight you. He can also do this after he's been freed when you kill him with the clothier voodoo doll, although considering all he's been through it makes the player look like more of a dick.
  • Sitcom Arch-Nemesis: He really wants to eat the Truffle. This is even reflected in their preferences: the Clothier loves having him as a neighbor, while the Truffle himself, on the other hand, dislikes that.
  • Shout-Out: Nearly every line he says is a reference to a Tom Hanks movie.
  • Spell Book: Uses the Book of Skulls to attack monsters. In hardmode, he begins using a special version that also inflicts the Shadowflame debuff on enemies.
  • Video Game Cruelty Potential: If you want to obtain his hat, you need to get him killed, and if you want to challenge Skeletron again you need to kill him yourself while you are equipped with his voodoo doll at night. He'll uneasily comment on it if you talk to him while wearing said hat.
  • Voodoo Doll: Now dropped by Skeletons in the dungeon, in-case you aren't bothered to build an elaborate lava trap to get his hat. Killing him this way will summon Skeletron again if it's night.

    Mechanic 
https://static.tvtropes.org/pmwiki/pub/images/npc_0017_mechanic.png
Oh, you know what this house needs? More blinking lights.
The Mechanic was imprisoned for her aptitude in engineering. She sells wiring and tools for putting together anything imaginable.
Like the goblin, she's also bound, and found in the dungeon. She sells wires and wiring tools.
  • All Periods Are PMS: During the blood moon.
  • Blind Without 'Em: If you talk to her shortly after rescuing her, she may mention that she's dropped her contact lens and is desperately looking for it.
  • Distressed Damsel: While he was still cursed the Clothier tied her up and tossed her into the dungeon, and the player has to save her before she moves in.
  • Gadgeteer Genius: She is the one who was captured by the cultists and forced to build the three Mechanical Bosses. Also, she and the Steampunker were ones who created the Cyborg.
  • Interspecies Romance: She's a human, has a crush on the Goblin Tinkerer, and she loves having him as a neighbour.
  • Oblivious to Love: She doesn't understand the Arms Dealer's comments about "pushing her pressure plate". On the other hand, she appears to have a mutual crush on the Goblin Tinkerer.
  • Ship Tease: She's always asking about the goblin tinkerer and loves having him as a neighbour.
  • Will They or Won't They?: Towards the Tinkerer.
  • Wrench Wench: She even throws boomerang-like wrenches in self defense.

    Party Girl 
https://static.tvtropes.org/pmwiki/pub/images/npc_0018_party_girl.png
We have to talk. It's... it's about parties.
Positive beyond comprehension, the Party Girl will use any excuse to celebrate. She sells party favors and flashy things.
The party girl moves if you have at least 14 NPCs living in houses, with a 2.5% chance of doing so each day while the population remains at or above that number. She sells party supplies, including fireworks.
  • All Periods Are PMS: She's the only female NPC that averts this during the Blood Moon.
  • Genki Girl: Just like the pony she's based off, most of the thoughts running through her mind are about fun and parties.
  • Improbable Weapon User: Uses Happy Grenades in self-defense.
  • Joke Item: All of her items have no real significance for actual combat or other tasks but just there to, well, party.
  • Left the Background Music On: She can invoke this trope as a unique function introduced in 1.4, allowing the player to toggle between Terraria's soundtrack and the previously-unreleased soundtrack of Terraria: Otherworld.
  • Lethal Joke Item: The Fireworks she sells in Hardmode can kill enemies and even bosses, and the Confetti she sells can be combined with empty casings from the Arms Dealer to make Confetti Ammunition, which is more powerful than all pre-Hard Mode ammunition.
    • Fireworks are especially deadly when correctly HOIK'd and they all detonate in a single spot to generate the highest achievable DPS in the game.
    • 1.4 moves the Celebration, a lethal firework launcher that can be aimed at enemies, from the Moon Lord's drop table (being replaced by the Celebration Mk. II) to her inventory as a mid-Hardmode unlock.
  • Rose-Haired Sweetie: She's cheerful, optimistic and loves parties. She's the only female NPC besides the princess who doesn't become rude or grouchy during a Blood Moon.
  • Shout-Out: She basically is Pinkie Pie. She has blue eyes, dark pink hair with a distinctive curled lock, a love for parties, and so on. Two of her possible names are "Sparkle" and "Trixy".
  • You Gotta Have Blue Hair: She has pink hair.

    Wizard 
https://static.tvtropes.org/pmwiki/pub/images/npc_0019_wizard.png
I make a rather enchanting hot chocolate if you'd be inter... No? Ok.
The Wizard is an absent-minded, demented old man who dabbles in the arcane arts. He sells magical trinkets to train new apprentices.
Once the world is in hardmode, he can appear underground, bound. He sells the materials to make a variety of magical weapons.
  • Accidental Misnaming: He frequently calls you by the names of other NPCs of your character's gender.
  • Magic Versus Science: Hates having the Cyborg as a neighbour. He claims that the Cyborg is "a complete and total abomination to magic".
  • Nice Guy: He tries to be friendly to the player, but if a couple of his possible conversations are any indicator, it's not exactly working.
  • Playing with Fire: Uses the Flower of Fire to fight.
  • Robe and Wizard Hat: He's a wizard who wears a purple robe and pointed hat.
  • Scatterbrained Senior: Played for Laughs. The loading screen tool tip outright calls him "demented," and he doesn't do much to disabuse you of the notion.
Wizard: You call this lightning!? Back in my day, I... uh... Hmm. Oh, did you need something?
  • Magic Librarian: He sells magic spellbooks you need for crafting.
  • Shout-Out: "Someone once told me 'friendship is magic'. That's ridiculous, you can't turn people into frogs with friendship!"
  • Wizard Classic: He's got an impressive white beard, a starry purple robe, and a pointed hat. He even sells a Crystal Ball! (Snarky talking Owl familiar and Magic Staff sold separately.)

    Tax Collector 
https://static.tvtropes.org/pmwiki/pub/images/npc_0020_tax_collector.png
You already managed to spend every pence I paid you!? Bah, I'm not a charity, go kill a slime!
This grumpy Tax Collector has literally been to Hell and back. Greedy to a fault, he's truly only concerned with money.
The Tax Collector moves in after you sprinkle a Tortured Soul, found in the Underworld in Hardmode, with Purification Powder. Every in-game hour (a minute in real time), he will collect 50 copper from each NPC that is living in a house up to a limit of 10 gold.
  • And I Must Scream: He's trapped in the underworld until you decide to free him.
  • Cane Fu: Uses his Classy Cane to fight.
  • The Friend Nobody Likes: Only two NPCs like living near him, one of whom is the Angler. Everybody he likes to live near dislikes or hates him in turn.
  • Grumpy Old Man: Very old, and one of the rudest NPCs in the game.
  • Heel–Face Turn: He goes from a hostile monster down in the underworld to a recruit-able NPC if you have some purification powder handy.
  • Intergenerational Friendship: Implied to be the case with the Angler, of all people. This is one of the few departures he makes from his pedigree, as classic Scrooge hated kids before his Heel–Face Turn. On the other hand, this is the Angler we're talking about here.
  • Jacob Marley Apparel: When you first meet him as the Tortured Soul, he wears tattered clothes and he carries around chains. Once you purify him, his clothes magically turn back to normal.
  • Jerk with a Heart of Gold: He's apparently very kind to the Princess.
  • Sex for Services: Hinted at in one of his dialogues, though it didn't end well for him.
    Tax Collector: Tried to get [the Dryad] to pay me with favors once, now I have fungus growing in strange places.
  • The Scrooge: He's based off of this, right down to the personality. He even hates Santa Claus (and Santa Claus is not too fond of him as a neighbor as well). Unfortunately for everybody involved, he's based off pre-character development Scrooge.
    Tax Collector: I loathe the very existence of Santa Claus! What kind of lunatic just gives things away for free?
  • Ungrateful Bastard: He's created by purifying his Tortured Soul. Anybody would think that would give him a more kinder demeanour in his new lease on life, but sadly, that is not the case.
    • Then again, the taxes he collects go straight to you, so he's not entirely ungrateful. He also has a few lines where he isn't so sour about giving you his money.
    • Because he's immediately changed into a new character when you purify him and only has his standard dialogue (same as he uses when he's in your town), he can't even acknowledge that you just saved him. (This is unlike other NPCs that you save such as the Mechanic and the Goblin Tinkerer, who do have appropriate lines for thanking you.)
  • Unique Enemy: As a Tortured Soul. Once he's saved, the Tortured Soul will never appear again in the whole game.

    Truffle 
https://static.tvtropes.org/pmwiki/pub/images/npc_0021_truffle.png
You haven't seen any pigs around here have you? My brother lost his leg to one.
Harnessing the hidden power of the glowing mushroom, the Truffle forges weapons and tools exclusively in his mushroom house.
The Truffle will only move into a house within a surface mushroom biome during hardmode and cannot be moved anywhere outside of it. He sells mushroom stuff.
  • Blade on a Stick: He sells Mushroom Spears.
  • Drone Deployer: Of a sort. He creates explosive spores that hover in the air when threatened.
  • The Friend Nobody Likes: He's at odds with everyone but the Dryad and the Guide (if the living preferences are anything to go by, in case of the latter). The Clothier and the Witch Doctor have even gone as far as to try eating him.
  • Mushroom Man: All of his possible names are kinds of mushrooms or toadstools to boot, too. He'll also release spores as a means to attack enemies.
  • Nonhumans Lack Attributes: He appears to be completely nude, yet being a Mushroom Man, doesn't exactly have anything that needs to be covered.
  • Shout-Out: He doesn't know the "Truffle Shuffle", so stop asking.
  • What the Hell, Player?: He calls you out for "stealing his children."

    Pirate 
https://static.tvtropes.org/pmwiki/pub/images/npc_0022_pirate.png
I'm no landlubber, but it's better to have lubbed and lost than never to have lubbed at all.
Ahoy! The only good Pirate Captain is... one that sells cannons and weapons to take out all competing Pirate Captains.
The pirate moves in after defeating the Pirate Invasion and sells cannons primarily, and some other things.
  • Cool Gun: A minigun with a cannon strapped to it. Extremely effective for self defense.
  • Defeat Equals Friendship: He looks and fights exactly like the Pirate Captain enemy, which may imply he elected to join the winning side after you trounced his invasion.
  • Pirate Parrot: Which you can buy as a pet, but it requires him in the ocean and costs two platinum coins. The Cyborg also implies the Pirate has one of his own after exclaiming how corrosive its droppings are to him.
  • Renowned Selective Mentor: He has a soft spot for Angler and wants to raise him to be a pirate.
  • Talk Like a Pirate: His manner of speaking.

    Steampunker 
https://static.tvtropes.org/pmwiki/pub/images/npc_0023_steampunker_4.png
I like your... gear. Does it come in brass?
The Steampunker has a particular taste for steam-fueled machinery and gadgets. She sells her gizmos with an endearing accent.
The Steampunker moves in if you have beaten at least one hardmode boss. She sells a variety of high-tech, Steampunk gizmos.
  • All Periods Are PMS: During a Blood Moon. Notably, she only has one Blood Moon-exclusive quote warning the player that she's feeling peevish; aside from that, her dialogue is the same as always.
  • Cool Gun: Wields a Clockwork Assault Rifle to defend herself.
  • Gadgeteer Genius: Together with the Mechanic, she created the Cyborg.
  • Magic Versus Science: Dislikes having the Dryad and Wizard as neighbours.
  • Sky Pirates: She may mention that she's beginning to consider becoming one.
  • Smart People Speak the Queen's English: She has distinctly RP speech patterns, and provides some of the most high-tech gear in the game.
  • Steampunk: It's in her title, and she sells a lot of industrial-looking gadgets.
  • Wrench Wench: This girl is extremely tech savvy, building and selling some of the most high end machinery in the game like jetpacks and teleporters. She occasionally expresses curiosity about the workings of the Cyborg.

    Cyborg 
https://static.tvtropes.org/pmwiki/pub/images/npc_0024_cyborg.png
Sometimes I come off a bit... Get it? A bit?
The Cyborg was built with the combined effort of the Mechanic and the Steampunker to aid in rocket science and world defense.
The cyborg will move in once you have defeated Plantera and collected a rocket launcher. He sells rockets.

    Zoologist 
https://static.tvtropes.org/pmwiki/pub/images/npc_0007_zoologist.png
I love animals, like, a lot! I tried to pet this weird looking fox one time, he sooo bit me, and now I became like one! Rad!
The Zoologist, resident lycanthrope, adores animals. Her fox-like biology resulted from a cursed animal bite.
Showing up after the current world's beastiary has been filled to at least 10%, the Zoologist provides buyable rewards in the form of pets, animal-themed cosmetics and weapons depending on the moon phase and how much of the beastiary that has been filled. She prefers living in the Forest biome, and likes living with the Golfer and the Witch Doctor, but hates the Desert, and does not like living with the Angler and the Arms Dealer. Implied to be the Golfer's sister.
  • Animal Lover: She makes it clear that she absolutely adores all of them.
  • Cute Monster Girl: She sports a pair of red fox ears, and a fluffy fox tail, all of which are confirmed to be real, but still looks identifiably human-ish most of the time until full moon or blood moon rolls around.
  • Dark-Skinned Redhead: She mentions she used to have dark brown hair in one conversation; it's now a fox-like bright orange.
  • Genius Ditz: A Valley Girl who admits that she "may not know, like, a whole lot", but she is good at her job.
  • Ms. Fanservice: Easily the bustiest of all the female villagers, she even wears a top that exposes as much cleavage as you can with a few sprites.
  • Redhead In Green: Has orange-red hair and wears a green tanktop.
  • Valley Girl: Has the speech patterns of one, at any rate. Just look at her quote up there.
  • Our Werebeasts Are Different: She is a werefox who turns into a more beastly looking form during full moons and blood moons, but remains friendly during said transformations, even if her dialogue is way more agitated if not in a forest biome. That being said, she still remains a Little Bit Beastly in her human form.

    Golfer 
https://static.tvtropes.org/pmwiki/pub/images/npc_0010_golfer.png
To strike high, strike far, or to get unstuck? It's all about the club you use. Choose wisely!
The Golfer is a wise, middle-aged man who sells all sorts of golfing equipment. He's got game and know's how to score.
The Golfer can be found stuck in the Underground Desert and talking to him will free him and allow him to move into a suitable house. He sells various items and equipment both to play golf and create golf courses. He prefers the Forest biome much like his implied sister and prefers living with her, the Painter and the Angler especially but is at odds with the greedy Pirate and Merchant. His inventory expands as your character's "golf score" counter advances which is based upon the total number of strokes taken and the distance golf balls have traveled.
  • I Know Madden Kombat: He tosses golf balls at enemies if he is threatened.
  • Mini-Golf Episode: He sells stuff that allows you to create golf courses.
  • Odd Friendship: He's one of the few people who actually likes having Angler around. He even lampshades it by declaring it "unpopular opinion". Some dialogue indicates that he often pays the Angler to help him recover any golf balls that fall into bodies of water.

    Princess 
Shy and innocent, this happy young lady sees the positive in everything, and everybody. She appreciates all of her subjects, from all walks of life.
https://static.tvtropes.org/pmwiki/pub/images/princess_large.png
I'm so happy to finally travel the world, and meet new people!
A kind and friendly girl who appears when all the other town NPCs (except Santa Claus) have moved in to your world. She sells princess-themed decorative and vanity items.

She is unique in that she has no preferences for biome or company, loves every single town NPC and is not negatively affected by overcrowding. She also does not contribute to overcrowding and is liked by every other town NPC.


  • 100% Adoration Rating: She is liked by every single town NPC. Even normally rude characters, like the Angler and Tax Collector, are stated to be really nice to her.
  • All-Loving Hero: Thinks highly even of the meaner NPCs and is adored by them in term, and is also actively engaging in diplomacy with some of the monsters in the game with the intention of making peace with them.
  • Cheerful Child: She's extremely friendly and positive, getting along well with every other town NPC. The only thing that makes her unhappy is being alone.
  • Cool Crown: She wears the Royal Tiara, which the player can buy from her.
  • Department of Redundancy Department: One of her potential names is "Hime," the Japanese word for Princess.
  • Everything's Better with Sparkles: She both drops and defends herself with the Resonance Scepter, a magic weapon that essentially kills things with magic pink sparkles.
  • Gratuitous Japanese: Several of her potential names are in Japanese, most of which are Meaningful Names.
  • Hates Being Alone: Having less than two town NPCs nearby instantly sets her unhappiness to its maximum value, and is pretty much the only thing that makes her unhappy.
  • Improbable Infant Survival: Just like the Angler, the Princess vanishes in a puff of smoke when killed, with her death message saying that she "left."
  • Innocent Blue Eyes: She has bright blue eyes, and is probably the nicest character in the game.
  • Meaningful Name: Several of her names are Gratuitous Japanese, and translate into something relevant to the character.
    • Ai translates to "love."
    • Hikari translates to "light."
    • Hime translates to "princess."
    • Yuuki translates to "excellence, superiority," or "gentleness," combined with "hope", "brightness" or "living."
  • Nice Girl: She loves being around every single town NPC, and doesn't have a single person she dislikes. She even has nice things to say about the Angler and Tax Collector.
  • Pink Is Feminine: Her outfit, attack, and many of her wares are all pink.
    Princess: Pink is the best color anyone could ask for!
  • Politically Active Princess: Some of her quotes mention trying to communicate diplomatically with the Snow Queen and Pumpking, and trying to deal with "the organized crime problem among snowfolk."
    Princess: The Pumpking can be rather two-faced, it seems. I shall not give up on peace with his spooky people!
  • Princess Classic: She definitely fits the bill, being a shy, cute, feminine, and innocent young girl.
  • Rose-Haired Sweetie: She has light-pink hair that matches her dress, and is probably the nicest character in the game.
  • Shout-Out:
    • The list of potential names for her includes Ariel and Belle. A few of her other names, like Sophia and Rosetta, may also be references to Disney properties. She can also be named Momo, the Japanese word for Peach.
    • Two of the paintings she sells are also references. The title of Princess 64 is an obvious reference to Super Mario 64 and resembles a depiction of Peach's castle from that game, while Dark Side of the Hallow is a reference to Dark Side of the Moon and resembles the art for that album.
  • What's Up, King Dude?: Despite apparently being royalty, the Princess lives alongside all of your other town NPCs.

    Santa Claus 
https://static.tvtropes.org/pmwiki/pub/images/npc_0025_santa_claus.png
What? You thought I wasn't real?
Only present during a specific time of year, Santa Claus makes a big entrance and an even bigger, rather explosive exit. Ho! Ho! Ho!
He will only move in if 1: It's around December 15th to 31st and 2: If you summon, and defeat the Frost Legion. He sells a variety of Christmas-themed decorative items, including christmas trees and trimmings.
  • Abnormal Ammo: He throws Christmas tree decorations at nearby enemies.
  • And Your Reward Is Clothes: Oh, and some decorative items too for beating the Frost Legion.
  • Holiday Mode: Santa only appears during December 15th to 31st, promptly dying in the usual gory explosion as soon as the new year hits.

    Traveling Merchant 
https://static.tvtropes.org/pmwiki/pub/images/npc_0026_travelling_merchant.png
Hmm, you look like you could use an Angel Statue! They slice, and dice, and make everything nice!
The flamboyantly-dressed Travelling Merchant travels far and wide to bring unique, cultural wares from time to time.
An NPC introduced in 1.2.3 that has a random chance of spawning every day once the player has at least two NPCs moved in and no other daytime events are occurring (goblin invasion, pirate invasion, eclipse). Unlike other NPCs, he does not move into a home and instead wanders around near where your home is. He carries a random list of goods each time he appears.
  • Badass Cape: He can sell one of four possible vanity capes.
  • Booze-Based Buff: Sake sometimes shows up which grants the tipsy (de)buff for twice as long as ale.
  • Energy Bow: After defeating Plantera, one of the possible items that can be purchased is the Pulse Bow. He also uses it to shoot down enemies.
  • Katanas Are Just Better: One of the possible items that can be bought. It's also one of the few pre-hardmode swords with autoswing and has a respectable attack range, so at least early on, they really are better.
  • Killer Yo-Yo: Has a random chance of selling One Drop's Code 1 yo-yo or the Code 2 when in hardmode, he can also sell two of the counterweights that the Skeleton Merchant does not.
  • Revolvers Are Just Better: A possible item he can sell after a Shadow Orb or Crimson Heart has been smashed.
  • The Gunslinger: Attacks enemies with his Revolver when threatened pre-hardmode.
  • Nice Hat: Wears a blue hat with a feather in it, which he sometimes drops when killed.
  • The Straight and Arrow Path: When Hardmode comes along, he switches out his Revolver for a Pulse Bow to attack enemies with.

    Skeleton Merchant 
https://static.tvtropes.org/pmwiki/pub/images/npc_0028_skeleton_merchant.png
You would not believe some of the things people throw at me... Wanna buy some of it?
Most skeletons are out for blood, but not the Skeleton Merchant. He just wants to sell supplies, such as rare torches and yo-yo gear.
Introduced in 1.3, the Skeleton Merchant has a random chance of spawning underground. Like the Traveling Merchant, he will not move into a home and will wander around the caverns. He carries a list of goods dependent on current time and moonphase.
  • Ballistic Bone: He throws bones at enemies when threatened.
  • Cruel and Unusual Death: One of his lines implies that he died by being caught by underground spiders, and they feasted on him until there was nothing left except bones. Oh, and he remembers it completely.
  • Dem Bones: He's a skeleton, albeit a friendly one.
  • Dungeon Shop: He's a merchant that tends to spawn when you're spelunking in monster-filled caverns.
  • Glove Slap: During a Hardmode Blood Moon, he carries a glove on a stick, while its damage is mediocre, it has knockback on par with weapons like the Paladin's Hammer and Golem Fist.
  • Killer Yo-Yo: He can sell the various yo-yo Counterweights that send out a tiny, orbiting counterweight upon attacking an enemy and during Hardmode, he not only can sell two unique yo-yos but also the Yoyo Glove that allows the equivalent of Dual Wielding two of the same yo-yo at once.
  • Metal Slime: A non-enemy version. He only spawns rarely in the Cavern layer, and unlike most other NPCs, his presence is not shown by an announcement nor can he be detected by a Lifeform Analyzer. Furthermore, some of his items are only available at very specific times, meaning that you'll need to get very lucky at the right time to get, say, a Magic Lantern.
  • My Species Doth Protest Too Much: Unlike other skeletons, the Skeleton Merchant doesn't show any hostility to the player. All he wants is to sell his stuff.
  • Nice Hat: Wears a large black hat.
  • Snake Oil Salesman: Referenced in one of his quotes
"There's no illness or condition that can't be cured by some of my Slime Oil! Trust me, it works, just look at my lively figure!"
  • Shout-Out: Several of his names are shout outs to other skeleton or advertiser characters.

    Critters 
https://static.tvtropes.org/pmwiki/pub/images/npc_0029_critters.png
From left to right, row to row: Squirrel, Bunny, Monarch Butterfly, Bird, Duck, Penguin, Goldfish, Blue Fairy
Critters spawn in certain environments and are completely harmless and all of them can be caught using the bug net sold by the Merchant and put into bottles or Terrariums. These include birds, cardinals, blue jays, ducks, mallards, owls, grebes, seagulls, bunnies, squirrels, turtles, fireflies, butterflies, ladybugs, goldfish, pupfish, dolphins, seahorses, sea turtles, fairies, worms, grasshoppers, dragonflies, water striders, mice, rats, maggots, snails, scorpions, black scorpions, penguins, frogs, buggies, sluggies, grubbies, jungle turtles, lightning bugs, glowing snails and truffle worms. There is also lavaflies, magma snails and hell butterflies in the Underworld, which cannot be caught with a normal bug net and are required if you wish to fish in lava without the Hotline Fishing Hook.
  • Animalistic Abomination: The Corrupted forms of penguins, goldfish, and bunnies. Considering that the Corruption has a reputation for spawning minor Eldritch Abominations, this comes part and parcel. Their crimtane versions in Crimson worlds are even worse.
  • Bunnies for Cuteness: Bunnies spawn at random and you can even catch one to put into a terrarium to keep. Although they become less cute during Blood Moons.
  • Captain Obvious: Fairies might lead you to treasure chests you've already been to, as long as there's still something left in them.
  • Everything's Better with Penguins: In the snow biome, unless it's a Blood Moon then you should run...
  • Fairy Companion: If a fairy comes to you, they can show you treasure if you follow their lead. Once they take you to where they want you, they disappear.
  • Gold Makes Everything Shiny: 1.3 brought about gold versions of many critters, which are very rare and worth 10 gold coins each. If they're bait critters then they have 50% bait power. 1.4 also included gemstone versions of bunnies and squirrels in the Cavern layer that spawn if you have enough NPCs for a village.
  • Killer Rabbit: During a Blood Moon, Bunnies, Goldfish and Penguins become Corrupted/Crimtane versions of themselves. They're still as small, but far more lethal.
  • Metal Slime: Truffle worms, they burrow away the moment you get too close and spawn rarely. 1.3 introduces gold variants of various critters, which still have the paper-thin durability of regular critters. If you manage to catch them, golden critters net you a handsome 10 gold when sold off. The truffle worm, however, is used for summoning Duke Fishron.
  • No-Sell: Unlike other critters, dolphins and sea turtles cannot be caught with a bug net.
  • Number of the Beast: The Truffle Worm's bait power is 666%.
  • One-Hit Point Wonder: Although they actually have 5 HP, they have zero defense and literally any attack will instantly kill them unless it was a weak starting weapon such as the Wooden Hammer.
  • Tailfin Walking: When it rains, goldfish shuffle about on land on their tails.
  • Underground Monkey: In a literal case, you can find bejeweled versions of bunnies and squirrels in the Underground level.

Minions

    In general 
With the right equipment, Players can summon several different minions to aid them in combat. They are crucial to the Summoner class set up, and a small yet helpful addition to the others. All of them are summoned from magic staffs.
  • Anti-Frustration Features: Zigzagged. If the player is separated from the minions and moves too far away from them, they will spawn/fly over to the players location. . . Most of the time. If the minions in question can't pass through walls and are still on screen, they won't be able to get beside the player unless they are re-summoned. Thankfully re-summoning them is quick and needs little mp.
  • Arbitrary Headcount Limit: Without certain gear or buffs, a player can only have one minion active at a time. The highest cap is 11 on computer, and 9 on mobile and console versions. Some armor sets meant for summoning minions will grant an increase in minion damage rather than an increase in the minion cap.
  • Evil Counterpart: Inverted. Most of the minions are loyal ally versions of enemies the players fight, and likely encounter first. On a more meta level, the Minions were not originally in the game when it first came out, and started being added in later updates.
  • Friendly Fireproof: The Minions attacks cannot hurt the player, and the player's attacks cannot hurt the minions.
  • Gameplay Ally Immortality: None of the minions can take damage or die, but will de-spawn if dismissed, or the player dies.
  • Leeroy Jenkins: They will rush off to fight any enemies they can get to, regardless of wether or not the player is actually fighting them. None can get hurt, so it works out well.
  • Loyal Animal Companion: All of them are loyal minions for whomever summons them, though only a handful of them are actual animals.
  • Summon Magic: All of the minions are summoned from magic staffs. The minions damage is based on the stats of the equipment used to summon them.
  • You and What Army?: The achievement for having nine minions at once is called this.

    Baby Finch 
https://static.tvtropes.org/pmwiki/pub/images/minion_0018_finch.png
The weakest and easiest to acquire minion in the game, the baby finch is summoned from a finch staff, found in living wood chests and given to new Journey Mode characters. When not attacking enemies, it nests atop the player's head.
  • Killer Rabbit: Downplayed. While it is the weakest minion, it's still a small baby bird capable of killing zombies.
  • Starter Equipment: Journey Mode characters start with one, giving them a jump-start in exploration protection.

    Baby Slime 
https://static.tvtropes.org/pmwiki/pub/images/minion_0017_baby_slime_minion.png
One of the easiest minions to get but also the most time consuming, the baby slime is summoned from the Slime Staff, which is a Rare Random Drop from slimes. It is one of the five pre-hard mode minions, and the second-weakest minion in the game.
  • Black Bead Eyes: Has these.
  • Blob Monster: A tiny slime.
  • Blush Stickers: Has these to make it look cuter and younger.
  • Death of a Thousand Cuts: As the second-weakest minion, fighting just about anything stronger than a zombie goes like this.
  • Evil Counterpart: Inverted. The first slimes encountered by players are enemies, while baby slimes are loyal to the player who summons them.
  • Improbable Infant Survival: Is a baby slime that, like other minions, cannot die.
  • Rare Random Drop: The Slime staff that summons it has the lowest drop rate of any item dropped by an enemy. In normal mode, The lowest drop rate is 1/10000 (0.01%), while it's "best" drop rate is marginally better, at 1/100 (1%), but the latter only applies to Pinky. By the time a player obtains one, they probably have the means to get the Hornet staff, or even the Imp staff instead, making the Slime staff and the Baby slime by extension more of a Bragging Rights Reward.
  • Ridiculously Cute Critter: Is tiny, with Blush Stickers, beady little eyes,and a pacifier.

    Vampire Frog 
https://static.tvtropes.org/pmwiki/pub/images/minion_0016_vampire_frog_minion.png
The vampire frog is summoned with the Vampire Frog Staff, which is dropped by Zombie Mermen and Wandering Eye Fish during a blood moon. It is a red frog that hops along the ground, attacking enemies with its tongue.

    Hornet 
https://static.tvtropes.org/pmwiki/pub/images/minion_0013_hornet_minion.png
One of the five pre-hard mode minions. A hornet that is summoned from the Hornet Staff, which requires materials dropped by the Queen Bee to craft.

    Imp 
https://static.tvtropes.org/pmwiki/pub/images/minion_0000_flying_imp.png
The strongest, and usually last minion pre-Hardmode. Summoned from an Imp Staff the player must craft from hellstone bars at an anvil.
  • Evil Counterpart: Inverted. The first imps encountered by the players are enemies, while the summoned ones are loyal to the player who summons them.
  • Good Wings, Evil Wings: They have bat like/devil wings on their backs which they use to fly, but they only attack their summoners enemies.
  • Playing with Fire: Attacks enemies with fire balls.
  • Reality Ensues: Water puts out their fireballs on contact.
  • Secret A.I. Moves: Played with. Enemy Imps have the ability to teleport, but player summoned Imps lack this ability. Instead, player summoned Imps have wings and can fly, an ability enemy Imps lack.
  • Sequence Breaking: Prior to the 1.4 Journey's End update, it was possible to skip over the other pre-hardmode summon weapons by fishing up a Reaver Shark (a pre-hardmode pickaxe that was able to mine hellstone before the 1.4 update) and using it to mine the hellstone needed to craft the Imp Staff.
  • Standard Status Effect: It's fireballs inflict the "On fire!" Debuff on enemies.
  • Weaksauce Weakness: Is the best pre-hard mode minion- unless water is involved. Its fireballs are extinguished the moment they come in contact with water, making Imps useless for underwater combat.

    Enchanted Dagger 
https://static.tvtropes.org/pmwiki/pub/images/minion_0001_enchanted_dagger_projectile.png
Summoned by the Blade Staff, a rare drop from the Hallow's Enchanted Sword enemies, the enchanted daggers resemble the flying knife weapon dropped by Hallowed Mimics. They deal very little damage, but attack quickly and ignore a portion of enemy armor.
  • Armor-Piercing Attack: They ignore most of an enemy's armor, compensating for their low base damage.
  • Death by a Thousand Cuts: The tooltip for the buff you get when they're summoned says this. It's also present in gameplay due to their low base damage and high attack speed.
  • Flying Weapon: A flying dagger that hovers over the player's head and shoots away at high speed to slash away at any nearby enemies.

    Spider 
https://static.tvtropes.org/pmwiki/pub/images/minion_0005_spider_minion.png
The three variants from left to right: Jumper, Venom, and Dangerous spider.
The weakest Hardmode minions, but the easiest to obtain, Spiders are summoned from the Spider staff, which is crafted from 16 spider fangs at an anvil and above.
  • Big Creepy-Crawlies: Spiders that are about as big as the player character's head.
  • Loyal Animal Companion: Is a Spider that is loyal to the player who summons it.
  • Palette Swap: Has three possible sprites with minor differences.
  • Spider Swarm: Invoked if the player summons more than one.
  • Standard Status Effect: Inflicts the "Venom"note  debuff on enemies.
  • Wall Crawl: Spiders can climb background walls.
  • Zerg Rush: Each spider only takes up 3/4 of a minion slot, allowing you to squeeze in more minions than with other summoning items.

    Sanguine Bat 
https://static.tvtropes.org/pmwiki/pub/images/minion_0003_sanguine_bat_minion.png
The sanguine bat appears to be a strange, bat made entirely of red light. It is summoned with the Sanguine Staff, which is dropped by the Dreadnautilus.
  • Dark Is Not Evil: Despite being a very strange creature with connections to the blood moon, it's as loyal and helpful as any other minion.

    Twins 
https://static.tvtropes.org/pmwiki/pub/images/minion_0004_twins_minion.png
Left: Spazmamini, Right: Retinamini
Smaller versions of The Twins in their second form, called Spazmamini and Retinamini, respectively, are summoned from the Optic staff, which requires souls of sight obtained from defeating The Twins as one of the crafting materials.
  • Eye Beams: Retinamini fires these.
  • Fun Size: Essentially tiny versions of the Twins, and are allies instead of enemies.
  • Good Counterpart: To Retinazer and Spazmatism, being miniature versions of them.
  • One Steve Limit: Downplayed. To lessen confusion between these minions and The Twins, they are just referred to by the Optic staff as "Twins".More 
  • Short-Range Guy, Long-Range Guy: Like The Twins. Retinamini fires Eyebeams, while Spazmamini charges enemies.
  • Zerg Rush: Both do 30 base damage (only 4 more than a Spider), but each pair of Retinamini and Spazmamini count as one minion, meaning that a fully geared and buffed player can have 18 or 22 at once, depending on what version they are playing.

    Pirate 
https://static.tvtropes.org/pmwiki/pub/images/minion_0006_pirate_minion.png
Small Pirate minions summoned by the Pirate staff, a Rare Random Drop from enemies in the Pirate Invasion event.

    Pygmy 
https://static.tvtropes.org/pmwiki/pub/images/minion_0002_pygmy_4.png
Pygmy minions that are summoned from the Pygmy Staff, which is one of the items Plantera might drop upon defeat.
  • Javelin Thrower: They fight with throwing spears.
  • Palette Swap: Has four possible sprites with minor differences, mainly the colours on their faces. They are: Blue, red, yellow/orange, and purple.
  • Poisoned Weapons: Their spears can inflict Poison and Venom on enemies.
  • Required Party Member: The Pygmy Staff must be in the players inventory when talking with the Witch Doctor in order to buy the Tiki armor, Pygmy Necklace, and Hercules beetle.
  • Shout-Out: The four different Pygmy sprites have colours on their faces that match up with the masks worn by the Ninja Turtles.
  • Sky Surfing: They can fly by riding on their spears if they need to catch up to the player.

    Desert Tiger 
https://static.tvtropes.org/pmwiki/pub/images/minion_0007_desert_tiger.png
The three stages the tiger can become
A white tiger that is summoned with the Desert Tiger Staff found in the dungeon's desert chest. Instead of summoning more tigers, each use of the Desert Tiger Staff will increase its damage and alter its appearance. The tiger will appear as a baby if the staff is used 1 to 3 times, an adult if it is used 4 to 6 times and an armored adult if it is used 7 to 9 times.

    UFO 
https://static.tvtropes.org/pmwiki/pub/images/minion_0010_ufo_minion.png
A small flying saucer minion summoned by the Xeno Staff, which is one of the possible drops from the Martian Saucer during the Martian Madness event. It is currently only in the desktop version.

    Raven 
https://static.tvtropes.org/pmwiki/pub/images/minion_0008_raven_minion.png
Ravens that are summoned from the Raven Staff, a rare drop from the Pumpking during the Pumpkin moon event.

    Terraprisma 
https://static.tvtropes.org/pmwiki/pub/images/minion_0012_terraprisma_projectile.png
A glowing, multicolored, flying sword that is summoned by the Terraprisma, a weapon dropped by the Empress of Light if she is defeated during the day.
  • Bragging Rights Reward: While it is a very powerful summon weapon, it can only be obtained by defeating the Bullet Hell that is the Empress of Light during a time when she is capable of killing any player instantly, so anyone who gets it is probably skilled and well-equipped enough to beat the game without it.
  • Flying Weapon: They normally hover behind the player until an enemy gets too close, at which point they shoot off and slice the foe to ribbons.
  • Infinity +1 Sword: The Terraprisma possesses the highest base damage of any minion in addition to having very fast and precise attacks, even beating the Stardust Dragon in consistent single-target damage. That said, it does fight the spot for strongest summon as the Dragon can still crank out big numbers at max length.
  • Odd Name Out: The Terraprisma is the only minion-summoning weapon that does not have "staff" in its name.

    Sharknado 
https://static.tvtropes.org/pmwiki/pub/images/minion_0009_sharknado.png
Sharknados (small tornadoes that fire sharks) summoned from the Tempest Staff dropped by Duke Fishron.

    Deadly Sphere 
https://static.tvtropes.org/pmwiki/pub/images/minion_0015_deadly_sphere_7.png
A minion summoned with the Deadly Sphere Staff which is a rare drop from Deadly Spheres during the Solar Eclipse event.
  • Palette Swap: After it attacks three times, its sprite changes, to one of four sprites, two of which are the exact same except for the colours on their protrusions.
  • Shout-Out: To the 1979 film Phantasm, and one of the possible sprites for it looks a lot like a TIE Advanced from the front.

    Stardust Dragon 
https://static.tvtropes.org/pmwiki/pub/images/minion_0014_stardust_dragon_minion_1_summon.png
"Who needs a horde of minions when you have a giant dragon?"

A dragon summoned from the Stardust Dragon Staff, which is crafted from 18 Stardust fragments. Instead of summoning more dragons, each use of the Stardust Dragon Staff will increase its length and damage.


  • Achilles' Heel: It's a powerful minion, but it's still just one minion, and is thus relatively ineffective against hordes of enemies as it can't be everywhere at once.
  • Awesome, but Impractical: In multiplayer. Due to how the hit detection works any target the dragon is currently attacking is nearly immune to all other forms of damage, this includes most bosses. If you are solo and not planning on fighting at all yourself then it is by far the strongest minion, but if you have teammates or are attacking with other weapons the dragon will completely invalidate most of the other hits. This makes the Cells more suited to summoners who have other forms of damage output. The other problem is its floaty movement, making speedier bosses harder to kill because it can't keep up.
  • Energy Being: It's less of a Dragon and more of a Dragon-shaped mass of eldritch energy.
  • Good Counterpart: The Stardust Dragon operates like a player friendly version of a Wyvern.
  • Infinity -1 Sword / Infinity +1 Sword: A single summon Stardust Dragon has a base attack of 40 while the Stardust Cell does 60. On paper, the Cell does more damage than a one-segmented Dragon. In practice, a single max length Stardust Dragon, however, is more than capable of shredding through bosses with ease than a single Cell.note . Its killing potential is contested with the Terraprisma, which has a higher base power and can stay fixated on enemies easier, but doesn't strike as rapidly as the Dragon can due to how the latter behaves in combat.
  • Lightning Bruiser: When it's on the attack, it moves faster than the player.
  • One-Man Army: Invoked. The Stardust Dragon at full power tears enemies, both mooks and bosses alike, to shreds.
  • Our Dragons Are Different: Appears to be based on a blue and yellow Chinese Dragon without legs, and it attacks enemies by flying through them instead of using some kind of Breath Weapon. It also gets longer as the player summons it more.
  • Power Floats: How it flies, gliding effortlessly around.
  • Power Glows: As it moves, it leaves behind a small trail of blue sparkles that provide some temporary light.
  • Ramming Always Works: Despite being a dragon, it has more in common with the Wyvern than Betsy, as it will instead charge and ram into and through it's targets. Although it doesn't make it any less lethal.
  • Segmented Serpent: Instead of spawning another copy of it, using it instead makes it longer by adding more segments.
  • Shamu Fu: Despite being a dragon, it closely resembles a shark as well.

    Stardust Cell 
https://static.tvtropes.org/pmwiki/pub/images/minion_0011_stardust_cell.png
"Cultivate the most beautiful cellular infection"
A minion summoned with the Stardust Cell Staff, crafted from 18 Stardust Fragments.
  • Boring, but Practical: The Cells are just balls of light that float around and shoot smaller balls of light at things. However, their ranged attacks are very fast and track targets, they teleport into attack range instantly, and their attacks cause a very powerful Do T effect. They might not look like much compared to the Dragon, but are easily its equal.
  • Damage Over Time: The Stardust Cell fires "mini cells" that latch onto enemies and damage them for 30 "ticks".
  • Flash Step: Will do this to get closer to enemies out of range.
  • Good Counterpart: It's essentially a good version of the Star Cell enemies fought at the Stardust Pillar.
  • Homing Projectile: Its mini cells.
  • Infinity -1 Sword / Infinity +1 Sword: Is the second-strongest individual minion due to its base damage of 60, while the Stardust Dragon has a base damage of 40, but will increase in attack power and length with each use of the Stardust Dragon Staff making it stronger than the Stardust Cell. Unlike the Stardust Dragon, multiple Stardust Cells can be summoned, giving it an edge in crowd control.
  • Personal Space Invader: The mini cells that the cells fire attach onto enemies and deal constant damage to them.
  • Power Floats: Stardust Cells float around.
  • Tele-Frag: They teleport on top of any target that is out of their immediate range which causes impact damage. This can easily kill most non-boss targets instantly. They occasionally use this ability rapid fire provided each target dies on contact.

Bosses

    King Slime 
https://static.tvtropes.org/pmwiki/pub/images/king_slime.png
"The lord of all things slimy."
Slimes normally aren't intelligent, but occasionally they merge together to become a powerful force to swallow all things.
King Slime is a Giant Slime with a crown. It is a side boss that can be fought at any time but doesn't count for progression of the first act of Pre-Hardmode.
  • Ambiguous Situation: The ninja's significance to King Slime. While it may be a very recent victim, the fact that they don't show signs of being digested, as well as the repeated prominence of the Ninja in the trophy and achievement artwork implies they may be a symbiotic entity.
  • And Your Reward Is Clothes: You beat it? Enjoy your random part(s) of the ninja costume and possibly the boss mask. Not so bad since 1.2.4 as it now drops the Slime Hook, the Slime Gun and a Slimy Saddle that you can get a Slime mount. Then 1.3 improves the drops even more by making the Ninja costume into functional armor that improves Throwing weapons.
  • Asteroids Monster: It will eschew normal slimes from itself as it takes damage.
  • Blob Monster: It's a giant Slime.
  • Cool Crown: Now wears one after the 1.3 update, making it look very similar to King Slime from Dragon Quest.
  • Flunky Boss: Spawns blue slimes as it takes damage. On Expert, it can also spawn spiked blue slimes.
  • Harmless Enemy: In Expert Mode, it drops a Royal Gel that, when equipped, turns almost all slimes into these by making them passive.
  • King Mook: Basically a bigger, stronger version of the blue Slime. After the 1.3 update he even has a crown, and also appears as the boss of a Slime Rain.
  • Shout-Out: To Ninja Gaiden with the ninja floating inside it, being a reference to a boss of the same one you fight.
  • Shows Damage: It gets smaller as its health gets lower. Justified as it starts losing mass as it takes damage, as shown by the blue slimes it releases when taking enough damage.
  • Skippable Boss: It's entirely possible to never fight this boss. The triggering events are avoidable and it isn't tied to game progression.
  • Spike Shooter: Not King Slime itself, but the Spiked Blue Slimes it spawns on Expert can fire spikes at the player.
  • Teleportation: Will now dissolve and reform on the player if it happens to get stuck or manages to escape it for a while, so it cannot be trapped or outran anymore.
  • Time-Limit Boss: One of the very few bosses in the game that doesn't do this.

    The Eye of Cthulhu 
https://static.tvtropes.org/pmwiki/pub/images/eye_of_cthulhu.png
"You feel an evil presence watching you..."
A piece of Cthulhu ripped from his body centuries ago in a bloody war. It wanders the night seeking its host body… and revenge!
Cthulhu's disembodied eyeball. It's very likely to be the first boss fought, unless players set sight on the weaker King Slime first.
  • The Berserker: In Expert Mode, when the Eye of Cthulhu is brought to low health, it will supplement its regular charges with an extremely fast zig-zagging charge. The lower its health, the more it does this; when on the verge of death, it will continuously make mad dashes in your general direction.
  • Early-Bird Boss: After the player has satisfied a few relatively easy-to-meet conditions, the Eye of Cthulhu may simply decide to show up one night and start attacking, even if it hasn't been summoned. While it's still within reason to defeat it, it's also just as likely that the player lacks the equipment or skill necessary to fend it off.
  • Eldritch Abomination: Well, at least the eye of one.
  • Final Boss Preview: For both Ocram, which shares its attack pattern, and the Moon Lord, who spawns True Eyes of Cthulhu.
  • Flunky Boss: For the first phase, it shoots weaker and smaller Demon Eyes called Servants of Cthulhu at you.
  • Giant Eye of Doom: The first major Lovecraftian horror most players with find themselves against, and once it loses enough health it ditches its iris for a horrifying and toothy mouth. With its speedy charge, it can easily outmatch an unprepared player.
  • Guest Fighter: Also appears as a boss in Dungeon Defenders 2 as part of its crossover with Terraria.
  • King Mook: A bigger, badder version of the common Demon Eye enemy.
  • Time-Limit Boss: It will run away if you do not defeat it by dawn.
  • Turns Red: Once at half health, it spins in a circle, releasing a small swarm of Demon Eyes and gaining a giant mouth where its iris was. In this state, it no longer shoots Demon Eyes but charges more aggressively. The 1.3 Big Update adds a new attack to the Eye's arsenal in Expert Mode, granting it a powerful and even faster berserker charge that it uses in proportion to how much damage it's taken.
  • Warm-Up Boss: Eye of Cthulhu is the first progression-related boss in the game, and has relatively low health and a predictable pattern. As such, it serves to introduce the player to bosses in the game.
  • Wake-Up Call Boss: For those who faced the King Slime earlier than anticipated.
    • It also serves this role in Expert Mode, demonstrating that bosses have become much stronger than they were in normal mode. Its movement is upgraded to nearly match The Twins' ability to track the player's position, it releases a large swarm of lesser eyes transitioning into its second phase, and the new Desperation Attack it uses makes it extremely difficult for early-game characters to both hit and dodge the Eye of Cthulhu when it's on its last legs.

    The Eater of Worlds 
https://static.tvtropes.org/pmwiki/pub/images/eater_of_worlds.png
"Screams echo around you..."
Conceived from the bottomless malice of the Corruption, this mighty abyssal worm tunnels wildly to devour all in its path.
A giant-sized Devourer. It typically takes the Brain of Cthulhu's place as the second major boss in worlds afflicted with the Corruption.
  • Asteroids Monster: If you destroy a segment that would leave two intact segments ahead or behind it, the detached segments will become a separate worm that must also be destroyed. At a bare minimum, you have to kill at least half of the Eater of Worlds to kill it permanently.
  • Eldritch Abomination: A gigantic mutant worm with eyes all around it's body that heralds from the Corruption. If lore is any indication, it's entirely possible that the Eater of Worlds isn't a worm so much as Cthulhu's intestines.
  • King Mook: To the Eaters of Souls and Devourers in the Corruption.
  • Open-Ended Boss Battle: It (along with the Brain of Cthulhu) doesn't actually need to be defeated in order to progress the game: in addition to its main reward of Shadow Scales dropped upon death, each of its individual segments also have a chance of dropping a few, more than enough to collect the six required to forge the Nightmare Pickaxe, at which point you can flee the battle or die (on anything other than Hardcore) without having to worry about finishing the job.
  • Sand Worm: Well, Corruption Worm. Plays this straight if summoned in a Corrupted desert.
  • Super Spit: The Expert Mode version of the Eater of Worlds possesses the ability to shoot Vile Spit like a Corruptor on LSD.
  • Segmented Serpent: Each of its segments is its own entity with its own health bar, and are capable of acting as independent worms so long as two segments are connected.
  • Skippable Boss: If you can fish up the Reaver Shark, you can skip the Eater of Worlds. It'll be a bit harder to mine Hellstone with inferior armor, but not insurmountable (unless you farm Eater of Souls instead for the Ancient variety of Shadow Armor).
    • Averted as of Journey's End, where the Reaver Shark has been nerfed and the Nightmare Pickaxe and its counterpart are now required to mine Hellstone, meaning you will have to face the Eater of Worlds at least once to progress (even if you don't necessarily have to beat it, as seen above).

    Brain of Cthulhu 
https://static.tvtropes.org/pmwiki/pub/images/brain_of_cthulhu.png
"A horrible chill goes down your spine..."
A piece of Cthulhu torn asunder, this vile mastermind pulses with agony and aids the Crimson to an attempt to avenge its master.
Cthulhu's brain. It typically takes the Eater of World's place as the second major boss in worlds afflicted with the Crimson.
  • Bizarre Alien Biology: It has a heart inside of it. With an eye on it.
  • Brain Monster: A giant, monstrous brain which attacks you in the Crimson should you smash too many Crimson hearts or use a bloody spine to summon it.
  • Doppelgänger Spin: On Expert, during the second half of the fight. Each time it teleports, it produces three translucent, harmless fake images of itself that also converge on you. As its health gets lower, these images become less transparent, making it harder to distinguish the real one.
  • Eldritch Abomination: Again, at least the brain of one.
  • Flunky Boss: Much like the Eye of Cthulhu, it summons eyeball-like minions to attack you. Unlike the Eye of Cthulhu, these must be destroyed if you want to hurt the Brain itself.
  • Open-Ended Boss Battle: It (along with the Eater of Worlds) doesn't actually need to be defeated in order to progress the game: in addition to its main reward of Tissue Samples dropped upon death, every Creeper it spawns also has a chance of dropping a few, more than enough to collect the six required to forge the Deathbringer Pickaxe, at which point you can flee the battle or die (on anything other than Hardcore) without having to worry about finishing the job.
  • Skippable Boss: If you can fish up the Reaver Shark, you can skip the Brain of Cthulhu. It'll be certainly a bit harder to mine Hellstone with inferior armor, but not insurmountable.
    • Averted as of Journey's End, where the Reaver Shark has been nerfed and the Deathbringer Pickaxe and its counterpart are now required to mine Hellstone, meaning you will have to face the Brain of Cthulhu at least once to progress (even if you don't necessarily have to beat it, as seen above).
  • Standard Status Effects: On Expert, any Collision Damage with the eyeballs or the Brain can cause the Confused, Poison, Bleeding, Darkness, Broken Armor, or Weak status effects.
  • Suspiciously Similar Substitute: Due to being a floating brain-like enemy that attacks you with eyeball-like minions, the Brain of Cthulhu is possibly the closest thing the PC version has to Ocram.
  • Teleport Spam: In the second half of the fight.
  • Villain Team-Up: According to its Bestiary description, the Brain is not directly related to the Crimson, but simply formed an alliance with it; It defends the Crimson's hearts and aids in its spread to avenge its originator's defeat.
  • Weaponized Teleportation: The Brain's main attack is to teleport right on top of the player. To compensate for this, it's also the only boss that is susceptible to knockback.

    Queen Bee 
https://static.tvtropes.org/pmwiki/pub/images/queen_bee_2.png
"The matriarch of jungle hives..."
This highly aggressive monstrosity responds violently when her larva is disturbed, the honey-laden hives are her home turf.
A giant queen bee. Her larvae spawn inside bee hives and can be fought if broken. She's a sideboss and can be fought at any time although again like the King Slime, she doesn't count towards progression of Pre-Hardmode.
  • Bee Afraid: You stumble into a hive, with not many monsters inside unless you start digging into the walls. Then you attack the larva... and a gigantic bee attacks you furiously in retaliation.
  • Bee Bee Gun: Can send out smaller bees to attack you. When beaten, all the weapons received from her will spawn homing bees to attack the enemy. The Hive Pack that she drops on Expert Mode will strengthen half of said bees as well.
  • Beware My Stinger Tail: Like the Hornets, she can fire out venomous stingers that poison the player.
  • Big Creepy-Crawlies: The largest insectoid enemy in the gamenote .
  • Berserk Button: Killing the Bee Larva in any of the bee hives will summon her.
  • Boss Arena Recovery: Due to how the Queen Bee is summoned, you'll probably be fighting her inside a beehive, the bottom of which is lined with honey that you can take a dip in to recover health over time.
  • Flunky Boss: One of her attacks is to release a swarm of tiny bees that follow you relentlessly.
  • Glass Cannon: The bees she spawns have very little health, but they pack quite a wallop.
  • Insect Queen: It's right there in the name.
  • King Mook: A Queen Mook towards the Hornet enemies.
  • Mama Bear: Kill her larva and she'll awaken and attack you in retaliation.
  • Ramming Always Works: One of her attacks. She's able to fire out bees and stingers, but will also charge the player.
  • Skippable Boss: Like the King Slime, there's no particular need to fight the Queen Bee unless you want her loot.
  • Spam Attack: In Expert, her attacks get faster she nears death. This can lead to her chaining up charge attacks, or releasing swarms of bees followed by machine gun-like stinger barrages.
  • Standard Status Effects: Can poison you with her stingers.
  • Time-Limit Boss: Averted, unlike many other bosses in the game.
  • Turns Red: Only on Expert. Her attack pattern gets faster and more frequent as she loses health. In addition, her defense gradually increases as she takes damage on Expert, culminating in more than double her defense at critical health.

    Skeletron 
https://static.tvtropes.org/pmwiki/pub/images/skeletron_head.png
"The cursed guardian of the dungeon..."
The disembodied bones of a former tyrant pulsed with a hatred so strong, it left behind a mighty curse which guards the dungeon.
A giant floating skull and arms that is summoned by talking to the old man at the entrance of a dungeon at night.
  • Cognizant Limbs: Both his hands. It's recommended to destroy them first, as they are his main means of attack. It's almost required to kill them first in Expert, because his head will have 100 defense until you do.
  • Cycle of Hurting: On Expert, his spinning move upgrades once both arms are destroyed, becoming faster so he can stick to your character for continuous, huge Collision Damage.
  • Dem Bones: It's a floating skull with disembodied skeletal arms.
  • Dungeon Bypass: Very strongly averted. Try to tunnel past Skeletron and you'll be killed by the Dungeon Guardian, a Nigh-Invulnerable Beef Gate meant to punish such an attempted bypass. Even if you decide not to enter the dungeon at all, he is still required to be defeated if you want the cultists to appear and trigger the Lunar Events.
  • Everything's Better with Spinning: For the player, anyway. His defense drops when his head is spinning.
  • Homing Projectile: In Expert, he fires homing skulls a la the Book of Skulls once you've destroyed one of his hands.
  • NameTron: It's named Skeletron, although it's not a robot or machine at all.
  • Time-Limit Boss: It will kill you if you do not defeat it by dawn.
  • Turns Red: At dawn, it transforms into the Dungeon Guardian and will One-Hit Kill you. In Expert, once his hands are destroyed, he begins firing skulls at the player while also upgrading his spinning attack to perform a Cycle of Hurting.
  • Undead Abomination: It's a giant, skeletal monster that, according to the lore, is made of a part of Cthulhu's skeleton itself.

    Dungeon Guardian 
A lethal sentry that stands watch over the Dungeon's gates. Those who are deemed unworthy to enter shall not pass!
A special version of Skeletron meant to keep you out of the dungeon until you've defeated Skeletron proper, introduced to fix a loophole in which the Skeletron Heads that once held its role in earlier versions could accidentally grant access to the dungeon if killed. Delving too deep (below 0 depth, specifically) will summon this nigh-invincible horror, and thusly, your doom.
  • Beef Gate: It's intended to keep you out of the dungeon until you've earned it by defeating Skeletron. If you descend below 0 depth, it spawns. Unlike most Beef Gates, however, this one will keep spawning if you try to enter the dungeon, no matter how many times you kill it.
  • Bragging Rights Reward: The Bone Key it drops when killed, which summons a mini-Skeletron pet.
  • Dem Bones: A flying skull.
  • Doppelgänger Attack: The game treats it as a normal enemy, not a boss, so it is possible for more than one to spawn. It's not uncommon for two to chase you out of the dungeon. Death is pretty much assured when this happens.
  • Everything's Better with Spinning: Constantly in this state.
  • Implacable Man: It can phase through structures and the ground so walling it up is a no-go, it will chase you across the map and won't stop coming until either it despawns (which barring an endgame mount fast enough to outpace the creature would require an absolute miracle), it hunts down and kills you, or you manage to kill it. It's immune to knockback and will shrug off everything up to and including the most powerful weapons in the game without slowing down one bit. Your only advantage over it in the end is agility.
  • The Juggernaut: Doesn't stop homing in on you, takes Scratch Damage from everything, One Hit Kills you, and is practically invulnerable to knockback.
  • Lightning Bruiser: It can fly faster than anything short of the best mount in the game, has 9999 HP and takes 1 damage from everything, and can One-Hit Kill an endgame melee tank build on contact.
  • Lord British Postulate: It originally had 9999 hp, 9999 defense and 9999 damage, aside from being very fast. Yet, many players were able to kill it, using fast shooting weapons (that would deal 1 damage per hit) and reversing gravity in order to be fast enough not to be hit. Thanks to how defense works, and the addition of armor dealing melee damage done to the player back to the attacker, as well as an item allowing a small dodge chance, this was in a few updates relatively easy, until it was patched by decreasing the guardian's attack to 1000.
  • Marathon Boss: You have to run away from it dealing Scratch Damage until its health depletes, which can take quite a long time. The absolute fastest you can kill the Guardian is in about five minutes, with the right equipment, and that's on Normal mode.
  • Nigh-Invulnerable: It has 9999 HP (which is doubled in Expert Mode) and 9999 Defense (turning all attacks into Scratch Damage), and is Immune to Flinching. It can be killed, but only with a lot of preparation.
  • One-Hit Kill: Its sole purpose of existence. With an attack that deals 1000 damage, if it catches you, you're dead.
  • Only the Worthy May Pass: Its Bestiary entry outright states it will not allow anyone deemed unworthy to pass into the dungeon.
  • Permanently Missable Content: Vanishes once Skeletron is defeated, so get your Bone Key before you open the dungeon.
  • Ramming Always Works: It will crash into you at high speed and make you explode into gibs on impact.
  • Rasputinian Death: Pretty much required to kill it. In fact, it's likely that the reason why it blinks out of existence when it finally kicks the bucket is because in the process of killing it you have to grind up the creature until nothing remains.
  • Self-Imposed Challenge: Killing it is considered a personal achievement by Terraria veterans. The devs have acknowledged this, and it now drops the aforementioned Bone Key as a reward.

    Wall of Flesh 
https://static.tvtropes.org/pmwiki/pub/images/wall_of_flesh.png
"The master and core of the world..."
Serving as the world's core and guardian, the towering demon lord exists to keep powerful ancient spirits sealed away.
The final Pre-Hardmode boss, the Wall of Flesh is summoned by tossing a guide voodoo doll into lava in the underworld.
  • Advancing Boss of Doom: It will charge at you and pursue you from one end of the world to another, there is no way to get past it, and if it is still alive by the time it is on the other end, it will crush you to death.
  • Barrier Maiden: As eldritch and frightening as it is, lore states that the Wall of Flesh is the world's guardian, holding back the spirits of light and darkness. Destroying the Wall releases the spirits to expedite the process of finding a new one, with devastating effects on the land itself.
  • Beef Gate: The Wall of Flesh will easily kill the under-prepared, to prevent them from unleashing hardmode prematurely.
  • Body Horror: As its name suggests, it's a giant wall of viscera with stringy tentacles, two enormous bulging, veiny eyes, and a gaping, protruding mouth.
  • Disc-One Final Boss: The most powerful pre-hardmode boss you face before you go into hardmode.
  • Eye Beams: It fires volleys of purple lasers at you from its eyes, and the time between shots decreases as its health gets lower until it's full-on Beam Spam.
  • Eldritch Abomination: Moreso than the other pre-hardmode bosses because it can inflict a Mind Rape on you that forces you to kill it to survive. According to a card, it's the lord of eternal nightmares. And when killed, the world gets drastically changed.
  • Flunky Boss: This game loves these bosses a lot. The Wall of Flesh has a number of flunkies called The Hungry attached to it which reach out to damage you before detaching and flying at you upon death. It can also summon burrowing Leeches.
  • Gasshole: It will periodically burp out leeches as one of its attacks.
  • Go for the Eye: While both its mouth and eyes are vulnerable, the eyes have zero defense and thus do not benefit from any Damage Reduction, making them the preferred targets.
  • Immune to Flinching: Surprisingly, no, despite being an Advancing Boss of Doom. Shooting Heart Arrows at its mouth will actually stun it for a brief while.
  • Living Structure Monster: The Wall of Flesh is Exactly What It Says on the Tin — a massive, moving wall of meat with eyes and a mouth.
  • Load-Bearing Boss: Its death infects the world with large swathes of ever-expanding Hallow and Corruption.
  • Marathon Boss: Clocks in at 8000 HP in normal mode, which is considerably higher than any other easymode boss. Even top-tier easymode weapons will take a while whittling this guy down.
  • Nintendo Hard: Either you're over-prepared or you die. There is no middle ground.
  • Shout-Out: According to Redigit, it was inspired by the Demon Wall bosses in the Final Fantasy series.
  • Supernatural Fear Inducer: It's the only enemy in the game that can inflict the "Horrified" debuff on your player, which results in death if you attempt to escape using a teleportation item like the Recall Potion or Magic Mirror. The tooltip for this debuff is "You have seen something nasty, there is no escape".
  • Time-Limit Boss: You have to defeat it before it reaches the other side of the world and kills you.
  • Turns Red: As you wear down its health, it will start gaining speed, belch up leeches more often and will shoot its Eye Beams more often. On Expert, he gains a massive burst of speed when at critical health.
  • You Will Not Evade Me: The wall will use its tongue to reel you in if you run too far from it, get behind it or try to escape the underworld conventionally. Trying to use the magic mirror to escape splatters you when you reach your spawn. This isn't as bad as it sounds for soft-core or even medium-core characters as your money/items drop at the spawn/bed that you warped to. Hard-core however...this happens.

    Queen Slime 
https://static.tvtropes.org/pmwiki/pub/images/queen_slime.png
Hallowed slimes consolidated into a haughty, crushing force adorned in dazzling crystals. She is rumored to grow wings.
A Hardmode counterpart to King Slime, summonable in the Hallow by using a Gelatin Crystal.
  • Blob Monster: Much like King Slime, Queen Slime is a giant Slime.
  • Bonus Boss: One of three bosses that aren't needed to progress the game.
  • Cool Crown: Just like King Slime, Queen Slime wears a crown on the top of her head.
  • Distaff Counterpart: To King Slime, of course. Nearly all of her loot (a set of crystalline ninja armor, a saddle that summons a winged slime mount, a method of coating others in harmless goo, and a unique grappling hook) is some sort of upgrade to King Slime's loot.
  • King Mook: Well, Queen Mook at any rate.
  • Mook Maker: Like her counterpart, Queen Slime summons Slime minions as she takes damage, bringing spiky Crystal Slimes, bubbling Bouncy Slimes, and winged Heavenly Slimes to her side as the fight progresses.
  • Pink Means Feminine: It befits her nature as both a queen and a creature of the Hallow.
  • Turns Red: At 50% health, Queen Slime sprouts feathery wings and takes to the skies, mixing up her tactics as she does so.
  • You Will Not Evade Me: Like King Slime, she can teleport. Her second phase grows wings and flies after you.

    The Twins 
https://static.tvtropes.org/pmwiki/pub/images/the_twins.png
"This is going to be a terrible night..."note 
Belonging to a pair of mechanically-recreated Eyes of Cthulhu, this one focuses its energy into firing powerful lasers. (Retinazer)
Belonging to a pair of mechanically-recreated Eyes of Cthulhu, this one chases at high speeds, exhaling cursed flames. (Spazmatism)
A mechanical version of the Eye of Cthulhu, except there are two of them, Retinazer and Spazmatism.
  • Artificial Limbs: The Mechanic was forced to build them so they could serve as Cthulhu's new eyes.
  • Breath Weapon: Spazmatism will spew a constant stream of Cursed Flames in its second phase, though at least the range is limited.
  • Beam Spam: The lower Retinazer's health is in the second phase, the more it does so. At critical health it can fire as fast as a Megashark.
  • Degraded Boss: In a rare beneficial version! Players can craft an staff that lets them summon miniature stage two Twins to aid them in battle and they keep their signature breath and laser attacks. A properly geared player can have a pack of 22 of these things trailing behind them.
  • Dual Boss: The only one in the game.
  • Essence Drop: Drop Souls of Sight when the remaining one is destroyed.
  • Eye Beams: Retinazer, Retinazer, Retinazer. It gets worse the lowers its health gets. Spazmatism's fireballs in its first phase also count on a technicality.
  • Giant Eye of Doom: Two of them this time.
  • Hellfire: Spazmatism uses Cursed Flames as its ranged attacks.
  • Mechanical Abomination: The mechanical reincarnation of the Eye Of Cthulhu.
  • Punny Name: Both of their Portmanteau names are eye puns.
    • The retina is the part of the eye where light is focused, and a laser is a focused beam of light. Retinazer attacks with focused Beam Spam.
    • A 'spaz' is a person who acts chaotically and jerkily, while astigmatism is an eye problem causing blurry vision. Spazmatism jerkily charges all over the place and clouds its own vision with flames.
  • Robotic Reveal: Unlike the other mechanical bosses, these two appear to be biological until they enter their second phases.
  • Short-Range Guy, Long-Range Guy: Apparent in their second forms—Spazmatism is the Short Range, attempting to stay close to breathe cursed flames and charge the player, while Retinazer is the Long Range, attempting to stay far while firing lasers at the player.
  • Technicolor Eyes: Retinazer's iris is red, and Spazmatism's is green, appropriate for the latter since it spews green fire. Both have blue pupils.
  • Time-Limit Boss: The two will run away at dawn.
  • Turns Red: Like the Eye of Cthulhu, the Twins will enter a second form when low enough on health.
    • Spazmatism's charges become much faster and more frequent, and while it's not charging, it relentlessly pursues the player while breathing a constant stream of Cursed Flames.
    • Retinazer switches from blue lasers to more damaging red lasers, and the lower its health gets during its second phase, the faster it fires the laser cannon, until it's essentially Beam Spam.

    The Destroyer 
https://static.tvtropes.org/pmwiki/pub/images/the_destroyer_2.png
"You feel vibrations from deep below..."
A mechanical simulacrum of Cthulhu's spine decorated in laser-armed probes, which detach from its body when damaged.
A mechanical simulacrum of Cthulhu’ backbone, heavily inspired by the Eater of Worlds.
  • Achilles' Heel:
    • The Destroyer's massive, segmented body make it highly vulnerable to piercing weapons.
    • Unlike the other mechanical bosses, the Destroyer is stuck to the ground. Standing on a platform high enough in the air will make it hard for the Destroyer to even get to you, barring its lasers and Probes.
  • Animal Mecha: A giant metal worm.
  • Anti-Frustration Features: While most worm-type enemies' drops will spawn from their head segments when they die, the Destroyer's drops will instead spawn at the segment closest to the player on death, as its massive size makes it very easy to lose track of where the head was when you killed it.
  • Artificial Limbs: The Mechanic was forced to build it so it could serve as a replacement backbone for Cthulhu.
  • Attack Drone: Sends these out which pepper you with lasers. Thankfully, they drop hearts and mana stars.
  • Attack Its Weak Point: Unlike the rest of its body, the Destroyer's head has 0 defense. As it attacks by lunging at you, you'll have plenty of opportunities to strike it.
  • Beam Spam: Both its sections and probes can do this from time to time.
  • Boss Arena Recovery: Destroying the probes it sends out will get at least one heart and/or a mana star if you've been using magic weapons.
  • Collision Damage: Notably, on Expert and Master, the Destroyer's head making contact with you deals more damage than any other attack save for the Phantasmal Deathray and anything from daylight Empress of Light.
  • Composite Character: While it's mostly based on the Eater of Worlds, the eyeball-like Probes it sends out resemble the Brain of Cthulhu's Creeper minions.
  • Contractual Boss Immunity: Unlike any other enemy in the game, the Destroyer is completely immune to all debuffs.
  • Damage-Sponge Boss: Has more HP than any other non-composite entity opponent in the entire game at a whopping 80000 (120000 in Expert), but since all of its segments are individual targets vulnerable to attack, piercing and melee weapons will rack up massive amounts of damage by striking multiple segments on each pass, balancing out the extra health.
  • Energy Weapon: The aformentioned probes will start letting out a barrage of lasers should they be allowed to survive for a bit.
  • Essence Drop: Drop Souls of Might when destroyed.
  • Flunky Boss: The probes it sends out upon being hurt.
  • Sand Worm: A robot sand worm, at that.
  • Segmented Serpent: The Destroyer possesses 82 separate segments, each of which is as long as your character is tall, making it undisputably the biggest thing in the game. The player can attack multiple segments at one go, allowing them to deplete its massive HP faster. If someone has already defeated The Twins and has used their souls of sight to build a Magical Harpnote  weapon, the boss fight becomes nearly effortless.
  • Super-Persistent Predator: Unlike most bosses, the Destroyer will not despawn if you get too far away from it, and will pursue you across the world if it has to.
  • Time-Limit Boss: Runs away at dawn.

    Skeletron Prime 
https://static.tvtropes.org/pmwiki/pub/images/skeletron_prime.png
"The air is getting colder around you..."
Mechanically reconstructed for reviving Cthulhu, this Skeletron has more arms than ever before, and a variety of fierce weapons.
The mechanical version of Skeletron.
  • Artificial Limbs: The Mechanic was forced to build it so it could serve as Cthulhu's new skeleton.
  • Chainsaw Good: The Prime Saw arm.
  • Cognizant Limbs: Has four destructible limbs, each carrying a deadly weapon of its own.
  • Crippling Overspecialization: The Prime Cannon arm fires bombs which explode on contact with solid platforms. This means that a floating arena of wooden platforms makes the arm utterly incapable of causing anything other than Collision Damage. However, note that this is no longer true as of 1.4.01 onwards, meaning in Expert Mode, he can and will wreck your arena.
  • Dem Bones: Mechanical ones this time.
  • Energy Weapon: The Prime Laser arm.
  • Essence Drop: Drop Souls of Fright when destroyed.
  • Everything's Better with Spinning: Unlike Skeletron, Prime benefits from spinning as its defense actually increases instead of decreasing when it does so.
  • Evil Is Deathly Cold: The warning message that appears to indicate that it will spawn on a Hardmode night is "The air is getting colder around you," implying this trope. Downplayed in that it lacks any sort of ice or cold-themed attacks.
  • Jet Pack: While the head floats, Skeletron Prime's arms seem to move using jets of (harmless) flame.
  • Marathon Boss: With its four arms and high HP, Prime can easily drag the fight out until morning if the player's damage output is too low, and unlike the Destroyer, it isn't made up of hundreds of segments that can all be targeted.
  • Mechanical Abomination: The mechanized reincarnation of the Skeletron.
  • Multi-Armed and Dangerous: Has four arms as compared to Skeletron's two, and each arm has a different weapon to murder you with on the end.
  • NameTron: It's named Skeletron Prime. Unlike Skeletron, this one is mechanical.
  • Power Pincers: The Prime Vice arm.
  • SkeleBot 9000: It's a mechanical skull with four arms.
  • Spikes of Doom: The head grows these when spinning.
  • Throw Down the Bomblet: The Prime Cannon arm.
  • Time-Limit Boss: Like Skeletron, Prime has a Dungeon Guardian form and will kill you at dawn.

    Ocram 
https://static.tvtropes.org/pmwiki/pub/images/ocram.png
The true final boss of the old generation console version, Ocram can best be described as a flying Predator head.
  • Beam Spam: Its first form loves this. Its second form basically pumps out laser shotgun blasts at the speed of a machinegun.
  • Bullet Hell: During his second phase, he will be spraying countless laser blasts and Demon Scythes at a ridiculous speed. Not only does it do this itself, but this is also the focus of most strategies for fighting him.
  • Call-Back: Oddly enough, to the Eye of Cthulhu. His strategy is similar, his flunkies are called "Servants of Ocram" like the Eye's "Servants of Cthulhu", and they share a battle theme.
  • Dummied Out: When the old-gen console and mobile version was updated to 1.3, Ocram was removed.
  • Eldritch Abomination: Quite. His appearance is extremely otherworldly even in comparison to the likes of the Celestial Pillars and the Moon Lord.
  • Essence Drop: Drops Souls of Blight when slain, which are required to craft the end-game armors.
  • Final Boss: Confirmed to be as such by the (console version's) developers.
  • Flunky Boss: Sends out Servants of Ocram, though he has plenty of other attacks. They're fairly easy to kill if you use Crystal Bullets. However, don't mistake him for relying solely upon them.
  • Giant Space Flea from Nowhere: Has no buildup or references, not even in the item used to summon him.
  • Lightning Bruiser: He moves fast and hits HARD.
  • Nintendo Hard: He's pretty much impossible to kill without near-endgame to endgame armor.
  • Omnicidal Maniac: If you summon it too close to your house/town, it can and will kill your NPCs.
  • Sdrawkcab Name: "Ocram" is "Marco" backward, the name of Ocram's programmer.
  • Turns Red: His second form turns out his eyes, reveals a bigger eye, and also amps up the power of his Beam Spam attack while allowing him to launch Blinding Demon Scythes.

    Plantera 
https://static.tvtropes.org/pmwiki/pub/images/plantera.png
"The jungle grows restless..."
A dormant, yet powerful floral guardian awoken by the fallout of Cthulhu's destroyed machinations. Its reach spans the entire jungle.
After defeating the three Mechanical Bosses, strange pink bulbs will begin gradually growing throughout the Underground Jungle. Breaking one will awaken the giant plant-like monster, Plantera.
  • Autobots, Rock Out!: Unlike every other boss, Plantera's theme is a heavy guitar-laden piece. It also doubles as a Boss Remix of the Jungle theme!
  • Berserk Button: If you lure it out of the Underground Jungle biome, it will become more aggressive and damaging.
  • Combat Tentacles: Its invulnerable grappling hooks can deal damage, and it sprouts a bunch of smaller, destructible ones when it Turns Red. In Expert Mode, its grappling hooks sprout them too when it Turns Red!
  • Flunky Boss: The plants that it sprouts when it Turns Red.
  • Foul Flower: Its initial form is a giant, aggressive flower bud. In the second phase, it drops off its flower and becomes a full-fledged Man-Eating Plant.
  • Homing Projectile: Its second form launches Spores that will seek out and damage the nearest player.
  • Impossible Item Drop: Plantera is a particularly strange case. Whereas most bosses can also drop some sort of item or weapon, most of them are somehow based on the abilities of the boss itself (e.g. the Book of Skulls fires the same skulls that Skeletron does in Expert Mode)... but what is Plantera doing with an electric guitar?note 
  • Man-Eating Plant: Even more so than the Man Eaters you used to encounter in the jungle.
  • Pun: Of the band Pantera, especially so because of its unique boss theme.
  • Rush Boss: Plantera's HP isn't too impressive compared to the mechanical bosses, who all have higher aggregate HP than it. However, what it lacks in durability it makes up for with heavy-hitting, hard-to-dodge attacks, especially since you're going to be fighting it in the cramped Underground Jungle or else.
  • Samus Is a Girl: According to Cenx, Plantera is female.
  • Silent Antagonist: Unlike most other bestial bosses, she doesn't make the standard roar you hear upon summoning a boss.
  • Spike Balls of Doom: Spits these out in its first phase.
  • Spike Shooter: First phase uses these. The rate of its fire increases as it loses health.
  • Turns Red: At half health, the flower will drop off and sprout tentacle plants, and it'll become much faster and damaging.
  • Wake-Up Call Boss: Plantera is significantly harder than the Mechanical Bosses, and a large amount of preparation is needed to even stand a chance of killing it, especially since its bulb appears at complete random. You can't lure it above-ground without it becoming much meaner, so if you do build an arena, you have to carve it out of the Underground Jungle while under attack by the monsters there.

    Empress of Light 
https://static.tvtropes.org/pmwiki/pub/images/empress_of_light.png
"A beautiful bullet hell."
Beneath the Hallow's cleansing blanket lies a vengeful fae goddess bent on scrubbing the land of any and all impurity.
A humanoid, fairy-like boss that can be fought by killing a Prismatic Lacewing at night, a post-Plantera critter that lives in the Hallow.
  • Amazing Technicolor Population: Her skin is yellow.
  • Blue-and-Orange Morality: She believes that killing a specific Hallowed butterfly, even by accident, warrants death, yet she is nowhere to be seen when it comes to infections/invasions of the Corruption, Crimson, the Celestial Pillars, or the Moon Lord. Unless the player summons her near those biomes, events, or while fighting the Moon Lord. But by killing that same butterfly and making her fight the player instead of any of them.
  • Bonus Boss: She is completely optional and not required for progress, and like Duke Fishron, you likely have to go out of your way to summon her - although unlike Duke Fishron she can be accidentally summoned if you're unlucky. And she demands respect, too - despite being able to be summoned right after Plantera, she's so incredibly difficult and unorthodox compared to every other boss in the game that gear obtained from the Moon events, or gear obtained after Golem or even Duke Fishron is heavily encouraged to be acquired first. Yet if you do kill her, she can drop some incredibly good gear for your troubles.
  • Bullet Hell: Oh yeah. She practically floods the screen with projectiles. Cenx even described her fight as a "beautiful bullet hell" before the update's release.
  • Dynamic Entry: Appears in an aurora of rainbow-colored light. If fought at day, the aurora will be yellow instead.
  • Everything's Better with Rainbows: Well, worse for the player, but all of her attacks glow brightly are colored in every color of the rainbow. She even appears in a rainbow-colored aurora when spawning. However, if she's fought in the day, all of her rainbow-colored attacks will turn bright yellow to signify that the player is now in serious trouble.
  • The Fair Folk: She is a fae goddess who, like the rest of the Hallow, is a vicious Knight Templar with a desire to purge the land of any and all impurity.
  • Light 'em Up: She's the empress of the stuff. All of her many attacks are themed around light and rainbows, and she's vastly empowered during the day.
  • Light Is Not Good: Just like the rest of the Hallow, she is obsessed with destroying any sort of impurity. Granted, to summon her you have to kill an extremely rare butterfly, yet the bestiary entry for said butterfly explicitly describes her as a tyrant...
  • Lightning Bruiser: She has 1.4x the health of Duke Fishron, flies around the air quickly, and hits extremely hard with both projectiles and contact damage.
  • Ms. Fanservice: Her armor is revealing and due to her size her sprite is much more detailed than the NPCs or humanoid monsters.
  • No-Damage Run: Obtaining the Terraprisma requires the Empress to be defeated while doing all of the damage during the day. Because every hit is a One-Hit Kill at day, this is a given.
  • Nonstandard Character Design: Outside of the Lunatic Cultist, she's the most humanoid non-event boss, resembling the Ice Queen.
  • One-Hit Kill: Fighting her in the day causes all her attacks to deal at least 10,000 damage.
  • Physical Goddess: Is explicitly described as a goddess in the bestiary, and given just how much of a powerhouse she is even without her daytime boost, there’s not much evidence to dispute that.
  • Sinister Schnoz: According to Crowno, the game's artist, the v-shaped line on her face is not her mouth, but her nose. It's a rather pointy nose for a tyrannical ruler of the Hallow.
  • There Is No Kill Like Overkill: Fighting her in the day causes her attacks to deal at least 10,000 damage to you. You have maximum 500 HP.
  • Time-Limit Boss: Like Skeletron and Skeletron Prime before her, once the sun comes up, the Empress's attacks will kill you instantly. If summoned during the day (likely by a player looking for her Bragging Rights Reward), she will run away at dusk if somehow she and the player are both still alive by then.
  • Turns Red: Once she gets below half HP, she'll vanish momentarily, before switching her attack pattern for an improved variation and launching attacks even faster than before.
    • Like Skeletron Prime, fighting her in the sun makes her attacks nearly impossible to survive, dealing a minimum of 10,000 damage. Unlike Skeletron Prime, managing to defeat her during the day (no damage can be done at night for this to work) nets you a unique weapon, the Terraprisma.

    Golem 
https://static.tvtropes.org/pmwiki/pub/images/golem_5.png
"The stone-faced ritualistic idol of the lihzahrdian tribe..."
A remarkable display of ingenuity constructed by the Lihzahrd clan. Powered by solar energy cells, it is ready to guard the temple.
A giant animated statue. Summoned by using a Lihzarhd Power Cell on an altar found inside the jungle temple.
  • Berserk Button: If you lure him out of the Underground Jungle biome, he will become more aggressive and damaging.
  • Cognizant Limbs: His arms can be attacked and destroyed separately, though this isn't necessary to beat him.
  • Detachment Combat: When his health gets low, his head separates from his body and attacks separately, although the head cannot be damaged.
  • Eye Beams: The first phase uses these when its health gets low. The head in the second phase also uses them.
  • Fireballs: Spits out bouncing ones.
  • Golem: Duh. It's a construct created by the Lihzarhd.
  • Hyper-Destructive Bouncing Ball: The fireballs the head shoots out.
  • Losing Your Head: When he Turns Red. Justified because he's a construct. Said head is also invulnerable to damage during the second phase.
  • Outside-the-Box Tactic: The Golem used to be one of two bosses unable to pass through solid blocks, allowing a player to trap him inside and attack him from there with a wall-piercing weapon.
  • Power of the Sun: Many of the Golem's drops are associated with daytime and the sun.
  • Rocket Punch: His arms. The Golem Fist he drops allows the player to do the same.
  • Slow Laser: The Eye Beams it fires are slower than light.
  • Turns Red: Its head flies into the air and becomes invincible when its health is depleted, forcing you to attack its body directly.

    Duke Fishron 
https://static.tvtropes.org/pmwiki/pub/images/dukefishron.png
"The mutant terror of the sea"
An aquatic pigron mutation from the depths of the ocean who surfaces in search of a rare, savory type of worm.
A giant fish-pig-dragon hybrid summoned by using a Truffle Worm as fish bait in the ocean.
  • Ascended Meme: Was originally supposed to be the boss of an April Fools' Day joke, the Tidal Moon event. While the event isn't real, Duke Fishron is.
  • Berserk Button: If you lure him out of the Ocean biome, he will become more aggressive and damaging.
  • Bonus Boss: He's one the only Hardmode bosses that doesn't need to be beaten in order to fight the Moon Lord, and you need to go somewhat out of your way in order to summon him. He's also quite the Difficulty Spike compared to the other Hardmode bosses, but his drops will make the rest of the game a lot easier.
  • Bubble Gun: Spits homing bubbles at the player.
  • Bullfight Boss: While he does have other attacks, Duke Fishron's primary form of offense is charging at the player repeatedly. In his Expert Mode third phase, he will only attack by charging.
  • By the Lights of Their Eyes: His Expert Mode ability shrouds the entire area in fog while he turns invisible, and his glowing eyes is one way to detect him before he charges.
  • Desperation Attack: He gains one when he's at very low health on Expert Mode. It involves him turning the screen dark while he turns invisible before he charges you.
  • Flunky Boss: Summons Sharknadoes and Cthulhunadoes that spew out flying shark projectiles called Sharkrons.
  • Flying Seafood Special: He's a huge flying fish.
  • Glowing Eyes of Doom: When he Turns Red.
  • Homing Projectile: His bubbles and his Cthulhunado typhoon.
  • Immune to Flinching: Duke Fishron is one of the very few bosses in the game that cannot be stunned nor slowed by the Heart Arrows, which can otherwise stun even the Destroyer, Wall of Flesh and the Dungeon Guardian!
  • Implacable Man: Got buffed in 1.3—he will repeatedly charge at you if you exit the ocean, instead of charging five times then attacking.
  • The Juggernaut: It will only stop when it's transforming to its second state, pumping out bubbles or dead. He's also immune to the Stunned debuff.
  • King Mook: To both a Mook (Pigron) as well as a particular fishing catch (Fishron).
  • Lightning Bruiser: Extremely fast, extremely painful, and sports 50000 health, more than most other bosses.
  • Mix-and-Match Critters: A fish-pig-dragon mutant creature.
  • Mutant: The official achievement unlocked by beating him outright calls him one.
  • Nintendo Hard: Deals painful damage with his attacks, moves extremely fast, and a lot of health to wear down. Speed-increasing items and Wings are pretty much mandatory if you don't want to be torn to shreds. In 1.3 and above, you're also constrained to fighting him within the ocean, or else he gets pissed.
  • Number of the Beast: The Truffle Worm used to summon him has a 666% Fishing Power. In addition, the Fishron Wings you can get for beating him have a 6.66% drop rate.
  • Ramming Always Works: Has a high tendency to ram the player.
  • Shout-Out: Has the ability to summon Sharknadoes.
  • Teleport Spam: In his third phase in Expert Mode, Duke Fishron will frequently teleport around the player before charging.
  • Trademark Favorite Food: He can only be summoned via a Truffle Worm.
  • Turns Red: Gains Glowing Eyes of Doom, charges faster but less often, and changes his bubble spray into a spinning spray that creates more bubbles and his Sharknado into a Cthulhunado which is much larger, homes in on the player before deploying, and summons many more Sharkrons. The Fishron Mount obtained from him in Expert Mode allows the player to do this—when low on health, the player gains an attack and speed buff.
    • Expert added a third phase to his fight: at critical health, he will darken the screen, turn invisible, and continuously charge at you while constantly teleporting to approach you from different angles.
  • Victor Gains Loser's Powers: When the player beats him, they get equipment based on his abilities: Flairon and Bubble Gun are based on his bubble spray, Tsunami is based off his relentless charges, Razorblade Typhoon is based off his Cthulhunado-spawning homing typhoons, the Tempest Staff is a smaller Sharknado, Fishron's Wings give the player the Duke's superior air and water mobility, and the Expert Mode Shrimpy Truffle nets the Duke himself as a mount, allowing you to Turn Red when low on health.

    Lunatic Cultist 
https://static.tvtropes.org/pmwiki/pub/images/lunatic_cultist_2.png
"The fanatical leader of the Dungeon coven..."
A fanatical leader hell-bent on bringing about the apocalypse by reviving the great Cthulhu through behind-the-scenes scheming.
After Golem is defeated, a group of cultists will gather outside the dungeon praying towards an ominous stone. Killing all of them incites the wrath of the Lunatic Cultist, who absorbs the power of the stone, and attacks you.
  • Ambiguously Human: Human in appearance, yet his body is completely covered with even his face being masked. He possesses insanely powerful inhuman abilities and his Voice of the Legion implies that he's something entirely different.
  • Apocalypse Cult: He's the leader of them.
  • Beef Gate: In order to prove that you have a chance to deal with the Pillars and their wide range of coverage, you have to kill him first. Especially since there's no way to get rid of the Pillars once summoned aside from destroying them.
  • Big "NO!": He says this upon death.
  • Doppelgänger Attack: If you fail to interrupt his Doppelgänger Spin, the copies follow him around in an upside-down 'V' formation and are able to attack you. They can't be damaged or destroyed until his next spin, which will cancel them out if you do it right.
  • Doppelgänger Spin: After several magic attacks, he'll create several copies of himself surrounding a runic circle. If you don't hit the original (distinguished by a yellow vertical stripe on his hood, among other minor differences), it becomes a Doppelgänger Attack and he summons a phantasm dragon. Each time you fail this, he gains more copies until you get it right.
  • The Dragon: He's the one in charge of the Lunatic Cult and is therefore the greatest servant to the being he worships, the Moon Lord, also being responsible for the summoning of said Moon Lord.
  • Duel Boss: Fights you mano-a-mano without the aid of any allies beyond what he can create if you don't interrupt his summoning spell.
  • Evil Sorceror: Very much so.
  • Evil Sounds Deep: His voice sounds inhumanly deep as he prays to the stone in Black Speech before absorbing it and turning his attention to you.
  • Fire, Ice, Lightning: Can cast homing fireballs, ice crystals that fire ice spikes, and lightning bolts.
  • "Get Back Here!" Boss: He teleports all over the place between attacks and always tries to stay above you, even if you try to chase him down using flight.
  • The Heavy: In the 8th Anniversary Lore, he's the one behind several of the events, including the Old Man and the Dungeon being cursed as well as being responsible for the Mechanical Bosses by having the Mechanic kidnapped and forced to assemble them. Finally, he's the one who summons the Celestial Towers, and by extension the Moon Lord.
  • Humanoid Abomination: The Lunatic Cultist may look human, but his exceptional magical strength as well as his voice, which borders on Voice of the Legion, heavily implies that he may have traded his humanity to become something not of this world.
  • Instant Runes: He will create a massive runic circle just before creating a doppelgänger and attacking.
  • Lightning Bruiser: Don’t let his Squishy Wizard tendencies fool you. He’s fast enough on his feet to Flash Step, can summon powerful spells and monsters very quickly and can take a beating that would tear lesser foes to pieces many times over before finally expiring.
  • Magic Missile Storm: Once he takes enough damage, he starts to cast Ancient Light, firing two spreads of painful homing projectiles at you. Thankfully, said projectiles are destructible.
  • Meaningful Name: He's lunatic in both senses of the word—crazy, and also moon-related.
  • Plague Doctor: He's got the outfit of one, at least. You can get said plague doctor mask as a drop, and it's also the trophy you obtain from him.
  • Puzzle Boss: Part of his boss fight involves a Spot the Imposter phase where hitting the wrong Lunatic Cultist will let him summon additional minions—a Phantasm Dragon and Ancient Vision.
  • Spread Shot: His Ancient Light attack fires two spreads of homing magic projectiles which hurt a lot, but are thankfully destructible.
  • Squishy Wizard: He has extremely low HP when compared to most of the other hardmode bosses, but he can deal out damage very quickly with his wide variety of magic attacks. He mitigates his frailty somewhat by moving around constantly and being hard to hit.
  • Turns Red: He gains a new attack in the form of Ancient Light when he reaches around half his health.
  • Unstable Equilibrium: The fight with him can either be reasonably difficult or downright impossible, depending on your ability to interrupt his Doppelgänger Spin.
  • Xanatos Gambit: Seems to absorb the sealing magic of the Mysterious Tablet in order to gain power AND ensure a victory on some level. Either you kill him and break the seal of the Celestial Pillars, or he kills you and can continue his plans unhindered.

    The Celestial Towers (Vortex, Nebula, Solar, and Stardust Pillar)  
https://static.tvtropes.org/pmwiki/pub/images/celestial_towers.png
"Celestial creatures are invading!"note 
Representing a deep celestial void/stormy celestial body/flaming celestial event/glittering celestial remnant known as "vortex/nebula/solar flares/stardust", this tower holds the seal locking away the terrifying tyrant.
Four ominous pillars that appear after the Cultist is beaten. These spawn powerful alien enemies, and must be defeated by killing enough of their minions to break the shield. Each of the pillars and their mooks correspond to a method of offence - Vortex for ranged, Nebula for magic, Stardust for summoner and Solar for melee.
  • Amazing Technicolor Battlefield: All of them turn the background to an ominous moon with coloured background when fought. Each of their fragments can be used to craft a Monolith that can display their respective backgrounds at will.
  • Anti-Air: Go too high off the ground near the Solar Pillar, and you will be attacked by a Crawltipede; as they're massive, heavily damaging, and only take damage if you attack their tail segments, it's generally not something you want to happen. Fortunately, Crawltipedes can only attack airborne players; if you're standing on something solid, they'll leave you alone.
  • Asteroids Monster:
    • The Stardust Pillar's Star Cells will split into multiple small Cells when killed. If left unattended, these small Cells will grow into full-sized Star Cells and start the process over again.
    • Alien Queens from the Vortex Pillar will release Larvae upon death that can grow into Alien Hornets, which in turn will become more Alien Queens if not dealt with.
  • Attack Reflector: Selenians, summoned by the Solar Pillar, can attack with a spinning dive that also reflects incoming projectiles.
  • Brown Note: It's suggested by the messages that appear after destroying them that they have a pretty bad effect on the player character. It is not clear whether this is the Towers' doing or the Moon Lord's.
    First Tower: "Your mind goes numb.."
    Second Tower: "You are overwhelmed with pain..."
    Third Tower: "Otherworldly voices linger around you..."
  • Cosmic Entity: They have the markings of this as they both draw power from and seem to embody on a level their respective cosmic forces in the universe.
  • Deflector Shields: When first encountered, they have a clear forcefield around them that makes them invulnerable. It's only when you kill off 100 (150 in Expert) of their minions that the shield breaks.
  • Eldritch Abomination: All four of the pillars are some kind of otherworldly aliens. It's unknown if they're even sentient. Many of the Mooks they teleport in also fit this, if they aren’t humanoid.
  • Energy Weapon: The preferred attack method of the Nebula Pillar's Nebula Floaters and the Vortex Pillar's Alien Queens and Storm Divers. Their lasers are among the more damaging attacks in the Lunar Events.
  • Fighter, Mage, Thief: And Summoner. Each of the towers are based on a method of offense — Solar for Fighter, Nebula for Mage, Vortex for Ranger, and Stardust for Summoner. The Lunar Fragments they drop are also used to craft equipment corresponding to the respective tower's type.
  • Flunky Boss: The pillars do attack, but mainly rely on spawning minions. It's also required that you beat enough minions first in order to attack the boss itself. Once their shields are down, though, they are practically helpless and only have 20000 HP.
  • Humanoid Aliens: Each pillar summons at least one humanoid enemy: Stargazers for the Stardust Pillar, Predictors for the Nebula Pillar, Drakanians and Selenians for the Solar Pillar, and Vortexians and Storm Divers for the Vortex Pillar.
  • Increasingly Lethal Enemy: Alien Larvae around the Vortex Pillar are nearly harmless. Then they grow into manageable Alien Hornets, which will grow into deadly Alien Queens that drop more Larvae on death.
  • Last Ditch Move:
    • Vortexians will summon a portal that releases a lightning bolt at the player when killed.
    • Flow Invaders attack by generating minions that they shoot as projectiles, one at a time. When killed, the Flow Invader will launch all of its remaining minions at once.
  • Mook Maker: Besides the bosses themselves, the Stardust Pillar's Twinkle Poppers will summon Twinkles, small minions that explode on contact.
  • Our Wormholes Are Different/Swirly Energy Thingy: The Vortex Pillar creates these around the player, which spawn Alien Hornets.
  • Playing with Fire/The Power of the Sun: The Solar Pillar's mooks are rather fiery and sun-like, and the pillar itself will attack with a shower of fireballs, many of which can be seen raining down in its background.
  • Shock and Awe: The portals created by the Vortex Pillar can sometimes shoot a bolt of lightning at you, instead of spawning more Mooks.
  • Shotguns Are Just Better: Storm Divers wield laser shotguns. It's certainly not better for the player, though, as they deal quite a bit of damage if the Storm Diver can line up a shot.
  • Shows Damage: Every time one of their minions (besides Crawltipedes) die, they generate a bolt of energy that strikes the Tower's shield and causes it to visibly weaken. The shield itself gets more and more transparent until finally bursting.
  • Starfish Aliens: Most of the minions summoned by these things are pretty weird looking. The Pillars themselves may also count.
  • Star Power: Of the Lovecraftian sort. The Stardust Pillar is able to create "stars" around it that spawn Star Cells and Milkyway Weavers.
  • Stationary Boss: They don't move at all, and none of them apart from the Solar Pillar are directly capable of attacking you.
  • Teleport Spam: Nebula Floaters teleport around frequently while firing lasers in your general direction.
  • Well-Intentioned Extremist: The Pillars are physical anchors meant to keep the Moon Lord imprisoned, and it can be assumed that the invaders are actually defending them to prevent you from breaking the seal.

    Moon Lord (Cthulhu) 
https://static.tvtropes.org/pmwiki/pub/images/impending_doom.png
The mastermind behind all terrors which befall the world, freed from his lunar prison. Practically a god, his power knows no limits.
The Lunar Event Boss - a large, Cthulhu-like being that is summoned after the four Celestial Towers are destroyed. His arrival is signified by a sense of impending doom, as the screen starts warping and turning black. As of the 1.3 update, he is the final boss of the game. The 8th Anniversary Lore reveals that he is Cthulhu, albeit most likely in an incomplete physical form.
  • Ancient Evil: The 8th Anniversary Lore states that he arrived to Terraria long ago to rain destruction and to dominate all sentient life, but was heavily wounded and driven away to the moon by the Dryads. The Lunatic Cultist plans to bring him back in the current day.
  • Anti-Regeneration: When he's leeching energy from you, he applies the Moon Bite debuff which makes that affected player's lifesteal effects useless.
  • Attack Its Weak Point: The giant beating heart in his chest. The problem is that you must destroy all three of his eyes if you want him to expose it.
  • Background Boss: Stays in the background all the time. However, touching its eyes (or where they used to be) will deal Collision Damage.
  • Battle Theme Music: One of six bosses with their own theme music, in his case an appropriately eldritch tune simply titled "Moon Lord".
  • Beam Spam: The Moon Lord excels at this, with his entire offensive pattern being pretty much trying to obliterate the player with endless volleys of eldritch-plasma blasts while trying to pick them off with up to three giant laser blasts in one go.
  • Big Bad: The 8th Anniversary Lore has him as the main antagonist that threatened Terraria long ago but was forced to retreat, and the cultists are trying to help him return and finish the job.
  • Body Horror: His body from the neck down looks mostly human, but everything below the chest is missing, complete with exposed ribs and spine. His Cthulhu head also has an exposed brain, his heart is exposed through his chest, and his forehead and hands both have eyes set into them that can pop out and leave a gaping maw behind.
  • Boss Vulnerability: Each of the targetable eyes are a Wait Them Out sort, while the heart is Always Vulnerable once it's exposed.
  • Cognizant Limbs: The eyeballs in his hands and his Third Eye can attack separately and must be destroyed for him to expose his core.
  • Damage-Sponge Boss: His component parts have collectively more health than anything in the game. His Third Eye and heart have more health than every other boss save the Destroyer.
  • Darkness Equals Death: He turns the background around him black, so if you lose track of him, a good way to find out where he's gone is the background rapidly growing darker as he slowly comes back. He’ll also turn campfire flames black when he’s summoned.
  • Dynamic Entry: Appears with a screen-obscuring flash of light and a deafening roar.
  • Eldritch Abomination: An eldritch horror from the depths of space.
  • Evil Is Bigger: The largest enemy in the game as of 1.4 and the Final Boss.
  • Extra Eyes: He has five eyes on his head (although only one is targetable) and one on each palm.
  • Expy: Heavily resembles Cthulhu. His eyeball minions are even called "True Eye Of Cthulhu". Word of God has stated that he is Cthulhu's brother. 8th Anniversary Lore Event drops the Expy part entirely though, referring to him simply as Cthulhu instead of as the Moon Lord.
  • Eye Beams: His forehead eye can fire out a powerful Phantasmal Deathray while the eyes on his palms can fire laser shots. When his eyes are detached and become True Eyes of Cthulhu, they can use a weaker version of the Phantasmal Deathray.
  • Eyes Do Not Belong There: Has an eye in each of his hands. He can also fire countless energy eyeballs at you for his attacks.
  • Eyes Are Unbreakable: Depleting the health of his eyes will simply cause them to pop out and become invulnerable True Eyes of Cthulhu instead of destroying them.
  • Final Boss: Is this for the entire game. Getting him to appear requires defeating almost every other boss. He is fittingly the absolute last thing on the Bestiary.
  • Flunky Boss: When each eye is beaten, they will become an invincible flunky that attacks on its own.
  • Go for the Eye: The Moon Lord's eyes are his weak points in his first phase.
  • Handicapped Badass: Is clearly still reeling from his defeat long ago evident by his entire missing lower half, but will give the player the fight of their life.
  • Homing Projectile: Can fire Phantasmal Eyes that home in on players and explode.
  • Implacable Man: Do not let his slow movement fool you, this guy will never stop coming unless he kills you or dies trying. He will never despawn unless you die, so he'll chase you quite literally to the ends of the earth and the fact that he teleports to you when you get far enough away from him doesn't help.
  • Kaizo Trap: Before the Journey's End update, the holes where his weak points used to be will still hurt you during his death animation; if you're low enough on health, you'll get killed and he'll disappear without leaving behind any of his valuable drops or giving you the achievement for killing him.
  • Life Drain: Has an ability where his mouth sends out a sucker that starts draining balls of energy from you. If the balls are not destroyed before they reach his mouth, he regenerates health. During this, he'll inflict the Moon Bite debuff which also prevents you from lifestealing from him for the next fifteen seconds or so.
  • Mighty Glacier: The most powerful boss, and yet also one of the slowest. Granted, that's only his movement speed, his rate of attack is a different story entirely.
  • Monster Progenitor: Most of the pre-Hardmode bosses are implied by lore to be parts of his body that were torn off in his battle against the Dryads.
  • No-Sell:
    • He's immune to lifestealing effects from the Spectre Armor and the Vampire Knives when he's leeching energy from you.
    • As of 1.3.0.6, it's impossible to "cheese" him via using Mercy Invincibility from other sources of damage—he will still hit you.
  • Nothing Is Scarier: Before he appears, the background music ominously disappears.
  • Organ Autonomy: Even his detached organs are essentially Eldritch Abominations in their own right.
  • Power Floats: Floats around the area effortlessly.
  • Retcon: Initially, Cenx stated that the Moon Lord was the brother of Cthulhu. This was later revealed to be a joke. Red eventually clarified by adding that the Moon Lord is Cthulhu, albeit nowhere near full power and lacking a complete form.
  • Sequential Boss: His three main eyes must be destroyed first, then his core will open.
  • Sickly Green Glow: Various parts of his body glow blue-green, and while he's alive, the entire screen will be tinted the same color.
  • Standard Status Effects: Moon Bite is of the Decover type, preventing Life Drain effects from working on him.
  • Stripped to the Bone: When beaten, his skeleton drops to the ground.
  • Super-Persistent Predator: Will chase the players across the map. 1.3.0.4 made it such that he just teleports right to you if you get too far from him.
  • Tactical Suicide Boss: The Moon Lord's forehead eye is closed and cannot be attacked most of the time. It only opens to fire the Phantasmal Deathray, at which point it becomes vulnerable to damage.
  • Third Eye: While he has four other eyes on his head (and one on each hand), the one on his forehead is the most prominent: it has the most health, is closed for most of the time and is the only one that can fire the Phantasmal Deathray.
  • Wave-Motion Gun: Can fire a Phantasmal Deathray from his Third Eye. It sweeps around from one side of the screen to the other and does a great amount of damage and penetrates solid blocks. When an eye is detached, it can use a similar but weaker laser.
  • Who Needs Their Whole Body?: Is capable of being an apocalyptic threat even after having been bisected, disemboweled, de-boned, blinded, and lobotomized. In fact, the parts that were taken out of him just got up and started their own reigns of terror.
  • Worf Had the Flu: It's implied that he was not at full power when battling the player, as his physical form was incomplete.
  • You Will Not Evade Me: The 1.3.0.4 update made it such that he teleports right to you if you get too far from him.

Enemies

    Lost Girl/Nymph 
https://static.tvtropes.org/pmwiki/pub/images/nymph.png
Deceiver of Fools
Lost Girl Entry: Naked and afraid, this girl stands still, deep in the world, as if waiting for someone to rescue her and lead her to the surface.
Nymph Entry: Masterfully deceives explorers by posing as a lost girl, then attacks with ferocious might, blood-lust in her eyes.

What appears to be an NPC named "Lost Girl", similar to the ones the player can rescue. Approaching her, however, has her transform into a green-skinned nymph that will maul unsuspecting players with potent melee attacks.


  • Amazing Technicolor Population: Her skin is green in her true form.
  • Barbie Doll Anatomy: She's depicted as fully naked, but lacks nipples or genitalia. Probably a display of modesty more than limitations of the art style.
  • Curtains Match the Window: Her eyes and hair are the same light blue in her disguised look.
  • Exposed to the Elements: She is naked and can spawn in the Cavern layer of any biome, including the Ice Biome. This does not appear to trouble her.
  • Fan Disservice: She is a naked woman that is either covered in blood or has parts of her body "rotten" away. Or she just has reddish-brown patches on her skin, but she's still trying to kill unsuspecting players.
  • Full-Frontal Assault: She wears absolutely nothing while trying to kill the player.
  • Godiva Hair: Her sprites appear to have this for some reason, instead of sharing the same Barbie Doll Anatomy with her genitals.
  • Horny Devils: Mentioned above, she's naked and fairly attractive. Until she turns that is...
  • Lightning Bruiser: She hits like a truck by Pre-Hardmode standards, moves twice as fast as normal mooks, and is harder to knock back.
  • The Little Detecto: She has a 50% chance of dropping a Metal Detector, which is increased to a guaranteed drop in Expert Mode.
  • Luck-Based Mission:
    • Finding her in the first place is luck, because unlike other enemies she doesn't move until provoked. Unless you have the Lifeform Detector, it's entirely possible you'll pass right by without even noticing her, and even if you do have a Lifeform Detector, it's often difficult to find the Nymph before she despawns.
    • She has a 50% chance of dropping the Metal Detector, one of the items needed to craft the Cell Phone. Considering her rarity, this can make obtaining it pretty annoying. In Expert Mode, thankfully, it's a guaranteed drop. Prior to the 1.3 update, getting her banner was even worse, as the drop rate is only 0.5%. From 1.3 onwards you just have to kill 50 of her. Good luck with that.
  • Ms. Fanservice: Downplayed because of the limited art stylenote , but she is one of the very few humanoid characters in the game who is completely naked. Becomes Fan Disservice when she turns green and has what appears to be blood or body rot on her hands, mouth, and between her legs.
  • Naked People Trapped Outside: Subverted. The other "lost" NPCsnote  are tied or webbed up while she appears just fine but naked, suggesting to unsuspecting players that she lost her clothes in an incident that left her stranded in the caves. She instead reveals her equally-naked true form and tries to kill the player.
  • Our Nymphs Are Different: They're cave-dwelling monsters who lure in people to kill them, and have no signs of being any sort of nature entity beyond the name. Whatever connection they have to the Dryads, if any, is unknown.
  • Red Eyes, Take Warning: Her eyes are red in their true form, and they are blue in her disguise.
  • Schmuck Bait: Hey, it's another NPC. I'll just go up and—"Player's flailing about was finally stopped by Nymph." Subverted if the first encounter is in Hardmode, and due to her rarity it likely will be. Despite the scare, her stats are laughable at that point (and she does not gain an Expert/Master boost after Wall of Flesh or Plantera), so she likely ends up luring the player character in to her own death instead.
  • Shapeshifting: Downplayed, she is capable of making her skin shift from green to a human skin tone and hide her blood stains when disguising.
  • Shout-Out: Her Bestiary entry as a Lost Girl begins by saying she's "Naked and Afraid."
  • You Gotta Have Blue Hair: She has light silver-blue hair. Made more obvious in the "Deceiver of Fools" achievement image.

    Clown 
His origins unknown, this creepy fiend balances himself on a ball while hurling explosive destruction at everything around him.
A Hardmode enemy that only spawns during Blood Moons. The Clown throws bombs and chattering teeth enemies, and, until Patch 1.2, was the only enemy in the game capable of damaging blocks.
  • Ambiguously Human: He looks more human than Zombies or other common humanoid enemies, but he only appears during Blood Moons, which otherwise have a pretty strict blood and zombie theme to their exclusive enemies. Him being a Monster Clown with unknown origins complicates things further.
  • Enemy Summoner: The Journey's End update gave it the capability to throw chattering teeth enemies at the player.
  • Griefer: Prior to Patch 1.2, it was capable of damaging and destroying blocks, including your NPC houses.
  • Mad Bomber: Its modus operandi.
  • Monster Clown: An evil clown that balances on a ball and chucks happy face bombs at you.
  • You Gotta Have Blue Hair: He has green hair, justified as it is likely part of his clown costume.

    Sand Elemental 
The most intense sandstorms draw forth powerful earth elementals. With this feminine form, her tornadoes tear all asunder.
The Sand Elemental uncommonly appears in a Hardmode Desert biome during a sandstorm.
  • Deadly Dust Storm: Is only encountered during a sandstorm in Hardmode.
  • Dishing Out Dirt: Attacks with sand-based tornadoes.
  • Elemental Embodiment: Called an elemental of sand. The Bestiary entry suggests that this is a sub-category of earth elementals.
  • Foil: To the Ice Golem:
    • Both of them only appear during a storm, but the Sand Elemental is found in the hot Desert biome and appears female, while the Ice Golem is found in the cold Ice biome and appears male.
    • The Sand Elemental attacks indirectly by conjuring sandnado traps as compared to the Ice Golem who fires ice beams in a more direct approach.
    • The Sand Elemental's Forbidden Fragments are used to craft the Forbidden Armor that benefits Magic and Summoner, while the Ice Golem's Frost Cores are used to craft the Frost Armor which benefits Melee and Ranged.
  • Sentient Sands: Is made of sentient sand.
  • Tornado Move: Her only attack is conjuring several "sandnados" which hurt you upon touching them.
  • Victor Gains Loser's Powers: When she's beaten, she drops Forbidden Fragments that allow you to craft the Forbidden Armor set. Wearing the full set gives a Set Bonus that allows you to use the same sand tornado attack she uses.

    Ice Golem 
Sub-zero temperatures, blinding snow flurries, and being blasted apart by an icy construct are some of the dangers of blizzards.
The Ice Golem uncommonly appears in a Hardmode Ice biome during a blizzard.
  • Cold Flames: Obtaining its Frost Cores will allow the player to craft the Frost Armor set, and wearing this set will give a Set Bonus that causes the player's Melee and Ranged attacks to cause the Frostburn status.
  • Eye Beams: Shoots Freeze Rays at the player from its eyes.
  • Foil: To the Sand Elemental:
    • Both of them only appear during a storm, but the Ice Golem is found in the cold Ice biome and appears male, while the Sand Elemental is found in the hot Desert biome and appears female.
    • The Ice Golem fights more directly by firing ice beams aimed at the player as compared to the Sand Elemental's Sandnado traps.
    • The Ice Golem's Frost Cores are used to craft the Frost Armor which benefits Melee and Ranged, while the Sand Elemental's Forbidden Fragments are used to craft the Forbidden Armor that benefits Magic and Summoner.
  • Freeze Ray: Its Eye Beams have a chance of chilling or even freezing the player.
  • Golem: One that's made of ice.
  • An Ice Person: Its attacks deal icy damage and can freeze the player.
  • Mighty Glacier: Moves slowly, but can deal a good amount of damage to the player via its Eye Beams and has a huge amount of health.

    Wyvern 
The Wyvern sometimes appears in high altitudes in Hardmode. It is a long, white serpentine dragon that curves around similar to the Worm-type enemies, but through the sky. The Wyvern is the only enemy that drops Souls of Flight, which are needed to make most of the wings in the game.
  • Boss in Mook Clothing: It's a normal (if uncommon) enemy that can spawn without warning, comes packing more HP than most pre-Hardmode bosses, and hits like a truck. What really puts them in this category, however, is that it does not get detected by the Lifeform Analyzer, unlike most uncommon enemies.
  • Call a Pegasus a "Hippogriff" / Our Dragons Are Different: Despite having the name of a variant of Western Dragon, the design of this one is more Eastern.
  • Essence Drop: Drop Souls of Flight when slain, which are used to craft many of the various wings in the game.
  • Flight: Sky-bound serpentine dragons that easily fly through the air. Killing them nets you an Essence Drop in the form of Souls of Flight, which are used to craft wings.
  • Lightning Bruiser: Fast moving, lots of health, and very painful.
  • Our Dragons Are Different: The only ones in the game, not counting Arch-Wyverns in the Legacy Console version, and Betsy and the Stardust Dragon in 1.3 onward.
  • Segmented Serpent: While they don't look segmented, Wyverns are treated as having multiple body segments akin to worm-type enemies. Piercing weapons are your friend at high altitudes.
  • Super-Persistent Predator: Ever try teleporting back home just to get away from these beasts in 1.2? Don't, because when you're least expecting it, they'll swoop out of nowhere from the sky to finish the job of killing you.

    Slimes 
All slimes behave the same: They hop to get around and all but a few drop slime gel upon death. They come in all different colors and sizes such as green, blue, red, purple, yellow, black slimes that inflict darkness (reduced light vision), mother slimes and their baby slimes, Pinky, Jungle Slimes, Dungeon Slimes that drop keys instead of gel, Lava Slimes that turn into lava in Expert Mode, and The Slime King. In Hardmode, they are joined by the Toxic Sludge that can poison the player, Corrupt slime and its slimelings that can also inflict darkness with a Shadow Slime variant in the Console version, the slimer that flies on bat wings, and the glowing Illuminant slime that's found in the underground Hallow, above ground is the Rainbow Slime that can rarely spawn in rainstorms and drop rainbow bricks. The Crimson on the other hand will have Crimslimes that don't have the splitting or darkness inducing effect of Corrupted (or Shadow) slimes.
  • Blob Monster: Naturally, given that they are gelatinous monsters.
  • Color-Coded for Your Convenience: One can tell the power of the "basic" Slimes by their color. From weakest to strongest, they are Green, Blue, Red, Purple, Yellow, and Black, with Black Slimes sharing stats with Yellow Slimes but also dealing the Darkness debuff. Queen Slime's spawns are also color-coded, something their Bestiary entries take note of.
  • The Goomba: Slimes are generally the first enemy you'll encounter in Terraria. They're also some of the weakest and most numerous in the game.
  • Holiday Mode: Slimes can spawn in seasonal variants depending on the holiday, such as wearing bunny masks for Halloween, or wearing gift ribbons for Christmas.
  • Informed Attribute: The gel they are made of is apparently rather tasty (particularly Pinky's, which is said to be "bouncy and sweet"), but it's impossible to eat it raw without crafting it into a potion.
  • King Mook: The King and Queen Slimes are this to the Slimes in general. The King Slime can be seen as the King to the Blue Slimes specifically, while the Queen Slime's mooks are enemies unique to her fight.
  • Metal Slime: Rainbow Slimes. They show up very rarely in the Hallow during rainstorms while you are close to pure land, and drop the sought-after Rainbow Bricks.
  • Money Spider: Jungle Slimes, pre-hard mode. Most other enemies drop maybe one silver coin if they're high tier and you get lucky, while Jungle Slimes drop four or five silver coins as standard, aren't particularly hard to kill, and spawn in droves.
  • Rare Random Drop: The Slime Staff has a 0.01% chance of being dropped by most slime variants. Hours upon hours upon hours can be spent trying to get the staff.
  • Spike Shooter: Spiked Blue Slimes, Spiked Jungle Slimes and Spiked Ice Slimes can fire spikes at the player. The latter two can poison and chill you respectively.
  • Standard Status Effects: Darkness (reduced light vision) and poison. The lava slime originally counted for fire since they turned into lava when killed before a patch removed that trait, until it was added in again as an Expert Mode trait.
  • Took a Level in Badass: The Green Slime in Expert Mode. It starts pretty weak, but in Hardmode its maximum life shoots up from 28 to 246 and its attack from 12 to 86. Once Plantera is defeated, its HP and attack go up to 338 and 118.

Pinky

The smallest slime ever recorded, their extreme cellular density makes them incredibly durable for their small size. They eat money.
A rare overworld slime that is tiny and pink. It's hard to hit but, when killed, it will drop a single gold coin (worth 100 silver, or 10,000 copper) and some Pink Gel, useful for players starting out.
  • Blown Across the Room: Pinky is more susceptible to knockback than just about any other enemy in the game, meaning that it often goes flying across the screen after a single hit. This also makes it harder to kill, since you often have to alternate between hitting it and running after it for another hit. Given the gels it drops is "bouncy and sweet", it can be chalked up to Pinky itself being much more...well, bouncy, compared to the common slime.
  • Glacier Waif: Pinky may be the smallest slime of the game, but it's only second to King Slime in terms of health when it comes to all of the slimes available before hardmode and it drops dozens of Pink Gel in contrast to its size.
  • Metal Slime: And an actual slime to boot. Slaying this tiny slime drops a single gold coin and some Pink Gel, but happens to have the highest health of any pre-hardmode slime. They are also rare and are extremely sensitive to knockback, the latter making it likely to send them flying off a cliff and despawning if fought wrecklessly underground.

    Zombies 

Once night comes, slimes stop appearing, and zombies come instead. They're just like your standard zombie, being slow but coming in great numbers. They're especially dangerous during a blood moon, when they appear in greater numbers and gain the ability to open doors.


  • Elite Mooks: Blood Zombies are tougher, faster, and more powerful versions of the regular zombie that only spawn during a blood moon. Expert Mode also adds zombies wielding severed arms as weapons, letting them hit harder and from longer range than your average zombie.
  • The Goomba: While slightly tougher and more numerous than Slimes, Zombies are still as basic as enemies get.
  • Grievous Harm with a Body: Some zombies in Expert Mode come wielding severed arms as weapons. Additionally, almost all zombie variants have a chance of dropping a Zombie Arm that can be equipped by the player.
  • Incongruously Dressed Zombie: The basic zombies also have Raincoat and Eskimo variants which spawn in rain and snow biomes respectively.
  • Night of the Living Mooks: Literally, since they only spawn at night.
  • Palette Swap: Zombies have a very wide range of possible sprites. Interestingly, each variant of zombie actually has slightly different stats, and some have different drops as well.

Doctor Bones

A zombie that spawns rarely in the jungle (both above and underground) during the night, wearing an archaeologist's hat, who drops it when killed. It's tougher than the regular zombie as well.


The Groom

A zombie wearing a top hat that spawns during a blood moon, the top hat is also dropped upon death, like Dr. Bones, he also has higher HP than the regular zombie.


  • Incongruously Dressed Zombie: Ever see a zombie in a wedding tuxedo?
  • Metal Slime: He only appears during a blood moon, and even then, only rarely, and has much higher health than a regular zombie. He drops his hat when killed.
  • Nice Hat: Sports a nifty top hat that you can claim for yourself when you kill him.
  • Shout-Out: It may be a reference to the zombie groomsman in Shaun of the Dead.

The Bride

A zombie wearing a wedding gown and veil that spawns during a blood moon. Like the Groom, she has much higher HP than your average zombie, and her clothing is dropped on death.


    Skeletons 
You spend a lot of time battling skeletons in the game so here's a list of them: The first type of skeleton is found underground and drops hooks occasionally. Then, there's the undead miner and Tim. Skeletron is fought to get into the dungeon. Once you get to the dungeon, you find angry bones that come in their normal size, along with big boned and small boned sizes. Also present are dark casters and then the cursed skulls (which can curse the player, rendering them unable to use items). In the underworld, you will find the bone serpent. On hard mode, the player fights armored skeletons and their heavy variants underground that poses a threat of breaking their armor (halved defense for five minutes) and skeleton archers that shoot flaming arrows at the player. And, finally, there is Skeletron Prime.
  • Dem Bones: A whole collection of them, no less!
  • Sniper Rifle: Skeleton Snipers in the Hardmode dungeon after beating Plantera will use these. They hurt a lot and from a great distance too.
  • Standard Status Effects: Cursed (unable to use items) from the flying cursed skulls, broken armor (halved defense for 5 minutes) from armored/heavy skeletons, and fire from skeleton archers.

Undead Miner

A skeleton that appears underground, wearing a glowing mining helmet. When killed, it can drop bombs, a hook, or mining pants/shirt. They're easy to spot due to the glow of their helmets, and they can help illuminate undiscovered caverns.


  • Metal Slime: Quite rare, and killing it is the only way to get the Bone Pickaxe and the Mining Armor.

Tim

A skeleton sorcerer that can spawn underground. Like other casters, it will teleport around and fire projectiles until you kill it. When killed, Tim drops a wizard hat that can be used to increase magic damage or simply as a vanity item.


Rune Wizard

Appearing in the Hardmode Caverns, the Rune Wizard is an extremely rare enemy with one of the most powerful attacks in the game.


  • Glass Cannon: He can dish out some incredible pain, but he can't take a hit.
  • Nice Hat: You get his hat and robe if you kill him.
  • Teleport Spam: Not to the extent of the dungeon mages, but he does warp around if you can't kill him quickly.

Paladin

Appearing in the 1.2 Hardmode Dungeon, the Paladin is a heavily armored knight that throws giant hammers that pass through walls.


  • Achilles' Heel: Paladins cannot attack while they are being attacked. The problem is focusing them down while getting mobbed by a dozen other enemies.
  • Drop the Hammer: Which they throw at you to attack. They will sometimes drop from dead Paladins, and allow you to do the same thing.
  • Light Is Not Good: It has really bright armor, and it starts not-so bright chaos.
  • Luckily, My Shield Will Protect Me: It carries a shield which can drop as a defensive accessory when the Paladin is defeated.
  • Mighty Glacier: With its very high offense, it can easily maim you in seconds while you struggle to kill it.
  • Sword Beam: In the form of hammer projectiles.

Biomes

    The Corruption 
The Corruption is a cancer caused by the sins of those living in the worlds of Terraria. The vile actions and thoughts present in all beings feed the growth of the Corruption as it spreads relentlessly across each world. The Corruption knows nothing else but to consume everything it touches, leaving behind terrible creatures of hate that exist for the sole reason to cause pain in punishment for the unearned pleasure experienced by living things. After the Corruption restores balance to life, it destroys it with the goal of turning the world into a desolate abyss void of life.
https://static.tvtropes.org/pmwiki/pub/images/corruption.png
Making the world evil...
Once you start exploring the Corruption, there are various sickly looking enemies starting with the Eater of Souls: Small, flying enemies that swarm the player, along with Big Eaters and Little Eaters, all three of which drop rotten chunks. There is also the Devourer Worm that burrows through the ground, also dropping rotten chunks, along with worm teeth, used for unholy arrows. Then the king mook of the environment is the Eater of Worlds (see above in bosses). Bunnies and goldfish turn into corrupted versions of themselves during a blood moon. Once in hardmode, the aforementioned Corrupt Slime and its slimelings spawn, along with the Slimer. Then there is the Corruptor, a flying enemy like the Eater of Souls but it can shoot vile spit that has a chance to weaken the player. If the Corruption spreads to a desert, dark mummies will spawn, which drop dark shards by chance. Deeper down underground, World Feeders start to spawn, looking like the EoW mentioned above, that drop cursed flames when killed. Cursed hammers also roam the caves, and charge their target, having a chance to curse the player (unable to use items). Finally, there's the Clinger that acts like a plant enemy such as the man-eater, but it can spew cursed fireballs, flames that cannot be put out, even by water, meaning they also drop cursed flames when killed.
  • Airborne Mook: Eaters of Souls, Corruptors, and Slimers. Cursed Hammers also appear to fly through the ground.
  • Alien Kudzu: Although not confirmed, there all too many subtle hints that the Corruption at first may have been of extraterrestrial origin (i.e: the connection to meteors and the Shadow Orbs that are meant to be destroyed in order for them to appear, the Band of Starpower that can be released from said Shadow Orbs, etc).
  • The Corruption: Quite obviously. It spreads and corrupts the land, and its spread gets far faster in Hardmode.
  • Cyclops: Many entities from the Corruption have a single eye, which seems to be a running theme with them.
  • Dark Is Evil: It turns the landscape bleak and foreboding and turns the very rock black.
  • Eldritch Location: This place compared to the land around it is unnatural. Weird, rotting monstrosities spawn out of deep chasms in the ground and it assimilates the land around it. All of that can tell you that all is not well in that land.
  • Elite Mook: Corruptors, considering that they can appear much more often than other Hardmode corrupted creatures and have that little bonus of spreading the corruption with their vile spit. Past 1.2 though, the corruption spreading bit has been taken out but they have a decent ranged attack and enough health to shrug off some attacks.
  • Evil Tainted Place: An evil, spreading biome that corrupts the land and turns critters into twisted, stronger versions of themselves.
  • Foil: A rather obvious one to the Crimson: while both are eldritch (and possibly, truly extraterrestrial) Alien Kudzu anomalies, the Corruption more represents inherent evil than the visceral horror of its counterpart and is somewhat more fantasy-like in nature, which becomes more apparent in Hardmode. Furthermore, while the Corruption wants to wipe all life out, the Crimson wants to assimilate life into itself.
  • Flying Weapon: The Cursed Hammer; a flying cursed hammer, of course.
  • Giant Mook: Big Eaters, which are slightly stronger than the regular Eaters. World Feeders are this to Devourers.
  • Hellfire: Clingers spit out cursed flames that cannot be put out by water.
  • Mini Mook: Little Eaters, which are slightly weaker than the regular Eaters.
  • Made of Evil: Is explicitly said to be created by the sins of those living in the worlds of Terraria.
  • Omnicidal Maniac: Its true goal after restoring the balance of life is to then wipe it out and leave a lightless, lifeless world behind.
  • Purple Is the New Black: While the Corruption's running theme is darkness and evil, its overall color scheme is purple. Ebonstone, for instance, carries a dark purple hue.
  • Shout-Out: Possibly one to The Colour Out of Space.
  • Standard Status Effects: Corrupt Slimes and Dark Mummies inflict Darkness, Clingers inflict Cursed Inferno (water cannot put it out), Corruptors inflict Weakness (reduced stats) and Cursed Hammers inflict Cursed (cannot use any weapons or consumables).
  • The Wound That Would Not Heal: The Corruption zones that generate naturally in the world will have deep pits in the planet that lead into large tunnels, as if the planet itself has been scarred by its presence here.
  • Unholy Ground: An evil land filled with various eldritch monsters that spreads to the lands around it, ayup. It's so unholy that NPCs cannot live on it.

    The Crimson 
The Crimson is a single emergent living being connected directly to each world, sharing a hive mind, and solely focused on restoring balance at all costs. Thousands of worlds before the one on which you stand now have been absorbed by this being. Many misguided people have made the horrific mistake of raising the Crimson to the level of a deity – conducting human sacrifices to it to placate the monstrosity or seek its favor. The Crimson gladly consumes these bodies, becoming one with them and producing terrifying beings, who lose the ability to feel and blindly follow the hive mind.
https://static.tvtropes.org/pmwiki/pub/images/crimson_4.png
Making the world bloody...
The Crimson biome appears as an alternative to the regular Corruption, a land of rotting flesh and bodily fluids. Their lands instead resemble neuron pathways rather than the "impact craters" style of their counterparts. Their normal mode enemies include the Crimera, a floating cockroach-like expy of the Eater of Souls, Face Monsters which are basically faster and tougher zombies, Blood Crawler which are giant spiders which crawl long the walls to get you, and Blood Feeders which are monstrous fish. Hardmode enemies include the Crimslime, the Floaty Gross, the Herpling, and the Ichor Sticker.
  • The Assimilator: In the lore, it’s revealed that anybody who is sacrificed to the Crimson is consumed and transformed into one of its monstrous slaves.
  • Airborne Mook: Crimeras are the Crimson's equivalent of the Eaters of Souls and fly in a similar manner to them. Ichor Stickers and Crimson Axes are also capable of flight.
  • Alien Blood: Ichor, the elemental counterpart to the Corruption's Cursed Flames, is consistently portrayed as both the Greek mythology (blood of gods and / or immortals, deadly to mortals) and the bodily fluid (i.e: pus) versions of its namesake.
  • Alien Kudzu: Possibly, just like the Corruption (if the connection to Cthulhu with the Brain of Cthulhu and by extension, the Moon Lord, was any indication).
  • Animalistic Abomination: Blood Crawler and Blood Jellies.
  • Artistic License – Biology: The Blood Crawler drops vertebrae despite being based on an invertebrate. Could be a way to show the eldritch nature of the Crimson that goes against nature itself, and the lore states that they might have been once human before being assimilated.
  • The Corruption: Similar to the Corruption, it spreads and corrupts the land, and its spread gets far faster in Hardmode.
  • Beat Still, My Heart: The Crimson Hearts in the underground crimson areas are giant disembodied hearts.
  • Big Creepy-Crawlies: Blood Crawlers are basically huge ticks.
  • Bloody Horror: The main theme of the Crimson is flesh and blood everywhere. Even the grass and trees are bloody. Fittingly enough, the world creation for a Crimson world is "Making the world bloody".
  • Bloody Murder: The Ichor Sticker shoots ichor at you, described as the blood of gods.
  • Body Horror: Face Monsters. Floaty Gross as well, if it's name is any indication; considering that it rather looks like a Gardevoir made out of bodily fluids, one could say it's pretty spot-on...
  • Boss Room: Each Crimson chasm leads down to a huge, spacious room, with multiple passageways leading from it to a Crimson Heart. This spacious room is a very useful place to retreat after smashing three Crimson Hearts and causing the Brain of Cthulhu to appear, since the huge amount of space will help with the fight.
  • Came Back Wrong: The Floaty Gross is classified as an Undead enemy, and it has come back alright, and very very wrong.
  • Eldritch Location: Like the Corruption. It's an otherworldly, unnatural place that turns the earth itself into flesh as it assimilates it, and spawns murderous, disgusting, Body Horror-riddled Eldritch Abominations.
  • Expy: The Crimera to the Eater of Souls, Crimslime to Corrupted Slime, the Ichor Sticker to the Corruptor and the Crimson Axe to the Cursed Hammer.
  • Evil Is Visceral: An evil place with a flesh, blood and gore theme.
  • Eldritch Abomination: In the lore it’s revealed to be a sentient extraterrestrial entity that exists on (and has entirely consumed) multiple planets at once and possesses a Hive Mind that follows a bizarre train of thought, as it sees itself as restoring balance.
  • Evil Tainted Place: An alternative to the usual purple one.
  • Foil: To the Corruption: while both are eldritch (and possibly, truly extraterrestrial) Alien Kudzu anomalies, the Crimson more represents visceral horror than the inherent evil of its counterpart and is even more sci-fi in nature. Furthermore, while the Corruption wants to wipe all life out, the Crimson wants to assimilate life into itself.
  • Flying Seafood Special: The Ichor Sticker is basically a flying squid.
  • Flying Weapon: The Crimson Axe. A counterpart of the Cursed Hammer.
  • Genius Loci: With the lore, it’s revealed that it’s not only just alive, but a sentient, thinking entity as well, meaning anywhere it corrupts is automatically converted into one of these.
  • Humanoid Abomination: Face Monsters and to a lesser degree Floaty Grosses.
  • Hive Mind: In the lore, anybody who is assimilated by the Crimson becomes a part of one.
  • Knight Templar: The Corruption is an extraterrestrial Hive Mind that believes itself to be restoring balance to life... by assimilating all life it touches and turning them into visceral horrors.
  • Lovecraftian Superpower: The Ichor Stickers wear this on their sleeve.
  • Meat Moss: The ground and trees are covered with this in a Crimson biome, and Crimstone might be considered this as well.
  • Nightmare Face: There's a pretty good reason why the Face Monster is named that way.
  • No-Sell: Forget using Sunflowers to stop Pre-Hardmode Crimson, it will uproot them and take over the grass instead.
  • Order Versus Chaos: Represents the Order to the Hallow's Chaos. It consumes living beings and forces them to follow the will of a single hive mind.
  • Prophet Eyes: Any Crimson creatures with visible eyes have them glazed over with a reddish tint.
  • Red and Black and Evil All Over: The combination of black necrotic flesh and blood-covered tissue give it this look. Additionally, Crimtane bars and equipment are colored red and black.
  • Theme Naming: Many of the Crimson creatures and related items begin with "Crim".
  • Shout-Out: How the trees in the background of Forests afflicted with Crimson are covered in intestines and overall the entire biome's red gore theme (and possible connection to an extraterrestrial lifeform) brings to mind the Red Weed from War of the Worlds.
  • Standard Status Effects: Ichor Stickers inflict Ichor (lowers defense considerably), while the Floaty Gross inflicts Weakness.
  • Villain Team-Up: It formed an alliance with the Brain of Cthulhu; It provides the Brain with a place to rest, and the Brain defends the Crimson's hearts and helps it spread.
  • Was Once a Man: The lore states that several of the monsters were humans sacrificed to the Crimson, assimilated and transformed into horrors. This might explain why the Blood Crawler drops a vertebrae.
  • Womb Level: It's definitely this. The entire biome has a "flesh" theme, and moreso underground where it and the cave systems leading to it resemble being inside of some giant, red abomination.

    The Hallow 
The Hallow, on the other hand, is of an entirely different nature. Within each world is a Guardian who serves as the worlds[sic] master and core. Once this creature is destroyed the world will release the Ancient Spirits of Light and Dark to expedite the process of finding a new Guardian. It is here when the Hallow is created and functions as an overcompensation of purity, taken to the absolute extreme. The Hallow cures threats that would attempt to violate the critical balance of life, killing anything in its path as though it were treating an infection – whether friend, foe, or neutral party. Ultimately, the Hallow serves to push back against the never-ceasing encroachment of control.
https://static.tvtropes.org/pmwiki/pub/images/hallow.png
"We are living in a fairy tale."
Once hardmode is activated, the hallow will start spreading as a bright, colorful environment with pearlstone, teal-colored grass, and rainbow-colored trees. This is also a straight example of Light Is Not Good, meaning that the inhabitants aren't merciful, such as violent pixies that deal heavy amounts of damage, along with a chance to slow you or silence you (unable to cast spells). Pixies drop dust when killed. Unicorns also roam around the hallow, and will charge you at high speed. They drop unicorn horns for the purpose of holy arrows and such. At night, there are also gastropods that can slow the player on contact, fire lasers at you from as far as off-screen, and drop gel upon death, like slimes do. Hallowed deserts contain a light equivalent of the dark mummies that drop light shards. Underground, there's the aforementioned illuminant slime as well as an illuminant bat. Chaos elementals that Teleport Spam to attack and avoid the player are also found here. Contrasting the underground corruption, there are enchanted swords that also attack the player and curse them.
  • Blob Monster: Gastropods, despite resembling jellyfish-snail hybrids, are actually slimes, as they drop gel and also become harmless when Royal Gel is equipped.
  • Crapsaccharine World: Bright, cheerful and healthy for the environment...and filled with vicious fairytale creatures.
  • Flying Weapon: The Enchanted Sword. Unrelated to the equipable sword of the same name (in fact it looks like a glowing Excalibur). It's also the Hallowed version of the Crimson Axe and Cursed Hammer.
  • Flying Seafood Special: Gastropods, if you consider them jellyfish.
  • Heavenly Blue: Hallowed grass becomes blue, and the Hallow in general is stated as having been overcome by the spirits of light. Additionally, there's also the Holy Water, a thrown weapon that spreads hallow upon impact. The Clentaminator solution for the Hallow is light blue. Underground the Hallow is instead more associated with pink, as that is the color of their torches, most of the Underground Hallow enemies, Hallowed ice, the backgrounds, and the Souls of Light.
  • Holy Is Not Safe: Unless you enjoy getting gored repeatedly by unicorns and poked to death by hostile pixies, do not tread lightly on the Hallow.
  • Incorruptible Pure Pureness: The only biome in the game safe from being corrupted on its own. It can still be corrupted manually via the Clentaminator.
  • Knight Templar: The 8th Anniversary lore describes the Hallow as order and purity taken to the extreme, as it will indiscriminately destroy anything in its way to purify the world.
  • Lesser of Two Evils: Commonly interpreted as this, since unlike the Crimson/Corruption it does not render areas uninhabitable, never attempts to invade the jungle, and prevents them from spreading. Certain NPCs still believe it is bad — the Dryad considers a completely pure world to be better than a world with Hallow, but no Corruption/Crimson, and the Witch Doctor believes it is evil outright.
  • Light Is Not Good: Played painfully straight - despite the rainbows, pastel colors and flora-friendly atmosphere the biome is filled with creatures just as dangerous as the ones dwelling within the Corruption and Crimson. However, the Hallow does not force NPCs to move out unlike the Corruption and Crimson.
  • Lightning Bruiser: Unicorns. Chaos Elementals, considering that they can take about as much in damage, move as fast as the player and also Teleport Spam to close the distance even faster.
  • Order Versus Chaos: Represents the Chaos to the Crimson's Order. It's mentioned in the lore that it pushes back against the never-ceasing encroachment of control, attacking friend, foe, and neutral party alike.
  • Pure Is Not Good: the lore page describes it as "purity, taken to its utmost extreme". In game, it is nearly as deadly and contagious as the evil biomes, and can ruin a player's day just as thoroughly.
  • Standard Status Effects: Pixies inflict slowness (along with the gastropod) and silence, enchanted swords inflict cursed, light mummies inflict confusion.
  • Teleport Spam: Chaos Elementals teleport near the player and dash around. They have a small chance of dropping a Rod of Discord, which allows the user to teleport.
  • Unicorn: One of the enemy types found in the Hallow. They're very deadly and fast, and can drop their horns.

Events

    The Torch God 
An unseen deity responsible for a torch's eternal flicker, however easily angered by the unsightly, ungrateful abuse of torch placement.
An event that can be initiated by placing over 100 torches underground in close proximity at any point in the game's progression. The torches will shoot fireballs at the player while inflicting the Blackout debuff. Surviving the event gives a unique item that automatically converts torches based on what biome they are placed in.
  • A Wizard Did It: According to his Bestiary entry, he's the reason why Torches in the game never die out over time.
  • Bonus Boss: Surviving the Torch God's challenge is completely optional and gives an item that helps with luck.
  • Disproportionate Retribution: He seems to believe that anyone who puts too many torches underground at once should die.
  • Fireballs: What the torches will fire at you when the event starts. Each torch will fire once.
  • The Ghost: The actual Torch God is not seen, he only attacks the player through the torches placed. His Bestiary entry just uses a single torch to represent him and says that he himself is unseen even in-universe.
  • Guide Dang It!: Nothing in the game tells the player how to begin the event or that it even exists, and the way to start it is not something usually done by accident unless it is part of an elaborate building project.
  • Hair-Trigger Temper: The game itself says he is easily angered and he will try to kill players who put too many torches together.
  • Interface Screw: The player's vision is reduced while the event is active. Since it's through the Blackout debuff rather than the Darkness debuff, the Blindfold and its upgrades cannot be used to combat this.

    Blood Moon 
The Blood Moon has a 1 in 10 chance of occurring each night with a visible moon so long as a player with 120 health or more is in the world. Unlike other events, the Blood Moon incorporates biome specific monsters as well as their event specific monsters into the fray. In addition, certain harmless critters, such as rabbits and goldfish, turn hostile during the event, and will attack the player. Zombies and other monsters gain the ability to open doors, making them a much larger threat then they are usually.
  • Animalistic Abomination: While the Hemogoblin Shark and Wandering Eye Fish border on this, being grotesque, mutant hybrids of various creatures brought into being by the power of the Blood Moon, the Blood Eel and Dreadnautilus straight up cross into this territory, explicitly being called demons in the bestiary, with their supernatural abilities only serving as the icing on the cake.
  • Airborne Mook: Dripplers are weird flesh-and-blood abominations that slowly float towards the player and only appear during Blood Moons.
  • Jerkass Ball: During this event, female NP Cs become rude and irritable.
  • Killer Rabbit: Those cute goldfish, bunnies and penguins turn into evil biome-specific counterparts that are hostile to the player.
  • Non-Human Undead: Zombie Mermen will occasionally appear as one of the hazards a fishing player faces while a Blood Moon taking place.
  • Total Eclipse of the Plot: Possibly, as real-life blood moons are actually lunar eclipses.
  • Zerg Rush: A few unique enemies aside, the Blood Moon's main effect is to massively increase the spawn rate of regular night or biome enemies.

    Slime Rain 
The Slime Rain occurs once the player(s) have 140 life and 8 defense or it can occur before that with a lower chance in Expert Mode, at a ≈%10 chance per day pre-hardmode and a ≈%6 chance during hardmode. When it occurs, Slimes literally start falling from the sky even when enemies normally do not spawn such as being near NPCs. The event ends 24 (in-game) hours after it begins or when the player kills 150 slimes then it will summon the King Slime, after which the event ends when the King Slime is defeated. Subsequently, the chances of a Slime Rain occurring after defeating the King Slime are roughly halved and it only requires killing 75 slimes the next time a Slime Rain occurs.
  • It's Raining Men: The idea behind this event. The background even changes accordingly to feature this.

    Old One's Army 
A special crossover event (from Dungeon Defenders 2). Triggered by placing an Eternia Crystal on an Eternia Crystal Stand, the objective is to protect the Eternia Crystal from waves of enemies seeking to destroy it. Unique in that the event's difficulty depends on when you trigger it: triggering it after defeating the Golem results in more waves of enemies (and the enemies themselves having better stats) than you'd get if you triggered it as soon as it's available. When triggered in its hardest version, the event ends with a fight against a "boss", Betsy.
  • Action Bomb: Both Kobolds variants attack by blowing themselves up, among the only enemies in the game to do this.
  • Airborne Mook: Etherian Wyverns, Etherian Lightning Bugs and Kobold Gliders. Their ability to fly makes them dangerous enemies.
  • Brutal Bonus Level: Fighting the Old One's Army is entirely optional for progress, although tackling them yields some nice loot from both the bosses and the Tavernkeep. However, with the sheer number of enemies and the various restrictions, you'll have to put in some serious work to get their exclusive items.
  • Degraded Boss: The Dark Mage serves as the final boss of the easiest version, while the Ogre serves as the boss of the second version. On the final and hardest version, both of them show up as regular enemies.
  • Fire/Water Juxtaposition: Betsy (fire) and Duke Fishron (water). Betsy has an attack pattern very similar to Duke Fishron's, both alternating between charging, a blowing attack (a fire breath and several bubbles, respectively), and throwing projectiles (fireballs and sharknados, respectively). They're meant to be fought at roughly the same moment of the game (soon after defeating Golem), and accordingly they have the same health (although Betsy has lower damage and defense since it's part of an event, while Duke Fishron is a stand-alone boss).
  • Fluffy the Terrible: The post-Golem boss of this event is a massive, fire-breathing dragon called... Betsy. Yep.
  • Flunky Boss: The Dark Mage has the power to summon Old One's Skeletons.
  • No Fair Cheating: Trying to block enemies from the Crystal by placing walls in the way will only have them walk through the walls. Furthermore, you are unable to place blocks during the duration of the event to prevent cheesing it (not that it stopped players from cheesing it anyway, most notably by using actuators to get around the "no placing/removing blocks" rule).
  • Our Dragons Are Different: Betsy is the only enemy in the game based on a Western dragon (other dragon-like enemies like Wyverns or Phantasm Dragons resemble more Eastern dragons).
  • Our Monsters Are Different: An interesting case. The enemies that appear during the event are all based on enemies from Dungeon Defenders 2. However, many of those enemies (namely skeletons, goblins, wyverns and lightning bugs) happened to share a name with creatures previously found in Terraria, even though all of them are very different from the already-existing version (the normal lightning bug is even a critter). To distinguish them, the new version has "Etherian" or "Old One's" in front of his name.
  • Our Ogres Are Hungrier: Ogres appear as a mini-boss during this event.
  • Shockwave Stomp: One of the Ogre's attacks.
  • Standard Status Effects: Several of them. Lightning Bugs can reduce your damage while Wither Beasts can reduce your defense. Ogres throw you a snot ball that slows you while Betsy is able to burn you.
  • Time-Limit Boss: Betsy's diving attacks will damage the Eternia Crystal, putting you on a timer to defeat her before she destroys it.
  • Tower Defence: As expected from an event inspired by Dungeon Defenders 2.
  • You Shall Not Pass!: Your goal in the game is to prevent hordes of mobs from taking out your crystals.

    Goblin Army 
Once the player has over 200 health and has destroyed either a Shadow Orb (if they are playing in a game world with Corruption) or a Crimson Heart (if the game world has Crimson), then the goblin army may invade at the start of a random day.
  • Airborne Mook: The Summoner can fly around to evade your attacks.
  • Berserk Button: Apparently you can start a war with them using a flag made of tattered cloth. The Goblin Tinkerer mentions that they have quite the Hair-Trigger Temper.
  • Boss in Mook Clothing: The Goblin Summoner, who only appears in Hardmode, is much beefier than the rest of her army and summons homing projectiles on you.
  • Fragile Speedster: Thieves - weak but fast, and they can open doors faster than other goblin types.
  • Glass Cannon: Archers: they're not as fragile as the wizards, but they are made short work of if you get close to them.
  • The Goomba: Goblin Peons are the weakest and most expendable units, although they do have the ability to break down (not open like Blood Moon Zombies, break down) doors.
  • Hitbox Dissonance: Peons and Thieves have a smaller hitbox than their sprite, allowing them to squeeze through smaller areas.
  • Mighty Glacier: Goblin Warriors. They're big and slow and can take more hits than the Peons.
  • Squishy Wizard: Sorcerers, who are commonly offed with a single hit. Subverted with Summoners, who have much more health than the rest.
  • Teleport Spam: Sorcerers, and the Goblin Summoner takes this Up to Eleven.
  • Zerg Rush: A single goblin (aside from the Summoner) is barely a threat, but given that they come in an army, they can still pose a threat to weaker characters by weight of numbers.

Goblin Scout

A semi-rare enemy that appears above 0 depth, during the day, around two-thirds away from the center of the map (the same area in which the King Slime can spawn). Scouts will not spawn on sand or in the corruption, nor will they appear among the other goblins during the goblin invasion.


  • Metal Slime: Quite rare, only spawn on the outside of the map, and killing several of them is the only way to get the summoning item for the Goblin Army.

    Frost Legion 
The Frost Legion will invade if the player uses the Snow Globe that can be acquired from Present obtained during the Christmas. The enemies are various kind of snowman gangsters, and defeating them allows Santa Claus to move in.

    Pirate Invasion 
The pirate invasion can occur during Hardmode by a 6.22% chance at the start of any day or if the player uses a pirate map (dropped from enemies in the ocean) and approaches much like a goblin invasion. The force consists of Deckhands, Deadeyes, Corsairs, Crossbowers, Captains, Parrots, and the "boss", the Flying Dutchman.
  • Airborne Mook: Parrots are fast flying enemies that deal large amounts of damage if they hit you.
  • Authority Equals Asskicking: The Captains are the toughest to deal with out of all the types of pirates.
  • Battleship Raid: To defeat the Flying Dutchman, the player has to destroy all four cannons on its side.
  • BFG: The Pirate Captain carries a gun with a huge cannon strapped to it that fires out very painful cannonballs.
  • Boss in Mook Clothing:
    • Captains, which come with high HP, are immune to knockback (although constant DPS and DOT does keep them from attacking) and carry a rapid fire machine gun with a cannon strapped to it like an M203.
    • The Flying Dutchman, a large flying pirate ship that rains cannonballs and drops pirate mooks into the fight. It has four high health cannons that must be taken down in order to be beaten.
  • Flunky Boss: The Flying Dutchman will drop various types of Pirates onto you, while also attacking with its cannons.
  • Glass Cannon: The Parrots have rather low health for Hardmode enemies, but they move fast and hit surprisingly hard.
  • Guys Smash, Girls Shoot: The Deckhands and Corsairs will attempt to charge the player, and while the Deadeye and Captain do use ranged weapons, they still attempt to move towards the player to deal collision damage. The female crossbower however stays in the back lines firing flaming arrows.
  • The Juggernaut: Pirate Captains are completely immune to any form of knockback, keep moving towards the player, and have huge amounts of health.
  • Long-Range Fighter: Crossbowers will stay a distance from the player and shoot Arrows on Fire at them. Their ranged damage is far greater than their melee damage too.
  • Mighty Glacier: The Captains are immune to knockback and can both dish out and endure heavy damage. However, they are quite slow.
  • Money Spider: Pirates tend to drop golden furniture, most of which can be sold for quite a bit of money, in addition to quite a few coins. If you have a decent defense against them, fighting Pirate Invasions can be very lucrative in early Hardmode. They also have a very small chance of dropping money-based items like the Discount Card and Gold Ring.
  • Pirate Girl: The Crossbower is one of the few female humanoid enemies in the game.
  • Pirate Parrot: The parrots, which appear alongside the pirates.
  • Weaksauce Weakness: Unlike most other events, none of the pirates' attacks go through blocks. Many players exploit this by walling themselves off underneath a shallow lava pit and waiting out the invasion as the pirates wade into the lava and kill themselves.

    Solar Eclipse 
After a Mechanical Boss has been defeated, there is a 4% chance that the entire day may be a Solar Eclipse, where monsters straight out of horror movies appear in droves to attack the player. It can also be summoned by using the Solar Tablet during the day. The monsters include Swamp Things, Vampires, Eyezor, Frankenstein, The Possessed, Fritz, and Creature from the Deep. Reapers and Mothron appear after all three Mechanical bosses are beaten, and Butchers, NailHead, Deadly Spheres, Psycho and Dr. ManFly appear after Plantera is beaten.
  • Airborne Mook: Vampires can transform into bats to fly into you, while Mothron is capable of flight all the time.
  • Boss in Mook Clothing:
    • Mothron is counted as a normal enemy, but it has nearly boss-level health, a powerful dash attack, and can spawn eggs that hatch into smaller versions of itself.
    • Nailhead is counted as a normal enemy but also has nearly boss-level health. Every time he is hit, nails will fly off his head to strike you.
  • Eye Beams: Eyezor fires lasers from the huge singular eye on its face.
  • Monster Mash: Loads of classical and horror movie monsters spawn during this event. Skeletons and Werewolves are absent, however, since the former only spawns underground and the latter appears on the night of a full moon, and this event takes place at "day" in the overworld.
  • Shout-Out: Nearly all of the enemies are based on various horror movie monsters.
  • Total Eclipse of the Plot: Its in the name. A solar eclipse takes up the entire day, spawning monsters that will keep the player busy.
  • Wall Crawl: The Possessed can climb on background walls toward you. It's also immune to knockback while doing so, forcing you to try and wear down its health before it reaches you.

    Martian Madness 
When traveling around the map after Golem is defeated, one may spot a Martian Probe. If the player gets into its sensors, it will attempt to fly away, and if successful, the Martian Madness event will trigger. The force consists of Martian Walkers, Martian Drones, Martian Officers, Brain Scramblers, Gigazappers, Gray Grunts, Martian Engineers (and their spawned Tesla Turrets), Scutlix, Scutlix Gunners, Ray Gunners, and the boss, the Martian Saucer.
  • Action Bomb: Martian Drones attempt to kamikaze on the player and explode. This explosion can hit through walls.
  • Airborne Mook: Martian Drones fly around and attempt to kamikaze the player.
  • Alien Blood: Their blood seems to be purple in colour, considering the color of the flesh on their gibs.
  • Alien Invasion: The whole theme of the event is about Martians invading your world.
  • Attack Drone: The Martian Drones. These do not have guns, and instead use a Suicide Attack to explode on the player.
  • Battleship Raid: In order to defeat the Martian Saucer, the player must first destroy all of its missile launchers and laser turrets, before they can attack the main core.
  • Boss in Mook Clothing:
    • The lightning-quick Martian Saucer. It has four high health cannons that provide it with a plethora of attacks such as Beam Spam and Macross Missile Massacre, and a Death Ray it will use that deals huge damage. When those four cannons are destroyed... it becomes vulnerable, but will then repeatedly use the Death Ray attack. Thankfully, you can spare yourself from the beam by hiding underneath some blocks. The game even displays a "Martian Saucer has been defeated!" message when one is destroyed as it does for bosses, and the Saucer has its own trophy.
    • Journey's End hit the Martian Saucer with several Nerfs: it doesn't have its speedy, Death Ray-spamming second phase on Normal, instead just dying once all its cannons are destroyed. It is also slower and spawns less frequently. However, its Death Ray now penetrates blocks.
  • Boss Rush: It's not uncommon for a new Martian Saucer to show up as soon as you destroy one.
  • Beam Spam: The entire event packs enemies carrying various Tesla Turrets and ray guns. You will be on the receiving end of this when enough of them show up. The Martian Saucer also has two laser machine-guns included in it's armament and will occasionally stop to rain a hail of painful energy bolts upon your position.
  • Deflector Shields: The Martian Officer sports these, allowing him to take more damage than the normal martians. It also regenerates if taken down.
  • Energy Weapon: They're pretty big on these. The Martian Saucer is the most prominent user, but most of the regular Martians come with ray guns that can pelt you with energy bolts.
  • Flying Saucer: The Martian Saucer. It can drop a Cosmic Car Key, which allows you to ride your own.
  • The Greys: The martians are based off these.
  • Horse of a Different Color: Scutlix Gunners ride Scutlixes, which appear to be some kind of fast-moving slug-like alien creature. You can get the Brain Scrambler Rare Random Drop to summon a Scutlix Mount if you kill the gunner on top first.
  • Kaizo Trap: When the Martian Saucer explodes, it launches bits of scrap that can still deal contact damage.
  • Little Green Men: Ray Gunners, Scutlix Gunners, and Brain Scramblers appear to look like green-coloured greys.
  • Macross Missile Massacre: The Martian Saucer possesses two missile launchers on it's sides, and will use them to let loose a sizeable volley of homing missiles upon your position.
  • Mind Rape: The Brain Scrambler, as its name suggests. Its ray gun fires lasers that can inflict the Confused status.
  • Mook Maker: The Martian Engineer spawns Tesla Turrets that will fire at you.
  • Outside-Genre Foe: Most of Terraria is mainly fantasy with a few Schizo Tech guns and machines thrown in. Then the Martians with their highly advanced technology show up.
  • Sequential Boss: The Martian Saucer requires you to destroy its two turrets and two missile launchers, before the main body becomes vulnerable to damage and constantly uses its laser attack.
  • Shock and Awe: The Gigazappers and the Tesla Turrets deployed by Martian Engineers. Both can even cause an "electrified" debuff that deals constant damage, more so if you're moving. The Martian Saucer can drop the Electrosphere Launcher.
  • Standard Status Effects: Tesla Turrets and Gigazappers can inflict the Electrified debuff, which acts like poison but deals even greater damage if the player moves. Brain Scramblers inflict the Confused debuff that reverses your controls.
  • Tripod Terror: The Martian Walkers.
  • The Turret Master: Martian Engineers can spawn Tesla Turrets which attack you.
  • Wave-Motion Gun: The Martian Saucer has one of these. It can also drop the Charged Blaster Cannon which can be charged to fire this.
  • Weaksauce Weakness:
    • Prior to the Journey's End update, the Martian Saucer had no attacks which could pass through blocks. A simple box thick enough to block splash damage from the missiles renders it harmless, provided you leave a hole for something to shoot through or something that shoots through blocks.
    • Most of the martians and their attacks are incapable of going through blocks, meaning that walling yourself in and using a strong piercing weapon like the Death Sickle can be a viable strategy.

Martian Probe

A semi-rare enemy that appears above 0 depth, around two-thirds away from the center of the map (the same area in which the King Slime can spawn) with a higher spawn chance in space. It projects a short ranged sensor light below, and if the player touches the light, it will attempt to flee. If successful, it will cause the Martian Madness event to occur.


  • Airborne Mook: A flying space probe that can appear in space.
  • Army Scout: Scouting probes of the Martian Army with pathetically low collision damage and decent HP. Their main purpose is to detect you to see if the place is suitable to invade.
  • Metal Slime: Quite rare, only spawn on the outside of the map, with a better spawn chance if in space. Unlike most Metal Slimes, you want them to get away if you want the Martian Madness event to occur.

    The Pumpkin Moon 
By crafting a Pumpkin Moon Medallion and using it at night, the player can summon the Pumpkin Moon. The Pumpkin Moon is similar to the Goblin and Pirate invasions, but it also has some special mechanics of its own. The invasion will progress in waves, each one featuring progressively harder batches of enemies to fight. The player can encounter Scarecrows, Splinterlings, Hell Hounds, Poltergeists, and Headless Horsemen. Killing enough enemies will allow the player to move on to the next wave until they reach wave 15, the final wave. Another key difference from the other invasion events is that starting with wave 4, boss-like enemies will emerge. In this case, they are Mourning Wood and Pumpking.
  • Bonus Boss: Both minibosses, as the Pumpkin Moon is not at all required for beating the final boss and both of the minibosses are exceptionally difficult. Unlike the Goblin Summoner, Flying Dutchman, Mothron, or Martian Saucer, fighting the Pumpkin Moon's bosses is entirely by player choice, so they won't even fight them with bad luck regarding invasions.
  • Boss in Mook Clothing: The Headless Horseman is halfway between the mooks and the bosses, boasting a huge health pool (more than Mothron and slightly less than Mourning Wood), extremely high contact damage, and immunity to all debuffs. It's still counted as a normal enemy.
  • Scary Scarecrows: The first Mook to show up. A-list Cannon Fodder compared to the other monsters.
  • Weaksauce Weakness: The Pumpkin Moon has no airborne enemies aside from Pumpking, and none of the non-boss enemies have projectile attacks. Staying off the ground can render most enemies harmless.
  • When Trees Attack: The Splinterlings, which are garden-variety Mooks, and Mourning Wood, which is... not.
  • Zerg Rush: The basic premise of the first few waves, before the Mourning Wood appears. After Wave 15, you can end up being zerged by the bosses.

Mourning Wood

An animated dead tree that first appears on Wave 4 of the Pumpkin Moon.


  • King Mook: To the Splinterlings.
  • Mini-Boss: Quite a powerful Mook, but not too hard to defeat.
  • Playing with Fire: Spits flaming pieces of wood at you to attack.
  • Time-Limit Boss: Mourning Wood will attempt to flee at dawn, when the Pumpkin Moon ends. However, it's slow enough that you can still easily finish it off before that happens.
  • When Trees Attack: A dead, burning tree that tries to kill you.

Pumpking

A cloaked figure with vines that end in scythes for arms, and a pumpkin for a head. He appears on Wave 7 of the Pumpkin Moon and is considered to be the boss of the event.


  • Authority Equals Asskicking: The Pumpkin Moon's final adversary, and the most powerful.
  • Badass Cape: He doesn't seem to have a body under it, but he wears a nice black cape anyway.
  • Call-Back: Has some similarities to Skeletron, in that it is a floating body that attacks using two disembodied arms. However, Pumpking has some nasty tricks of its own, like firing large scythe-shaped projectiles at the player.
  • Sinister Scythe: Has two for arms.
  • Playing with Fire: Can conjure flaming scythes and also spit embers at you.
  • Power Floats: Constantly floats around the area, making it somewhat annoying to hit him.
  • Time-Limit Boss: When dawn breaks and the Pumpkin Moon ends, Pumpking will vanish immediately.

    The Frost Moon 
The Frost Moon works similarly to the Pumpkin Moon, but features even more difficult enemies to deal with. Crafting and using the Naughty Present will make the player the target of an invasion by nightmarish Christmas-themed enemies: living Gingerbread men, Zombie Elves, Elf Archers, Nutcrackers, Yetis, Elf Copters and multiple Krampus. The Frost Moon also has three "boss" monsters with the Everscream, Santa-NK1 and the Ice Queen.
  • Bonus Boss: All three of the bosses, as the Frost Moon is not required for beating the final boss, and all of them are exceptionally difficult.
  • Nintendo Hard: The Lunar Events aside, this is the toughest event in the game yet. It takes immense amounts of preparation to get to the final wave of this event and survive.
  • Non-Human Undead: Zombie Elves.
  • Zerg Rush: The basic premise of the first few waves, before Everscream appears.

Everscream

An animated Christmas tree that first appears on Wave 4 of the Frost Moon.


Santa-NK1

A tank-like mecha with the appearance of Santa Claus carrying a Gatling gun and a rocket launcher. It appears on Wave 7 of the Frost Moon.


  • Backpack Cannon: It's used to fire presents that rain down on you.
  • Badass Santa: Like the other boss enemies in this event, he won't disappoint in terms of asskicking when he shows up.
  • Bad Santa: While Santa himself is not evil in Terraria, Santa-NK1 is a Santa-faced tank that tries to blast the player into bloody chunks with machine guns, rockets, and explosive presents.
  • Death from Above: Can make it rain down explosive presents on you.
  • Gatling Good: Carries an arm mounted Gatling gun, which he will fire upon you with sometimes.
  • Glowing Mechanical Eyes: Its eyes glow with menacing yellow light.
  • Heavily Armored Mook: It has one of the highest defense ratings in the game.
  • Killer Robot: It's a Santa-based robot that attempts to massacre you with a huge arsenal.
  • Macross Missile Massacre: Carries a rapid missile launcher. Unlike the machine gun, the rockets can penetrate blocks.
  • Mini-Boss: Has less health than a boss-level enemy, but still a very formidable foe.
  • More Dakka: Carries a gatling gun. Can drop the chain gun which is faster
  • Skull for a Head: Damage it enough and its face is revealed to be similar to that of Skeletron Prime.
  • Tank-Tread Mecha: Like its namesake hints, it's a robot Santa with tank treads instead of feet.

Ice Queen

A large, floating feminine figure that appears to be made of ice. She appears on Wave 11 on the Frost Moon and is considered to be the boss of the event.


  • An Ice Person: Quite literally by the looks of it. As well as the fact that almost all attacks she has mainly consist of spewing shards and waves of ice at her opponents.
  • Authority Equals Asskicking: She's an ice queen and she is an utter nightmare to face. As well as the fact that she is the deadliest enemy on the Frost Moon.
  • Dark Action Girl: When she appears it's a This Is Gonna Suck moment for some players as she is no slouch in her objective to put you down, sometimes succeeding as well. Even exceptional Terraria players sometimes find her a bit of a handful.
  • Defeat Means Friendship: Defeating her in Master Mode makes her drop the Frozen Crown, which summons an Ice Queen pet. Unlike other Master Mode-exclusive pets, the tooltip states that this is not just a pet made in her likeness; it's the Ice Queen herself being reborn as a companion for the player.
  • Everything's Better with Spinning: Can spin around to fire out a huge storm of shards.
  • Flechette Storm: Fires out loads of ice projectiles.
  • "Get Back Here!" Boss: The Ice Queen spends much of her time just offscreen using ranged attacks against you, occasionally swooping overhead before flying off again. She's only stationary for her icicle attack, which is fired in every direction.
  • God Save Us from the Queen!: She's presumably a queen of sorts, and is an incredibly nasty enemy and the boss of the Frost Moon.
  • Lightning Bruiser: The Ice Queen's power is surpassed only by how insanely fast she is. She also has more health than Plantera!
  • Power Floats: Constantly floats around the area, making it very annoying to hit her.
  • Standard Status Effects: Can cause you to get chilled or even frozen.
  • Tactical Suicide Boss: The Ice Queen is usually moving extremely fast, out of range from your attacks. However, once in a while she stops to throw you ice shards, giving you a chance to attack her.
  • Winter Royal Lady: She is the Ice Queen.
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