THE BESTIARY

Know the warning.
Make your move.

Each guardian has a rhythm. Bosses reposition between attacks and during attack warnings, and try to escape your spinning yo-yos. Lead their movement, learn their tells, and use fixed hazard targets or staggers to keep damage on target.

Crystal Caverns

The Glass Widow

A veiled crystal spellweaver. Alternates crossed silkglass threads with a fracture aimed at your old position, firing aimed shards between patterns. Step out of the amber lines before they turn red and sidestep the shards. Below half health, a second delayed fracture follows.

235 base HP · Ranged encounter

Ironhold Depths

The Scrapmonger

An armored salvage master. Marks your position for a scrap burst at any distance, then commits to a straight magnetic rush. Aimed scrap bolts keep pressure between patterns. Sidestep the marked rush; hitting cover staggers him and exposes his armor. Below half health, bursts leave a second scrap impact.

270 base HP · Ranged encounter

Sunken Abbey

The Mourning Cantor

A drowned bell singer. Expanding sound rings have a clearly marked safe wedge: move through that gap while sidestepping aimed bolts. Alternates rings with delayed bell strikes at your old position. Below half health, paired rings demand a second crossing.

250 base HP · Ranged encounter

Stormbreak Citadel

The Fulminant Roc

A feather-cloaked storm champion. Marks your position for lightning, then commits to a straight diving rush. Aimed storm bolts keep you moving between patterns. Move out of the circles and sidestep the dive. Below half health, paired lightning strikes follow the dive.

260 base HP · Ranged encounter

The Hollow Sepulcher

The Pale Ferryman

A relentless hooded burial guide. Quick spectral processions leave a green passage offset from your position; move into it immediately. Sidestep committed soul bolts between patterns and cross the fast soul thread. Below half health, a delayed toll punishes standing still. Recovery is brief: keep moving while attacking.

400 base HP · Ranged encounter

The Hollow Sepulcher

The Ossuary Weaver

An ivory-armored bone tailor. Escape the rapidly closing cage through its green exit, then sidestep crossed needles. Paired bone bolts pressure you during recovery and cage warnings. Below half health, delayed central eruptions follow both patterns. Move decisively; the cage closes much faster than ordinary dungeon rings.

425 base HP · Ranged encounter

The Ember Crucible

The Cinder Alchemist

A masked alchemist firing fast reagent bolts between tightly spaced pool detonations and broad flame cones. Keep moving across the pool sequence, then circle behind the committed cone. Below half health, five pools ignite in quick succession and cones gain a delayed impact. Mixing pauses are very short.

400 base HP · Ranged encounter

The Ember Crucible

The Slagheart Wyrm

A horned obsidian knight. Molten threads bracket your position while slag bolts force you to dodge; committed high-speed rushes follow. Bait a rush into a pillar for a brief exposed-core damage window. Below half health, delayed eruptions follow threads and rushes. Sidestep early and keep attacking during the short recovery.

450 base HP · Ranged encounter

Ironhold Depths

Chain Warden

Marks your position for a chain impact even at long range, followed by three iron bolts. Alternates with a split four-bolt volley that leaves a central gap. Attacks faster below half health; leave the marked circle and move through the volley gaps.

235 base HP · Melee encounter

Stormbreak Citadel

Gale Huntress

Pursues until within firing distance, then alternates a tight five-shot wind fan with a wide four-shot volley leaving the center clear. Fires faster below half health. Keep moving sideways during her warning, then step into the gaps.

225 base HP · Ranged encounter

The Hollow Sepulcher

The Reliquary King

Strafes around you and fires bone bolts between fast volleys and paired eruptions. At 70% HP, destroy both phylacteries to break his shield. Rotating soul beams follow; below 35% he adds an opposite beam and faster fire.

352 base HP · Ranged encounter

The Ember Crucible

The Furnace Colossus

Pursues with slams, flame cones, close cleaves and firebolts. Below 65% HP, frequent charges can be baited into pillars to overheat him. Below 30%, he keeps charging between alternating safe-lane eruptions.

374 base HP · Melee encounter

Crystal Caverns

Crystal Oracle

Keeps her distance and casts a broad five-shard fan.

210 base HP · Ranged encounter

Crystal Caverns

Frost Colossus

Marks your position for a wide frost eruption at any distance, then fires a three-shard fan. Leave the amber circle before it turns red; sidestep the shards. Recovers faster below half health.

250 base HP · Melee encounter

Ironhold Depths

Iron Regent

Pursues while marking your position for molten impacts across the arena. Alternates five aimed bolts with a split volley. Leave the impact circle and cross the gaps; attacks faster below half health.

240 base HP · Melee encounter

Forest Ruins

Ruins Warden

Pursues while marking your position for a stone impact at any distance, then fires a three-shot fan. Leave the marked circle and sidestep the bolts; attacks faster below half health.

220 base HP · Melee encounter

Forest Ruins

Briar Matriarch

Keeps her distance and fires five spreading thorns.

200 base HP · Ranged encounter

Forest Ruins

Cinder Sentinel

Slow pursuit with wide fire impacts marked at your position, even at long range. Alternates impacts alone with spreading firebolts. Leave the amber circles before release; recovers faster below half health.

250 base HP · Melee encounter

Sunken Abbey

Drowned Abbess

Holds her ground at range and casts seven spreading tide bolts; fires faster below half health.

220 base HP · Ranged encounter

Stormbreak Citadel

Tempest Marshal

Marks your position for a storm impact across the arena and fires alternating lightning fans. Leave the marked circle and dodge sideways through the bolts; recovers faster below half health.

240 base HP · Melee encounter

Sunken Abbey

Hollow Knight

An armored guardian marking your position for huge bell impacts at any distance, alternating with split volleys. Leave the amber circle and dodge through the volley gaps; attacks more often below half health.

260 base HP · Melee encounter