The World

Bosses by Level

Every boss in Ashenvale from the first lair to the Ember Throne, in level order, with where to find it, how it fights and what it guards.

Every boss, in order

Bosses are the richest fights in the game: each one guards uniques that drop nowhere else. This list runs from the first boss most heroes meet to the last. Levels are the boss's own level; bring a hero a few levels higher, or friends.

LevelBossWhereIts uniques
9Foreman GriskThe Old Mine, AshenvaleGrisk's Grip, Gravecaller's Visage
11Mother CinderwebCinderweb Hollow, Ashenvale (south of the river)Broodmother’s Locket, Silkstep Wraps, Fangspitter
15The Ashen WardenThe Warden's Altar near Emberfall; its Echoes every fifth floor of the Ashen DepthsEmberfang, Warden's Grasp, Heart of Ashenvale
15Vashti, the Glass WitchThe Glass Sepulchre, Sunscorch DesertSunlance, Mirrorglass Ward
18The Tomb KingThe Sunken Tomb, Sunscorch DesertCrown of Sands, Headsman's Cowl
17+Vesper, the Lantern ThiefThe Ashen Depths, floors 8, 13, 18 and every fifth floor after; he levels with the floorThe Stolen Lantern, Vesper’s Veil, Gutterlight Grips
22Gorrash the Raider ChiefRaider Hideout, Sunscorch DesertRaider's Cleaver, Dune Whisper, Stormquiver
25Sandmaw, the Dune LeviathanWorld boss, Sunscorch DesertSee World Bosses
26Grotmaw the BloatedThe Drowned Grotto, Mirefen SwampBogtooth, Mirror of Thorns
28Mirelash, the Three-ThroatedThe Drowned Belfry, Mirefen SwampThree-Throat Torc, Brackwater Maul, Sinkstride Greaves
31The Rat KingThe Rat King's Warren, Mirefen SwampRing of the Rat King, Marshwalkers, Plaguebearer
37Brakka, the Slag ColossusThe Slag Pits, Cinder WastesSlagheart Crucible, Colossus Knuckles, Slagplate
38The ForgemasterThe Forge of Ruin, Cinder WastesHeart of the Forge, Worldsplitter
44The Cinder LordThe Obsidian Spire, Cinder WastesCinderlord's Mantle, Dragonskin Carapace
47Ashhorn the UnbrokenWorld boss, Cinder WastesSee World Bosses
53Vaelthrix, the Rime WyrmThe Wyrm’s Roost, Rimefall HighlandsWyrmwing Mantle, Rimebreath, Wyrmling Clutch
56Hrimvald, the Rime JarlThe Frozen Hearth, Rimefall HighlandsRimeheart, Frostbite, Hoarfrost Treads
62Skarn, the Glacier TitanWorld boss, Rimefall HighlandsSee World Bosses
66The Weeping MotherLanternmere, the GloamwoodLantern of the Lost, Tearstring, Veil of Sorrows
70The Ashen KingThe The Ember Throne (three sigils)Kingsbane, Pyre of Kings, The Ashen Sceptre, Heaven's Fall, Oathbreaker and more
72Morrowthorn the AntleredThe Hollow Barrow, the GloamwoodAntlers of Morrowthorn, Gloamstring, Witchlight Heart

Only in Nightmare

Two lairs hide something worse when you enter them in Nightmare. Their bosses drop their region's sigil like any Nightmare boss, plus uniques of their own.

The hunted: bosses with fights of their own

The newer bosses don't just slam and call for help. Each has its own tricks, listed on its page under Mechanics. Every one of them follows the same rules, so you can learn to read them:

  • A ring on the ground is a warning. It fills up, then whatever it marks goes off. Step out before it fills.
  • A lane of rings is a line attack (a charge, a breath, a lance of light). Step sideways out of the lane, not back along it.
  • Pools stay. A ring that turns into a pool keeps hurting for a few seconds: never stand, or dodge, into one.
  • Projectiles fly slowly enough to dodge. Fans come at you; rings and spirals go out in every direction, so look for the gaps and move with them.
  • Wards and carapaces protect the boss. While mirrors, pillars or lanterns stand, the boss takes very little damage: break them first. A carapace soaks a share of the boss's life and heals it while it holds, so pour everything into it.
  • Some bosses vanish. A boss that dives or slips into the shadows can't be hurt until it reappears, and it always shows you where with a ring.

Every trick aims at every hero in the fight, so a party spreads the pressure around, and the boss's life, its wards and its carapace all grow with the party.

What the hunted guard

Their uniques are rare, and they come only from their own boss. Each one has its own chance per kill, the same for every hero nearby:

BossChance for each of its uniques
Mother Cinderweb, Vashtiabout 1 in 20
Mirelash, Vesper, Brakkaabout 1 in 32 to 1 in 35
Vaelthrix, the Weeping Motherabout 1 in 50 to 1 in 55
The Drowned God, Brakka Reforgedabout 1 in 60 to 1 in 70

The exact numbers are on each boss's page. Magic Find doesn't change them.

Almost all of them do something: a web that bursts when you dodge, a dodge that turns into a blink, a lance of light every third cast, a ward that catches you when you're low, arrows that pierce while you're untouched. Several bind summons, some in twos and threes, some with auras that burn, chill or mend. See Summons and Uniques.