Dungeoneering/Bosses

This is a list of all the bosses that can be encountered during Dungeoneering. There used to be a glitch where it was possible to receive the boss 1 level before the required Dungeoneering level, but the requirements have been adjusted to the correct levels (1 lower than previous). So far, all bosses except Rammernaut can use projectile attacks.

Gluttonous behemoth
Weaknesses: Stab/Crush

This boss will constantly heal itself by devouring bovimastyx bodies off to its side when it has lost more than half of its lifepoints. It is vital to block the body or bodies to prevent it from healing. When soloing, there will be only one carcass. It is advised to wear the strongest melee armour and use the Protect from Magic prayer. When in a dungeon designed for at least 2 players, there will be two carcasses. One strategy consists of two melee players blocking the behemoth; meanwhile, any remaining players are free to attack the behemoth. If you die when it reaches less than half of its lifepoints, it will heal itself to full health as soon as you re-enter into room. Players are strongly recommended to enter the boss room all at the same time, in order to kill it in the shortest time. A team with some players leaving will have difficulties fighting it. It can be countered by reducing it to almost half of its lifepoints and then teleporting. Restock on food and reenter the room again to finish it off.

Bulwark beast
Weaknesses: Stab/Crush/Magic

This boss has thick rock armour which prevents all melee and ranged attacks unless broken down. Wield a pickaxe and attack it until you break through it all, then switch to a standard weapon and attack as normal. There is a bar on the top of the screen showing the progress of the armour. Breaking the armour does not give you Combat or Mining experience. If you want to mage it, there is no need to break its armour. If you do enter by accident without a pickaxe, there is one sitting in a corner of the room. Since there is only 1 pickaxe available, the rest of the team is forced to fight it with magic. Do not run under the beast, or critical damage will be dealt while the beast stomps the player(s) underneath. The reward from this boss is a tier 1-11 pickaxe or hatchet.

Stomp
Weaknesses: Crush

When fighting this boss, ranged is recommended, followed by melee. If you use melee it will also use melee, which renders prayer not useful. The boss is immobile, using all three types of combat (without melee if out of melee range) and has three divisions of lifepoints. Stomp uses four kinds of attacks: a ranged attack in which it throws stones at all the players in the room, a single-target magic attack in which it shoots an electric ball out of its mouth, a melee attack where Stomp slaps the player, and a special attack in which it throws a slow stone to land on a player's square, in which a player within 1 square of the stone's destination will be dealt a large amount of damage. The special attack can be half-negated with the Protect from ranged prayer. When it has 100% to 67% lifepoints, it will use only melee and ranged. When it has 66% to 34% lifepoints, it will use all three combat styles. At under 33% lifepoints, Stomp will finally use its special attack. Whenever the boss drops to 66%, 33% or 0% lifepoint it will perform a special feat. (see below)

You will find him in a room with two crystals next to him. After dealing a certain amount of damage to him, he will become invulnerable and spit out two crystal parts. Then rocks will start falling from the ceiling. After or while the rocks fall, pick up the crystal parts that lie on the floor, but be sure not to stand on the black shadows on the floor as rocks will fall on them, dealing damage if it hits you. Then place the crystal parts on the crystals, and one of the lifepoint parts will be depleted. Rocks can sometimes block you from reaching the crystals, so make sure you stock up on food, as it may be a long battle. All the three sections of the lifepoints need to be depleted to completely defeat the boss. If you fail to do charge the lodestones, Stomp will heal 1/3 of its lifepoints. It is helpful to put a gatestone next to the crystals, as the path to the crystals may become blocked.

For soloing players, at 100% to 67% lifepoints, fighting at a distance with protect from ranged will block all of the damage. At 66-34% lifepoints, melee armour and protect from magic will defend most of the damage. At lower then 33% lifepoints, protect from ranged is recommended for all players, especially meleers, as they might have difficulties evading the special attack and the prayer blocks half of damage even if hit.

Solo Note: If you find that you are unable to reach the crystal power orbs (blocked), take all the crystals on the floor and place them in front of the lodestones. Wait until Stomp's next "hibernation" mode and crystals drop, the path should be clear now. Ranging from the entry door area seems to work well. '''Important: Crystals which have never been picked up will disappear but those picked and dropped will not. Also those dropped by players will prevent debris from falling on it.'''

For team players, it is worthwhile to notice only the ranged attack attacks all players at once. A good set of melee armour and using range should be enough to keep health high. Favoring protect from range than protect from magic is advised.

Important - When Stomp is in attack mode, it will destroy the rocks itself. If a rock has fallen or the room is quite crowded with rocks, let it attack to clear them thus hopefully you will be able to do the next crystal drop the first time. This battle doesn't have to take long but if you want to end it quickly, allow the rocks that would block you from a crystal drop, or the crystals themselves, to fall on you. You will take some damage but it means you can plant them on the crystal and move on to the next drop quicker. Note that sometimes if there is too many debris in the room, the crystals will not drop at all.

Runebound behemoth
Weaknesses: Stab

When you enter the room, the behemoth will be immune to all form of attacks. Deactivate the crystals to temporarily keep him from praying from a particular type of combat. The crystals will reactivate themselves after a while. After it reactivates, the particular prayer you have disabled will be turned back on and the crystal cannot be deactivated for the next few seconds. Therefore, it is recommended to bring at least two attack styles to kill this boss. It also has a special attack that involves it shouting "Raaawwrrr!!" and then yellowish orbs will scatter around the player. It can kill the player in one hit and cannot be blocked by prayer. You can run away from it or teleport out of the room with a gatestone. This special attack can only be used if all three crystals are active so it is advantageous to stagger their deactivation. Note that if you walk under it, it will trample you and deal a lot of damage.

Hope devourer
Weaknesses: Currently Unknown

A Dungeoneering level of at least 101 is required to encounter this boss on the Warped floors. It can apparently create some sort of aura that can deal small amounts of damage to players periodically, also lowering the player's combat stats. It's standard attack is a quick melee attack and it also has an unblockable knockback ability similar to Rammernaut. This attack often hits for 300+ damage. It also has a lengthy prayer deactivation and healing special attack. It will start to roar, and if any protection prayers are not dispelled in time it will heal somewhat, power up and temporarily block the use of prayer. Note this special attack only works when protection prayers and deflection curses are active. Other overheads such as Soul Split and stat boosters and leeches are safe to use at all times. This effect can be easily counteracted by turning off protections before he finishes his special, then turning it back on afterwards. With the exception of its low powered aura, all of the Hope Devourer's attacks are dealt at close range. With this in mind and with its vulnerability to the snaring spells mages have a distinct advantage over melee fighters against this boss.

Plane-freezer Lakhrahnaz
Weaknesses: Stab

This boss' territory is covered in ice that causes the player to slip around. It is resistant to Magic and Ranged, but is weak against melee stab attacks. The boss moves around the room and can "push" a player across the ice. Melee is the most effective way of killing the Plane-freezer Lakhrahnaz because of its high magic and ranged defence. A very helpful strategy is to place a gatestone outside of the bossroom. Whenever Lakhrahnaz starts moving away, teleport out to your gatestone and he will come back to the entrance and wait for you, and when you re-enter he will be unable to push you and will stay there for a short period of time. Using magic on all stalkers are not recommended, but range can suffice for this one.

Night-gazer Khighorahk
Weaknesses: Stab/Ranged

This boss is impossible to hit unless you have at least one of the four burners in the corner of the room lit. For every burner that is lit determines how much damage you will deal. With one burner you inflict 25% damage, at 2 - 50%, at 3 - 75%, and with all burners burning you will inflict maximum (normal) damage. It is not recommended to try to light all 4 burners in a solo fight, as you will only get a couple of hits in before they all start going out. A tinderbox is not necessary to light the burners. The burners do not last very long so you will have to keep lighting them. Khighorahk uses a magic and ranged attack, and it can also drain run energy, making it more difficult to light the burners and get in attacks. Note that it uses a special attack which can deal over 700 lifepoints to players within melee distance of the boss; the animation for this attack involves a blue ring encircling the boss as it jumps into the air and smashes back down onto the ground. This attack can be easily avoided by simply running a few squares away during the animation and returning after he has hit the ground. It is advised to use the Protect from Magic prayer against it, since it is stronger than its ranged attack.

Once it is nearly dead, it will rejuvenate itself back to full lifepoints; however this time all the burners stay lit, and its combat level is slightly lower than before. Khighorahk gains a stun attack after rejuvenating itself.

Shadow-forger Ihlakhizan
Weaknesses: Stab/Ranged

Ihlakhizan has a variety of special attacks; one of them involves the shadow-forger to begin to glow and to rise into the air (there will be a note in your chat box). This is one of his most powerful attacks, and is capable of hitting over 800 and lower combat stats heavily (half of remaining stat). Therefore, once you get the warning in your chat box, it is advised to avoid the attack by hiding behind any of the pillars or running to a corner of the room. A second attack involves the throwing of small green pools which targets all players and is unblockable by prayer. This boss is weak against stab attacks, and all other styles do not have any advantage. Solo players are recommended to protect from melee and wear the best armour, using stab style to attack it. This is the only certain way to cause it to use the melee attack which is the only attack blockable by prayer.

Flesh-Spoiler Haasghenahk
Weaknesses: Stab

The Flesh-Spoiler is similar to the Kalphite Queen in terms of transformation. When its first form is killed, its outer body explodes and spawns Flesh-Spoiler spawns to help him. In its first form, this boss can blast players with its eyeball, then place it back in its head for another attack. This is an extremely slow attack (around the speed of a 2h sword). It also uses a magical attack.

World-Gorger Shukarhazh
Weaknesses: stab

Little is known about this final stalker. Fighting it requires a dungeoneering level of 107 and it can be found beyond floor 54. When you enter the boss room, you'll find 3 "eye walls" that serve as an extension of his body. Every now and again, one eye will open up, and Shukarhazh will become invincible until the eye wall closes. During this time, you can attack the eye wall instead, but it can fight back as well. Its attack style is currently unknown

To'Kash the Bloodchiller
Weaknesses: Crush/Magic

Besides melee and magic attacks, this boss has a special attack when it says "DEEP FREEZE". A player will be frozen and must be quickly rescued by one of his teammates, or he will take a large amount of damage a few seconds later. This boss is weak against crush, magic, and ranged attacks. For soloers the Deep Freeze Attack is less of a threat, since the player will be freed immediately, although they will still take damage from it.

Har'Lakk the Riftsplitter
Weaknesses: Stab/Ranged/Magic

His magic attack drains prayer but he tends to do this attack repetitively only if the target is using protection prayers or Ancient Curses. He can open portals to other dimensions to damage his enemies. The three types of portals he can open are fire, miasma, and stat draining. Fire portals do increased damage over time, miasma portals poison (which can easily stack to over 300 damage), and stat draining portals drain all stats, not just combat. As soon as he opens one of the portals, run anywhere away from the 3x3 portal to avoid damage, stat drains and poisonous affects. Upon death, any poison caused by him will be removed. He is weak against stab, and magic attacks.

Bal'Iak the Pummeller
Weaknesses: Stab/Ranged

This Boss has a defence bar at the top of your screen which goes up as time progresses. To lower this you must make him stand on one of the three green portals. If this is not possible you can create a gatestone outside the room to teleport to if the defence bar is full. This boss can disable your protection prayers. It is recommended to avoid the green portals at all costs since they will drain your defence.

Yk'Lagor the Thunderous
Weaknesses: Slash/Magic

You must kill or distract 4 of the mages who are trying to absorb its power until Yk'Lagor says "My turn!". You can start attacking it right after he says "You dare steal my power!". When he says "Come closer!" , he will drag you across. When he says "This is...", it will take a few seconds before he says "TRUE POWER!", which you will take a lot of damage with. To evade these two special attacks, simply hide behind the pillars in the room. If he success to drag you to him, you will be heal him by 15% total hp.

Kal'Ger the Warmonger
Weaknesses: Crush/Superior attack styles in combat triangle

Level 113 Dungeoneering is required to face him. when you enter the boss room, a Kal'Gerion General will teleport in and either tell Kal'Ger that "the floor has been infiltrated", causing the general to be killed in one shot by Kal'Ger; or they will inform him that the floor is safe and be dismissed back to their floor. Then the fight commences. First, he hops over to your side and starts attacking you. After some damage, he will start attacking with a primal longsword. Reducing his health further will cause him to hop onto the other side of the room (there is a lava pit in the centre of the room) and start attacking you with his Celestial catalytic staff. It is HIGHLY recommended to range or mage him, despite the fact that there's a teleport orb you can use to get to his side and back, because if he hops onto the other side of the room again once you damage him some more, if anyone is on his maging side of the room when he does, he will launch everyone in the room into the lava pit, causing extensive damage. On his second attack on his meleeing side of the room, he will fight with a Primal 2h sword. Then he hops back onto the other side and fights with a Sagittarian bow. For the last part of the fight, he will hop onto the meleeing side and fight with his Primal maul.

Astea Frostweb
Weaknesses: Slash/Ranged

Astea uses magic that is similar to ice barrage to freeze the player while fighting, except the player is frozen for only 5 seconds rather than the usual 20. She also uses protection prayers that change randomly every 30 to 60 seconds. To counter the protective prayers it is advised to bring more than 1 type of attack. Astea summons ice spiders to help her attack you. It is recommended to have Protect from Magic on while fighting her while wearing the best melee armour available to make sure that the ice spiders don't hit frequently. As an additional tip, don't get caught in a corner (or trap her in a corner). Keep her moving around because your character can't walk through the spiders to hit her, and it is almost impossible to move with more than two or three on you at the same time.

Hobgoblin Geomancer
Weaknesses: Stab/Ranged

The Hobgoblin Geomancer is a magic-based monster who is able to cast several spells including snare, earth spells, weakening spells, and is able to teleport around the room. Wearing ranged armour will help protect you from his magic attacks, although he does hit with his spear. His special attack disables your prayer, reduces your prayer points if prayer is in use, and heals him if you have prayer on, so it is recommended to fight him without prayers. A good strategy is to use ranged while entangled, and then quickly switch to melee when he teleports to your position.

Lexicus Runewright
Weaknesses: Slash/Stab/Ranged

He is found in a library. He can teleport and has two spells: Book Barrage and Almanac Army. When he shouts "Book Barrage", explosive books are summoned and 3 seconds later, they explode, dealing very high amounts of damage. Avoiding them is easily achieved by running away as the explosive books are quite slow, but make sure to have run on. Almanac army summons books with 10 life points each, that deal low amounts of damage. It is advised to protect from magic and range this boss since he rebounds a third of all melee damage inflicted upon him. Some players believe having protect from summoning on will help because Lexicus "summons" the books. When in a group, it may be helpful to have the lowest level use a fast weapon such as a shortbow to kill the books.

Necrolord
Weaknesses: Ranged/Mage (Earth Spells)

He stands behind a wall of zombie-hands, thus ranged is a must for this boss.He summons skeletons to fight with him. Put on Protect from Magic as you enter the room, and when skeletons are summoned, immediately switch to Protect from Melee. Setting a gatestone outside of the boss door while in larger teams can be helpful for teleporting out when to many skeletons have blocked up the area surrounding the Necrolord. It's also very helpful to bring a powerful melee weapon in the room, to kill the skeletons he summons quickly, because they have a very low Defence.

Blink
Weaknesses: Magic

When you enter the room, Blink starts running in straight lines towards the portals. He cannot be attacked while he is doing this, and entering the portals causes a ranged attack to spray from the portal. In order to fight this boss, one must stop him from running into the portals. See the Blink article for more information.

Skeletal Horde
Weaknesses: Crush

You'll find Divine Skinweaver alone in the room, but soon skeletons will start to pour out of tunnels in the wall. Divine Skinweaver will heal you when you stand on the platform. Kill skeletons, and wait for Divine Skinweaver to tell you to block a hole. Block one, and then wait for her to command you again. Once you've blocked up all the holes, kill the remaining skeletons and talk to Divine Skinweaver to reveal the exit ladder. Handy to remember: a tunnel must be blocked every three skeletons you kill. If you block a hole when Divine Skinweaver is not telling you to, you will lose usually 100-300 health.

Unholy cursebearer
Weaknesses: Slash/Stab/Crush/Ranged

The Unholy Cursebearer uses melee and occasionally casts spells. Use Protect from Melee and switch to Protect from Magic when he casts spells. Your stats will be drained slowly within his room regardless of Protection prayers, keep in mind that this WILL lower your defence so it will hit higher and more accurately. You can restore your stats at the Unholy Font at the back of the room, but doing this will heal the Cursebearer up to 1/4 of his life points and damage yourself as well. If your magic is lowered below 32, you will be unable to teleport back out to your gatestone without using the Unholy Font first.

Skeletal trio
Weaknesses: Superior combat triangle attack style assuming you don't attack with what they are praying

Three skeletons who use one individual attack style. It is recommended to kill the mage first, then the warrior, and lastly the ranger. Using the entangle spell to hold the melee skeletal is extremely recommended and useful.

Gravecreeper
Weaknesses: Slash

Protect against range when you face him. His special attack is similar to that of the Riftsplitter and can be easily escaped by moving away from it. Make sure to stay away from the purple insignias on the floors as those vents also release a special attack. Beware of him as he also keeps moving around the room through the vents.

Dreadnaut
Weaknesses: Magic

The dreadnaut is in most cases an undead version of Rammernaut. The only difference is that dreadnaut does not "charge" at you as Rammernaut does. He uses a special attack similar to the Dragon Scimitar's special that disables prayer for 5 seconds. Recommended to use protect melee against him as he does not "charge" you.

Rammernaut Hoskins
Weaknesses: Stab/Fire Spells

This boss hits quite hard even with armour. When he yells "CHARGE!!!", he will knock anyone in front of him back about 6 squares and stun them for 5 seconds, also disabling their prayer for about 10 seconds. If you get him into the outer ring when he charges he should hit a wall saying "Ooof!", so you should get a couple of squares away from him. He also reduces your defence after using his charge attack, but only by 1 level. The best way to defeat him is to mage him from the edges of the room after Rammernaut is out of running power as he stays in the middle for around 30 seconds. If you are praying, beware the boss will act more aggressively towards you. Another tactic that works well is to have him stand opposite you along a wall and use the protect from melee prayer. When he yells CHARGE!, walk a few steps away from him so that he will then crash into the wall. Using this method can save you from almost any damage. If you will stand near north-west corner of room, and Rammernaut will yell "CHARGE", he will run into corner and will get stuck. If you don't move, he will continue doing that until he is dead. You can just range or mage him without taking any damage.

Sagittare Bolton
Weaknesses: Melee

Sagittare will be in a large, spiral room. He will have Protect from Missiles up during the whole fight. After certain points of his health is reached (similar to the Luminescent Icefiend), he will teleport away and do an "'Arrow Rain" special, which can be dodged. His two main attacks are ranged-based and magic-based. His ranged-based attack can disable run, while his magic-based attack can freeze you momentarily. Protect from Magic is recommended against this boss because being able to move is better than not moving at all. Magic will not hit very high or often and should only be used when you are frozen.

Icy Bones
Weaknesses: Stab

This boss has two special attacks - creating ice spikes from the floor and freezing players fighting at a distance. The icicles do not appear in melee range of the boss, and freezing doesn't work on players using melee. When using ranged or magic, be sure to stand next to him, as spikes can damage the player as they hit players very often at a distance. Damage is reduced by using the Protect from Melee prayer, but he can still hit through it. A good set-up is to use Protect from Melee and wear high magic defence armour. He is considered one of the hardest bosses to kill in a group, as he is usually a very high level and hits ridiculously high on all players at once. He's deadly because players may not have enough time to eat before the next attack hits. He is weak against slash attacks, especially with a 2h sword.

Luminescent Icefiend
Weaknesses: Stab/Fire Spells

This boss uses magic and range, and has a powerful special attack - icicles falling from the roof. As soon as you see the Icefiend become completely covered in an icy block or you see a message appear in your chat box, start running around in a square along the edge of the room, the icicles will follow you, turning back on yourself results in being hit, recommended is to click the corner of the room, and once you are half way along the wall, click the next corner along. Make sure your team run the same way and try to avoid following each other directly, or crossing paths or you'll be hit. Once the ice has melted you can continue attacking the Icefiend. If you are hit by one of them, the remaining icicles will hit you also so bring plenty of food. Please note that the icicles will never kill you so if you get hit by the icicles just heal after all of them have dropped. He is weak to stab attacks and fire spells.

Warped Gulega
Weaknesses: Slash

The Warped Gulega uses all three styles of attacks and can do a powerful special attack in which tentacles burst out of the floor, which deals damage equating to your current life point minus one, always leaving you with a single life point to survive on. This attack is aimed at the floor beneath the player, rather than the player itself and thus should you see it coming you can move out of the way and avoid the attack completely. The Warped Gulega naturally halves damage done by the player but, due to their history of fighting them, the Gorajo familiars are considerably more accurate and damaging than normal when fighting the Gulega. Coupled with the Bloodrager's scroll special, which lowers the opponent's defence considerably, this boss can be dealt with swiftly and with few problems.

Tips for any boss

 * If you have 94 magic it is recommended to use vengeance against bosses in order to inflict extra damage against bosses who hit high, in order to make the fight quicker and easier. Except for Rammernaut, since if you cast vengeance and are then hit by him, you will receive a message in your chat-box saying "You can only attack other players in a player-versus-player area." It is not known if this is a glitch, or if Jagex planned for this to happen. If you are in a team it is advised to vengeance the tank or meat-shield.
 * It is recommended to make a gatestone and drop it outside the boss room. If you are low on health or resources you can teleport out anytime. This is only disabled for the Luminescent Icefiend and Yk'Lagor the Thunderous (when not hiding behind a pillar).
 * Bosses will not heal to full health after you leave the chamber by death, only the Gluttonous Behemoth will restore to full health if its health is below half.
 * Use your minimap to move, ensuring easier, smoother movement.

Trivia

 * If a player dies at the same time as the boss, the death still counts, increasing the death counter by 1.
 * Some bosses, such as the Gluttonous Behemoth, offer minimal experience for successful hits, similar to quest bosses.
 * Unlike other Runescape monsters, such as God Wars dungeon bosses, minions, and tormented demons, even if the Dungeoneering boss has a higher combat level than does the player, the player can still 1-click to attack the boss as if the boss is of same or lower level than the player.
 * When the Occult Floor bosses were first released, their music track unlock hints read "This track unlocks default info". Also, most of the tracks were unplayable. This has been fixed.
 * All of the Stalkers, except Plane-freezer Lakhrahnaz, have the same sound effects when receiving damage and dying.
 * Astea Frostweb, the Skeletal Horde, Lexicus Runewright, the Skeletal Trio, the Necrolord, and Yk'Lagor the Thunderous are the only bosses that can have more than one NPC in the same room. Yk'Lagor kills the mages after four of them are being distracted and the Skeletal Trio is a boss of three monsters, so these two don't summon anything to aid them in battle, unlike the other four.

Gallery
Dungeoneering/Bossit