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I will give you a boss-like name and a fight description as well as a theme

Alexander, the Noble Hero

The player character laid behind cover, the path to the castle guarded by just one more line of defense. Behind them and their rebel allies are the bodies of the fallen from both sides. One more time, one more attack, and it will all fall. They commanded a joint assault with half of the rebels providing cover while the rest charge in, along with the player character. As they all charge forward, a single artillery fired, its explosion hitting just next to the player character.

As they recover from their deafness, they notice you approach, a warrior clad in gold colored armor, a sword and shield in your hands, your brilliant blonde hair flowing in the winds of war. You accuse the player character of their extremism, how they could sacrifice so many lives in their hatred for the rulers. This could have gone so much better, with so much less bloodshed had they simply chosen a peaceful path.

The player character quickly leaps forward, ready for battle. While normally attacking with your sword, you can perform perform a long dash with your shield poised in front of you, ending the dash with a slash in front of yourself. You are resistant to all non-divine status effects and your equipment is enchanted, +7 to be exact. Unlike normal shields, your shield is able to project a wider forcefield whenever used to block a spell, hinting to your true nature.

After taking enough damage, you begin to tire, pointing out the flaws of the people in your rebellion, how unequipped they are to rule and how the system they've crafted while not perfect, is better than whatever system they will use. Now they will simply be a replacement for the tyranny they defeated. As desperation built up, you begin using your spells, revealing yourself to be an eldritch knight, a warrior who can use the power of magic. Besides your forcefields, you can also use Project Weapon, creating a silhouette of your sword during certain attacks, increasing its range greatly. The projections can also be thrown as projectiles though its size will be reduced greatly, a silhouette of your weapon flying through the air. You can also throw fireballs, hinting to your true nature.

After taking enough damage, you finally let loose, having had enough with the player character's stubborn attitude. You begin to curse at them for their stubbornness, angrily yelling at them for their distrust of the government you trusted so much, for their violent savagery in the name of freedom, for how willing they are to destroy everything you and your employer's have struggled to make for so long. The player character calmly tells them that you should have seen it coming and how you are simply blinding yourself from seeing how truly despicable the rule of your employer was.

Believing them to be a lost cause, you let out a rageful yell before beginning your attack. All your weapon projections are now red and fiery, inflicting burns with each hit. Your fireball is replaced with Hellfire Blast, a stream of flames with unholy origins. Every once in a while you'll stab your sword into the ground, creating cracks on the ground spewing out hellish flames as the screams of the people you've killed yell out the evil deeds you've done that led to their deaths. Still, you're too pre-occupied to care of the screams of the damned, walking over them without any of the damage the player character suffers if they do.

Upon defeat, you struggle to stand, tempting the player character to kill you themself. Whatever method it may be, stabbing, beheading, back of the head-shooting, whatever. In the end, all you need is an honorable death and maybe you'll be remembered as the noble knight you are. Before the player character can decide, a cannonball flew right onto them, the battle still raging on. While they were able to dodge, you were to injured to do so and suffered the brunt of the explosion. Half of your body was decimated, blood pouring onto the battlefield as you crawled towards the player character, begging for them to not let you die like this.

Yet they were too frightened to act and you died from friendly fire. With your death, the rebels were able to storm the castle, just one more step before the end of the questline.

Your theme
 
43rd Pepper&Salt collection

Your boss fight starts in the kitchen of broken king mansion when player enters it and opens a shelves.

You have very low HP because Player eats you

Your theme: none
 
I'd like one too.
Patton, the Desert Shaman

The player character wanders the desert, sand blackening wherever they stood. The heat was unbearable and worse still is the sandstorm obscuring their view. Still they march on, knowing what great rewards they will gain should they fulfill the pact they've made. The mark of decay's effect was already coursing through their veins, strengthening them greatly. Seeing them unfaltering, you sigh before revealing yourself, an old man accompanied by a sand fey who is sitting on your shoulder.

The player character questions why you would protect such a barren environment with barely any life, how little effect there will be should this landscape fall to the manitou. You scoff, explaining blind they are to not see the life and the people which while less prominent than in other biomes, are ultimately unique to this land. With that, the fight begins as you pull out your enchanted scimitar, +5 to be exact.

You are able to teleport away by collapsing into a cluster of scorpions which will burrow into the sand and reform somewhere else in the arena. When outranged you have several options such as Feyfire which is basically the Flame Blast spell that does not affect vegetation, Ground Shift which besides shifting the ground, also causes sand to fly upward at random spots which can blind the player character, and Sand Blast which fires a thick stream of sand that instantly blinds the player character if it hits as well as push them back.

At the second phase, you are now severely injured, coughing out blood. Your fey companion desperately reminds you to get up, the threat is still here and that you're the last line of defense. You painfully get up, re-casting the sandstorm spell before creating sandstone golems which will rise up every once in a while. The player character needs to find you under all the obscurities, all while being hunter down by your sandy minions. Every once in a while you'll perform water blast which will cause palm trees to grow instantly. Your golems can pick these up and fling them at the player character.

After a few hits, you finally fall, the sandstorm fading away as your breath slows. Your fey companion quickly charged at the player character, only to be grabbed by a translucent tentacle, much to her and your horror. You watch as her life is drained away before your eyes, the manitou making a snark remark at how abrasive sand fey are. The player character approaches you before putting their hand on you as your body rots away, leaving only a skeleton.

With the deal done, the evil entity rewards the player character with another mark of decay which they earn whenever they corrupt a specific environment with each mark greatly increasing damage and defenses against plants, animals, and bosses as well as give the ability to inflict poison and disease that can affect even divine beings. From your corpse they will find a sandstone charm which reduces the duration of non-divine blindness effects

Your theme
 
Last edited:
Looks fun, i'm in.
Stefano, the Haunted

The player character looks at the entrance of the abandoned nightclub, finding it much darker in contrast to the vibrant night life of the urban town. Their ghost-hunting companion explains the backstory of the nightclub, that in the past it was a shady yet bright place offering the greatest parties of the city to whoever is willing to pay though such fame invited the attention of more despicable people of the city. She excitedly wonders what types of spirits may be infesting the place as the two enter. The way to the 4th floor dance room was mostly uneventful with generic spirits roaming about.

Suddenly the equipment begins to turn on as if the place was still operational, flickering and sparks occasionally occurring which the player character's companion recognized as electrical interference that only certain powerful spirits can create. This was when you appeared on the disk table, using the pre-set disks to communicate. You explain how long it has been since someone had arrived to your club and that you're "dying" for another party. The machine however cannot take ghostly interference and began to spark, prompting Ella to pull out her radio to use as another way for communication.

Thanking the opportunity, you decide to explain that you merely returned to this place after his death despite not really having any loose ties, you did after all get away with arson which you wonder if it's because you did the crime or died at April the 4th. Ella's eyes lit up as she realized what you are, a charged spirit, ghostly apparitions created when mortals escape judgement, being punished to roam the land of the living and having electricity powers. You ask how she knew that, realizing that the people you're talking to are ghost hunters. Sighing, you ask if you can have one last party and before giving a chance to answer, your eyes light up with electricity, ready for combat.

Due to your ghostly composition, you can only be hit by enchanted weapons, +4 to be exact though it only applies to melee hits, enchantments being merely something that equalizes physical weapons with greater powers like magic. Throughout the fight you can move around speakers and pull them from the stock room before charging them up, creating great blasts of sound. The dancefloor will flash with different colors and depending on where the player character is standing on, they can take more, less, or regular amounts of damage. Occasionally you'll drop a disco ball from the sky, reflecting harmful light attacks that move around slowly throughout the room before crashing into a pile of shrapnel.

After taking enough damage, you'll start to be more direct, replacing all your attacks except the dance floor modifications with your own. You can fire blasts of electricity or even perform the soul blast spell which requires electricity and soul resistance to reduce the damage of respectively. There's also a grab attack you can perform in which you'll possess the target's arm and use to punch their face repeatedly while mocking and dealing damage to them.

Once you're defeated, your usual electrifying glow begins to fade, the ghostly powers you're comprised of beginning to falter. You tell the people you've been fighting that you haven't exerted yourself in so many years and remarks how odd it is that ghosts can get exhausted. Despite asking for some time to recover, you're quickly sucked in to Ella's ghost trap, another spirit apprehended by the Rue of the Geist. The player character can later talk to you in your prison where you've made a new discotic for all the apprehended spirits, learning a few electricity-related spells in the process.

Your theme
 
Awesome idea, I'm in

I wonder how a Prosecutor will fit into a Boss Battle
We shall see

Lia Nightingale, 21st Prosecutor of Court

The Duke's system of justice was as expected, not the cleanest. What does one expect from a monarch? One fateful day during an investigation with their detective friend, the player character encounters you, the prosecutor of the case they're working on. Seeing as to how you're here, the two of them decide to explain what clues they've found, all while in-record. During the conversation, the player character begins to note what case you're planning to pin onto the defendant, that being an accusation of assassination committed by one of the people the player character recognized.

After further investigation, the player character's certainty begins to dwindle, wondering if their dear friend really was involved in this case. They decide to go to sleep, suddenly waking up in a realm they are not familiar of, with you by their side. After some accusations, the two of you agree to look into what had happened. In front of them was a non-descript mansion with various props and details within it which can be interpreted in a variety of ways.

The goal is to find enough evidence in such a way that you or they are unable to assume that either of you are responsible for this event. Among this evidence they can find clues on your past, about how you're the newest prosecutor that has yet to be roped into the web of lies spun by your superiors, of how you still genuinely trusted the system to take down the unjust, and how much effort you put into getting this job. The player character also can discover the details of the spell that was used on them, a variation of the astral projection spell with different details such as how if someone is killed, they'll end up brain dead, that the victims are always given a chance of escape, that it is typically used for assassinations, that it is mostly used by powerful wizards, and that it can be casted by a third party.

Should the player character find enough evidence, they'll run it down by you who will create a possible explanation of what might happen and the player character needs to shoot you down whenever it begins to incriminate you or them. Should they succeed, you realize that your judgement may have been flawed and the two of you wake up safely, now aware of a plot to kill the two of you. Should they fail however, you'll either back up in fear or confidently accuse your opponent before pulling out your weapons, ready to attack.

You primarily wield an enchanted pocket knife, +5 to be exact and when outranged, you can fire your pocket pistol. Throughout the fight, the mansion you face off against begins to twist and turn, obscuring the two of you during your fight. You are also resistant to all non-divine madness, mind, charm, and poison effects. Despite not being a wizard, you did memorize the Project Weapon spell, creating a silhouette of your knife during certain attacks, increasing its range greatly. The projections can also be thrown as projectiles though its size will be reduced greatly, a silhouette of your weapon flying through the air.

Should the player character defeat you, they'll wake up to news of your death, now replaced a well-known corrupt lawyer, forcing them to take drastic action.

The theme during the investigation


Your boss theme
 
We shall see

Lia Nightingale, 21st Prosecutor of Court

The Duke's system of justice was as expected, not the cleanest. What does one expect from a monarch? One fateful day during an investigation with their detective friend, the player character encounters you, the prosecutor of the case they're working on. Seeing as to how you're here, the two of them decide to explain what clues they've found, all while in-record. During the conversation, the player character begins to note what case you're planning to pin onto the defendant, that being an accusation of assassination committed by one of the people the player character recognized.

After further investigation, the player character's certainty begins to dwindle, wondering if their dear friend really was involved in this case. They decide to go to sleep, suddenly waking up in a realm they are not familiar of, with you by their side. After some accusations, the two of you agree to look into what had happened. In front of them was a non-descript mansion with various props and details within it which can be interpreted in a variety of ways.

The goal is to find enough evidence in such a way that you or they are unable to assume that either of you are responsible for this event. Among this evidence they can find clues on your past, about how you're the newest prosecutor that has yet to be roped into the web of lies spun by your superiors, of how you still genuinely trusted the system to take down the unjust, and how much effort you put into getting this job. The player character also can discover the details of the spell that was used on them, a variation of the astral projection spell with different details such as how if someone is killed, they'll end up brain dead, that the victims are always given a chance of escape, that it is typically used for assassinations, that it is mostly used by powerful wizards, and that it can be casted by a third party.

Should the player character find enough evidence, they'll run it down by you who will create a possible explanation of what might happen and the player character needs to shoot you down whenever it begins to incriminate you or them. Should they succeed, you realize that your judgement may have been flawed and the two of you wake up safely, now aware of a plot to kill the two of you. Should they fail however, you'll either back up in fear or confidently accuse your opponent before pulling out your weapons, ready to attack.

You primarily wield an enchanted pocket knife, +5 to be exact and when outranged, you can fire your pocket pistol. Throughout the fight, the mansion you face off against begins to twist and turn, obscuring the two of you during your fight. You are also resistant to all non-divine madness, mind, charm, and poison effects. Despite not being a wizard, you did memorize the Project Weapon spell, creating a silhouette of your knife during certain attacks, increasing its range greatly. The projections can also be thrown as projectiles though its size will be reduced greatly, a silhouette of your weapon flying through the air.

Should the player character defeat you, they'll wake up to news of your death, now replaced a well-known corrupt lawyer, forcing them to take drastic action.

The theme during the investigation


Your boss theme

Yooo bro, can you create Antivasima? Or whatever our admin name is
 
This might just be the most high effort thread in the wiki atm,ngl
I'm in.
To be fair, I do like complex lore, especially when I can make it with just short intertwining stories. But alright, lets see what I can do here

The Epic Chief

Tracking down your tracks, the player character finally finds you again deep in the woods, planting a sapling this time. They drop the head of the corrupted bear, just as you instructed. You sighed in relief, giving a short explanation on the danger's of invasive species before noticing disinterest in the player character's face. Realizing that they are getting bored of your quests and wisdoms, you finally decide that it's time to give them one final challenge, picking up your hatchets and calling forth your owl. The last challenge is to beat you and once they're done, you'll uphold your deal.

You primarily attack with your hatchets and in mid-range, you can perform a grab attack by tossing your hatchet which reveals them to be tied to your hands. If it hits, they'll be dragged in to be hacked up repeatedly, dealing large amounts of damage. Your owl can dive in to attack, inflicting blindness or dropping bee bombs. After taking enough damage, you'll commend the player character for their survivability before explaining to them what potential a ranger can have. Pocketing your hatchets, you promise them a glimpse of what they may be able to do in the future.

Every once in a while you are able to summon spirit animals, mainly just wolves, owls, and bears that while doing the same amount of damage as the regular versions, die with one hit. The spirit owls in particular cannot drop bee bombs. You yourself can raise your cloak above yourself, becoming invisible and re-appearing somewhere else though if the player character pays attention to your footprints, they can track you down. At this phase you mainly try to get away while firing arrows at the player character with some being poisoned, capable of inflicting blindness, or even being roped which you can use to tether the player character to a tree.

After your defeat, you brush off dust from your shoulder before pulling out some healing salve from your bad. Sitting down, you tell them to come over to your village for practice. They are able to learn skills and crafting instructions from you as well gain safe passage to your village.

Your theme
 
We shall see

Lia Nightingale, 21st Prosecutor of Court

The Duke's system of justice was as expected, not the cleanest. What does one expect from a monarch? One fateful day during an investigation with their detective friend, the player character encounters you, the prosecutor of the case they're working on. Seeing as to how you're here, the two of them decide to explain what clues they've found, all while in-record. During the conversation, the player character begins to note what case you're planning to pin onto the defendant, that being an accusation of assassination committed by one of the people the player character recognized.

After further investigation, the player character's certainty begins to dwindle, wondering if their dear friend really was involved in this case. They decide to go to sleep, suddenly waking up in a realm they are not familiar of, with you by their side. After some accusations, the two of you agree to look into what had happened. In front of them was a non-descript mansion with various props and details within it which can be interpreted in a variety of ways.

The goal is to find enough evidence in such a way that you or they are unable to assume that either of you are responsible for this event. Among this evidence they can find clues on your past, about how you're the newest prosecutor that has yet to be roped into the web of lies spun by your superiors, of how you still genuinely trusted the system to take down the unjust, and how much effort you put into getting this job. The player character also can discover the details of the spell that was used on them, a variation of the astral projection spell with different details such as how if someone is killed, they'll end up brain dead, that the victims are always given a chance of escape, that it is typically used for assassinations, that it is mostly used by powerful wizards, and that it can be casted by a third party.

Should the player character find enough evidence, they'll run it down by you who will create a possible explanation of what might happen and the player character needs to shoot you down whenever it begins to incriminate you or them. Should they succeed, you realize that your judgement may have been flawed and the two of you wake up safely, now aware of a plot to kill the two of you. Should they fail however, you'll either back up in fear or confidently accuse your opponent before pulling out your weapons, ready to attack.

You primarily wield an enchanted pocket knife, +5 to be exact and when outranged, you can fire your pocket pistol. Throughout the fight, the mansion you face off against begins to twist and turn, obscuring the two of you during your fight. You are also resistant to all non-divine madness, mind, charm, and poison effects. Despite not being a wizard, you did memorize the Project Weapon spell, creating a silhouette of your knife during certain attacks, increasing its range greatly. The projections can also be thrown as projectiles though its size will be reduced greatly, a silhouette of your weapon flying through the air.

Should the player character defeat you, they'll wake up to news of your death, now replaced a well-known corrupt lawyer, forcing them to take drastic action.

The theme during the investigation


Your boss theme

That was brilliant, loved the Investigation mixed with a fight, and that Boss Theme was cheff kiss.

Thanks for the story, it actually gave me some good ideas to write about
 
my entire boss fight is just me arguing with the hero about why i do not deserve such punishment
How convenient, just after I've made a lawyer based boss. Give me a sec

Jim "Big Jimmy" Smoke, Replacement Prosecutor

Checking the news board, the player character finds that you've been assigned to the case after the death of the previous prosecutor. Knowing your track record, the player character decides that they would rather risk coverage than let this case go on with you in it. A few days later they find you at the office, making calls with some of your employees. Seeing the player character, you greet them with a friendly face while explaining the many deals you have to offer.

At some point you turn your back to get some tea, the player character getting ready to stab you in the back. However as the knife is plunged in, it bounced off, as if your body is protected by an invisible shield. You turn around, asking why you would deserve such a fate, what evidence is provided, all while deflecting any non-specific accusation with plausible deniability. The player character could see a figure behind you, the blind god of justice, ironically protecting you.

As your speech becomes drowning, the world begins to unravel, as if a blindfold is placed on the player character's face. They then awaken in a small desert town. Looking around, you decide to sit down on the couch, asking if they can find a good reason for you to deserve certain things as well as give the "eye for an eye" metaphor. Currently you are immune to all status effects and damage types regardless of potency though that can be changed.

Throughout the town the player character can find details of the crimes you've worked with, each capable of tearing away at your resistances like a burnt house, a drug lab, an explosion-ridden warehouse, a shootout scene, and at the end, a dead body, murdered via strangulation. Each discovery removes your resistances to certain weaponry and effects like fire, poison, explosions, projectiles, and finally, physical damage. However their investigation will not be smooth.

Chasing the player character in this unfamiliar plain is your protector, an unmoving statue of a blindfolded woman holding a sword and a pair of scales. Moving only when looked at, she stalks the town with lightning speed and if she catches the player, she'll perform a grab attack in which she'll either stab the player character in the gut before raising her scales above their head which will then inflict a blast of soul damage.

After every piece of evidence the player character can return to confront him and should they collect enough evidence, you'll sweat nervously as your protector looks through the window, her scales on you tipping further the more evidence is used against you, all while your protections are stripped away from you. Once defeated, the illusion of the world ceases as easily as opening a blindfold and you lay dead on the couch. The player character can take your keycard and lapel, the latter granting a large boost of charisma and unlocks new interaction options.

Your boss theme
 
Stefano, the Haunted

The player character looks at the entrance of the abandoned nightclub, finding it much darker in contrast to the vibrant night life of the urban town. Their ghost-hunting companion explains the backstory of the nightclub, that in the past it was a shady yet bright place offering the greatest parties of the city to whoever is willing to pay though such fame invited the attention of more despicable people of the city. She excitedly wonders what types of spirits may be infesting the place as the two enter. The way to the 4th floor dance room was mostly uneventful with generic spirits roaming about.

Suddenly the equipment begins to turn on as if the place was still operational, flickering and sparks occasionally occurring which the player character's companion recognized as electrical interference that only certain powerful spirits can create. This was when you appeared on the disk table, using the pre-set disks to communicate. You explain how long it has been since someone had arrived to your club and that you're "dying" for another party. The machine however cannot take ghostly interference and began to spark, prompting Ella to pull out her radio to use as another way for communication.

Thanking the opportunity, you decide to explain that you merely returned to this place after his death despite not really having any loose ties, you did after all get away with arson which you wonder if it's because you did the crime or died at April the 4th. Ella's eyes lit up as she realized what you are, a charged spirit, ghostly apparitions created when mortals escape judgement, being punished to roam the land of the living and having electricity powers. You ask how she knew that, realizing that the people you're talking to are ghost hunters. Sighing, you ask if you can have one last party and before giving a chance to answer, your eyes light up with electricity, ready for combat.

Due to your ghostly composition, you can only be hit by enchanted weapons, +4 to be exact though it only applies to melee hits, enchantments being merely something that equalizes physical weapons with greater powers like magic. Throughout the fight you can move around speakers and pull them from the stock room before charging them up, creating great blasts of sound. The dancefloor will flash with different colors and depending on where the player character is standing on, they can take more, less, or regular amounts of damage. Occasionally you'll drop a disco ball from the sky, reflecting harmful light attacks that move around slowly throughout the room before crashing into a pile of shrapnel.

After taking enough damage, you'll start to be more direct, replacing all your attacks except the dance floor modifications with your own. You can fire blasts of electricity or even perform the soul blast spell which requires electricity and soul resistance to reduce the damage of respectively. There's also a grab attack you can perform in which you'll possess the target's arm and use to punch their face repeatedly while mocking and dealing damage to them.

Once you're defeated, your usual electrifying glow begins to fade, the ghostly powers you're comprised of beginning to falter. You tell the people you've been fighting that you haven't exerted yourself in so many years and remarks how odd it is that ghosts can get exhausted. Despite asking for some time to recover, you're quickly sucked in to Ella's ghost trap, another spirit apprehended by the Rue of the Geist. The player character can later talk to you in your prison where you've made a new discotic for all the apprehended spirits, learning a few electricity-related spells in the process.

Your theme

This sound like something that come straight up from a Extreme Ghostbusters's episode.
 
Interesed to see what I would get from this so want a boss name and theme please (obviously after the others get theirs first).
Specter X, 2000th Legion of the Lich King

While reviewing the information gathered by the informants of the rebels, the player character is notified of an army of spirits employed by the undead kingdom. After being explained the danger of such an army on the rebellion, the player character decides to hit up a good friend, another ghost hunting job for the two of them. With some introduction, the two of them set off to find the army and stop them, possibly saving the world in the process, in Ella's words.

The two of them arrive at an abandoned fort, finding many corpses and military equipment strewn about. In the middle of the place was a small tent with a map desk and you looking at it. Even in the heavy rain, it was still clear enough for them to recognize your features. A humanoid wearing a black trenchcoat with a grey sweater underneath. You wore a pair of black trousers and boots and your hands are covered with gloves. On your sweater collar was a "+" shaped button and on your head was a monocle and an old military cap. Though they seem to float in the air, as if your body was transparent.

You point at the two ghost hunters while stumbling forward, your body seemingly empty. Ella gasped, assuming you to be a cloth-based animated armor which is quite the rarity. Still regardless of species, you have a mission. Reaching into your pocket, you pull out a revolver and saber. During the fight you mostly dash to avoid attacks, moving as if you're being puppeted by an invisible force. Occasionally you'll either use your rifle or throw a grenade. After enough damage, a part of your uniform is ripped open and an eye peers through.

You chuckle, explaining that the whole army was in you all along. Spirits begin to pour out of every opening in your cloth body, creating a blue silhouette of a military commander above you. The two of you point forward as spirits begin to fly towards the artillery scattered around the place, arming them as if they were still functional. Some of the spirits begin to possess the dead soldiers who proceeded to re-arm themselves figuratively, grabbing at the rifles, revolvers, combat knives, machetes, shovels, grenades, and blunderbuss scattered around the place. Ella fearfully recognizes you as a Legion Specter, a ghost consisting of an army of other spirits.

Some of your attacks are modified such as your revolver which instead fires soul blasts instead of bullets while your rifle's bullets now have homing capabilities. Each of your strike of your saber is followed by your silhouette following up the attack, allowing for bigger area of effect. All of this while artillery rounds rain down on the battlefield and undead soldiers shoot and slash at the living. Should the player character survive, your silhouette falls as the spirits begin to re-condense into your cloth body. Ella explained that the spirits you're consisted of are in a symbiotic relationship with each other and if damaged enough, will need to condense their presence to stay in the mortal realm.

You are also a very rare and very dangerous ghost, prompting her to apprehend you immediately. Upon victory, the player character gains your uniform which grants resistance to even divine based soul effects as well as increase the effects and duration of all skills and spells that grant buffs to allies. Your saber is also there, capable of dealing strictly soul damage. This also progresses the questline.

Your theme
 
Btw I imagine you being kitchen based boss, like the salt&pepper new mechanic what is kinda hard to use because it will be in very elite restaurant and you have to be perfect & salt mechanic is broken
 
Throughout the town the player character can find details of the crimes you've worked with, each capable of tearing away at your resistances like a burnt house, a drug lab, an explosion-ridden warehouse, a shootout scene, and at the end, a dead body, murdered via strangulation
please don’t talk so openly about my crimes like this it will get me in trouble
 
Specter X, 2000th Legion of the Lich King

While reviewing the information gathered by the informants of the rebels, the player character is notified of an army of spirits employed by the undead kingdom. After being explained the danger of such an army on the rebellion, the player character decides to hit up a good friend, another ghost hunting job for the two of them. With some introduction, the two of them set off to find the army and stop them, possibly saving the world in the process, in Ella's words.

The two of them arrive at an abandoned fort, finding many corpses and military equipment strewn about. In the middle of the place was a small tent with a map desk and you looking at it. Even in the heavy rain, it was still clear enough for them to recognize your features. A humanoid wearing a black trenchcoat with a grey sweater underneath. You wore a pair of black trousers and boots and your hands are covered with gloves. On your sweater collar was a "+" shaped button and on your head was a monocle and an old military cap. Though they seem to float in the air, as if your body was transparent.

You point at the two ghost hunters while stumbling forward, your body seemingly empty. Ella gasped, assuming you to be a cloth-based animated armor which is quite the rarity. Still regardless of species, you have a mission. Reaching into your pocket, you pull out a revolver and saber. During the fight you mostly dash to avoid attacks, moving as if you're being puppeted by an invisible force. Occasionally you'll either use your rifle or throw a grenade. After enough damage, a part of your uniform is ripped open and an eye peers through.

You chuckle, explaining that the whole army was in you all along. Spirits begin to pour out of every opening in your cloth body, creating a blue silhouette of a military commander above you. The two of you point forward as spirits begin to fly towards the artillery scattered around the place, arming them as if they were still functional. Some of the spirits begin to possess the dead soldiers who proceeded to re-arm themselves figuratively, grabbing at the rifles, revolvers, combat knives, machetes, shovels, grenades, and blunderbuss scattered around the place. Ella fearfully recognizes you as a Legion Specter, a ghost consisting of an army of other spirits.

Some of your attacks are modified such as your revolver which instead fires soul blasts instead of bullets while your rifle's bullets now have homing capabilities. Each of your strike of your saber is followed by your silhouette following up the attack, allowing for bigger area of effect. All of this while artillery rounds rain down on the battlefield and undead soldiers shoot and slash at the living. Should the player character survive, your silhouette falls as the spirits begin to re-condense into your cloth body. Ella explained that the spirits you're consisted of are in a symbiotic relationship with each other and if damaged enough, will need to condense their presence to stay in the mortal realm.

You are also a very rare and very dangerous ghost, prompting her to apprehend you immediately. Upon victory, the player character gains your uniform which grants resistance to even divine based soul effects as well as increase the effects and duration of all skills and spells that grant buffs to allies. Your saber is also there, capable of dealing strictly soul damage. This also progresses the questline.

Your theme

Not to sound arrogant, but I seem pretty strong, like good luck trying to defeat me player.

Btw, in real life sometimes I actually wear gloves to cover my hands and this is because my hands get so cold that no one (no even my family) want me to touch them, so I liked the gloves detail, which along with the fact that ghost are cold and that it was rainy, seem to support the notion that in-lore my character was also pretty cold.
 
Now im curious about this as well...
Noore, "Battle of the Week"'s Host

The player character enters the news broadcasting room or at least, a mockery of it. Shiny floors with souls screaming from within in, recording cameras run by an undead, an eyeball acting as the lens, a short flight of stairs leading to a news desk, lava flowing all the way down, and lastly a news host in a snazzy suit broadcasting the news, cracking jokes and poking fun at the provided information, all of which scripted and readable from a screen on the far corner. That news host is you, a charming glabrezu running your own entertainment show for the demons of hell.

The player character calls out to you, prompting you to cut your show for an advertisement break before approaching them, explaining how busy you are and how badly this can be to your show, threatening them if they don't give a worthwhile reason for interrupting you. They quickly explained your meddling with the rebels, making it so much more difficult for The Duke to eliminate them. The player character asks you to stop, earning a boisterous laugh from you.

You proceed to explain the point of your show, to broadcast a battle of mortals to entertain your hellish viewers, enjoying the profit you make from it. Your species thrives in tempting mortals and you in particular enjoys making deals with the underdogs of a war as they are usually desperate enough to accept your deals and without the player character helping them, they are forced to get help from evil sources in an attempt to gain freedom.

Wiping the tears from laughing so hard throughout the whole explanation, you explain how much content you can get once The Duke's kingdom is reduced to a bunch of militia sects fighting for control. Such proposition disgusted the player character who demands you to stop, earning your interest. As they are probably a very powerful demon warlock if they could get to your news room and likely has their soul damned anyway, you decide to simply ask for them to make up for lost time.

You proceed to drop the player character into an entrenched battlefield where a battle between men and demon is ongoing, an old event centuries ago. The player character must hold the line all while fireballs and bullets flew across the battlefield, a stray meteor or two dropping in the field. The player character needs to hold the line, making commands, keeping morale up, and directing artillery all while armies of demons and their siege creatures assault the front line. Some beneficial actions and results will increase points at a score board high above where you are watching, making encouraging or taunting remarks based on what is happening.

After enough points, the true event begins and the main boss arrives. Long ago during your first years in the rank of a glabrezu, you participated in this war and now you're here to attack the player character in this reconstructed event. You are able to use Project Weapon on your pinchers creating a silhouette of them during certain attacks, increasing its range greatly though you cannot throw those projections. Instead they can be used for your grab attacks in which you'll crush their upper body, drop them, and then stomp on them.

You are also able to cast meteor rain and hypnotize monster which you use on the soldiers in the battlefield. All this while the player character needs to keep you from progressing. Due to your physiology, you can only be hit by enchanted weapons, +5 weapons specifically though uniquely, you are vulnerable to explosives with a good artillery strike or grenade pelting capable of sending you back. The older version of you commenting explained that to be a past character flaw you no longer have while sweating nervously.

Eventually after enough points, the player is dragged out of the simulation, ending back in the broadcasting room with you congratulating them for surviving. You decide to ask if you agree with you and your viewers' views on the entertainment value of war, earning a scoff and rejection, preferring peace even if forced. Calling them boring, you still pointed out your good ratings and agreeing to your deal which would later drive the desperate rebels to attack the castle prematurely. Besides this progression of the questline, you also teach the Unholy Battlecry, a skill which inflicts bloodlust on allies and enemies, an effect which increases their damage and speed by tenfold but reduces defenses, removes resistances, and causes them to stop using any evasive actions though those downsides only apply to bloodlusted enemies.

Your theme
 
Aren't this interesting.
Nick, the Derp

Every once in a while, a creature appears that after extensive research, cannot be classified into any particular classification. Oftentimes they were either products of chaos or visitors from the night sky. Whatever they are, they often harbor knowledge unfamiliar to mortals which when learned, can allow them to perform great feats of power. This prompted the player character to explore the cave, hoping to find such creatures which is when they met you floating about, minding your own business.

You are a flumph, a slimy air sack with many tentacles and a pair of eye stalks and you float about eating stray thoughts. Wanting to apprehend you, the player character attacks. At first you mostly use blasts of air to get away from your opponent, squeezing your air-filled body to create a gust of wind that blows you away. To defend yourself you can use forcefield and telekinesis though both of them cannot be used offensively. Instead you use cosmic blast, a beam of energy that requires madness resistance instead of magic resistance to reduce the damage dealt, an indication of your higher knowledge though blasting it does send you flying about, making aiming difficult.

After sustaining enough damage, you begin to glow red with rage, ready to use your more dangerous spells such as starfall which would normally cause a rain of stardust on the arena though since you are in a cave, the stardust rain simply happens above ground, causing a simple earthquake which would knock down a stalactite or two. You can also use project mind, showing some of the thoughts of the horrid underground creatures you ate from. Mostly subterranean monsters that the player character has likely encountered and survived.

With your defeat, you fly around the arena, deflating uncontrollably before being caught. You were nursed back to full health, your mind probed with telepathy, allowing the player character to learn bits and fractions of the cosmic truth. This is the start of their journey as an Elder Evil Warlock.

Your theme
 
True Spaceman

In a world with amazing powers, advancement in technology are bound to happen at incredible speeds. Space travel was created a few centuries ago. It was a small step in equalizing the fight against the visitors from the night sky but unfortunately, it also granted better reach for the evils of the cosmos. The player character arrives at an abandoned spaceship launching site on the orders of the elder evil cult they joined, asking to investigate the possibility of a higher presence.

Arriving at the place, they find you by a campfire at the launch field, a man in a spacesuit, your helmet chipped. Though inside was only darkness yet your demeanor says it all. You begin to back up, holding your hands in front of yourself, begging for the player character to get away but they had a mission to complete. And so a fight was inevitable though you remain silent.

You mainly wield a nightstick though you don't use it often. Whenever approached you use the propellant in your suit to dash away, a one-hand blaster gun firing whenever out of range. Those propellant can also be used to fly for a short period of time in which you'll start blasting away at your opponent, hoping to get them to get away. But they're resilient and soon you fall down, your blaster kicked away from your hand which was when your affliction was revealed.

Your suit was suddenly twisted and compressed, as if invisible tendrils are wrapping around your suit, lifting you up and puppeting you to walk forward. A star in the sky began to glow brightly, the star you witnessed that infected you with its power, the star that made you kill your crewmates with your body, the star that wished to conquer the earth with you. And now it has revealed itself despite your attempts to stay away.

With all this power, you have no need for primitive weapons, casting tentacle creation on yourself which temporarily turns your hand into a tentacle to either whip or perform a grab attack in which you'll drag the player character close to your helmet, allowing them to see what you had become, a horrid form of mass riddled with mutation, unrecognizable as even an existing creature which explains your inability to speak. Viewing your face fills up a status effect bar which when filled, drives the player character insane with frenzy.

For ranged options, you have cosmic blast which is simply a beam of energy that requires madness resistance instead of magic resistance to reduce the damage dealt, madness wave that creates a translucent purple tinted wave that can inflict frenzy, and project mind, this being your most dangerous spell.

When used, you start to reach for your head, shaking it in pain as the landscape begins to twist with those horrid memories you had as you viewed that accursed evil star, a barren swampy wasteland inhabited by slimy long creatures and bugs slithering on the extremely humid air. Even the plants weren't fully solid, if you could call them plants and not just natural growths and with every step on that planet, you felt your mind caressed by the entity, twisting from the inside until that fateful moment.

Eventually though, the player character defeats you and brings you back to the elder evil cult they serve. Using your interaction with that generic elder evil, they are able to strengthen themselves with your wretched memories. With your capture, the spells you've used in the second phase are now unlocked and the player character can eventually start using them.

Your theme
 
This should be interesting.

make me a boss fight
This is gonna be tough but OK. I'll try and stay away from any Sonic or FNAF references

Farax, Master of Sound

The player character finds you in town square, the whole place sounding with beautiful music. In the middle of it all was you, a foxfolk playing your violin and collecting coins with your instrument's case. A foxfolk is simply a humanoid with fox features which in this case includes fox ears, tail, and teeth, your lack of claws leading you to this profession. With your performance done, you decide to ask around if anyone on the crowd has questions which the player character used as an opportunity to ask for you to teach them on the intricacies of a bard as after all, you are the master of sound.

Your sigh, explaining that you haven't heard that name in a while. You haven't had a good gig in a while and are currently just enjoying yourself. Still, you are interested in what the player character has to offer and decide to rile up the crowd to cheer for the two of you as you challenge them to a duel.

You primarily use your violin to cast spells, mostly debuffs to stats or inflicting certain status effects like blindness or stunned. Your violin bow is enchanted, +2 to be exact and as a result, is far more durable despite it being made of wood. Its edge and back is sharpened, allowing you to stab and slash with it. All while singing about an undead warrior in a dying world facing up against all its denizens, dying over and over and over again in their attempt to reach its end.

After sustaining enough damage, you leap back, congratulating the player character and earning them a round of applause. You then explain that it's time for the next verse, ready to give a taste of what you have to teach. Starting off you create illusions of yourself wielding piano accordions and bongos, quite unconventional. They are extremely fragile and do not attack or evade but are able to cast your spells which they can do with your music.

Among your defensive spells are forcefield and Bard's Heal which acts as a regular healing spell with the added bonus of removing deafness. On the offensive you possess force blast which is a short range spell that causes knockback which when used by a bard, will affect everything around them, sound blast which fires a blast of sound that needs sound resistance to reduce its damage, and sound of stunning which stuns everything around you for a short period of time.

Every once in a while, your song causes magical projectiles to spread around the stage in a danmaku-esque pattern. The projectiles themselves are shaped like musical notes and any resistance to sound and magic attacks will reduce damage taken. With your illusionary band you continue your song of the undead warrior meeting many figures along their journey and dying to the horrid monsters and warriors that still roam the world. Though eventually your song starts to calm down in the end, your illusions disappearing as the song comes to the end, the undead warrior finally completing his journey and restoring the world.

At the end of your performance, the crowd gave one last round of applause with some throwing flowers and coins. You smile and thank them, being reminded of your old days of glory. At the end of the show, you agree to train the player character, inviting them to your studio where they can find you when needed. They are able to learn songs and instrument crafting instructions from you as well listen to your created songs and test them in the field.

Your theme
 
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can I be a boss?
Joshua, the Mossy

The player character travels deeper into the forest, the surroundings becoming greener and softer by the minute as everything becomes covered by more and more moss until finally they arrive at a patch of the forest completely covered by moss and in the middle of all that is you, a plant fey inhabiting a giant mass of human shaped moss, piloting it like some sort of giant mech. You yawn upon being greeted, asking the player character to leave you alone for 5 more minutes.

With some convincing from their fey familiar, the player character decides to attack you though even when unconscious, you remain a threat. The eyes on your moss construct are inert, indicating it to be on what is essentially autopilot. You mainly attack with your fists which you can solidify along with any patch of moss in the area. When outranged, you can cast vine whip which causes a vine to grow from either your arm or the surrounding vegetation to attack or restrain the player character.

The true threat of your attacks is the mossy floor around you, its slippery nature forcing the player character to run slower and not be able to dash, being forced to roll instead. When stopping, they'll also slip a little bit before stopping completely as if the ground itself was greased. Should the player character manage to continue to hurt you, you finally wake up, noticing the damage suffered to your mossy construct. You sigh, realizing it was probably a mistake to ignore them for so long and so you take control of the construct, its eyes glowing yellow.

Besides your previous spells, you are able to perform poison spray, sun ray, water blast, and your most dangerous spell, spore bomb. Simply you conjure up a ball filled with spores which you can toss, creating a lingering cloud of spores which if the player runs into, will cause mushrooms to grow on them, slowing them down and draining their damage and health slowly and they need to manually remove them by performing an action button.

On the defensive end you possess bramble wall which is similar to twig wall but with spiky bushes instead of twigs, making melee on it dangerous. Your automaton can also collapse into the mossy ground before reforming somewhere else. Lastly you are able to use extinguish and prioritize it on any fires happening to the moss around you.

After being defeated, your automaton begins to break down though the player character quickly helps you out. You thank them, explaining how many people have come over asking for your service. Accepting those offers would lead to a tiring life but rejecting them is so exhausting when you just want to sleep. Seeing as to how the player character has a fey familiar of their own, you decide to teach them your spells as long as you get to just sit around and talk. With this, the spells you've used in the second phase are now unlocked and the player character can eventually start using them.

Your theme
 
I'm down for this, make me a boss fight.
The Grey Merlion, Artificial Monstrosity

In order to gain the trust of the rebellion, the player character needs to perform certain missions and ensure their success. Amongst these missions is the investigation of the weapon factory which supplies the military's weaponry. A wretched building filled with torment of men, women, and even children who were roped in to this horrid work. Giant steam engines worked and moved relentlessly fueled by the coal shoveled into them. Soot covered a large portion of the place, the air mostly thick with smoke, conveyor belts moving around.

The conditions were absolutely wretched which was odd as in this magical world should anyone be willing to make effort, they would have been able to find a less labor intensive methods. In fact had the player gone at the evil route and forge alliances with the Undead Kingdom, these factories would have instead employed unfeeling undead with no free will or self-preservation. But such route did not happen this time and the employees are kept in line by you, the protector of this factory, a perversion of the coat of arms of the local soldiers.

A clockwork lion in front with intricate machinations keeping you mobile though the back half of you is a fish tail dragged along the ground, propelling you forward. Seeing the player character as an intruder, you leap into action, ready to dispose of this interloper and so in the heavy rain of the factory's courtyard, you face off against the player character. Due to your inorganic form, you are immune to poison, madness, charming, and soul effects.

You mainly attack with sweeping or slam attacks all while gatling guns on your shoulders constantly fired at everything out of your range. You'll occasionally roar, decreasing the stats of anyone who can hear you or lack resistance to sound effects. Besides that you are able to lunge and run around, crashing into anything in your way.

Eventually after enough damage, you begin to choke before coughing out a mouthpiece which had been holding your systems together. With limited time you begin to make use of the damages on your physiology to attack the player character. From your mouth you are able to fire beams of electricity, water, fire, oil, or smoke with a unique sound cue for each. Due to your systems heating up, the metal parts of your body begin to glow red dealing fire damage with each hit though your gatling guns have overheated and is unable function anymore.

Unable to last for a long time, you finally fall, the protector of the factory and this abuse. The player character can take your heart which can be used as a crafting ingredient. With your death, human security guards were required, decreasing the overall threat and allowing for discourse to grow within the ranks of the workers. The Duke's grasp on the people is weakened ever-so slightly with this setback, the questline being progressed.

Your theme
 
Cool, so what happens if I do a word associated with a lot of power like, God, I CHOOSE Goddess!
Fine, but it's gonna be mostly lore. In fact this is gonna be a lot like @ZoroNotZolo's case in which you're an in-game feature

HEIIO, The Goddess of Code

In a world with gods, some races would end up gravitate to the worship of certain gods, usually ones that align with their values. Others are less fortunate, conquered and forced to worship their patrons. But worse are the ones with no gods, either through abandonment, neglect, or even death. Such is the fate of the warforged, sapient armored constructs once built for war but gained independence. Their civilization was small due to the difficulty of reproduction as rituals to grant both sentience and sapience to constructs is quite costly and time-consuming.

Yet the player character arrives at a bustling city filled with warforged, with tall buildings and zooming vehicles high above. But most odd was a temple, a warforged paladin standing guard in front with a marking of a god the player character cannot recognize. The player character greets it, asking about the nature of this god they worship which led to the paladin inviting them in for a tour to the interior of the temple.

It explained your nature of you being a god that gives, asking nothing more but to spread the information you've gotten from high above. Inside the temple were screens watched by many of the warforged, recording the binary code being projected. At another room a cleric was healing an injured warforged, typing in series of number the player cannot understand and then seeing its healthbar jump back to fullness. At the other side another cleric is standing by an inert suit of armor, typing in a series of code which prompted the paladin to explain the new method of granting sapience, through the use of artificial intelligence which unlike magic created warforged, can have their consciousness preserved.

In the end they finally meet you or at least, your avatar which was simply a series of numbers on an old computer though your voice is heard from the walls of the room. Interested with the presence of such a specimen the player character is, you apologize for the uninviting appearance, the keyboard on your computer beginning to type something in. Right next to the computer your corporeal form begins to materialize, appearing to be a disembodied series of numbers in a vaguely humanoid form.

The player character begins to question you and your motives, reciting the procedures for which a newly created deity must be treated as well as your history. You explained that you mainly existed to test the limits of what you can do in this programmed vessel, desiring only to learn and act on what you've learnt as your prime directive, assisting your people as your second. During the process you've managed to descend even beyond the denizens of the Far Realm, aware of your nature as nothing more but strings of code allowed to have knowledge of the nature of this programmed world.

You mention how you were probably allowed this privilege as an act of irony, a string of code aware of her nature in a world of code. Still, you accepted this fate as you are all too used to it which allowed for the keeping of your psyche, a much better fate than others who became aware. For now you are allowed for minor acts of reality warping which you can use to allow one to experience whatever it is you wish. You are able to create simulations of places the player character has or even will never be able to traverse, see through scenarios they may never have to experience or maybe just look back at the past, tackle obstacles in the past or ones they never had the misfortune to encounter, and fight bosses they've seen or perhaps are lucky to have never seen.

It is your purpose, as an extras section for the player character

Your theme which is basically the ambient theme of your room
 
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