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

I am down for it
Setsuna, the Mage of Tens

In some parts of the world, environments are contaminated by the taint of chaos which can have a variety of effects on whatever it is that is trapped in that area. During an investigation on one of those contaminated places, the player character encounters you, a mage trapped within the area. You have gotten used to the place, your spells geared to the environment and your skills adapted to the denizens of this area. But most importantly, you have knowledge of the contamination going about.

Upon being asked, you expressed that you've gotten bored and would like a different challenge in exchange to the knowledge you keep. With that, a fight begins as you pull out your staff and flail. Due to the effects of the taint, almost everything in the area is multiplied by 10 which includes damage, buffs, enchantments, and projectile numbers, something you rely a lot in this place. Your flail in these conditions was enchanted by +10, your flail having up to 10 chains on its end.

You are an illusionist, a class of magic that specializes in illusions of all forms and quite a competent one. Your illusions are intangible and while they're incapable of dealing melee damage, they are able to cast the same spells as you. At first you mainly use magic missile and protection orb which creates magical orbs that spin around you and can deal damage. As expected, these two multi-projectiles are further multiplied by tenfold. Whenever you use your telekinesis to catch projectiles and throw them back, those projectiles are also multiplied by 10 though you seldom used it. You are also able to teleport to your illusions, the physical form you were in being replaced by another illusion.

After taking sufficient damage, you begin the second phase by drinking a healing potion, ready for another beating. During the fight, your staff's end will glow to indicate what resistance you currently have. Blue for magic, yellow for bludgeoning, orange for explosions, grey for projectiles, and red for slashing. Your spells are instead replaced by just one spell, Projectile Spread, a spell which creates a danmaku of slow-moving magical projectiles.

Now imagine those projectiles multiplied by 10, casted by 9 of your illusions which cannot be destroyed, while you have randomly cycling resistances that are also multiplied by 10 which can be shown by your illusions. Should the player character somehow survive all this, you will get up and straighten your back, congratulating the player character for their resilience. You proceed to take a portion of the outer layer of the area which had served to note where the taint begins.

The player character can later give it to person who gave the quest, giving him something tangible to research which he will reward with the money he promised. Visiting him later, he will have learnt how to synthesize the material, unlocking it to craft for the player character. Said item is a consumable which applies the effect of your area to them for a short period of time.

Your theme
 
Seems fun

Let me become the ultimate boss fight
Tony, the Bog Luminant

Occasionally in foggy swamps, one may have the misfortune of encountering the will-o'wisp, tiny balls of light appearing as light sources which can fool the unperceptive and lead them to traps made by the denizens of the swamp. In this case, the player character followed a trail of wisps into you, a fey warlock and your hag familiar though it seems more like you're following her orders rather than the other way around. You were currently rowing a boat while the hag was sitting in the back, telling horrid jokes that can make ones soul shrivel from cringe disgust.

While doing this, she held a basket full of wisps serving as a light source though she would often release a few of them while the boat is moving. She would also drop a number of traps into the water, the wisps often trailing behind said traps. Upon being confronted, your hag familiar proceeds to point at you before moving her gangly finger across her neck, an order to kill the player character. With this, you jump down from the boat, ready for combat.

You wield a grabbing stick and a rubber protective suit, leaving you immune to non-divine electricity effects. When outranged you will occasionally throw bottles of potion made by your familiar capable of inflicting blindness, deafness, stunning, or just oil. Meanwhile throughout the fight, your hag familiar is teleporting around releasing wisps and dropping bear traps. Occasionally you'll clasp your hand, causing electricity to travel from one wisp to another, creating an electric fence with severe effects due to the wetness of the swamp. Other times you'll point at a wisp in which it'll burst, creating a flash of light capable of blinding your opponent if they're in its range.

After taking enough damage, you collapse into the shallow swamp, your hag familiar approaching you from her boat to taunt you for losing to a single adventurer. She then offers her hand to help you get up which you take and after a painful recovery, she leapt onto your back, pointing to the player character and commanding you to kill them. From here on out you'll be giving her a piggyback ride in which she'll be performing all the actions you've been doing such as potion throwing and wisp activation while also still releasing wisps and dropping traps.

You on the other hand will start casting spells now that your familiar is on your side. You are able to perform acid spray, lightning bolt which instead of using normally, you instead dip your hand into the swamp before casting it, electrocuting anyone in the water near to you, noxious fumes which expels a cloud noxious gas which slows down the player character and prevents them from performing charged attacks, and blighted blast which is a simple non-glowing beam of energy which requires poison resistance instead of magic resistance to reduce the damage dealt. On the defensive side, you are able to disperse into a cloud of flies before reforming somewhere else.

Upon being defeated, you fall to the ground along with your familiar who finally admits that this adventurer is pretty strong. She was quickly lifted up and slammed into a nearby tree, the player character threatening to arrest her for the crimes she's done. You quickly made a negotiation to teach the player character of everything you know. With that you were able to convince the player character to agree not to bring her to prison at the agreement that the two of you keep your wisps and traps to yourself. The player character can later visit your hut in which they can learn certain fey warlock spells and crafting ingredients as well as listen to your familiar's jokes which unlocks new dialogue options.

Your theme
 
Make me a boss fight.

I committed mass arson in Connecticut in 1846
Charles, the Great Firestarter

In a world where fireball is a spell for a low-levelled wizard, fires are bound to happen and it was a miracle that the extinguish spell was created shortly after. And while the average wizard no matter how inexperienced is responsible enough to extinguish any flame they create, it doesn't mean that everyone else possesses the same tools or even intentions to prevent the destruction caused by such a simple element. This is what lead the player character and their detective friend to look into you, an arson with multiple cases.

For once the two of them were able to catch you in the act, finding you in an apartment room though oddly enough, the smell of fuel was completely non-existent. More notably however was the imp sitting on your shoulder with a tiny blueprint explaining something unintelligible through your ear. The detective quickly put two and two together, assuming you to be a demon warlock normally capable of causing great fires with very little resources. You chuckle, explaining that the deal you've made required a number of horrid crime to be committed before the deal was kept. After the explanation, you notice your imp familiar screaming something while pointing at the two, prompting you to take off your robes, ready for a fight.

You mainly wield a branding iron for combat and every once in a while you can cast an aura of flammability around yourself, causing any fire damage to inflict burning and cause firearms to misfire due to the flames created. Besides that you're able to perform hellfire blast and flame tornado which creates an independently moving tornado which can suck objects in and deal over-time damage to whatever got sucked in with fire damage. You're also immune to non-divine fire and soul effects.

During the entire fight due to your aura of flammability, the room starts to burn down. After some damage, you tackle the player character, causing the floor to collapse into a burning lobby. Their detective friend quickly yells at them that he'll get down there by the stairs though he won't show up until far later. You tell the player character that you've burned your last building and that you've already finished the deal. Still wanting to apprehend you however, they quickly rushed in, hoping to take you down.

Besides your previous attacks, you are now able to teleport by walking into some of the open flames and reappearing from other flames. Occasionally you'll raise your palm in front of your face, an ember floating in it as a status effect bar fills up in the player character's HUD. If that bar is completely filled up, they will burn from the inside out as they scream in pain and take large amounts of damage, before getting laughed at by you. Also due to the burning area, your aura of flammability will deal fire-based damage over-time to the player character if they walk into it.

Upon being defeated, you fall to the ground as the player character approached you. Thinking fast, you make a quick deal with your imp familiar who agrees to increase the range of your flame teleportation, allowing you to escape. It was only then did the detective arrive downstairs, cursing at the fact that he came in too late. The two quickly escape the burning building, meeting the firefighters outside. The two of them wonder where you went, the detective taking notes of your class for future investigations. Still, he was glad the player character survived, agreeing to teach them how to fireproof whatever armor they have, his coat being fireproofed as well

Your theme
 
Setsuna, the Mage of Tens

In some parts of the world, environments are contaminated by the taint of chaos which can have a variety of effects on whatever it is that is trapped in that area. During an investigation on one of those contaminated places, the player character encounters you, a mage trapped within the area. You have gotten used to the place, your spells geared to the environment and your skills adapted to the denizens of this area. But most importantly, you have knowledge of the contamination going about.

Upon being asked, you expressed that you've gotten bored and would like a different challenge in exchange to the knowledge you keep. With that, a fight begins as you pull out your staff and flail. Due to the effects of the taint, almost everything in the area is multiplied by 10 which includes damage, buffs, enchantments, and projectile numbers, something you rely a lot in this place. Your flail in these conditions was enchanted by +10, your flail having up to 10 chains on its end.

You are an illusionist, a class of magic that specializes in illusions of all forms and quite a competent one. Your illusions are intangible and while they're incapable of dealing melee damage, they are able to cast the same spells as you. At first you mainly use magic missile and protection orb which creates magical orbs that spin around you and can deal damage. As expected, these two multi-projectiles are further multiplied by tenfold. Whenever you use your telekinesis to catch projectiles and throw them back, those projectiles are also multiplied by 10 though you seldom used it. You are also able to teleport to your illusions, the physical form you were in being replaced by another illusion.

After taking sufficient damage, you begin the second phase by drinking a healing potion, ready for another beating. During the fight, your staff's end will glow to indicate what resistance you currently have. Blue for magic, yellow for bludgeoning, orange for explosions, grey for projectiles, and red for slashing. Your spells are instead replaced by just one spell, Projectile Spread, a spell which creates a danmaku of slow-moving magical projectiles.

Now imagine those projectiles multiplied by 10, casted by 9 of your illusions which cannot be destroyed, while you have randomly cycling resistances that are also multiplied by 10 which can be shown by your illusions. Should the player character somehow survive all this, you will get up and straighten your back, congratulating the player character for their resilience. You proceed to take a portion of the outer layer of the area which had served to note where the taint begins.

The player character can later give it to person who gave the quest, giving him something tangible to research which he will reward with the money he promised. Visiting him later, he will have learnt how to synthesize the material, unlocking it to craft for the player character. Said item is a consumable which applies the effect of your area to them for a short period of time.

Your theme

bit dispointed you took 10 from tenma. Setsuna means moment and tenma means heavens or god.
 
Make me a boss fight, name Minato Namikaze.
Sure, why not. In fact I think this time I won't try too hard to not reference stuff

Minato Namikaze, Spacedragon Champion

Despite the perceived hostility of many otherworldly visitors, not all of them seek the other destruction or invasion of the planet and nuance must always be held against a group which includes such a wide group of any lifeforms from out of the planet. Such is the fate of the Leafy Spacedragons, large sea dragons that swim in space as if in water and have a full-on civilization. Each spacedragon type has completely different culture to one another and in your case, your species primarily develops close alliances through combat in-which their respect is based on power.

However once respect is gained, whoever managed to at the very least grant a sizeable challenge to the spacedragon, they will have the opportunity to develop close bonds of friendship with this great fighter. Which is how the player character discovers you, a leafy spacedragon hanging out at the outskirts of town. They look at the long line of injured adventurers while you laugh in the background, taunting the ones who failed to even come close to trouble you.

Seeing the player character, you sigh, another adventurer about to go to the hospital. Despite your size, you are able to dash at such speeds that it seemed like teleportation which you use in the same way a humanoid opponent uses their dash. You are able to strike at the ground with great speeds, the shockwaves capable of inflicting knockback. When outranged you are able to fire an extremely wide beam of green energy which can deal large amounts of damage.

Once damaged enough, you start to take this seriously. Using your leafy limbs you are able to fly up, still able to perform your dash teleport and energy beam. You seldom visit the ground though when you do, you instead attack with quick strikes and sweeps which can be performed at all angles. Also throughout the fight you are immune to all status effects regardless of potency and take massively reduced damage from non-melee sources.

Should the player character defeat you, you easily get, shaking your head from the concussion as the crowd watches in awe. With this, you raise your new friend up, congratulating their victory! You can later be interacted with in certain places and summoned to fight against certain bosses, mostly ones in big arenas.

Your theme


Also in case you're wondering what references I made, race of aliens who greatly value strength and can teleport and shoot lazer beams, sea dragons are related to sea horses, also friendship
 
im down for this too
Elias, the Power Hungry

Oftentimes when an undead is created, they would at least become a type of undead that fitted their former selves, usually as a form of cruel irony from fate itself. But that can oftentimes lead to worse outcomes for the mortals still around. It all started when the player character and their ghost hunting companion encounters a band of shadowkin thieves living at an abandoned castle. While basically normal humanoid mortals, a lot of deaths involving figures similar to them have occurred, even more than it should as they typically preferred killing as little as possible, preferring to conceal their presence.

The player character entered a deeper part of the castle, choosing to light up a number of torches at the walls, hoping to find whatever creature is hidden here. As the two of them watch vigilantly at the dimly lit room, the player character notices an extra shadow reaching out for their shadow. Ella quickly blasted it away, threatening you with light. Instead you simply growl before walking through the brightly lit place, revealing your true nature.

You are a shadow, an incorporeal undead continuously shrouded by darkness. Borderline feral and capable of moving and attacking in broad-daylight, these creatures are quite the threat though they do lack the spell casting abilities shadowkin have. You primarily attack with your claws, inflicting bleed and requiring darkness resistance to take less damage from. There is also a grab attack in which you'll grab the target's shadow and absorbing a portion of it, draining the target of their strength. Due to your ghostly composition, you can only be hit by enchanted weapons, +4 to be exact.

After losing a specific amount of health, your form begins to destabilize, becoming an ooze-like shape with limbs sticking out in every-which way. Though ironically at the top of your head was a facsimile of your crown, an indication of your former form. Besides all your previous attacks, you are able to essentially teleport to other parts of the room as well as perform your strength drain from a distance though the effect is less severe and shorter when done this way.

With your defeat, you are quickly apprehended. The shadowkin were rather impressed by this feat, originally planning on using the shadow as a way to get adventurers killed. From there on out, the player character is able to hire these shadowkin as summons to fight bosses.

Your theme
 
Make me a boss fight, can give you more context to work with if my name isn't enough.
Nah, it's perfect

Jack, the Pact Giver

Due the tense conditions of hell, able-bodied demons are often times busied by various internal problems, lacking time to corrupt the souls of mortals which is where the imps come in handy. Such weak and easily produced demons, being barely a promotion for the lowly larvae yet capable of great potential for corruption. Most of the times though, they're used as familiars for the many demon warlocks present.

You awaken at a summoning circle, finding the player character who seemed to be interested in what you had to offer. As of tradition, those who came to your kind willingly should be tested first, the demon lords requiring warriors of great potential. With the snap of your fingers, you teleport the two of you to an abandoned circus tent. You give a brief explanation of the past of this circus before getting to work, restoring it to its former shape and leading the player character in before teleporting them to the tightrope poles.

With another snap of your fingers, the tent is set alight, forcing the player character to find a way out. At first they would need to go through the tightrope before being able to access the ladder and then having to rush to the exit as burning canvas rains from the ceiling. Upon reaching the exit, the player character is horrified to instead discover themselves in a carnival maze which they need to exit before it burns down.

There are a variety of obstacles in the maze such as swinging hammers, party cannons, and mirror mazes, all of which twisted by your powers into more deadly forms. As a bonus, you also reanimated some of the dead clowns on the area in order to chase the player character down while also granting them the power to teleport by exploding into a puff of confetti and reappearing somewhere else.

Should the player character survive this horrid ordeal, they will gain your favor, impressed by their tenacity. You offer your hand for a handshake, painless flames setting the handshake alight. This is the start of their journey as a Demon Warlock.

Your theme
 
make me one
I can wait
I honestly did not expect that I'd develop @ElajRuengies' character this far but here I am I guess. Get ready for lore, @EL_xWatcher1234x

Ellie, Watcher in the Dark

The player character watches through the collection of apprehended spirits they and their companion had managed to apprehend. They seem to be enjoying themselves in each others' companionship which seems like a pretty nice fate until a way to force them to pass on to the next life can be found. As the player character watches the partying specters, the door was suddenly opened with Ella entering with bags full of batteries and new lamps.

They decide to ask her why she really did all this as this is far too much effort for someone just wanting to have fun. All the spirits the two of them faced growing stronger and stronger. At this rate, they'd be probably take on the Lich King himself, earning a chuckle from the two. The player character proceeds to ask if any of their relatives have died, often the reason why adventurers turn to role of clerics and paladins. Ella sighed, explaining that her older sister had died when she was young.

Still, she remained optimistic, excusing herself that her sister would never want her to remain unhappy which conveniently led her to a job where she got to expose herself to extremely bright lights and work to apprehend and improve the livelihood of ghosts, hoping to be treated the same way later when she died. Their conversation was cut short when the village's night watch sounded the alarm, indicating an attack. The two of them exited the house, finding you riding a bonemare towards the armed villagers, a small army of armored undead behind you.

You were a black robed humanoid, your face obscured by your hood. In your hands is a scythe with dark particles being emitted from its blade. Once face-to-face with the villagers, you proceed to threaten them to surrender, lest they be overrun by the undead army behind you. Ella proceeded to walk forward not out of fear but instead out of curiosity which annoyed you greatly. She quickly pulled down your hood, prompting you to dash backwards, your insect wings tearing the rest of your robes and revealing your true nature.

You are a mothfolk or at least a facsimile of one, basically a humanoid with moth features which in this case includes compound eyes, antennae, a pair of bug wings, an extra pair of arms, and fluffy wrists, neck, and ankles though instead of the usual white or pale coloration, you are instead dark gray in color with rips and tears present in your wings, antennae, and fluffs. Despite your hostile expression and your raised weapon, Ella simply gasped in joy before hugging you, recognizing you to be her sister.

Further inspection led to you recognizing her as well, prompting you to push her away and demanding the villagers to hand over the cleric that had been apprehending the Undead Kingdom's forces. One of the villagers pointed out that they never had a cleric and that the ghost hunter had been the one stopping the ghosts from even getting close. Ella quickly offered to take you in so that you can catch up with what she had been doing though you fearfully rejected it.

You explained that after your death, you just couldn't move on and stayed as an invisible specter to watch over your sister. Unfortunately at one fateful day, the Lich King managed to catch you, twisting you to be his champion, a graveguard, elite spirits usually used for guarding important locations and capable of commanding legions of undead. The experiences you went through during those years of servitude were torturous and imagining your sister falling to such a fate was not something you could accept.

Yet you cannot imagine a possibility in which you can turn on the Lich King, an undead far more powerful than anything the two ghost hunters have ever faced but even that fact won't stop them based on their reputation. Which leaves one last option, to kill your sister yourself and hopefully she will be able to move on instead of be a slave to your master. You tearfully rush forward to commit the deed, only to be blocked by the player character who quickly pushed you away, the fight beginning.

You primarily attack with your scythe which deals strictly soul damage and each hit reducing the player character's strength for a limited amount of time. Your lower pair of arms wield a blunderbuss, firing bullets capable of ricocheting off hard surfaces. During your dashes, you use your wings to fly backwards or forwards, blowing blinding smoke depending on what direction you dash. Due to your ghostly nature, you can only be hit by enchanted weapons, +5 to be exact.

After taking a certain amount of damage, you desperately struggle to keep yourself up, finding yourself weakening from all this damage. Knowing that you would be apprehended by the two ghost hunters should you be weakened enough which would allow them to progress and try to fight the Lich King, you pull off your last resort, snapping the blade from your scythe and slashing your abdomen with it, causing the blade to glow a brilliant blue. Incorporeal blood drips onto the ground along with the tears of your sister, seeing you suffer so much just to keep her from a fate worse than death.

As you closed your eyes, a shockwave blasted through the area. At the end of it all you're finally able to stand up straight, a faint blue aura around you which deals soul damage over time should the player character get too close. All your attacks deal far more damage and you now attack with fast merciless strikes using what's left of your blade. Every once in a while you will fly upward before performing the shockwave attack again though this time, it inflicts stun which allows you to quickly descend and slash through your target.

Eventually your incorporeal body can no longer handle the strain, cracks appearing in parts of your skin. Ella quickly rushed to your side, comforting and apologizing to you for what had just happen. Realizing that your true death would just strengthen her resolve to slay your master, you instead whispered some very important information regarding his defenses in hopes that she'll either be discouraged or actually plan ahead and succeed.

In the end you shatter into a million pieces, blown away by the wind into the night sky. For just a moment, Ella got to see her sister once again, only to find you tortured to the point that the only option you have is to try and kill her. Her sadness turned to anger and for once, she took a mission seriously. This is one last step to the end of her questline.

Your theme, I've been looking for an excuse to use it
 
"Please initiate Boss Fight Creation Procedures"

lol.
Cryo, the Last Frost Giant

The frozen tundra was constantly covered by snow and often obscured by blizzards. Barely any life grew here if any and the player character wondered if the manitou was just messing with them to test their loyalty. Still they marched on, intending on earning another mark of decay as even in less populated environments, the strength of the mark remains the same. Up ahead is the essence of the tundra just underneath the mountain. It was too easy and indeed it was.

Suddenly a portion of the mountain begins to move, a light blue skinned giant exiting the mountain. A frost giant, still alive after the extinction of their race in the hands of the vikings and their patron gods. You had been left behind to protect what remains of your home and having dealt with someone who tried to protect the desert, the player character simply shrugs. With some inspection, you sense the evil presence looming over the player character, you strike, readying your weapons.

You wield a pair of hatchets which you can use to strike at the ground, creating shockwaves of snow which deal frost damage and open up a portion of the ground which is covered by a significant amount of lichen. You are able to perform a frost breath attack when outranged which can also blow off the snow from the ground. Every once in a while you'll clasp your hand, causing a burst of green energy to blast from the lichen, damaging the player character should they stand on it. You are also able to summon wolves and moose with a whistle.

After taking a specific amount of damage, you begin to grow desperate, calling forth anyone you recognize. Your calls are answered by some snow elementals and pine treants along with your previous summons. Whenever a snow elemental rises, a chunk of lichen-covered land is revealed and pine cones will occasionally fall from the treants' bodies which will rapidly grow into adulthood and turn into new treants.

Once at a sliver of health you realize that you cannot win anymore. You quickly warn your summons to run away, rage boiling in you until you finally go berserk. In your bloodlusted state, you now attack with extremely fast and wide slashes and strikes, always moving and stomping about with each attack. Your damage is also heavily increased though your defense is significantly decreased for good reason. If allowed to remain in this phase for long enough, all the attacks will finally cause an avalanche that will bury the essence of the tundra for a few centuries.

Should they be fast enough however, you will fall to your knees, too weak to fight back. As the player character walks towards the essence of the tundra, you attempt one last effort to grab the player character. Your attempts were immediately stopped, an invisible force wrapped around your hand. At this point the manitou has grown strong enough to restrain a giant and even shatter your wrist. As you wince in pain, more of the evil entity's translucent tendrils begin to constrict you, breaking and shattering your bones so that archeologists won't even be able to recognize your remains, ensuring your legacy to not go on.

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 can pick up an unlimited amount of frost giant bone shards which are rare and vital ingredients for certain crafting recipes.

Your theme
 
Nah, it's perfect

Jack, the Pact Giver

Due the tense conditions of hell, able-bodied demons are often times busied by various internal problems, lacking time to corrupt the souls of mortals which is where the imps come in handy. Such weak and easily produced demons, being barely a promotion for the lowly larvae yet capable of great potential for corruption. Most of the times though, they're used as familiars for the many demon warlocks present.

You awaken at a summoning circle, finding the player character who seemed to be interested in what you had to offer. As of tradition, those who came to your kind willingly should be tested first, the demon lords requiring warriors of great potential. With the snap of your fingers, you teleport the two of you to an abandoned circus tent. You give a brief explanation of the past of this circus before getting to work, restoring it to its former shape and leading the player character in before teleporting them to the tightrope poles.

With another snap of your fingers, the tent is set alight, forcing the player character to find a way out. At first they would need to go through the tightrope before being able to access the ladder and then having to rush to the exit as burning canvas rains from the ceiling. Upon reaching the exit, the player character is horrified to instead discover themselves in a carnival maze which they need to exit before it burns down.

There are a variety of obstacles in the maze such as swinging hammers, party cannons, and mirror mazes, all of which twisted by your powers into more deadly forms. As a bonus, you also reanimated some of the dead clowns on the area in order to chase the player character down while also granting them the power to teleport by exploding into a puff of confetti and reappearing somewhere else.

Should the player character survive this horrid ordeal, they will gain your favor, impressed by their tenacity. You offer your hand for a handshake, painless flames setting the handshake alight. This is the start of their journey as a Demon Warlock.

Your theme

So i'm an imp and the boss fight is a bootleg Micholas fiesta and the worst part is that you don't get to kill the guy who put you there.

Thanks i hate it. Cool
 
So i'm an imp and the boss fight is a bootleg Micholas fiesta and the worst part is that you don't get to kill the guy who put you there.

Thanks i hate it. Cool
On the bright side, at least you won't die at the end because of a bullshit move and be forced to do everything all over again.

Plus imps are small, I don't think I can make a boss with just one
 
I honestly did not expect that I'd develop @ElajRuengies' character this far but here I am I guess. Get ready for lore, @EL_xWatcher1234x

Ellie, Watcher in the Dark

The player character watches through the collection of apprehended spirits they and their companion had managed to apprehend. They seem to be enjoying themselves in each others' companionship which seems like a pretty nice fate until a way to force them to pass on to the next life can be found. As the player character watches the partying specters, the door was suddenly opened with Ella entering with bags full of batteries and new lamps.

They decide to ask her why she really did all this as this is far too much effort for someone just wanting to have fun. All the spirits the two of them faced growing stronger and stronger. At this rate, they'd be probably take on the Lich King himself, earning a chuckle from the two. The player character proceeds to ask if any of their relatives have died, often the reason why adventurers turn to role of clerics and paladins. Ella sighed, explaining that her older sister had died when she was young.

Still, she remained optimistic, excusing herself that her sister would never want her to remain unhappy which conveniently led her to a job where she got to expose herself to extremely bright lights and work to apprehend and improve the livelihood of ghosts, hoping to be treated the same way later when she died. Their conversation was cut short when the village's night watch sounded the alarm, indicating an attack. The two of them exited the house, finding you riding a bonemare towards the armed villagers, a small army of armored undead behind you.

You were a black robed humanoid, your face obscured by your hood. In your hands is a scythe with dark particles being emitted from its blade. Once face-to-face with the villagers, you proceed to threaten them to surrender, lest they be overrun by the undead army behind you. Ella proceeded to walk forward not out of fear but instead out of curiosity which annoyed you greatly. She quickly pulled down your hood, prompting you to dash backwards, your insect wings tearing the rest of your robes and revealing your true nature.

You are a mothfolk or at least a facsimile of one, basically a humanoid with moth features which in this case includes compound eyes, antennae, a pair of bug wings, an extra pair of arms, and fluffy wrists, neck, and ankles though instead of the usual white or pale coloration, you are instead dark gray in color with rips and tears present in your wings, antennae, and fluffs. Despite your hostile expression and your raised weapon, Ella simply gasped in joy before hugging you, recognizing you to be her sister.

Further inspection led to you recognizing her as well, prompting you to push her away and demanding the villagers to hand over the cleric that had been apprehending the Undead Kingdom's forces. One of the villagers pointed out that they never had a cleric and that the ghost hunter had been the one stopping the ghosts from even getting close. Ella quickly offered to take you in so that you can catch up with what she had been doing though you fearfully rejected it.

You explained that after your death, you just couldn't move on and stayed as an invisible specter to watch over your sister. Unfortunately at one fateful day, the Lich King managed to catch you, twisting you to be his champion, a graveguard, elite spirits usually used for guarding important locations and capable of commanding legions of undead. The experiences you went through during those years of servitude were torturous and imagining your sister falling to such a fate was not something you could accept.

Yet you cannot imagine a possibility in which you can turn on the Lich King, an undead far more powerful than anything the two ghost hunters have ever faced but even that fact won't stop them based on their reputation. Which leaves one last option, to kill your sister yourself and hopefully she will be able to move on instead of be a slave to your master. You tearfully rush forward to commit the deed, only to be blocked by the player character who quickly pushed you away, the fight beginning.

You primarily attack with your scythe which deals strictly soul damage and each hit reducing the player character's strength for a limited amount of time. Your lower pair of arms wield a blunderbuss, firing bullets capable of ricocheting off hard surfaces. During your dashes, you use your wings to fly backwards or forwards, blowing blinding smoke depending on what direction you dash. Due to your ghostly nature, you can only be hit by enchanted weapons, +5 to be exact.

After taking a certain amount of damage, you desperately struggle to keep yourself up, finding yourself weakening from all this damage. Knowing that you would be apprehended by the two ghost hunters should you be weakened enough which would allow them to progress and try to fight the Lich King, you pull off your last resort, snapping the blade from your scythe and slashing your abdomen with it, causing the blade to glow a brilliant blue. Incorporeal blood drips onto the ground along with the tears of your sister, seeing you suffer so much just to keep her from a fate worse than death.

As you closed your eyes, a shockwave blasted through the area. At the end of it all you're finally able to stand up straight, a faint blue aura around you which deals soul damage over time should the player character get too close. All your attacks deal far more damage and you now attack with fast merciless strikes using what's left of your blade. Every once in a while you will fly upward before performing the shockwave attack again though this time, it inflicts stun which allows you to quickly descend and slash through your target.

Eventually your incorporeal body can no longer handle the strain, cracks appearing in parts of your skin. Ella quickly rushed to your side, comforting and apologizing to you for what had just happen. Realizing that your true death would just strengthen her resolve to slay your master, you instead whispered some very important information regarding his defenses in hopes that she'll either be discouraged or actually plan ahead and succeed.

In the end you shatter into a million pieces, blown away by the wind into the night sky. For just a moment, Ella got to see her sister once again, only to find you tortured to the point that the only option you have is to try and kill her. Her sadness turned to anger and for once, she took a mission seriously. This is one last step to the end of her questline.

Your theme, I've been looking for an excuse to use it

I would preferred SCI-FI and wild west theme

Thanks, It's sound like a mixture of Mothman and the grim reaper.
 
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Cryo, the Last Frost Giant

The frozen tundra was constantly covered by snow and often obscured by blizzards. Barely any life grew here if any and the player character wondered if the manitou was just messing with them to test their loyalty. Still they marched on, intending on earning another mark of decay as even in less populated environments, the strength of the mark remains the same. Up ahead is the essence of the tundra just underneath the mountain. It was too easy and indeed it was.

Suddenly a portion of the mountain begins to move, a light blue skinned giant exiting the mountain. A frost giant, still alive after the extinction of their race in the hands of the vikings and their patron gods. You had been left behind to protect what remains of your home and having dealt with someone who tried to protect the desert, the player character simply shrugs. With some inspection, you sense the evil presence looming over the player character, you strike, readying your weapons.

You wield a pair of hatchets which you can use to strike at the ground, creating shockwaves of snow which deal frost damage and open up a portion of the ground which is covered by a significant amount of lichen. You are able to perform a frost breath attack when outranged which can also blow off the snow from the ground. Every once in a while you'll clasp your hand, causing a burst of green energy to blast from the lichen, damaging the player character should they stand on it. You are also able to summon wolves and moose with a whistle.

After taking a specific amount of damage, you begin to grow desperate, calling forth anyone you recognize. Your calls are answered by some snow elementals and pine treants along with your previous summons. Whenever a snow elemental rises, a chunk of lichen-covered land is revealed and pine cones will occasionally fall from the treants' bodies which will rapidly grow into adulthood and turn into new treants.

Once at a sliver of health you realize that you cannot win anymore. You quickly warn your summons to run away, rage boiling in you until you finally go berserk. In your bloodlusted state, you now attack with extremely fast and wide slashes and strikes, always moving and stomping about with each attack. Your damage is also heavily increased though your defense is significantly decreased for good reason. If allowed to remain in this phase for long enough, all the attacks will finally cause an avalanche that will bury the essence of the tundra for a few centuries.

Should they be fast enough however, you will fall to your knees, too weak to fight back. As the player character walks towards the essence of the tundra, you attempt one last effort to grab the player character. Your attempts were immediately stopped, an invisible force wrapped around your hand. At this point the manitou has grown strong enough to restrain a giant and even shatter your wrist. As you wince in pain, more of the evil entity's translucent tendrils begin to constrict you, breaking and shattering your bones so that archeologists won't even be able to recognize your remains, ensuring your legacy to not go on.

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 can pick up an unlimited amount of frost giant bone shards which are rare and vital ingredients for certain crafting recipes.

Your theme

Woah. That's awesome.
 
Make me a boss fight
A Spun Nightmare

Productivity is an important trait for anyone in the realm with every second being valuable to achieving every goal. Unfortunately, most mortals are not capable of working forever. They need to eat, breathe and in this case, rest. The last one can often take many hours and is extremely important for the recovery of any adventurer's health and strength. For this reason, dream-walking is often a valuable skill, allowing for one to remain productive even in rest and many items exist to improve this ability.

However this realm isn't completely safe, as the player character will discover. In one of the caves, a single resting spot was present, a group of adventurers present huddling by the campfire. The ground was soft and comfortable with layers of silk woven all around the place, one of the adventurers was playing a her flute in a calming manner, the fire was warm and not too big. It was a safe place to sleep, supposedly.

Once in the realm of dreams, the player character finds themselves trapped in a web forced into a QTE to escape. Upon dropping to the silky ground, they got to witness the true extent of your realm, large swatches of webs all around the dark void of the dream. Glowing essence was present in some of the webbed up sections. Before they could fully explore the place, they are quickly attacked by you, the one responsible of this nightmare, the Dream Weaver.

A species of spiders in the dream realm that hunt down the consciousnesses of sleeping adventurers, you had made a hunting ground of that trapped campfire which will only be usable after your defeat. Whenever you succeed at killing the player character, they will immediately wake up, time having not passed by a single second while all benefits of rest are not achieved such as health regeneration, stat reset, status effect removal, and spawnpoint setting.

You mainly attack with mind-based attacks such psychic blast which is a simple blast of energy that requires mind resistance instead of magic resistance to reduce the damage, telepathy which you use to fill the player character's thoughts with static which disables their ability to perform charged attacks, and telekinesis which you can use to either reflect single projectiles or perform a grab attack in which you'll slam them into the ground repeatedly.

Besides that you function the same way a giant spider does, leg sweeps and stabs, venomous bite, web shot, web grapple, and adhere floor. After taking enough damage, you'll retreat to your web, instead descending occasionally either from a strand of silk or from the surrounding webs before continuing your attack and then dipping.

After your defeat, the player character awakens to find the adventurers gone, leaving their clothes and equipment behind. Disturbingly however were the pieces of skin sticking to the silk near where those adventurers were. Besides their equipment, the campfire is now usable, having the basic effects of one.

Your theme
 
Sounds fun enough
"The Monkeys Don't Know", Intelligence Agency

Monkeys, tiny mischievous thieves that make any exploration into the jungle unbearable. Worse still they tend to populate places that have trespassed their homes, making city expansions into jungles extremely unpreferable. This is how the player character and their detective friend were lead deep into the jungle in a manhunt caused by information leaks and reports of monkeys in critically important places. The two of them eventually discover your hideout, a small tent in the middle of the jungle along with you, a beast master ranger exiting your tent to cook some water.

The detective quickly pointed his gun at you, telling the player character to search your camp. They quickly found the documents your minions had stolen though before they could find more, one of the monkeys had managed to snag their partner's gun, allowing you to punch him and knock him out. Before you could grab the gun however, the player character quickly tackled you, beginning the fight.

You primarily wield a pair of machetes for combat all while your monkey minions run around the field, dropping banana peels which can cancel physical mobility actions like dashing or rolling, instead causing the player character to trip and snatch consumables or ammo from their off-hand. Throughout the fight you'll taunt the player character whenever they fall for the tricks of your monkeys, lowering their stats as a result.

After taking enough damage, you stumble back as the player character approaches you. Thinking fast, you quickly grab a nearby vine and thug on it, causing it to travel upward along with you. Throughout the fight, you'll use this trick to instantly move from one place to another though you will stay at the treetops for a while. At that time you'll toss down throwing spears which can inflict blindness, deafness, and muteness. Besides being on the ground, some of your monkeys will also be on the treetops, tossing manure which when hitting, will prevent them from performing charged attacks.

Upon being defeated, your monkeys cowered away as you are grabbed by the neck, being charged for theft of government property. The player character can later interrogate you in order to discover information regarding certain questlines.

Your theme
 
Would you please assign me a boss name, a fight description and a theme pls?
I can take a lot of liberties here

Kazuma Kuwabara, Warrior of the East

In a world of amazing miracles and spells, where one can burn or charm others with the wave of the hand, focusing on melee combat may seem unpreferable. On the bright side though, there are barely any enemies that specifically resists melee damage but there is still a lot to be done to raise this way of combat on-par with other methods. Should one wish to pursue this road, it would be wise for them to find you resting at a monastery.

They can speak to you normally, learning about the mechanics of melee combat such as deflection, parry, staggering, charged attacks, action cancelling, and other miscellaneous information, a training dummy placed nearby to test out those mechanics. After learning and performing all of your teachings, they may challenge you to combat as a final test of your teachings. Should they do so, you will get up and lead the player character to an open field where the fight may commence.

You primarily wield a katana, a revolver holstered on your belt though you do not use it for long-ranged attacks. You primarily attack with fast mobile strikes, often capable of even attacking enemies behind you with the reach of your blade, forcing the player character to deflect your attacks. Besides that you also have a charged dash attack with similarly great range and tracking, forcing them to either parry or stagger you into cancelling the attack.

However one must beware of using heavy weapons against you as you are able to use your revolver to parry your opponent which in this game, simply means shooting at the opponent in the middle of their attack, cancelling it and stunning the attacker, leaving them vulnerable to a stun attack, special extremely powerful attacks humanoids can perform on stunned opponents. Finally as a long-ranged attack, you can throw bombs which can be deflected back at you.

On the technical side of things you can stop any of your actions besides your charge attack to perform any other actions such as cancelling your dash into a deflection or stop your attack to toss a bomb. You are also immune to all non-divine status effects and take significantly less damage from non-melee sources. Upon defeat, you pay respects to the player character before granting them your blessing which reduces damage from non-melee sources and granting a permanent damage buff to melee damage. They can later visit you again to learn crafting recipes and insights onto other unique mechanics.

Your theme
 
"The Monkeys Don't Know", Intelligence Agency

Monkeys, tiny mischievous thieves that make any exploration into the jungle unbearable. Worse still they tend to populate places that have trespassed their homes, making city expansions into jungles extremely unpreferable. This is how the player character and their detective friend were lead deep into the jungle in a manhunt caused by information leaks and reports of monkeys in critically important places. The two of them eventually discover your hideout, a small tent in the middle of the jungle along with you, a beast master ranger exiting your tent to cook some water.

The detective quickly pointed his gun at you, telling the player character to search your camp. They quickly found the documents your minions had stolen though before they could find more, one of the monkeys had managed to snag their partner's gun, allowing you to punch him and knock him out. Before you could grab the gun however, the player character quickly tackled you, beginning the fight.

You primarily wield a pair of machetes for combat all while your monkey minions run around the field, dropping banana peels which can cancel physical mobility actions like dashing or rolling, instead causing the player character to trip and snatch consumables or ammo from their off-hand. Throughout the fight you'll taunt the player character whenever they fall for the tricks of your monkeys, lowering their stats as a result.

After taking enough damage, you stumble back as the player character approaches you. Thinking fast, you quickly grab a nearby vine and thug on it, causing it to travel upward along with you. Throughout the fight, you'll use this trick to instantly move from one place to another though you will stay at the treetops for a while. At that time you'll toss down throwing spears which can inflict blindness, deafness, and muteness. Besides being on the ground, some of your monkeys will also be on the treetops, tossing manure which when hitting, will prevent them from performing charged attacks.

Upon being defeated, your monkeys cowered away as you are grabbed by the neck, being charged for theft of government property. The player character can later interrogate you in order to discover information regarding certain questlines.

Your theme

I thought this was about making up a scenario, not a half true
Good writing. Had no problem getting immersed on the scenario and the theme is quite fitting. I can make visualize it happening.
 
do NOT make them boss fights.
 
I can take a lot of liberties here

Kazuma Kuwabara, Warrior of the East

In a world of amazing miracles and spells, where one can burn or charm others with the wave of the hand, focusing on melee combat may seem unpreferable. On the bright side though, there are barely any enemies that specifically resists melee damage but there is still a lot to be done to raise this way of combat on-par with other methods. Should one wish to pursue this road, it would be wise for them to find you resting at a monastery.

They can speak to you normally, learning about the mechanics of melee combat such as deflection, parry, staggering, charged attacks, action cancelling, and other miscellaneous information, a training dummy placed nearby to test out those mechanics. After learning and performing all of your teachings, they may challenge you to combat as a final test of your teachings. Should they do so, you will get up and lead the player character to an open field where the fight may commence.

You primarily wield a katana, a revolver holstered on your belt though you do not use it for long-ranged attacks. You primarily attack with fast mobile strikes, often capable of even attacking enemies behind you with the reach of your blade, forcing the player character to deflect your attacks. Besides that you also have a charged dash attack with similarly great range and tracking, forcing them to either parry or stagger you into cancelling the attack.

However one must beware of using heavy weapons against you as you are able to use your revolver to parry your opponent which in this game, simply means shooting at the opponent in the middle of their attack, cancelling it and stunning the attacker, leaving them vulnerable to a stun attack, special extremely powerful attacks humanoids can perform on stunned opponents. Finally as a long-ranged attack, you can throw bombs which can be deflected back at you.

On the technical side of things you can stop any of your actions besides your charge attack to perform any other actions such as cancelling your dash into a deflection or stop your attack to toss a bomb. You are also immune to all non-divine status effects and take significantly less damage from non-melee sources. Upon defeat, you pay respects to the player character before granting them your blessing which reduces damage from non-melee sources and granting a permanent damage buff to melee damage. They can later visit you again to learn crafting recipes and insights onto other unique mechanics.

Your theme

This is the most wholesome boss fight ever and I love it.
 
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