The corpulent mass of rotting flesh known as Blightbone was lovingly constructed by Surgeon Stitchflesh. Now the abomination is eager to be unleashed on the Temple of Courage.
In Mythic difficulty, Carrion Worms now eurpt into a pool of Fetid Gas upon dying.
Amarth oversees the harvesting of corpses from atop the undead monstrosity Bonefang, flying above the battle. The sadistic commander destroyed the Hand of Courage, and now comes for their Paragon.
In Mythic Difficulty, Amarth gains applications of Tortured Echoes for each skeleton or player killed.
In Mythic Difficulty, passing through Necrotic Breath applies Necrotic Ichor.
Surgeon Stitchflesh is the mastermind behind the grisly abominations that are deployed from the floating fortress of Zolramus. He bends to his task with maniacal fervor, crafting the flesh of fallen enemies into undead constructs to be used in Maldraxxus' wars.
While away from his worktable, Surgeon Stitchflesh throws stitchneedles at every player.
From atop the flying ziggurat Zolramus, Nalthor the Rimebinder commands the forces attacking Bastion. The conniving lich plans to rain frozen magic and death on the pristine lands of Bastion.
The exact nature of the plagues and oozes disgorged by the House of Plague's fall may never be deciphered, but the collection of slimes and flesh that became Globgrog will guard this treasure fanatically.
In Mythic difficulty, Globgrog also beckons a Slimy Smorgasbord.
The destruction of the House of Plagues and the slime eruptions left in its wake will not stop the presumed genius of Doctor Ickus and his deranged experiments.
Domina Venomblade believes the instrument of her revenge for the fall of the House of Eyes rests with Plaguefall. No one, not even her former allies will keep her from gaining the weapon hidden in these ruins.
It was believed that Margrave Stradama was destroyed in the explosion that brought down her house. In truth the explosion transformed her into a monstrous new form, driving her mad, and leaving her at the heart of the fallen House of Plagues.
Cursed to exist outside the cycle of Life and Death, the Drust now seek to circumvent their fate using Ardenweald's mechanisms of Rebirth. Their would-be conquest has found its way to Tirna Scithe, where Ingra Maloch and his followers use foul magic to subjugate the local inhabitants.
Tirna Scithe is defended by force of arms, but also cunning. The playful Mistcaller has used the mists to confuse and disorient invaders. With the Drust attack the Mistcaller cannot easily tell friend from foe, and only after her puzzles and games are defeated can you safely reach the heart of Tirna Scithe.
In Mythic, Mistcaller will remain to fight, but will take 100% reduced damage until the game is over.
The gorm have been chewing at the edges of Ardenweald, devouring desiccated husks of the dead. The beast called Tred'ova has gorged herself on something far more precious, the wildseed of Lakali, loa of knowledge. Now that Tred'ova has tasted the loa's power and wisdom, she hungers for more than survival.
In Mythic Difficulty, Decomposition Pools are left upon missile impact.
Sinstones are meant to be inert records of past transgressions. The machinations of the depraved venthyr have allowed Halkias, a massive golem, to grow from the power of neglected sinstones. The Lord Chamberlain's forces have struggle to contain it, splitting its anima across multiple sinstone golem shards.
The mighty stoneborn known as Echelon has always held outsiders, especially mortals, in contempt. He watched the Halls of Atonement from the sky and will crush any who attempt to transgress the threshold.
This ability hits all players on Mythic Difficulty
Within the Halls of Atonement, past the courtyard and gargoyles, is a church unlike any seen on Azeroth. This is where the High Adjudicator Aleez presides over a congregation of spirits, spreading the dark word of Sire Denathrius to the undeserving.
The Lord Chamberlain climbed steadily and mercilessly through the ranks of venthyr society, becoming a Harvester by aiding in the capture of the rebellious Accuser. Now he rules the Accuser's halls, hoarding anima and turning the sacred process of atonement to his own deviant purposes.
While kyrian aspirants had to wait patiently during the anima drought for their overdue ascension, the Forsworn have been unafraid to grant their faithful wings. Kin-Tara proved herself to the dark kyrian and learned to dominate the sky as soon as she ascended. While she stands, the Spires of Ascension will belong to Devos.
When Kin-Tara is enraged, she will use this ability even when on the ground.
Azules only uses this ability while Enraged.
Ventunax is one of the deadliest Forsworn constructs, originally designed to test the courage of kyrian aspirants. The Praetorian's movements are so quick she can seem to disappear before her enemies' eyes.
Oryphrion is the firepower in the Paragon of Loyalty's vanguard. The Dark Colossus has dominated the invasion into the city with their Anima fueled artillery, and now fiercely defends the font of power before the Archon's seat.
Devos was the very symbol of loyalty until a soul with a troubling past arrived in Bastion. Her doubt overwhelmed her until she fell into open rebellion, aided by the darkest powers of the Shadowlands. Seizing the Spires of Ascension is just the first step, and the destruction of the Archon is now within her grasp.
On Mythic difficulties, the detonation hits all players in the encounter.
Champions are not fighting just anyone. First contenders fight among themselves to see which are worthy. Dessia the Decapitator, Paceran the Virulant, and Sathel the Accursed have brought their disparate fighting styles together to knock out other contenders. They will crush any who stand between them and the title match.
While Enraged, Dessia the Decapitator chases down players at random.
As hungry for victory as he is for new parts, Gorechop is ready to show the House of Constructs can build the better warrior. Since arriving in Maldraxxus, he has earned every piece of his body, but he is not above finding something new on a challenger.
Xav has fought and defeated so many foes that there is a line of contenders battling for their turn. If someone can make their way past them, Xav will relish a worthy challenge.
Kul'tharok is a master of the necromantic arts and shows that brute force is not the only way to the top. The path to victory is through his maze of magic portals, and then past his necrotic onslaught.
Kul'tharok only uses this ability when her primary target is not in melee range.
Endless battles and endless victories, Mordretha has bested every opponent who has challenged her. In life she was a master of dark magic and her time in Maldraxxus has only expanded that knowledge. Is this the title match the Theater of Pain has been waiting for?
In Mythic difficulty, each player summons a Deathwalker at their location when Manifest Death expires.
Even the presence of Hakkar the Soulflayer has caused turmoil on Azeroth. Violence and plague mark his blood and his immeasurable power. His faithful fought for him till death, and beyond. Giving up power has never been his way, even when it is not his own.
On this difficulty, Spilled Essence no longer shrinks over time while the Son of Hakkar is healing.
Absolute honesty and trust are what makes Millicent and Milhouse Manastorm such a power couple. Well, honesty, trust, staggering magic and experimental technology. Combining these four elements in perfect harmony makes the Manastorms the most deadly, dangerous and disastrous couple anywhere.
Dealer Xy'exa is a cunning aquisitionist, wielding an array of magical contrivances that she has collected over the millennia. She relies on spatial manipulation to stay one step ahead of the innumerable enemies she's made in her dealings.
Father of Sleep, Son of Time, the Night's Friend, Mueh'zala ushered the dead of Azeroth long before Bwonsamdi made his first deal. He knows a god should rule, not beg for servants and worshipers. The plans he laid in ancient times to reclaim that power are coming to fruition, once he deals with his rebellious replacement.
Kryxis the Voracious sensed the anima stores deep within the Sanguine Depths, and his lust to consume this energy has driven him to madness. With the recent tear that has formed in Revendreth, Kryxis has a found a way into these catacombs, and aims to drain every last drop of anima out of the subterranean storage house.
On Mythic difficulty, the damage from picking up the Living Essence hits all players.
Many venthyr consider the torment of their charges and the extraction of sins and anima their sacred duty. The creature known as Executor Torvald being set as warden and allowed to take its sick pleasure in torturing the prisoners here shows the depravity Revendreth has fallen to.
There are only a few old enough to know if Grand Proctor Beryllia learned her ruthless form of study in Revendreth or if she never truly gave up that particular sin. The cruelty she used to master the magic of anima has been turned on a very peculiar new prisoner, the naaru Z'rali. She will command this creature's Light no matter what it costs her prisoner.
Over the course of the encounter Grand Proctor Beryllia passively generates energy. Upon reaching 100 Energy, Grand Proctor Beryllia prepares to unleash a devastating [Anima Storm], but the benevolent naaru, Z'arali, will create an area of [Shining Radiance] to help protect all players within it.
Over the course of the encounter Grand Proctor Beryllia passively generates energy. Upon reaching 100 Energy, Grand Proctor Beryllia prepares to unleash a devastating [Anima Storm], but the benevolent naaru, Z'arali, will create several [Fragments of Radiance] to help protect the players from harm.
General Kaal stands as one of Sire Denathrius's main generals overseeing his operations in Revendreth. Strong, agile and full of guile, General Kaal uses her agility and anima-infused nature to eliminate all who would stand against her master.
On Mythic difficulty, General Kaal creates more than one afterimage with [Piercing Blur].
Tasked with guarding the great hall of Sire Denathrius, the blind Shriekwing locates her victims with sound and smell. The last sound heard by trespassers in The Grand Walk is the monster's shriek as she descends on her prey.
In Heroic and Mythic difficulties, players hit by Descent leave behind [Sanguine Ichor] at their location.
Sire Denathrius seldom engages in the hunts himself, but Altimor makes certain the master has the finest beasts should he ever choose to indulge. Margore, Barghast, and Hecutis has been trained longer than most beasts have existed, and each is ready to deliver the Huntsman's wrath to any in his domain.