Bloodborne - Bosses
The boss encounters of Bloodborne, from the mandatory story fights of the Hunt to the optional Great Ones, the Chalice Dungeon layer bosses and the five encounters added by The Old Hunters. Each entry covers where the fight happens, how its phases work and what it drops.
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of 25 entries
· updated 2026-09-15
| Name | Type | Description | Location | Phases | Difficulty | Rewards |
|---|---|---|---|---|---|---|
| Cleric Beast | Optional Boss | The first boss most players meet and the game's tutorial in large-beast fighting: a screaming, antlered cleric twisted by the blood ministry, fought on a bridge that limits dodging room. | Central Yharnam, the Great Bridge | One phase with a rage state below roughly half health that adds a leaping slam and a faster three-hit combo. | Moderate | Blood Echoes, Insight, and the Sword Hunter Badge that unlocks Kirkhammer and other Workshop purchases at the Bath Messenger. |
| Father Gascoigne | Mandatory Boss | The first true skill check, fought in a walled graveyard against a hunter who fights with the same tools the player has. | Central Yharnam, Oedon Tomb | Two phases: hunter form with axe and gun, then a beast form with leaping combos and a roar. | Hard | Blood Echoes, Insight, and the Oedon Tomb key progression toward the Cathedral Ward. |
| Blood-starved Beast | Optional Boss | A flayed, poison-dripping beast fought in a church nave, and the game's poison tutorial. | Old Yharnam, Church of the Good Chalice | Two phases, with a poison aura and more aggressive lunges in the second. | Hard | Blood Echoes, Insight, the Pthumeru Chalice, and the door to the Healing Church Workshop. |
| Vicar Amelia | Mandatory Boss | The Healing Church's vicar, already mid-transformation into a towering white beast when the fight begins. | Cathedral Ward, the Grand Cathedral | One phase with a self-heal that can be interrupted, plus a rage state with faster combos. | Hard | Blood Echoes, Insight, the Gold Pendant, and the Eye of a Blood-drunk Hunter in the Hunter's Dream. |
| Witch of Hemwick | Optional Boss | A puzzle fight rather than a brawl: two witches teleport around a dark arena and summon Mad Ones, and the only way to damage them is to find their real bodies before they vanish. | Hemwick Charnel Lane | Two witches sharing one health pool, with a second witch joining as the first weakens. | Easy | Blood Echoes, Insight, and the Rune Workshop Tool that enables Caryll runes. |
| Darkbeast Paarl | Optional Boss | A skeletal, lightning-wreathed beast found after being kidnapped to the Hypogean Gaol, and one of the hardest optional fights in the base game. | Yahar'gul, Unseen Village (Hypogean Gaol) | One phase with a charge-and-collapse cycle that repeats until its limbs are broken. | Very hard | Blood Echoes, Insight, and the Spark Hunter Badge that unlocks bolt weapons and Tonitrus purchases. |
| Shadow of Yharnam | Mandatory Boss | A three-on-one fight against a katana hunter, a fire-spell caster and a flail-and-snake-summoner in a wooded clearing. | Forbidden Woods, the Shadow arena | Three enemies that escalate as each falls, ending with a giant snake summon in the last stage. | Hard | Blood Echoes, Insight, and progression toward Byrgenwerth. |
| Rom, the Vacuous Spider | Mandatory Boss | A bloated, passive Great One surrounded by smaller spiders, fought on a moonlit lake. | Moonside Lake, Byrgenwerth | Three phases, with teleporting and arcane meteor showers from the second onward. | Hard | Blood Echoes, Insight, the Kin Coldblood, and the Blood Moon world state change. |
| The One Reborn | Mandatory Boss | A mountain of fused corpses hauled into the plaza by bell-ringing Pthumerians. | Yahar'gul, Unseen Village | One phase with escalating corpse rain and a stomp that covers most of the plaza. | Moderate | Blood Echoes, Insight, and the path to the Nightmare of Mensis through the Lecture Building. |
| Micolash, Host of the Nightmare | Mandatory Boss | A chase rather than a duel. Micolash runs through a cage-lined maze, and the player has to herd him into rooms where he can be cornered, at which point he fights with arcane fists and a spell that can one-shot an unaware Hunter. | Nightmare of Mensis, the labyrinth | Two stages of the chase, each ending in a small arena, with a puppet crowd in the first. | Moderate | Blood Echoes, Insight, and progression to Mergo's Wet Nurse. |
| Mergo's Wet Nurse | Mandatory Boss | A tall, robed figure with four blade arms that fights in a dark, caged arena. | Nightmare of Mensis, Mergo's Loft | Two phases, with a clone that mirrors its attacks in the second. | Hard | Blood Echoes, Insight, and the end of the Nightmare of Mensis. |
| Amygdala | Optional Boss | The spider-limbed Great One seen clinging to Yharnam's cathedral spires, fought in a poison marsh at the end of the Nightmare Frontier. | Nightmare Frontier | Two phases, with a ripped-off arm used as a club in the second. | Hard | Blood Echoes, Insight, and the Ailing Loran Chalice. |
| Martyr Logarius | Optional Boss | The executioner king of Cainhurst, fought on a snowy rooftop. | Cainhurst Castle, the rooftop | Two phases: ranged spellcaster, then a buffed melee duelist. | Very hard | Blood Echoes, Insight, the Crown of Illusions, and access to Annalise and the Cainhurst Vilebloods. |
| Celestial Emissary | Optional Boss | A crowd fight against a mob of small blue Kin that swarm the arena, with one of them growing into a large, club-wielding version as the fight progresses. | Upper Cathedral Ward, the orphanage garden | Two phases, with the largest emissary transforming after the small ones fall. | Easy | Blood Echoes, Insight, and the Orphanage Key route to the Altar of Despair. |
| Ebrietas, Daughter of the Cosmos | Optional Boss | A colossal, weeping Great One slumped at an altar, one of the hardest optional fights in the game. | Upper Cathedral Ward, Altar of Despair | One phase with an escalating arcane barrage and a charge that covers the whole arena. | Very hard | Blood Echoes, Insight, the Great One's Wisdom, and the Great Isz Chalice. |
| Gehrman, the First Hunter | Final Boss | The First Hunter and the keeper of the Dream, fought in the flower field behind the Workshop after refusing his offer to end the Hunt. | Hunter's Dream, the white flower field | Two phases, with a charged scythe sweep and aerial combos in the second. | Very hard | Blood Echoes, Insight, and the Old Hunter Badge that unlocks the Burial Blade. |
| Moon Presence | True Final Boss | The Great One behind the Hunter's Dream, fought only if the player has consumed three Third Umbilical Cords before refusing Gehrman. | Hunter's Dream, after Gehrman | One phase with a health-draining grab and an arena-wide scream. | Hard | Blood Echoes, Insight, and the Childhood's Beginning ending. |
| Watchdog of the Old Lords | Chalice Dungeon Boss | A flaming hound that guards the Pthumerian Labyrinth's final layer. | Pthumerian Labyrinth, layer 3 | One phase with an enraged fire state below half health. | Hard | Blood Echoes, Chalice ritual materials, and progression to the Central Pthumeru Chalice. |
| Bloodletting Beast | Chalice Dungeon Boss | A huge, headless beast with a parasite-ridden stump, fought in the deeper chalice layers. | Lower Pthumeru and Great Pthumeru Ihyll | One phase with an escalating charge and, in Ihyll, a parasite variant with a different moveset. | Very hard | Blood Echoes and the ritual materials needed for the Great Pthumeru Ihyll Chalice. |
| Yharnam, Pthumerian Queen | Chalice Dungeon Boss | The final boss of the Chalice Dungeon progression and the figure the city is named after. | Great Pthumeru Ihyll, layer 3 | Two phases, adding blood projectiles and a stun scream in the second. | Very hard | Blood Echoes, the Yharnam Stone, and the Chalice Dungeon completion trophy. |
| Ludwig the Accursed and Holy Blade | Expansion Boss | The first boss of The Old Hunters and one of the best fights in the game. | Hunter's Nightmare, the blood river arena | Two phases: beast form with charges and stomps, then swordsman form with moonlight waves. | Very hard | Blood Echoes, Insight, and the Holy Moonlight Sword from his head after the fight. |
| Living Failures | Expansion Boss | A group fight against blue, malformed experiments that share a health pool and respawn from the arena's edges. | Research Hall, the balcony arena | One phase with meteor-summoning casts that escalate as the pool drops. | Moderate | Blood Echoes, Insight, and the Astral Clocktower key to Lady Maria. |
| Lady Maria of the Astral Clocktower | Expansion Boss | The most celebrated duel in Bloodborne: a Cainhurst hunter in a chair at the top of the clocktower who fights with the Rakuyo, blood magic and a firearm. | Astral Clocktower | Three phases, adding blood projectiles and finally a fire-coated blade. | Very hard | Blood Echoes, Insight, and the Celestial Dial progression item. |
| Orphan of Kos | Expansion Boss | The final boss of The Old Hunters and widely considered the hardest fight in the game. | Fishing Hamlet, the shore | Two phases, with lightning strikes and an aerial combo chain in the second. | Extreme | Blood Echoes, Insight, and the Kos Parasite weapon. |
| Laurence, the First Vicar | Expansion Boss | The founder of the Healing Church, fought as a flaming Cleric Beast in the Nightmare's burning cathedral. | Hunter's Nightmare, the Grand Cathedral | Two phases, with a crawling lava phase after his legs are broken. | Extreme | Blood Echoes, Insight, and the Beast's Embrace rune path progression. |
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