Nioh - Bosses
The boss encounters of Nioh, from the Tower of London prologue to the Hundred Eyes finale, plus the three DLC chapters' headline fights. Most yokai bosses spread dark realms across the arena and punish panic rolls, while the human duels are built on parries, spacing and punishing whiffed attacks aft...
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· updated 2026-09-15
| Name | Type | Description | Location | Difficulty | Abilities | Rewards | Source |
|---|---|---|---|---|---|---|---|
| Derrick the Executioner | Tutorial Boss | The prologue's jailer-turned-monster, a huge axe-wielding brute in the Tower of London who teaches the basic rhythm of the game: watch the wind-up, dodge rather than block the heavy swings, and punish the recovery. | Tower of London | Low | Slow overhead axe swings with wide arcs Grapple attempt when the player stands still Heavy stagger resistance | Story progression out of the prologue | Prologue mission, Tower of London |
| Onryoki | Yokai Boss | The chained oni that guards the first real mission, and the game's first proper wall. | Isle of Demons, Kyushu | Medium | Chained iron-ball sweeps and throws Chain-breaking phase transition Fast claw combos at close range | First major Amrita payout and mission clear | Main mission in the Kyushu region |
| Hino-enma | Yokai Boss | A flying bat-winged yokai who fights from the air, paralysing William with sonic attacks before diving in for a grab. | Cave beneath Kyushu | Medium | Paralysing sonic scream Airborne dive grabs Flight that limits melee windows | Story progression and Amrita | Main mission in the Kyushu region |
| Nue | Yokai Boss | The chimera yokai of Nioh's early campaign: a tiger-bodied, snake-tailed monster that fights with lightning, leaping across the arena and calling down thunder. | Kyushu | Medium | Lightning strikes across the arena Long leaping pounces Tail and claw combos at close range | Amrita and progression into the next region | Main mission in the Kyushu region |
| Tachibana Muneshige | Human Duel Boss | The first serious human duel and one of the game's most memorable fights. | Kyushu | High | Fast iai quickdraw attacks Guardian Spirit Living Weapon phase Strong parry and counter game | Amrita, duel completion and story progress | Main mission duel in the Kyushu campaign |
| Giant Centipede | Yokai Boss | A colossal centipede that fights in a tunnel, burrowing through the floor and ceiling to strike from unexpected angles. | Chugoku, the silver mine | Medium | Burrowing strikes from below and above Poison attacks Constricted arena with little dodge room | Amrita and mission clear | Main mission in the Chugoku region |
| Jorogumo | Yokai Boss | The spider-woman yokai of the Spider Nest Castle, fighting with webbing that slows and binds, leaping attacks from the ceiling and a swarm of smaller spiders. | Spider Nest Castle, Chugoku | High | Webbing that slows and immobilises Ceiling ambushes and drops Summons lesser spiders | Amrita and story progression | Main mission in the Chugoku region |
| White Tiger | Yokai Boss | A huge white-furred beast that fights with pure physical aggression: charging rushes, swipes that cover most of the arena and a roar that forces the player to reposition. | Chugoku | High | Arena-spanning charge attacks Multi-hit claw combos Roar that interrupts and pushes back | Amrita and mission clear | Main mission in the Chugoku region |
| Umi-bozu | Yokai Boss | A giant water yokai fought on a pier, with the arena itself as the main hazard. | Chugoku coast | High | Flooding the arena floor Water projectile volleys Spawns smaller water yokai | Amrita and story progress | Main mission on the Chugoku coast |
| Yuki-onna | Yokai Boss | The snow woman, one of Nioh's most elegant and dangerous fights. | Kinki | High | Ice projectiles and frozen ground Blizzard phases that reduce visibility Fast staff combos up close | Amrita and progression through the Kinki campaign | Main mission in the Kinki region |
| Ogress | Yokai Boss | A giant red oni that fights like a living wrecking ball: leaping slams, ground-shaking stomps and a club that clears most of the arena. | Kinki | Medium | Leaping body slams Ground-shaking stomp shockwaves Wide club sweeps | Amrita and mission clear | Main mission in the Kinki region |
| Saika Magoichi | Human Duel Boss | The gun-toting mercenary captain, fought in a duel built around ranged pressure and reload windows. | Kinki | High | Matchlock volleys at range Reload windows that invite punishment Melee fallback when cornered | Amrita and duel completion | Main mission duel in the Kinki campaign |
| Honda Tadakatsu | Human Duel Boss | One of the hardest duels in the base game: the legendary spearman fights with enormous reach, punishing thrusts and a defensive discipline that makes careless aggression fatal. | Tokai | Very high | Very long-range spear thrusts Counter attacks out of guard Living Weapon phase | Amrita and duel completion | Main mission duel in the Tokai campaign |
| Obsidian Samurai (Yasuke) | Human Duel Boss | Yasuke, the African retainer of Oda Nobunaga, fought as a heavily armoured two-handed swordsman. | Tokai | High | Heavy two-handed sword combos High poise and armour Guardian Spirit attacks | Amrita and story progress | Main mission in the Tokai region |
| Shima Sakon | Human Duel Boss | One of the Sekigahara campaign's headline duels, a samurai commander who mixes spear work with aggressive pressure and Living Weapon bursts. | Sekigahara | High | Aggressive spear pressure Living Weapon bursts Punishes over-committed combos | Amrita and Sekigahara story progress | Main mission in the Sekigahara region |
| Oda Nobunaga | Human Boss | The Demon King himself, fought late in the campaign as a sword-wielding boss with fire-infused attacks and a commanding presence. | Omi | Very high | Fire-infused sword combos Area fire attacks that control space Aggressive pressure with short recovery | Amrita and late-campaign story progress | Late-campaign mission in the Omi region |
| Yamata-no-Orochi | Yokai Boss | The eight-headed serpent of Japanese myth, realised as a multi-headed arena boss. | Omi | Very high | Multiple independently attacking heads Elemental breath attacks Arena-wide sweeps | Amrita and progression toward the finale | Late-campaign mission in the Omi region |
| Hundred Eyes | Final Boss | The base game's final encounter, a vast multi-eyed entity that fights in phases with beam sweeps, summoned adds and arena-wide attacks. | The Sealed Area | Very high | Phase-based beam and sweep attacks Summons additional enemies Arena-wide damage windows that demand positioning | Campaign completion and post-game access | Final main mission of the base game |
| Edward Kelley | Human Antagonist | William's quarry and the campaign's human antagonist, an alchemist who fights with spirit stones and summoned yokai rather than honest swordplay. | Recurring across regions | High | Spirit stone alchemy Summoned yokai support Escape and re-engagement patterns | Story progression at each confrontation | Story antagonist across multiple regions |
| Date Shigezane | Human Duel Boss (DLC) | The Dragon of the North chapter's headline duel: a Date clan warlord who fights with a heavy weapon, aggressive pressure and a Living Weapon phase. | Tohoku | Very high | Heavy weapon pressure with wide arcs Living Weapon phase Punishes passive play | Tohoku story progression and Amrita | Dragon of the North DLC, Tohoku region |
| Maria | Human Duel Boss (DLC) | The DLC's foreign duelist, a fast, precise swordfighter whose moveset is built on rapid strings and counters rather than raw damage. | Tohoku | Very high | Very fast sword strings Counters out of block High mobility that closes distance quickly | Dragon of the North story progression | Dragon of the North DLC |
| Sanada Yukimura | Human Duel Boss (DLC) | The Sanada hero of the Osaka sieges, fought as a spear-wielding duel boss with fire effects and relentless aggression. | Osaka Castle | Very high | Relentless spear pressure Fire-infused attacks Living Weapon phase | Defiant Honor story progression | Defiant Honor DLC, Siege of Osaka |
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