A boss that reaches the exit costs all remaining lives.
Gor'Thok
Health: Casual 5,600, Normal 7,200, Veteran 8,000, Impossible 13,000.
Armor: None. Magic resistance: None.
Melee attack
120-160 physical damage to units within a radius of 75 every 1 second.
War cart
Gor'Thok pushes a war cart along the path and cannot be blocked while he pushes it. When his health falls below 70% or the cart comes close to the exit, he charges forward with the cart, and during the charge he cannot be targeted or damaged. The cart then explodes and throws him back along the path, and from then on he fights on foot and can be blocked.
War cry
Once he fights on foot, every 15 seconds, when at least 3 units are in range, he roars: units within a radius of 1,200 are stunned for 2 seconds, and Goblins, Orc Warriors, Orc Shamans, Orc Wildlings and Ogres deal 2x damage and move at 1.25x speed for 5 seconds.
His death ends the fight
When he dies, every enemy still on the battlefield dies with him.
J.T.
Health: Casual 6,700, Normal 8,400, Veteran 9,500, Impossible 11,000.
Armor: None. Magic resistance: None.
Eats units
Eats every unit within a radius of 75 every 1 second.
Freezes nearby towers
Every 20 seconds, when a tower is within a radius of 400, he freezes up to 4 towers in that radius for 15 seconds. Tapping a frozen tower 5 times frees it. After the freeze he stands still for 3 seconds.
Falling icicles
Each freeze brings icicles down: 5 clusters on random spots and 2 on units, 3 icicles per cluster. Each icicle deals 40-60 physical damage to units and enemies within a radius of 50.
His death ends the fight
When he dies, every enemy still on the battlefield dies with him.
Sarelgaz
Health: Casual 7,700, Normal 9,000, Veteran 11,000, Impossible 12,000.
Armor: None. Magic resistance: High (76%).
Eats units
Eats every unit within a radius of 45 every 4 seconds.
High magic resistance
Magic damage against it is reduced by 76%.
Three phases
At 75% and at 45% health she leaps off the battlefield. While she is gone her health bar is hidden and she cannot be targeted or damaged, and the next set of spider waves starts; she drops back onto the path during that set. Her second phase brings Sons of Sarelgaz, her third Spider Matriarchs.
Reaching the end
If she reaches the end of her path, the stage is lost.
Her death ends the fight
When she dies, every enemy still on the battlefield dies with her.
Moglok-Hai
Health: Casual 9,000, Normal 10,500, Veteran 13,000, Impossible 17,000.
Armor: None. Magic resistance: None.
Melee attack
150-250 physical damage to units within a radius of 75 every 1 second.
Very high armor and magic resistance
While he carries his shield, his armor is 98% and his magic resistance 98%. A hit from the Sunray Tower's beam knocks the shield away, removes that protection and stuns him for 5 seconds.
Jumps between paths
When the stun ends he jumps to the stage's other path and lands with his shield back, and the next wave starts. He cannot be damaged while he is in the air.
Strikes the Sunray Tower
When he gets near the end of his path he strikes the Sunray Tower. The Sunray Tower breaks after 3 strikes, and the stage is lost.
His death ends the fight
When he dies, every enemy still on the battlefield dies with him.
Lord Blackburn
Health: Casual 9,000, Normal 11,000, Veteran 12,000, Impossible 14,000.
Armor: Medium (60%) (50% on Casual, 74% on Impossible). Magic resistance: None.
Melee attack
175-225 true damage to units within a radius of 75 every 1.5 seconds.
Stuns nearby towers
Every 18 seconds, when a tower is within a radius of 250, he slams the ground: up to 4 towers in that radius are stunned for 4 seconds, and units on the ground within a radius of 100 take 175-225 physical damage.
His death ends the fight
When he dies, every enemy still on the battlefield dies with him.
Vez'nan
Health: Casual 5,666, Normal 6,666, Veteran 7,666, Impossible 8,666.
Armor: None. Magic resistance: None.
Melee attack
250-350 physical damage to units within a radius of 75 every 2.2 seconds.
Three Vez'nans
He enters the fight as three Vez'nans, and two of them are illusions. The first two brought to 0 health are the illusions, whichever ones they are.
Illusions burst
An illusion brought to 0 health bursts: soldiers, heroes and enemies within a radius of 200 are killed outright (bosses and summons that cannot be killed outright are spared), and a Demon Lord appears in its place.
Illusions lock towers
Every 15 seconds an illusion locks 2 towers within a radius of 300 for up to 10 seconds. Tapping a locked tower 3 times frees it. The real Vez'nan does not lock towers.
The real Vez'nan
When the second illusion falls, the last Vez'nan becomes the real one: he teleports to the middle of the battlefield, every other enemy dies, soldiers are killed outright (summons that cannot be killed outright are spared), heroes are stunned for 14 seconds, he heals to his full 5,999 / 6,999 / 7,999 / 9,999 (Casual / Normal / Veteran / Impossible) health, and the last wave starts.
Casts demonic bolts
Every 5 seconds he fires a demonic bolt at a unit, dealing 180-240 true damage.
Siphons souls to heal
Every 7 seconds the real Vez'nan drains up to 5 units within a radius of 250: each takes 550-750 damage, and he heals 100 health per unit drained.
His death ends the fight
When he dies, every enemy still on the battlefield dies with him.
Mini bosses
Enemies the encyclopedia marks as mini bosses.