NPCs & Enemies More Pre-Hardmode Bosses! Make Easy Mode more fun!

EparoBro

Terrarian
So I know Pre-Hardmode is supposed to be short, but looking at mods like Thorium and Calamity, there are quite a lot of Easy Mode Bosses, which would make it A LOT More interesting to play. Currently we only have 7 Pre-Hardmode, only of 4 are really needed to beat. Let's get started!

WARNING: LARGE THREAD

The Desert has been a dangerous place in Pre-Hardmode. There are a lot of Antlion enemies that can quickly turn the player to a dried skeleton. Although that's just about it, other than Amber.

Boss 1: Sand Queen
The Sand Queen would be a fairly easy boss, and the player should challenge with post EoC stuff like Demonite stuff.

Summon With: Desert Crown
8 Gold/Platinum Bars
3 Antlion Mandibles
1 Topaz

HP: 3000/5100
Armor: 4
Damage: 35/45 (Melee)
Damage: 40/70 (Sand Magic)
Damage: 70 (Amber Crystal)

Sand Servant
HP: 50
Damage: 10/20 (Melee)
Damage: 20/30 (Sand Magic)
Low floats above player

The Sand Queen generally floats above the player, mainly using ranged magic attacks. You'll need a bow or yo-yo to deal good damage. She'll also summon Sand Servants, so Jester Arrows are crucial. If you can get a good rhythm going, you may beat her without critical damage. On expert mode, she summons an Amber Crystal at half HP that works similar to the Chlorophyte Armor set Bonus.

Amber Brooch: +10% Magic Damage, Mana +40

Scorpion Bow: Wood arrows turn to small scorpions!
22 Ranged Damage
Average Speed
Average Knockback
8% critical hit chance

The Basilisk
23 Melee Damage
Fast Speed
Weak Knockback
7% critical hit chance
Length: 9 tiles

Amber Sands
14 Magic Damage
Very Fast Speed
No Knockback
3% critical hit chance
Uses 5 Mana
Rapidly shoots grains of Amber sand.

Expert: Sand Queen's Grace
Damage + 8%
Desert Winds bend to your will! Instead of slowing you, the monsters are the ones who will pay!

Boss: 2 Granite Dragon
The Granite Dragon is well, a dragon. It shoots a new type of flame called Blue Plasma. You are able to fight it above ground.

Summoned With: Dragon Flute
30 Granite Blocks
5 Blue Plasma Cores (drop from golems and Elementals)
At an Anvil

HP: 6300/6900
Armor: 10
Damage: 40/70 (Melee)
Damage: 35/60 (Blue Plasma Breath)

Like the Sand Queen, the Granite Dragon flies overhead, and breathes down Blue Plasma. If you get hit by it, You'll get the Blue Plasma Debuff. Also does slow and short charges, easily avoided with platforms. It is quite bulky, so bring along a Shark Tooth Necklace if you have gotten one. You may need a good amount of Arrows and Mana potions to be well prepared.

Blue Plasma
Material for Weapons and Armor

Blue Plasma Wings
Allows Weak flight and slow fall

Plasmic Breath
26 Ranged Damage
Fast Speed
Very Weak Knockback
7% critical hit chance
Uses Gel for Ammo

Granite Shield
Activates Buff: Granite Armor
Buff will reduce 70% damage from the next hit
Buff Cool down: 20 seconds

Granite Hatchling Staff
18 Summon Damage
Slow Speed
Average Knockback
Summons baby granite dragons that breathe Blue Plasma!

Expert: Plasmic Carapace
Defense +2
When hit, releases blue plasma acting similar to Greek Fire

Boss 3: Bronze Golem

The Bronze Golem is a fearsome boss, with many elemental attacks. Dodging is key before you succumb to debuffs!
You can expect some good Elemental weapons from it!

Summoned With: Bronze Titan
12 Bronze Bars (Dropped by Hoplites)
20 Javelins
8 Gold/Platinum Bars

HP: 3200/4700
Armor: 5
Damage: 50/80 (Melee)
Damage: 50/70 (Fire Ball)
Damage: 20/45 (Freeze Magic)
Damage: 60/80 (Poison Blast)
Damage: 75 (Cursed Brand/Ichor Shot)

The Golem is fairly fast, and will jump around and cast magic. Dodging is key!
The fireball inflicts On Fire! (Duh) The Freeze Magic Does low damage, but inflicts Chilled and Frozen on Expert. (1 second) Poison Blasts are much less frequent, but are very powerful. They inflict Poison. Bring a Beozar if you have one. The last attack is an expert exclusive. The Cursed Brand is a melee attack, that inflicts Cursed Inferno, and Weakness. The Ichor Shot is a mid speed Ichor blast that inflicts Ichor and Weakness. All of these debuffs make this boss truly challenging on expert mode.

Vulcan's Blade
31 Melee Damage
Average Speed
Weak Knockback
8% critical hit chance
Flings three Greek Fire projectiles

Winter's Fury
22 Magic Damage
Fast Speed
Very Weak Knockback
6% critical hit chance
Uses 8 Mana
Shoots Cold winds that cripple enemy speed and inflict Frostburn.

Bronze Viper Staff
20 Summon Damage
Slow Speed
Weak Knockback
Uses 20 Mana
Summons flying, poison spitting snakes!

Expert: Rune of Elements
Strengthens the effects of Fire, Ice, and poison weapons.

Now Moving to bosses that are post EoW/BoC

Boss 4: Tiger Shark

The Tiger Shark is a very vicious monster, though not to compare to Duke Fishron. You'll need to summon it in the ocean, but unlike Fishron it will not become enraged.

Summoned With: Malicious Lure
12 Demonite/Crimitane Bars
8 Shadow Scales/Tissue Samples
1 Enchanted Nightcrawler
*Note: This bait is too scary and will only attract the Tiger Shark.

HP: 4100/5000
Armor: 10
Damage: 65/100 (Melee)
Damage: 75 (Demon Snarl)

The Tiger Shark will charge at the player. It isn't as fast and doesn't go as far as Fishron. Try to dodge and attack with ranged weapons. Attacking with a sword is suicide. On Expert it gains the devastating Demon Snarl ability. If this hits you, you will get either Confusion, Weakness, or Slowness. Stay away!

Tiger Shark Staff
24 Summon damage
Slow Speed
Average Knockback
Summons Tiger sharks that function like the Spazmatism summon.

Saber of Rage
21 Melee Damage
Fast Speed
Weak Knockback
8% critical hit chance
Getting a kill activates the Rage buff for 3 seconds

Sea Cleave
34 Magic Damage
Average Speed
Strong Knockback
8% critical hit chance
Uses 16 Mana
Causes a giant wave to sprout up

Sea Demon
12 Ranged Damage
Extremely Fast Speed
No Knockback
2% critical hit chance
Uses bullets to attack
20% chance not to use ammo

Glowing Chum
Summons an Angler Fish light pet

Expert: Vicious Scale
While in water, Mana Regen is boosted by 150%

ALSO: Defeating him will spawn Jade in your world. More on that later.
"The World glows with an oceanic luster!"

Boss 5: Pyrus

Pyrus is a phoenix that attacks with overwhelming fire attacks. Some attacks are Flame Explosions and Blazing Typhoons.

Summon with: Blazing Egg
10 Hellstone Bars
20 Obsidian
8 Fallen Stars

HP: 5600/6300
Armor: 11
Damage: 60/110 (Melee)
Damage: 50/75 (Basic Fire)
Damage: 60/80 (Fire Explosion)
Damage: 85/130 (Blazing Typhoon)

Pyrus is very deadly, partly because you can only fight her in the Underworld. Her attacks are catastrophic and inflict On Fire! Every time she loses 1000 HP, the fire explosion occurs. Her second form occurs at 1/3 HP. In this stage she and her fire turns pink, and begins summoning Blazing Typhoons. Getting caught in one of these gives you the Burning effect. This can be fatal if you don't have an Obsidian Skull.

Phoenix Wings
Allows Weak Flight and Slow Fall

Corona Blade
36 Melee Damage
Average Knockback
Average Speed
9% critical hit chance
Shoots a pink flare

Typhoon Rod
43 Magic Damage
Extremely Slow Speed
Average Knockback
8% critical hit chance
Uses 44 Mana
Summons a fire typhoon

Expert: Heart of Pyrus
The hit that should kill you will leave you at 80 HP instead. The cool down is 3 Minutes. (Inspired by the Devil's Carapace in Thorium)

Now we are past Skeletron. In this stage of the game you should have Shadow/Crimson or Molten Armor, Jungle/Meteorite, Bee or Necro Armors

Boss 6: Megavolt Eel

The Megavolt Eel is a worm-like boss. It inflicts a new debuff, electrified. Watch out for the head. This boss can only be summoned in the Jungle, and it summons little Watt Eels to help it.

Summon With: Mud Signal
12 Jungle Spores
2 Vines
4 Stingers
10 Honey Blocks

HP: 8200/10000
Armor: 12
Damage: 65/90 (Melee)
Damage: 85/110 (Electric Burst)

Watt Eels
HP: 500/680
Damage: 40/60 (Melee)
Damage: 60/85 (Mini Electric Burst)

The Megavolt Eel will spawn by traveling underground, and head towards the player. It will also electrify itself, dealing more damage per hit. If you are in water while hit by an electric attack, you'll take 2x damage. Once it loses 1/4 of HP, it begins spawning Watt Eels slowly. As it reaches 3/4 HP lost, it will begin summoning them more. On expert mode, the rate of spawns is faster.

Eel Hook
16 Tile Range
You have three hooks, enemies making contact with you while Grappling will be electrocuted.

42-Volt Bow
36 Ranged Damage
Average Speed
Average Knockback
8% critical hit chance
Wooden Arrows turn to Shock Arrows

Chained Lightning
38 Magic Damage
Slow Speed
Strong Knockback
Uses 18 Mana
Shoots a chain of lightning

Eel's Toy
Summons a baby eel pet

Expert: 64-Volt Battery
All electric attacks deal 20% increased damage, and the Electrified debuff lasts 2x longer!

Beating the Megavolt Eel will cause Electrite to spawn in your world
"The Jungle burst with a powerful energy!"

Boss 7: Demon Mawhound

The Demon Mawhound is a boss exclusive to Corruption worlds. It has a giant jaw that can bring having to the player. Not to mention it is very fast, and summons flying Corrupt Fleas to aid in battle!

Summon With: Demon Sacrifice
10 Demonite Bars
8 Shadow Scales
10 Rotten Chunks
10 Bones

HP: 5300/6200
Armor: 2
Damage: 40/70 (Melee)
Damage: 100/160 (Maw attack)

Corrupt Flea
HP: 70
Damage: 20/60 (Life Leech)
When they leech life from you, the Demon Mawhound gets back 2x the damage you took as HP for itself.

The Demon Mawhound will rush at the player like a biome mimic. It deals a lot of damage per hit, so dodge as needed. The Corrupt Fleas come out as soon as the Battle starts, so take them out. It will stop and open it's mouth, and then an after image will appear where it will attack. Stay out of this area to avoid the Maw Attack. The Maw attack inflicts Broken Armor on expert mode. Platforms are recommended. You can only use this item in the corruption.

Flea Staff
26 Summon Damage
Slow Speed
Very Weak Knockback
Uses 20 Mana
All damage done with fleas restores your HP in 15% damage to HP.

Demon Bracelets
Increases Melee Speed and Knockback by 8%

The Gnawer
26 Ranged Damage
Fast Speed
Average Knockback
Wooden Arrows become Unholy Arrows

Expert: Demon Claw
Melee attacks penetrate 70% of armor

Boss 8: Heart of Ctlhulhu

The Heart of Clthulhu is similar to the Brain, but there are a couple differences. It summons Capillaries to defend, and hits a lot harder.

Summon With: Blood Vessel
10 Crimitane Bars
8 Tissue Samples
10 Vertebrae
10 Bones

HP: 4600/5700
Armor: 30 (With Capillaries) 6 (None)
Damage: 60/95 (Melee)
Damage: 90/110 (Red Magic)

Capillary
HP: 300
Armor: 1
Damage: 70/100 (Melee)

The Heart spawns with 12 Defending capillaries. They will heavily increase the defense of the Heart, so take em' out with jester arrows. The heart deals high damage with red magic that bounces off walls. On Expert mode, it inflicts slowness. One hit could be fatal.
After beating all the capillaries, the defense drops, and attacking becomes easier. Like the Brain, it becomes a lot faster when this happens and starts teleporting a lot faster.

Capillary Staff
29 Summon Damage
Slow Speed
Weak Knockback
Uses 20 Mana
Summons Capillaries to fight for you

Hemophilia
36 Ranged Damage
Average Speed
Average Knockback
8% critical hit chance
Arrows inflict added slowness

Sickle Cell
37 Melee Damage
Fast Speed
Average Knockback
9% critical hit chance
Shoots a red scythe that pierces enemies

Mana Vessel
Mana Regen +18%

Expert: Merciless Heart
When below half HP, critical hit rate boosted by 19%

Now for stuff that's a material and the new ores.

Amber Brooch --> Desert Emblem
Amber Brooch + Celestial Emblem

Desert Emblem + Mana Cuffs=
Gaia Bracelets

Blue Plasma Makes
75 Musket Ball + Blue Plasma =
Blue Plasma Bullets
(9 Ranged Damage, 6% crit)

75 Wooden Arrow + Blue Plasma=
Blue Plasma Arrows
(9 Ranged Damage, 6% crit)

Water Bottle + 3 Blue Plasma=
Flask of Blue Plasma

Blue Plasmic Helmet
6 Defense, Melee Damage +8%
(5 Blue Plasma, 30 Obsidian)

Blue Plasmic Chestplate
7 Defense, Melee Speed and crit +9%
(10 Blue Plasma, 40 Obsidian)

Blue Plasmic Greaves
6 Defense, Melee and Movement speed +6%
(5 Blue Plasma, 35 Obsdian)

Set Bonus: Flame attacks deal 20% less damage to you.

Plasmic Drill
14 Melee Damage
Very Fast Speed
Very Weak Knockback
4% critical hit chance
85% Pickaxe Power
Can Mine Hellstone
(5 Blue Plasma, 20 Obsidian)

Blue Burster
31 Ranged Damage
Average Speed
Weak Knockback
8% critical hit chance
All arrows become Blue Plasma Arrows
(7 Blue Plasma, 15 Obsidian)

Blue Plasma Sword
34 Melee Damage
Fast Speed
Average Knockback
8% critical hit chance
(8 Blue Plasma, 13 Obsidian)

Granite Shield + Ankh Shield =
Titan Shield (5 Defense)

Enchanted Bronze Sword
19 Melee Damage
Fast Speed
Weak Knockback
8% critical hit chance
(12 Bronze Bars, 4 Fallen Stars)

Bronze Longbow
28 Ranged Damage
Slow Speed
Average Knockback
6% critical hit chance
Arrows fly faster than normal.
(12 Bronze Bars, 3 Fallen Stars)

Bronze Throwing Javelin
23 Throwing Damage
Average Speed
Strong Knockback
9% critical hit chance
(1 Bronze Bar makes 20)

Bronze Helmet
3 Defense, Melee and Throwing Damage +9%
(14 Bronze Bars, 5 Fallen Stars)

Bronze Breastplate
4 Defense, Melee Knockback +6%
(18 Bronze Bars, 7 Fallen Stars)

Bronze Greaves
3 Defense, Melee and throwing speed +5%
(16 Bronze Bars, 6 Fallen Stars)

Set Bonus: Melee and throwing speed +8%

Bronze Pickaxe
12 Melee Damage
Very Fast Speed
Weak Knockback
6% critical hit chance
Can mine Demonite
(12 Bronze Bars, 3 Fallen Stars)

Jade Ore: Requires at least a Gold Pickaxe to mine. Bars made in a 4:1 ratio.

Jade Bricks and furniture can be made

Jade Blade
31 Melee Damage
Average Speed
Average Knockback
8% critical hit chance
Summons a small wave
(13 Jade Bars)

Jade Headgear
4 Defense
Minion Cap +1
(11 Jade Bars)

Jade Cuirass
4 Defense
10% increased summon damage
(20 Jade Bars)

Jade Leggings
4 Defense
Minion Cap +1, minion Knockback +2%
(16 Jade Bars)

Set Bonus: Minion Cap +1, minion stats boosted by 4%

Hydro Turtle Staff
27 Summon Damage
Slow Speed
Weak Knockback
Uses 20 Mana
Summons turtles that squirt water at enemies
(13 Jade Bars)

Anenome Staff
32 Summon Damage
Slow Speed
Average Knockback
Uses 20 Mana
Shoots poison at enemies
(17 Jade Bars)

True Corona Blade
94 Melee Damage
Fast Speed
Average Knockback
12% critical hit chance
Shoots a mini blazing typhoon
(Vulcan's Blade + Corona Blade + Broken Hero Sword)

Brutal Winter
122 Magic Damage
Slow Speed
Weak Knockback
15% critical hit chance
Uses 21 Mana
(Winter's Fury + Razorpine + Blizzard Staff)

Jungle Cobra Staff
54 Summon Damage
Slow Speed
Average Knockback
Uses 20 Mana
Summons cobras that rapidly spit venom!
(Bronze Viper Staff + Venom Staff + Turtle Shell)

Solar Phoenix Wings
Allows infinite flight and slow fall
(Phoenix Wings + Solar Wings + 15 Solar Fragments + 30 Souls of Flight)

Nebula Typhoon
109 Magic Damage
Fast Speed
Average Knockback
17% critical hit chance
Uses 16 Mana
(Typhoon Rod + Razorblade Typhoon + 14 Nebula Fragments)

186-Volt Bow
98 Ranged Damage
Fast Speed
Average Knockback
19% critical hit chance
Shoots a volley of shock arrows
(42-Volt Bow + Chlorophyte Shotbow + Tsunami)

Vortex Storm
79 Magic Damage
Average Speed
No Knockback
19% critical hit chance
Uses 19 Mana
Shoots a chain vortex bolt

Electrite Pickaxe
21 Melee Damage
Fast Speed
Weak Knockback
6% critical hit chance
85% Pickaxe Power
Mines 70% faster on metals
(18 Electrite Bars)

Electrite Hamaxe
32 Melee Damage
Average Speed
Average Knockback
9% critical hit chance
70% Axe Power
(14 Electrite Bars)

Shock Arrow
11 Ranged Damage
6% critical hit chance
Lightning chains after hit for 3 attacks, deals 1.5x damage under water.
(80 Wooden Arrows + 1 Electrite Bar)

Electric Bullet
10 Ranged Damage
5% critical hit chance
Bullets explode into a little shock
(80 Musket Balls + 1 Electrite Bar)

Flask of Electricity
Melee Attacks deal a small chain attack with half power of a normal hit.
(1 Water Bottle + 5 Electrite Ore)

Electrite Helmet
7 Defense, Ranged damage +12%
(15 Electrite Bars)

Electrite Breastplate
7 Defense, Ranged critical hit chance +8%
(26 Electrite Bars)

Electrite Greaves
7 Defense, Movement speed +12%, 10% chance not to use ammo
(20 Electrite Bars)

Set Bonus: 10% chance not to use ammo, Being in water damages enemies in the water.

Demon Gauntlet
Spiked Bracelet + Fire Gauntlet

Nebula Heart
Desert Emblem + Mana Vessel

EXPERT STUFF!
Now I know many people are against fusing expert items, but the items have so much potential so... I do what I want to.

Titan's Plasma Shield
Plasmic Carapace + Titan's Shield

Gauntlet of the Gods
Elemental Rune + Demon Gauntlet

Nebula Scale
Nebula Heart + Vicious Scale

Charm of Pyrus
Heart of Pyrus + Charm of Myths

Stone of Pyrus
Charm of Pyrus + Shiny Stone

Demon Pendant
Demon Claw + Shark Tooth Necklace

Dark Paladin Shield
Paladin Shield + Frozen Turtle Shell + Merciless Heart
 
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