Sephiria Bosses – Complete Boss Guide and Database

Browse all Sephiria bosses from Stages 1–5, including health, defense, patterns, mini-bosses, and story boss encounters.

Overview

Sephiria bosses are the major enemies encountered at the end of each stage in Sephiria. Each of the five stages has a set of regular bosses, with additional mini-bosses appearing in optional nodes. Story bosses appear in specific chapters, and some bosses are only available after certain chapters are completed.

This database covers every boss in Sephiria, including their health, defense, and notable attack patterns. All bosses share the same defense value as other monsters on their floor; each floor has a uniform defense stat.

Stage Bosses

Stage 1: Mole Base

The first stage contains three bosses. Blackhand Mogdi is the first boss you will fight. Ordner appears from Chapter 2 onward, replacing Mogdi with a certain probability. Haj, the Remnants of Consciousness, replaces both bosses starting in Chapter 4-2.

BossHealthDefenseNotes
Blackhand Mogdi3,300 (1,650 per phase)0Has a Phase 2 after losing all stamina
Ordner3,0000Added in Chapter 2; no phase limit
Haj, Remnants of Consciousness4,284 (1,428 per eye)0Added in Chapter 4-2; three separate eyes

Blackhand Mogdi has two phases. After his first health bar is depleted, he enters a second phase. Be careful not to let your guard down after the first phase ends.

Ordner uses explosive-based patterns. His bombs have a long delay before detonation, which can overlap with later patterns. His "Crazy Arcade" pattern scatters question-mark bombs that explode horizontally and vertically. He also dashes and jumps aggressively to chase the player.

Haj is fought as three eyes positioned at the top of the field. Each eye has separate health, and all three must be destroyed to win. Closed eyes cannot be damaged. When one eye is disabled, another eye opens and uses a weakened version of its own pattern. The right eye's bush attack is considered the most dangerous pattern; taking down the right eye first is recommended.

Stage 2: Grassland

Two bosses appear in the second stage.

BossHealthDefenseNotes
Lataka4,66118Appears from Chapter 1
Lerid, Shadow Sword3,87118Added in Chapter 2; replaces Lataka

Lataka uses dense bullet patterns, including concentric circle barrages, fan-shaped shots aimed at the player, and rock-dropping attacks. This boss is particularly difficult for melee builds because the barrage patterns leave little room for approach. Ranged weapons and magic books have a significantly easier time since Lataka moves little and has no invincibility phases.

Lerid is the same character as the Black Panther Assassin mini-boss. The boss version has more complex patterns than the mini-boss version.

Stage 3: Library

Two bosses appear in the library stage.

BossHealthDefenseNotes
Erma, Crazy Scientist14,697 (golem 4,573 per phase; Erma 326)46Appears from Chapter 1; 3 phases
Pantaxis, Guardian of the Library6,22446Added in Chapter 2; replaces Erma

Erma fights by piloting a golem. The golem's head and both hands have separate hitboxes that share total health, so wide-area attacks can hit multiple parts and deal extra damage. The battle has three phases: when the golem's health is depleted, Erma pops out and must be damaged to proceed.

Erma's missile pattern operates independently of her other attacks, overlapping with fist slams, bullet sprays, and laser patterns. Status ailments are effective: freezing one part freezes all parts, and burns deal triple damage. Her two-handed laser pattern is the hardest to avoid; dashing when the lasers overlap is the recommended counter.

Pantaxis uses invincibility phases, wall-bouncing charges, and rotating laser attacks. The boss can be interrupted with freeze or stun debuffs, which can skip the charging pattern. However, the invincibility pattern has no confirmed internal cooldown and can chain repeatedly, forcing extended bullet-hell segments. Projectiles are fired in sets of three, each with its own hitbox, so a sword-and-shield block only stops the first projectile.

Stage 4: Wasteland

One boss appears in the fourth stage.

BossHealthDefenseNotes
Ascard, Cult Leader11,840 (Chapter 1)66Final boss of Chapters 1 and 2

Ascard is the final boss of Chapters 1 and 2. He is a beastman resembling a jackal or Anubis, leading a cult worshiped by wasteland demons and grassland marauders. He serves as the antithesis to the protagonist, Tori, and Kyle.

In Chapter 3, an illusion of Ascard appears instead of the real boss. The illusion has no phase distinction and casts a laser pattern after the battle begins. In Chapter 5, Ascard himself returns to the wasteland and appears again in Phase 2 of Chapter 2. After Chapter 5, his Chapter 3 illusion reappears without dialogue.

Stage 5: Root Cave

Three bosses appear in the fifth stage.

BossHealthDefenseNotes
Cobes, Qliphoth's Guardian Demon14,72092Final boss of Chapter 3
Kraz, Qliphoth's Guardian Demon20,240110Final boss of Chapter 4
Qliphoth23,920110Final boss of Chapter 5

Cobes is a crow-form demon guarding Qliphoth. Its attacks include blade slashes after disappearing, teleport-based circular attacks, projectile volleys, and summoned whirlwinds. The tornado pattern creates whirlwinds both launched from the boss and approaching the boss; the approaching ones appear without warning near the player's position.

Kraz is fought after Cobes. Before Chapter 4, Kraz exists as a stone statue. Its attacks include tail stabs creating straight-line ground patterns, charge attacks with blade afterimages, fan-shaped red pillars, and multi-hit tail swings. The difficulty is slightly lower than Cobes, but the wide attack range and speed require attention.

Qliphoth imitates Tori and serves as the final boss of Chapter 5. The fight is a bullet-hell challenge with significantly increased difficulty. Defeating Qliphoth triggers a story sequence where the protagonist's group is annihilated, revealing the boss's true face.

Mini-Bosses

Mini-bosses appear in the mini-boss node among additional option nodes. Each stage has one mini-boss.

Mini-BossHealthDefenseStage
Skeleton Goat1,5000Stage 1
Black Panther Assassin2,37018Stage 2
Demonized Grimoire3,04946Stage 3
Demon of the Spinning Rod5,86066Stage 4

Skeleton Goat uses a simple pattern of charging, jumping, and slamming down. It also appears as a regular monster in Stage 5's Root Cave. Weapons with parry or block capabilities can defeat it without taking damage.

Black Panther Assassin is the same character as the boss Lerid. The mini-boss version has much simpler patterns, but the quick pattern transitions can still overwhelm players new to the genre. In hard mode, a single mistake can deplete stamina.

Demonized Grimoire electrifies the arena walls at the start of the fight. Touching the walls deals damage. The boss also uses a knockback pattern that can push players into the electrified walls.

Demon of the Spinning Rod is the Stage 4 mini-boss, available from Chapter 5 onward.

Story Bosses

Chapter 4: Prison Warden

The Prison Warden is a modified version of Mogdi and Ordner, combining missile bombing with arm-slam patterns similar to Mogdi. Its health and defense values are not listed in the source material.

Chapter 4: Core

The Core is encountered while retrieving Kyle's fragments. It is invincible and cannot be damaged or defeated. After time passes and a second purification protocol is attempted, Kyle succeeds in purifying the boss, ending the encounter automatically.

How to Obtain Boss Encounters

Boss encounters are tied to stage progression and chapter completion:

  • Stage 1 bosses: Reach the boss battle node at the end of Mole Base. Ordner appears from Chapter 2 onward. Haj replaces Mogdi and Ordner from Chapter 4-2; after completing Chapter 4-3, Mogdi and Ordner begin appearing again.
  • Stage 2 bosses: Reach the boss battle node at the end of Grassland. Lerid appears from Chapter 2 onward.
  • Stage 3 bosses: Reach the boss battle node at the end of the Library. Pantaxis appears from Chapter 2 onward.
  • Stage 4 boss: Reach the boss battle node at the end of the Wasteland.
  • Stage 5 bosses: Reach the boss battle node at the end of Root Cave, available from Chapter 3. Kraz becomes available from Chapter 4 onward.
  • Mini-bosses: Appear in the mini-boss node among additional option nodes.
  • Story bosses: Encountered during story dungeons in specific chapters. The Prison Warden and Core appear in Chapter 4.

The Wandering Merchant is a shopkeeper who can become hostile if attacked enough times. Unlike small-scale wandering merchants and potion merchants, killing a Wandering Merchant makes them hostile or causes them to stop appearing entirely.

Boss Rewards and Uses

Defeating a stage boss always drops a certain amount of sapphires, provides artifact rewards, and provides slate rewards. Additional dice are dropped depending on the fate imprint status. Mini-bosses do not have the same guaranteed reward structure as stage bosses.

Boss fights are the primary source of artifact and slate progression in Sephiria. The Battle Stance option strengthens all boss gimmicks and attack patterns when activated, making it a difficulty modifier for players seeking stronger rewards.

Version Context

The following bosses were added in specific chapter updates:

  • Chapter 2: Ordner (Stage 1), Lerid (Stage 2), Pantaxis (Stage 3)
  • Chapter 3: Root Cave stage and Cobes
  • Chapter 4: Haj (Stage 1), Kraz (Stage 5), Prison Warden and Core (story bosses)
  • Chapter 5: Demon of the Spinning Rod (Stage 4 mini-boss), Qliphoth (Stage 5)

Haj and Kraz do not have dedicated opening events, unlike earlier bosses up to Cobes. The source material notes this as a community-reported difference in presentation quality but does not affect gameplay.

Sources

The primary source for this page is the Sephiria/Boss wiki entry at en.namu.wiki. Some details, such as specific pattern animations and dialogue, could not be fully verified from the source material. Health and defense values for the Chapter 4 story bosses are not listed in the source.