Xul, The Blood Monolith Fellowship Dungeon Guide

Xul, The Blood Monolith Image
CJ
Last Updated: 3rd Jul, 2026

Introduction

Welcome to Method's guide for the Fellowship Pinnacle Dungeon: Xul, The Blood Monolith. In this guide we'll run through each of the trash mobs you will encounter, suggest which route you should path and finally, break down the boss encounters.

I’m CJ, a former WoW M+ 0.1% title player, and a Tariq enjoyer since Fellowship's Steam NextFest beta in February 2025. I have written this guide to help explain how to clear the Pinnacle Dungeon of this season, Xul, The Blood Monolith. I am also the guide writer for Tariq, so you can check out more of the advice there.


General Build Considerations

An important difference between the Pinnacle Dungeon and every other dungeon in Fellowship is that the Pinnacle Dungeon does not have a timer. You will get full rewards no matter how long it takes you to clear it; however, leaving the dungeon early will reset the instance and you will have to start from the beginning.

This has some important implications: as it does not matter how long you take to clear trash, both DPS should be running full single-target damage builds, and the routing trinkets Orb Of Shadows and Ancient Poultry Fetish are not useful here. Instead, I would highly recommend bringing:

  • As many Grimoires Of Resurrection as your party can take
  • One Humming Portalstone
  • One Ancient Wardstone
  • A couple Sinbinding Stones
  • And finally Bloodrite Drums as the lowest priority but still useful

Dungeon Route

To adjust the route or build your own, use our Xul, The Blood Monolith Route Planner.

Trash Mobs

  • Gushing Wounds: Leaps to the target, applying Gushing Wounds for 6 seconds which causes the target to take heavy damage upon movement.

As ranged, don't stand too far away from the tank so that the Broods aren't jumping far away from the pack.

Gushing Wounds is automatically removed when the affected player is healed to full health, so the healer needs to quickly heal up players with the bleed so that they can move and react to other mechanics without taking damage.

  • Twisting Slice: Fires an avoidable spinning blade towards the target that deals heavy damage, returning to the Heskyr Zealot after a few seconds.
  • Frenzy: Applies a buff to itself and nearby allies that increases Damage Dealt by 20% for 10 seconds.

Watch for the red arrows on the ground indicating where the blade from Twisting Slice will shoot and return, and interrupt Frenzy if possible. Be careful on pulls with a lot of Zealots as the Frenzy buff can stack and significantly increase the damage of abilities from other mobs.

  • Piercing Howl: Silences any player casting an ability when casting finishes.
  • Blood Scent: Stacking aura that provides +10% damage, Haste and Max HP whenever something dies nearby.
  • Sanguine Claws: Applies an 8-second stacking Bleed DoT on the target.

As a caster, don't be casting when a Piercing Howl cast finishes or you will take significant damage and be silenced.

  • Sanguine Ritual: Channeling, interruptible ability that targets a player, dealing ticking damage. Summons a Sanguine Sibling when finished casting or interrupted. Strength of Sanguine Sybling is lower if interrupted earlier.
  • Animate Blood: Conjures pools of blood that players can stand on to remove, otherwise they will produce Clot Spawns which explode on death.

Sanguine Ritual must be interrupted immediately, and the Sanguine Sibiling that is spawned should be kited as it will eventually kill it self with its own pulsing damage.

The orange circles from Animate Blood can spawn in melee and at range, so the entire party should be ready to quickly move to clear them.

  • Blood Bolt: Blasts the Target with an interruptible bolt of damage.
  • Sanguine Maelstrom: Channelling ability dealing large AoE damage every second.
  • Crimson Barrier: Summons a Blood Crystal which reduces the damage taken of all within it. Move enemies out of it and then stand in it for Sanguine Maelstrom.
  • Vascular Eruption: Targets a player with a debuff which gains an additional stack every second. Upon reaching 10 stacks, deals 35% of Target's maximum health. Must be dispelled.

The Magus will always spawn a Crimson Barrier, which will be a dark red circle around a totem, before casting Sanguine Maelstrom.

The entire party needs to get into the barrier before and during the Sanguine Maelstrom cast as it deals lethal damage without the barrier's damage reduction, and still significant damage even with the barrier's damage reduction. Defensives may need to be used during Sanguine Maelstrom even while standing in the barrier.

  • Pulverize: Slams the tank for AoE damage.
  • Sunder Earth: Deals damage in a large AoE, knocking all players back slightly.

Be careful of your positioning while fighting Sanguine Crushers as Sunder Earth can knock you back into other trash packs and cause you to accidentally pull more mobs.

Melee DPS need to stay away from the tank when the Crushers use Pulverize as the area cleave effect of this tank buster is pretty large.

  • Blood Bolt: Blasts the target with an interruptible bolt of damage.
  • Shake It Off: Lobs many small globs of blood around itself, dealing damage to any players caught within the blast.

Shake It Off should be interrupted immediately as it spawns many dangerous circles that deal heavy damage.

  • Blood Boil: Applies a 10-second debuff to the target which deals heavy magic damage every 1.5 seconds.
  • Consume: Channels a beam at the target, dealing damage over time.

Consume should be interrupted immediately as it deals significant damage to the target player, and defensives should be used when Blood Boil is cast as it will deal very heavy damage to the entire party.

Xul’vorith, Sentinel of the Bloodbound Gate Icon

Xul'vorith, Sentinel of the Bloodbound Gate

Xul’vorith, Sentinel of the Bloodbound Gate Abilities

Boss Strategy

Normal and Hard

Xul'Vorith has no new mechanics on Hard difficulty, just more health and deals more damage. Thus you can use the same strategy for both difficulties.

This boss fight is about managing sequential edict phases in which the tank needs to take the boss to each of three different conduits and aim the boss's frontal cone attack Nullification onto the conduits to deactivate them.

Xul'Vorith starts each phasing by pulling all players to him with Gatekeeper's Judgment, after which all players need to quickly run away to not get killed by the red circle area attack. After this, the boss immediately activates all three Conduits and applies an Edict to all players.

The tank must take the boss to each conduit and aim the frontal cone attack Nullification onto the conduits to deactivate them, while the DPS and healers deal with the conduit mechanics and whichever Edict is active for the phase. The next time Xul'Vorith uses Gatekeeper's Judgment, all three conduits activate again, but the Edict changes.

Edicts

There are three edicts, and the boss rotates through all three of them throughout the fight, but the order is random.

  • Edict of Frailty: All players do 25% less healing.
  • Edict of Burden: All players have 25% less movement speed.
  • Edict of Isolation: All players deal 10% of their maximum health to nearby players.

The Edicts of Frailty and Burden are straightforward and not a big deal. During the Edict of Isolation, make sure the party is spread out. If two players get too close to each other, there will be a purple beam between them indicating that they are taking damage for standing too close.

Conduits

Each conduit has a different color and is in a different part of the room. The locations are always the same. When a conduit is deactivated with Nullification, the boss gains a stack of Unfettering Power, increasing his damage by 20% for the rest of the current phase.

Conduit Of The Burning Circle: This is the yellow conduit near the entrance of the room. This places a magic debuff on a DPS or healer which is a yellow circle that must be group soaked before it is dispelled or expired. This works just like the Corrupting Shot mechanic from the Everdawn Grove boss, however it expires in only 6 seconds. If the tank moves the boss to this conduit immediately after Gatekeeper's Judgment so it is deactivated by the first Nullification every phase, then you will never see the soak mechanic. This is a very good idea as the soak deals enough damage to one-shot the two DPS and healer if they are all soaking the debuff, even on Normal difficulty.

Conduit Of Striking Shadows: This is the purple conduit on the right side of the room while facing the boss. This conduit just deals pulsing damage to the entire party and should be deactivated second.

Conduit Of The Bleeding Gaze: This is the red conduit on the left side of the room while facing the boss. It summons eyes which shoot orbs throughout the phase. Each eye shoots four orbs in a fixed "X" pattern. More eyes keep spawning in as the phase progresses, but this mechanic is very easy to deal with and should be removed last as all of the orbs will keep shooting in fixed directions, so it is simple to find a safe spot to stand still as a DPS or healer.


Nightmare Difficulty

The only mechanical change for this fight on Nightmare difficulty is that two of the three edicts will be active each phase and the boss will rotate through the different combinations, so your party will just have to deal with Edict of Isolation and stay spread out more often. Otherwise, the tank should deactivate the conduits in the same order.

Han-Eth, Sentry of Xul Icon

Han-eth, Sentry Of Xul

Han-Eth, Sentry of Xul Abilities

Boss Strategy

Normal

This boss fight focuses on managing small groups of adds and being able to quickly move around the circular platform. It is very important to pay attention to the ability timers during this fight so that you can pre-position to good locations to efficiently deal with the mechanics. As such, having the party in voice comms is very useful, including having a player make callouts based on the ability timers even if it means sacrificing some DPS, as the majority of this fight is not a DPS rush.

Palace Response Unit

The boss starts the fight immune to damage and spawns a few waves of adds composed of Crimson Abominations and Heskyr Broods. Every time one of these adds dies, the boss takes their health in damage, and so the goal for the majority of the fight is to kill these adds. After the second Crimson Abomination and last group of Heskyr Broods is killed, the boss will be at 25% health and the burn phase begins.

The Crimson Abomination has only one ability, an orange frontal cone cleave, so melee DPS need to be on their toes while moving around the tank. This cleave also applies Perishing Wounds to the tank, increasing their damage taken until the Abomination is killed.

The Heskyr Broods are just like the regular trash Broods in that their only ability is Gushing Wounds, leaping on players to apply a bleed that damages players when they move but is automatically removed when the player reaches full health. The healer must be aware of topping people off when they have this bleed so they are able to move around the platform to deal with the other mechanics.

The adds spawn at random locations around the platform, so DPS must be careful about attacking them before the tank has aggro, as well as being aware of when it is a good time to stay near the tank so that the Heskyr Broods do not leap too far away.

Vein Seeds

Throughout the entire time fighting adds before the burn phase, red orbs will be constantly shooting out of the boss from the middle of the platform. Getting hit by an orb applies a stack of Vein Sprout, and at 3 stacks the player drops a permanent slow zone pool.

All players must be constantly alert to dodge these orbs, as they wiggle back and forth along their path to the edge of the platform. If a player is at 2 stacks, they can try to let themselves get hit by a third orb in order to drop a pool at a good location at the very edge of the platform (or on existing pools) and reset their stacks.

Annihilation Protocol

The boss will create two massive beams that form a straight line bisecting the platform and rotate them around 180 degrees. The beams always start toward the entrance and exit of the platform, rotate as they come out, and can rotate in either direction.

Players near the entrance and exit must be aware and watching ability timers and how the boss is turning when this mechanic happens so they don't get unexpectedly hit, as the beams appear very quickly and will kill players in a single hit.

The party should figure out how they want to position the portal from Humming Portalstone as it is an extremely useful tool to get from one end of the platform to another, as well as cross over to the other half of the platform while the beams are up.

Summon Creations

The boss will spawn orange soak circles around the platform that must be soaked very quickly, or else they will spawn Clot Spawn adds. If these adds do spawn, they must be killed quickly as they will try to reach the boss to deal party-wide damage. However,

Note: Clot Spawns also explode for party-wide damage when killed, so if multiple are alive, the DPS need to make sure to stagger kill them so the healer can heal up the party between explosions.

There are two different sets of soaks that can appear when this ability happens. There will either be 12 small circles that players just to need to run through to clear, or 3 large circles that a player needs to stand in for 3 seconds to clear.

The large circles are an absolute priority to clear quickly, as failure to do so will spawn a Greater Clot Spawn that can outright kill players with its death explosion. The healer and ranged DPS should be aware of the timer of this ability so they can spread out and pre-position to good locations for soaking circles away from the tank, especially as this mechanic can happen while the beams from Annihilation Protocol are up.

If the party is caught off guard and grouped up near the tank when the soaks appear, that would be a good opportunity to use Bloodrite Drums to help players quickly run to any distant circles.

Judgement

Once the boss reaches 25% health from killing enough adds, he immediately transitions into the burn phase and is now able to be damaged directly. There are no movement mechanics during this phase, not even the Vein Sprout orbs. The players just need to damage the boss as much as possible before they die to the ramping rot damage. This is a perfect place to use Sinbinding Stone.


Hard

In addition to increased health and damage, there are two more mechanics on Hard difficulty.

Vein Seeds

The boss will occasionally put a 30-second dispellable magic debuff on all four players, indicated by orange circles. When the debuff expires or is dispelled, all players in the circle take moderate damage. When the healer dispels the debuff from a player, they just need to make sure that player is healthy and not on top of everyone else so the damage and risk of death is minimized.

Annihilation Protocol: Overcharge

If any player gets hit by a beam from Annihilation Protocol, it deals damage to the entire party and will likely cause a wipe. Thus awareness of the timing and location of the beams is even more important.


Nightmare

In addition to increased health and damage, there are two more mechanics on Nightmare difficulty, on top of the ones from Hard difficulty.

Palace Response Unit

After the first Crimson Abomination but before the second, the boss will spawn a Heart of Rot and two Sanguine Echos, the exact same mobs from the trash. Just as dealing with them as trash, the Heart of Rot's Consume cast should be kicked, defensives need to be used for its Blood Boil, and the Sanguine Echos' Shake It Off cast should be kicked or stopped.

The major concern of these adds is playing safe while players have the Blood Boil DOT as it deals significant damage and can result in deaths when overlapped with other mechanics from the fight.

Judgement

During the burn phase at 25% health, the beams from Annihilation Protocol will be permanently active and rotating. Players closer to the center of the platform will not have to move as much to keep up with the beams' rotation while DPSing.

Vel’korath the Sanctified, Vision of the Covenant Icon

Vel'korath The Sanctified, Vision of the Covenant

Vel’korath the Sanctified, Vision of the Covenant Abilities

Boss Strategy

Normal

This boss fight focuses on being able to very quickly and reactively move to desired locations and use kicks and CC on adds that spawn throughout the fight. Similar to the Han-Eth fight, the Vel'Korath fight benefits greatly from being in voice comms so the party can coordinate movement and usage of kicks and CC abilities.

The fight is divided into six phases:

  1. Regular phase
  2. Maze intermission 1 at 70% boss health
  3. Regular phase
  4. Maze intermission 2 at 50% boss health
  5. Regular phase
  6. Burn phase at 25% boss health

There are four primary mechanics during the 'Regular Phases':

Truesight Corruption and Marching Vessels

In each of the four corners of the boss room there are large bowls with large blood orbs floating above them once the fight begins. Interacting with one of these will grant that player Truesight Corruption for 20 seconds, giving the player Truesight of the Marching Vessels mechanic, as well as creating a dark red circle around them that allows other players to also gain Truesight for 5 seconds by stepping into the circle.

Anyone in the circle, including the player with Truesight Corruption, will take significant continuous ticking damage, so usually only the tank should get Truesight Corruption from the bowls, and do so before every set of blood waves, while the other players can briefly step in and out of the circle to gain Truesight when they want without taking damage. The healer can also get Truesight Corruption from the bowls if the tank isn't able to get to a corner in time, but the DPS should not be relied on for this as they already need to be moving around to kick and CC adds.

Truesight allows the player to see which blood waves from the Marching Vessels mechanic are real and which are fake (the fake waves are not visible at all with Truesight). About every 15 seconds, a line of seven untargetable adds will spawn along one side of the room, each creating a blood wave that rolls across the platform.

Any real wave will one-shot players, and thus it is critical that players are constantly aware of these waves spawning in and either gaining Truesight for themselves, or relying on their teammates to know where to stand to not get hit by a real wave.

Tip: The portal from Humming Portalstone is extremely valuable in this fight if placed diagonally across the room so it can be used to teleport through any wave, and as the cooldown on using a portal is 20 seconds, it can be used for every other set of waves.

The line of real and fake waves is always one of five different configurations. It is very valuable to have someone with Truesight always call out in voice comms which of the configurations a set of waves is so the entire party immediately knows where to move to.

If the party is on one side of the room and needs to quickly run all the way to the other side due to a Left or Right configuration, that is a good opportunity to use Bloodrite Drums. The five configurations are:

  1. Left: The two waves on the left side (when facing the waves) are fake
  2. Right: The two waves on the right side (when facing the waves) are fake
  3. Center: The three waves in the middle are fake
  4. Alternating Center: The second, fourth (center), and sixth waves are fake
  5. Alternating Edge: The first (left edge), third, fifth, and seventh (right edge) waves are fake.

Hungering Vessels

Every 40 seconds, two Vessels will spawn in random locations in the room and immediately begin channeling Gorging Pool, which pulses for significant party-wide damage as well as creates a large slow zone around them.

These adds should be kicked or stopped immediately, as letting them channel for too long will result in a wipe. These Vessels immediately disappear when their cast is interrupted. The party should coordinate how they will rotate through their CC abilities to quickly deal with these adds.

Sinister Vessels

Every 25 seconds, a Vessel will spawn on each of the four sides of the boss room and begin casting Eradication on a player, which shoots a wide beam at that player when the cast finishes. Each player will have a Vessel casting on them, but will only take moderate damage from their own Eradication beam. However, if a player gets hit by another player's beam, they will be killed.

These casts can be kicked and stopped to reduce the chance that a player is killed, however preventing these vessel casts is not an absolute priority because each player can just move to make sure they are not standing in someone else's beam and no one else is standing in their beam. These Vessels also immediately disappear when their cast is interrupted.

Contrite and Discovered True Sight

Contrite and Discovered True Sight are the two tank-buster abilities. Contrite is a 6-second stacking debuff that increases damage taken by 20% per stack. The tank should be aware of how many stacks they currently have if they are going to be hit by an Eradication beam. Discovered True Sight is a channel that pulses heavy damage around the tank and can very easily kill other players if they and the tank are not careful about moving around each other during the channel. As such it is important to watch the ability timers for Discovered True Sight.

Maze Intermission: One True Path

At 70% and 50% health, the boss will immediately cancel all currently active mechanics and send all players to a corner of the room to begin the maze intermission. Each player will have a unique path to get to the opposite corner of the room, and must do so within 30 seconds. Players cannot use any abilities while moving across the room.

Each player will have a small dark circle around them, indicating that they will kill (and be killed by) any other player they touch while outside of the safe zones during this phase. The party should coordinate the order of who leaves the starting safe zone so you don't wipe from everyone stepping out at the same time.

There will be blood waves in the alternating configuration moving across the room throughout this phase, so you may have to stay still or back track to allow another player room to move forward or wait for a set of blood waves to pass.

Once a player reaches the safe zone, indicated by a golden dome at the opposite corner, they can use their abilities again and damage the boss floating above while waiting for the other players to catch up. The phase ends once all players reach the safe zone, but the tank should make sure to interact with the bowl right next to the safe zone to get Truesight Corruption again for the next regular phase before leaving the corner.

If at least one player fails to make it across within 30 seconds, then all players will gain a dispellable magic DOT that deals heavy damage. This is when mass dispel from Ancient Wardstone should be used if this ever happens.

Blood Sermon

Once the boss reaches 25% health, he will cast Blood Sermon, creating three large red runes in the center of the room. Each rune will have a different symbol above it, either a cross, eye, or sword. Whoever has Truesight will be able to see which of the three runes is the "correct" rune, initially glowing bright red. The correct number of players need to step into the rune, and then it will switch to glowing bright gold. If the correct number of players stand in the correct rune by the time the Blood Sermon cast ends, then all players will gain Truesight for the rest of the burn phase.

  • Rune with Cross: All four players need to stand in the rune.
  • Rune with Sword: One player needs to stand in the rune, everyone else should stay out of all runes.
  • Rune with Eye: One player with Truesight Corruption needs to stand in the rune, everyone else should stay out of all runes.

The burn phase is the same as the regular phases, but with one more mechanic: Apotheosis will constantly spawn large dark cracks on the ground that explode for significant damage, potentially killing players. Players must be constantly aware of where they are standing so they do not get hit by these explosions, while also handling the other regular phase mechanics.


Hard

In addition to increased health and damage, there are two more mechanics on Hard difficulty.

Tired Eyes

Whoever has the Truesight Corruption debuff from interacting with one of the bowls will gain a stack of Tired Eyes every 2 seconds, increasing their damage taken by 1% per stack. Depending on how tanky the tank is and how much damage the DPS do, your party may be able to transition the boss out of each regular phase before the tank dies to gaining too many stacks of Tired Eyes.

If the tank is not able to survive letting Tired Eyes stack up really high, then you can let the tank go a set of waves without having Truesight Corruption. This can be accomplished using Humming Portalstone to have the entire part portal across a set of blood waves, or having a DPS or healer interact with a bowl to provide Truesight to the party for a single set of blood waves before switching back to the tank.

Lingering Eradication

Players hit by their Eradication beam will now gain Lingering Eradication, an 8-second dispellable magic DOT that deals moderate damage. In addition to the increased damage of Hard difficulty, this DOT makes getting hit by an Eradication beam very dangerous, and so defensives should be used when a player knows they are going to get hit by their beam.


Nightmare

This guide will be updated with mechanics and advice once we have more information on the Nightmare difficulty version of this fight.