Dungeon Routes
Bosses

Xurath, Fist of the Warden
Constant party-wide AoE ticking damage. Stage 1: +15% more damage. Stage 2: +30% more damage. Stage 3: +45% more damage and 50% reduced movement speed.
At 80%, 60% and 40% HP (66% and 33% without Vyra's Legacy), Xurath empowers one of his abilities. You can choose which ability is empowered by standing in the respective 'hand' when the ability begins.
Slam ability, dealing damge to any players caught within the slam radius. Stage 1: Deals more damage. Stage 2: Shoots out projectiles from the target. Stage 3: Shoots out more projectiles from the target.
Instantly conjures pools that must be soaked, or else they will each explode, dealing medium party-wide damage. Stage 1: Applies a damage over time effect to low health targets. Stage 2: More puddles. Stage 3. 25% increased damage.
Xurath's attacks cleave, dealing damage to players near the target.
Charges at a target, dealing moderate damage. Stage 1: Deals more damage. Stage 2: Applies bleed. Stage 3: Charges twice.
Trash

Heskyr Magus
Uninterruptable channeling ability dealing huge AoE damage every second. Stand within the Crimson Barrier to massively reduce the damage taken.
Summons a Blood Crystal which reduces the damage taken of anything/anyone within it. Move enemies out of it and move into it for Sanguine Maelstrom.
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.
Blasts the target with an interruptible bolt of damage.

Heskyr Brood
Leaps to a target, applying Gushing Wounds debuff for 6 seconds. Gushing Wounds causes the target to take heavy damage upon movement.

Heskyr Zealot
Fires a spinning blade towards the target that deals heavy damage and returns to the Heskyr Zealot after a few seconds.
Applies a buff to itself and nearby allies that increases Damage Dealt by 20% for 10 seconds.

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

Sanguine Disciple
Channeling, interruptible ability that targets a player, dealing ticking damage. Summons a Sanguine Sybling when finished casting or interrupted. The strength of the Sanguine Sybling is lower if interrupted earlier.
Conjures pools of blood that players can stand on to remove, otherwise they will produce Clot Spawns which explode on death.

Restless Protector

Meandering Acolyte
Targets a player with a ranged bolt, dealing moderate damage.
Single target, interruptible heal.
Single target, interruptible heal.

Undying Champion
Deals heavy damage in a frontal cone towards the target.

Heart of Rot
Channels a beam at the target, dealing damage over time.
Applies a 10-second debuff to the target which deals heavy magic damage every 1.5 seconds.

Sanguine Echo
Blasts the target with an interuptible bolt of damage.
The Sanguine Echo launches many small globs of blood around it, dealing damage to any players within the radius when they land.
Mini Boss Affixes

Ghorn the Avalanche
Ghorn targets the Tank with with three heavy blows, dealing high damage over 1 second.
Ghorn targets the Tank with a powerful blast that can be soaked by the entire group. Applies a stacking debuff which decreases Armor by 20%.
Freezing Sleet will spawn on all players, extending out in an X shape. After a few seconds, the Sleet will explode. Avoid stacking any of the lines.
Ghorn will create a frosty vortex, sucking in all players towards him and dealing huge damage to anyone close to the centre. Players should they are already far from the boss before the cast starts.

Eira the White Witch
Targets a player with a bolt of ice, dealing high damage. Upon impact, also applies Lingering Chill, a stacking debuff which reduces the player's movement Speed reduced by 30% per stack. At 3 stacks, Lingering Chill erupts, dealing huge damage.
Eira spawns zones of swirling frost under players that deal high damage to any player standing in them when they erupt. Also deals moderate unavoidable group-wide damage.
Eira protects herself with a powerful absorb shield which also heals her over time. While this shield is active, Eira cannot be interrupted. Players should save cooldowns to nuke down this shield as soon as possible.