Arzag the Beast is the boss of [Dynamic] The Dark Spire. The fight has two phases, and the second half turns a hard-hitting Zoglin into a Piglin Brute with an even nastier toolkit.
Arzag scales with the dungeon level and keeps the pressure on with fire, knockback immunity, projectile immunity, area attacks, and summoned reinforcements. This is not a fight where standing still and hoping your armor solves everything ends well.
Overview
| Attribute | Details |
|---|---|
| Name | Arzag the Beast |
| Dungeon | [Dynamic] The Dark Spire |
| Type | Boss |
| Base Mob | Zoglin in Phase 1; Piglin Brute in Phase 2 |
| Level | Dynamic |
| Health Multiplier | 7× in both phases |
| Damage Multiplier | 1.5× in Phase 1; 1.75× in Phase 2 |
| Weapon | Netherite Axe in Phase 2 |
| Leash Radius | 26 |
| Phases | 2 |
Difficulty Scaling
Arzag uses dynamic level scaling. Normal uses level sync +5, Hard uses +0, and Mythic uses -5.
Every listed power is active on all three difficulties, so the move set does not gain a Hard-only or Mythic-only ability.
Phases
Phase 1: Arzag begins as a Zoglin with a 7× health multiplier and 1.5× damage multiplier. He uses Attack Fire, Attack Fireball, Attack Push, Flame Pyre, projectile immunity, knockback immunity, and Movement Speed.
Phase 2: At 50% health, Arzag becomes a Piglin Brute, equips a Netherite Axe, and rises to a 1.75× damage multiplier. Meteor Shower, Tracking Arrow, Death Slice, Hyper Loot, and Arzags Horde join the existing core abilities, and this phase carries the unique drops and class loot.
Powers and Abilities
- Attack Fire: A melee hit sets the player on fire for 3 seconds. Active on all difficulties.
- Attack Fireball: Once Arzag has a target, every 8 seconds he launches an explosive, fire-starting fireball at every Survival or Adventure player within 20 blocks. Active on all difficulties.
- Attack Push: A melee hit launches the player directly away from Arzag. It has a 10-second global cooldown and is active on all difficulties.
- Flame Pyre: When a player hits Arzag, there is a 25% chance to trigger it. After 2 seconds of smoke warning, damaging fire expands around him in three stages, with a 20-second cooldown and 15-second global cooldown. Active on all difficulties.
- Projectile Immunity: Arzag takes no damage from player projectiles such as arrows and tridents. Active on all difficulties.
- Knockback Immunity: Arzag cannot be knocked back. Active on all difficulties.
- Movement Speed: Arzag spawns with Speed II for effectively the whole fight. Active on all difficulties.
- Meteor Shower: In Phase 2, a player hit on Arzag has a 25% chance to trigger a 10-second stop while a large cloud forms overhead. After 2 seconds, fireballs rain down from it. Active on all difficulties.
- Tracking Arrow: In Phase 2, every 3 seconds Arzag fires a homing arrow at each player within 20 blocks, and those arrows can keep homing for up to 60 seconds. Active on all difficulties.
- Death Slice: In Phase 2, a player hit on Arzag has a 10% chance to trigger it. Fifteen dangerous lines and one safe lane are marked for 5 seconds, followed by 5 seconds of damaging fire along the marked lines. Active on all difficulties.
- Hyper Loot: On death, Arzag triggers ten extra EliteMobs loot generations. Active on all difficulties.
- Arzags Horde: In Phase 2, Arzag can summon Arzags Horde. Active on all difficulties.
Summoned Reinforcements
Arzags Horde uses a Zoglin base mob with a 0.25× health multiplier and 0.6× damage multiplier.
- Attack Gravity: A hit gives the player Levitation I for 5 seconds.
- Attack Push: A hit launches the player directly away, with a 10-second global cooldown.
What It Says
- Spawn: Arzag the Beast prepares for the invasion!
- Escape: Arzag the Beast is done plundering!
Class Loot
Arzag’s Slicer, Arzag’s War Boots, Arzag’s War Chestplate, Arzag’s War Helmet, Arzag’s War Leggings, Baalzarn’s Mace, Zephyr’s Spear, Vexil’s Crossbow, Nekro’s Scythe
How to Beat It
Do not build your plan around arrows or tridents because Arzag ignores player projectile damage, and knockback will not buy you space either. In Phase 1, watch for the smoke warning from Flame Pyre and move out before the fire expands.
Phase 2 is the real movement check: Meteor Shower punishes staying put, Tracking Arrow keeps pressure on nearby players, and Death Slice gives you one safe lane after its warning. When Arzags Horde appears, the extra push and levitation effects can make positioning even messier, so keep room to move.
See Also
- Hellraiser
- Maalkv
- Crypt Keeper
- Nicolas Ribcage
- Zalmur the Impslayer
- Oroxak



