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Vampire Crawlers: Every Boss and HP Table

There are 18 stages across 9 dungeon families, and 77 enemies carry the boss flag in the tables below. Base HP climbs from a 400 HP Bat Elite on floor 1 of the Mad Forest to a 225,000 HP first phase of The Ender at the end of Cappella Magna. One enemy sits outside that ladder: Red Death, at 1,000,000 HP, who appears at the end of the final floor of every dungeon and attacks before you draw a card. This page is bosses only — regular enemies and their HP are on Enemies & Bosses.

The tables below go stage by stage, then dungeon by dungeon, with base HP, armor and the four resist values for every boss. Two stages have no enemy data at all. They are marked rather than filled with a guess. HP is only half of a boss fight: the other half is the eye meter above its head, which decides when it gets to attack (boss eyes).

How to read the numbers

  • HP is base health from the enemy's wiki page, before Curse and difficulty scaling. Treat it as the floor for that fight, not the number you will see in a cursed run. No source publishes a per-tier multiplier, which the difficulty guide covers.
  • Armor is max armor, a flat reduction applied to every hit. It punishes many-small-hits decks far more than the HP number does.
  • Knockback, Disarm and Freeze are resist percentages from 0 to 100. Higher is worse for you.
  • Instakill is a 0 to 1 resist value, where 1 means the effect cannot land at all.
  • Boss is the wiki's own flag. Red Death is not flagged, despite being the hardest fight in the game, which is why it gets its own table at the end.

One quirk to know before you read the tables: the wiki assigns enemies to a dungeon family, not to an individual stage. Mad Forest and Inlaid Library are the only families where it also records which floor each boss guards, so those two tables carry a Floor column and the rest do not.

The 18 stages

# Stage Dungeon Difficulty Floors Boss HP ceiling
1 Mad Forest Mad Forest 1 4 8,000
2 Furious Forest Mad Forest 2 5 8,000
3 Berserk Wood Mad Forest 3 5 8,000
4 Inlaid Library Inlaid Library 2 5 11,000
5 Library West Wing Inlaid Library 3 5 11,000
6 Library Sanctum Inlaid Library 4 5 11,000
7 Teeny Bridge Teeny Bridge 3 1 30,000
8 Dairy Plant Dairy Plant 4 5 12,500
9 Milk Factory Dairy Plant 5 5 12,500
10 Curd Refinery Dairy Plant 6 5 12,500
11 Weeny Bridge Weeny Bridge 5 1 —
12 Gallo Tower Gallo Tower 6 6 80,000
13 Gallo Dungeons Gallo Tower 9 3 225,000
14 Meany Bridge Meany Bridge 7 1 —
15 Cappella Magna Cappella Magna 8 5 225,000
16 Cappella Ultima Cappella Magna 9 5 225,000
17 Moongolow Moongolow 9 5 85,000
18 Moongohigh Moongolow 10 7 225,000

The ceiling repeats inside the families whose stages share one enemy pool: Mad Forest, Inlaid Library, Dairy Plant and Cappella Magna re-run the same bosses at a higher difficulty, so there is nothing new at the top of the ladder. Gallo Dungeons and Moongohigh are the exception. Each is a separate pool nested under a larger family, which is why their ceilings sit so far above the parent stage: 225,000 against Gallo Tower's 80,000, and 225,000 against Moongolow's 85,000. Weeny Bridge and Meany Bridge show a dash because nothing is published for them at all, which the sections below cover.

One boss does not fit the family structure and so does not appear in the tables below: GlowingBat Elite, which the wiki lists in Mad Forest, Inlaid Library, Dairy Plant, Gallo Tower and Cappella Magna. It comes in four tiers at 100, 500, 1,000 and 1,500 HP, and it is the optional chest miniboss players meet in the second dungeon.

Mad Forest: floor-by-floor

The opening dungeon doubles as the game's boss pacing tutorial, and it is the only place where the wiki says which boss sits on which floor: Bat Elite at 400 HP on floor 1, Skeleton3 Elite at 600 on floor 2, Zombie Elite at 750 on floor 3, MantisElite at 1,200 on floor 4.

Enemy HP Armor Knockback Disarm Freeze Instakill Boss Floor
Bat 12 0 0 0 0 0 No —
Zombie 125 18 0 0 0 0 No —
GiantMummy 300 50 50 0 0 0 No —
Bat Elite 400 0 60 50 0 0.75 Yes 1
Skeleton3 Elite 600 60 65 50 0 0.75 Yes 2
Zombie Elite 750 75 65 55 0 0.8 Yes 3
TreasureBat Elite 800 0 80 60 0 0.75 Yes 3, optional
MantisElite 1,200 120 70 55 0 0.8 Yes 4
WerewolfElite 2,200 220 70 50 0 0.8 Yes —
MantisElite Ambush 2,500 185 70 55 0 0.8 Yes —
GiantMummy Elite 3,000 360 70 50 0 0.8 Yes —
VenusElite 8,000 500 70 50 0 0.8 Yes —

Two things to flag. Gennaro's unlock condition is "defeat Mantichana in Mad Forest", and the only mantis in this family's data is MantisElite at 1,200 HP; no page confirms they are the same enemy, so the link is unproven. And VenusElite, at 8,000 HP behind 500 armor, is the family ceiling and the first armor check that actually filters decks.

Inlaid Library: coffins and 550 armor

Five floors, ten bosses, and the point where armor values stop being a rounding error. MasterWitchElite carries 550 armor on 5,500 HP, which means a deck built on 8-damage knives is effectively doing nothing to it.

Enemy HP Armor Knockback Disarm Freeze Instakill Boss Floor
Ghost 100 15 0 0 0 0 No —
LionHead 170 34 50 0 0 0 No —
ApprenticeWitch 300 30 0 0 0 0 No —
MudmanElite 750 90 60 30 0 0.75 Yes 1
EctoElite 1,000 100 65 40 0 0.75 Yes 2
GhostElite 1,500 150 65 55 0 0.85 Yes 3
LionHeadElite 2,000 200 65 45 0 0.75 Yes 4
GhostElite Ambush 2,200 220 80 50 0 0.85 Yes —
QueenMedusaElite 3,500 350 70 50 0 0.75 Yes 5
NesuferitElite 4,000 200 80 90 0 0.8 Yes 4, optional
QueenMedusaElite Ambush 4,200 420 70 50 0 0.75 Yes —
MasterWitchElite 5,500 550 70 50 0 0.8 Yes —
HagElite 11,000 300 70 50 0 0.85 Yes —

This family holds the coffin for Giovanna, in the Library Sanctum stage. LionHead is also the target for Cavallo's unlock at 250 kills, and at 170 HP it is one of the cheapest grinds on the roster.

Teeny Bridge: three swords and a cliff

One floor, seven enemies, and the sharpest difficulty cliff in the first half of the game. The four regular enemies top out at 600 HP. Then the bosses start at 10,000.

Enemy HP Armor Knockback Disarm Freeze Instakill Boss
Impefinger 150 20 15 0 0 0.75 No
BridgeGuardian 400 40 20 0 0 0.8 No
Raiju 440 80 20 0 0 0.8 No
GiantBat 600 30 30 0 0 0.85 No
Swordian 10,000 0 60 50 0 0.9 Yes
SwordiLee 20,000 300 65 55 0 0.9 Yes
SwordFlint 30,000 300 70 60 0 0.9 Yes

The bridge is also where the Amount Power Up comes from: completing Teeny Bridge unlocks it in the shop, at 1,250 gold for up to +3.

Dairy Plant: the widest boss roster

Twelve bosses, more than any other family, and the first one that can be reached with a deck that is still mostly starter cards.

Enemy HP Armor Knockback Disarm Freeze Instakill Boss
MilkElemental 100 30 80 0 0 0.5 No
Merman 160 0 0 0 0 0 No
MermanElite 5,000 0 60 50 0 0.75 Yes
MermanElite Ambush 6,000 55 65 55 0 0.75 Yes
MilkElementalElite 6,000 250 80 80 0 0.8 Yes
LizardElite 6,500 150 65 50 0 0.75 Yes
MinotaurElite 7,500 80 65 55 0 0.75 Yes
MinotaurElite Ambush 8,000 300 65 55 0 0.8 Yes
TritontElite 8,000 0 80 60 0 0.8 Yes
GolemElite 9,000 300 70 55 0 0.9 Yes
GiantArmouredKnightElite 10,000 350 70 60 0 0.85 Yes
LostTwinElite 10,000 666 85 80 0 0.8 Yes
GiantArmouredKnightElite Ambush 12,000 250 95 90 0 0.85 Yes
GallotriceElite 12,500 0 75 60 0 0.9 Yes

MilkElemental is worth singling out: 100 HP and 30 armor, and killing it unlocks Ramba. LostTwinElite has 666 armor, which is the highest in the family and enough to make small hits worthless. The GiantArmouredKnightElite Ambush at 12,000 HP is also easy to miss, because it is a separate entry from the 10,000 HP version.

Weeny Bridge and Meany Bridge: not documented

These are the two gaps in the game's published data. Both are single-floor stages (difficulty 5 and difficulty 7), both sit between larger dungeons, and neither has a single enemy page listing it as a dungeon.

The only bridge enemies the wiki documents anywhere are filed under Teeny Bridge: Impefinger (150 HP), BridgeGuardian (400), Raiju (440) and GiantBat (600). Whether Weeny Bridge and Meany Bridge reuse that pool, scale it, or use something else is not documented. Any HP table you see for those two stages is a guess.

Gallo Tower: where the ladder goes vertical

Six floors and nine bosses, ending in a room the wiki describes as a single small space with Gallo alone in it. The family spans 8,000 HP at DevilElite to 80,000 at GalloElite, a tenfold spread inside one dungeon.

Enemy HP Armor Knockback Disarm Freeze Instakill Boss
Dragonshrimp 500 100 0 0 0 0 No
Harpy 700 120 0 0 0 0 No
ArchonSpada 1,300 250 0 0 0 0 No
DevilElite 8,000 400 60 50 0 0.8 Yes
GiantSkulloneElite 14,000 450 65 50 0 0.75 Yes
GiantSkulloneElite Ambush 15,000 600 85 50 0 0.75 Yes
CollosalFlameElite 20,000 600 65 55 0 0.8 Yes
GiantCrabElite 35,000 600 60 55 0 0.85 Yes
GiantCrabElite Ambush 40,000 300 70 55 0 0.9 Yes
HarpyElite 40,000 300 80 90 0 0.8 Yes
ManticoreElite 50,000 550 75 90 0 0.85 Yes
GalloElite 80,000 600 80 60 0 0.99 Yes

Two unlock hooks live here: killing GiantCrabElite unlocks Meany Bridge, and Dragonshrimp (500 HP, 100 armor) is the enemy O'Sole wants 15 of.

Gallo Dungeons: the Death Parade descent

Three floors under the tower, added in October 2026, and the only family whose regular enemies are all "Below" variants of Gallo Tower's. It is also where freeze resistance finally appears on something other than a guardian.

Enemy HP Armor Knockback Disarm Freeze Instakill Boss
GhiavoloBelow 1,200 60 0 0 0 0 No
DragonshrimpBelow 2,000 300 0 0 0 0 No
ArchonSpadaBelow 2,400 250 0 0 0 0 No
GiantSkulloneBelowElite 36,000 0 65 55 0 0.75 Yes
GhiavoloBelowElite 40,000 400 70 55 0 0.8 Yes
ManticoreBelowElite 50,000 550 80 70 0 0.85 Yes
DrownerBelowElite 60,000 0 85 75 35 0.9 Yes
CollosalFlameBelowElite 66,000 600 70 60 0 0.8 Yes
GalloBelowElite 80,000 600 85 75 0 0.9 Yes
LedaBoss 225,000 0 90 70 60 0.99 Yes

LedaBoss at 225,000 HP is the floor 14 Endless Mode fight in Gallo Dungeons, and beating it unlocks Leda. The 60 freeze resist on it is one of only three non-zero freeze values in the whole dataset.

Cappella Magna and Cappella Ultima

Eleven bosses, shared between the difficulty 8 stage and the difficulty 9 one. TrinacriaElite at 100,000 HP is the last gate before the final boss.

Enemy HP Armor Knockback Disarm Freeze Instakill Boss
FallenAngel 350 50 0 0 0 0 No
ArchDemon 2,000 250 0 0 0 0 No
TraineeRedReaper 2,400 0 0 0 0 0 No
FallenAngelElite 18,000 500 60 50 0 0.9 Yes
EyeBallElite 28,000 0 65 50 0 0.85 Yes
EyeBallElite Ambush 28,000 0 65 50 0 0.85 Yes
GreenKnightElite 36,000 550 65 55 0 0.9 Yes
BeastDemonElite 50,000 0 70 55 0 0.9 Yes
BeastDemonElite Ambush 50,000 0 60 50 0 0.9 Yes
SuccubusElite 50,000 150 70 60 0 0.9 Yes
ArchDemonElite 66,000 666 70 60 0 0.9 Yes
TrinacriaElite 100,000 300 80 60 0 0.95 Yes
EnderEliteP2 115,000 0 60 50 0 0.99 Yes
EnderEliteP1 225,000 0 80 60 0 0.99 Yes

Moongolow and Moongohigh

The underwater pair, added in the same update as Gallo Dungeons. Moongolow is the shorter of the two at six bosses; Moongohigh has ten and ends higher.

Enemy HP Armor Knockback Disarm Freeze Instakill Boss
MoonSeaHam 410 0 0 0 0 0 No
DeepCrab 2,200 400 0 0 0 0 No
JellyfishElite 33,000 250 70 60 0 0.9 Yes
MoonEnypnastysElite 40,000 250 60 50 0 0.9 Yes
MoonSeaHamElite 46,000 550 70 60 0 0.85 Yes
SerpentVineElite 50,000 0 70 60 0 0.8 Yes
DeepCrabElite 66,000 1,000 70 60 0 0.9 Yes
MoonNightshadeElite 85,000 100 75 70 0 0.95 Yes
Enemy HP Armor Knockback Disarm Freeze Instakill Boss
Awizotl 2,500 0 0 0 0 0 No
Buklavaca 2,600 300 0 0 0 0 No
EnypnastysElite 36,000 250 65 55 0 0.9 Yes
DeepMermanElite 42,000 0 65 55 0 0.8 Yes
DeepSlugeElite 50,000 600 70 60 0 0.9 Yes
SeaHamElite 50,000 550 70 60 0 0.85 Yes
SeaSpinachElite 70,000 0 70 65 0 0.9 Yes
DeepTritontElite 80,000 300 85 70 0 0.8 Yes
ItchiocentaurElite 90,000 500 80 60 0 0.9 Yes
AwizotlElite 110,000 0 70 65 0 0.9 Yes
BuklavacaElite 130,000 700 90 75 0 0.95 Yes
DeepSphinxElite 225,000 0 80 80 0 0.95 Yes

DeepSphinxElite at 225,000 HP ties the game's base HP ceiling with the Ender's first phase and Leda. Nothing in the game has more base HP except Red Death.

The Ender

The final boss is a two-phase fight, and the wiki files both phases under internal IDs rather than a display name.

Enemy HP Armor Knockback Disarm Instakill Phase
EnderEliteP1 225,000 0 80 60 0.99 1
EnderEliteP2 115,000 0 60 50 0.99 2

Both phases have zero armor and 0.99 instakill resist, so the fight is a raw damage race with no shortcut. Phase 2 has about half the HP of phase 1, which makes the second half of the fight faster than the first if you arrive with your combo engine intact.

On the name: the wiki's pages are titled EnderEliteP1 and EnderEliteP2, both typed Ender, both assigned to Cappella Magna. The display name is not documented. The type, the dungeon and the two-phase structure match The Ender, the Cappella Magna boss from Vampire Survivors, and that is the name this page uses for the pair.

Red Death: 1,000,000 HP, every dungeon

Enemy HP Armor Knockback Disarm Freeze Instakill Boss
RedDeath 1,000,000 0 99 95 0 1 No

Red Death is the exception to every rule on this page. It has 1,000,000 base HP, a 333 max hit, 99 knockback resist and 95 disarm resist, and it is immune to instakill. It is also not flagged as a boss internally, and its difficulty value is 0.

It appears at the end of the final floor of every dungeon and attacks before you draw. For most runs that attack ends the run, and the game counts that as a successful clear, so fighting it is optional. Killing it unlocks MissingN0, and each kill adds +100% temporary Curse, which raises the max hit and health of the next one. That is why the 333 damage figure people quote is a starting point rather than a fixed number.

What these numbers ask of your deck

The practical use of this table is turning HP into a turn count. At 2,000 damage a turn, SwordFlint's 30,000 HP takes 15 turns, GalloElite's 80,000 takes 40, and the Ender's first phase takes just over 112. Those are theoretical counts. A real run also has to survive the boss's damage while it grinds, so what matters is how many turns you can take before your health runs out.

That is the argument for the multiplier stacking on the damage formula page: Might at 1,000% multiplies everything you do, and a 10x multiplier turns a 112-turn fight into an 11-turn one. Armor is the counter-argument, and it is why the 500 to 666 armor bosses above are harder than their HP suggests.

Sources