The Throne's Headsman
Boss · The Heart of Hell · band E, The Heart of Hell

Where The Throne's Headsman waits
The Throne's Headsman holds the gates at depths 100,800, 101,700, 102,600 in The Heart of Hell, sharing the zone's 100-depth gate rhythm with The Adversary and The First Fallen and The Obsidian Bulwark and The Crowned Furnace and The Glutton of Glory and The Gilt Colossus and The Chainbreaker and The Last Seraph.
What The Throne's Headsman is
The Throne's Headsman is a Fiend: it swings a sword, and the body asks for the crit answer, a health pool, cheating death. As a boss it wears the type's defences at 35%, carries no status of its own, and enrages below half health: it hits harder and moves faster.
The Throne's Headsman by the numbers
The card at each gate — health, damage per swing, armour and the modifiers it rolls — straight from the game's spawn table. On the floor the boss leads with 60% of the card's health and 60% of its damage, before the road's own pressure.
What those modifiers do
MANGLING- +35% chance to cause bleeding
RETALIATING- strikes back at once when one blow takes more than 8% of its health and you stand within 2.5 tiles
SUNDERING- every blow cuts your armor by 30% for 4 s
DRAINING- you recover half as much: leech, regen, recoup
OVERWHELMING- ignores 30 points of your armor
CHILLING- Turns 30% of its physical damage into cold
OF FLAMING DEATH- leaves a pool of fire where it falls
FIREPROOF- +75% fire resistance (capped at 75%)
ARMORED- Armour ×1.9, at the cost of 5% of its health
OF DISCIPLINE- every body that steps within 4.5 tiles gains a shell of 20% of its health
REGENERATING- Heals 1% of its maximum health every second
OF FRENZY- gains a Frenzy charge on every hit it lands: 4% more damage, +15% attack speed and +5% movement each, up to 3
PIERCING- penetrates 25% of your resistances
FROSTBOUND- +75% cold resistance (capped at 75%)
DENSE- takes 60% less from damage over TIME, and double from hits
BURNING- +35% ignite chance; a quarter of its physical damage becomes fire
Modifiers are rolled per depth and are the same for every player. Bosses always carry at least 3 and never a pace modifier (SWIFT, BRUTE), so a boss's swing rhythm is its own; of the seals only the walls — BLOODLESS, INERT, ASHEN, ETHEREAL, DENSE — ride a boss. The full list is in Enemy modifiers.
At its first gate The Throne's Headsman leads with 143,398,168,594 health, against 114,716,179,808 for the leader one floor above, and swings every 1.25s.
What a gate floor is
A gate is a floor like any other, with the boss leading its last pack. Nothing below it opens until the floor is cleared. A lost floor costs nothing; you can fight it again. How a floor is fought is under Combat.
Fight The Throne's Headsman — play free