The Tomb-Crowned
Boss · Dis, the Burning City · band C, The Nine Circles

Where The Tomb-Crowned waits
The Tomb-Crowned holds the gates at depths 15,700, 16,000, 16,300, 16,600, 16,900, 17,200 and onward in Dis, the Burning City, sharing the zone's 100-depth gate rhythm with The Iron Sovereign and Warden of the Red Walls.
What The Tomb-Crowned is
The Tomb-Crowned is a Wight: it swings an axe, and the body asks for burst damage — it heals as it fights. 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 Tomb-Crowned 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
OF HASTE- the pack within 4.5 tiles moves and swings 30% faster
REGENERATING- Heals 1% of its maximum health every second
STORMSHIELDED- +75% lightning resistance (capped at 75%)
EXPOSING- every blow cuts your resistances by 15 for 4 s
WITHERING- every blow leaves damage over time on you: 15% of the blow each second for 4 s
DENSE- takes 60% less from damage over TIME, and double from hits
ENRAGED- builds 2 Rage with every blow it lands, up to 50; each point is 1% more damage
OF ENDURANCE- gains an Endurance charge every second while hit recently: +15% physical reduction and +15% to the elements each, up to 3
OF CHILLING DEATH- leaves a pool of frost where it falls
OF DISCIPLINE- every body that steps within 4.5 tiles gains a shell of 20% of its health
OF DAMAGING- the pack within 4.5 tiles hits 25% harder
ROTPROOF- +75% chaos resistance (capped at 75%)
VENOMOUS- +35% chance to poison you
CHILLING- Turns 30% of its physical damage into cold
THICK-SKINNED- Overwhelm and armor you ignore count at half
CORRUPTING- a third of its damage is chaos
DEADLY- +20% critical strike chance
OF POWER- gains a Power charge on every hit it lands: +200% critical chance each, up to 3
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 Tomb-Crowned leads with 3,030,935,309 health, against 3,151,755,282 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 Tomb-Crowned — play free