The 2006-era bosses in their original form — King Black Dragon, Kalphite Queen, Chaos Elemental — alongside later encounters rebuilt inside the same client: General Graardor, Kree'arra, Commander Zilyana, K'ril Tsutsaroth, Zulrah, Cerberus, the Corporeal Beast, Demonic Gorillas, Revenants and Wintertodt.
Ashmarch runs the 2006 client, but the boss roster is not limited to what existed in 2006. The 2006-era bosses are here in their original form, and the later encounters have been rebuilt inside the same client rather than bolted onto a newer one.
Most of these hit hard enough that food alone will not carry you. Check the recommended protection prayer before travelling, and bring a way out.
2006-era bosses
Boss
Where
Notes
King Black Dragon
Deep Wilderness lair
Dragonfire protection is mandatory. Drops dragon items and the KBD heads.
Kalphite Queen
Kalphite Lair, Shantay Pass
Two forms, and the second changes attack style. Bring gear for both.
TzTok-Jad
Fight Caves, Karamja
62 waves, then Jad. Prayer switching on his attack animation is the whole fight.
Chaos Elemental
Deep Wilderness
Disarms and teleports you mid-fight. Never bring anything you cannot lose.
Barrows Brothers
Morytania crypts
Six brothers, then the tunnels. Rewards scale with how many you kill.
God Wars Dungeon
All four generals are implemented, each behind its own killcount requirement and each with three minions that must be handled before the general becomes manageable.
General
God
Style
Notes
General Graardor
Bandos
Melee / Ranged
Hits through Protect from Melee. The most forgiving of the four.
Kree'arra
Armadyl
Ranged / Magic
Ranged only - you cannot reach him in melee.
Commander Zilyana
Saradomin
Melee / Magic
Fast and accurate. The hardest of the four to solo.
K'ril Tsutsaroth
Zamorak
Melee / Magic
His special ignores prayer, so bring more food than you think.
Later encounters
Boss
Style
What makes it different
Zulrah
Ranged / Magic
Rotates between phases, each demanding a different prayer and gear switch. Learn the rotations before bringing good gear.
Cerberus
Melee / all
Summons three souls that must be prayed against individually. A Slayer task requirement.
Corporeal Beast
Melee / Magic
Huge health pool and drains stats. Built for teams; solo attempts are long and expensive.
Demonic Gorillas
Melee / Ranged / Magic
Switch protection prayers as they switch style. Punishes autopilot harder than anything else on this list.
Revenants
Magic / all
Wilderness only. They heal off you and skull you. Risk exactly what you can afford to lose.
Wintertodt
Not a conventional boss - there is nothing to attack. Wintertodt is a Firemaking encounter where a group feeds braziers while the cold damages everyone in the arena. Rewards scale with the damage you contribute, and it is one of the faster routes to a high Firemaking level.
Anything killed in the Wilderness - Revenants, the Chaos Elemental, the King Black Dragon - can be attacked by other players while you fight. Assume you will be, and gear accordingly.
Every boss, in detail
God Wars Dungeon — Full God Wars guide for Ashmarch: the 40-kill killcount gate, all four generals with stats and styles, minions, area attacks and the complete drop tables.
Zulrah — Ashmarch runs a fixed Zulrah rotation: green, blue, green, red. Every phase prayer, the snakelings and venom clouds, and the full drop table with real rates.
Cerberus — Cerberus needs 91 Slayer on Ashmarch and pays 690 Slayer XP. The three souls below 400 health, the lava pools below 200, max hit, and the complete drop table.
Corporeal Beast — The Corporeal Beast has 2,000 hitpoints, a 5x5 stomp for 30-51 and dark energy cores. Full mechanics and the drop table carrying all three spirit shield sigils.
Demonic Gorillas — Demonic gorillas switch style after three misses and switch prayer after four damage instances totalling 70. Max hit 31 in every style, plus the drop table.
King Black Dragon — The KBD picks four dragonfire breaths and one melee swing at random, so four attacks in five are breath. Combat 276, 240 hitpoints, and the complete drop table.
Kalphite Queen — The Kalphite Queen is two fights: the first form magic attack and the second ranged attack each hit everyone in the lair. Combat 333, plus the full drop table.
Dagannoth Kings — Supreme, Prime and Rex share one room and each is weak to a different style. Which king drops which ring, all at 1/257, plus complete tables for all three.
Barrows — Every Barrows brother on Ashmarch with combat level, style and special effect, the exact chest reward chance by kill count, and the full drop table for all six.
Fight Caves & Jad — Beat 63 waves and TzTok-Jad for the Fire Cape. Both modes compared: 4 healers on the authentic run, 9 healers and 30% faster attacks on the wave-50 shortcut.
Giant Mole — The Giant Mole is combat 230 with 200 hitpoints under Falador Park — no Wilderness, no prayer switching, no special attacks. The best first boss on Ashmarch.
Chaos Elemental — The Chaos Elemental disarms your equipment and teleports you mid-fight, in the deep Wilderness. Combat 305, 250 hitpoints, and the complete drop table.
Wilderness Bosses — Every Ashmarch Wilderness boss with combat level, hitpoints and location: Callisto, Venenatis, Vet'ion, Scorpia, Chaos Fanatic and the Crazy archaeologist.
Revenants — Revenants skull you and heal off your damage. The full ladder from imp to ork with combat levels, plus the table behind Craw's bow and the Amulet of avarice.