In Path of Exile 2, there is a greater focus on boss fights that feel engaging and difficult, even while playing through the acts. This guide will go over boss damage types, boss attacks, and how to deal with them in the Interlude campaign after Act 4.
When progressing through PoE2, certain attacks must be dodged, indicated by the boss flashing red and an accompanying sound cue. These attacks and abilities are highlighted in bold with the text (Requires Dodge) throughout this guide.

Akthi, the Final Sting, and Anundr, the Sandworm.
Zone: The Khari Crossing.
Damage Type: Physical and Chaos.
Throughout the entire fight, Akhti and Anundr will have a baseline for the attacks they use on the player. At specific health thresholds, they will begin using new attacks; however, the following will remain the same until she has been killed.
Anundr
- Special Ability: Burrow
- The Devourer burrows into the ground and emerges in another place in the outer circle of the arena. It repeats this four times quickly, leaving a piece of its long body at each burrow spot.
When the Devourer reaches 75% health, it gains the following abilities:
- Special Ability: Eruption
- The Devourer will burrow into the ground, and after a few seconds, emerge, spawning four larvae and spitting a cluster of poison projectiles towards the player. Note: The body sections from Burrow can be used to block the spit.
- Special Ability: Tail Sunder (Requires Dodge)
- Shortly after doing the first Eruption, the tail will spawn and do a sunder attack that shoots a trail of erupting earth in a line towards the player’s current location, spawning four larvae adds at the start of the attack. If the player is too close to the tail, it will do sweep attacks against the player. It will disappear after some time. Note: the tail will always spawn from the oldest section of the body from Burrow.
When the Devourer reaches 30% health, it gains the following ability:
- Special Ability: Poison Barrage
- The Devourer will turn its head left and start spitting poison bolts clockwise 180 degrees.
- The Devourer will turn its head left and start spitting poison bolts clockwise 180 degrees.
Akthi
- Sweeps at the player with its claw
- Special Attack: Tail Slam
- Akthi slams its tail into the ground in front of it.
- Special Ability: Tail sweep
- Akthi shakes a little before doing a 270-degree sweep with its tail in front of it.
- Special Ability: Tumbling Barrage
- Akthi rears up before tumbling forward, landing on its tail. It starts shooting poison projectiles after the player. It then dives under the sand and performs four jumps, leaving behind quicksand pools both from where it jumped from and where it landed, before resurfacing to fight the player. Note: Quicksand is a stackable debuff, with a maximum of 10 stacks, that slows the player. The only way to get rid of it is to keep running until all stacks are gone.
It is best to focus on killing one of them first instead of splitting your damage among them.
Elzarah, the Cobra Lord
Zone: Sel Khari Sanctuary.
Damage types: Physical, Fire, and Lightning
Throughout the entire fight, Elzarah will have a baseline for the attacks he uses on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until it has been killed.
- Slam the ground with his cannon or anchor if in melee.
- Swipe twice in an arc in front of him with his anchor if in melee.
- Sends slow-moving waves to the player if within range.
- Special Attack: Anchor Sunder
- Elzarah hits the ground with his anchor, sundering it in a line towards the player’s location.
- Special Attack: volcanic Sunder
- Elzarah spins around and sunders the ground with his anchor, leaving small volcanoes lining towards the player’s location.
- Special Attack: Cannon Shot
- Elzarah spins the Ship’s wheel around his head before shooting his cannon at the player’s location. The shot is split into 3.
- Special Ability: Fiery Tumbleweed
- Throughout the fight, Elzarah summons balls of dust that slowly move counterclockwise around the arena.
- Special Ability: Tornados
- Throughout the fight, Elzarah summons tornadoes that move randomly around the arena. If they move over a Fiery Tumbleweed, they become ignited.
- Special Ability: Summon Minions
- Elzarah spins the Ship’s wheel around his head while looking towards the sky, sending out trails of balls of dust that raise snake skeletons around the arena.
- Special Ability: Sand Hands
- Elzarah raises he’s anchor in the air, summoning a bunch of sand hands around the player’s location that try to slam the player.
- Special Ability: Spirit Barrage
- Elzarah spins the Ship’s wheel around his head while looking towards the player, tracking them while shooting mortars of green energy at the player’s location.
Vornas, the Fell Flame
Zone: The Galai Gates.
Damage Type: Physical and Fire.
Throughout the entire fight, Vornas will have a baseline for the attacks it uses on the player. At specific health thresholds, it will begin using new attacks; however, the following will remain the same until it has been killed.
- Sweeps at the player if in melee.
- Leaps towards the player if they are too far away.
- Special Ability: Slam
- The Vornas slams the ground in front of it before performing a spin attack that sunders the earth in front of it in a cone.
- Special Ability: Raging Combo (Requires Dodge)
- The Vornas Roars and does four slams in a row, causing fissures of Voltaxic Sulphite Ground throughout the arena that linger for a while. Voltaxic Sulphite Ground does physical and lightning damage over time if stood on.
Azmadi, the Faridun Prince
Zone: Qimah Reservoir.
Damage Type: Physical.
Throughout the entire fight, Oswin will have a baseline for the attacks they use on the player. At specific health thresholds, he will begin using new attacks; however, the following will remain the same until he has been killed.
- Sweeping attacks with his sword in melee.
- Special Attack: Lunging Attack
- Dashes at the player with his sword.
- Special Attack: Boomerang Sword
- Azmadi throws his sword in a line towards the player’s location and calls it back a few seconds later.
- Special Attack: Combo Swings
- Azmadi performs a combo of four swings towards the player.
- Special Ability: Sunder
- Azmadi smashes his sword into the ground, sundering the earth in a line towards the player.
When Azmadi reaches 75% health, Zarokh, the Temporal, comes and grants him the following abilities:
- Upgrade: Boomerang Sword
- Azmadi now teleports to catch the sword after throwing it, and repeats this four more times.
- Upgrade: Lunging attack
- Azmadi now dashes a longer distance with this attack.
- Special Ability: Wind Slashes
- Azmadi swings his sword three times, sending out waves of air towards the player.
- Special Ability: Temporal Bubble
- Azmadi creates a large temporal bubble that slows the player, teleports to the middle of the bubble, and performs Wind Slashes.
- Special Attack: Temporal Sunder
- Azmadi pulls temporal clones of himself into him while tracking the player, slamming his sword down, and creating a line of temporal energy. That lingers for a while.
- Special Attack: Temporal dash
- Azmadi creates multiple copies of his blade and disguises himself as one before reappearing to launch a series of dashing attacks towards the player, culminating in a sunder attack.
When Azmadi reaches 60% health, he will gain the following ability:
- Special Ability: Omnislash
- Azmadi teleports around you, creating four clones in a star pattern around the player’s location that, together with him, sunders the earth in a line.
This is the end of our Vastiri Interlude boss guide. Check out our other related guides below.