Zulrah
Zulrah is the second fight of the rebuilt roster: the great serpent of Zul-Andra, fought
solo in your own instance. It's a switch fight — Zulrah cycles through three forms, and
each form is only vulnerable to the right style. Bring ranged and magic (melee never
reaches it), venom protection if you have it, and food you trust.
Getting there
Teleport portal → Bosses → Zulrah lands you at the Zul-Andra dock. Board the
Sacrificial boat at the end of the dock (or type ::zulrah) and the priestess rows you
to the shrine. Dying inside is a safe death — you wake up at home with your gear.
The three forms
| Form | Colour | Attacks | Attack it with |
|---|---|---|---|
| Serpentine | Green | Rapid ranged | Magic (it's weak to it) — never melee |
| Magma | Red | Melee lunge | Melee or magic — ranged bounces off |
| Tanzanite | Blue | Ranged AND magic | Ranged — magic bounces off |
Zulrah follows one of four fixed rotations of form + position (centre, south, east,
west). Learn the rotations and you always know what's next — the first phase is always
the green form at centre.
- Green / blue phases: pray against the incoming style (blue alternates both — watch the projectiles) and keep dealing damage.
- Red phase: it only melees. Stand a couple of tiles off; when it rears toward your tile you have a beat to step away — the lunge hits 20-41 through prayer and stuns you if you're still adjacent.
- The jad phase (once per rotation, late): Zulrah alternates ranged and magic **every attack** — switch your overhead each hit, exactly like Jad.
Clouds and snakelings
- Toxic clouds: Zulrah spits fume clouds onto fixed spots around the shrine. Standing in one chips you constantly — the rotation always leaves safe ground; stand there.
- Snakelings: venomous snakes burrow up next to you (up to three at once). They die to a single hit — swat them fast, their bites can envenom you.
- Most of Zulrah's attacks — and every snakeling bite — can envenom you. Anti-venom is worth its inventory slot.
Loot
The drop table rolls twice per kill, always including a pile of Zulrah's scales.
The chase drops, all Collection Log entries:
| Drop | Rarity (per kill) |
|---|---|
| Tanzanite fang / Magic fang / Serpentine visage | 1/125 each roll |
| Uncut onyx | 1/200 |
| Jar of swamp | 1/500 |
| Tanzanite / Magma mutagen | 1/1500 |
| Pet snakeling | 1/1000 |
Kills count toward ::kc. After the kill, a portal rises beside the shrine to take
you back to Zul-Andra.
See also
- Vorkath — the roster's other rebuilt fight.
- Bosses overview — what's live and what's returning.
This page was last edited on 2026-08-29.
