Kall Fimbulbringer
The eighth and final Valheim boss, a Jotun with 47,000 health across three phases, added with the 1.0 release.

- Biome
- Deep North
- Biome
- Deep North
- Health
- 47,000 (10k / 7k / 30k)
- Summon
- 3 Malicious Blood
- Weak to
- Blunt, Slash
Kall Fimbulbringer is the eighth and final boss, added with the 1.0 release on September 9, 2026, and the end of progression. He is fought in The Prison, reached through the Aesir Passage in the Deep North, and summoned by offering 3 Malicious Blood at the Strange Bowl. One Malicious Blood comes from each Jotun invasion inside Morkhalla, so that is three invasions before the door. He appears 12 seconds after the offering and can be summoned again after he dies.
Damage types
Only blunt and slash land at full value. Pierce, fire, frost and lightning are all halved, and spirit, chop and pickaxe do nothing. He is immune to stagger in every phase, so the stagger-and-burst loop that carries the first seven bosses is simply unavailable.
The three phases
Phase 1, 10,000 health. Four chain attacks: Slam (160 blunt), Double Sweep (150), Whirl (150 blunt plus 20 frost) and Rush (125 blunt plus 125 pierce). Three of the four reach 12 metres, which is further than his model suggests.
Phase 2, 7,000 health. He seals himself in ice, becomes immune to all damage and stops attacking. Seven aspects of the previous bosses spawn in order: Eikthyr, then The Elder and Bonemass, then Moder and Yagluth, then The Queen and Fader. Each one explodes for 1,000 damage to Kall when it dies, so seven aspects exactly clear the 7,000 pool. Hitting the ice block does nothing; this phase is a survival check, not a damage check.
Phase 3, 30,000 health. Nearly two thirds of the fight. The chains return carrying fire and frost, and three attacks gate in on health thresholds: Chain Whirl above 75%, Chain Flurry at 250 blunt every three seconds below 50%, and Spike Rain below 35%, which is 22 frost hits inside 20 metres. He also summons Tendrils every 45 seconds: 80 health, stationary, gone in 9 to 12 seconds, firing lightning for 55 damage at up to 40 metres. They are weak to fire, which is the one moment in the fight where an elemental weapon is right.
Drops
Sacrificial Blood and a Crown Jewel, one each.
The full attack table with every cadence and range is in the Kall Fimbulbringer guide.
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