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Thargrim Goldmaw, the Hollow King

Thargrim Goldmaw, the Hollow King is a boss melee enemy with 80000 health, found in Thargrim Goldmaw, the Hollow King, awarding 4000 experience.

Summary generated from game data.

Abilities

AbilitySchoolEffect
Communion of the DeepphysicalThe idol's song and the mountain's weight become one — rings of stone and screaming idols race outward from the Hollow King, then a final volley of kegs. Outrun the wavefront, then dodge the sky.
Gold FevershadowThe idol whispers of gold in every skull it can reach — random nearby players catch the fever: burning damage and slowed steps.
Hurl the IdoleldritchThargrim rips the panther idol from his back and hurls it — it lands like a falling star and bleeds cold blue light into the stone. Don't stand in the hollow ground it leaves.
Melee AttackphysicalA basic melee attack.
Pick CleavephysicalSweeps the great pick in a wide frontal arc, spraying stone shrapnel. Stay off his front.
Powder BarragefireHeaves an armful of sparking kegs over the crowd — big blasts, lingering blasting dust.
Seam SplitphysicalDrives the pick into the goldvein — a single seam of erupting stone races in a straight lane through the crowd. Step out of the lane.
The Buried ChoireldritchBuried idols grind up out of the quarry floor in a ring around the Hollow King, sing one cold note, and erupt — then slide back into the stone. Hug the king's feet or get well clear of the ring.
The Ceiling GroansphysicalThe gallery ceiling sheds boulders endlessly — each impact leaves a hanging pall of rock dust.
The Idol Takes WingeldritchThe panther idol tears itself off Thargrim's back and prowls a circle through the air around him, runes blazing. Rotate with it or be clawed.

Found in

Thargrim Goldmaw, the Hollow King

Drops

ItemQtyRateListed
Gold Coin120–200Always100%
Hardened Iron Shard1–250%50%
Iron Armor Fragment2–450%50%
Primordial Ember1–240%40%
Goldvein Band110%10%
Goldvein Choker110%10%
Rune of Crushing II15.0%5%
Fine Sword15.0%5%
Fine Staff14.9%5%
Fine Bow14.9%5%

Rate is the true probability per kill. Each pool is rolled in order and stops once its drop cap is reached, so items later in a pool drop less often than their listed chance suggests.