Zulrah

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NPCZulrah
Source-reviewed implementation — 1 October 2026
Details
NPC typeBoss
LocationPrivate shrine reached from Zul-Andra
Combat
Hitpoints500
Attack1
Strength1
Defence300
Magic300
Ranged300
Attack stylesRanged
Magic
Delayed melee
Attack interval (ticks)3 normal/tanzanite; 5 magma; transitions vary
VenomBoss attacks and snakelings can apply venom
ImmunitiesPoison
Venom
Access and rewards
RequirementsNo boss-specific level or quest gate on this entry route
LootZulrah scales; tanzanite fang; magic fang; serpentine visage; mutagens
PetPet snakeling; normal/alternating-phase death condition

Source-reviewed on 1 October 2026. This page describes the reviewed Sarim implementation; the running game version has not yet been compared.

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Zulrah is a private shrine encounter with 500 hitpoints. The boss changes form and location through one of four implemented rotations, selected randomly at encounter start. Forms share the same base combat levels, but their attacks, defensive bonuses and attack intervals differ.

Getting there

Choose Zulrah in the boss teleports to reach Zul-Andra. Use the boat and confirm the trip, or use its second action, to enter a private shrine. This route has no boss-specific quest or level check and no entry charge in the reviewed implementation. General teleport restrictions remain in effect.

After a kill, you can read the exit object to return to Zul-Andra or remain for the boss to respawn. A fresh rotation is selected when it respawns.

Forms and movement

  • Normal/serpentine form: ordinary attacks are ranged.
  • Tanzanite form: each ordinary attack chooses ranged or magic with equal probability. The form alone does not identify the next projectile.
  • Magma form: Zulrah marks a position and strikes after a delay. Move away from the marked area. If the strike reaches you, it rolls 20–41 base damage and ignores defence and protection prayer.
  • Alternating phase: Zulrah uses the normal form while alternating ranged and magic. Two rotations start this phase with ranged; the other two start with magic.

Ordinary magic and ranged attacks roll up to 41 base damage before player effects. Summoning snakelings and spreading fumes can consume phase decisions, so phase timing is not simply a fixed number of projectile hits.

Move out of toxic clouds: their damage ignores defence and protection prayer. Up to three snakelings are tracked by the encounter, and they can use magic or melee, roll up to 15 base damage, and apply venom. Zulrah's own attacks can also apply venom. The boss is immune to poison and venom.

Selected drops

These chances use two ordinary loot slots, zero drop-rate bonus, no Snake Charmer, no extra-roll or seasonal effects, and no quantity or loot-conversion effects. They are the chance of at least one award during a baseline kill and include competition between successful rare entries. Quantity is per selected award, not the maximum total across both slots.

Item Quantity per award Baseline chance per kill
Zulrah’s scales 100–300 Guaranteed base entry
Tanzanite fang 1 1/207
Magic fang 1 1/207
Serpentine visage 1 1/207
Uncut onyx 1 1/207
Zulrah’s scales 500 1/31
Jar of swamp 1 1/1901
Tanzanite mutagen 1 1/1901
Magma mutagen 1 1/1901

The base 100–300 scales are generated once per kill. The separate 500-scale entry can be selected by a random slot in addition to that base amount. Perks can increase scale quantities. All three form IDs have identical ordinary reward tables in the reviewed data.

Pet

The pet snakeling check is currently attached to the normal/serpentine form, including the alternating phase. The magma and tanzanite combat configurations have no pet entry, so the reviewed death path does not establish a pet roll when a kill finishes in those forms. With a normal-form death, no pet-average modifiers and one pet roll, the chance is 1/1001. Extra pet rolls and boosts change that chance.