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* ''VideoGame/PsychoDream'' have a bunch of these bosses, including a hanging, pupa-like winged insect creature in the subway level stuck to a ceiling, whose sole attack is it's extendable head, and the FinalBoss, a robotic-looking abomination as tall as the entire stage it's in, and lashes out with it's ExtendableLimbs as your characters leaps around platforms built around it during the battle.
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* ''VideoGame/WorldOfWarcraft'':
** Ragnaros is completely immobile, as are other beings with the same model. He still needs to be tanked though.
** Kologarn of Ulduar, whom you only fight the torso of due to him standing in a massive abyss to fight you.

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* ''VideoGame/WorldOfWarcraft'':
''VideoGame/WorldOfWarcraft'' commonly does this, especially for raid bosses.
** Ragnaros is completely immobile, as are other beings with the same model. He still needs to be tanked though.
tanked, though; many stationary bosses use deadly abilities when not engaged in melee.
** Kologarn of Ulduar, whom you only fight the torso of due to him standing in a massive abyss to fight you. Similar bosses include Kromog in Blackrock Foundry and the Garothi Worldbreaker in Antorus.

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* The heart of the leviathan from ''VideoGame/DevilMayCry3''

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* The Leviathan's Heart from ''VideoGame/DevilMayCry3DantesAwakening'' doesn't move by virtue of being a literal heart of the leviathan from ''VideoGame/DevilMayCry3''[[WombLevel inside a huge monster]]. It functions like a ShieldedCoreBoss that [[FlunkyBoss summons Hells]] to distract you while its other two organs either [[PuzzleBoss steal any dropped Red Orbs or your Devil Trigger gauge]].



%%* ''VideoGame/DevilMayCry'' has the Leviathan heart. ''Three'' stationary targets to be exact.
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%%* ''VideoGame/{{Gradius}}'': The [[RecurringBoss recurring]] [[CoresAndTurretsBoss Keeper's Core]], aka [[FanNickname Gun Wall]], among other bosses.

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%%* ''VideoGame/{{Gradius}}'': The [[RecurringBoss recurring]] [[CoresAndTurretsBoss Keeper's Core]], aka [[FanNickname Gun Wall]], among other bosses.Core]].

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Birkin G5 is literally an Advancing Boss Of Doom, it's a giant slow target but it's still mobile.


%%** ''VideoGame/ResidentEvil2'': Birkin's final form. The trick is to shoot him a lot.



%%* ''VideoGame/ResidentEvil4'': Castellan Salazar and his left hand man [[spoiler: fuse with a giant plant (that is stuck to a wall) in order to make a giant ''talking'' plant... with tentacles]].%%Is it stationary?

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%%* %%** ''VideoGame/ResidentEvil4'': Castellan Salazar and his left hand man [[spoiler: fuse with a giant plant (that is stuck to a wall) in order to make a giant ''talking'' plant... with tentacles]].%%Is it stationary?


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** ''VideoGame/MetroidDread''
*** The Central Units controlling the E.M.M.I.s. They stay in the top center of the chamber they're found in, leaving the fighting to laser turrets.
*** Kraid is literally under restraints that limit his movements, and resorts to long-range attacks.
*** Drogyga also remains in one spot while it's Samus that darts around the room exploiting its weaknesses.
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* Petra, the terrorist leader from ''VideoGame/CTSpecialForces'': ''Back to Hell'' attack the players from behind a fixed, mechanized robotic turret. While she's immobile, she can spam bullets all over the place, and sic her lackeys on you.
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added leviathan heart from dmc3

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* The heart of the leviathan from ''VideoGame/DevilMayCry3''
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* Devil Heart from ''VideoGame/DemonFront'', a [[WhenTreesAttack living tree]] who spams projectiles from its branches, and players need to damage it by shooting it's face while avoiding its attacks. It can also sic ManEatingPlant enemies from its base once it TurnsRed, including Venus flytraps that chomps on the player, and flowers that shoot bullets.
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Added a section for Hotline Miami.

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* In ''VideoGame/HotlineMiami'', the Russian Boss in the "Showdown" chapter remains seated at his desk the entire time Jacket is fighting him.
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StationaryEnemy is this but for regular enemies. Compare PivotalBoss and BattleshipRaid. Contrast HighSpeedBattle. Not to be confused with a ''[[ArtAttacker Stationery]]'' Boss who attacks you with memos, box files, pens, ink, staplers etc.

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StationaryEnemy is this but for regular enemies. Compare PivotalBoss PivotalBoss, for when the boss is a physical pivot for the battle to literally turn around, and BattleshipRaid.BattleshipRaid, where a boss isn't just big, but forms the focus of an entire section of the level, playing the part of both scenery and boss. Contrast HighSpeedBattle. Not to be confused with a ''[[ArtAttacker Stationery]]'' Boss who attacks you with memos, box files, pens, ink, staplers etc.
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** Many of the Sha Bosses in Pandaria are effecively immobile. Not that they look like they couldn't move, they just wont.

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** Many of the Sha Bosses in Pandaria are effecively effectively immobile. Not that they look like they couldn't move, they just wont.won't.
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** [[RecurringBoss Whispy Woods]] chiefly stays rooted in one spot, as he's a tree, and fights by blowing air and dropping apples. Most of his variants fight in the same way. However, Whispy does move in some games, either by using his roots to move and [[AdvancingBossOfDoom chase the player]] or to leap from the ground.

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** [[RecurringBoss Whispy Woods]] chiefly and most of its variants. As a tree he stays rooted in one spot, as he's a tree, and fights attacking by blowing air and or dropping apples. Most of his variants fight in the same way. However, Whispy does move in there are some games, games where he uproots himself, to either by using his roots to move and [[AdvancingBossOfDoom chase the player]] or to leap from the ground.
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** The RecurringBoss Whispy Woods chiefly stays rooted in one spot, as it's a tree, and fights by blowing air and dropping apples. Most of its variants fight in the same way. However, Whispy does move in some games, either by using his roots to move and [[AdvancingBossOfDoom chase the player]] or to leap from the ground.

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** The RecurringBoss [[RecurringBoss Whispy Woods Woods]] chiefly stays rooted in one spot, as it's he's a tree, and fights by blowing air and dropping apples. Most of its his variants fight in the same way. However, Whispy does move in some games, either by using his roots to move and [[AdvancingBossOfDoom chase the player]] or to leap from the ground.

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%%** A fair few in the Sonic series. [[VideoGame/Sonic3DFlickiesIsland Volcano Valley]], [[VideoGame/SonicAdventure2 the Biolizard]], [[VideoGame/SonicHeroes Metal Madness]], Ghost Kraken, Ghost Titan, Ghost Pendulum (all 3 ghosts from ''[[VideoGame/SonicRushSeries Sonic Rush Adventure]]''), [[VideoGame/SonicTheHedgehog2 Crystal Egg]] (with the tubes around it and spinning flower beam things), and undoubtedly many more.

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** ''VideoGame/SonicHeroes'': The TrueFinalBoss, Metal Madness, stands in one spot while downloading his final transformation. Teams Rose, Chaotix, and Dark all take turns attacking his weak spots while dodging his attacks.
%%** A fair few in the Sonic series. [[VideoGame/Sonic3DFlickiesIsland Volcano Valley]], [[VideoGame/SonicAdventure2 the Biolizard]], [[VideoGame/SonicHeroes Metal Madness]], Ghost Kraken, Ghost Titan, Ghost Pendulum (all 3 ghosts from ''[[VideoGame/SonicRushSeries Sonic Rush Adventure]]''), [[VideoGame/SonicTheHedgehog2 Crystal Egg]] (with the tubes around it and spinning flower beam things), and undoubtedly many more.
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** ''VideoGame/MetroidFusion'' has a stationary plant-based boss that spews spores and beams to attack.

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** ''VideoGame/MetroidFusion'' has Nettori, a stationary plant-based boss that spews spores and beams to attack.

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%%* ''VideoGame/BatmanArkhamAsylum'': Poison Ivy, having merged with a giant mutated plant while under the influence of the Titan formula.%%Does what?

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%%* * ''VideoGame/BatmanArkhamAsylum'': Poison Ivy, having merged with a giant mutated plant while under the influence of the Titan formula.%%Does what?formula attacks Batman by firing glowing balls at him. The only way to damage her is by tossing batarangs when the core containing Ivy opens up.
* ''Videogame/BatmanArkhamKnight'': The fight with the titular Arkham Knight consists of him holing up on a perch to snipe Batman while he send goons after him. Batman must get close enough to grapple up to him, upon which the Knight will escape to another part of the arena and repeat the process two more times.

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** Gleeok, a recurring boss fought in [[VideoGame/TheLegendOfZelda the original]], ''Oracle of Seasons'' (at first, before it goes OneWingedAngel) and ''VideoGame/TheLegendOfZeldaPhantomHourglass'', remains stationary at the far side of its arena, and attacks Link by spitting fireballs at him.

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** Gleeok, a recurring boss fought in [[VideoGame/TheLegendOfZelda the original]], ''Oracle of Seasons'' (at first, before it goes OneWingedAngel) OneWingedAngel into a {{Dracolich}}), ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', and ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''[[VideoGame/TheLegendOfZeldaTheMinishCap The Minish Cap]]'' remains stationary at the far side of its arena, and attacks Link by spitting fireballs at him.



** ''Oracle of Seasons'': Medusa Head cannot move from its position in the center of its room, instead relying on its ranged attacks to fight Link.



*** Morpheel is stationary in its short first phase, where it's half-buried in lake-bottom mud, before deciding to get up and actually fight.

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*** Morpheel is stationary in its short first phase, where it's because most of its body its half-buried in lake-bottom the lakebottom mud, before deciding to get up and actually fight.



** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has [[spoiler:the final boss, Dark Beast Ganon, which stays in one spot and attacks by stomping its hooves and firing a laser from its mouth]].

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has [[spoiler:the ''VideoGame/TheLegendOfZeldaBreathOfTheWild''
*** Divine Beast Vah Ruta remains in place at the center of a lake while Link and a GuestStarPartyMember attack its weaknesses.
*** The
final boss, Dark Beast Ganon, which stays in one spot and attacks by stomping its hooves and firing a laser from its mouth]].mouth.
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Formatting and expanding Sonic the Hedgehog examples.


** ''VideoGame/SonicTheHedgehog1'' has a final boss which is basically Robotnik standing in a tube while jet blasts shoot up from the floor in a pattern and an occasional energy ball flies across the screen.
** ''VideoGame/SonicTheHedgehog2'' has a first and a last boss like this, the former being down a pit and the latter being Robotnik himself in a wall-mounted gun emplacement.

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** ''VideoGame/SonicTheHedgehog1'' ''VideoGame/SonicTheHedgehog18Bit'' has a final boss which is basically Robotnik standing in a tube while jet blasts shoot up from the floor in a pattern and an occasional energy ball flies across the screen.
** ''VideoGame/SonicTheHedgehog2'' ''VideoGame/SonicTheHedgehog28Bit'' has a first and a last boss like this, the former being an AntlionMonster down a pit and the latter being the TrueFinalBoss, Robotnik himself in a wall-mounted gun emplacement.



%%** A fair few in the Sonic series. [[VideoGame/Sonic3DFlickiesIsland Volcano Valley]], [[VideoGame/SonicAdventure E-105 Zeta]], [[VideoGame/SonicAdventure2 the Biolizard]], [[VideoGame/SonicHeroes Metal Madness]], Ghost Kraken, Ghost Titan, Ghost Pendulum (all 3 ghosts from ''[[VideoGame/SonicRushSeries Sonic Rush Adventure]]''), [[VideoGame/SonicTheHedgehog2 Crystal Egg]] (with the tubes around it and spinning flower beam things), and undoubtedly many more.

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** ''VideoGame/SonicAdventure'': In E-102 Gamma's storyline, E-105 Zeta was turned into a stationary defense unit as punishment for failing to capture Froggy. When Gamma returns to the Egg Carrier after it sinks into the ocean near the end of his storyline, he finds Zeta, who serves as the boss of Hot Shelter. Being a stationary defense unit, Zeta is unable to move from his spot, and instead fires missiles at Gamma. Gamma must destroy Zeta's turrets so that Zeta will malfunction and explode, releasing the peacock trapped inside him.
%%** A fair few in the Sonic series. [[VideoGame/Sonic3DFlickiesIsland Volcano Valley]], [[VideoGame/SonicAdventure E-105 Zeta]], [[VideoGame/SonicAdventure2 the Biolizard]], [[VideoGame/SonicHeroes Metal Madness]], Ghost Kraken, Ghost Titan, Ghost Pendulum (all 3 ghosts from ''[[VideoGame/SonicRushSeries Sonic Rush Adventure]]''), [[VideoGame/SonicTheHedgehog2 Crystal Egg]] (with the tubes around it and spinning flower beam things), and undoubtedly many more.

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Most of the FF examples should not even count at all, as turn-based RP Gs with no gameplay involving movement. Now if they were in Action RP Gs like XV, then we can talk. As for XI and Crystal Chronicles I have no say on that one since I never played it.


** ''VideoGame/TheLegendOfZeldaOracleOfAges'': The PuzzleBoss Thwomp Head (yes, like [[Franchise/SuperMarioBros the ones from Mario]]) stays completely in the middle of the room, save for one dropping attack. He attacks by throwing bombs and fireballs and rocks at you.
** ''VideoGame/TheLegendOfZeldaOracleOfSeasons'': Medusa Head cannot move from its position in the center of its room, instead relying on its ranged attacks to fight Link.

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** ''VideoGame/TheLegendOfZeldaOracleOfAges'': ''VideoGame/{{The Legend Of Zelda Oracle|Games}} Of Ages'': The PuzzleBoss Thwomp Head (yes, like [[Franchise/SuperMarioBros the ones from Mario]]) stays completely in the middle of the room, save for one dropping attack. He attacks by throwing bombs and fireballs and rocks at you.
** ''VideoGame/TheLegendOfZeldaOracleOfSeasons'': ''Oracle of Seasons'': Medusa Head cannot move from its position in the center of its room, instead relying on its ranged attacks to fight Link.



* ''Franchise/FinalFantasy'':
%%** ''VideoGame/FinalFantasyVI'': The goddess statues are stationary bosses.
%%** ''VideoGame/FinalFantasyVI'': You only see the Guardian in Vector after going through the Magitek Research Institute and in Thamasa.
%%** ''VideoGame/FinalFantasyX'': Braska's Final Aeon stands in a huge pit in the middle of the arena.
%%** ''VideoGame/FinalFantasyXI'': The FinalBoss of ''Treasures of Aht Urghan'', as well as the FinalBoss of the Add-on ''A Crystalline Prophecy''. There are a few other {{Boss Fight}}s and not-so-normal enemies that are like this, as well.
%%** ''VideoGame/FinalFantasyTacticsA2'': Large creatures are pretty much always immobile.%%Are they bosses?

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* %%* ''Franchise/FinalFantasy'':
%%** ''VideoGame/FinalFantasyVI'': The goddess statues are stationary bosses.
%%** ''VideoGame/FinalFantasyVI'': You only see the Guardian in Vector after going through the Magitek Research Institute and in Thamasa.
%%** ''VideoGame/FinalFantasyX'': Braska's Final Aeon stands in a huge pit in the middle of the arena.
%%** ''VideoGame/FinalFantasyXI'': The FinalBoss of ''Treasures of Aht Urghan'', as well as the FinalBoss of the Add-on ''A Crystalline Prophecy''. There are a few other {{Boss Fight}}s Bosses and not-so-normal enemies that are like this, as well.
%%** ''VideoGame/FinalFantasyTacticsA2'': Large creatures are pretty much always immobile.%%Are they bosses?
well.



** In the first game, they are fortified entrances to the enemy bases, but in all other games, they are various {{CosmicHorror}}s.

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** In the first game, they are fortified entrances to the enemy bases, but in all other games, they are various {{CosmicHorror}}s.{{Cosmic Horror}}s.

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** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has one boss, Diababa, that is stationary (but has a very long reach), and another, Morpheel, is stationary in its short first phase before deciding to get up and actually fight.

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** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' has one boss, Diababa, that ''VideoGame/TheLegendOfZeldaTwilightPrincess'':
*** Diababa
is stationary (but has a very long reach), and another, Morpheel, due to being a plant rooted to its spot.
*** Morpheel
is stationary in its short first phase phase, where it's half-buried in lake-bottom mud, before deciding to get up and actually fight.
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** ''VideoGame/TheLegendOfZeldaSpiritTracks'': Phytops cannot move from the watery pit where it lives, and attacks by lashing out with its long tentacles and by spitting globs of poison. Since Link cannot swim across its put, he also cannot attack him directly and must go through a complex routine to stun Phytops and make it slump onto the side of the pit in order to reach it.

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** ''VideoGame/TheLegendOfZeldaSpiritTracks'': Phytops cannot move from the watery pit where it lives, and attacks by lashing out with its long tentacles and by spitting globs of poison. Since Link cannot swim across its put, pit, he also cannot attack him it directly and must go through a complex routine to stun Phytops and make it slump onto the side of the pit in order to reach it.
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** ''VideoGame/TheLegendOfZeldaPhantomHourglass'': Phytops cannot move from the watery pit where it lives, and attacks by lashing out with its long tentacles and by spitting globs of poison. Since Link cannot swim across its put, he also cannot attack him directly and must go through a complex routine to stun Phytops and make it slump onto the side of the pit in order to reach it.

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** ''VideoGame/TheLegendOfZeldaPhantomHourglass'': ''VideoGame/TheLegendOfZeldaSpiritTracks'': Phytops cannot move from the watery pit where it lives, and attacks by lashing out with its long tentacles and by spitting globs of poison. Since Link cannot swim across its put, he also cannot attack him directly and must go through a complex routine to stun Phytops and make it slump onto the side of the pit in order to reach it.
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** ''VideoGame/TheLegendOfZeldaPhatomHourglass: Phytops cannot move from the watery pit where it lives, and attacks by lashing out with its long tentacles and by spitting globs of poison. Since Link cannot swim across its put, he also cannot attack him directly and must go through a complex routine to stun Phytops and make it slump onto the side of the pit in order to reach it.

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** ''VideoGame/TheLegendOfZeldaPhatomHourglass: ''VideoGame/TheLegendOfZeldaPhantomHourglass'': Phytops cannot move from the watery pit where it lives, and attacks by lashing out with its long tentacles and by spitting globs of poison. Since Link cannot swim across its put, he also cannot attack him directly and must go through a complex routine to stun Phytops and make it slump onto the side of the pit in order to reach it.

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%%
%% Zero-context examples are not allowed on wiki pages; all such examples have been commented out.
%% Please add proper context before uncommenting them. A good example needs to explain *how* it's an example.
%%



* Most giant bosses in ''Franchise/KingdomHearts'':

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* Most giant bosses ''Franchise/KingdomHearts'':
** Darkside, the first boss
in ''Franchise/KingdomHearts'':the series, remains stationary then and during every other time you encounter him.



** Marluxia's final form in the ''VideoGame/KingdomHeartsChainOfMemories'' remake: Marluxia remains immobile while his large, angelic specter attacks.
** From ''VideoGame/KingdomHeartsII'' we have Thresholder and Xemnas' odd knight-like form in the final battles.
** Darkside, the first boss in the series, remains stationary then and during every other time you encounter him.
* Malus, the sixteenth and final colossus from ''VideoGame/ShadowOfTheColossus''. Because of this, some consider him an AntiClimaxBoss.
* ''Franchise/ResidentEvil''
** Plant 42 from ''VideoGame/ResidentEvil1'', in the remake at least.
** Birkin's final form in ''VideoGame/ResidentEvil2'' - the trick is to shoot him a lot.
** Nemesis' final form in ''VideoGame/ResidentEvil3Remake''. It's also [[AttackOfTheFiftyFootWhatever massive]].
** In ''VideoGame/ResidentEvil4'', the castle boss. Castellan Salazar and his left hand man [[spoiler: fuse with a giant random plant (that is stuck to a wall) in order to make a giant ''talking'' plant...with tentacles.]]
* All Orochi battles from ''VideoGame/{{Okami}}''.

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** ''VideoGame/KingdomHeartsChainOfMemories'': Marluxia's final form in the ''VideoGame/KingdomHeartsChainOfMemories'' remake: Marluxia remake remains immobile while his large, angelic specter attacks.
** From %%** ''VideoGame/KingdomHeartsII'' we have has Thresholder and Xemnas' odd knight-like form in the final battles.
** Darkside, the first boss in the series, remains stationary then and during every other time you encounter him.
* ''VideoGame/ShadowOfTheColossus'': Malus, the sixteenth and final colossus colossus, is a tower-like being that cannot move from ''VideoGame/ShadowOfTheColossus''. Because of this, some consider him an AntiClimaxBoss.
*
its spot.
%%*
''Franchise/ResidentEvil''
** %%** ''VideoGame/ResidentEvil1'': Plant 42 from ''VideoGame/ResidentEvil1'', 42, in the remake at least.
** %%** ''VideoGame/ResidentEvil2'': Birkin's final form in ''VideoGame/ResidentEvil2'' - the form. The trick is to shoot him a lot.
** %%** ''VideoGame/ResidentEvil3Remake'': Nemesis' final form in ''VideoGame/ResidentEvil3Remake''.form. It's also [[AttackOfTheFiftyFootWhatever massive]].
** In ''VideoGame/ResidentEvil4'', the castle boss. %%* ''VideoGame/ResidentEvil4'': Castellan Salazar and his left hand man [[spoiler: fuse with a giant random plant (that is stuck to a wall) in order to make a giant ''talking'' plant...plant... with tentacles.]]
*
tentacles]].%%Is it stationary?
%%* ''VideoGame/{{Okami}}'':
All Orochi battles from ''VideoGame/{{Okami}}''.battles.



** The Forgotten One in ''VideoGame/CastlevaniaLamentOfInnocence'', which is a giant chained up demon that resides locked up in the basement. Much like Beelzebub, it also drops maggots to attack you in its first phase.
** In ''VideoGame/CastlevaniaCircleOfTheMoon'', one of the mid-game bosses is a huge goat-headed monster locked into a giant pillory. It can't move, but attacks with summoned projectiles.
** Balore in ''VideoGame/CastlevaniaDawnOfSorrow'' is lying on the floor, with only his upper body visible. Only his arms move (and his [[EyeBeams eyes fire lasers]].)
* In ''VideoGame/{{Psychonauts}}'', the death tank operated by [[spoiler:Coach Oleander's brain]] didn't move.
** In her first few phases, the Hulking Lungfish from ''VideoGame/{{Psychonauts}}'' doesn't move. She stays on one side of the arena, attacking you from there. However, in her later phases, she does walk around the arena... and trap you with an AdvancingWallOfDoom...
* The Thorian in ''VideoGame/MassEffect1'', an enormous plant... thing. "This may be... problematic."
* The ''Franchise/{{Metroid}}'' series is very fond of this trope:
** ''VideoGame/Metroid1'': Mother Brain does not directly attack at all but waits at the end of a locked down death course.
** ''VideoGame/MetroidFusion'' has its own "enormous plant thing" boss. It's stationary, but spews spores and beams.
** [[BigBad Mother Brain]] is usually a stationary battle where the real trouble are the turrets defending her.

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** ''VideoGame/CastlevaniaLamentOfInnocence'': The Forgotten One in ''VideoGame/CastlevaniaLamentOfInnocence'', which is a giant chained up chained-up demon that resides locked up in the basement.basement, and cannot move from its spot due to its imprisonment. Much like Beelzebub, it also drops maggots to attack you in its first phase.
** In ''VideoGame/CastlevaniaCircleOfTheMoon'', one ''VideoGame/CastlevaniaCircleOfTheMoon'': One of the mid-game bosses is a huge goat-headed monster locked into a giant pillory. It can't move, but attacks with summoned projectiles.
** ''VideoGame/CastlevaniaDawnOfSorrow'': Balore in ''VideoGame/CastlevaniaDawnOfSorrow'' is lying on the floor, with only his upper body visible. Only his arms move (and his [[EyeBeams eyes fire lasers]].)
lasers]]).
* In ''VideoGame/{{Psychonauts}}'', the ''VideoGame/{{Psychonauts}}'':
** The
death tank operated by [[spoiler:Coach Oleander's brain]] didn't doesn't move.
** In her first few phases, the Hulking Lungfish from ''VideoGame/{{Psychonauts}}'' doesn't move. She stays on one side of the arena, attacking you from there. However, in her later phases, she does walk around the arena... and trap you with an AdvancingWallOfDoom...
* %%* ''VideoGame/MassEffect1'': The Thorian in ''VideoGame/MassEffect1'', an enormous plant... thing. "This may be... problematic."
Thorian.
* The ''Franchise/{{Metroid}}'' series is very fond of this trope:
** ''VideoGame/Metroid1'': Mother Brain does not is typically found stuck inside a life-support jar and cannot directly attack at all all, but waits at the end of a locked down complex and dangerous death course.
** ''VideoGame/MetroidFusion'' has its own "enormous plant thing" boss. It's stationary, but a stationary plant-based boss that spews spores and beams.
** [[BigBad Mother Brain]] is usually a stationary battle where the real trouble are the turrets defending her.
beams to attack.



** ''VideoGame/MetroidZeroMission'' has a few, too: a large cocoon that hangs from the ceiling and doesn't move, the large worm that grants the Charge Beam and Mecha Ridley.

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** ''VideoGame/MetroidZeroMission'' has a few, too: a large cocoon that hangs from the ceiling and doesn't move, the and a large worm that grants the Charge Beam and Mecha Ridley.Beam.



* Several bosses qualify for this trope in ''VideoGame/SuperMarioSunshine''.
** Mario sometimes have to fight Polluted Piranha Plants by spraying water into their mouths while they attack by throwing up sludge balls that spawn enemies.

to:

* Several bosses qualify for this trope in ''VideoGame/SuperMarioSunshine''.
''VideoGame/SuperMarioSunshine'':
** Mario sometimes have has to fight Polluted Piranha Plants Plants, which remain rooted inside large areas of paint, by spraying water into their mouths while they attack by throwing up sludge balls that spawn enemies.



** Barinade in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', sorta. At the start of the battle, the main body is linked via tentacles to the ceiling. You must chop it free in order to send it into a suicidal frenzy and kill it.

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** Barinade Gleeok, a recurring boss fought in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', sorta. [[VideoGame/TheLegendOfZelda the original]], ''Oracle of Seasons'' (at first, before it goes OneWingedAngel) and ''VideoGame/TheLegendOfZeldaPhantomHourglass'', remains stationary at the far side of its arena, and attacks Link by spitting fireballs at him.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Vitreous begins its battle while immobile, and only starts moving once all its mooks are dead.
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
At the start of the battle, the Barinade's main body is linked via tentacles to the ceiling. You must chop it free in order to send it into a suicidal frenzy and kill it.it.
** ''VideoGame/TheLegendOfZeldaOracleOfAges'': The PuzzleBoss Thwomp Head (yes, like [[Franchise/SuperMarioBros the ones from Mario]]) stays completely in the middle of the room, save for one dropping attack. He attacks by throwing bombs and fireballs and rocks at you.
** ''VideoGame/TheLegendOfZeldaOracleOfSeasons'': Medusa Head cannot move from its position in the center of its room, instead relying on its ranged attacks to fight Link.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Kalle Demos uses the vines it hangs from the ceiling with to do the damage.



** Kalle Demos in ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses the vines it hangs from the ceiling with to do the damage.
** In ''VideoGame/{{The Legend Of Zelda Oracle|Games}} of Ages'', there's one hugely puzzle-tastic PuzzleBoss, King Thwomp (yes, like [[Franchise/SuperMarioBros the ones from Mario]]) who stays completely in the middle of the room, save for one dropping attack. He attacks by throwing bombs and fireballs and rocks at you. He's one of the weirder Zelda bosses.
** Gleeok from [[VideoGame/TheLegendOfZelda the original]], ''Oracle of Seasons'' (at first, before it goes OneWingedAngel) and ''VideoGame/TheLegendOfZeldaPhantomHourglass''.
** Vitreous in ''VideoGame/TheLegendOfZeldaALinkToThePast'' begins immobile, and only starts moving once all its mooks are dead.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'' has Facade, which is just a face in the floor that attacks with flying tiles.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has [[spoiler:the final boss, Dark Beast Ganon, which stays in one spot and attacks by stomping its hooves and firing a laser from its mouth.]]
* [[spoiler:[=GLaDOS=]]] from ''VideoGame/{{Portal}}''
** In ''VideoGame/{{Portal 2}}'', we have [[spoiler:Wheatley]].
* The final boss in ''VideoGame/DoomII'' is a demonic face on a wall that fires cubes that spawn demons on impact with a surface (or {{telefrag}} you if they land on you). If you use the no clipping cheat it turns out that the core of the boss is programmer John Romero's head on a stake.
* The FinalBoss of the ''VideoGame/FinalFantasyXI'' expansion ''Treasures of Aht Urghan'', as well as the FinalBoss of the Add-on ''A Crystalline Prophecy''. There are a few other {{Boss Fight}}s and not-so-normal enemies that are like this, as well.
** The goddess statues in ''VideoGame/FinalFantasyVI'' were stationary bosses.
** The Guardian in ''VideoGame/FinalFantasyVI''. You only see it in Vector after going through the Magitek Research Institute and in Thamasa where... well... you know...
** Braska's Final Aeon in ''VideoGame/FinalFantasyX'' is so big, you can't even see the bottom of him. He stands in a huge pit in the middle of the arena.
** Large creatures in ''VideoGame/FinalFantasyTacticsA2'' are pretty much always immobile.
** Malboro and Armstrong in ''VideoGame/FinalFantasyCrystalChronicles''
* VideoGame/DevilMayCry has the Leviathan heart. ''Three'' stationary targets to be exact.
* The large plant-like [[http://half-life.wikia.com/wiki/Tentacle Tentacles]] in the Rocket Silo in ''VideoGame/HalfLife1'' that relied on sound rather than sight. They are later encountered again in Xen.
** There are two of these bosses in the "Opposing Force" ExpansionPack. One in a sewage pipe when you had to fix a gearbox and turn a valve and at the end when you have to shoot a creature half way through a portal.
* The final fight in ''Anime/MagicalGirlLyricalNanohaAs''.
* Extremely common in ''Franchise/FireEmblem'', and they're usually sitting on a tile with [[GeoEffects terrain bonuses]]. Practically required on "seize tile" maps, to avoid accidentally becoming a SkippableBoss. One of the hallmarks of Hard Mode in the series is that bosses on levels other than "Seize ____" will charge the party when they would have remained still in Normal, and until ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Shadow Dragon]]''[[note]]which clearly shows any stationary boss to have no movement stat[[/note]], you won't know their AI has changed until they do it.
* ''[=TimeSplitters=]''
** Princess from the mansion in ''VideoGame/TimeSplittersFuturePerfect'' was immobile and highly disturbing.
** The Machinist's Robot from ''VideoGame/TimeSplitters2''.
* The enormous "Metal Gear" [=DomZ=] in ''VideoGame/BeyondGoodAndEvil'' stamps its feet, but it otherwise remains in the exact center of its boss arena.
* The final boss of ''VideoGame/MonsterRancher EVO,'' Muu, stays in place. Your monsters are the only ones who move, which is nice, at least -- it means you can choose which attacks you want to use yourself, and don't have to jocky with him for position.
* [[spoiler:The Brain of the Many and SHODAN]] in ''VideoGame/SystemShock 2''.
* VideoGame/StarFox has plenty of stationary bosses, although some only in relation to the player. Free-range bosses usually move around, but ''VideoGame/StarFoxAssault'' has several exceptions, most notably the aparoid queen in the first form.
* ''VideoGame/WorldOfWarcraft'': Ragnaros is completely immobile, as are other beings with the same model. He still needs to be tanked though.
** Same goes for Murmur.
** Kologarn of Ulduar, who you only fought the torso of due to him standing in a massive abyss to fight you.
** From first glances, the final battle against [[spoiler:Deathwing, who stands from the torso up in the maelstrom as his power rips him apart and the raid finishes him off]].

to:

** Kalle Demos in ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses the vines it hangs ''VideoGame/TheLegendOfZeldaPhatomHourglass: Phytops cannot move from the ceiling with to do the damage.
** In ''VideoGame/{{The Legend Of Zelda Oracle|Games}} of Ages'', there's one hugely puzzle-tastic PuzzleBoss, King Thwomp (yes, like [[Franchise/SuperMarioBros the ones from Mario]]) who stays completely in the middle of the room, save for one dropping attack. He
watery pit where it lives, and attacks by throwing bombs lashing out with its long tentacles and fireballs by spitting globs of poison. Since Link cannot swim across its put, he also cannot attack him directly and rocks at you. He's one must go through a complex routine to stun Phytops and make it slump onto the side of the weirder Zelda bosses.
** Gleeok from [[VideoGame/TheLegendOfZelda the original]], ''Oracle of Seasons'' (at first, before it goes OneWingedAngel) and ''VideoGame/TheLegendOfZeldaPhantomHourglass''.
** Vitreous
pit in ''VideoGame/TheLegendOfZeldaALinkToThePast'' begins immobile, and only starts moving once all its mooks are dead.
** ''VideoGame/TheLegendOfZeldaLinksAwakening'' has Facade, which is just a face in the floor that attacks with flying tiles.
order to reach it.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has [[spoiler:the final boss, Dark Beast Ganon, which stays in one spot and attacks by stomping its hooves and firing a laser from its mouth.]]
*
mouth]].
%%* ''VideoGame/{{Portal}}'':
%%**
[[spoiler:[=GLaDOS=]]] from ''VideoGame/{{Portal}}''
** In ''VideoGame/{{Portal 2}}'', we have
in the first game.
%%** ''VideoGame/Portal2'' has
[[spoiler:Wheatley]].
* ''VideoGame/DoomII'': The final boss in ''VideoGame/DoomII'' is a demonic face on a wall that fires cubes that spawn demons on impact with a surface (or {{telefrag}} you if they land on you). If you use the no clipping cheat it turns out that the core of the boss is programmer John Romero's head on a stake.
* ''Franchise/FinalFantasy'':
%%** ''VideoGame/FinalFantasyVI'': The goddess statues are stationary bosses.
%%** ''VideoGame/FinalFantasyVI'': You only see the Guardian in Vector after going through the Magitek Research Institute and in Thamasa.
%%** ''VideoGame/FinalFantasyX'': Braska's Final Aeon stands in a huge pit in the middle of the arena.
%%** ''VideoGame/FinalFantasyXI'':
The FinalBoss of the ''VideoGame/FinalFantasyXI'' expansion ''Treasures of Aht Urghan'', as well as the FinalBoss of the Add-on ''A Crystalline Prophecy''. There are a few other {{Boss Fight}}s and not-so-normal enemies that are like this, as well.
** The goddess statues in ''VideoGame/FinalFantasyVI'' were stationary bosses.
** The Guardian in ''VideoGame/FinalFantasyVI''. You only see it in Vector after going through the Magitek Research Institute and in Thamasa where... well... you know...
** Braska's Final Aeon in ''VideoGame/FinalFantasyX'' is so big, you can't even see the bottom of him. He stands in a huge pit in the middle of the arena.
**
%%** ''VideoGame/FinalFantasyTacticsA2'': Large creatures in ''VideoGame/FinalFantasyTacticsA2'' are pretty much always immobile.
**
immobile.%%Are they bosses?
%%** ''VideoGame/FinalFantasyCrystalChronicles'':
Malboro and Armstrong in ''VideoGame/FinalFantasyCrystalChronicles''
* VideoGame/DevilMayCry
Armstrong.
%%* ''VideoGame/DevilMayCry''
has the Leviathan heart. ''Three'' stationary targets to be exact.
* %%* ''VideoGame/HalfLife1'':
%%**
The large plant-like [[http://half-life.wikia.com/wiki/Tentacle Tentacles]] Tentacles in the Rocket Silo in ''VideoGame/HalfLife1'' that relied rely on sound rather than sight. They are later encountered again in Xen.
** %%** There are two of these bosses in the "Opposing Force" ExpansionPack. One is in a sewage pipe when you had to fix a gearbox and turn a valve and the other is at the end when you have to shoot a creature half way halfway through a portal.
* %%* ''Anime/MagicalGirlLyricalNanohaAs'': The final fight in ''Anime/MagicalGirlLyricalNanohaAs''.
fight.
* Extremely common in ''Franchise/FireEmblem'', ''Franchise/FireEmblem'': Bosses like this are very common, and they're usually sitting on a tile with [[GeoEffects terrain bonuses]]. Practically required This is especially on "seize tile" maps, to avoid accidentally becoming a SkippableBoss. One of the hallmarks of Hard Mode in the series is that bosses on levels other than "Seize ____" will charge the party when they would have remained still in Normal, and until ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Shadow Dragon]]''[[note]]which clearly shows any stationary boss to have no movement stat[[/note]], you won't know their AI has changed until they do it.
* ''[=TimeSplitters=]''
**
%%* ''VideoGame/TimeSplitters''
%%** ''VideoGame/TimeSplittersFuturePerfect'':
Princess from the mansion in ''VideoGame/TimeSplittersFuturePerfect'' was immobile and highly disturbing.
**
is immobile.
%%** ''VideoGame/TimeSplitters2'':
The Machinist's Robot from ''VideoGame/TimeSplitters2''.
Robot.
* ''VideoGame/BeyondGoodAndEvil'': The enormous "Metal Gear" [=DomZ=] in ''VideoGame/BeyondGoodAndEvil'' stamps its feet, but it otherwise remains in the exact center of its boss arena.
* The final boss of ''VideoGame/MonsterRancher EVO,'' EVO'': The final boss, Muu, stays in place. Your monsters are the only ones who move, which is nice, at least -- it means you can choose which attacks you want to use yourself, and don't have to jocky with him for position.
* ''VideoGame/SystemShock2'': [[spoiler:The Brain of the Many and SHODAN]] in ''VideoGame/SystemShock 2''.
* VideoGame/StarFox
SHODAN]].
%%* ''VideoGame/StarFox''
has plenty of stationary bosses, although some only in relation to the player. Free-range bosses usually move around, but ''VideoGame/StarFoxAssault'' has several exceptions, most notably the aparoid queen in the first form.
form.%%How are these examples?
* ''VideoGame/WorldOfWarcraft'': ''VideoGame/WorldOfWarcraft'':
**
Ragnaros is completely immobile, as are other beings with the same model. He still needs to be tanked though.
** Same goes for Murmur.
** Kologarn of Ulduar, who whom you only fought fight the torso of due to him standing in a massive abyss to fight you.
** From first glances, the The final battle against [[spoiler:Deathwing, who [[spoiler:Deathwing is fought as he stands from the torso up in the maelstrom Maelstrom as his power rips him apart and the raid finishes him off]].



* Half of the ''Franchise/MegaMan'' final bosses. And some of the fortress bosses.
* We also have a huge live 'processing plant' in ''VideoGame/QuakeIV''.
* The final boss of ''VideoGame/SilentHill3'' was immobile, too. Not to mention the strange growth in the apartment complex level of the same game (Glutton?), which was a pure PuzzleBoss; it even did not attack.
* The final boss of ''VideoGame/ObsCure'' was also immobile.
* Every 3D [[VideoGame/SonicTheHedgehog Sonic]] game has a boss that simply stands in the same place and shoots at you from a stationary position. In this case, it's a matter of getting around them to their hidden weak points.
** ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' for the Game Gear has a final boss, which is basically Robotnik standing in a tube while jet blasts shoot up from the floor in a pattern and an occasional energy ball flies across the screen.
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' for the Game Gear had a first and a last boss like this, the former being down a pit and the latter being Robotnik himself in a wall-mounted gun emplacement.
** The Quartz Quadrant level of ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'' features a twist on this kind of boss. Robotnik stands on a platform over a conveyor belt that threatens to throw you into spikes if you stop running and he drops spiked projectiles onto you. After you hit him once, the boss is beaten by running towards him at full speed, eventually forcing the conveyor belt to break.
** In ''[[VideoGame/SonicTheHedgehogSpinball Sonic Spinball]]'', all four of the game's end-of-level bosses do not move from their spots. Sonic must use his pinball-like abilities to propel himself up to them without falling out of the boss arena.
** A fair few in the Sonic series. [[VideoGame/Sonic3DFlickiesIsland Volcano Valley]], [[VideoGame/SonicAdventure E-105 Zeta]], [[VideoGame/SonicAdventure2 The Biolizard]], [[VideoGame/SonicHeroes Metal Madness]], Ghost Kraken, Ghost Titan, Ghost Pendulum (all 3 ghosts from ''[[VideoGame/SonicRushSeries Sonic Rush Adventure]]''), [[VideoGame/SonicTheHedgehog2 Crystal Egg]] (with the tubes around it and spinning flower beam things), and undoubtedly many more.
* The ''Franchise/{{Kirby}}'' series has quite a few:
** The iconic Whispy Woods who makes an appearance in the majority of the games, along with his MirrorWorld [[{{Expy}} counterpart]] King Golem, from ''VideoGame/KirbyAndTheAmazingMirror''. However, Whispy does move in some games, either by using his roots to move and [[AdvancingBossOfDoom chase the player]] or to leap from the ground.
** The Combo Cannon and the Reactor fight as parts of the [[BattleshipRaid Halberd]] in ''VideoGame/KirbySuperStar (Ultra)'' and ''VideoGame/KirbysEpicYarn''.
** Computer Virus from ''VideoGame/KirbySuperStar'' is stationary because it's a parody of an [[RPGElements RPG battle]].

to:

* %%* ''Franchise/MegaMan': Half of the ''Franchise/MegaMan'' the' final bosses. And some of the fortress bosses.
* We also have a %%* ''VideoGame/QuakeIV'': A huge live 'processing plant' in ''VideoGame/QuakeIV''.
*
processing plant.
%%* ''VideoGame/SilentHill3'':
The final boss of ''VideoGame/SilentHill3'' was immobile, too. Not to mention the is immobile. The strange growth in the apartment complex level of the same game (Glutton?), which was is a pure PuzzleBoss; it doesn't even did not attack.
* %%* ''VideoGame/ObsCure'': The final boss of ''VideoGame/ObsCure'' was also is immobile.
* ''VideoGame/SonicTheHedgehog'': Every 3D [[VideoGame/SonicTheHedgehog Sonic]] game has a boss that simply stands in the same place and shoots at you from a stationary position. In this case, it's a matter of getting around them to their hidden weak points.
** ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' for the Game Gear ''VideoGame/SonicTheHedgehog1'' has a final boss, boss which is basically Robotnik standing in a tube while jet blasts shoot up from the floor in a pattern and an occasional energy ball flies across the screen.
** ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' for the Game Gear had ''VideoGame/SonicTheHedgehog2'' has a first and a last boss like this, the former being down a pit and the latter being Robotnik himself in a wall-mounted gun emplacement.
** ''VideoGame/SonicTheHedgehogCD'': The Quartz Quadrant level of ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'' features a twist on this kind of boss. Robotnik stands on a platform over a conveyor belt that threatens to throw you into spikes if you stop running and he drops spiked projectiles onto you. After you hit him once, the boss is beaten by running towards him at full speed, eventually forcing the conveyor belt to break.
** In ''[[VideoGame/SonicTheHedgehogSpinball Sonic Spinball]]'', all ''VideoGame/SonicTheHedgehogSpinball'': All four of the game's end-of-level bosses do not move from their spots. Sonic must use his pinball-like abilities to propel himself up to them without falling out of the boss arena.
** %%** A fair few in the Sonic series. [[VideoGame/Sonic3DFlickiesIsland Volcano Valley]], [[VideoGame/SonicAdventure E-105 Zeta]], [[VideoGame/SonicAdventure2 The the Biolizard]], [[VideoGame/SonicHeroes Metal Madness]], Ghost Kraken, Ghost Titan, Ghost Pendulum (all 3 ghosts from ''[[VideoGame/SonicRushSeries Sonic Rush Adventure]]''), [[VideoGame/SonicTheHedgehog2 Crystal Egg]] (with the tubes around it and spinning flower beam things), and undoubtedly many more.
* The ''Franchise/{{Kirby}}'' series has quite a few:
** The iconic RecurringBoss Whispy Woods who makes an appearance chiefly stays rooted in one spot, as it's a tree, and fights by blowing air and dropping apples. Most of its variants fight in the majority of the games, along with his MirrorWorld [[{{Expy}} counterpart]] King Golem, from ''VideoGame/KirbyAndTheAmazingMirror''.same way. However, Whispy does move in some games, either by using his roots to move and [[AdvancingBossOfDoom chase the player]] or to leap from the ground.
** %%** ''VideoGame/KirbySuperStar (Ultra)'' and ''VideoGame/KirbysEpicYarn'': The Combo Cannon and the Reactor fight as parts of the [[BattleshipRaid Halberd]] in ''VideoGame/KirbySuperStar (Ultra)'' and ''VideoGame/KirbysEpicYarn''.
**
Halberd]].
%%** ''VideoGame/KirbySuperStar'':
Computer Virus from ''VideoGame/KirbySuperStar'' is stationary because it's a parody of an [[RPGElements RPG battle]].%%Meaning?



* The original NES ''VideoGame/NinjaGaiden''' had several of these. In the first game, fighting the Masked Devil sort-of counts, as the actual target (which does most of the attacking) is a stationary statue. The final demon boss is also stationary, too. In ''Ninja Gaiden 2'', a boss about midway through the game is stationary, as are two of the three forms of the final boss. ''Ninja Gaiden 3'' only has one stationary boss, being the second form of the three-part final boss.
* Old Marwood in ''VideoGame/KameoElementsOfPower''.
* Most (if not all) the bosses of ''[[VideoGame/{{Gauntlet}} Gauntlet Legends]]'' 64 were immobile or moved in an extremely limited way. Same with, again, most of the sequel bosses although a few of them (Lich?) could wander about
* ''VideoGame/CityOfHeroes'' (and ''VideoGame/CityOfVillains'') has the giant amoeba monster Hamidon, which is game-mechanically not so much a critter as a zone. The Thorn Tree is also stationary, as are the giant monsters Lusca and the Hydra. I may be missing others.
** Lusca does move, or at least relocates, several times during any battle with her.
* ''VideoGame/WorldOfMana'''s immobile bosses:
** The two AdvancingWallOfDoom bosses in ''VideoGame/SecretOfMana''.
** The boss guarding Chartmoon Tower in ''VideoGame/TrialsOfMana'' (except for some very brief attack animations, he is never off screen); ditto the Benevodon of darkness Zable Fahr; ditto Zehnoa, the fireplace boss; ditto one of the final bosses.
** The last boss in ''VideoGame/DawnOfMana''.
** Tropicallo in ''VideoGame/LegendOfMana'' is not only immobile, you can't even hit it directly: you have to wear its HP down gradually by attacking its sprouts. This gets extremely tedious in the harder modes, as you have to deal with both the sprouts ''and'' the boss itself having much more HP. This was only partially the case in its appearances in ''VideoGame/SecretOfMana'', where it would occasionally tunnel to different spots on the map.
** At least one in ''VideoGame/ChildrenOfMana''
* In earlier Creator/NipponIchi games, most bosses wouldn't move unless your characters were in range to attack in one turn, so you can game this to your advantage by having your magic casters stand outside of this range and nuke them with spells. Later titles have them start moving the after they take damage to prevent this.
** ''VideoGame/{{Disgaea 2|CursedMemories}}'' features ''VideoGame/MakaiKingdom'' cameo Zetta as a truly immobile boss. He makes up for it to a degree by having an utterly absurd hit radius on his trademark [[EyeBeams Zetta Beam]], though there's a safe zone he can be attacked from with no fear of retaliation if you can manage to get closer to him.
** All of the World Eaters in ''VideoGame/SoulNomadAndTheWorldEaters'' are immobile. They make up for this by being able to zap you from far away with ''very'' powerful attacks.
* ''VideoGame/MapleStory'' - Zakum is more or less immobile, attacking with his arms.
** As are Pianus, Horntail, and the Balrog.
* ''VideoGame/RaidouKuzunohaVsTheSoullessArmy'' had perfectly-mobile enemies, except at the very end - the final boss's last two forms did not move (much) because they were too big.
* ''{{VideoGame/Contra}}'' featured a number of immobile level bosses.

to:

* The original NES ''VideoGame/NinjaGaiden''' had has several of these. In the first game, fighting the Masked Devil sort-of counts, as the actual target (which does most of the attacking) is a stationary statue. The final demon boss is also stationary, too. In ''Ninja Gaiden 2'', a boss about midway through the game is stationary, as are two of the three forms of the final boss. ''Ninja Gaiden 3'' only has one stationary boss, being the second form of the three-part final boss.
* ''VideoGame/KameoElementsOfPower'': Old Marwood in ''VideoGame/KameoElementsOfPower''.
Marwood.
* ''VideoGame/{{Gauntlet}}'': Most (if not all) of the bosses of ''[[VideoGame/{{Gauntlet}} Gauntlet Legends]]'' 64 were in ''Gauntlet Legends 64'' are immobile or moved move in an extremely limited way. Same with, again, goes for most of the sequel bosses bosses, although a few of them (Lich?) could can wander about
about.
* ''VideoGame/CityOfHeroes'' (and ''VideoGame/CityOfVillains'') has the giant amoeba monster Hamidon, which is game-mechanically not so much a critter as a zone. The Thorn Tree is also stationary, as are is the giant monsters Lusca and the Hydra. I may be missing others.
** Lusca does move, or at least relocates, several times during any battle with her.
* ''VideoGame/WorldOfMana'''s immobile bosses:
**
Hydra.
%%* ''VideoGame/WorldOfMana'':
%%** ''VideoGame/SecretOfMana'':
The two AdvancingWallOfDoom bosses in ''VideoGame/SecretOfMana''.
**
bosses.
%%** ''VideoGame/TrialsOfMana'':
The boss guarding Chartmoon Tower in ''VideoGame/TrialsOfMana'' (except for some very brief attack animations, he is never off screen); ditto the Benevodon of darkness Zable Fahr; ditto Zehnoa, the fireplace boss; ditto one of the final bosses.
** %%** ''VideoGame/DawnOfMana'': The last boss in ''VideoGame/DawnOfMana''.
**
boss.
* ''VideoGame/LegendOfMana'':
Tropicallo in ''VideoGame/LegendOfMana'' is not only immobile, and you can't even hit it directly: you have to wear its HP down gradually by attacking its sprouts. This gets extremely tedious in the harder modes, as you have to deal with both the sprouts ''and'' the boss itself having much more HP. This was only partially the case in its appearances in ''VideoGame/SecretOfMana'', where it would occasionally tunnel to different spots on the map.
** At least one in ''VideoGame/ChildrenOfMana''
%%** ''VideoGame/ChildrenOfMana'':
* Creator/NipponIchi: In earlier Creator/NipponIchi games, most bosses wouldn't won't move unless your characters were are in range to attack in one turn, so you can game this to your advantage by having your magic casters stand outside of this range and nuke them with spells. Later titles have them start moving the after they take damage to prevent this.
** ''VideoGame/{{Disgaea 2|CursedMemories}}'' ''VideoGame/Disgaea2CursedMemories'' features ''VideoGame/MakaiKingdom'' cameo Zetta as a truly immobile boss. He makes up for it to a degree by having an utterly absurd hit radius on his trademark [[EyeBeams Zetta Beam]], though there's a safe zone he can be attacked from with no fear of retaliation if you can manage to get closer to him.
** ''VideoGame/SoulNomadAndTheWorldEaters'': All of the World Eaters in ''VideoGame/SoulNomadAndTheWorldEaters'' are immobile. They make up for this by being able to zap you from far away with ''very'' powerful attacks.
* ''VideoGame/MapleStory'' - ''VideoGame/MapleStory'': Zakum is more or less immobile, attacking with his arms.
** %%** As are Pianus, Horntail, and the Balrog.
* ''VideoGame/RaidouKuzunohaVsTheSoullessArmy'' had perfectly-mobile enemies, except at the very end - -- the final boss's last two forms did not move (much) because they were too big.
* ''{{VideoGame/Contra}}'' featured ''VideoGame/{{Contra}}'' features a number of immobile level bosses.



*** The boss of the Waterfall stage in the first Contra was a stationary CosmicHorror as well.
* In ''VideoGame/LegacyOfKain: Soul Reaver'' the spider based boss was grafted to a wall over the years and completely unable to move even if he wanted to.
* The [[BigBad Plutonium Boss]] in the original ''VideoGame/BlasterMaster''. It moved its head around to spit bouncing projectiles around, but otherwise stayed in the same spot for the duration of the battle.
* In ''VideoGame/CaveStory'', [[TrueFinalBoss Heavy]] [[KingMook Press]] [[BossBonanza and]] [[spoiler:[[SequentialBoss Ballos' last form]]]], though in the latter's room everything you can step on either moves or damages you.
* The Greater Guardian in ''VideoGame/EternalDarkness'' stays at the far end of the room behind several magikal shields while attacking and summoning mooks.
* A handful of boss-type monsters ([=MVPs=]) in ''VideoGame/RagnarokOnline'' are immobile, though they can attack at range and their slave monsters have no problem with motion.
* ''VideoGame/EccoTheDolphin'' has seen a couple; the biggest were the Vortex Queen and the Foe Queen's heart.

to:

*** ** The boss of the Waterfall stage in the first Contra was is a stationary CosmicHorror as well.
* In ''VideoGame/LegacyOfKain: Soul Reaver'' the spider based Reaver'': The spider-based boss was grafted to a wall over the years and is completely unable to move even if he wanted to.
* ''VideoGame/BlasterMaster'': The [[BigBad Plutonium Boss]] in the original ''VideoGame/BlasterMaster''. It moved game moves its head around to spit bouncing projectiles around, but otherwise stayed stays in the same spot for the duration of the battle.
* In ''VideoGame/CaveStory'', %%* ''VideoGame/CaveStory'': [[TrueFinalBoss Heavy]] [[KingMook Press]] [[BossBonanza and]] [[spoiler:[[SequentialBoss Ballos' last form]]]], though in the latter's room everything you can step on either moves or damages you.
* ''VideoGame/EternalDarkness'': The Greater Guardian in ''VideoGame/EternalDarkness'' stays at the far end of the room behind several magikal shields while attacking and summoning mooks.
* ''VideoGame/RagnarokOnline'': A handful of boss-type monsters ([=MVPs=]) in ''VideoGame/RagnarokOnline'' are immobile, though they can attack at range and their slave monsters have no problem with motion.
* %%* ''VideoGame/EccoTheDolphin'' has seen a couple; the biggest were are the Vortex Queen and the Foe Queen's heart.



* Devil Gundam from G-Gundam fits this perfectly, while not as bad as Kira, it had a nasty slew of tricks to use. When he attacks, he fires a powerful motion wave gun that cleans 1000s out like candy and has two gundam heads which act as his invincible shield generators when he takes a certain amount of damage. Once he goes a lower level of health, he switches to a sweeping version of his attack (weaker thankfully) and summons a G-Crossover capable of hitting horizontally or Vertically. He is a nightmare for melee mechs.
* Poison Ivy in ''VideoGame/BatmanArkhamAsylum'', having merged with a giant mutated plant while under the influence of the Titan formula.
* The final boss of ''VideoGame/RatchetAndClankUpYourArsenal'', [[spoiler:the Biobliterator, stays in one place in the middle of the battlefield while you circle around it and shoot it down with the hovership. Another culprit of the AntiClimaxBoss tag.]]
** In the arena of ''VideoGame/RatchetAndClankFutureToolsOfDestruction'', Crushto stays in the middle of the arena and turns to face you. This doesn't mean you can afford to be sloppy, though; his machine gun makes a spray of shots that can be tricky to weave between, and he can either suck in air to try and inhale you, or blow air to push you off the edge of the arena. He only moves when entering the arena, and jumping out during tag-team battles.

to:

* %%* ''VideoGame/GGundam'': When Devil Gundam from G-Gundam fits this perfectly, while not as bad as Kira, it had a nasty slew of tricks to use. When he attacks, he fires a powerful motion wave gun that cleans 1000s out like candy and has two gundam heads which act as his invincible shield generators when he takes a certain amount of damage. Once he goes a lower level of health, he switches to a sweeping version of his attack (weaker thankfully) and summons a G-Crossover capable of hitting horizontally or Vertically. He is a nightmare for melee mechs.\n* %%Describe how he's stationary, then cut the dross.
%%* ''VideoGame/BatmanArkhamAsylum'':
Poison Ivy in ''VideoGame/BatmanArkhamAsylum'', Ivy, having merged with a giant mutated plant while under the influence of the Titan formula.
formula.%%Does what?
* ''Franchise/RatchetAndClank'':
** ''VideoGame/RatchetAndClankUpYourArsenal'':
The final boss of ''VideoGame/RatchetAndClankUpYourArsenal'', [[spoiler:the Biobliterator, stays in one place in the middle of the battlefield while you circle around it and shoot it down with the hovership. Another culprit of the AntiClimaxBoss tag.]]
hovership.
** ''VideoGame/RatchetAndClankFutureToolsOfDestruction'': In the arena of ''VideoGame/RatchetAndClankFutureToolsOfDestruction'', arena, Crushto stays in the middle of the arena and turns to face you. This doesn't mean you can afford to be sloppy, though; his machine gun makes a spray of shots that can be tricky to weave between, and he can either suck in air to try and inhale you, or blow air to push you off the edge of the arena. He only moves when entering the arena, and jumping out during tag-team battles.



* The first boss in ''VideoGame/AdventureIsland 2'' for the NES was one of these. It was a huge pulsating... something resembling a plant that filled the entire edge of the screen. It'd slowly grow tendrils to get at you while you wailed (ideally, with the help of the Pteranodon) at its pineapple-like core.
* [[OneBadMother Mother]] in ''VideoGame/Prey2006'' at the start is stuck within a massive ball of screens as she oversees the world you're currently stuck on.
* Shub-Niggurath, the final boss of ''VideoGame/{{Quake}}'', not only doesn't move, but doesn't even attack, relying on its [[FlunkyBoss minions]] instead.

to:

* ''VideoGame/AdventureIsland2'': The first boss in ''VideoGame/AdventureIsland 2'' for the NES was one of these. It was is a huge pulsating... something resembling a plant that filled fills the entire edge of the screen. It'd It slowly grow grows tendrils to get at you while you wailed whale (ideally, with the help of the Pteranodon) ''Pteranodon'') at its pineapple-like core.
* ''VideoGame/Prey2006'': At the start of its fight, [[OneBadMother Mother]] in ''VideoGame/Prey2006'' at the start is stuck within a massive ball of screens as she oversees the world you're currently stuck on.
* Shub-Niggurath, the final boss of ''VideoGame/{{Quake}}'', not only doesn't move, but doesn't even attack, relying on its [[FlunkyBoss minions]] instead.''VideoGame/{{Quake}}'':



* The Hell Atsche of ''[[VideoGame/NavalOps Warship Gunner 2]]'' is a fortress with a giant laser cannon on top.

to:

** Shub-Niggurath, the final boss, not only doesn't move, but doesn't even attack, relying on its [[FlunkyBoss minions]] instead.
* ''VideoGame/NavalOps'': The Hell Atsche of ''[[VideoGame/NavalOps Warship from ''Warship Gunner 2]]'' 2'' is a fortress with a giant laser cannon on top.top and, due to being a building, naturally cannot move.



* The [=DeepDive=] boss in ''VideoGame/AnUntitledStory'', who also doubles as SegmentedSerpent.
* [[TarotMotifs Th]][[AnIcePerson e]] [[OurDragonsAreDifferent Wor]][[OneWingedAngel ld]] from ''VideoGame/HouseOfTheDead 4''.
* Zeus, the BigBad in ''VideoGame/WillRock'', is sitting on his huge throne at the top of the tall, monster-infested arena and will summon huge thunderbolts across the area to smite you. [[spoiler:The safest way to kill it is to reach him, go right between his feet (where you're out of range from many enemies), and shoot him to death.]]
* The [[RecurringBoss recurring]] [[CoresAndTurretsBoss Keeper's Core]], aka [[FanNickname Gun Wall]], among other bosses, in the ''VideoGame/{{Gradius}}'' series.
* While ''VideoGame/RadiantHistoria'' usually gives you the freedom to knock most bosses silly around the battlefield, good luck doing that with any of the giant spiders. [[spoiler:Or the final boss, once he goes OneWingedAngel.]]
* In ''VideoGame/{{Drakensang}}'' some bosses are unable to move, including the Evil Tree in Moorbridge, [[OurDragonsAreDifferent the Linnorm]] and [[DiscOneFinalBoss Jafgur]] in the first game, and the Newt Kraken [[spoiler:and the Water Dragon]] in the second game.

to:

* %%* ''VideoGame/AnUntitledStory'': The [=DeepDive=] boss in ''VideoGame/AnUntitledStory'', who also doubles as SegmentedSerpent.
boss.
%%* ''VideoGame/HouseOfTheDead4'': The World.
* [[TarotMotifs Th]][[AnIcePerson e]] [[OurDragonsAreDifferent Wor]][[OneWingedAngel ld]] from ''VideoGame/HouseOfTheDead 4''.
*
''VideoGame/WillRock'': Zeus, the BigBad in ''VideoGame/WillRock'', BigBad, is sitting on his huge throne at the top of the tall, monster-infested arena and will summon huge throw thunderbolts across the area to smite you. [[spoiler:The The safest way to kill it him is to reach [[spoiler:reach him, go right between his feet (where you're out of range from many enemies), and shoot him to death.]]
*
death]].
%%* ''VideoGame/{{Gradius}}'':
The [[RecurringBoss recurring]] [[CoresAndTurretsBoss Keeper's Core]], aka [[FanNickname Gun Wall]], among other bosses, in the ''VideoGame/{{Gradius}}'' series.
*
bosses.
%%* ''VideoGame/RadiantHistoria'':
While ''VideoGame/RadiantHistoria'' the game usually gives you the freedom to knock most bosses silly around the battlefield, good luck doing that with any of the giant spiders. [[spoiler:Or the final boss, once he goes OneWingedAngel.]]
* In ''VideoGame/{{Drakensang}}'' some ''VideoGame/{{Drakensang}}'': Some bosses are unable to move, including the Evil Tree in Moorbridge, [[OurDragonsAreDifferent the Linnorm]] and [[DiscOneFinalBoss Jafgur]] in the first game, and the Newt Kraken [[spoiler:and the Water Dragon]] in the second game.



** ''VideoGame/TombRaiderIII'' has two clear examples in Tony and [[NoNameGiven that guy in Temple of Puna]]. Being hit by their respective fiery rain and lightning bolt is certain death, so it only seems fair. Sophia Leigh is also mostly stationary, and doubles as a PuzzleBoss.
** The final "boss" of ''VideoGame/TombRaiderTheLastRevelation'' consists entirely of escaping the level while under constant fire from an angry Egyptian god.

to:

** ''VideoGame/TombRaiderIII'' has two clear examples in Tony and [[NoNameGiven that the guy in Temple of Puna]]. Being hit by their respective fiery rain and lightning bolt is certain death, so it only seems fair. Sophia Leigh is also mostly stationary, and doubles as a PuzzleBoss.
** ''VideoGame/TombRaiderTheLastRevelation'': The final "boss" of ''VideoGame/TombRaiderTheLastRevelation'' consists entirely of escaping the level while under constant fire from an angry Egyptian god.



* Based on demo's shown so far, the larger bosses in ''VideoGame/GuildWars2'' like The Sunless or Shatterer make a DramaticEntrance, then remain in a single spot for the entire battle despite an Asura WaveMotionGun being aimed at his exact spot. Then again, [[AcceptableBreaksFromReality there would be no way to defeat him if he just flew around.]]
* The Outposts in ''VideoGame/BattlestarGalacticaOnline'' are of this sort, though their non-unique status means they're more like {{King Mook}}s. They have [[DamageSpongeBoss so much health]] and firepower, though, that you will still need a large party to take one down.
* ''VideoGame/RuneScape'' has the behomoth Stomp, who's only partway through a portal from another dimension because the rest of him won't fit and is therefore completely unable to pursue the player around the boss room, and the stalker Shadow-Forger Ihlakhizan, who is tied to four pillars over a deep pit and also completely immobile. This immobility does not make them any less deadly to an inexperienced or underprepared team.
* Rock Minotaurs in ''VideoGame/GodOfWarII'' are generally these. If you see a random pile of rocks between you and a grapple point, chances are when you approach it you'll be greeted by a rock minotaur.
* A number of bosses in the ''VideoGame/{{Geneforge}}'' series. Sometimes they are a MookMaker who simply doesn't have legs, others are literally wired into {{Magitek}} support systems.
* The final boss of ''VideoGame/FestersQuest'' is a machine which stands in one place, firing straight ahead.
* Von Toad II's machine in ''[[VideoGame/{{Something}} Something Else]]'' can't move but it's quite big. The only way to hit it is to jump on the ball projectiles it shoots out.
* In the first ''VideoGame/{{Gothic}}'', we have [[spoiler:Sleeper]]. He just stands in one spot and shoots fireballs at you while you try to break 5 pedestals standing around him.
* In ''VideoGame/ElShaddaiAscensionOfTheMetatron'', the final battle with Ezekiel has her morph into a giant blob of flesh that sits in the middle of the arena, firing radial elemental-based attacks at you. At certain points, she splits in half and the top part of her chases you around while the bottom half stays where it is.
* ''VideoGame/AlienVsPredatorCapcom'' will pit you against the Alien Queen, tied to her egg sac. She's immobile that way, but she still has a number of attacks (claws, teeth, acid, stinger tail) and a host of lesser aliens to help her. Remember the movie -- if you defeat her, rest assured that you haven't seen the [[RecurringBoss last of her]]...
* A very similar fight (and its similar [[RecurringBoss recurrence]]) happen in Creator/{{Konami}}'s ''Film/{{Aliens}}'' arcade shooter. More in accordance wih the movie than the previous example, the Queen doesn't attack at in the first fight (but lesser aliens are happy to oblige), and she's way more formidable in the second fight. Complete with the means of her final destruction.
* In ''VideoGame/TheMatrixPathOfNeo'', the three fights against the [[spoiler:Mega-Smith]] are a stationary fight, where Smith throws pieces of buildings and copies at you that you have to dodge.

to:

* Based on demo's shown so far, the ''VideoGame/GuildWars2'': The larger bosses in ''VideoGame/GuildWars2'' bosses, like The the Sunless or Shatterer Shatterer, make a DramaticEntrance, DramaticEntrance and then remain in a single spot for the entire battle despite an Asura WaveMotionGun being aimed at his exact spot. Then again, [[AcceptableBreaksFromReality there would be no way to defeat him if he just flew around.]]
around]].
* ''VideoGame/BattlestarGalacticaOnline'': The Outposts in ''VideoGame/BattlestarGalacticaOnline'' are of this sort, though their non-unique status means they're more like {{King Mook}}s. They have [[DamageSpongeBoss so much health]] and firepower, though, that you will still need a large party to take one down.
* ''VideoGame/RuneScape'' ''VideoGame/{{Runescape}}'' has the behomoth Stomp, who's only partway through a portal from another dimension because the rest of him won't fit and is therefore completely unable to pursue the player around the boss room, and the stalker Shadow-Forger Ihlakhizan, who is tied to four pillars over a deep pit and also completely immobile. This immobility does not make them any less deadly to an inexperienced or underprepared team.
* %%* ''VideoGame/GodOfWarII'': Rock Minotaurs in ''VideoGame/GodOfWarII'' are generally these. If you see a random pile of rocks between you and a grapple point, chances are when you approach it you'll be greeted by a rock minotaur.
minotaur.%%Which is an example how?
* ''VideoGame/{{Geneforge}}'': A number of bosses in the ''VideoGame/{{Geneforge}}'' series. bosses. Sometimes they are a MookMaker who simply doesn't have legs, while others are literally wired into {{Magitek}} support systems.
* ''VideoGame/FestersQuest'': The final boss of ''VideoGame/FestersQuest'' is a machine which stands in one place, firing straight ahead.
* ''VideoGame/{{Something}}'': Von Toad II's machine in ''[[VideoGame/{{Something}} Something Else]]'' ''Something Else'' can't move but it's quite big. The only way to hit it is to jump on the ball projectiles it shoots out.
* ''VideoGame/{{Gothic}}'': In the first ''VideoGame/{{Gothic}}'', we have [[spoiler:Sleeper]]. He game, [[spoiler:Sleeper]] just stands in one spot and shoots fireballs at you while you try to break 5 the five pedestals standing around him.
* In ''VideoGame/ElShaddaiAscensionOfTheMetatron'', the ''VideoGame/ElShaddaiAscensionOfTheMetatron'': The final battle with Ezekiel has her morph into a giant blob of flesh that sits in the middle of the arena, firing radial elemental-based attacks at you. At certain points, she splits in half and the top part of her chases you around while the bottom half stays where it is.
* ''VideoGame/AlienVsPredatorCapcom'' will pit pits you against the Alien Queen, tied to her egg sac. She's immobile that way, but she still has a number of attacks (claws, teeth, acid, stinger tail) and a host of lesser aliens to help her. Remember the movie -- if you defeat her, rest assured that you haven't seen the [[RecurringBoss last of her]]...
* A very similar fight (and its similar [[RecurringBoss recurrence]]) happen in Creator/{{Konami}}'s ''Film/{{Aliens}}'' arcade shooter. More in accordance wih the movie than the previous example, the %%* ''Film/{{Aliens}}'': The Queen doesn't attack at in the first fight (but lesser aliens are happy to oblige), and she's way more formidable in the second fight. Complete with the means of her final destruction.
fight.
* In ''VideoGame/TheMatrixPathOfNeo'', the ''VideoGame/TheMatrixPathOfNeo'': The three fights against the [[spoiler:Mega-Smith]] are a stationary fight, where Smith throws pieces of buildings and copies at you that you have to dodge.



** ''[[UpdatedRerelease Rebirth]]'' adds in Mega Maw and his posthumous version, The Gate. They're disembodied heads (The Gate being a skull, actually) that fire BulletHell patterns at you. Mr. Fred is also a stationary boss, but ducks underground occasionally.

to:

** ''[[UpdatedRerelease Rebirth]]'' adds in Mega Maw and his posthumous version, The the Gate. They're disembodied heads (The (the Gate being a skull, actually) that fire BulletHell patterns at you. Mr. Fred is also a stationary boss, but ducks underground occasionally.



* The Idol in ''VideoGame/IcewindDale'' is an immobile statue that can only attack via spells, making it [[AntiClimaxBoss easy to defeat]] via spamming Area of Effect spells from beyond its visual range after taking care of its guards.
* The ''[[VideoGame/AladdinVirginGames Aladdin]]'' LicensedGame for the UsefulNotes/SegaGenesis has three examples; Razoul in Agrabah Rooftops, Iago in the Sultan's Palace, and Jafar in the final level never move from the positions you see them in when you find them.
* In most versions of the ''VideoGame/TheJungleBook'' LicensedGame, the final boss, Shere Khan, does not move from his spot. In the [[UsefulNotes/NintendoEntertainmentSystem NES]], [[UsefulNotes/SegaGenesis Genesis]], UsefulNotes/GameBoy, and PC versions, he stands on a cliff on the right side of the screen, flinging embers and blowing fire rings at Mowgli as he tries to keep his balance above a fire pit. In the [[UsefulNotes/SegaMasterSystem Master System]] and UsefulNotes/GameGear versions, Khan sits on a boulder in the middle of the screen and doesn't attack at all. Mowgli has to dodge the fire around him as he throws fire at Khan.
* Dr. Peace from ''VideoGame/NoMoreHeroes'' functions as one, simply shooting at the player from the pitcher's mound in the arena.
* The Spider Queen, the final boss of ''VideoGame/{{Vectorman}} 2'', does not move from her spot.

to:

* ''VideoGame/IcewindDale'': The Idol in ''VideoGame/IcewindDale'' is an immobile statue that can only attack via spells, making it [[AntiClimaxBoss easy to defeat]] via spamming Area of Effect spells from beyond its visual range after taking care of its guards.
* The ''[[VideoGame/AladdinVirginGames Aladdin]]'' LicensedGame for the UsefulNotes/SegaGenesis ''VideoGame/AladdinVirginGames'' has three examples; Razoul in Agrabah Rooftops, Iago in the Sultan's Palace, and Jafar in the final level never move from the positions you see them in when you find them.
* ''VideoGame/TheJungleBook'': In most versions of the ''VideoGame/TheJungleBook'' LicensedGame, the final boss, Shere Khan, does not move from his spot. In the [[UsefulNotes/NintendoEntertainmentSystem NES]], [[UsefulNotes/SegaGenesis Genesis]], UsefulNotes/GameBoy, and PC versions, he stands on a cliff on the right side of the screen, flinging embers and blowing fire rings at Mowgli as he tries to keep his balance above a fire pit. In the [[UsefulNotes/SegaMasterSystem Master System]] and UsefulNotes/GameGear versions, Khan sits on a boulder in the middle of the screen and doesn't attack at all. Mowgli has to dodge the fire around him as he throws fire at Khan.
* ''VideoGame/NoMoreHeroes'': Dr. Peace from ''VideoGame/NoMoreHeroes'' functions as one, simply shooting at the player from the pitcher's mound in the arena.
* ''VideoGame/{{Vectorman}}'': The Spider Queen, the final boss of ''VideoGame/{{Vectorman}} 2'', the second game, does not move from her spot.



* In ''VideoGame/BattleGaregga'', the screen stops for the only time in the game partway through Stage 6, where the player must fight against a [[CoresAndTurretsBoss wall of turrets]] to advance.
* In ''VideoGame/ESPRaDe''[='=]s final stage, the midboss Gogyo Kakushi is a pair of stationary Yaksa members who erect a force field blocking the player from entering Yaksa's headquarters, supported by two turrets and [[FlunkyBoss an indefinite number of infantry and vehicles supplementing their firepower]].

to:

* In ''VideoGame/BattleGaregga'', the ''VideoGame/BattleGaregga'': The screen stops for the only time in the game partway through Stage 6, where the player must fight against a [[CoresAndTurretsBoss wall of turrets]] to advance.
* ''VideoGame/ESPRaDe'': In ''VideoGame/ESPRaDe''[='=]s the final stage, the midboss Gogyo Kakushi is a pair of stationary Yaksa members who erect a force field blocking the player from entering Yaksa's headquarters, supported by two turrets and [[FlunkyBoss an indefinite number of infantry and vehicles supplementing their firepower]].
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Instant Awesome Just Add Dragons is now a disambiguation, removing pointless wicks


* [[TarotMotifs Th]][[AnIcePerson e]] [[InstantAwesomeJustAddDragons Wor]][[OneWingedAngel ld]] from ''VideoGame/HouseOfTheDead 4''.

to:

* [[TarotMotifs Th]][[AnIcePerson e]] [[InstantAwesomeJustAddDragons [[OurDragonsAreDifferent Wor]][[OneWingedAngel ld]] from ''VideoGame/HouseOfTheDead 4''.
Is there an issue? Send a MessageReason:
Crosswick.


Compare PivotalBoss and BattleshipRaid. Contrast HighSpeedBattle. Not to be confused with a ''[[ArtAttacker Stationery]]'' Boss who attacks you with memos, box files, pens, ink, staplers etc.

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StationaryEnemy is this but for regular enemies. Compare PivotalBoss and BattleshipRaid. Contrast HighSpeedBattle. Not to be confused with a ''[[ArtAttacker Stationery]]'' Boss who attacks you with memos, box files, pens, ink, staplers etc.
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None


* In ''VideoGame/ESPRade''[='=]s final stage, the midboss Gogyo Kakushi is a pair of stationary Yaksa members who erect a force field blocking the player from entering Yaksa's headquarters, supported by two turrets and [[FlunkyBoss an indefinite number of infantry and vehicles supplementing their firepower]].

to:

* In ''VideoGame/ESPRade''[='=]s ''VideoGame/ESPRaDe''[='=]s final stage, the midboss Gogyo Kakushi is a pair of stationary Yaksa members who erect a force field blocking the player from entering Yaksa's headquarters, supported by two turrets and [[FlunkyBoss an indefinite number of infantry and vehicles supplementing their firepower]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/ESPRade''[='=]s final stage, the midboss Gogyo Kakushi is a pair of stationary Yaksa members who erect a force field blocking the player from entering Yaksa's headquarters, supported by two turrets and [[FlunkyBoss an indefinite number of infantry and vehicles supplementing their firepower]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/BattleGaregga'', the screen stops for the only time in the game partway through Stage 6, where the player must fight against a [[CoresAndTurretsBoss wall of turrets]] to advance.
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None


** Nemesis' final form in ''VideoGame/ResidentEvilRemake''. It's also [[AttackOfTheFiftyFootWhatever massive]].

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** Nemesis' final form in ''VideoGame/ResidentEvilRemake''.''VideoGame/ResidentEvil3Remake''. It's also [[AttackOfTheFiftyFootWhatever massive]].

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