|The green hooded serpent of the poison waste.|
|Melee, Magic, Ranged|
Zulrah is a level 725 solo-only snake boss. Players can only harm it with Ranged or Magic; though Zulrah can be reached with a Halberd, it is immune to melee attacks. Zulrah's gender is ambiguous; the High Priestess as well as slayer masters refer to it as male, while the examine text of Zulrah's boss lair display refers to it as female.
Warning to all Hardcore Ironmen!
While you do keep your items on death at Zulrah, it is treated as a normal pvm death. You will lose your status if you die here!
Zulrah is located in a shrine east of Zul-Andra. Players can get to Zul-Andra in one of two ways:
Zulrah's shrine is accessed by boarding the sacrificial boat. Upon entering the shrine, Zulrah will appear. The only way to escape from the shrine is by either teleporting out or killing/dying to Zulrah.
Zulrah uses venom that starts off at 6 damage. Unlike poison which decreases over time, venom increases by 2 every time it hits. If not cured, the damage will continue to increase, eventually reaching a cap of 20. Venom can be cured instantly by drinking any anti-venom potion, or turned to regular poison by drinking any antipoison potion, which can then be cured normally by another dose of antipoison. Wearing a serpentine helm will prevent the player from becoming envenomed. Anti-venom+ is the only potion that will provide immunity to venom for 3 minutes. Regular Anti-venom does not provide any immunity to venom.
Zulrah changes forms by diving into the swamp and then reappearing somewhere in the arena (either in the middle or just outside the middle area, in a certain order depending on the first spawn after the Ranged-Melee-Magic attacks). Zulrah changes forms in predictable patterns, referred to by players as “rotations” due to the fact that Zulrah's position rotates around the island as it changes forms.
Zulrah has different attacks depending on its current colour.
If Zulrah is not killed by the end of a rotation, a new rotation will start. The new rotation can be any of the four rotations.
Zulrah and the snakelings can envenom the player very frequently even through protection prayers. However, the toxic clouds cannot inflict venom, nor can they be protected against. It is recommended to use Anti-venom+ after becoming envenomed to maximize their effectiveness.
Zulrah's green and red forms are weak to Magic. Zulrah's blue form is weak to range. For fastest kills, it is recommended to bring your best range gear and your best magic gear. If you are new to Zulrah and are just trying to learn the rotations, just bring range gear with Ruby Bolts (e).
Zulrah is a very dynamic boss. As such, the gear and inventory selection will vary greatly depending on the player. Some players may want to prioritize DPS while others may want to prioritize convenience items like the Serpentine Helmet, despite its negative attack bonuses. Here are standard setups for hybrid, ranged, and mage. You may want to change several things along the way depending on what gear you have available to you and what style of play you prefer. Make sure that you have some form of protection against venom, and some form of recoil damage to help kill the snakelings.
Recoil Damage Methods
Venom Protection Methods
Zulrah has several unique drops, all of which are worth a large amount of money. The full Drop tables can be found on the official Wiki Drops Page. This page will auto update if any changes are made. Zulrah drops hard and elite level Clue Scrolls.
|Zulrah teleport||Used to teleport to Zul-andrah|
|Serpentine visage||Used to craft Serpentine Helm|
|Tanzanite fang||Used to craft Toxic Blowpipe|
|Magic fang||Used to create Toxic Trident and Toxic Staff of the Dead|
|Magma mutagen||Used to create Magma Serpentine Helm|
|Tanzanite mutagen||Used to create Tanzanite Serpentine Helm|
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