Beastmould

The Beastmould is an optional boss found in the White Palace. It guards the Pale King's workshop.

Lore
The Beastmould is a Void construct created by the Pale King to guard and protect the White Palace, and specifically his workshop where he experimented with Void. The Pale King was wary of putting such a large quantity of Void into one creature, but the Beastmould did not exhibit any obvious flaws when tested. The Beastmould appears to have had some contact with the Hollow Knight, but exactly what this entailed is unclear.

In-Game Events
The Beastmould can be found in the secret workshop sub-area of the White Palace. Its arena can be accessed by using Desolate Dive on a cracked part of the ground there, and then heading to the right. A bench and lore tablet are also nearby to the left, but leaving the room sets your respawn point back to the atrium bench.

When encountered, the Beastmould is lying on the ground in the center of the room, seemingly deactivated. However, when approached, the doors of the room close and the Beastmould springs to its feet and attacks. Upon defeat, the Beastmould shatters, sending pieces of void and armor in all directions.

In the room to the right of the Beastmould's arena is a chest containing the Soul Shape charm. The floors in this room bear a resemblance to those seen in the Black Egg and the Pure Vessel's arena, lighting up when the knight steps on them.

Behavior and Tactics
The Beastmould uses the following attacks:

Stagger Values
 * Charge. The Beastmould runs in the knight’s direction, not stopping until it either hits a wall or the knight moves to the other side of the Beastmould. If it hits a wall, the impact causes three pieces of debris to fall from the ceiling of the arena. If the knight moves to the other side of the Beastmould, it will skid to a stop, then begin chasing the knight again. If the Beastmould is forced to turn around three times, it will stop charging and use its Boomerang attack.
 * Jump. The Beastmould hops 3-6 times towards the knight in short, tall arcs like that of a Great Hopper. For the last jump, the Beastmould jumps noticeably higher, and it creates a shockwave when it hits the ground.
 * Swipe. If the knight stays too close to the Beastmould for too long, it will use one of its legs to make a quick swipe at the knight. This swipe does not have much range but the attack happens quickly.
 * Boomerang. The Beastmould shoots a boomerang at the knight. The boomerang is similar in design to that of a Kingsmould, and it follows a similar trajectory, but it is considerably larger.
 * Spike Volley. The Beastmould fires five of its head spikes at the knight. The spikes fly in a tall arc before landing, and there is only a small gap between each spike. When landing, the spikes become embedded in the ground and remain dangerous for around two seconds or until the knight hits them with its nail. The Beastmould’s spikes grow back as soon as it launches them, but it will not use this attack again until all of the existing spikes have been removed.
 * Void Burst. The Beastmould hunches down for a moment, then rears up and a ring of void tendrils bursts from its back. The void tendrils stay active for about half of a second before retreating back inside the Beastmould. The void tendrils reach further than the length of the knight’s nail. The Beastmould only uses this attack when it has less than 33% HP remaining.

Description: The Beastmould bends downwards, shaking and slowly leaking void particles.

Hits: 17

Combo: 12

Combo Time: <1s per hit