Much like the
Castle Thorn circle, the
invisible blood pools during Falgravn and invisible port locations during DSR Twins, and the hulks on the final boss of SWR HM, bosses resetting shortly after being engaged has been a
longstanding issue with no developer comment. In 2024, I
made a post following a bugfix for werewolf pack leader. But to this day, temporary summon abilities
still reset bosses such as the Cadaverous Menagerie in Fang Lair and Cernunnon in Falkreath Hold (my understanding is that this can happen to any encounter that has an assortment of bosses at the beginning of combat. It's clearly fine with 2 (this doesn't happen in Oathsworn Pit) but 3 or more might be the problem). Warden, nightblade, and necromancer all have abilities that trigger this: betty netch and its morphs, dark shade, skeletal mage and its morphs, and spirit mender and its morphs. I'm not sure if blastbones and bear affect this but the ones I've listed continue to trigger this bug consistently. The bosses will not stay unless the summon is not used until after combat starts.
With warden coming up on the refresh, can this please be fixed alongside any changes to netch?
Edited by Soarora on 20 February 2026 23:16 [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.