The Grim Reaper
Boss · Native to the Gamer Crypt
This article is about the creature. For the region, see the Gamer Crypt.
The Grim Reaper is a boss creature found in the Gamer Crypt. It has 9,500 hitpoints and hits for up to 140, placing it among the ten most dangerous creatures in the game (#9 of 511).
It drops Scythe of the End and 4 other items, and yields 3,800 experience and 4,000 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 9,500
- DAMAGE
- 140
- DPS
- ~200
- SPEED
- 13 / 28.6
- EXPERIENCE
- 3,800
- COINS
- 4,000
At 0.7 seconds a swing for 140, sustained contact costs roughly 200 health per second. The charge multiplier takes it from 13 to 28.6 while closing.
Behaviour
- Ghostly
- Translucent and hovering above the terrain. Player-built walls and structures do not block it, so safespotting has no effect.
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Scythe of the End | 1 | Common · 90% | Weapon |
| Hourglass Wand | 1 | Common · 60% | Weapon |
| Grim Hood | 1 | Always | Material |
| Grim Robe | 1 | Common · 80% | Material |
| Death Token | 6 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Grim Reaper spawns inside the Gamer Crypt, a region of radius 20 centred on 96, -96. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.4% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Death Wisp 160 HP
- Bone Reaver 300 HP
- Crypt Reaper 250 HP
Strategy
- Walls will not stop it — build for footing and sightlines, not for cover.
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 140 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.