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Community documentation for Blister Online, build 1327.

The Null Leviathan

Boss · Native to The Void Reef

This article is about the creature. For the region, see The Void Reef.

The Null Leviathan is a boss creature found in The Void Reef. It has 11,000 hitpoints and hits for up to 140, placing it among the ten most dangerous creatures in the game (#6 of 511).

It drops Eclipse Scythe and 7 other items, and yields 4,800 experience and 6,000 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
11,000
DAMAGE
140
DPS
~200
SPEED
12 / 26.4
EXPERIENCE
4,800
COINS
6,000

At 0.7 seconds a swing for 140, sustained contact costs roughly 200 health per second. The charge multiplier takes it from 12 to 26.4 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

Drop table — 8 items
ItemQuantityRarityType
Eclipse Scythe1AlwaysWeapon
Gravity Cannon1Common · 70%Weapon
Void Veil1AlwaysArmour
Void Shroud1AlwaysArmour
Void Leggings1AlwaysArmour
Eclipse Ore8AlwaysMaterial
Void Pearl14AlwaysMaterial
Gold Bar14AlwaysMaterial

Coins and experience are awarded separately and are not part of the drop table.

Location

The Null Leviathan spawns across The Void Reef, one of the open-world biomes rather than a fixed landmark. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.7% of rolls — and only when no other instance is alive. It shares the table with 2 other creatures.

Others on this spawn table

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.