The Grey Reaper
Boss · Native to the Sad Boy Hours
This article is about the creature. For the region, see the Sad Boy Hours.
The Grey Reaper is a boss creature found in the Sad Boy Hours. It has 6,000 hitpoints and hits for up to 120, placing it in the middle of the bestiary by hitpoints (#73 of 511).
It drops Gravewarden Scythe and 3 other items, and yields 2,800 experience and 2,200 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
- 6,000
- DAMAGE
- 120
- DPS
- ~171
- SPEED
- 13 / 28.6
- EXPERIENCE
- 2,800
- COINS
- 2,200
At 0.7 seconds a swing for 120, sustained contact costs roughly 171 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 |
|---|---|---|---|
| Gravewarden Scythe | 1 | Always | Weapon |
| Spectral Lantern | 1 | Common · 70% | Weapon |
| Ghost Sheet | 1 | Always | Armour |
| Ghost Essence | 12 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Grey Reaper spawns inside the Sad Boy Hours, a region of radius 8.8 centred on 18, -40. It occupies slot 4 of 4 on that spawn table, and being a unique boss it clears only 0.2% of rolls — and only when no other instance is alive. It shares the table with 4 other creatures.
Others on this spawn table
- Poltergeist 200 HP
- Banshee 260 HP
- Soul Warden 1,700 HP
- Doomscroller 140 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 120 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.