BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

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

Drop table — 4 items
ItemQuantityRarityType
Gravewarden Scythe1AlwaysWeapon
Spectral Lantern1Common · 70%Weapon
Ghost Sheet1AlwaysArmour
Ghost Essence12AlwaysMaterial

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

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.