Last updated Jul 30, 2026
The Crimson Reaper
A long fight that punishes unmanaged bleed stacks.
The Crimson Reaper is a single boss encounter built around stacking bleed pressure, a pulse-lock heart mechanic, and escalating blood magic across three phases. It builds an arena automatically on spawn and grows more dangerous the longer the fight goes on. The bleeding stacks, the totems pulse, and the Reaper itself feeds on death nearby.
Spawn Command
/mm egg get CRIMSON_REAPER
The arena pastes automatically via FAWE when the Reaper is summoned. Ensure FAWE is installed and the spawn area is clear.
Phase Breakdown
100% to 70% Health
The Reaper opens with heavy melee pressure and begins placing Blood Totems around the arena edge. Each totem pulses a slow bleed on all players within range. Individually manageable, but they stack. Destroying them is possible but the Reaper will re-summon them after a short delay.
- Blood Slash. A wide melee arc that applies two bleed stacks
- Blood Totem placement. Three totems placed at arena edge, pulsing bleed aura
- Sanguine Dash. Rapid charge toward the furthest player
- Crimson Minion spawn. Standard melee adds join the fight
70% to 35% Health
At 70%, the Reaper's Bleeding Heart activates. A massive crimson heart structure appears at arena center and begins pulsing every several seconds. Each pulse amplifies every bleed effect on every player. If bleed stacks are high when the pulse fires, it is lethal. Players must balance attacking the Reaper against managing their bleed stacks between pulses. Crimson Fighters and Hunters enter during this phase and apply additional pressure.
- Bleeding Heart. Arena-center structure, pulses bleed amplification on a timer
- Pulse-Lock. Players above a bleed threshold are briefly rooted at each pulse
- Crimson Fighter spawn. Armored adds with their own bleed attacks
- Crimson Hunter spawn. Ranged adds that prioritize players managing bleed
- Hemorrhage. Targeted bleed burst on the highest-threat player
- Totem surge. Existing Blood Totems pulse more frequently
35% to Death
The Bleeding Heart enters frenzy mode at 35%. Pulses fire twice as fast and the Reaper enters a permanent berserk state. Blood Totem count increases to five. All remaining Crimson minions receive a health and damage buff. The Reaper gains Crimson Shroud, a brief damage reduction window it activates when below 20% health, extending the fight's final stretch. Kill the Bleeding Heart to remove the shroud and end the fight.
- Frenzy. Reaper speed and damage increased significantly
- Bleeding Heart frenzy. Double pulse rate, cannot be destroyed until Reaper reaches 20%
- Crimson Shroud. Damage reduction shield at 20%, broken by destroying the Bleeding Heart
- Blood Cascade. Chain bleed between players if they stand too close together
- Final Harvest. A devastating channel the Reaper opens when Bleeding Heart is destroyed
Key Mechanics
Blood Totems
Pillar structures placed by the Reaper that pulse bleed aura. They respawn after destruction in Phases I and II; in Phase III five are active simultaneously.
Bleeding Heart
The arena's central structure in Phase II and III. Each pulse amplifies all bleed effects on all players. The fight's most dangerous mechanic by a wide margin when stacks are high.
Pulse-Lock
Players with high bleed stacks are rooted briefly during each Bleeding Heart pulse. Getting rooted during a burst phase is usually fatal.
Crimson Shroud
The Reaper's last stand at 20%. Reduces all incoming damage until the Bleeding Heart is destroyed. Buying time during this window is the hardest part of the fight.
Blood Cascade
Phase III mechanic. Bleed stacks spread between players standing within a short radius. Positioning and spacing matter more in this phase than any other.
Arena Auto-Build
The arena pastes from a schematic on Reaper spawn. Crimson stone, blood stains, and totem anchor points are pre-placed in the build.
Entities
The Crimson Reaper
The main boss. Three phases, Bleeding Heart synergy, and Crimson Shroud finale.
Crimson Minion
Standard melee adds. Spawned in Phase I and persist through the fight.
Crimson Fighter
Armored Phase II adds. Hits hard and applies bleed on every hit.
Crimson Hunter
Ranged Phase II adds. Targets players who are visibly managing bleed stacks.
Bleeding Heart
Arena structure that pulses bleed amplification. Destroying it ends Crimson Shroud.
Blood Totem
Placed throughout the fight. Each one adds to the bleed aura stacking on all players.
Drop Items
Fourteen player drops from materials through legendary artifacts. Black Chestplate and Black Boots are boss cosmetics used by the Reaper itself, not player loot.
Crimson Essence
Crafting material. Concentrated fragment of the Reaper's power.
Soul Fragment
Crafting material. Tormented soul shard used in legendary crafts.
Crimson Reaper's Scythe
Legendary weapon of the Reaper. Crit and lifesteal focused.
Blood Crystal Sword
Epic sword forged from crystallized blood.
Soul Reaper Dagger
Rare fast dagger that cuts flesh and spirit.
Crimson Guardian Shield
Epic shield with crimson protective energy.
Reaper's Cloak
Epic cloak that grants supernatural mobility.
Crimson Boots of Speed
Rare boots infused with crimson lightning.
Blood Infused Helmet
Rare helmet that sharpens combat prowess.
Crimson Crown of Dominion
Legendary crown for those who conquer the Reaper.
Soul Harvester
Legendary weapon built for harvesting souls and essence.
Crimson Reaper's Heart
Legendary artifact. Still-beating heart of the Reaper.
Eternal Crimson Orb
Legendary orb holding the Reaper's eternal essence.
Blood Moon Artifact
Legendary artifact channeling blood moon power.
Requirements
- MythicMobs. Required for all boss, minion, and skill logic
- FAWE. Required for the arena schematic auto-paste on spawn
- LibsDisguises. Required for correct Reaper skin
- MythicCrucible. Required for boss drop items
Place the pack folder into MythicMobs and the arena schematic into your FAWE schematics folder. The arena pastes automatically on Reaper spawn. Do a full server restart after installing all files.
Check the included schematic dimensions note before spawning in a tight space. The arena requires a clear footprint.