The Undertaker
Boss · Native to the Tumbleweed Strip
This article is about the creature. For the region, see the Tumbleweed Strip.
The Undertaker is a boss creature found in the Tumbleweed Strip. It has 5,400 hitpoints and hits for up to 86, placing it in the middle of the bestiary by hitpoints (#90 of 511).
It drops Old Revolver and 3 other items, and yields 2,300 experience and 2,600 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
- 5,400
- DAMAGE
- 86
- DPS
- ~123
- SPEED
- 10 / 22
- EXPERIENCE
- 2,300
- COINS
- 2,600
At 0.7 seconds a swing for 86, sustained contact costs roughly 123 health per second. The charge multiplier takes it from 10 to 22 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 |
|---|---|---|---|
| Old Revolver | 1 | Always | Material |
| Tin Star | 1 | Always | Material |
| Dusty Gold | 10 | Always | Material |
| Stash of Cash | 3 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
The Undertaker spawns inside the Tumbleweed Strip, a region of radius 18 centred on -160, -120. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Tumbleweed Phantom 140 HP
- Dead Outlaw 170 HP
- Dust Devil Wraith 190 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 86 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.