Possessed Paladin

How to wake and beat the Possessed Paladin in Legendary Monsters: its parry, Soul Fracture, the Orion phase at 65% health, and the Soul Great Sword it drops.

Legendary Monsters Wiki Updated 8 min read

The Possessed Paladin is the boss of the Collapsed Kingdom, a suit of knight’s armor with a trapped soul inside, asleep in the arena at the bottom of the dungeon. It has 400 health, 12 armor, hits for 15 to 25, and caps every hit you land at 21. Its parry makes it the hardest fight in the mod, as the counter stun costs half a health bar.

Below 65% health it stops, goes invulnerable for a few seconds and comes back as Orion, The Fractured Omen, with a red aura and a longer list of attacks. Kill it and you get the Soul Great Sword, which is the mod’s best melee weapon and carries the same parry the boss uses on you, plus a Corrupted Soul for the Knight Summoners.

Location

The Possessed Paladin only exists inside the Collapsed Kingdom, which generates underground beneath Forests, Birch Forests and Plains. The arena is the last room in the dungeon, under the second Somber Trapdoor, so reaching it means beating both Haunted Duo pairs for their Somber Key halves, as the rooms are shelled in unbreakable blocks.

The surface ruin of the Collapsed Kingdom, a gray stone castle with a tall spired keep and a round tower above a spruce forest
The Possessed Paladin is deep below the Collapsed Kingdom

The Eye Of Ghost, made from Soul Torches around an Ender Pearl, points you at the nearest kingdom. Throw it like an Eye of Ender, follow the direction it flies, and throw again as you get closer, and it’ll bring you to the ruin’s surface entrance.

Eye Of Ghost
Soul Torch
Soul Torch
Ender Pearl
Soul Torch
Soul Torch
Crafting Table
→
Eye Of Ghost

What you’ll see from the surface is its gatehouse, a tall tower of Stone Bricks and Deepslate, and the way down is inside it. There’s no digging needed to reach the first hall.

/locate structure legendary_monsters:collapsed_kingdom

It’s asleep when you arrive and stays asleep until you right-click it, and nothing you do to it before that registers. Once woken it stands and talks for about 10 seconds while the boss bar fills, which is your last chance to eat or leave. There’s no putting it back to sleep, and the Fractured Apostles and Haunted Guards in the arena will already be awake by then.

Collapsed Kingdom Biomes (4)
minecraft:forest minecraft:birch_forest minecraft:old_growth_birch_forest minecraft:plains

Clear the arena’s smaller mobs before you touch the boss, as its sweeping attacks skip its own side and theirs don’t skip you. The arena’s a wide stone hall with room to circle, which you’ll need, and the trapdoor above is the only way out, as the walls can’t be broken.

Behavior

The Possessed Paladin fights like a duelist rather than a brute. It closes with short dashes, chains two and three hit sword combos, throws homing daggers when you back off, and reads your swings. Every one of its hits also puts a stack of Soul Fracture on you, which is covered below, and disables your Shield for 5 seconds.

Attacks

The parry is the attack to learn first. Whenever the Paladin is standing idle or squaring up to you with its parry off cooldown, any hit you land is canceled, and it answers with a wide 20 damage slash that stuns you for close to 3 seconds and throws six homing daggers. The parry then goes on a 5 second cooldown, which is your window.

Possessed Paladin Attacks
Attack Reach Damage What to Know
Parry Counter5 blocks20, plus daggersStuns you for almost 3 seconds, only when you hit it while it waits
Double Slash5 blocks15 then 17Its bread and butter, sometimes ends in an 18 damage slam
Backflip Slash3.5 blocks20Flips away and comes straight back in
Flip Smash5 blocks18 to 21A line of Soul Pillars comes up under the smash
Side Roll Spin5 blocks17 or 18, twiceRolls sideways then spins through you with pillars
Dagger Volley12 blocks6 each, three or fourHoming, thrown when you keep your distance
Stab Grab4 blocks17, then it holds youDrains you three times, heals itself, then throws you
Jump Slam3 blocks24Leaps at you and lands on you
Soul Trident16 blocks8 plus a littleOrion only, thrown while spinning
Finisher7 blocks15 to 25, many hitsOrion only, a 16 second combo ending in a 360 degree slam

The Stab Grab is the one that ends runs. If the forward stab connects it lifts you onto the blade, takes 2 damage plus 5% of your maximum health three times while healing itself, then flings you across the arena. It comes with a 10 second cooldown and a clear wind-up, a low stance with the sword pulled back, so sidestep the moment you see it.

The Possessed Paladin in the air with glowing cyan eyes and a long dark greatsword raised, in a dim candle-lit hall
The Paladin Leaps through the air

The Jump Slam is its hardest single hit at 24, as it leaps at you and comes down on top of you. It only reaches 3 blocks from where it lands, so keep moving sideways while it’s in the air rather than backing up in a straight line.

The Possessed Paladin crouched beneath a large cyan crescent slash, with a line of cyan circles running along the floor
A brutal Slam Attack

The Flip Smash is the one to watch the floor for, as a line of Soul Pillars comes up under the smash. Each pillar does 8 and adds a stack of Soul Fracture, so step off the line rather than standing in it.

Phases

From full health down to 65%, which is 260 health, it fights with a blue aura and the attacks above, minus the Trident and the finisher. Its combos are slower here and the parry’s the main danger, so this is the phase to learn its timing. Take it below 65% and it stops, becomes invulnerable, and speaks the line that names its second form.

Orion, The Fractured Omen

The transition lasts about 7 seconds and ends in a 15 damage burst around it, so back off while it talks. Orion throws two dagger volleys instead of one, adds a spinning Soul Trident throw, a jump smash combo and the 16 second finisher, and its Soul Pillars turn red. Nothing about the parry changes, which is a small mercy.

The Soul Trident is the change that matters most, because at 16 blocks it reaches you where nothing in the first phase could. Standing back to eat stops being safe once the pillars turn red, so top up your health before the 65% mark and not after it.

Orion, a dark armored knight with a red plume, surrounded by tall glowing red pillars and red circles on the floor of a stone hall
Orion fights with red attacks

The phase change isn’t permanent, and that catches people out. Lose the boss’s attention for a few seconds and it heals, and once it’s back above 65% it drops out of Orion and back into the first phase, with all of your progress gone. That’s why the fight has to be finished in one go.

Special Mechanics

Soul Fracture comes with nearly every hit it lands, including the daggers and the Soul Pillars. Each stack takes a fifth off your maximum health for 10 seconds, it stacks to five, and while you carry any stacks the effect strips Absorption every tick, so a Golden Apple‘s extra hearts vanish as you eat it. At five stacks you’re fighting on half a heart.

Golden Apples Do Nothing While Fractured

Eat them between combos when the stacks have fallen off, not in the middle of one. A Milk Bucket clears every stack at once and puts your health bar back to full size, which makes it the best consumable in this fight by a distance, so carry two.

On its own side, every hit you land is capped at 21, any hit within a second and a half of your last one is halved, and it gets half a second of invulnerability after each hit it takes. So a heavy weapon swung at its own pace does far better than a fast one, and spam clicking only wastes your damage.

The Possessed Paladin in a stone hall with a wide cyan sword sweep cutting across the foreground
The Paladin does a Sword Sweep attack

It takes nothing while you’re 4 blocks above or below it or more than 15 blocks away, and it breaks the blocks around itself every second hit. It’s immune to fire, to Arrows and to every potion effect, so the only thing that’ll hurt it is a melee weapon swung from the floor.

Drops

Every Possessed Paladin drops 1 Soul Great Sword and 1 Corrupted Soul, and Looting changes nothing. The sword is the reward the whole dungeon builds toward, and the soul is the rare ingredient in the Guard Summoner and the Knight Summoner, which give you a tamed knight of your own.

Possessed Paladin Drops

Possessed Paladin
Soul Great Sword
x1 100% LEGENDARY
Corrupted Soul
Corrupted Soul
x1 100% RARE

The Soul Great Sword hits for 14.5 with a long reach and a slow swing, repairs with Netherite Ingots, and its right-click is the boss’s parry turned around. Hold it as a hit lands and the hit’s reflected with bonus damage, you heal a fifth of your maximum health and the attacker starts Bleeding. Sneak and hold right-click at something up to 15 blocks away for six homing daggers.

Guard Summoner
Iron Ingot
Golden Halberd
Iron Ingot
Iron Ingot
Corrupted Soul
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Crafting Table
→
Guard Summoner
Knight Summoner
Iron Ingot
Knight's Sword
Iron Ingot
Iron Ingot
Corrupted Soul
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Crafting Table
→
Knight Summoner

The Corrupted Soul goes in the middle of either summoner, with 7 Iron Ingots around it and a Golden Halberd or a Knight’s Sword on top. One soul makes one summoner, so a Guard and a Knight both means two Paladins, and the Paladin doesn’t respawn once it’s dead.

Strategy

Full Netherite with Protection IV and a Sharpness V sword are the floor, and a slow weapon’s better than a fast one because of the halving. Bring two Milk Buckets, Golden Apples for the gaps between combos, and nothing that relies on a Bow, as Arrows are ignored. Fire Aspect, Smite and every Potion you could throw at it are wasted too.

Boss Fight Preparation

Never swing while it waits. Let it start a combo, step out of the first swing, and hit it once or twice while it’s locked into the animation, then back off before it finishes. If you’d like the parry out of the way, bait it with one cheap hit, eat the stun, and you’ve got 5 seconds of free swings before it can parry again.

Recommended Enchantments

Sharpness V
Every hit is capped at 21 anyway, so this gets a Netherite Sword close to it
Protection IV
The daggers, pillars and grab all ignore armor points, this does not
Unbreaking III
It is a long fight and the Shield will be disabled more than it is up

Keep the stacks down rather than the health up. When Soul Fracture reaches three, walk away for the last few seconds of the timer, drink Milk if it lands again, and only then eat. Stay inside 15 blocks so it never starts healing, and when Orion’s finisher starts, run, as the slam at the end is 25 damage and knocks your Shield out for 7 seconds.

FAQ

How do you wake up the Possessed Paladin?
›

Right-click it, because hitting it does nothing at all while it sleeps in the arena at the bottom of the Collapsed Kingdom. After the click it stands and speaks for about 10 seconds before the fight starts, so clear the arena’s Haunted Guards and Fractured Apostles first and use the speech to get yourself set.

Why does the Possessed Paladin block every hit?
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You’re hitting it while it’s idle. Any hit over 1 damage that lands while it stands still or squares up, with its parry off cooldown, is canceled and answered with a stunning counter slash. Only hit it while it’s mid attack, or take one parry on purpose and use the 5 second cooldown that follows.

What does the Possessed Paladin drop?
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Always 1 Soul Great Sword and 1 Corrupted Soul. The sword is a 14.5 damage greatsword with a parry on right-click that reflects hits and heals you, and a homing dagger throw on sneak. The Corrupted Soul is the center of the Guard Summoner and Knight Summoner recipes, so one Paladin gives you one knight companion.

Who is Orion, The Fractured Omen?
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It’s the Possessed Paladin’s second phase, which starts when it drops below 65% health. It goes invulnerable for about 7 seconds, renames its boss bar, and comes back red with a Soul Trident throw, double dagger volleys and a long finisher combo. It reverts to the first phase if you let it heal back above 65%, so finish the fight in one go.