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
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.
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.
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.
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.
| Attack | Reach | Damage | What to Know |
|---|---|---|---|
| Parry Counter | 5 blocks | 20, plus daggers | Stuns you for almost 3 seconds, only when you hit it while it waits |
| Double Slash | 5 blocks | 15 then 17 | Its bread and butter, sometimes ends in an 18 damage slam |
| Backflip Slash | 3.5 blocks | 20 | Flips away and comes straight back in |
| Flip Smash | 5 blocks | 18 to 21 | A line of Soul Pillars comes up under the smash |
| Side Roll Spin | 5 blocks | 17 or 18, twice | Rolls sideways then spins through you with pillars |
| Dagger Volley | 12 blocks | 6 each, three or four | Homing, thrown when you keep your distance |
| Stab Grab | 4 blocks | 17, then it holds you | Drains you three times, heals itself, then throws you |
| Jump Slam | 3 blocks | 24 | Leaps at you and lands on you |
| Soul Trident | 16 blocks | 8 plus a little | Orion only, thrown while spinning |
| Finisher | 7 blocks | 15 to 25, many hits | Orion 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 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 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.
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.

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.
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.

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.
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.
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.
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.
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
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.
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.
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.
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.





