Greater Abyssal Demon
“A drifting tear of shadow. Whatever it once was, the void took it long ago and kept it. Look too long and your head starts to ache.”
Fighting it
- It swings back once every 2 of your combat inputs, whether your attack hit or not.
- A kill is worth about 32,400 Melee or Ranged XP, or 44,550 Magic XP, plus about 10,814 Hitpoints XP. XP is paid per point of damage and shared out by your stance (a stance that sends half to Defence pays it at Defence's rate of 8). A finishing blow that overshoots adds a little more; poison and Vengeance damage pay nothing; XP bonuses from gear and food add on top.
- Its hits roll from 0 to 40 (half its Strength, plus one). The prayer Bladeguard blocks them completely.
- Soft or unarmoured: Melee and Ranged tear in; Magic only lands normally.
- On 12% of its turns it hardens instead of attacking: its defence counts ×1.25 for your next 8 combat inputs.
- With the Mounted Abyssal Head built in your Holding it hits you 10% softer.
A superior
The superior form of the Abyssal Demon. With the Slayer unlock Bigger and Badder, every on-task kill of one has a 1/200 chance that the next to appear is this instead. It fights the same way, a good deal tougher. A kill counts once toward your task and gives 162,000 Slayer XP. It rolls its normal drops 3 times, plus a 2.27% chance at one of these:
Imbued Heart (12.5% of those)
Dust Battlestaff (43.8% of those)
Mist Battlestaff (43.8% of those)
It vanishes if you change target, die or log out before it appears. Its kills are counted separately from the Abyssal Demon's.
Drops
Every row rolls on its own, so one kill can drop several things. Drops go straight to your bank (a pet goes straight onto you). Gear and potions that raise your rare find chance don't change these odds.
| Item | Amount | Chance per roll (3 rolls a kill) |
|---|---|---|
| Gold | 150–350 | Always |
| 6–9 | Always | |
| 15–30 | 70% | |
| 2–6 | 40% | |
| 1 | 25% | |
| 1 | 10% | |
| 1 | 6% | |
| 1 | 5% | |
| 1 | 4% | |
| 1 | 4% | |
| 1 | 1% | |
| Rare drop table | 1 roll | 1/128 |
| 1 | 1/200 | |
| 1 | 1/200 | |
| 1 | 1/200 | |
| 1 | 1/2,000 | |
| 1 | 1/2,000 | |
| 1 | 1/2,000 | |
| 1 | 1/5,000 | |
| 1 | 1/6,000 | |
| 1 | 1/10,000 |
1/128 of kills also reach into the rare drop table.
After a kill the next one appears 2.5 seconds later. Dying costs nothing but time: a 15-second wait before you can fight again. The Agility perks Hot Pursuit and Second Wind shorten both (see Combat).
Every number on this wiki is read from RuneClick 3.3.0's own game files, so it matches what the game does. It updates itself when a new version ships. Spot something off? Tell us on the Discord.
