The portal opens without warning, once an hour, with a random boss out of sixty-odd. The reward goes not to whoever lands the final blow but to whoever fought. That's the whole philosophy of the plugin in two sentences.
A typical boss event quickly turns into routine: one mob, one route, one crowd at one spawn point. CloudBossArena comes at it from a different side. The plugin tracks the timer itself, decides who to send into the arena, counts each player's damage, and hands out the reward in proportion to each player's contribution. No "last hit takes the loot": 90% of the damage means 90% of the reward, 10% of the damage means 10% of the reward.
CloudBossArena is a boss plugin for a dedicated PvP arena on Paper/Spigot 1.19.4 (Java 17), developed by the Cloud Delight studio. Once an hour (the interval is configurable), one boss from a large roster spawns at random in the arena, and each has its own mechanic: some reflect damage, some spawn reinforcements, some detonate on the brink of death. The killed boss drops a "Boss Core" donation item, and the "Don" reward is split among everyone who took part in the fight, strictly by the percentage of damage dealt.
The arena is a point and a radius, nothing more complex. An admin stands in the center of the area and runs /boss arena set 40 (40 is the radius in blocks, any value works), and from that moment bosses spawn there. After that the plugin runs on a timer: every spawn.interval-minutes minutes (60 by default) it checks whether the current boss is alive, and if so, skips the spawn to avoid duplicates. A boss appearing and dying can optionally be broadcast to the whole server in chat.
The reward is calculated from actual damage: the engine sums each player's damage to the boss and, at the moment of death, hands out the "Don" currency in proportion to each player's share. Payout goes through PlayerPoints (the default), Vault, or any console command with the %player%/%amount% placeholders. There is a minimum payout threshold, which filters out pocket change for a stray hit. The reward amount is set separately for each boss and separately for its empowered version: in the default configs it ranges from 300 to 1600 "Don" per boss, depending on how dangerous it is.
A killed boss drops a "Boss Core" with a configurable chance (50% by default), a glowing donation item based on the Nether Star. Cores are spent through the optional "Soulreaper" NPC, placed with /boss npc set anywhere on the map (disabled by default). A right click on the Soulreaper opens a paged menu with all available bosses; the icon shows the base mob, the HP, and the reward separately for the regular and the empowered version. A left click summons the regular boss for 1 core, and a right click summons the "DEADLY" version for 2 cores: more health, nastier abilities, a higher reward. If someone is already fighting in the arena or spawning is forbidden in the world, cores are not deducted and are returned to the player.
Next to it you can place a holographic boss showcase (/boss stand set): a column of lines that cycles through the whole roster on its own, with an animated frame, a shimmering header, and a progress bar until the card changes. Which fields to show, how often to flip, and which colors to use are all in config.yml, with no code changes.
The full roster has 66 bosses, split evenly across 6 themed categories: Elements and Magic, Beasts and Nature, Undead and Darkness, Warriors and Duelists, Machines and Golems, Titans and Legends, 11 in each. Every boss has its own config file with two versions (normal/deadly) and a full set of parameters: health, damage, speed, armor, enchantments, effects, and abilities. You can rebalance on the fly, without a server restart, with the /boss reload command.
| Boss | Ability |
|---|---|
| Storm Lord | A Phantom with a skeleton archer, frequent lightning strikes across the arena |
| Ice Lich | Arrows immobilize, a slowness cloud, empowered shots |
| Meteor Mage | A hovering Blaze, meteor barrages, rage at low HP |
| Thunderer | Chain lightning, charged zones, a dash through a wall of lightning |
| Alchemist | Throws poison potions, places puddles and gas barrels |
| Graviton | A black hole pulls players to the center and bends arrows |
| Chrono Mage | Slows a zone, rewinds the fight, stops time |
| Elemental | Cycles through elements: fire, ice, lightning, earth |
| Frost Titan | Ice spikes, a freezing aura, an advancing line of ice |
| Stargazer | A shield of star orbs, vulnerable only after they're shot down |
| Tornado Caller | Whirlwinds toss players up, and at low HP, a mega tornado |
| Boss | Ability |
|---|---|
| Cactus | Immune to arrows, reflects damage, periodically boosts the reflect |
| Demonic Cow | A burning trail, a ring of fireballs, area damage |
| Horse in a Coat | Twice as fast as a horse, explodes on cooldown |
| Spider Mother | Hangs in the air, spawns up to fifty spiders |
| Chucky | A baby zombie on a fast chicken, blinds and withers |
| Centipede | A chain of segments, only the bottom one is vulnerable, arrow volleys |
| Hive Swarm | Several hive cores spawn bees and heal each other |
| Druid | A bear with a Zoglin rider: roar, vines, freezing in place |
| Pack | The wolf leader calls the pack and turns savage without it |
| Web Hunter | Webs slow players, a lasso pulls them in, a poisonous bite |
| Slime King | Splits into small bomb slimes, places fire puddles |
| Boss | Ability |
|---|---|
| Stinking Witch | A poison aura, potions, an invisible teleport with self-healing |
| Illusionist | Clones himself every 7.5s, and you have to hit the exact copy |
| Demonic Summoner | Summons Vexes, Evoker fangs, a one-time invulnerability with healing |
| Puppeteer | Marionettes, Vexes, possesses a zombie and a skeleton |
| Ender Priest | Possesses a player as a ghost, an aura hits anyone standing close |
| Reaper | A teleport hunt, a scythe with vampirism and withering |
| Soul Reaper | Soul orbs heal him, a scythe whirlwind, a teleport hunt |
| Plaguebearer | A plague aura, poison puddles, infected minions and spores |
| Army of Darkness | A summoner calls an entire undead army with a shield |
| Blade of Doom | A seal cuts max HP in stacks, blink combos, waves of darkness |
| Dark Priest | Curse marks explode in a chain, a dark nova, a weakness aura |
| Boss | Ability |
|---|---|
| Ninja | A damage multiplier, a smoke screen, doesn't glow |
| Sniper | Stationary, arrows explode on the ground and heal him |
| Berserker Ram | Builds up speed and rams in a straight line |
| Two-Faced | Changes form: a melee fighter with an axe, a ranged one with a crossbow |
| Shieldbreaker | Crossbow volleys, hovering turrets, a final rain of arrows |
| Three-Faced Tyrant | Three phases: a knight, a Blaze mage, an undead summoner |
| Berserker | Rage grows as HP drops, a final dash |
| Dancing Blade | Vampirism, a series of slashing dashes, a poison blast in phase two |
| Executioner | A sector axe sweep, a leap with a shockwave, a whirlwind in rage |
| Duelist | A stance reflects damage with a counterattack, a long lunge-dash |
| Shield Commander | Calls shield-bearers as a wall, a battle cry buffs the squad |
| Boss | Ability |
|---|---|
| Thrower | Hooks a distant player with a harpoon and throws them across the arena |
| Biba and Boba | Two with separate HP, the death of one empowers the other |
| Atomic Creeper | Explodes only at low HP, pulls everyone toward the epicenter |
| Beacon Guardian | A beam through walls, a damage field, overheating opens a vulnerability window |
| Miner | A Strider with grenades, 40 decoy clones explode like a Creeper |
| Stone-Thrower Golem | Throws rocks in an arc, a boulder slam at low HP |
| Seismic Golem | A leap with a shockwave, a crack across the ground |
| Chimera | At half HP grafts on a dragon head, a fire cone |
| Hammer of Retribution | A hammer slam, throws the hammer far, a light nova |
| Fortress Golem | Invulnerable while 3 archer towers on his back are alive |
| Reactor Golem | Builds a charge from hits, discharges an explosion across the whole arena |
| Boss | Ability |
|---|---|
| Regenerator | Heals himself on a timer, a triple damage multiplier |
| Raider | A Ravager carries a rider who bombards with fireworks |
| Titan Durman | Drops anvils, a leap with a shockwave across the arena, zombie reinforcements |
| Leviathan | A giant worm: tail whip, diving underground, a fire beam |
| Ink Octopus | An ink cloud blinds, a vacuum pull, a teleport escape |
| Totem Shaman | Totems heal and shoot, he throws lightning himself |
| Twins | Two heal each other when HP is uneven, a synchronized slam |
| Hydra | Three heads: poison, fire, lightning, nastier with a head missing |
| Star Meteor | A meteor shower, star shards, a high-speed dive |
| Chain Bruiser | A ball on a chain orbits and hits nearby players, a throw at distant ones |
| Bell Ringer | Rings of shockwaves with gaps, a teleport stab |
The CloudBossArena roster is not a monolith but a construction kit of six independent blocks: Elements and Magic, Beasts and Nature, Undead and Darkness, Warriors and Duelists, Machines and Golems, Titans and Legends, exactly 11 bosses in each. Inside the plugin it is a separate enumeration of categories, and every boss is firmly assigned to exactly one of the six.
Access opens by category, not for the whole plugin at once: you can activate a single themed line, for example only "Machines and Golems" for a tech server, or all six at once for the full roster. The active set is defined by the categories list in config.yml (an empty list or the value all enables all six at once). Bosses from categories not in the active set don't take part in random spawning in the arena and aren't shown in the "Soulreaper" NPC menu; for the server they simply don't exist until the category is enabled. Switching doesn't require a rebuild: the new set is picked up with the same /boss reload command.
All external plugins are connected to CloudBossArena as soft dependencies: their absence breaks nothing, and the plugin simply falls back to default behavior.
mob-spawning: deny, so you can keep the arena in a protected region without opening it up to ordinary mobs.The base command is /boss (aliases boses, босс, боссы).
| Command | What it does |
|---|---|
/boss list | list of bosses — who is unlocked, who is in a locked category |
/boss spawn <type> | spawn a specific boss (admin) |
/boss random | spawn a random boss (admin) |
/boss kill | remove the current boss (admin) |
/boss core <player> [n] | give a "Boss Core" to a player (admin) |
/boss arena set <radius> | set the arena center to your position, with a radius in blocks (admin) |
/boss arena info | info about the current arena |
/boss stand set / remove / reload | place, remove, or refresh the boss showcase hologram (admin) |
/boss npc set / remove | place or remove the "Soulreaper" NPC (admin) |
/boss edit | an inventory editor for boss parameters right in the game (admin) |
/boss reload | re-read config.yml and the boss files without a server restart (admin) |
boss.admin (op by default) — boss admin commands: spawn, kill, arena, core, stand, npc, edit, reload.boss.core.use (everyone has it by default) — using the "Boss Core".Installation is standard: put the plugin in plugins/, start the server, and run one command to mark out the arena. After that everything runs on the timer by itself. The first launch automatically generates individual YAML files for each boss; any change is picked up with /boss reload, no restart needed. The holographic showcase and the "Soulreaper" NPC are disabled by default and are turned on with separate commands when the server is ready for them. There is one arena (a center and a radius), but you can move it at any time with the same /boss arena set command. All integrations are optional, and the plugin works without a single soft dependency.
CloudBossArena is not lobby decoration or a one-off holiday event. It's a timer that, without exception, checks every hour whether the server is ready for a fight, and a reward system that never gets wrong who carried that fight.