Lore
Background
The Stand of Mannish Boy. It rules a dream world — but the sleeper’s body in the real world is its only weak point.
Core mechanics
Drowsiness (stacking system)
Light and heavy attacks and several abilities stack Drowsiness on enemies: 3 stacks makes them Tired, 10 stacks makes them visible and damageable to Death 13, and 30 stacks drops them into Slumber. Stacks start to decay after 12 seconds without a refresh.
Slumber
Sleep lasts 6 seconds (ability points extend it to 12s). Each hit removes 1 second, and more than 4 points of damage in a hit wakes the target immediately. After waking, the target resists Sleep for 3 seconds.
Abilities
Sleeping Powder
Cooldown: 14s
Blows out a slow, swelling cloud of sleep powder: a brief stagger, blurred vision, and +5 Drowsiness per second. Deals no damage.
Sleepwalk
Cooldown: 28s
Sleepwalk for 10 seconds to regenerate health. During the first 2 seconds, taking a hit triggers a scythe counterattack that raises the attacker to 10 Drowsiness. Using the move again wakes you early.
Pan Smack
Cooldown: 14s
Smacks the nearest enemy with a frying pan: knocks them down, adds 5 Drowsiness, and knocks small props flying.
Nightmare
Cooldown: 40s
Touch a sleeping enemy to drag them into the dream world for 30 seconds, where Death 13 fights on its own. Hold Left Ctrl to take manual control. The dream-world moveset below cannot be used in the real world, and your real body fights with fists while you are dreaming. If the dreamer deals enough damage to Death 13 inside the dream, the dream shatters and everyone wakes. Players who wake up keep only their first two Stand abilities if their Stand was already summoned when they fell asleep.
Lali Ho
Lali Ho restates the Nightmare restrictions: while Death 13 is in the dream realm, Grim Carousel, Boomerang and Vanishing Reap cannot be used outside, and your body fights with its own fists. Your other moves still work.
Dream world moveset
Usable only inside the dream:
Living Weapon
Cooldown: 18s
Three pieces of furniture float up and slam toward the target one by one — stagger on each hit, knockback on the last. Can be blocked or destroyed.
Scary Box
Cooldown: 20s
A cage drops onto the dreamer for 5 seconds; Death 13 can pass through it.
Vanishing Reap
Vanish, then reappear in front of the opponent swinging the scythe.
Sweeper
Cooldown: 26s
Spin the giant scythe for 3 rotations, moving slowly. Can be jumped but not blocked.
Awakening (EX) moves
Grim Carousel [2 Bars]
Cooldown: 22s
The scythe orbits you for 4 passes, parrying projectiles and adding 1 Drowsiness per hit. The guard break can be parried.
Vanishing Reap [2 Bars]
Cooldown: 16s
In the real world this can be blocked, dodged, and perfect blocked. Inside the dream it is a guaranteed tracking hit — and if it would kill, it executes outright.
Boomerang [1 Bar]
Cooldown: 9s
Hurl the scythe far ahead. On a miss it whips straight back to you; on a hit it slows to a forward crawl for a second of rapid cuts before flying home, and it can catch someone the same way on the way back. Every other hit adds 1 Drowsiness.
Phantom Mimicry
Cooldown: 12s (dream world only)
A shadow Stand dashes at the dreamer and uses one of their abilities — or a random combat Stand’s.
How to obtain
Stand Arrow
Death 13 is in the arrow roll table as a Legendary Part 3 Stand with the SOUL element tag (added October 22, 2026).
Legendary can come from any arrow type: Lucky Arrow 34.0%, Bizarre Arrow 57.9%. These are rarity-level odds, not odds for this exact Stand.
See the Stand arrows guide for arrow tiers, crafting costs and reroll rules.
Current tier as of the November 15, 2026 check: Legendary.
Update notes
Dated developer entries
- October 22, 2026: Death 13 announced.
- October 24, 2026: Death 13 watch set fixes, and buffed Death 13 M1 hitboxes.
Related Stands
Stands that share this Stand's rarity or part.