Badass Normal: Punches down trees, swims up waterfalls, builds entire towns, carts around thousands of pounds of equipment, slaughters hundreds of monsters with nothing more powerful than swords and a bow, travels to (the) Hell(-like) places, the list goes on.
Big Eater: Justified by the hunger bar, but that still doesn't stop Steve? from being able to eat entire loaves of bread, cakes, and pumpkin pies in one sitting.
The Blacksmith: They don't even need a forge and hammer to make Iron (or better) weapons/armor, just a work bench and their bare hands.
Bold Explorer: Steve? can explore the world they've spawned in bit-by-bit or in great leaps and bounds.
Kleptomaniac Hero: Taken to extremes; when the player comes upon an NPC village, they can take the crops, anything in any chests, the chests themselves, the furniture, and even the entire village itself and the ground beneath it without any backlash from the villagers.
Last of His Kind: In single player they are the only human-ish being in existence aside from villagers, but they appear to be a somewhat different race of creature than Steve?.
Made of Iron: The very fact that they can stand in lava without being vaporized immediately counts for something.
Magic Knight: When wearing enchanted armor and carrying enchanted weapons. Or when wielding normal weaponry and carrying around potions.
Magnet Hands: It is possible for them to climb ladders backwards with a block of sand in their hand.
One-Man Army: Steve? can rack up quite a body count of zombies, undead soldiers, demons, inter-dimensional aliens, Big Creepy-Crawlies, and suicide shrubs.
The Voiceless/Silent Protagonist: They've never been heard speaking; the closest thing to it was their grunts of pain when taking damage or dying (which were removed, probably to reinforce this trope).
Walk It Off: Steve? can fully regenerate from any injury eventually so long as they have half a heart left and more than 85% Hunger.
Wizard Needs Food Badly: Steve? needs to keep their Hunger up, as it depletes slowly over time (faster if sprinting, jumping, or recovering from wounds). Not that food is ever short in Minecraft...
Dogs (tamed Wolves)
Wolves become friendly after becoming tamed. They will follow the player and attack whatever enemies (they will not go after Creepers) the player uses a melee attack on.Tropes associated with tamed Wolves:
Artificial Stupidity: Dogs have excellent pathfinding when it comes to navigating ledges, but have difficulty around hazard blocks. Oftentimes they'll get burned by lava, or will drown themselves stuck under ice, etc. Unless you design your base to OSHA standards they will die. Often. Very thankfully they can be told to "sit" indefinitely so you can go cave diving or Nether raiding without having to worry about them being a liability. Finally averted since snapshot 12w03a.
Badass Adorable: Just watch them beg after being told to sit. Then watch them tear a Zombie apart.
Badass Pack: Tame enough wolves and you could your own pack of wolves to sick on your enemies, ranging in size from a team of them to a small army of them!
Canine Companion: They're awfully easy to tame, just requiring bones. That, and they get a cute collar after becoming friendly. And they bark.
Created by building a tower of two snow blocks and a pumpkin head. Snow Golems "attack" hostile mobs by throwing snowballs at them, and leave trails of snow as they walk.Tropes associated with Snow Golems:
Artificial Brilliance: Snow Golems on fire will speed up and run to a water source to put out the flames.
Too Dumb to Live: They'll happily toss snowballs at anything that isn't a Creeper. They're also outranged by Skeletons, which will therefore keep shooting them even after they've been knocked out of the Snow Golems' throwing range.
Videogame Cruelty Potential: The cows make distinctly pained sounds upon being hurt, but the aforementioned noise pollution, and their capacity for causing obstructions, also guarantees a sense of great visceral satisfaction when they die. Plus after beta 1.8 they drop precious beef in addition to leather, giving you plenty of reasons to kill them.
A strange variety of cow that appears in the mushroom island biomes. They give milk when milked with an iron bucket, but they give mushroom soup when milked with a wooden bowl. They can be sheared to drop red mushrooms, which eventually turns them into normal cows. Otherwise has the normal features and drops of a cow.Tropes associated with Mooshrooms:
Videogame Cruelty Potential: The Mooshrooms make distinctly pained sounds upon being hurt, but the aforementioned noise pollution, and their capacity for causing obstructions, also guarantees a sense of great visceral satisfaction when they die. Plus they drop precious beef.
The fourth (and smallest) passive mob added. Randomly drops eggs, and drops feathers and their meat upon death. Immune to fall damage, as they just flutter down.Tropes associated with Chickens:
Toothy Squid: These squids have a ring of teeth like lampreys. Real squids have parrot-like beaks. Or perhaps it's a Promachoteuthis sulcus. (They have lips that look like teeth.)
The Voiceless: The squid is the only mob that doesn't make a sound. Then again, neither do the squids in real life.
With the advent of randomly-generated NPC villages comes these guys. As of snapshot 12w21a, they will buy and sell items to the player. The more the player makes trades with the villagers, the more items they will offer in future deals.Tropes associated with Villagers:
Ambiguously Human: They look more like Neanderthals than normal humans, with faucet-like noses. And in blocky form.
Artificial Stupidity: They run away from hostile mobs, but that's about it for intelligence. Expect them to do things like just sit still on fire and occasionally try to cram half the Village's population into the same house while ignoring the perfectly good houses next to it.
Baleful Polymorph: Snapshot 12w32a gives villagers a small chance of transforming into a zombie should they be killed by one. Likewise, zombies that spawn may be a zombie villager. Zombified villagers can be cured by using a Splash Potion of Weakness on them and then feeding them a standard Golden Apple. Lightning strikes will turn them into Witches in the future.
Fan-made resource packs have enjoyed playing to the nose: Not only Squidward himself, but Gonzo and Zoidberg. Wouldn't be surprised if someone came up with Cyrano de Bergerac.
Non-Action Guy: Villagers are completely harmless and have no way of defending themselves whatsoever, instead running away and cowering in their houses until the threat is gone. However, they are more than happy to let their Iron Golems do the fighting for them.
Sacred Hospitality: It's probably due more to limited AI then anything else, but they don't seem to mind if you crash in one of their houses or harvest their wheat for bread (while also preferably replanting it). And then sell their own wheat back to them.
We Buy Anything: Villagers will be specific on what items they are willing to buy off you, but it can be almost anything, ranging from wheat, paper, and even rotten flesh. However, villagers tend to buy your items for very cheap prices. For example, 20 pieces of paper will net you only a single emerald.
Why Did It Have to be Zombies?: Since the 12w06a snapshot testing, villagers will freak out and run away from zombies as the zombies pursue them. On Normal and Hard, Villagers that are killed by a Zombie will become a Zombie, including the children. Luckily, a Splash Potion of Weakness, Golden Apple (the one made out of gold ingots), and several minutes can cure an infected villager.
A big cat that lives in the jungle biome, can be tamed with raw fish to make kittens, added in the 12w04a snapshot.Tropes associated with Ocelots:
Cute Kitten: A big jungle one. Though ocelot kittens can actually spawn.
Cowardly Lion: Runs away when noticing you unless you hold out a raw fish and stand very still.
Ledge Bats: Although bats can't hurt you directly, they can push you around when they collide with you. Obviously, they can spawn near ravines...
Fixed in 1.4.4, as the bats in Minecraft are too light to push any mob around.
Horses, Donkeys, and Mules
A new family of mob added for 1.6 and its snapshots. Designed with the help of the designer of the Mo' Creatures mod.Tropes associated with these:
Automaton Horses: All types can keep going indefinitely and require little-to-maintenance, save for food when they're injured. Breeding them is more resource intensive though.
Badass Adorable: Not only are they cute, it's entirely possible their children will be more badass than the parents (more health, for example).
Cool Horse: Extremely useful for combat (moreso with armor on) and for travelling the Overworld very fast. For one, they make very quick work of hills and mountains (just watch out for getting down).
Dem Bones: There's files for Skeleton varieties of horses, though they haven't been put into the game proper yet.
Item Caddy: Donkeys and Mules can carry chests on their saddles, which allow for 15 slots worth of items.
Lightning Bruiser: They turn the player into these, letting them charge and retreat way faster than on foot and guarantee critical hits (as if they were sprinting). They're also fairly resilient too, though the amount of HP depends on the horse.
Power-Up Mount: More so than Pigs, since they don't require a carrot on a stick.
Raising the Steaks: There's zombie and skeleton skins for horses, though they're currently unimplemented.
Lucky Rabbit's Foot: Averted. Although rabbits can drop a rabbit's foot, it can only be used to brew a potion of leaping. You can't carry it to increase your chances of getting a rare drop, or anything.
Red Eyes, Take Warning: The main way to identify The Killer Rabbit of Caerbannog from a regular white rabbit is that the former has blood-red eyes.
Stock Animal Diet: As expected, they eat carrots (both the normal and the golden version). Interestingly, they can also eat dandelions.
The first hostile mob added to the game. They make moaning sounds and drop rotten flesh when they die, which can be used in place of pork to heal tamed wolves.Tropes associated with Zombies:
Artificial Brilliance: They received a massive AI improvement in the 12w03a pre-release. They're capable of navigating mazes and can actually see the player through a window. It will also run for shelter or water when in daylight. There's also a neat quirk in that when a zombie is attacked, other zombies will chase after you even if you're outside their detection radius, this can result in something killing a single zombie in a cave only to be swarmed by other nearby zombies you haven't noticed.
Minecraft 1.6.1 increased the aggro range of zombies so they can become hostile from a farther distance. This also means zombies will detect villagers from a greater distance. One person decided to test the pathfinding of a zombie by placing it in a hedge maze with a villager at the end of it. The results show the zombie going through the maze without hitting any dead ends at all, though the zombie's aggro range was modified to be higher in order to test the pathfinding.
Artificial Stupidity: Beforehand, zombies would walk in a straight line, regardless of what paths they could or could not find, which made them prime testing subjects for lava traps.
Bandit Mook: Zombies can pick up stray items, so don't be surprised if you die and find it wearing your armor. This actually extends to any item, so it's equally possible to find a zombie trying to beat you with a bundle of wheat.
Elite Zombie: Some zombies have a rare chance of spawning with armor and weapons. They may even be enchanted. There's also child zombies, faster and more annoying than the adult ones (especially since they don't burn in the sunlight), chicken jockeys (see below) and, on Hard difficulty, random zombies that can spawn more zombies (see below).
Enemy Summoner: A variation: As of the Horse Update, zombies gain a passive ability on Hard difficulty that gives them a chance to spawn another zombie nearby when the player attacks them. This mostly occurs out of sight, in crevices you can't see, but they can occasionally spawn right next to the one you're attacking.
Our Zombies Are Different: The ones featured here have the classic arms-forward walk, green skin, and burst into flames when exposed to sunlight. They used to drop drop feathers when killed but since the beta 1.8 update, they drop rotten flesh instead, making chickens the only source of feathers now.
Rare Random Drop: Zombies have a small chance in dropping Iron Swords, Iron Shovels, Iron Ingots, and Iron Helmets. The tools and armor also have a shot at being enchanted already.
Snapshot 12w32a nerfs the rare drops from zombies by making the tools having been extremely worn down to the point where they are almost ready to break.
Took a Level in Badass: Zombies were just another enemy to fight and their AI was so basic that it was easy to exploit. Thanks to several updates, zombies are a lot smarter where they will actively avoid lava or steep drops when they chase you. Zombies can also break down your wooden doors (Hard difficulty only), pick up items that are dropped, use iron swords or iron shovels as weapons (or even another tool/weapon if they picked one up), wear armor, and zombies can survive in the daylight if they wear a helmet. Now, they deal more damage as their health decreases and, on harder difficulties, get a small chance to spawn more zombies when damaged! Needless to say, zombies have come a long way.
Turns Red: A recent update made zombies deal more damage as their health gets lower.
Weakened by the Light: Zombies are set on fire by the sunlight, and torches can prevent them from spawning.
However, zombies wearing helmets won't burn up in the sunlight due to their head being protected. Doesn't make them any more dangerous, but it can catch people off guard when they think all the zombies are gone.
Zerg Rush: When one zombie is attacked by the player, other zombies in the area will sense it and start swarming. In Hard difficulty, zombies who are attacked have a chance to summon another zombie as reinforcements, taking this trope Up to Eleven.
Zombie Apocalypse: Many of the fans believe this is the game's plot. The game's creator maintains that they're just another enemy.
The trope applies more if zombies discover a village since they will chase and attack villagers. Zombies can now bang on doors and destroy them on Hard or Hardcore difficulty.
This actually does play straight now, as zombies can turn villagers into zombie villagers if they attack the villager. These zombie villagers will then go around attacking and infecting more villagers.
Zombie Gait: They slowly shamble towards you with their arms stretched out.
An extremely rare enemy that has a 1/2000 chance to appear since the 1.7.3 prerelease when a zombie spawns. It consists of a baby zombie riding a chicken, and has the health and abilities of both monsters (it can lay eggs and is immune to fall damage like chickens, and moves at lightning speed, can pick up items and tracks players like baby zombies). It also tends to kill itself by accident.Tropes associated with Chicken Jockeys:
Clucking Funny: It's pretty hilarious to see a tiny zombie riding... a chicken.
Game-Breaking Bug: During 1.7. Although the zombie could despawn (or get killed by suffocation), the chicken couldn't, as it's a passive mob, so you could sometimes find chickens inside of caves. Chickens that could lay eggs indefinitely. Any zombie that picked up one of those eggs would no longer be able to despawn, what meant more and more zombies would progressively fill the area, as new zombies were being spawned and they were prevented from despawning through eggs. This is an example of such a situation. Thankfully, 1.8 fixes this by adding a special tag to these chickens, which prevents them from laying eggs, as well as allowing them to despawn along with the zombie.
Unique Enemy: You're very unlikely to encounter more than one or two in an entire playthrough.
Skeletons that wield bows. They drop arrows and bones upon death. They make rattling noises when not on the attack.Tropes associated with Skeletons:
Artificial Brilliance: After the AI overhaul, they are capable of flanking and driving out players. They will also run to shelter or water during the day. Later updates increased their overall range and their fire rate in close quarters, imitating panic in the latter instance as well as allowing them to knock you back faster. In water, they're practically impossible to hit.
Nerf: After beta 1.8, skeletons take more time to line up their shots than they used to. Before then, they'd turn you into a pin cushion rather quickly. Unfortunately, 1.5 seems to be reverting this, as they will fire quicker at you the closer you get, and they can now fire further.
Rare Random Drop: Skeletons have a very small chance in dropping their bow and it may already be enchanted if you are lucky enough. They mostly drop arrows and bones as common loot. However, snapshot 12w32a now makes any bow that is dropped be heavily worn down so you won't be using the bow a lot.
Set a Mook to Kill a Mook: If a skeleton hits another mob with its arrows, they will start fighting each other instead of going for you. Handy if you happen to be chased by more than one enemy. Also, having a Skeleton kill a Creeper is how you get records. Easier said than done, since it won't count if the Creeper deliberately explodes.
Thankfully, the same AI update prevents creepers from going after them if shot, making it a lot easier to find those records.
Takes One to Kill One: In general, the most efficient way to kill Skeletons is with your own Bow, preferably from a great enough distance so that they don't even notice you. You can charge them with a Sword, just expect to get tagged with least one in the process.
Took a Level in Badass: Similar to zombies, the skeletons received many upgrades that enhanced their AI (better path finding plus skeletons will seek you out should you hide) and gaining the ability to spawn with armor worn on their bodies. The latest update extended their range by over half!
Unusable Enemy Equipment: Skeletons only drop a few arrows when killed and will sometimes drop their Bows too (in cruddy shape). If you're especially lucky the Bow might even be enchanted too.
Weakened by the Light: Skeletons are set on fire by the sunlight, and torches can prevent them from spawning. They are immune to sunlight if they wear a helmet.
Large black spiders that jump at the player and climb up walls. During the day, they turn passive and only attack if you attack first. They drop string and spider eyes upon death. They are identified by the "skeee" noises they make.Tropes associated with Spiders:
Artificial Stupidity: One of the few mobs to still show this. They will jump off high buildings to get to you, or even jump through lava to get to you on rare occasions, causing them to take fall damage.
Weakened by the Light: A variation: they turn passive in sunlight, only attacking if they already are after you or you provoke them.
A rare enemy that has a 1/100 chance to appear when a spider spawns. It consists of a skeleton riding a spider, and has the health and abilities of both monsters. It also tends to kill itself by accident.Tropes associated with Spider Jockeys:
Lightning Bruiser: It combines the Skeleton's range and damage output with the spider's speed, and both of their health.
Unique Enemy: You're very unlikely to encounter more than one or two in an entire playthrough.
A blueish, venomous variety of spider that only appears in abandoned mineshafts. They are much smaller than normal spiders, being able to fit through 1 block wide openings, and are capable of inflicting poison with an attack.Tropes associated with Cave Spiders:
Artificial Stupidity: Like the normal spiders, they'll jump from great heights if it means getting at you.
Tall green, vaguely plant-like things. and possessing the ability to explode, Creepers will make your life miserable. They drop gunpowder upon death. If struck by lightning, they will become "supercharged" and will have a much larger blast radius and detection radius. Their face is part of Minecraft's logo and of all the mobs they feature the most on Mojang's official merchandise.Tropes associated with Creepers:
Artificial Brilliance: They are notorious for waiting in ambush around corners and the like. Patch beta 1.9 made it so that an un-primed Creeper will haul ass to get away from another Creeper that's exploding at a speed much greater than they can usually travel, nerfing one of the easiest ways to kill multiple Creepers chasing you.
Artificial Stupidity: They can see you through transparent blocks or fence-like blocks but never explode, even if the blast would hit you. This was intentional so that making structures Creeper-proof wasn't nigh-impossible.
Combat Pragmatist: Their camouflage color makes them blend in with tree leaves and thick patches of grass (at first glance) and the make zero sound as they approach? Why? Because fighting fair would make them far less successful at ambushing players.
Critical Existence Failure: Remember, a Creeper with one heart left when it's primed to explode will still explode. If you're not confident that you can finish it completely, just run for the hills.
Glass Cannon: A supercharged creeper has a much deadlier blast than the norm. However, the fact they took damage from the lightning strike that supercharged them means you can be certain they at least have less than full health.
Mad Bomber: Getting killed by a Creeper (along with a good portion of your house) is almost a rite of passage for new Minecraft players, especially ones that aren't forewarned ahead of time to watch their backs...
Made of Explodium: Since all the other mobs drop body parts when they die, this implies that Creepers have gunpowder as part of their anatomy. A common fan image shows them with a block of TNT in their stomachs.
Mascot Mook: Creepers are the most well-known of all the mobs, to the point where a Creeper face is part of the Minecraft logo.
Meaningful Name: They creep up to your character while making no noise, then they *SSSSSSSSS*...
The Voiceless: They make no sound other than footsteps, making locating one by sound difficult. For those unfamiliar with the series, the "ssssss" is the sound of a fuse burning, not an actual hiss.
They actually make a faint slithering noise when hurt, but otherwise they're soundless.
They previously made a loud hiss while chasing you. This was Dummied Out to make them stealthier.
When Trees Attack: They're green, they have multiple legs but no arms, and according to Word of God if someone were to touch a Creeper, it would feel "crunchy, like dry leaves" (which actually makes sense, given their green texture). This makes them strongly resemble mobile, explosive plants. Yahtzee refers to them as "suicide shrubs".
The fifth mob added to the game, Slimes are gelatinous cubes that spawn in specifically-designated caves or swamps. They drop slime balls upon death. They hop around making slimy slapping sounds.
Artificial Stupidity: Prior to 1.8, Slimes tended to jump to waters deeper that they can safely stay in, where they would get stuck and drown (slime balls on the bottom of ponds were a common sight after one night on a swamp). They also charged blindly towards the player, ignoring obstacles or, again, deep waters.
Asteroids Monster: They come in four sizes: Small, Normal, Big, and Huge. The larger ones will split into smaller ones when they take enough damage.
Ineffectual Sympathetic Villain: Small Slimes are incapable of harming you, instead just following you around and pushing you back slightly. As such, they were the closest thing to a pet NPC before wolves were added.
"Slimes may have been inspired by a number of classic gaming monsters: Their shape and size resemble that of Gelatinous Cubes from Dungeons & Dragons, and their splitting behavior resembles that of Zols from The Legend of Zelda and Puddings from Nethack. The name and the large, cartoonish face may be an homage to Yuji Horii's iconic Slimes from the Dragon Quest series."
Rare, strange bugs that pop out of special mined stone blocks found in strongholds and occasionally in large mountain interiors.Tropes associated with Silverfish:
Big Creepy-Crawlies: Gigantic silverfish aren't that common in media, but this is an exception. Despite this, they still manage to be one of the smallest mobs (second only to Endermites).
Wall Master: Silverfish always hide inside blocks. Silverfish that are hiding in certain stone blocks look exactly like any other regular stone block and if you wind up exposing the Silverfish hiding inside, its cry will alert other Silverfish that are hiding and they will swarm you. While you can't visually tell what block contains the mob, the only way to know for sure is to hit the block with something other than a pickaxe. If the block starts to break quickly, it contains a Silverfish. Alternatively, if you mine it with a pickaxe and it breaks slower than usual, it contains a Silverfish.
If your pickaxe has the Silk Touch enhancement, you can actually harvest the blocks with Silverfish inside without setting it off and place the block elsewhere as a trap or prank for your friends.
Zerg Rush: When attacking a Silverfish, a lot of its pals will come to help it, if they happen to be nearby.
Small purple creatures introduced in snapshot 14w11a. They appear when Endermen and players teleport.Tropes associated with Endermites:
A hostile mob that first appeared in snapshot 12w38a. Witches look like villagers, but wear pointy hats, have a wart on their nose, and use a variety of potions to attack like any other stereotypical witch. Witches are the second Overworld mob that can attack from a distance and its potions can be quite deadly to the player or any other mob that gets in its way.Tropes associated with the Witch:
A fish-like aquatic creature, introduced in snapshot 14w25a, that attacks by sending out a large laser beam which harms the player. It only spawns underwater in ocean monuments.Tropes associated with Guardians:
Standard Status Effects: They're able to inflict the Mining Fatigue debuff on the player when they approach them, making them attack and mine slower. They're currently the only source of that debuff.
The Spiny: Attacking them when their spikes are out will deal damage to the player ala Thorns. These hurt more than regular Guardians.
The Killer Rabbit of Caerbannog
An extremely rare type of rabbit (1/1000 chance to spawn), first appearing in snapshot 14w27a. As opposed to most rabbits, this one is hostile, and will attack the player without provocation.Tropes associated with the Killer Rabbit of Caerbannog:
Daylight Horror: It's the only Overworld hostile mob that can spawn in full daylight.
Hair-Raising Hare: It's an hostile rabbit that can deal a good chunk of damage to an unarmored player.
One of the three mobs exclusive to the Nether (as pigs, when struck by lightning, turn into zombie pigmen), Ghasts are large, jellyfish-esque creatures that spit exploding fire balls. They drop gunpowder and tears upon death.Tropes associated with Ghasts:
Airborne Mook: They are one of two regular enemies that fly. And they will use this to their advantage.
Eldritch Abomination: They are Jellyfish-like creatures who float with no explanation, shoot fireballs, are not undead as they can be attacked by the Wither and sound like children in pain. What the hell are these things?
Every Fireball Is A Tracer: Even if you can't see a Ghast when it attacks you, following the trajectory of its fireballs can at least tell you roughly where it is.
Giant Mook: They're one of the largest mobs in the game and can hurt a lot, although they do not have much health.
Glass Cannon: If your arrows manage to reach them, they go down in two shots.
Groin Attack: You kill Ghasts by hitting them in the mid-tentacles.
Hit-and-Run Tactics: Either intentionally or not, they'll end up doing this by firing several fireballs at you then floating somewhere else so you can't retaliate. Being the Nether, you can't just pursue them safely unless you have the entire area explored and secured already.
Hitbox Dissonance: Ever wonder why it took so many arrows to shoot them down despite having low health? Their hitbox is actually pretty small, which is only their lower part (where the tentacles are) rather than the whole thing.
Kill It with Fire: Their lava bombs will light whatever is caught in the blast on fire. Since the ground infinitely burns in the Nether and there is no water, this can be quite annoying, as a Ghast can blanket an entire area with flames in seconds.
Mad Bomber: If you stop hearing their distinctive crying and hear "fwoosssh", run from your current position or dive for cover immediately.
Outside-the-Box Tactic: Fishing Rods reel in mobs, which is fairly useless normally, but perfect for bringing Ghasts closer to melee range. This only works if they're within the rod's casting range but at least the hitbox for this is much better than trying to shoot them with arrows.
Red Eyes, Take Warning: Although their eyes are closed most of the time, they open when attacking, revealing their blood red eyes.
Wake-Up Call Boss: Not a boss per se, but they are a step up from anything the player has fought in the Overworld and are likely to be encountered not long after leaving the Nether Portal. Unless players have a good Bow and likely a decent set of armor (Iron at the minimum), these things will cause them no end of hell. Being properly equipped is essential for surviving the rest of the Nether.
Cubic creatures that are only found in the Nether since the beta 1.9 prerelease. They behave exactly like Slimes and drop the rare magma cream.Tropes associated with Magma Cubes:
Elite Mook: Of the Nether. They're rare, deadly to the unprepared, and drop quite a bit of experience. Interestingly you need to track down and kill both them and the regular Elite Mooks (Endermen) for the ingredients to make Eyes of Ender and reach The End.
Fireballs: And unlike the Ghast's lava bombs, these ones can't be deflected.
Playing with Fire: Either bring some fire resistance (enchantments/potions) or just be very careful fighting them.
Piñata Enemy: They're sought after as they drop blaze rods which is a very effective fuel source and is used to make various brewing-based items. They're also necessary to defeat to get to The End. In addition, blazes drop a lot of experience. This tends to be a problem in multiplayer, since most players will destroy spawners by habit and Blazes become that much harder to find as a result.
A mob that spawns in Nether fortresses since snapshot 12w36a. They look just like their normal Skeleton counterparts, but charred, taller, and they wield stone swords instead of bows.Tropes associated with the Wither Skeleton:
Rare Random Drop: Wither Skeletons have a rare chance in dropping their own skulls. You could use these as decorations or use them to summon the Wither. They may also drop their stone swords, which may be helpful to you should you be lacking a sword or want to preserve your stronger swords.
Revive Kills Zombie: Since it's undead, poison and harming potions heal it while healing and regeneration potions hurt it.
Standard Status Effects: They inflict the Wither status when they hit you, which acts like poison except it turns your hearts black and can actually kill you.
Wolves spawn only in forest or taiga biomes. They can be tamed by feeding them bones, after which they will become friendly. On the other hand, they will attack if attacked first.Tropes associated with Wolves:
Savage Wolves: If you hit one of them every wolf in a 30 block radius will want your head and won't stop until they get it, or you kill them.
Stock Animal Diet: The only livestock wolves will go after is sheep, but they will also go after skeletons even unprovoked. On the other hand, they'll only try to eat humans if you attack them first, and if you stand near them holding a bone or porkchop, they will stare at it hopefully.
Zerg Rush: Like the Zombie Pigmen, if you attack one in a pack, all of them turn hostile. And they rarely travel alone.
Tall, dark, slender creatures that spawn in the dark. They like to pick up and rearrange blocks. Normally neutral, but if you just look at them, they'll attack you. They have a small chance to drop Ender Pearls on death.Tropes associated with Endermen:
Artificial Brilliance: Will teleport to avoid bodies of water. And arrows, which basically makes them immune to projectile attacks. They'll even frequently teleport in the middle of a fight in order to avoid your sword blows. This can be mitigated slightly by attacking their feet, since they're less likely to teleport when not being directly observed.
Bandit Mook: You will usually see one holding a block they stole, but they won't drop it when killed. They can also steal blocks you placed down, which can spell disaster if your building structure is extremely sensitive, such as making a lava dam. If you wait for a while, Endermen may place down the blocks they stole. Fortunately, they can only steal a small selection of blocks, most of which are naturally occurring. During beta they were once able to pick up any block, and thus could potentially break holes in the world as they could pick up bedrock.
Berserk Button: They don't like being looked at. Specifically, at their eyes. If you look at any other part of them, you're relatively safe.
Elite Mooks: They're rarer than other mooks, have more health than any non-boss mob, do a ton of damage, can move very quickly, and can teleport to close in on you and dodge arrows, which makes them smarter than any other enemy.
Outside-the-Box Tactic: Accidentally anger an Enderman? Don't have the equipment to win a head-on fight with one? Just use your Flint and Steel to set it alight and it'll forget about you. Also, dumping a bucket of water on them discourages them from attacking you (they revert to neutral and flee when you hit them with a bucket of water).
Roar Before Beating: If you lock eyes with one, it will emit a horrific growling noise as it tries to close the gap between the both of you.
Surreal Horror: They're 3-meter tall creatures of darkness that teleport and know when you're looking at them. They can even tell if you are looking in their direction in complete darkness when you can't actually see them.
Teleport Spam: It's main fighting style consists mostly of trying to punch you, then teleporting away before or the exact second it gets hurt.
Teleport Spam: They often teleport when attacked, especially with arrows. They also teleport at random during the day, too. For added fun, watch one get caught in a rainstorm.
Weakened by the Light: In Beta 1.8, the Endermen couldn't survive in sunlight. This weakness has since been removed, though they aren't as aggressive in sunlight and will simply teleport around more or less at random until they end up somewhere dark.
You can prevent them from teleporting into your home simply by making sure the walking space within is only two blocks high, since the Endermen are too tall to fit into an area that small (though this does make for a claustrophobic environment, and Endermen don't usually teleport into your buildings if they aren't provoked). Unless it's raining. Some players like to make 3-block high sheltered areas outside their houses to discourage Endermen from teleporting directly into the house when it rains. Or because they are fond of them..
Another mob that resides in the Nether. They spawn in groups, and unlike other hostile mobs, they will only attack if you do first. Attacking one causes the whole group to become hostile, and will take some time to become passive again. They drop gold nuggets and rotten flesh upon death.Tropes associated with Zombie Pigmen:
Baleful Polymorph: If a pig is struck by lightning, they transform into a zombie pigman. They behave the same way as they do in the Nether.
Berserk Button: If you attack even one of them, the entire group will turn hostile and try to kill you — and given that they are harder to kill and hit harder than regular mobs, they can do for you quite easily.
Lightning Bruiser: Don't let the fact that there's a lot of them fool you. Even one is a handful thanks to their gold swords and decent health, and they can keep pace with a non-sprinting player. Just hope you don't aggro the small ones, who are just as lethally fast as regular child zombies and can easily chunk you for a third of your health each hit.
Ninja Pirate Zombie Robot: It has the face of a pig, but walks upright and carries a sword, like a man. It's clearly undead, but unlike regular zombies or skeletons, it's not indiscriminately violent, but is actually intelligent enough to defend itself and others like it. They will walk into any safe buildings you make. They used to drop cooked porkchops, which made them a good source of food to heal, but now they drop gold nuggets and rotten flesh instead after the beta 1.8 update.
Our Zombies Are Different: Zombies that are pigmen, with half of their flesh rotten and green, with some missing so you can see their skeleton. They also wield gold swords.
Rare Random Drop: There's a rare chance that Zombie Pigmen can drop Gold Ingots, Golden Swords and Golden Helmets and there's also a chance the sword and helmet may already be enchanted.
Savage Setpiece: Initially they're harmless and at most look at you as you walk through a group of them. Since they spawn near Nether Portals, some may even take up residence in the "house" you build to protect said portal since they can access any place you can (unless your door is button-activated) and end up teleporting to the Overworld by accident. Attacking one changes things considerably though.
Zerg Rush: If you attack one, even inadvertently, they begin to swarm you and attempt to slice you to death with swords from all directions.
A mob introduced in snapshot 12w08a. Iron Golems spawn naturally in villages and act as guardians to the villagers. They walk pretty slow and their faces look similar to a villager, but their swinging arms are extremely damaging to anyone that gets hit and can launch mobs or players high enough for them to suffer fall damage. They are also extremely durable, making it hard for them to be killed.Tropes associated with Iron Golems:
Ambiguous Robot: It definitely gives off the vibe of one, with its noises and metallic appearance, but it's clearly just a magical being.
Badass: They have five times as much health as a typical hostile mob. They do the most melee damage, up to ten hearts, not counting fall damage. They are very effective against most enemies, which is why a big village only needs a single golem to defend it every night. On top of this, they can't even drown. Case in point...
Guardian Entity: Towards the village they spawn in and will Curbstomp any hostile mob that crosses its path and even go berserk on the player if they harm a Village in its sights. Gain enough of a bad reputation with the village by attacking/killing NPC's or killing Iron Golems and they'll start attacking you on sight!
The Kid with the Remote Control: Using a lead, you can actually control an Iron Golem and either lead it around to watch your back or use it as a guard dog for your house by tethering it to a fence post..
Made of Iron: Literally. You can even craft your own golem by using 4 blocks of iron (that's 36 iron ingots) and a pumpkin for the head. Iron Golems also have 50 hearts worth of health, which makes killing them difficult, even with a diamond sword (unless it has a high level sharpness upgrade) or TNT. If an Iron Golem is killed, they will also drop some iron ingots and maybe roses. They're also immune to fall damage. While you can farm for iron by killing the golems, it's generally safer to just mine for iron in caves, which are much more abundant overall, and more importantly, don't fight back.
Mighty Glacier: They slowly wander around villages, but if they see something attacking a villager they speed up and can kill it in three seconds flat. You will rarely see one die at the hands of any enemy, and if you incur their wrath, you'd better stay out of range.
Papa Wolf: They will defend villagers from you and zombies. They'll also attack most hostile mobs as well. However, they also seem to have compassion for the villages they guard, as they're seen giving villager children flowers.
Police Are Useless: They can do a ton of damage to mobs that dare harm the villagers... but they don't do anything until the villagers are hurt/killed
Video Game Cruelty Punishment: They exist for this reason and to protect Villages against mobs in general. That being said, you can still get away with all sorts of asshattery against Villagers like stealing their stuff, blowing everything up, and killing them by suffocation, drowning, lava, etc. without provoking Iron Golems.
The Ender Dragon
The first boss mob to be introduced to Minecraft, the Ender Dragon is a large black dragon that lives in "The End", which is also home to the Endermen.Tropes associated with the Ender Dragon:
Attack Its Weak Point: There are crystals nearby that zap it with healing magic. It receives massive damage instead if you destroy a crystal mid-zap. However, unless you're really good at taking them out quickly, it's likely the rest of the crystals around the field will undo that damage. On the boss itself, the head takes more damage than the rest of it.
Final Boss: It's been confirmed as this. You can continue your world after defeating it, but killing it gives you the only scripted sequence in all of Minecraft. Getting to it is pretty much the ultimate result of the progression through the game.
Griefer: It can destroy any block it flies into except for Obsidian, End Stone, and Bedrock. Therefore, it's generally not advisable to use a map editor or mod to hack one into the Overworld or Nether.
The Juggernaut: You literally cannot stop it from going where it wants- it'll just destroy most blocks it flies through and even the ones it can't destroy it'll still pass through unhindered.
Ramming Always Works: Unusually for a dragon, it only attacks this way (except in the Xbox Edition, where it breaths fire and spits acid). It's also quite effective since it can deal up to 5 hearts worth of damage and the knock back will send you flying several blocks across.
Samus Is a Girl: Notch revealed in a Reddit interview that the Ender Dragon is female.
The Computer Is a Cheating Bastard: Invoked by Notch, who explained that the dragon originally could not pass through solid objects at first, but doing so caused players to build walls around themselves until the dragon's AI bugged out and froze in place. Notch then decided to make the Ender Dragon destroy any block it touches (except for a select few) so the AI's pathfinding would work correctly and prevents the player from trying to hide.
Weaksauce Weakness: It has the same water weakness as it's lesser counterparts, but being in a rainless world and flying, you'd think it wouldn't matter. Then you start slinging snowballs, which it will take 200 snowballs. It'll also be completely helpless while being pelted with snowballs since Snowballs are thrown faster than it recovers from being hit by one.
A boss type monster first seen in snapshot 12w34a. It was Dummied Out due to the mob causing the game to crash, but snapshot 12w36a remedied the problem and they are able to be spawned. They are black ghost-like entities that fly in the air and have three heads, resembling a cross between a skeleton and a mythical Hydra. The smaller heads produce copy skulls as explosive projectiles for its attacks and they can destroy almost any block. The player has to build it, similar to making a golem, in order to summon it.Tropes associated with the Wither:
Action Bomb: The moment the Wither is finished charging up it unleashes an enormous explosion capable of killing a fully armoured player before the fight even begins and leaves a crater like someone set off a small nuke.
Airborne Mook: Yup, this thing can fly. Unless it gets down to low health, in which case it descends and starts getting protection against arrows.
Artificial Brilliance: It is unique in that it can focus on three mobs at a time. Ergo, taking it on as a party makes the fight no less dangerous.
Badass: Just read the rest of the tropes here to figure out why.
Bonus Boss: You don't need to face off against the Wither, but if you want to build your Beacon, you'll have to summon it and kill it in order to get its Nether Star.
Dummied Out: The Wither's first appearance was in snapshot 12w34a, but its code wasn't used by the game due to the game crashing if it was spawned in. Later snapshots fixed the problem.
Eldritch Abomination: The Wither is the result of three Wither Skeletons fused together via soul sand whose only purpose is to destroy life—including other hostile mobs (unless they are already dead like zombies or skeletons). The overworld sky darkens with its presence and even when everything around it is dead, it still destroys things aimlessly.
Feed It with Fire: Similar to Nether mobs, they're immune to any form of fire damage.
Griefer: Destruction is its modus operandi, and it's even better at it than Creepers or Ghasts.
Hero Killer: It has even more health than the Ender Dragon, and it can dish out much more damage than it, partially due to its rate of fire and how damaging it is. At full strength, your best bet is to fight it with a party, and even then, you're likely to suffer a lot of casualties. As a result, an appearance by the Wither is often met with an Oh Crap from players.
Immune To Arrows: When fired at close range, they tend to bounce off harmlessly. An arrow must be at max power and at long range to hurt it. But when the Wither's health falls below half, it gains an armor that makes it immune to arrows no matter how much charge you put into the bow.
More Dakka: Compared to the Ghast and Blaze, the Wither fires its projectiles alarmingly fast and barely pauses between shots. Unlike the Ghast, the Wither's projectiles can't be reflected back! Fighting this thing above ground, unless you have something to distract it, is tantamount to suicide.
Mercy Invincibility: When the Wither is first created, it flashes blue and is immune to all damage until its health finishes charging up.
Omnicidal Maniac: Everything alive must die in its eyes. And since it has triple the firepower, it tends to succeed. It ignores undead mobs. Snapshot 12w37a gave the Wither the ability to make a massive explosion upon its creation once its health finishes charging. It's no Creeper-sized explosion either. The crater it leaves behind makes it look like a meteor crashed into the world.
The explosions from the skulls it shoots are powerful enough to destroy any block, including obsidian, which is normally the only minable block in the game that nothing, not even the Final Boss, can destroy. The only thing the Wither's attacks can't destroy is bedrock.
Regenerating Health: The Wither recovers half a heart of health per second. Only being aggressive with your attacks can counteract this.
Revive Kills Zombie: Since it's an undead type mob, potions of regeneration and healing will hurt it while potions of poison and harming heal it instead.
Sequential Boss: Initially, it will fly high above the player and they will have to use bow and arrows. After it loses half of its health, it will stop flying but become immune to arrows; the player will then have to use swords or splash potions of regeneration or healing against it.
Wake-Up Call Boss: You can get by the Ender Dragon with a simple bow, some good armor, and some skill. The Wither teach you why preparation is king in defeating it.
Zerg Rush: There's a dozen or so useful strategies out there to quickly and safely kill the Wither that require some advance preparation. Ignoring those, the only way to take it down is to swarm it with lots of people (and take heavy losses) or just be very lucky/skilled fighting it solo.