Characters / Minecraft

Minecraft doesn't really have characters, but the player and mobs embody many tropes.

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    The Player 

Steve / Alex
Steve (left) and Alex (right)
The player character, who wakes up in an unknown land and does whatever they want.

    Friendly Mobs 
Friendly mobs fight alongside or otherwise assist the player.

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.

Made when an Ocelot is tamed, can be told to sit down, and can be bred.
  • Artificial Brilliance: Cats will deliberately try to get on top of objects you want to use, like beds or chests, and will seek out lit furnaces to sit on to bathe in the heat.
  • Broken Record: Meow! Meow! Meow! (Although this is somewhat abated by their wide variety of different meows, purrs and purrmeows.)
  • Cats Hate Water: Averted as they swim along with you as you swim and don't avoid water when you are standing and water is near.
  • Palette Swap: Cats come in three purely aesthetic color variations — ginger tabby, tuxedo and Siamese — that are determined at random when an ocelot is tamed and that they can pass down to their kittens.
  • Stock Animal Diet: Cats are tamed and bred by feeding them raw fish. They also attack chickens.
  • Why Did It Have to Be Snakes?: Creepers will run away from them.

Snow Golem
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.
  • Artificial Brilliance: Snow Golems on fire will speed up and run to a water source to put out the flames.
  • Heart Is an Awesome Power: Snow Golem snowballs are harmless... except against Blazes, and can force Endermen to leave your house without becoming hostile. This is specially useful in the End to keep Endermen off the player's back as one may aggro them on accident.
  • Lethal Harmless Powers: It throws snowballs. A little bit of creativity allows the Snow Golem to lure vicious monsters into a mob grinder.
  • Snowlems: Type 1 — friendly Snowlems who pelt hostile monsters with snowballs.
  • 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.

    Passive Mobs 
Passive mobs don't actively help players, but are harmless.

One of the first passive mobs in the game, the other being sheep. Drops raw porkchops upon death. (Cooked porkchops when burned to death.)
  • Baleful Polymorph: Being struck by lightning will transform the pig into a zombie pigman.
  • Broken Record: Oink oink.
  • One-Gender Race: Any pig can breed with any pig.
  • Master of None: They can be ridden like horses and farmed for their meat like cows, but cows breed using easily found wheat instead of rare carrots, potatoes or beetroot, and also give leather, while horses are faster, don't force you to use a carrot on a stick to guide them, and are actually useful for mounted combat.
  • Power-Up Mount: Pigs make great parachutes when you ride them via saddle. You can control them with a carrot on a stick.

One of the first passive mobs in the game, the other being pigs. Drop one block of wool and muttonnote  upon death. Drops 2-4 wool blocks if sheared. They can be dyed a number of unnatural colors.
  • Amazing Technicolor Wildlife: Some sheep spawn with natural black, grey, brown or pink wool. And then there's wool dying, which often results in a herd of blue or green sheep. Taken Up to 11 if you name a sheep "jeb_", whereupon it will cycle through all the colors on a loop, although its actual "real" color stays the same, as evidenced by shearing and breeding.
  • Big Eater: Baby sheep run around hoovering up grass like there's no tomorrow.
  • Broken Record: Baa.
  • Fish Eyes: Their eyes point in different directions.
  • Hyperactive Metabolism: Sheared sheep re-grow their Wool if they eat grass, which can happen as fast as a few moments afterwards.
  • One-Gender Race: You can breed any sheep with any other sheep to get a lamb.
  • Lamarck Was Right: If you dye a sheep blue, many of its offspring, averaging around half, will be blue. Breeding different colored sheep will give offspring of an in-between color if their respective dyes would create an intermediate dye (so a red sheep would make a purple lamb if bred with a blue sheep, or a pink lamb if bred with a white sheep); otherwise, the lamb will have the same color as either one parent or the other.
  • Palette Swap: Sheep can come in a great variety of colors: besides the white, black, dark grey, light grey, brown and pink varieties found in the wild, white sheep can be dyed in any color available in-game. This affects nothing but the color of wool they drop.

The third passive mob added to the game. Gives milk if you have a bucket, and drops leather and raw beef upon death.
  • One-Gender Race: Any cow can be milked, which would imply that they're all female, except the fact that any two cows can also produce babies together.
  • Stock Animal Diet: You feed cows sheaves of wheat to get them to breed.
  • 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.
  • Broken Record: Moo. Huff.
  • Body Horror: Despite not really being bothered by it, their infestation has caused mushrooms to sprout from their very skin itself.
  • Our Monsters Are Weird: They're covered in mushrooms and give mushroom soup when milked with a bowl(though they give normal milk if milked with a bucket). They may be normal cows corrupted by mushrooms, however.
  • Planimal: More like funganimal. Mooshrooms skirt the animal side of this trope, appearing to be cows with very heavy fungus infections rather than true hybrid beings.
  • 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 passive mob added. Randomly drops eggs, and drops feathers and their meat upon death. Immune to fall damage, as they just flutter down.
  • Broken Record: Cluck, cluck, cluck, etc.
  • Clucking Funny: If the player wants to make a cake they'll need to get a few eggs from these guys. If the player is in the mood for something a little different they can also Kill It with Fire for a quick snack...
  • One-Gender Race: Since they all lay eggs, it's safe to assume they're all hens, except that any one of them can be bred with another to make chicks.

The fifth — and only aquatic — passive mob in the game. Drops ink sacs upon death.
  • Non-Malicious Monster: They're black and tentacly and toothy. They're also completely harmless.
  • Toothy Bird: 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: For a long time, the squid was one of the few mob that didn't make a sound. Then again, neither do the squids in real life. In 1.9 they received some sounds, but they're still much quieter than most other mobs.

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.
  • 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. They also have a habit of standing so close to the door at night that zombies can just stand there and hit them right through it even on easy mode. Staying inside a village overnight is essentially an Escort Mission. If you choose to pretend they were responsible for constructing their villages, this part of the world generation code can count as well; don't be surprised to find villages that follow the contours of the land religiously, with paths and even entire buildings sunk into a chasm that the village just happened to be built right on top of.
  • 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.
  • Broken Record: Mumbling Squidward noises.
  • Color-Coded for Your Convenience: Some of them have specially-colored robes or aprons depending on their occupation.
  • Gag Nose: Comparable to that of Squidward. 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.
  • One-Gender Race: To incredible degrees.
  • Purple Is Powerful: The Priest Villager wears a purple robe.
  • 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.
  • Suicidal Pacifism: They're Perfect Pacifist People, but with no way to defend themselves (unless they have Iron Golems around), all they can do is cower behind doors, and even that won't save them on hard mode.
  • 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. You can literally steal the villagers' own crops and sell their own goods back to them for emeralds, and they won't care. Perhaps because they are paying you for harvesting the crops for them.
  • Why Did It Have to Be Snakes?: 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 cats, added in the 12w04a snapshot.
  • Cowardly Lion: Runs away when noticing you unless you hold out a raw fish and stand very still.
  • Cute Kitten: A big jungle one. Though ocelot kittens can actually spawn.
  • One-Gender Race: Not that this should be surprising at this point.
  • Stock Animal Diet: In line with the "cats eat birds" rule, ocelots will go after chickens.

Bats were the first passive flying mob introduced, and only spawn in caves (except around Halloween, when they also spawn on the surface).
  • Airborne Mook: The only ones in the Overworld, as it happens, until Parrots were added.
  • Bat Scare: They're absolutely harmless, but you'll likely be so paranoid while you're underground that they'll startle you just the same when they pop out of the inky blackness.
  • Broken Record: Squeak! Squeak! Squeak!
  • 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... this was fixed in 1.4.4, as the bats in Minecraft are now too light to push any mob around.

Horses, Donkeys, and Mules
A new family of mob added for 1.6 and its snapshots. Tamable and can be ridden. Donkeys can also carry chests and be bred with horses to make a sterile mule, which acts like a donkey. Only found in the plains and savannah biomes. They were designed with the help of Dr. Zhark, the designer of the Mo' Creatures mod.
  • 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 a Skeleton varieties of horses.
  • 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.
  • One-Gender Race: Any horse can be bred with any other horse to make foals, same as with all other in-game animals.
  • Power Up Mount: More so than Pigs, since they don't require a carrot on a stick.
  • Palette Swap: Horses come in more colors than any other mob, with any given horse combining one of seven base colors (white, buckskin, bay, dark bay, black, dapple gray, and flaxen chestnut) with one of five coat markings (no markings, stockings and blaze, snowflake appaloosa, paint and sooty), for a grand total of thirty-five color variations.
  • Raising the Steaks: There's zombie and skeleton skins for horses. They can be spawned using console commands, in either tame or untamed versions (though the untamed ones can't be tamed). Neither tamed or untamed ones can be leashed, they do not eat, and cannot breed; the tamed ones can be still be saddled and ridden, though, which admittedly is pretty awesome. Zombie horses cannot spawn naturally, and have to be spawned in through commands, but skeleton horses will spawn in a very rare event during thunderstorms, where a lighting strike will turn a horse into a group of four skeletons riding skeletal horses that won't despawn or burn in sunlight. As the skeletal horses will be tamed from the get-go, you can ride them as soon as the skeletons are dead.
  • Ridiculously Cute Critter: Foals.

Added in 1.8, the Bountiful Update. Can be breed with carrots, golden carrots or dandelions to make bunnies.
  • Animal Jingoism: Rabbits do not get along with wolves. Under normal conditions, wolves will hunt down and kill any rabbit they spot, leading to rabbits being pretty rare in biomes they share with wolves. If it cannot see any players, the Killer Bunny will also attack wolves and dogs, which will attack it right back.
  • Dummied Out: The Killer Bunny is not found naturally in the game, and can only be spawned via commands.
  • Explosive Breeder: Averted. The developers originally wanted to play this trope straight, but they had to drop it since they weren't able to implement it properly into the game.
  • Killer Rabbit: There's a rabbit variation that is hostile, attacking players that come nearby. The rabbit is apply named Killer Bunny, and was even called "the Killer Rabbit of Caerbannog" before the name change.
  • 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.
  • One-Gender Race: Like everything else in the game that isn't a player.
  • Palette Swap: Rabbits can come in one of five color variations, chosen based on what biome they spawn in: sandy yellow (deserts), white or black and white (snowy biomes), and brown, salt-and-pepper or black (other biomes). In addition, rabbits can be given a specific black-and-white pattern by being renamed "Toast", while the hostile Killer Rabbit of Caerbannog is a normal rabbit reskinned with a white coat and narrow red eyes.
  • Red Eyes! Take Warning: Played with. It is averted with normal white rabbit, which have rather bright red eyes, but are harmless. Played straight with Killer Bunny, which has lazy, blood-red eyes and is hostile towards the player.
  • Stock Animal Diet: As expected, they eat carrots (both the normal and the golden version). Interestingly, they can also eat dandelions.

Added in 1.12, the World of Color Update. They're only found in jungle biomes, and can be tamed with seeds (changed from cookies before release).
  • Airborne Mook: Like the bats, these can fly. Thankfully they're passive.
  • Ascended Meme: If near a jukebox being played, they'll dance, a reference to Sirocco "the Party Parrot".
  • Palette Swap: Parrots can spawn in five randomly chosen colors, most based on real-life parrots: blue (hyacinth macaw), cyan (blue-and-yellow macaw), red (scarlet macaw), green (the only one not seemingly based on any specific species) and grey (cockatiel).
  • Parrot Pet Position: The player can have two tamed parrots perch on their shoulder at the same time, one on each shoulder.
  • Shown Their Work: If you try to feed them cookies, they'll keel over and die, and poison bubbles will be emitted from the body momentarily, because chocolate is poisonous to parrots.
  • Stock Animal Diet: Initially cookies, being the most similar thing Minecraft has to a cracker. However, in a later pre-release it was changed so that when you attempt to feed them cookies, it kills them (since chocolate is actually toxic to parrots). Now they are tamed by seeds, which is much closer to the diet of real parrots.
  • Voice Changeling: Imitate the idle sounds of nearby hostile mobs (even when they are not in sight), with the only difference being that the imitated sound of the parrot is slightly higher pitch.

Exclusive to the Education Edition (although code and textures for them exist in certain builds of the Pocket Edition), serves as a guide for players.
  • Ambiguously Human: Share a model with the Villagers but have a much more human appearance.
  • Palette Swap: There are a total of ten different textures for these characters.

    Hostile Mobs 
Hostile mobs will seek out and attack players on sight.

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. Desert Biomes spawn a variant of zombie called the Husk, these cause a hunger effect should their unarmed attacks hit.
  • 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 greater 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. Though sometimes due to their stupidity Zombies can sometimes be very easy to kill. *Zombie walks towards you, you hit it before it can hit you, it flies back. Walks up to you again, you hit it before it can hit you, it flies back. Repeat.*
  • 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.
  • Broken Record: Ungh, urrr...
  • 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.
  • Everything's Deader with Zombies: They don't fit any of the usual zombie tropes — they didn't cause the collapse of civilization, they're not animated by black magic, although their occasional sieges of villages do fit the typical zombie mold as well as possessing the ability to convert Villagers they've killed into their ranks — but in the end they're just another type of monster among many, seemingly added only for the sake of having zombies.
  • The Goomba: They're very easy to deal with when it comes to fighting them, only truly being a danger in groups and that's only if you don't know what they're doing.
  • Heavily Armored Mook: Zombies have a chance of spawning in a full suit of armor, increasing their durability.
  • Impossible Item Drop: Usually drop rotten flesh or whatever armour they're wearing but there's a tiny chance they'll drop carrots or potatoes.
  • Infernal Retaliation: Zombies set on fire will also set you on fire when they land a hit on you.
  • Kryptonite-Proof Suit: If they spawn wearing a helmet then they'll be immune to sunlight.
  • Lightning Bruiser: Baby zombies. Same health and damage as normal zombies, but much faster, immune to sunlight, and capable of fitting into areas where their big brothers can't.
  • Mini Mook: Baby zombies.
  • 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. And although they can convert villagers, they only do it upon killing them, rather than infecting them with something that slowly turns them into a zombie.
  • 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 nerfed 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. Husks, however, are immune to sunlight. 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. Also, if being chased by a zombie while the sun is up, and it just started burning, DO NOT escape into the water, as water also keeps them from catching on fire, and will put them out if they enter it.
  • 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 11.
  • Zombie Apocalypse: Originally subverted. Many of the fans believe this is the game's plot, but the game's creator maintains that they're just another enemy.
    • The trope applies better 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.

A variant of zombies found only in deserts.
  • Elite Zombie: They're more dangerous than normal zombies, since they don't burn in sunlight and inflict you with the Hunger debuff when they hit you.
  • Mummy: Seem to give off this vibe, being desert undead dressed in rags.
  • Standard Status Effects: They're also able to inflict the Hunger debuff when they hit you, making your hunger bar decrease faster than normal.
  • Underground Monkey: A desert-themed variant of the basic zombie. They cause food poisoning/hunger status should they hit the player via unarmed attack, and will not burn in the sun.
  • Vader Breath: They seem to let out raspy exhales, rather than the standard zombie snarls.

Chicken Jockeys
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's 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.
  • Clucking Funny: It's pretty hilarious to see a tiny zombie riding... a chicken.
  • Elite Zombie: Combines the baby zombie's speed and immunity to sunlight with the chicken's immunity to fall damage.
  • Everything's Deader with Zombies
  • 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.
  • Lightning Bruiser: They have the same damage and speed as baby zombies.
  • 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. Snow Biomes spawn a variant of the skeleton called the Stray, these cause a slowing effect should their arrows hit.
  • 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.
  • Bandit Mook: Skeletons will pick up any item that is dropped on the ground and use them as a weapon.
  • Bottomless Magazines: Skeletons will always have infinite arrows to shoot you with, but only drop 1 or 2 arrows when killed.
  • Broken Record: Click, clack, clunk...
  • Cold Sniper: They are completely silent other than their bones rattling, their stoic expressions never change, and their aims are nearly perfect.
  • Dem Bones: The standard living skeleton, except they burn in the sun.
  • Elite Mook: Skeletons have a rare chance to spawn with armor on and their bows may be enchanted.
  • Imperial Stormtrooper Marksmanship Academy: Averted for the most part as they are generally good shots, forcing the player to be creative if they want to dodge.
  • Kryptonite-Proof Suit: Like zombies, if they spawn wearing a helmet then they'll be immune to sunlight.
  • 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.
  • Standard Status Effects: Strays have arrows that cause slowing for half a minute should they hit.
  • Stock Femur Bone: The bones they drop.
  • 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. Any arrows that miss their target are left stuck in the wall or the ground but the player can't pick them up.
  • 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.
  • Why Did It Have to Be Snakes?: Skeletons will run away from wolves, without fighting back.

A variant of skeletons found only in snowy biomes.
  • Elite Mook: They're more dangerous than regular skeletons, since their arrows will give you the Slowness status effect if they hit you.
  • Evil Is Deathly Cold: Strays only show up around or in icy and snowy biomes.
  • Standard Status Effects: Their arrows inflict you with the Slowness debuff, which will drastically decrease your maximum walking speed.
  • Underground Monkey: They're a variant of the standard skeleton spawned in, and themed around, icy biomes. These also have arrows that cause slowing on hit.

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.
  • 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.
  • Big Creepy-Crawlies: Spiders the size of a man.
  • Broken Record: Hisssss
  • Elite Mooks: On Hard mode, they have a ten percent chance to spawn with a beneficial potion effect (such as regeneration and invisibility).
  • Giant Spider: The size of man.
  • Red Eyes! Take Warning: Spider eyes glow red. All six of them. Fortunately, this makes them easier to see in the dark.
  • Wall Crawl: Added to them in the Beta 1.2 update.
  • Weakened by the Light: A variation: they turn neutral in sunlight, only attacking if they already are after you or you provoke them.

Spider Jockey
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.
  • Bread, Eggs, Breaded Eggs: We have skeletons and we have spiders; now we have skeletons riding spiders.
  • Dem Bones: The skeleton riding the spider.
  • Elite Mook: Combines the skeleton's range attacks with the spider's speed and ability to climb.
  • Giant Spider: The spider being ridden by the skeleton.
  • Lightning Bruiser: It combines the Skeleton's range and damage output with the spider's speed, and both of their health.
  • Set a Mook to Kill a Mook: The shield's ability to deflect arrows allows you to do this. Good use of shield blocking throws the arrows shot towards you back to the skeleton, injuring it. However, in the case of spider jockeys, the arrows may hit the spider instead. The spider treats this as if the skeleton had attacked it directly, and turns hostile towards the skeleton riding it, attacking it. This, in turn, turns the skeleton hostile towards the spider, so they attack each other until one of them dies. It's really hilarious.
  • Unique Enemy: You're very unlikely to encounter more than one or two in an entire playthrough.

Cave Spiders
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.
  • Artificial Stupidity: Like the normal spiders, they'll jump from great heights if it means getting at you.
  • Broken Record: Hssssss
  • Elite Mooks: Although having less health than a regular spider, they are far more dangerous as they often appear in large number and are able to poison.
  • Fragile Speedster: Their speed plus their miniature size makes hitting them more difficult.
  • Glass Cannon: The third weakest enemy with only six hearts of health, and thanks to their poison one of the highest in lethality.
  • Giant Spider: Even though they're about a quarter of the size of their black counterparts, they're still pretty large.
  • Red Eyes! Take Warning: Cave spider eyes glow red. All six of them. Fortunately, this makes them easier to see in the dark.
  • Standard Status Effects: Poison in this case — it slowly reduces the player's health down to as much as half a heart, but no less. They can't cause the poison status on easy difficulty.
  • Underground Monkey: Cave spiders are a blue Palette Swap of the normal spider, but are still differentiated by their ability to poison.
  • Wall Crawl: As can the normal spiders, they can move up vertical walls.
  • Zerg Rush: Although having low health, they always appear from a spawner, meaning there is very high chance that you'll be attacked by a number of them at once.

Tall, green, vaguely plant-like things. and possessing the ability to explode, Creepers will make your life miserable. They drop gunpowder if killed before they can explode. 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.
  • Action Bomb: Their signature attack is to rush the player until they're within the blast radius, then explode.
  • 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.
  • The Croc Is Ticking: Their famous hiss.
  • The Dreaded: If there's any non-boss mob that strikes apprehension, caution or fear into any player, it's the Creeper.
  • 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.
  • 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*... Perhaps an unintentional example: creepers are bunches of foliage whether plants or vines, that grow around other plants and / or up walls and trees. The Creeper is heavily implied through their texture and Word of God to be a Planimal of some kind and can be found even after midnight around, you guessed it, trees and other foliage.
  • Nightmare Face: Every Creeper's face is fixed in what appears to be a pained expression.
  • Oh, Crap!: They will make you say this at least once. They also get a version of this post-AI overhaul where if he finds out that one of its fellow Creepers is about to detonate and is close enough to be affected, they will run for the hills until they feel they're out of the blast zone.
  • One-Hit Kill: Beginning with patch Beta 1.9, a Creeper's explosive power was buffed enough to one-shot players not wearing a full set of Iron Armor. Stay wary...
  • Spanner in the Works: They will appear when you least expect them to, and they will destroy the one thing you want to preserve the most.
  • Stealth Expert: Although they can be fairly easily spotted when compared to trees, they emit no sound aside from footsteps and the noise they make when hurt, they love to hide and have been the sneaky Arch-Enemy of many players.
  • Such A Lovely Noun: According to Memetic Mutation anyway. The "noun" can be anything from "wall" to "house" to everything.
  • Suicide Attack: They blow themselves up to attack the player.
  • 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".
  • Why Did It Have to Be Snakes?: Starting with Snapshot 12w05a, in part to balance out their new AI, they are terrified of cats and ocelots and will run away as soon as they notice one. This is very helpful to players, as this panic overrides their drive to approach players and explode.

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.
  • Blob Monster: They're large, animated cubes of slime.
  • Broken Record: Slap, slap, slap...
  • 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.
  • Shout-Out: Possibly, according to this bit of trivia from Minepedia:
    "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.
  • 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).
  • Broken Record: Chhkk.
  • 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.
  • Big Creepy-Crawlies: They share this trait with silverfish.
  • Broken Record: Chhkk.
  • Palette Swap: They're very similar to Silverfish, making the same noises and having similar health, damage, and size. Up until an update, they shared a similar model too; identical to Silverfish, except purple and without the frills.
  • Sealed Evil in a Can: They can only be spawned if you use an enderpearl.

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.
  • Armor-Piercing Attack: All of the Witch's attacks are these since potions don't have any effect on armour, meaning that a player with enchanted diamond armour is just as vulnerable to a Witch's attack as one with no armour at all.
  • Healing Potion: The Witch will drink one if its health is low.
  • Kill It with Fire: Averted. The Witch doesn't burn in the sunlight and if you attempt to set the Witch on fire, it will drink a Potion of Fire Resistance to become immune to fire.
  • Rare Random Drop: The Witch has the most potential drops out of all the mobs (all of them are used for potion brewing), but if you kill it while it's drinking a potion, it has a chance to drop it.
  • Standard Status Effect: The Witch's potions that it throws at you can cause poison or slowness. The Witch can also throw harming potions at you for instant damage.
  • Suddenly Voiced: One of, if not the only, completely silent mobs for a number of years. As of 1.9, they now cackle evilly and grunt in discomfort when hurt.

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.
  • Aquatic Mook: One of two hostile aquatic enemies, alongside its elder variant.
  • Combat Pragmatist: When approached or attacked they will swim a distance away where the player can't reach them, but they can reach the player using their Eye Beams.
  • Cyclops: They only have a single, large eye.
  • Eye Beams: Their main weapon is a technicolor, beam-like Charged Attack they shoot from their single eye.
  • Omnicidal Maniac: Besides the player, guardians also attack squids. Unlike villagers, who at least have iron golems to defend themselves, squids have no way to defend from guardians.
  • Painful Pointy Pufferfish: Their bodies are covered with large spikes that they can extend and retract. When their spikes are extended, striking them with a fist or any melee weapon will deal you a heart of damage. Physically speaking, they resemble large, cyclopean pufferfish with long tails.
  • Red Eyes! Take Warning: Their single eye is red.
  • Spikes of Villainy: Their body is covered with spikes, which work like the Thorns enchantment (hitting them with a sword will harm you as well).
  • The Spiny: Attacking them when their spikes are out will deal damage to the player ala Thorns.
  • Stealth Hi/Bye: Whenever they attack or get hit by the player, they quickly retreat out of sight to wait for another opportunity to strike.

Elder Guardian
A stronger, larger, gray variant of the Guardian, also introduced in snapshot 14w25a. Three of them can be found in each ocean monument, and unlike regular Guardians they will not respawn once killed.
  • Aquatic Mook: The other of two hostile aquatic enemies.
  • Boss In Mooks Clothing: They have the largest health out of all non-boss hostile mobs, deal quite a lot of damage, and their Thorns and Mining Fatigue abilities make them hard to fight. And to add to this, they now count as a boss in pocket edition.
  • Cyclops: They only have a single, large eye.
  • Jump Scare: When they cast the Mining Fatigue debuff, a ghostly image of the Elder Guardian appears on screen, which may surprise players.
  • King Mook: They're basically much bigger and stronger Guardians.
  • Painful Pointy Pufferfish: Their bodies are covered with large spikes that they can extend and retract. When their spikes are extended, striking them with a fist or any melee weapon will deal you a heart of damage. Physically speaking, they resemble large, cyclopean pufferfish with long tails.
  • Standard Status Effects: They're able to inflict the Mining Fatigue debuff on the player when approached them, slowing the player's attacking and mining speed. 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
A secret type of rabbit, first appearing in snapshot 14w27a. As opposed to most rabbits, this one is hostile, and will attack the player without provocation.

One of the four 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.
  • Airborne Mook: They are one of two regular enemies that fly, and the only one in the Nether. They will use this to their advantage.
  • A Taste of Their Own Medicine: Ghasts use fireballs to attack you. Their fireballs can be deflected back. Do the math.
  • Berserker Tears: They cry all the time, even when they're attacking you.
  • Broken Record: WAAAH! WAAAAAAH! WAAAAAAAHHHHHH!!!!! *sob sob sob*
  • Death from Above: Happens all too often when trying to traverse the Nether.
  • 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 Bullet 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.
  • Eyes Always Shut: Ghasts only open their eyes to attack.
  • Fireballs: Their ranged attack, and quite powerful too. If you have no armor and are on easy, it'll take nearly 8 hearts worth of damage in a single direct hit. And if on medium or hard, then you better hope that they miss.
  • 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. Enchanting your bow with even a single level of the Power enchant can make it into a One-Hit Kill.
  • Groin Attack: You kill Ghasts by hitting them in the mid-tentacles, although that was due to a hitbox bug. Nowadays (except in some versions) the bug has been fixed and they are now as vulnerable to being shot/stabbed/blown up in the face and main body as everything else.
  • 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.
  • Hoist by Their Own Petard/Karmic Death: Their fireballs hit hard and can screw up your day trip in the Nether. Which makes it very satisfying when you deflect an incoming fireball back and kill the offending Ghast with their own lava bomb.
  • 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.
  • No Ontological Inertia: Any fireballs in the air will disappear when the ghast who fired it is killed.
  • 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.
  • Set a Mook to Kill a Mook: If a ghast hits a zombie pigman with a fireball, the zombie pigman will attempt to kill it, although in 9 out of 10 cases will not work due to the pigmen being incapable of flight.
  • Swiss Army Tears: Tears they drop have healing properties when used in potions.
  • Tennis Boss: You can reflect Ghast fireballs with melee attacks, arrows, fishing rods, or even snowballs. Good thing, too, since they love to float out of range of your conventional weapons.
  • The Fourth Wall Will Not Protect You: A bug in older versions meant that while in third person view, they shot not the player but the camera. The reason this was removed was that it made the fireballs trivially easy to dodge. Aggro a ghast? Just pop into third-person mode and watch the fireballs sail harmlessly over you.
  • 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.

Magma Cubes
Cubic creatures that are only found in the Nether since the beta 1.9 prerelease. They behave exactly like Slimes except being inmune to lava and vulnerable to water. They drop the rare magma cream.
  • Asteroids Monster: The largest magma cubes split into two smaller magma cubes on death, and then again. The third iteration cubes stay dead.
  • Broken Record: Slap, slap, slap...
  • Elite Mook: Almost identical to slimes in appearance and behaviour, but does more damage and has high armour.
  • Glowing Eyes of Doom: The implication being that that's lava glowing through.
  • Magma Man: They're basically sentient globs of lava.
  • Underground Monkey: To the Slimes. They use a reskin of the Slimes' model, and attack, move and split into smaller versions of themselves upon death the same as regular Slimes. The main differences are that they are found in the fiery Nether and themed around it, being designed to resemble the lava that fills their home gaining an immunity to fire damage. Even the magma creams they drop use a recolor of the sprite for the Slimes' slimeballs.

Strange-shaped yellow creatures found in the Nether in the beta 1.9 prerelease. They fly around and shoot fireballs which ignite the player.
  • Airborne Mook: The other normal enemy in the Nether besides Ghasts that can fly. They mostly just hover, though, and never rise significantly above the ground.
  • Ambiguous Robots: They make clanging sounds when hit, constantly emit smoke and have heavy Vader Breath, but it's unlikely that they are truly robotic.
  • Artificial Brilliance: They will often hide behind walls of intersections and under Nether Fortress bridges in order to stay away from arrows and ambush the player.
  • Broken Record: RRRRRRR, RRRRRR...
  • Charged Attack: The Blaze shoots three fireballs in rapid succession, but has a cooldown between shots and can be seen preparing to fire when its smoky body starts to ignite, signalling that players should prepare to dodge.
  • 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.
  • Kill It with Water: They are hurt by water and snow. Realistically, you will only be able to exploit this by throwing snowballs at them (as water will instantly evaporate when placed in the Nether) unless you can get one through a port somehow, at which point it will begin to die whenever it starts raining or snowing.
  • Logical Weakness: Blazes will be hurt by all things water-related, including regular water, splash water bottles, rain, snow and snowballs. Since they're basically made of living fire, it makes sense that they wold be hurt by things that would quench their flames (and in the snow's case, by things that would cool them as well).
  • More Dakka: Their three round burst of fireballs may not seem much when it's just one Blaze, but as many as a small group of four can unleash hell upon your position.
  • 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.
  • Weaksauce Weakness: All things related to water, whether liquid or solid. While you can't bring any into the Nether, you can just chuck snowballs to kill them. If brought into the Overworld, they're likely to die the first time they're caught in the rain.

Wither Skeleton
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.
  • Broken Record: Click, clack, clunk...
  • Dem Bones: Skeletons from Hell.
  • Elite Mooks: Their stone swords plus their wither effect is painful to your health and should be avoided by even those with diamond Armor.
  • 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.
  • Stock Femur Bone: The bones they drop.

A mob added in 1.9, that spawns naturally in the End in certain towers. They look like a face hidden in a purple block-like shell. They attack by throwing homing projectiles that cause the target to float.
  • Heavily Armored Mook: Their shells, when closed, give them a whopping twenty points of defense (equivalent to a full set of diamond armor), plus complete immunity to arrows.
  • Helpful Mook: The levitation projectiles they throw can be used to scale the otherwise tedious structures they spawn in.
  • Not the Fall That Kills You: Mercilessly exploited. Their chief attack does little damage but makes the player float into the air, opening up dangerous possibilities for fall damage.
  • Outside-the-Box Tactic: Ironic, considering the Shulker is in a box. The projectiles themselves don't do much, at least to a player wearing diamond armor. It's the fall damage you'll take when the effect wears off and you land that you need to worry about.
  • Stationary Boss: Not a boss per say, but Shulkers cannot move from their place and shoot like turrets.
  • Villain Teleportation: Like many creatures from the end, the Shulker can teleport.
  • Wall Master: They look just like the regular blocks that make up End Cities — until you get close enough for them to notice you and attack.

A mob added in 1.11 that resembles a gray-skinned, evil, axe-wielding Villager. Spawns in Woodland Mansions.
  • Ax-Crazy: They will attack even villagers on sight without hesitation. No questions asked.
  • An Axe to Grind: Its primary mode of attack.
  • Cult: Given the strange layouts of the rooms and mansions where they live, their secretive nature and their way of greeting visitors it's not hard to think of them as some sort of cult.
  • Evil Albino: They're notably paler than the friendly Villagers, and even paler than the Witches.
  • Face–Heel Turn: Like the other illagers, they're apparently "outcast villagers".
  • Fighter, Mage, Thief: The "fighter" of the Illagers, focused on attacking you through weapons and physical attacks.
  • Omnicidal Maniac: If a name tag with the name "Johnny" is used on it, then nothing bar other Illagers are spared the axe.
  • Punny Name: It, the Illusioner and the Evoker are collectively referred to by the developers as the "Illagers."
  • Shout-Out: If named "Johnny" it will attack everything.

A mob added in 1.11. Spawns in Woodland Mansions, also resembling a grey, evil Villager. It spawns Vexes to attack you.
  • 1-Up: It drops the Totem of Undying when killed, which will resurrect you if your health drops to zero while holding it. Which raises the question: why didn't the Evoker use it when you killed him?
  • Armor-Piercing Attack: The "evocation fangs" attack does three hearts worth of damage regardless of armour.
  • Combat Pragmatist: It's very aware that he stands no chance against you at close quarters, so when you close in, he books it until he's out of melee range. You can also take the same approach with him, considering that the easiest way to kill him is to equip your bow, stay out of range of his attacks and turn him into a pincushion from a safe distance.
  • Cult: Given the strange layouts of the rooms and mansions where they live, their secretive nature and their habit of killing any player or villager who comes near, it's not hard to think of them as cultists. The Evoker, however, fits this vibe even moreso than the Vindicator with his powers and robe.
  • Elite Mooks: They're described by the developers as "end-game level" enemies.
  • Enemy Summoner: He summons Vexes to attack you.
  • Evil Albino: It's notably paler than the friendly Villagers, and even paler than the Witches.
  • Face–Heel Turn: Like the other illagers, they're apparently "outcast villagers".
  • Fighter, Mage, Thief: The "mage" of the Illagers, fighting with spells and summoned creatures.
  • Flunky Boss: He spawns Vexes to fight along with him.
  • Glass Cannon: His Spikes of Doom pack a nasty punch, but he can easily be picked apart when you start retaliating.
  • Lovecraftian Superpower: The Spikes of Doom he summons have mouths full of barbed teeth at the tip which rise out of the floor and snap shut to damage you.
  • Mook Maker: It summons hostile Vexes and a bear trap-like "fang attack" to defend itself, but itself does not attack.
  • Necromancer: Carries this vibe as he spawns the ghostly Vexes when he becomes aware of you, and drops a totem that brings you back to life if you die.
  • Punny Name: It, along with the Vindicator and the Illusioner, are collectively referred to by the developers as the "Illagers".
  • Shout-Out: If placed near a blue sheep, they will turn it into a red sheep while saying "wololo".
  • Spikes of Doom: Its other attack is to launch a line of spikes at you out of the floor.
  • Squishy Wizard: It possesses strong attacks, but only has four more hitpoints than the common skeleton archer.

A mob added in 1.12 but not actually implemented in the game. It's an Illager in a colorful robe, equipped with a bow and with the ability to create illusionary copies of itself and to strike players blind.
  • Combat Pragmatist: They use previously unseen skills to avoid getting hit by the player, such as inflicting Blindness on the player or create fake copies while turning themselves invisible so that one can't spot the real enemy.
  • Cult: With their stranger rooms, secretive nature, odd style of dress and habit of killing any player or villager who comes near, it's not hard to think of them as cultists.
  • Dummied Out: They do not spawn naturally, and can only be created using the /summon command.
  • Evil Albino: Like other Illagers, they're notably paler than the friendly Villagers, and even paler than the Witches.
  • Face–Heel Turn: Like other Illagers, they're apparently "outcast villagers".
  • Fighter, Mage, Thief: The "thief" of the Illagers, focused on archery and confusion tactics.
  • Mage Marksman: They attack using a regular bow, but they also use support magic to avoid getting hit.
  • Master of Illusion: The Illusioner can create four copies of itself while turning itself invisible. The copies all perform the shooting animation, but only the real Illusioner can actually shoot and be damaged.
  • Punny Name: Along with the Vindicator and the Evoker, Illusioners are collectively referred to by the developers as the "Illagers."
  • Standard Status Effects: They're able to inflict Blindness on the player.

A mob added in 1.11. Spawned by Evokers.
  • Airborne Mook: They possess wings and make good use of them.
  • Confusion Fu: Their fighting style is to dive or fly up at you from various angles while using their Intangible Man powers to phase through walls and make them difficult to track.
  • Intangible Man: Can pass through walls.
  • Meaningful Name: They're meant to be an annoyance and distraction when fighting the Evoker, rather than a threat on their own.
  • Mini Mook: Vexes are only about the size of a baby zombie.
  • Ontological Inertia: Downplayed. While they will persist after the Evoker who spawned them dies, they continually take damage, so eventually they will all die off even if you ignore them.
  • Red Eyes! Take Warning: Gains temporary red markings when it charges at you.

Left to right: Alien Grunt, Alien Gunner, Alien Captain, Alien UFO
A group of four mobs included in the "Alien Invasion" sample add-on pack, created by the developers and released for Pocket Edition version 0.16.0.
  • Mook Mobile: The UFO isn't very big, and seems to have a visible cockpit for an alien pilot.
  • Out-of-Genre Experience: They aren't entirely out of place, but lean much more towards sci-fi than anything else in the game.
  • Rock Beats Laser: The player can take them on with a sword and/or a bow and arrows. Hawkeye would be proud.
  • The Greys: Although as is common with this trope, they're green.

    Neutral Mobs 
Neutral mobs are harmless to the player at first, but will turn hostile under certain conditions (usually being attacked).

Wolves (wild)
When turned hostile 
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.
  • Animal Jingoism:
    • They don't get along with rabbits. Under normal conditions, wolves will hunt down and kill any rabbit they spot, leading to rabbits being quite rare in biomes they share with wolves. If it cannot see any players, the Killer Bunny will also attack wolves and dogs, which will attack it right back.
    • Similarly, wolves will hunt and kill any sheep they spot.
  • Red Eyes! Take Warning: Once they turn hostile, eyes turn solid red.
  • 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.
  • Video Game Caring Potential: Throw the Dog a Bone and you could end up with a loyal companion.
  • Video Game Cruelty Punishment: Wild wolves will happily ignore you and leave you alone as long as you do so, and there's nothing preventing you from just butchering them on sight — except their entire pack aggroing and doing their level best to tear your throat out.
  • Why Did It Have to Be Snakes?: Skeletons will run away from them.
  • Wolfpack Boss: When angered, a pack of wolves will become this and swarm you en masse, which means you may end up fighting a good half dozen enemies or more all at once.
  • 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, and are the only mob that spawns naturally in all three in-game dimensions.
  • Another Dimension: They're from the End.
  • 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.
  • Artificial Stupidity: While water harms Endermen and they normally avoid it, they will still teleport into water if they're set on fire, which will just damage them more than the fire would have...
  • 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.
  • Broken Record: Vworp, drrr, eep, vworp...
  • Beware the Nice Ones: Won't bother you until you look them in the face, which is tantamount to assisted suicide.
  • Dark Is Evil: They're nearly pitch-black and quick to become hostile.
  • Did You Just Flip Off Cthulhu?: The rare case of someone willingly engaging an Enderman in a staring contest while knowing full well it pisses them off.
  • Dimensional Traveller: Word of God says that endermen are "planewalkers", which is why they're found in the Overworld and the Nether as well as the End.
  • Don't Look at Me!: Let's just say people who come across them for the first time do this... and wish they hadn't.
  • 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.
  • Expy: Of Slender Man. It's even in the name.
    • They've also been compared to SCP-096.
    • Their alien-esque appearance and the fact they can be harmed by water may be a reference to the aliens from Signs.
  • Hoist by Their Own Petard: One of the not-so-common blocks it can still steal is TNT. Add a bit of fire somehow...
  • Humanoid Abomination: Human-like, but very tall and impossibly thin and completely black except for purple, glowing eyes. And then, of course, there's the teleporting, and the fact that they hail from the End.
  • Immune to Bullets: Even if they don't teleport out of the way, any landed shots simply bounce off of them.
  • Improbable Weapon User: They appear to be using the blocks they pick up to hit you if you engage them in combat.
  • Kill It with Water: They take damage from contact with water — standing in the rain for too long is enough to kill them.
  • Killer Rabbit: If you play long enough, sooner or later you'll see an Enderman carrying around a flower. D'awwww. Just don't look directly at him...
  • Implacable Man: If you do antagonise them, it takes a lot to lose them.
  • Lightning Bruiser: They have more health than most mobs, and their teleporting abilities make them the fastest enemies in the game.
  • No-Sell: Arrows are generally unlikely to hit them, even if you do a surprise attack.
  • Our Wights Are Different: They bear a great resemblance to J. R. R. Tolkien's description of a Barrow-Wight in The Lord of the Rings.
  • 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).
  • Purple Eyes: The eeriest, most supernatural Overworld mob gets glowing, purple eyes.
  • 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.
  • Stealth Pun: The Slender Man kills minors. The Enderman kills miners.
  • 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: Their main fighting style consists mostly of trying to punch you, then teleporting away before or the exact second they get hurt. This makes them essentially impossible to fight from a distance — they'll just teleport out of the way of arrows. They'll also teleport out of the way of water, which will result in frantic, constant teleporting when they get caught in the rain until the reappear nowhere sheltered.
  • Unstoppable Rage: If you do manage to rouse its ire, it will open its mouth and emit a growling/moaning noise while shaking in absolute fury, before crossing the distance between it and you in the blink of an eye and trying to murder you. It will not cease to try and kill you until either of you dies (or unless it gets interrupted by water or the sun).
  • 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.
  • Weaksauce Weakness:
    • They take damage from water and rain — you can fend them off indefinitely by simply standing in a one-block-deep pool of water, as they won't be able to reach you without taking damage. Snowballs also damage them like Nether mobs, being made of water. They'll immediately turn neutral and flee when getting smacked with one.
    • 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 just because they are fond of them.
    • The 2-block rule also means that with even just a small collection of dirt blocks you can make an effective impromptu Enderman shelter, allowing you to look them right in the eye and watch them ineffectually try to rush you while you slaughter them for their ender pearls.

Zombie Pigmen
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.
  • Artificial Stupidity: Until 1.8, they retained the single directional AI zombies and skeletons had.
  • 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.
  • Body Horror: Their disfigurements are a lot more jarring and visceral compared to the other undead enemies, as normal flesh is mixed in with necrotic wounds and you can see a ribcage and part of their skull.
  • 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.
  • Broken Record: Oink oink.
  • Dark Is Not Evil: Despite their scary zombie-like appearance and the terrifying hellscape where they live, they're initially non-hostile, and are in fact the friendliest creatures in the Nether.
  • Everything's Deader with Zombies: These ones are humanoid pig zombies and "live" in Hell.
  • Elite Mooks: Their natural Armor stats are one of the best, they spawn in packs of 15 or more, they are almost as fast as you, they are persistent as hell once their Berserk Button is pushed, and their gold swords are considerably painful. Unless you are prepared for them when they go into Roaring Rampage of Revenge mode, they will utterly ruin you.
  • 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.
  • Non-Human Undead: Interestingly enough, the living version isn't known, only the undead one.
  • 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.
  • Pig Man: A zombie version.
  • 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.
  • Roaring Rampage of Revenge: You attack one of them and all pigmen within a certain radius will come down on you to beat you black and blue in return.
  • 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.

Iron Golem
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.
  • Ambiguous Robot: It definitely gives off the vibe of one, with its noises and metallic appearance, but its creation requires, among other things, a pumpkin.
  • Berserk Button: If anyone dares to attack a villager in its presence, the Iron Golem will make short work of the attacker.
  • Beware the Nice Ones: They watch out for the Villagers and even give the kids flowers. Then you accidentally anger one...
  • Did You Just Punch Out Cthulhu?: They will make absolute mincemeat out of an Enderman and in enclosed space will pose a challenge even to the Wither.
  • Foe-Tossing Charge: They walk around slowly, but once they want someone who hurt a Villager dead, they'll instantly speed up and slam into their victim, sending flying into the air and badly hurt.
  • Gentle Giant: You can occasionally see them handing poppies to children.
  • Golem: They're artificial beings made of iron that exist only to deed their villages (if they spawn naturally) or creators (if made by a player).
  • 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 Juggernaut: They have 100% knockback resistance, 50 hearts of health and can do 3.5-10 heats of damage per attack, and if you piss them off without preparation, they will curbstomp you so bad that it will make dealing with a Charged Creeper seem coy.
  • 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.
  • Lightning Bruiser: Downplayed, but present. Their usual shamble/walk is their default state. But piss them off and you will find to your chagrin that they will close the distance between you and them a little faster than you hoped for, can kill almost anything in three seconds flat, and will rarely die at the hands of any enemy.
  • 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.
  • One-Hit Kill: Their punching attack can deal a maximum of twenty-one hearts of damage at once. Since that's more health than most Overworld mobs have to begin with, a single blow is usually enough to kill whatever monster they're targeting — or an unarmored player, for that matter.
  • 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 players that dare harm the villagers... but they don't do anything until the villagers are hurt or killed. They will, however, attack zombies, skeletons, spiders and other hostile mobs (expect creepers) on sight.
  • Shout-Out: Iron Golems will occasionally offer poppies to Villager children, which is a reference to Laputa: Castle in the Sky.
  • Super Not-Drowning Skills: Iron Golems are one of the few mobs incapable of swimming, so falling into water was originally a death sentence, but the release of Minecraft 1.2 inverted the trope and made drowning impossible for them. Then again, they are technically robots so it's not like they need oxygen...
  • Undying Loyalty: World-spawned Iron Golems have this toward their village, which they will protect until their deaths. Player-created ones are similarly loyal to their creator and will not even retaliate if they attack it.
  • Unstoppable Rage: They aren't really that emotive due to them having less detail than the Enderman, so it comes off as a Tranquil Fury. But regardless of whether or not they are able to show their anger, once you piss them off they go for the kill, and with their ability to take a vicious beating as well as return the sentiment with perhaps even more hurt, they are hard to stop.
  • 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.

Polar Bear
A mob introduced in 1.10, the Frostburn Update. Polar Bears naturally spawn in snowy biomes and are neutral to the player, but become aggressive if a cub is nearby or if a cub is attacked. They attack by rearing themselves up and mauling the attacker, and are also very fast swimmers.
  • Bears Are Bad News: Polar Bears have a good bit of health, and they can hurt a lot. They're also hostile if a cub is near them.
  • Mama Bear: Literally. They become hostile to players/mobs if a cub is near them, and if a cub is attacked, all adult polar bears within a good distance will be out for your blood.
  • Stock Animal Diet: When killed, they drop raw fish and raw salmon.

The latest passive mob to be added, appearing in 1.11, the Exploration Update. They can be fitted with chests like donkey and mules, and only spawn in the savanna plateau and extreme hills biomes.
  • Automaton Horses: Much like horses, donkeys and mules, you can fit them with as much luggage as you can put in their chests, lead them them from one end of the game world to another, and — provided you can keep them from getting injured — they'll follow you and bear your burdens endlessly and never need food or care of any sort.
  • Item Caddy: They can carry chests on their saddles like donkeys and mules.
  • One-Gender Race: Again, it's Minecraft.
  • Palette Swap: Llamas come in four color variations: creamy, brown, white and grey, with the biome they spawn in (savanna plateau or extreme hills) determining which color they are — savanna llamas will be cream-colored or brown, while mountain lamas will be white or grey.
  • Pimped-Out Cape: A plain carpet can be placed on a llama's back is suddenly turned into this, with a unique pattern depending on the carpet's pattern (it's also purely aesthetic).
  • Super Spit: Will do this to wolves, or the player if provoked, dealing half a heart of damage.

The Boss Battles of Minecraft.

The Ender Dragon
The first boss mob to be introduced to Minecraft, the Ender Dragon is a large black female dragon that lives in the End, which is also home to the Endermen.

  • Airborne Mook: Comes with being a dragon and all.
  • Animalistic Abomination: She may look like a normal, if black-scaled and purple-eyed, dragon, but the fact that she lives in the End and possesses the same teleportation abilities (although uses it to phase through objects) gives away the fact that in the natural order of things, there's nothing natural about her.
  • Attack Its Weak Point: There are crystals nearby that zap her with healing magic. She 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, her head takes more damage than the rest of her. The 1.9 update makes this even more difficult, as some of the crystals now have iron bars surrounding them.
  • Big Bad: She's what's stopping you from viewing the ending, and seems to be the most powerful being in The End. Given how said ending is a Gainax Ending, though, whether the dragon is this in anything but gameplay is debatable. So she basically can qualify as the canon main antagonist.
  • Bonus Boss: Though she is the final boss, she nonetheless doubles as this; you could happily play through Minecraft without even knowing that she exists. It takes an insane amount of time and effort to reach the End, and you would never get to it or fight the Ender Dragon unless you intentionally sought it out. Somewhat subverted with the 1.9 update, as defeating the Ender Dragon unlocks an entirely new section of the End.
  • Boom, Headshot: Unlike the other enemies, she actually takes a lot more damage from attacks directed at her head and neck.
  • Bragging Rights Reward: The only item she drops is useless and it gives over 12,000 experience points (which will easily get a player to level 60 starting at level one), but at least you can say that you killed her.
  • Breath Weapon: One of her attacks is spewing "ender acid" at the player as well as Fireballs. The Breath can now be collected from her ender acid and breath attacks by simply clicking it with a bottle.
  • 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 she touches (except for a select few) so the AI's pathfinding would work correctly and prevents the player from trying to hide.
  • Final Boss: It's been confirmed as this. You can continue your world after defeating her, but killing her gives you the only scripted sequence in all of Minecraft. Getting to her is pretty much the ultimate result of the progression through the game.
  • Final Boss, New Dimension: The Ender Dragon can only be found and fought in The End.
  • Fireballs: She spits out purple fireballs at you.
  • Flunky Boss: Sort of. The End is crawling with Endermen, but they won't aid the boss unless you aggravate them. Even then, as is the standard, attacking one won't anger the rest.
  • Giant Space Flea from Nowhere: Seriously, she's given no explanation for existing. Then again, neither is any other mob, and you need to invade another dimension just to find this one, but still. In-game, the only hint at her existence is one of the random title screen splash texts stating:
    "Kind of dragon free!"
  • Glowing Eyes of Doom: These are glowing purple.
  • Griefer: She can destroy any block she flies into except for Obsidian, End Stone, and Bedrock. Therefore, she'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 her from going where she wants- she'll just destroy most blocks she flies through and even the ones she can't destroy she'll still pass through unhindered.
  • Lightning Bruiser: She's fast and agile enough to dodge arrows mid-flight and powerful to the point that she plows through anything in her way.
  • Our Dragons Are Different: This dragon can destroy any block she touches (except for End Stone, Obsidian, and Bedrock).
  • Pre-Explosion Glow: On Console, when near death, a purple light will shine from her chest.
  • Ramming Always Works: Unusually for a dragon, she uses this a lot. It's also quite effective since it can deal up to 5 hearts worth of damage and the knockback will send you flying several blocks across (potentially into the void). The 1.9 update subverts this, giving her the ability to shoot fireballs, although she still tends to charge towards you sometimes.
  • Samus Is a Girl: Notch revealed in a Reddit interview that the Ender Dragon is female.
  • Shoot the Medic First: Either take out the healing crystals in The End or have a very un-fun time fighting the Ender Dragon.
  • Technicolor Death: While the other mobs simply fall over and vanish in a puff of smoke when killed, the Ender Dragon starts to explode and disintegrate pixel by pixel while shooting out beams of light.
  • Victor Gains Loser's Powers: Zigzagged. You can collect her breath, which allows you to upgrade your potions to linger on the ground like her breath beforehand but you're going to have to kill her to keep it. Although played straight with the elytra, considering that if you want to get them, the dragon must be killed.

The Wither
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 the 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, similarly to making a golem, in order to summon it.
  • Action Bomb: The moment the Wither is finished charging up it unleashes an enormous explosion capable of killing a fully armored player before the fight even begins and leaves a crater like someone set off a small nuke. The Pocket Edition version also explodes upon death as well.
  • 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. In Pocket Edition, this is taken even further. The Pocket Edition Wither is both tougher and more clever, staying out of range first off and keeping it's distance, sending barrages of varying ferocity at you while moving after each salvo to avoid being shot at. When it does get down to 50% health and sends a squad of Wither Skeletons at you, it will still retain it's behaviour of keeping back and shelling you, but will speed away out of range should you close in and not attack it fast enough.
  • Adaptational Badass: Zigzagged in regards to Pocket Edition. The Wither you face in the Pocket Edition version has twice as much health (300 hearts as opposed to the usual 150) as an average Wither and is a lot more intelligent with its attacks, being a lot more precise and controlled with its bombardments compared to the PC version's wanton shelling of everything living that's in range, will drop off a squad of Wither Skeletons to assist killing you when it enters its second phase, has a unique melee attack, and will blow itself up when it's finally put down in a last ditch attempt to kill the player. Although with this the creature also has more weaknesses to be exploited: The Wither can be paralysed momentarily if the wither skulls are shot back at it (therefore allowing an opportunity to inflict severe damage on the creature) as well as it being unable to regenerate its health completely when it's in the second phase of the fight.
  • The Berserker: It likes to fight the player in this manner, compared to the Enderdragon. But thanks to both being able to smash through everything in it's way and to take devastating punishment before it goes down, it is no less dangerous and is in fact moreso.
  • 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.
  • Damage-Sponge Boss: It has even more health than the Ender Dragon. 150 hearts worth to be exact, the most health of anything in the game. The Pocket Edition version takes it Up to 11 with 300 hearts worth.
  • Defeat Equals Explosion: The Pocket Edition version of the creature will detonate itself when it dies.
  • Deflector Shields: It pops up a shiny, pulsing shield when it reaches half health that causes any arrows regardless of charge or enchantment shot at it to slide or ping harmlessly off. Although, it does squat to protect against melee attacks.
  • The Dreaded: This thing's nigh-unstoppable nature crossed with its desire to destroy everything, elicits an Oh, Crap! from everyone more often than not, and those who don't heed the warnings and underestimate the creature will find themselves in a hastily dug grave.
  • 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.
  • Dynamic Entry: When it awakens, it sets off a massive explosion that puts Creepers to shame.
  • Eldritch Abomination: The Wither is the result of three Wither Skeletons fused together via soul sand whose only purpose or drive 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.
  • Enemy to All Living Things: No matter if they are hostile to the player or not, in the eyes of the Wither, they must die.
  • Flunky Boss: Starting from from Pocket Edition, when the Wither has 50% health left, it spawns 3-4 Wither Skeletons to help it.
  • Foe-Tossing Charge: In of Pocket Edition, When the Wither reaches 50% health, it will alternate between shooting bursts of wither skulls at you and shooting back and forth like a living missile to both attack and avoid you, damaging anybody standing in its way and destroying everything in its path.
  • 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.
  • Glowing Eyes of Doom: Its eyes and throats emit an eerie white glow.
  • Healing Factor: They can regenerate health over time and even accelerate it with the help of their Life Drain ability.
  • 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.
  • Hoist by His Own Petard:
    • Given that you have to physically create it yourself, anyone unprepared to fight will certainly suffer this fate.
    • On the Pocket Edition version you can actually inflict this on the Wither itself, as its projectiles can be shot back and if they do hit, the creature will become paralysed for a few seconds, allowing a window for damage to be inflicted upon the Wither with impunity.
  • 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.
  • Implacable Man: Walls won't stop it, players with unenchanted weapons won't even make it flinch and massive TNT explosions will simply be shrugged off. The only thing that will stop it in its tracks for a significant amount of time is the killing blow.
  • The Juggernaut: It will smash through walls as tough as obsidian without slowing down.
  • Life Drain: Those wither skulls that it shoots will heal the Wither for 2.5 hearts if one manages to hit you. Stack it with its Healing Factor and the fast fire rate of those wither skulls, and God damn.
  • Lightning Bruiser: Not on Enderman levels, but if the Wither is pursuing you, you will find that it can very easily keep up with you.
  • Living Weapon: Technically no, but they have a lot of potential to be this. One example being, in a scenario of player vs player, that awakening a Wither in the middle of your opponents' base will cause absolute carnage and devastation to them. Of course, you have to back off out of there to stop it from turning its attention to you and being killed by your own creation.
  • Mad Bomber: When it's finished powering up, it goes off with enough lethal and ground-wrecking force to make a nuclear device blush and when assaulting a target pumps skull-missiles out like a machinegun. Cross that with the fact that only bedrock bunkers will survive its rampage, and you have got one hell of a problem to sort out. The Pocket Edition version also explodes when it dies.
  • Made of Iron: This thing is the toughest mob in Minecraft at this point in time, period. It takes enchanted weaponry to even do anything other than tickle it. And then there's its Healing Factor and Life Drain abilities working in unison. Only being aggressive with your attacks will allow you to stay on top of it.
  • Mercy Invincibility: When the Wither is first created, it flashes blue and is immune to all damage until its health finishes charging up.
  • Mook Maker: When it's half-dead, it spawns a group of Wither Skeletons in Pocket Edition.
  • 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 (unless you're playing PE). Fighting this thing above ground, unless you have something to distract it, is tantamount to suicide.
  • Multiple Head Case: Each fires projectiles... which are even more heads.
  • 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.
  • One-Man Army:
    • All three of its heads can take on a mob each for starters, they also have enough damage output, speed and health that even a whole army of players, which can take on pretty much anything up to this point, will either have an incredibly hard time killing it, take a lot of casualties, or just be plain wiped off the map. In fact, it's pretty much a supernatural weapons platform when it comes to battles, because when it enters the fray, it'll lay down a likely unsurvivable and devastating assault upon any living thing that crosses its path.
    • This is most apparent if you pit it against other mobs. Not only can it fly to avoid most of their attacks, its sheer health, damage, and healing factor makes it painfully apparent that nothing but the player is even capable of killing this thing. It has proven to be able to decimate entire armies of mobs that would normally give players trouble, and the only thing that can even survive an assault from it is the Ender Dragon.
  • Person of Mass Destruction: Good lord, the amount of damage this thing can inflict is cataclysmic, both to mobs and the environment. Its rapid bombardment of explosive skulls combined with its tendency to attack everything in sight will mean that even if you somehow kill it, chances are the area will be reduced to a smouldering crater.
  • Pre-Explosion Glow: When it comes to life, The Wither glows very brightly before triggering a massive explosion that dwarfs a Creeper's.
  • Regenerating Health:
    • The Wither recovers half a heart of health per second. Only being aggressive with your attacks can counteract this.
    • In the Pocket Edition, it cannot regenerate past 50% HP if it's already below that.
  • 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.
  • Schmuck Bait: One of the possible paintings depicts the formation of blocks necessary to create the Wither. Now, imagine if an unsuspecting player decided to recreate that painting...
  • 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.
  • Taking You with Me: The Pocket Edition version of it will try this trick on you when you finally kill it, make sure to get away before the dying Wither explodes.
  • Throat Light: Has this along with Glowing Eyes of Doom.
  • Turns Red:
    • Once it reaches half health, it gains 'Wither Armour', which renders it immune to arrows.
    • In the Pocket Edition, it will also spawn in a group of Wither Skeletons to deal with you and gain access to a dangerous charge attack that plows through everything in its path. In exchange however, it loses the ability to regenerate past half health.
  • Wake-Up Call Boss: You can get by the Ender Dragon with a simple bow, some good armor, and some skill. The Wither will 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.