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Spinoffs > Minecraft: Story Mode | Minecraft Dungeons

The various mobs the player will encounter throughout Minecraft Dungeons, both friend and foe.

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Allies

Utility

    Wolf 
https://static.tvtropes.org/pmwiki/pub/images/tamed_wolf_with_red_collar.png
Wolves can be summoned with a Tasty Bone.
  • Jack of All Stats: Compared to other summonable allies, the wolf is pretty straight forward, dealing moderate damage with average durability and speed.

    Bee 
https://static.tvtropes.org/pmwiki/pub/images/b_3.png
Bees can be summoned in several ways, but mainly with the Buzzy Nest.
  • Adaptational Badass: They can sting more than once without getting killed off immediately. Compare to Minecraft, where they quickly die after one sting.
  • Zerg Rush: Their main strength. Unlike other summonable allies, up to three can be summoned with just one Buzzy Nest, allowing players to have more ways to distract enemies or detonate creepers without getting hurt themselves. Enchantments such as Busy Bee and Tumblebee can summon them as well by attacking and rolling respectively and they both stack with each other and the Buzzy Nest, meaning you could have nine bees (and possibly more) assist you in fights.

    Iron Golem 
https://static.tvtropes.org/pmwiki/pub/images/iron_golem_28dungeons29.png
A mob that can be summoned with the Golem Kit. They will help players to fight enemies.
  • Adaptational Wimp: Unlike the original game, where they can take down most hostile mobs with ease, they're much weaker in this game. Possibly justified thanks to the Orb of Dominance enhancing the enemies.
  • Artificial Stupidity: In contrast from their original counterparts, they will attack creepers, and likely take damage from the explosion.
  • Golem: It's in their name.
  • Mighty Glacier: Compared to other summonable allies, iron golems can take way more hits and deal more damage. However, their attacks also the slowest out of all.

    Llama 
https://static.tvtropes.org/pmwiki/pub/images/mcd_llama.png
A mob that can be summoned with Wonderful Wheat. They attack enemies by spitting at them.
  • Palette Swap: The Llama wears a scarf and carpet. When summoned, the color of both of those items can either be blue (like those seen with Wandering Traders in the base game) or red.
  • Super Spit: Their only method of attacking. Since they're a summonable mob in this game, they will always attack enemies without being provoked.

    Soul Wizard 
https://static.tvtropes.org/pmwiki/pub/images/soul_creature_9.png
A mob that can be summoned with a Soul Lantern. They attack enemies by throwing projectiles.
  • Soul Power: Besides being the only summonable ally tied to an artifact that requires souls to use, the Soul Wizard attacks enemies by firing soul bolts at them.

Passive

    Piggy Bank 
https://static.tvtropes.org/pmwiki/pub/images/piggy_bank_mcd.png

A pig carrying a treasure chest. Can be found occasionally in any level, and drop emeralds and weapons on death.


  • Metal Slime: They rarely appear in levels and run away when they see players. However, they always drop emeralds and equipment on death.
  • Piggy Bank: A riff on the trope in the form of a pig that carries around a chest filled with treasure.
  • Pun-Based Creature: The Piggy Bank is an actual pig that carries a chest full of valuable items.
  • Screw This, I'm Outta Here: They disappear along with their loot if left alive too long.

Enemies

The Undead

Zombies

    Zombie 
https://static.tvtropes.org/pmwiki/pub/images/zombie_dungeons.png

A very common undead mook that can be found in most levels.


  • The Goomba: They're one of the most common, simplest and weakest enemies in the game.
  • Heavily Armored Mook: They sometimes can be seen wearing armor, some heavier and more protective than others. They also spawn with either a dagger or a sword depending on what armor they're wearing.

    Husk 
https://static.tvtropes.org/pmwiki/pub/images/husk_mcd_2.png

An undead mob that can be found in Cacti Canyon, Desert Temple and Lower Temple.


  • Adaptational Badass: They're a bit bigger in size and more resiliant than their main counterpart.
  • Elite Zombie: They're a bit bigger and have higher defence than regular zombies, though they move more slowly.
  • Immune to Flinching: They cannot be stunned by normal attack. The only way to stun them is through Shock Powder and Stunning enchantment.
  • Mighty Glacier: Compare to zombie, they're bigger and possess higher health but attack slower.
  • Underground Monkey: Husks are basically zombies that are stronger and are Immune to Flinching.

    Jungle Zombie 
https://static.tvtropes.org/pmwiki/pub/images/junglezombierender.png

A zombie that can only be found in the Jungle Awakens DLC levels.


    Frozen Zombie 
https://static.tvtropes.org/pmwiki/pub/images/frozenzombierender.png

A zombie that can only be found in the Creeping Winter and Howling Peaks DLC levels.


  • Status Infliction Attack: They can inflict freezing on players, which slows the player's movement and attacks, by throwing a snowball at them or directly hitting them.
  • Underground Monkey: They're the snow version of zombies. They look the same except being covered in snow and have bluish skin.

    Drowned 
https://static.tvtropes.org/pmwiki/pub/images/mcd_drowned.png

A zombie-like mob that can only be found in the Hidden Depths DLC levels.


  • Prongs of Poseidon: Drowned can sometimes spawn with a trident, which they can throw at you. The thrown trident deals more damage to the player than the trident being used as a melee weapon.
  • Underground Monkey: They're the aquatic version of zombies. And sometimes they use a soul knife or trident to attack you.

Skeletons

    Skeleton 
https://static.tvtropes.org/pmwiki/pub/images/skeleton_dungeons.png

An undead mob found in many levels, and which attacks from range using a bow.


  • Elite Mook: Some spawn holding stronger bows such as power bows and longbows.
  • Heavily Armored Mook: Some spawn wearing helmets and armor.
  • Idle Animation: Skeletons can occasionally be seen spinning their heads around whenever they aren't attacking anything.

    Mossy Skeleton 
https://static.tvtropes.org/pmwiki/pub/images/mossy_skeleton_3.png

A skeleton that can only be found in the Jungle Awakens DLC levels.


  • Status Infliction Attack: They can inflict poison on players.
  • Underground Monkey: Similar to Jungle Zombie, they're the jungle version of skeletons. Their looks are the same except being covered in vines and moss.

    Stray 
https://static.tvtropes.org/pmwiki/pub/images/stray_28dungeons29.png

A skeleton that can only be found in the Creeping Winter DLC levels.


    Wither Skeleton 
https://static.tvtropes.org/pmwiki/pub/images/wither_skeleton_dungeons.png

A black skeleton that comes in melee and ranged variants, inflicting the wither effect on players.


  • Immune to Fire: Unlike the source game, this is averted as they can take damage from fire-related enchantments or the Burning Quiver artifact.
  • Status Infliction Attack: Their attacks inflict the wither effect, which damages players over time. However, unlike poison, wither damage increases over time instead of remaining at a set number, making the effect far more deadly. Unlike the base game, Wither Skeletons using a bow are able inflict this effect instead of shooting a flaming arrow.
  • Underground Monkey: Depending on which weapon one is holding, the wither skeleton is either a skeleton or a piglin that can inflict withering. It even shares their animations.

    Sunken Skeleton 
https://static.tvtropes.org/pmwiki/pub/images/mcd_sunkenskeleton.png

A skeleton that can only be found in the Hidden Depths levels.


  • Harpoon Gun: To help bypass arrows travelling shorter distances and losing momentum in water, they will shoot harpoons at the player, which are slower than a normal skeleton's arrow but can travel indefinitely.
  • Underground Monkey: To regular skeletons, obviously. Unlike their land counterpart, they fire harpoons that travel slower but aren't affected by the "projectile travels slower underwater" rule.

Others

    Vanguard 
https://static.tvtropes.org/pmwiki/pub/images/skeleton_vanguard_7.png

An undead mob that uses a glaive to attack players.


  • Dem Bones: Unlike normal skeletons, they use melee instead of bow.
  • Elite Mook: Have slightly more health than regular skeletons(unless they're armored variety), have a longer attack reach and will negate any first hit thanks to their shields.
  • Luckily, My Shield Will Protect Me: They have a shield that can protect them from one hit before breaking.
  • Praetorian Guard: According to the Glaive weapon's description and the Guide to Minecraft Dungeons: A Handbook for Heroes, they are the personal guards of the Nameless One, who summons them during their boss fight.

    Necromancer 
https://static.tvtropes.org/pmwiki/pub/images/necromancer_9.png

An undead mob that summons zombies and fire projectile at players. They mostly appear in the Desert Temple, though they can appear in other levels as well in harder difficulties.


  • Badass Cape: They wear slightly-ripped dark capes, complete with a blue trim at the bottom.
  • Dem Bones: Skeletons that can summon Zombies and shoot slow moving magical projectiles at players.
  • Elite Mooks: They're one of the most toughest non-boss enemies in the game, they can summon reinforcements and spam projectile at players.
  • Enemy Summoner: They summon zombies, that are sometimes armored, in between shooting their projectiles and when there's little to no zombies surrounding them.
  • Evil Laugh: They will let out a laugh whenever they are summoning zombies.
  • Idle Animation: Necromancers will ocassionally throw their staffs in the air, before catching it when they're not aggressive.
  • Necromancer: It's their name, though they're undead themselves unlike most examples.
  • Our Liches Are Different: They're intelligent undead spellcasters with the magical ability to raise undead and shooting magical bolts.

    Phantom 
https://static.tvtropes.org/pmwiki/pub/images/phantom_9.png

An undead mob that only appears during night mode, which occurs when at least one player knocked down in multiplayer.


  • Darkness Equals Death: They only appears if night lasts too long.
  • Invincible Minor Minion: Unlike their base game counterparts, they're completely immune to any damage and can only be stopped by reviving all players.
  • Lightning Bruiser: They are not only immune to any damage, but their attack also increase over time the longer the night goes on.

    Wraith 
https://static.tvtropes.org/pmwiki/pub/images/wraith_mcd_4.png

An undead hooded ghost mob that can be found in later levels such as Desert Temple and Highblock Halls, but can be appear in Creeper Woods in Adventure difficulty or higher.


  • Area of Effect: They summon a 3x3 pillar of blue flames to damage the player.
  • Breath Weapon: In the Arcade version of the game, Wraiths can breath their blue fire at the player.
  • Cold Flames: Within the game's codes, their blue flames are referred to as 'Ice Bouquets'.
  • Dem Bones: Much like skeletons, except without a lower body and a separated rib-cage.
  • Faux Flame: Their blue flames don't really follow fire logic. For one, players don't get the Burning effect from being in it, and second, Wraiths can summon them in water or rain without them extinguishing.
  • Ghastly Ghost: They have a gapping face and unpleasent demeanor.
  • Glowing Eyelights of Undeath: Their face, mouth and the ends of their robes, glow blue similar to their blue flames.
  • Idle Animation: When idle, they have a chance of swinging their spine from side to side like a pendulum.
  • Kill It with Fire: Their main attack is to summon a 3x3 pillar of blue flames on the player's feet.
  • Our Ghosts Are Different: They're completely corporeal for one, being vulnerable to physical attacks and unable to move through walls, but they visually float off the ground, make ghostly wails and tend to be found in indoor areas (ie, Woodland Mansions and Highblock Halls).
    • Their teleportation ability might be emulating depictions of ghosts suddenly appearing in front of their victims since they even wave their hands after completing their teleportation (though they usually teleport away from their victims).
  • Teleport Spam: They're capable doing this if the player gets to close to them, though unlike Enderman who teleport instantaniously, Wraiths will perform an animation when doing so, allowing the player to damage them during it.

Mini-Bosses

    Skeleton Horsemen 
https://static.tvtropes.org/pmwiki/pub/images/mcd_skeletonhorseman.png

An undead mid-boss that can appear at random in a group of four. They can be first encountered in Cacti Canyon, but can appear in other levels on higher difficulties.


  • Giant Space Flea from Nowhere: Unlike other mid-boss, which can be located through sounds. They only appear when players get near their teleport locations without warning.
  • Glass Cannon: One can deal high damage to the player using their bow, but all four of them can be taken out within seconds of spawning should the player's equipment be strong enough.
  • Horse Archer: They fire longbows at the player as their main method of attack.
  • Wolfpack Boss: They appear in a party of four when lightning strikes. Their appearance in Ancient Hunts avert this, as you will always encounter a single Horseman alone in a hunt if it does spawn.

    Drowned Necromancer 
https://static.tvtropes.org/pmwiki/pub/images/mcd_drownednecromancer.png

An undead mid-boss that summons drowned, fires projectiles and summons falling tridents around them. They only appear in levels from the Hidden Depths DLC, but they can also be encountered in The Stronghold of the Echoing Void DLC.


  • Badass Cape: Like the Necromancer, they're wearing a long and tattered cape.
  • Death from Above: One of the Drowned Necromancer's attacks summons several tridents that fall from above and explode upon hitting the ground. The attack deals heavy damage and is highlighted by a purple circle on the ground before it crashes down.
  • Enemy Summoner: Unlike the Necromancer, they summon Drowned, which sometimes can spawn with a trident.
  • King Mook: They're a more powerful version of the Necromancer, having the ability to fire a barrage of projectiles compared to the Necromancer firing one at a time and can summon tridents from above to strike the area around them. Funnily enough, they're considered a Degraded Boss to Nameless One.
  • Necromancer: Just like the Necromancer, they can summon the undead to fight the player, though it summons drowned in this case. They are called the Drowned Necromancer after all.
  • Prongs of Poseidon: Drowned will throw their trident at the player. The Drowned Necromancer on the other hand will summon several tridents to rain down on anything nearby, falling at random times and exploding on impact.
  • Underwater Boss Battle: They are usually found in levels from the Hidden Depths DLC, which all naturally take place underwater. Though they also appear in The Stronghold and in The Tower on occasion, where the player isn't dealing with the Oxygen Meter that all underwater areas have in this game.

The Illagers

    Vindicator 
https://static.tvtropes.org/pmwiki/pub/images/vindicator_dungeons.png

An Illager that can be encountered in many locations, mainly using an axe as a weapon.


  • Adaptational Wimp: Vindicators are one of the deadliest enemies the player can fight in close combat in vanilla Minecraft, whereas in this game, they are more easily mowed down in droves.
  • Elite Mooks: Some will spawn as vindicator raid captains, which are much stronger than the regular ones.
  • Heavily Armored Mook: They can occasionally be seen wearing armor.

    Enchanter 
https://static.tvtropes.org/pmwiki/pub/images/enchanter_4.png

An Illager that can enchant other enemies, enhancing their toughness and granting buffs.


  • Glass Cannon: Although they can empower enemies, they have a very weak melee attack and can easily be killed with one attack.
  • Mook Commander: The Enchanter will evade the player and only try to attack them if they get near them. The reason why they should be prioritized over other mobs is because they apply buffs to nearby enemies which last as long as the Enchanter is still alive.
  • Squishy Wizard: Dangerous magical powers, but frail health.
  • Super-Empowering: Their main ability. This gives the player all the more reason to prioritize them before other enemies.
  • Throw the Book at Them: Their only attack has them smack players with their book, though this is only if any players get close to them since they will not directly attack them.

    Geomancer 
https://static.tvtropes.org/pmwiki/pub/images/geomancer_mcd.png

An Illager that can raise stone pillars to trap players, and sometimes even summon explosive totems to harm them.


    Pillager 
https://static.tvtropes.org/pmwiki/pub/images/pillager_dungeons.png

An Illager that uses a Crossbow as a weapon.


    Royal Guard 
https://static.tvtropes.org/pmwiki/pub/images/royal_guard_2.png

An Illager that is commonly found in Highblock Halls and Obsidian Pinnacle, but can appear in other missions. Uses a mace as a weapon.


  • Elite Mook: They only can be seen in the last two levels, and pose much more of a threat than the usual enemy.
  • Heavily Armored Mook: They can take far more hits than the usual vindicators thanks to their armor.
  • Immune to Flinching: Like other heavily armored enemies, they don't flinch when hit, so the only way to stop their attacks is to stun them with the Snowball or Stunning attachments.
  • Knockback: Their mace attack can knock players back, this can be dangerous if a player is near a cliff.
  • Luckily, My Shield Will Protect Me: They have a shield that can protect them from one hit.
  • Mighty Glacier: Unlike Vindicators, they cannot run and walk slower than most of the enemies.
  • Praetorian Guard: Their main job is to protect the Arch-Illager.

    Iceologer 
https://static.tvtropes.org/pmwiki/pub/images/iceologer_2.png

An Illager type enemy that summons blocks of ice to crush the player.


  • Anvil on Head: They summon a giant ice block above player's head and drop it after a few seconds. Players who get hit will be stunned for few seconds.
  • Color-Coded Elements: Ice-wielding enemies found in frozen areas and who wear all blue.
  • Facial Markings: Unique amongst the Illagers, they have blue paint on their face.
  • An Ice Person: They attack by creating blocks of ice in the air and dropping them on the player.

    Mountaineer 
https://static.tvtropes.org/pmwiki/pub/images/mountaineer.png

An Illager that was introduced in the Howling Peaks DLC levels, but were later added to some Creeping Winter and Echoing Void levels.


    Ravager 
https://static.tvtropes.org/pmwiki/pub/images/ravager_dungeons_7.png

A bull-like beast with an Illager face, their attack can push player back.


    Wind Caller 
https://static.tvtropes.org/pmwiki/pub/images/wind_caller_4.png

An Illager who use wind magic to launch player upward.


  • Bald of Evil: Quite possibly the only Illager that averts this.
  • Blow You Away: They use wind magic to harm players by launching them upwards or to push nearby players away, sometimes off the map of positioned correctly.
  • Knockback: They specialize in it, as every attack pushes player far away from them.

Mini-Bosses

    Redstone Golem 
https://static.tvtropes.org/pmwiki/pub/images/mcd_redstonegolem.png

While not an Illager, Redstone Golems are part of the Arch-Illager's army and can be found in places with a lot of Illagers. It can be encountered as the final obstacle of the Redstone Mines and as a mini-boss on several occasions afterwards, most notably in Obsidian Pinnacle.


  • Always Someone Better: To Iron Golems. In the prologue cutscene, a single Redstone Golem sends two of them flying.
  • Evil Counterpart: They can be seen as this to the Iron Golems, being a war-machine of the Illagers.
  • Giant Mook: They're bigger than most regular enemies.
  • Golem: It’s in the name, being made out of Redstone and what appears to be Cobblestone.
  • Idle Animation: When not aggressive, they can start repeatedly smashing their arms on their chest before roaring like a gorilla, though granted, the player has to be in Shadow Form to see it, as Redstone Golems have a high detection range.
  • Land Mine Goes "Click!": Every 10 seconds when fighting against the player, the golem will hunch down and start spawning Mines around itself, which would explode if the player goes near them. Doing this, however, prevents the golem from moving, or retaliating, allowing players to lay the hurt on them.
  • Magitek: Comes with the territory of being a Redstone construct.

    Evoker 
https://static.tvtropes.org/pmwiki/pub/images/mcd_evoker.png

An Illager mid-boss that can be encountered as the boss of Pumpkin Pastures and as a mid-boss on several occasions afterwards. In the arcade version, they are the boss of Soggy Swamp.


  • Adaptational Badass: They're considered a mini-boss and have a lot more health, where as, in the main game, they have the same amount of health as Vindicators and Pillagers
  • Enemy Summoner: Similar to their role in the original game, they summon vexes to attack you.
  • Flunky Boss: They summon vexes to fight alongside them.
  • "Get Back Here!" Boss: They often run away from players when not summoning Vexes or conjuring fang traps. Justified as they only hold an advantage over players at long distances.
  • Spikes of Doom: Like in the source game, their other attack involves summoning a line of spikes along the floor. They can also use this attack in a circular formation.

    Illusioner 
https://static.tvtropes.org/pmwiki/pub/images/illusioner_28dungeons29.png

An Illager mid-boss introduced in the Creeping Winter DLC, who can also be encountered in the Howling Peaks and Echoing Void DLC missions. Originated from Minecraft Java Edition as unused mob.


  • Mage Marksman: The Illusioner and their duplicates attack the player with bows. The Illusioner sticks out from their duplicates since they shoot fireworks at the player with their bow instead of arrows.
  • Master of Illusion: Similar to how they work in Minecraft, they can create multiple duplicates of themselves. However, the original one will not turn invisible and the duplicates can act independently and are able to attack players.
  • Spot the Imposter: The Illusioner will summon several duplicates to attack the player and can only be defeated if the player defeats the real Illusioner. The player can detect the real Illusioner before they shoot a firework arrow if they take into account that the real Illusioner holds their shortbow using their left hand while their clones use their right hands.
  • Status Infliction Attack: They're able to inflict Blindness on the player. In contrast with Minecraft, blindness will instead give the player a chance to miss their attacks.

Others

    Witch 
https://static.tvtropes.org/pmwiki/pub/images/witch_mcd.png

An enemy that is first encountered in Soggy Swamp. They are responsible for brewing potions for the Arch-Illager that make his army stronger.


  • Area of Effect: They attack players by throwing potions that create small poison clouds.
  • Heal Thyself: They can heal themselves by drinking potions, though they have a cooldown.
  • Wicked Witch: They're definitely one, as they helping Arch-Illager to create unstoppable army by making potions for them.

    Mob Spawner 
https://static.tvtropes.org/pmwiki/pub/images/mob_spawner_mcd.png

Technically not an mob, but still an enemy that summons other enemies. They mostly can be found in Redstone Mine and two of the levels in Flames of the Nether.


  • Immune to Flinching: It can't be knocked back at all. Granted, it's a block and not a mob.
  • Mook Maker: It can summons enemies if players are near, though they can only summon one type of enemy. Zombies in Redstone Mine and Blaze in both nether levels.
  • Stone Wall: It possesses the highest health out of any enemies. However, it cannot move or fight back, it only can summons enemies to defend itself.

    Secret Enemy 
https://static.tvtropes.org/pmwiki/pub/images/mooshroom_dungeons.png

Mooshrooms are cows that have become infested with mushrooms. They reside only in the secret level and are the lone enemies aside from the boss.


  • Adaptational Villainy: In Minecraft proper, Mooshrooms are passive. Here, they are very much out to kill you.
  • Mighty Glacier: They're some of the slowest enemies in the game, but their durability and physical strength more than make up for it.

Spiders

    Spider 
https://static.tvtropes.org/pmwiki/pub/images/mcd_spider.png


  • All Webbed Up: In this game, spiders fire silk balls at the player, which will immobilize them if they get hit. The spider who hit the player and all other spiders in the vicinity will take this chance to rush towards the player and attack them while they can't move.
  • Cowardly Mooks: Unless the player isn't caught in their web, they're usually running away from the player to try and get another shot at immobilizing them.
  • Giant Spider: As per usual. This is without mentioning how enchanted spiders are even bigger.
  • Weakened by the Light: Averted. Even when encountered in missions that take place outside during the day, spiders will still try to attack you.

    Cave Spider 
https://static.tvtropes.org/pmwiki/pub/images/mcd_cavespider.png


Creepers

    Creeper 
https://static.tvtropes.org/pmwiki/pub/images/creeper_mcu.png

Everyone's favorite (or least favorite) exploding monster. You can find them pretty much anywhere.


  • Action Bomb: As always, they try to get up close and explode. Good thing they don’t destroy the terrain this time!
  • Why Did It Have to Be Snakes?: Similar to original game, they're scared of ocelots from Jungle Awakens, but unlike the original game they even get attacked by them!

    Icy Creeper 
https://static.tvtropes.org/pmwiki/pub/images/icy_creeper.png

A creeper that can only be found in the Creeping Winter and Howling Peaks DLC levels.


  • Action Bomb: Like normal creepers, they explode when they're near a player. However, they also inflict a freezing effect after exploding.
  • Status Infliction Attack: Their explosions inflict the Frozen debuff on anyone that survives them.
  • Underground Monkey: In contrast with the many other examples of this trope seen in this game, icy creepers look exactly like normal creepers, only they have snow particles hovering around them to denote them as an icy creeper.

Slimes

    Slime 
https://static.tvtropes.org/pmwiki/pub/images/mcd_slime.png


  • Asteroids Monster: Large and medium slimes split apart when defeated. There's even a chance for a large slime to be defeated and either split into small slimes or completely avert this trope.
  • Harmless Enemy: Small slimes avert this as they are able to deal damage in this game. They can also turn into a big threat for the player if they have the right enchantments applied.

    Tropical Slime 
https://static.tvtropes.org/pmwiki/pub/images/mcd_tropicalslime.png

An aquatic slime that can only be found in the Hidden Depths levels.


  • Asteroids Monster: Like a regular slime, they split apart when killed.
  • Underground Monkey: To the regular slime. The only difference is that these slimes grant oxygen to the player when killed.

Whisperers

    Whisperer 
https://static.tvtropes.org/pmwiki/pub/images/whisperer.png

A plant enemy that summons vines that traps player and summons a Poison-Quill Vine.


  • Enemy Summoner: They can summon Poison-Quill Vines, which attack nearby players, but cannot move.
  • King Mook: While the mob itself isn't this to any of the existing mobs, the boss of Treetop Tangle is a boss version of the whisperer named the "Treetop Whisperer", which acts like a normal whisperer but spawns with a few enchantments and is accompanied by two leapleaves with Protection and Thorns. This ends up being an inverted example as you'll be spending more time dealing with the leapleaves than you will with the whisperer itself.
  • Plant Mooks: They're mobs that look like they're made from Vines with a Venus Flytrap looking head.
  • Underground Monkey: To Geomancer. They use the exact same method to attack players, except it summons vines to trap players instead of stone pillars. In contrast to the Geomancer, the vines can be destroyed before descending into the floor. They can also summon entrapping vines on the player's feet, preventing them from moving, much like the Spider's web.

    Wavewhisperer 
https://static.tvtropes.org/pmwiki/pub/images/mcd_wavewhisperer.png

An aquatic version of the Whisperer.


  • Underground Monkey: To the Whisperers, who themselves are already one of these to the Geomancer and, to lesser extent, Spiders.

Jungle Awakens

    Leapleaf 
https://static.tvtropes.org/pmwiki/pub/images/leaper.png

A gorilla like mob that jumps forward and strikes players.


  • Ground Pound: Leapleaves use this as a heavy attack. When they start pounding their chest, they'll charge towards the player or any of their allies and do a small hop in the air before slamming their arms into the ground. On some occasions, they'll become immobile for a few seconds after using this attack, giving the player a chance to get some hits in.
  • Killer Gorilla: Their look and behavior are very similar to gorillas, even making similar grunts!
  • Lightning Bruiser: They're one of the few non-boss enemies in the game that can take a lot of damage before going down and they can leap towards players and deal heavy damage.
  • Plant Mooks: They're basically plant gorillas.

Howling Peaks

    Squall Golem 
https://static.tvtropes.org/pmwiki/pub/images/mcd_squallgolem.png

An enemy that can only be found in the Gale Sanctum and Gauntlet of Gales levels.


  • Golem: They're called Squall Golems after all.
  • Implacable Man: It is immune to knockback and will relentlessly chase the player down until it is defeated.
  • Sleepy Enemy: They are usually first encountered in an invulnerable, dormant state. Once a player presses a button that causes wind to touch a resonance crystal, any nearby Squall Golems will activate and pursue the player and can be harmed.

Flames of the Nether

Piglins

    Piglin/Zombified Piglin 
https://static.tvtropes.org/pmwiki/pub/images/piglin_hunter.png
The zombified variant:

A standard enemy that can be found in any Nether level. It comes in melee and ranged variants, respectively armed with swords and axes or with crossbows.


  • Adaptational Wimp: Piglin Brutes can appear as a Palette Swap on occasion with a bit more health than a normal piglin. "A bit more health" does not stop them from being defeated with ease by the player. Compare this to being completely dangerous to face in close range combat in Minecraft.
  • Automatic Crossbows: Downplayed. They use normal crossbows, but they're capable of firing bursts of three arrows from it in rapid succession. These arrows deal less damage than those fired by Pillagers.
  • Elite Mooks: Like other enemies, they can sometimes spawn with armor and better weapons.
  • Immune to Fire: In this game, Zombie Piglins avert this, taking fire damage from weapons enchanted with Fire Aspect or even the Burning armor enchantment.
  • Undead Counterpart: In addition to the basic kind, an undead zombie variant can spawn as an enemy and they're affected by the Smiting enchantment.

    Fungus Thrower 
https://static.tvtropes.org/pmwiki/pub/images/piglin_fungus_thrower.png
The zombified variant:

A piglin who throws exploding mushrooms at players, leaving a damaging area.


  • Abnormal Ammo: They fight by throwing explosive mushrooms.
  • Undead Counterpart: In addition to the basic kind, an undead zombie variant can spawn as an enemy.
  • Underground Monkey: To the Witch, which has a similar attack style and behavior. The only difference is that they cannot heal and attack twice instead of once.

Others

    Blaze 
https://static.tvtropes.org/pmwiki/pub/images/mcd_blaze.png

An enemy that shoots fireballs at players, igniting them. They can sometimes be spawned from Mob Spawners.


  • Feed It with Fire: Blazes get healed when they are hit by fiery attacks, or is in a fire.
  • Immune to Fire: Blazes are one of the few enemies native to the Nether that are immune to fire type attacks.
  • Playing with Fire: Like in the original game, they ignite players hit by their fireballs and any shots that miss cause a fire on the spot the fireball hit.

    Hoglin 
https://static.tvtropes.org/pmwiki/pub/images/mcd_hoglin.png

An enemy encountered in the Flames of the Nether DLC.


  • Dash Attack: Once a hoglin sees a player, they will charge straight towards them and launch them into the air.
  • Organ Drops: While all mobs in the game have a chance of dropping pork when killed, hoglins can drop more than one when killed and have a higher chance of dropping pork than any other mob in the game.
  • Pint-Sized Powerhouse: Hoglins are a lot smaller in this game than in Minecraft. Despite this, they can still pack a punch and send the player several feet upwards if they land one of their Dash Attacks on the player.

    Magma Cube 
https://static.tvtropes.org/pmwiki/pub/images/mcd_magmacube.png


Mini-Bosses

    Ghast 
https://static.tvtropes.org/pmwiki/pub/images/mcd_ghast.png

A mid-boss only encountered in all missions introduced in the Flames of the Nether DLC. They can also sometimes appear in certain treasure rooms in Ancient Hunts.


  • Adaptational Badass: In vanilla Minecraft, they have low health and go down very easily. Here they take far more hits and their fireball can shred away your health and can no longer be deflected without the use of the Deflect enchantment.
  • Fireballs: Like in the main game, their main attack is to shoot fireballs at the player, though as mentioned they can no longer be deflected by hand and a well-placed shot can shred a player's health in seconds.

    Wildfire 
https://static.tvtropes.org/pmwiki/pub/images/mcd_wildfire.png

A mid-boss only encountered in all missions introduced in the Flames of the Nether DLC, though they weren't encounterable when the DLC was first released. The Wildifre itself is also known as "Mob D" from the 2017 Mob Vote.


  • Early-Bird Cameo: While not introduced in the Flames of the Nether DLC, the Nether Fortress did have a statue of the Wildfire as the central structure. Word of God said that the mob wasn't finished and still needed to be worked on. It would eventually make it into the game proper a little over a year later.
  • Enemy Summoner: It can occasionally summon 1-2 Blazes.
  • Immune to Fire: As a stronger version of the Blaze, it carries over this immunity.
  • King Mook: A stronger, boss version of the Blaze, is it not?
  • Luckily, My Shield Will Protect Me: Luckily, My Four Shields Will Protect Me. Unlike the Skeleton Vanguard and Royal Guard, each shield can take a beating and the Wildfire can only start taking damage once all of them are destroyed. The Wildfire shouldn't be left be when vulnerable, as it can slowly replenish any of its shields that were broken by the player.
  • Shockwave Stomp: If a player gets too close to the Wildfire, it can slam the ground and knock back both players and other mobs.

Hidden Depths

    Guardian 
https://static.tvtropes.org/pmwiki/pub/images/mcd_guardian.png

A fish-like monster that can only be encountered in the Hidden Depths DLC levels.


  • Aquatic Mook: They're only encountered in the Hidden Depths levels, which are all underwater. They also only appear on floors that are underwater in The Tower.
  • Eye Beams: Their primary form of attacking, working the same way as it did in the base game as a Charged Attack. Due to the existence of the Totem of Shielding artifact, their beams can be blocked in this game.

Mini-Boss

    Elder Guardian 
https://static.tvtropes.org/pmwiki/pub/images/mcd_elderguardian.png

Can only be encountered in the Hidden Depths DLC levels.


  • King Mook: Much like the base game, they're bigger and stronger guardians. But they're also seen as an Elite Mook when compared to the Ancient Guardian, which is an even bigger and stronger elder guardian.

The End and Enderlings

    General 

Enemies from the End dimension, most found located within the End sections on the Echoing Void DLC.


  • Elite Mook: All of them are much tougher than their original counterparts, such as having the ability to teleport.
  • No-Sell: Most of them are immune to the Void Touch effect, such as the Void Strike enchantment or the Void Quiver artifact.
  • Underground Monkey: Each of one of them are a variant of the base game mobs.
  • Villain Teleportation: Blastlings and Snarelings will teleport to keep their distance from players, while Watchlings teleport to attack players from other angles.

    Watchling 
https://static.tvtropes.org/pmwiki/pub/images/watchling.png

A multi-eyed, short enderling that resides in all End levels. They can also be summoned by Endersents.


  • Eyes Do Not Belong There: They have eyes all over their bodies.
  • Underground Monkey: To Zombies. They're essentially an enderling-themed zombie that can teleport away from players. Most of their sounds resemble zombie sounds.

    Blastling 
https://static.tvtropes.org/pmwiki/pub/images/blastling.png

A ranged enderling that is encountered in all End levels and rapidly fires projectiles at players.


  • Underground Monkey: To Skeletons. Both of them are ranged enemies, but blastlings can fire projectile in quick succession. Most of their sounds resemble skeleton sounds.

    Snareling 
https://static.tvtropes.org/pmwiki/pub/images/snareling_4.png

An enderling that is encountered in all End levels and spits goop that trap players.


  • Cowardly Mooks: If they miss their spit, they usually teleport or run away from players.
  • Status Effects: Unlike spiders, their goop also gives the slowness effect to players.
  • Underground Monkey: To Spiders. Both of them can trap players by spitting web/goop, and both only attack the player if they're trapped. Most of their sound resemble spider sounds.

    Shulker 
https://static.tvtropes.org/pmwiki/pub/images/shulker_28dungeons29.png


Mini-Bosses

    Enderman 
https://static.tvtropes.org/pmwiki/pub/images/mcd_enderman.png

A mid-boss that can appear on occasion. While they can randomly appear in all mainland levels on the highest difficulty, they are guaranteed to appear on the secret paths of certain levels added in the Echoing Void DLC. One appears as the boss of Creeper Woods in the arcade version.


  • Adaptational Badass: Not only are they mini-bosses rather than just uncommon but powerful mobs like they are in regular Minecraft, but they also lack their signature weakness against water.
  • Boss Tease: One appears teleporting away several times after approaching or observing the player before their boss fight in the arcade version of Creeper Woods, which can be seen as early as the very beginning of the level.
  • Hit-and-Run Tactics: Well, hit and teleport, but it's still the same idea. The Enderman will teleport near the player and run up to them to hit them once or twice before teleporting away and repeating the strategy.
  • Immune to Bullets: Averted. They don’t teleport away if hit by projectiles, unlike in the original Minecraft.
  • Kill It with Water: Also Averted. They're not inconvenienced in the slightest by water.
  • No-Sell: Like other End mobs, they're immune to the Void Touch effect.
  • Sheathe Your Sword: Similar to Minecraft, they won't attack you unless you attack them, but you can't just stay still near them as they can attack you if you linger around them for too long.
  • Static Screw: Whenever the player is in close proximity to one, their screen will have a static effect overlaid on it. This will stop if the player either gets far enough from the Enderman or if the Enderman is aggravated.
  • Teleport Spam: They can teleport behind players, and they do this very often.

    Endersent 
https://static.tvtropes.org/pmwiki/pub/images/endersent.png

A mid-boss that appears in the Echoing Void DLC levels. They can also appear in a secret area in some of the mainland levels, but only if the player has the aforementioned DLC.


  • Enemy Summoner: They can summon some Watchlings when they teleport.
  • MacGuffin Guardian: Each one that appear in mainland possesses one of the eyes of ender. These variants also come with different enchantments and can only be fought once per character. After that, returning to the areas they were fought at in later runs will have you fight a normal Endersent instead.
  • Mighty Glacier: They're quite slow compared to other mid-bosses, but they hit a lot harder to compensate.
  • No-Sell: Like other End mobs, they're immune to the void touch effect.
  • Teleport Spam: Like other End mobs, they sometimes teleport and deliver surprise attack to players.

The Tower

    Tower Guard 
https://static.tvtropes.org/pmwiki/pub/images/mcd_towerguard1.png
Without a shield:

A version of the Royal Guard that can only be found in The Tower.


  • Attack Reflector: They will have the Deflect enchantment as long as they still have their shield. Once that gets broken, they lose the enchantment.
  • Badass Cape: They wear a red cape with a gold trim that depicts The Tower and are capable of beating you to near-death with their spear and power.
  • Glowing Eyes: They have white glowing eyes and are the only Illager mob in the game to have them without being enchanted.
  • Heavily Armored Mook: Even more so than than the regular Royal Guard. The Tower version's shield alone nearly covers their entire body when held normally.
  • Luckily, My Shield Will Protect Me: Along with being as big as them, their shield can protect them from one attack no matter how strong it was. However, in contrast to the Royal Guard, the Tower Guard will always have the Deflect enchantment active as long as they still have their shield.
  • Underground Monkey: They're another version of the Royal Guard exclusively found in The Tower.

    Tower Wraith 
https://static.tvtropes.org/pmwiki/pub/images/mcd_towerwraith.png

A version of the Wraith that can only be found in The Tower.


  • Color-Coded for Your Convenience: The Tower Wraith can change its color to let the player know what its next attack is going to be. Black signifies their next attack will summon fire like a normal Wraith while pink signifies they can summon noxious gas similar to the Witch or Piglin Fungus Thrower.
  • Kill It with Fire: Like the normal Wraith, one of its attacks has it summon blue flames to damage the player, though with more flames on the sides of the usual 3x3.
  • Underground Monkey: They're another version of the Wraith that only appears in The Tower.

Ancients

    General 

Powerful, enchanted version of mobs that can be found in the Ancient Hunts.


  • Boss Room: Each Ancient has their own unique room that is themed after a certain area. Said room's theme does not conform to the Ancient Hunt's level, so the boss room can be underwater, despite the level being located within the Nether.
  • Boss Warning Siren: A siren-like sound is played before the Ancient appears.
  • Empty Room Until the Trap: Played With since it can be argued that it's not a trap at all. The Ancient's room is usually empty (barring decorations) save for a button that, when pressed, will summon the Ancient.
  • Flunky Boss: An Ancient always have a bunch of mobs surrounding it when summoned.
  • King Mook: Can be seen as this to their non-ancient counterparts.
  • Mini-Boss: Has a chance of appearing in Ancient Hunts, and their rooms can even appear multiple times within the same hunt.
  • Mook Commander: Some of the Ancients have enchantments that power up their minions nearby.
  • Mook Promotion: Each Ancient is a version of a mob with many enchantments and minions surrounding them.
  • Optional Boss: As Ancient Hunts are optional endgame content, they are this, especially since said Hunts don't guarantee that they can appear.
  • Random Drop: They will drop a Gilded item when defeated. The type of gear they can drop depends on the Ancient.
  • Red Baron: How each Ancient is named, most of which fall under Names to Run Away from Really Fast.
  • Skippable Boss: Technically, the player doesn't have to fight them to complete the Ancient Hunt.
  • Underwater Boss Battle: Certain Ancients have their arena submerged underwater, being themed after a Hidden Depths level.

Bosses

    Corrupted Cauldron 
https://static.tvtropes.org/pmwiki/pub/images/mcd_corruptedcauldron.png

The boss of Soggy Swamp and the first boss the player may encounter in the game.


  • Animate Inanimate Object: It's a cauldron with a face, is sentient, and will attack the player.
  • Enemy Summoner: It can summon purple, ranged slimes on occasion.
  • Everything Fades: As long as the Cauldron is still alive during the fight, all defeated enemies will avert this. Whenever the player defeats an enemy, they will get dragged towards the Cauldron to be absorbed, healing some of its health.
  • Flunky Boss: Zombies and vindicators randomly appear during the fight with the Cauldron. Since the Cauldron can heal off defeated mobs, the player should focus more on dealing as much damage as they can to the Cauldron and only focus on the lesser mobs when it is necessary.
  • Healing Boss: During the Cauldron's fight, defeated mobs will avert Everything Fades. This is because the defeated mobs will get pulled into the Cauldron to heal a small amount of health.
  • Keystone Army: When the Cauldron dies, it will deal a large amount of damage to nearby hostile mobs, giving a sense of this.
  • Stationary Boss: The Cauldron does not move from the center of the arena, leaving the other mobs in the area as the bigger threat whenever the player isn't confronting the boss.

    The Nameless One 
https://static.tvtropes.org/pmwiki/pub/images/mcd_namelessone.png

The undead ruler of the Nameless Kingdom. The Arch-Illager seeks to use its staff to raise an army of the dead.


  • Ambiguous Situation: It's unclear whether the Nameless One is the ruler of every undead in the Minecraft world, or just the undead that surrounds the Desert Temple area.
  • Artifact of Doom: The staff it carries enables it to Animate Dead.
    • The prequel novel has the Nameless One state that the orb on its staff is a twin to the Orb of Dominance.
    The Nameless One: In many ways, your staff is a twin to my own. (...)The power of mine stems from the night of this world. Your Orb's power, however, comes from somewhere far beyond.
  • Big Bad Duumvirate: With the Arch-Illager at first, striking a deal with him to make his army of Undead immune to sunlight. By the time the player reaches it, however, the Arch-Illager seeks to claim its staff.
  • Emerald Power: The orb that's resting atop of its staff is confirmed by the prequel novel to be an emerald orb. Same with the gem on its crown and belt.
  • Enemy Summoner: It summons a wall of, up to seven, vanguards as an attack after performing a charging animation.
  • Evil Laugh: A quiet, deep cackle.
  • "It" Is Dehumanizing: The Nameless One has been referred to as 'it' in both the Guide and the prequel novel.
  • King Mook: Literally, to the lesser Necromancers, Vanguards, and regular Skeletons that make up his loyal vassals.
  • Me's a Crowd: Can summon up to seven duplicates of itself that fire a single Energy Ball at the player before vanishing. Because The Nameless One can summon them anywhere, it is entirely possible for it to immediately surround (and very quickly kill) the player with this attack.
  • The Nameless: They're called "The Nameless One" for a reason. This is also true for its kingdom.
    • The prequel novel shows that it introduces and calls itself the Nameless One.
  • Necromancer: Can summon squads of skeleton vanguards during its boss battle.
    • Our Liches Are Different: The Nameless One and their more magically adept followers also qualify as Liches, due to being animated skeletons themselves.
  • Orcus on His Throne: The Nameless One spent its time asleep, on a throne-like platform at the end of the Desert Temple, when the player reaches it. Averted in the arcade version, where it continously teleports and summons enemies in front of the players as they go through the level.
  • Sickly Green Glow: The Nameless One's magic has this color. This is also the color of its Glowing Eyes.

    Redstone Monstrosity 
https://static.tvtropes.org/pmwiki/pub/images/redstone_monstrosity_9.png

A mechanical monster created by Arch-Illager after he realized Redstone Golem can be destroyed easily. It can be found as boss enemy in Fiery Forge.


  • Battle Trophy: Its head is mounted on top of the Camp house's fireplace once defeated.
  • Boss Tease: At the very end of the intro cinematic of Fiery Forge, the camera focuses on a brightly lit corridor that a Redstone Golem is exiting. The player can get a glimpse of the silhouette of the Redstone Monstrosity's head in the corridor moments before the end of the cinematic.
  • Enemy Summoner: They can summon Redstone Cubes to aid during its boss fight.
  • King Mook: Essentially a much bigger version of Redstone Golem.
  • Mechanical Abomination: Much more than Redstone Golems, given it was designed to be the Arch-Illager's war machine.
  • Mighty Glacier: Even more so than Redstone Golem, they can take a lot of hits before killed, and it has powerful attacks that can slaughter players with ease. However, their attack and movement is the second slowest among all the enemies, only beaten by Jungle Abomination.

    Archie, The Arch-Illager 
https://static.tvtropes.org/pmwiki/pub/images/archillager_9.png

The central antagonist of the entire game, and the leader of the Illager Empire.


  • 0% Approval Rating: No one likes Archie, not even the other Illagers who are most likely only doing his bidding so they don’t get punished. You can even find a vandalized picture of Archie in the Lone Fortress mission of the Creeping Winter DLC, which takes place after the events of the main game.
  • All of the Other Reindeer: In the backstory to the game, he was shunned by everyone around him and had no friends, driving him to his villainy.
  • Artifact of Doom: The Orb of Dominance. Archie is granted incredible power upon retrieving it and attaching it to his staff, which allows him to summon enemies from his castle to attack you. However, he's not as in control of the power as he thinks he is...
  • Bad Boss: In the opening cutscene for the game, we see Archie smack an Evoker on the head with his staff. One could guess that he doesn’t treat his followers so kindly based on this.
  • Bald of Evil: Like all Illagers, Archie is bald.
  • The Chosen One: In the prequel novel, both the Orb and the Nameless One have said to had waited for his rise to power.
  • Defeat Means Friendship: At the end of the game, when he's at the mercy of the heroes and fearing for his life, the heroes offer him their hand in friendship, and Archie gladly accepts it.
  • Evil Makeover: After acquiring the Orb of Dominance, Archie’s outfit changes from his ragged clothing to blue robes with a necklace and crown.
  • From Nobody to Nightmare: The Arch-Illager was bullied by his Illager brothers and shunned by the rest of the world. Then he found the Orb of Dominance, (Which is actually a cube) and became the ruler of the Illager Empire.
  • Giggling Villain: Laughs and chuckles mockingly when he traps players in ambushes, and, later, during his boss fight.
  • Large and in Charge: Subverted. The Arch-Illager is rather short, but that doesn't stop him from looting, pillaging, and ruling his empire with an iron, blocky fist.
  • Meaningful Name: The prequel book reveals his name is Archie. So he's Archie the Arch-Illager.
  • Mistaken Age: Many people in the fandom have mistaken Archie for a child, due to his size.
  • Older Than They Look: Due to his size and pitch of his voice, it’s common for people to assume Archie is a child, however, Archie is actually an adult Illager. His size may be due to stunted growth or something similar.
  • Parental Abandonment: In the official book it is revealed that Archie’s parents were killed during a patrol.
  • Purple Is Powerful: The Orb of Dominance can produce magical purple projectiles, and its magic lets Archie teleport and animate golems. This is probably a product of its status as a vessel for the Heart of Ender.
  • Super-Empowering: Like the Enchanter, Archie can buff nearby Pillagers and Vindicators during his boss fight.
  • Teleport Spam: Appears at the ends of most levels to summon a boss monster. He utilises this in his boss fight when he starts losing.
  • Woobie, Destroyer of Worlds: After facing abuse, prejudice and betrayal all of his life, he becomes an incredibly dangerous tyrant upon claiming the Orb of Dominance.

    The Heart of Ender 
https://static.tvtropes.org/pmwiki/pub/images/heart_of_ender.png
https://static.tvtropes.org/pmwiki/pub/images/orb_of_dominance_dungeons.png
Its Orb form

The Final Boss of the base game and also the real main antagonist. The true form of the Orb of Dominance. A giant, Enderman-like...thing.


  • A God Am I: In the prequel novel, Archie describes himself having the view of a bird when looking at a landscape via the orb, only for the orb to correct him as having a view of a god.
  • Ambiguous Situation: It's relationship to the End. In the Echoing Void DLC, it's implied to rule over the End dimension with Enderlings and Endersents trying to stop the player from reaching it, with 6 of the latter type taking Eyes of Enders off the End Portal to prevent entry. However, the fact that its true name shares the same naming conventions as the artificially made Eyes of Ender, and the fact that it's a sentient object itself implies that it's an artificial creation, which raises a lot of questions surrounding it, its origins, and the End itself.
    • It's relationship with the Ender Dragon is also ambiguous as a statue on Highblock Halls depicts Archie, holding the Orb, and the dragon in a seemingly confronting manner.
  • Artifact Domination: It's called the Orb of Dominance for a reason. Though, in the prequel novel, it didn't outright mind control Archie but manipulate him into becoming its servant.
  • Artifact of Doom: As the Orb of Dominance.
  • Beam Spam: Sweet god, this thing loves firing lasers. It's two most powerful attacks involve shooting lasers. One has it summon visages to fire lasers out of their mouths. And right before this, the Heart of Ender's other attack, fires four beams in a plus formation that spin clockwise and can shred anything in seconds. Because of the attack pattern of the Heart of Ender, you're going to see a lot of lasers in the arena.
  • Big Bad: The true mastermind behind the Arch-Illager's actions, being the source of their power and the Illager being a mere proxy to it.
  • The Corrupter: It turned Archie from a dejected, scared and exhausted Illager into a ruthless tyrant with a good shot at taking over the world.
  • Demonic Possession: Once you defeat the Arch-Illager, the orb seizes control and manifest itself as the Heart of Ender. Throughout the battle, the Arch-Illager is trapped in its torso, wailing and laughing.
  • Eldritch Abomination: Sure, its manifestation has the physical characteristics of a generic Enderman- The pitch-black body, the piercing purple eyes...but that's where the similarities end. Its torso is made of dark smoke, it has six arms, and its mouth is constantly gaping open, showing a glowing void inside. And that's without covering its vast assortment of powers. It also has, as indicated by its true name, a large connection to the End.
  • Giant Space Flea from Nowhere: The Heart of Ender is barely foreshadowed. Maybe some hints could be taken at the End's influence from decorations of the Ender Dragon lining Highblock Halls, or Endermen appearing as mini-bosses, but nowhere is it hinted at that an Eldritch Abomination resides within the Orb of Dominance. Somewhat averted for readers of the prequel novel, as the Orb's sentience is made much more apparent there.
  • Literally Shattered Lives: After its defeat, it tries to flee from the heroes, only to shatter into fragments due to Archie not wanting to part from it. Said fragments would then create the DLC bosses.
  • Manipulative Bastard: In the prequel novel, the Orb, at first, treated Archie with kindness and encouragement only to become apparent later on that it's using and corrupting Archie into becoming its servant. Near the end of the novel, not only did Archie realize that many of the novel events were orchestrated by it, but the Orb even outright tells Archie that he serves it, not the other way around.
    • Archie even suspected that the Orb had manipulated even the events that led him to it in the first place, through using the Undead and hostile mobs to herd him to its resting place.
    Orb: Just stick to the plan.
  • Nothing Is Scarier: At the end of it all, nothing is explained on what it actually is, how it came to be, why it wants to rule the world, and why it was in the cave, where Archie had found it, and whether it was sealed away or waiting for him all this time.
  • Purple Is Powerful: It's the final boss of the base game and possesses glowing purple eyes and maw with purple stars floating in its black body.
  • Screw This, I'm Outta Here: After the heroes defeat it, it tries to flee, but was held back by Archie, holding onto the staff it's on, trying to keep hold of its power.
  • Walking Spoiler: As you may have guessed from the rest of this entry, the Heart of Ender's existence is a total surprise.

    Secret Boss 
https://static.tvtropes.org/pmwiki/pub/images/mcd_mooshroommonstrosity.png

The Mooshroom Monstrosity is a Redstone Monstrosity infested with mushrooms. It acts as the superboss of the secret level.


  • Black Eyes of Evil: Unlike its main counterpart, the Mooshroom Monstrosity has black eyes with its middle eye being completely black.
  • Enemy Summoner: Summons Mooshrooms to aid it in combat rather than Redstone Cubes like its regular counterpart.
  • Festering Fungus: Is covered with red mushrooms like its Mooshroom namesake.
  • Giant Space Flea from Nowhere: There's no indication that there's another Redstone Monstrosity around, and the mission it's found on has no foreshadowing to its existence.
  • Mighty Glacier: Even more so than its campaign counterpart; it hits like an absolute truck and takes a lot of damage to take down, to the point where people have been trying to optimize builds around killing it specifically as fast possible.
  • Superboss: An optional boss that can only be accessed by beating the main game once, and poses a much bigger challenge than its campaign counterpart, with constant barrage of exploding mushroom projectiles and no Redstone Cores to deal extra damage to it.
  • There Is Another: Another Redstone Monstrosity, different from the main one as the latter's head is used as decoration for the player's camp house.
  • Underground Monkey: It's a mushroom covered version of the Redstone Monstrosity.

DLC Bosses

    General 
Bosses found at the end of each Minecraft Dungeons DLC (except for the Flames of the Nether).
  • Artifact Domination: Some of the bosses of the DLC were corrupted by what's left of the Orb of Dominance, with the others being creations made to house its consciousness.
    • The Tempest Golem and Ancient Guardian were just protectors of their home (Gale Sanctum and Abyssal Monument, respectively), before the shard of the Orb causes them to start branching out. The pre-Orb Wraith could also be this.
  • Enemy Summoner: Each boss can summon Mooks to aid them in battle.
  • King Mook: Most of them are this to certain mobs.
  • Omnicidal Maniac: The Wretched Wraith and the Tempest Golem are said to be attempting to cause a world wide weather phenomena that would wipe out all, or least a large amount of, life.
  • Purple Is Powerful: They each glow purple in one way or another, being corrupted by the Orb of Dominance.
  • Roaring Rampage of Revenge: Considering what some of the bosses are trying to do, it's clear that the Orb was not... happy being fragmented.
  • Sealed Evil in a Six Pack: Each boss holds a fragment of the resident Artifact of Doom.

    Jungle Abomination 
https://static.tvtropes.org/pmwiki/pub/images/jungle_abomination.png

The boss of the Overgrown Temple in the Jungle Awakens DLC, created by the shards of the Orb of Dominance.


  • Botanical Abomination: This behemoth was created by a fragment of the Orb of Dominance using parts of the jungle in order to protect itself and become stronger.
  • Enemy Summoner: The Jungle Abomination can occasionally summon 2-4 whisperers. It can also summon two leapleaves if it is below half its health.
  • Mighty Glacier: Is the slowest and largest mob in the game and hits harder than a truck. It also boasts the second highest health pool out of all the bosses.
  • Status Infliction Attack: Two of its attacks can inflict poison, one of which is a ranged attack.

    Wretched Wraith 
https://static.tvtropes.org/pmwiki/pub/images/wretched_wraith_1.png

The boss of the Lone Fortress in the Creeping Winter DLC, corrupted by the shards of the Orb of Dominance.


  • Bullet Hell: Occasionally, it will teleport to one side of the arena and began shooting a large amount of pink projectiles that players have to weave through, while being invulnerable to damage. It usually gets stunned after performing this attack.
  • Enemy Summoner: Can summon Strays, Frozen Zombies, Icy Creepers and Wraiths in their boss fight.
  • King Mook: It's pretty much a boss version of the Wraith, though unlike their lesser counterpart, they don't summon blue flames on the player's feet.
  • Super-Empowering: The Wretched Wraith was noted to be a simple Wraith, before coming in contact with the shard of the Orb.
  • Teleport Spam: Similar to its weaker counterpart, they teleport away if players get too close to them. However, they will also knock players back before teleporting away.

    Tempest Golem 
https://static.tvtropes.org/pmwiki/pub/images/tempest_golem_mcd.png

The boss of the Gale Sanctum in the Howling Peaks DLC, corrupted by the shards of the Orb of Dominance.


  • Enemy Summoner: Downplayed and Played With, it only can activate 2 out of 8 Squall Golems from the back of the arena after recovering from being stunned. After all 8 Squall Golems are destroyed, no more will appear for the rest of the fight. Opening its shields requires the player to deactivate the two wind obelisks by continously killing the mobs that said obelisks spawn.
  • Golem: They're the King Mook of Squall Golems, so this was to be expected.
  • King Mook: The boss version of Squall Golems, with up to 8 being able to be utilized by it during its fight.
  • No-Sell: Unlike other bosses, freezing abilities don't work on the Tempest Golem.
  • Shielded Core Boss: The Tempest Golem's weakpoint is its core, which is kept shielded and makes it immune to all attacks until both wind pillars in the arena are deactivated. Once this happens, the boss becomes stunned for a moment which reveals its core, allowing it to be damaged.
  • Shock and Awe: One of its attacks has it summon a lightning bolt onto players, which launches them into the air if hit. There is an indicator on the floor that tracks the targeted player for a moment that lets them know where it is going to strike.
  • Stationary Boss: The Tempest Golem is one of two bosses in the game that do not move during their fights.

    Ancient Guardian 
https://static.tvtropes.org/pmwiki/pub/images/mcd_ancientguardian.png

The boss of the Abyssal Monument in the Hidden Depths DLC, corrupted by the shards of the Orb of Dominance.


  • Boss Tease: Near the end of Coral Rise from The Hidden Depths DLC, the player can get a glimpse of the Ancient Guardian's shadow swimming above them when they're near the button to summon a Guardian ambush. The Ancient Guardian is then fought in the next mission, Abyssal Monument, where its shadow and laser can be seen at a few points in the mission.
  • Counter-Attack: Like other guardians, it will reflect some melee damage back at the player if they attempt to attack it while its spikes are out.
  • Enemy Summoner: It can summon three guardians near players, and sometimes even summon an elder guardian instead.
  • King Mook: The boss version of Elder Guardians, and all Guardians in general.
  • Sea Mine: Sometimes it can summon Biomines, which leave poisonous clouds after exploding.
  • Underwater Boss Battle: It's an aquatic monster that's fought at the end of Abyssal Monument where the player is consistently multi-tasking between defeating the Ancient Guardian and not drowning. This even applies to its appearances inside The Tower.

    Vengeful Heart of Ender 
https://static.tvtropes.org/pmwiki/pub/images/mcd_vengefulheartofender2.png
Its imperfect form:

The boss of the Broken Citadel in the Echoing Void DLC, created by the last shards of the Orb of Dominance.


  • Beam Spam: When dying, it lets out a bunch of lasers from itself, while breaking into pieces. In battle, it averts this.
  • Body Horror: Its final form has cracks across its body, with its Enderman skin looking like is flaking off, revealing its glowing insides, not to mention the eyes lining its upper body.
  • Boss Tease: Is seen in the intro cutscene to End Wilds. After that, it occasionally shows up in the background in both the End Wilds and Broken Citadel. In these examples, it uses its 'imperfect' form.
  • Bullet Hell: When several purple tablets start rising from the ground near the edges of the arena, it might be a good time to heal up. When this happens, the Heart of Ender will remain in the center of the arena and start firing several Energy Balls in random directions. Any Energy Ball that hits one of the tablets will bounce off of it. As the boss starts losing more of its health, it will eventually become invulnerable and shoot more projectiles during the attack.
  • Dash Attack: One of its attacks is a charge across the arena towards a player who, if they get hit by it, take damage along with getting knocked back.
  • Eldritch Abomination: It's the final form of the Heart of Ender, now looking more monstrous than its relatively humanoid original form.
  • Enemy Summoner: Most of its attacks summon swarms of endermites. It can also summon endermites enchanted with Sharpness on occasion.
  • Eyes Do Not Belong There: Its final form has eyes lined on its upper body.
  • Gravity Screw: One of its attacks pulls the players towards it regardless of range, following up with an explosion that deals massive damage to anything caught in it.
  • Power of the Void: It can spread void liquid that inflicts the Voided effect on players, making them take additional damage.
  • Roaring Rampage of Revenge: It's called the Vengeful Heart of Ender, after all. It even roars at the end of its the pre-battle cutscene.
  • True Final Boss: Besides being the final boss of the last DLC, it's the final form of the Heart of Ender.

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