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

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    The Player 

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

The Overworld

Tameable Mobs

Click here to see what they look like when 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, which will attack it right back.
    • Similarly, wolves will hunt and kill any sheep or fox they spot, although the foxes' higher speed will usually let them escape.
  • Artificial Stupidity: Wolves have excellent pathfinding when it comes to navigating around ledges, but have some difficulty around hazard blocks. Oftentimes they'll get burned by lava, or will drown themselves stuck under ice, etc. Unless you design your base to OSHA standards they will probably die. Often. Very thankfully they can be told to "sit" indefinitely so you can go cave diving or Nether raiding without having to worry about them being a liability.
  • Attack Animal: They will attack anything that tries to harm their master, and anything their master wants to harm. Except Creepers.
  • Badass Adorable: Just watch them beg after being told to sit. Then watch them tear a zombie apart.
  • Badass Crew: Tame (or breed) enough wolves and you will have your own pack of wolves to sic on your enemies, ranging in size from a team of them to a small army of them!
  • Canine Companion: They're awfully easy to tame, just requiring bones. After that, they'll follow you to the ends of the earth and fight alongside you against whatever threats you might encounter.
  • Know When to Fold 'Em: Despite attacking mobs that dare to try and murder their owner, even they understand that attacking a Creeper is a suicide mission and thus leave them alone.
  • Loyal Animal Companion: They'll follow their owner anywhere and fight off most hostile mobs for them (with a few exceptions), even if it means their own certain death.
  • Morality Pet: Due to their protectiveness towards you as well as their other quirks, even some of the nastier players have a soft spot for them.
  • Noble Wolf: They consistently put the life of their owner above themselves. They will even take on the Wither to stop it from killing you, more than likely giving their lives in the process.
  • Offscreen Teleportation: Tamed wolves have the ability to blatantly teleport to their owner. They cannot use it any other way.
  • Post-Apocalyptic Dog: Considering that the nighttime world is full of zombies, animated skeletons and inhuman creatures from other dimensions, it's easy to envision this trope.
  • Red Eyes, Take Warning: Once they turn hostile, their eyes turn solid red.
  • Roaring Rampage of Revenge: They’re similar to the Zombified Piglins when it comes to giving as good as they get. The second you even so much as hurt one of them, every single wolf in the immediate area will swarm you and do their absolute best to pull you apart.
  • 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: They are tamed with bones. However, they can also eat any other meat... including rotten flesh! 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.
  • Took a Level in Badass: After being tamed, they upgrade from 4 hearts to 10, and they deal two damage with every attack. Do the math.
  • Undying Loyalty: Once tamed, they will not so much as glare at you if you punch them, whether accidentally or deliberately. They will also leave the local sheep be if you want them to. Additionally, any hostile mob or player will learn the hard way that harming you is a very good way to get mauled by a very pissed off wolf.
  • Video Game Caring Potential: Throw the Dog a Bone (literally) 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 doing their level best to tear your throat out.
  • Why Did It Have to Be Snakes?: Skeletons will run away from them. The wolf happily chases.
  • 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 Zombified Piglins, if you attack one in a pack, all of them turn hostile. And they rarely travel alone.

Introduced in Snapshot 12w04a, cats were initially created when an ocelot was tamed, and came in three distinct coats. In 1.14, they became a separate mob from ocelots, got eight new coat colors, and instead spawn as stray cats in villages.
  • All Witches Have Cats: Black cats will always spawn inside Witch huts at world generation.
  • Badass Adorable: Cute as a button, and are badass enough to hiss at and scare Phantoms and Creepers away from your home. It’s also heavily implied from their morning gifts to you that they actually hunt Phantoms when you’re asleep.
  • Broken Record: Meow! Meow! Meow! (Although this is somewhat abated by their wide variety of different meows, purrs and purrmeows.)
  • Cats Hate Water: Averted: they swim along with you as you swim and don't avoid water when you are standing and water is near.
  • Cute Kitten: Of course! They're always cute, but it's played straight with actual kittens.
  • Cat Stereotype: 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.
  • Decomposite Character: Version 1.14 separated Cats and Ocelots. Formerly, you would tame an Ocelot to get a Cat.
  • Evil-Detecting Dog: Or cat, in this case. If Phantoms or Creepers are nearby, the cat will hiss at them, so a good warning sign of an impending attack or ambush is to see if your cat is sounding aggressive for no discernible reason.
  • Loyal Animal Companion: They don't attack hostiles like wolves do, but they'll follow you wherever you go and ward away Creepers and Phantoms to protect you.
  • Offscreen Teleportation: Like wolves, they can teleport to their master. Specifically.
  • Palette Swap: Cats come in eleven purely aesthetic color variationsnote  that are determined at random and that they can pass down to their kittens.
  • Shrinking Violet: They'll run away from players, unless you sneak while carrying fish.
  • Stock Animal Diet: Cats are tamed and bred by feeding them raw fish. They also attack chickens.
  • Typical Cartoon Animal Colors: Their initial color variants — orange tabby, black-and-white tuxedo and Siamese — are all very popular ways to depict cats in popular culture. Averted as of 1.14, which gives them a larger variety of coat colors, common or otherwise.
  • Why Did It Have to Be Snakes?: Creepers will run away from them, and cats will hiss at them if they’re nearby. As of the Village And Pillage update, Phantoms and cats also hate each other, and cats will hiss at and chase them away just as with Creepers.

    Horses, Donkeys, and Mules
A new family of mob added for 1.6 and its snapshots. They are all 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.
  • Actually Four Mooks: Skeleton horses are spawned as a single horse during a thunderstorm, but when the player approaches it, lightning will strike it and replace it with a group of four skeletons with enchanted helmets and bows riding skeletal horses.
  • 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 than normal, though.
  • Awesome, but Impractical: Skeletal Horses. They look cool, but have several downsides — they always have the lowest maximum health possible for a horse, cannot be equipped with any armor, cannot be attached to a lead, cannot breed to produce better stat horses (for obvious reasons), and are tricky to obtain usually requiring luck with a Random Event during a Thunderstorm. The only advantages they have are that the player doesn't need to tame them to ride them, and that they can be mounted without needing an empty hand.
  • 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: They are 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 variety of horse.
  • Horse Jump: Horses can jump faster and higher than the player, which is useful for jumping over obstacles such as the Insurmountable Waist-High Fence, depending on their jump power (which can be raised by breeding a new foal).
  • Horsing Around: Taming a horse involves hopping onto its back and getting thrown off it many times before they get used to you, which can be a long time for some horses (even moreso for donkeys). They even refuse to be controlled without a saddle.
  • 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 they have depends on the individual 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: Horses run faster, and can jump higher and farther than the player. Additionally, they have their own health bar, can wear their own armor, and take less fall damage.
  • 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. They are both counted as undead mobs for gameplay purposes, meaning that they will be healed by Potions of Harming and harmed by Potions of Healing, and the Wither will not attack them.
    • Zombie horses cannot spawn naturally, and can only be spawned in through commands. They drop rotten flesh when killed like regular zombies do.
    • Skeleton horses can spawn in a very rare event during thunderstorms, where a single skeletal horse will spawn by itself. Once approached by the player, it will be hit by lightning and turned into a group of four skeletons with enchanted helmets and bows 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.
  • Shown Their Work: You can breed donkeys and horses, but you can't breed mules because they're sterile.

Click here to see the travelling trader variant. 
A mob added 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.
  • Everything's Better with Llamas: Like real llamas, they make great Item Caddy units and spit at enemies.
  • Item Caddy: They can carry chests on their saddles like donkeys and mules.
  • One-Gender Race: Like all Minecraft animals, any one can breed with any one.
  • 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 and is suddenly turned into this, with a unique pattern depending on the carpet's pattern (it's also purely aesthetic).
  • Super Spit: They have a spit attack which deals half a heart of damage. They'll spit at the player if you hurt them, but will spit at wolves by default.
  • Undying Loyalty: A unique llama variant which travels alongside the wandering merchant villager will spit at you if you hurt the villager and also defend them from zombies and illagers. Note that not even your own tamed llamas will defend you.

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).
  • Artistic License – Animal Care: When they were first introduced, they were able to be tamed by being fed chocolate chip cookies, as a reference to the phrase "Polly wants a cracker". However, when players pointed about chocolate is toxic to real parrots, Mojang quickly Averted this by having cookies kill off parrots instantly, not wanting kids to unintentionally kill their pet parakeets.
  • 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 perching on their shoulders at the same time, one on each shoulder.
  • Shown Their Work: They'll keel over and die if you try to feed them cookies, and poison bubbles will be emitted from the body momentarily, because chocolate is poisonous to parrots.
  • Stock Animal Diet: They were initially intended to eat 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.
  • Typical Cartoon Animal Colors: Their five color variants include a classic green parrot and others modeled on the scarlet, blue-and-yellow and hyacinth macaws. The fifth is based on the cockatiel, a species of small parrot very common as a pet.
  • Voice Changeling: They 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.

Passive 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're definitely humanoid, but they're also genderless, universally bald creatures that look like Neanderthals with faucet-like noses. They also make unusual nasal sounds in place of recognizable speech.
  • Ambiguously Jewish: They have many traits that are stereotyped of Jews; they have big noses, collect gemstones as a currency, and some of them wander the world looking for people to trade with. While they are not necessarily greedy, Villagers are the primary way to buy or sell items outside of other players. Furthermore, the golems that they make are rooted in Jewish folklore, the only difference being that the original golems were typically constructed out of clay instead of iron. They also build plain-looking religious buildings in their villages as well as clergy.
  • Anti-Frustration Features: The Wandering Trader's primary existence is to make things more easily available to the player. Some of his trades make otherwise-nonrenewable items renewable, if at a slow pace of renewalnote  while others reduce the need to find specific biomes for their lootnote .
  • Artificial Stupidity: Expect them to do things like just sit still while 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 a Protection Mission. Also, the part of the world generation code that makes their villages is far from perfect; 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.
  • Ascended Meme: When first implemented, Villagers had been compared to Squidward, mostly due to the Gag Nose. When they finally got audio noises, they sound very alike to the various nasally huffs Squidward makes when annoyed.
  • Baleful Polymorph: Snapshot 12w32a gives villagers a chance of transforming into a zombie should they be killed by onenote . Likewise, zombies that spawn may be zombie villagers. 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 Villagers into Witches.
  • Butt-Monkey: They tend to have a wide variety of misfortunes visited upon their heads, from Zombie attacks and Raids, being struck by lightning and turning into a Wicked Witch, to just ruining their own day by virtue of being suicidally stupid. It sucks to be a Villager.
  • Broken Record: The villagers all make mumbling Squidward noises.
  • Color-Coded for Your Convenience: Before 1.14, some of them have specially-colored robes or aprons depending on their occupation (or lack thereof in case of the Nitwit). Since 1.14, villagers now have distinctly designed outfits tied to their occupation and a specific color scheme for their biome (e.g., Plains villagers are dressed in the formerly default brown, Desert villagers are dressed in green and orange; Snowy villagers are light blue and white; etc.).
  • Command & Conquer Economy: There are two things that Villagers will do without needing to be directly told to do: work and procreate. Everything else — primarily building the houses to expand the town — needs player input to do.
  • Descriptively-Named Species: They are called "Villagers" because they live in villages.
  • Eyepatch of Power: Weaponsmiths always wear eyepatches. What reinforces their power is the guaranteed diamond sword trade at sufficiently high levels.
  • Fantastic Sapient Species: Unlike all other mobs in Minecraft, Villagers explicitly demonstrate that they are sapient creatures with an actual culture. They tame animals for both food and protection, make physical tools and magical enchantments, build towns and defend them with sentient statues that they also build, follow a single religion, buy, sell, travel and so on.
  • Foil: To the Illagers. Both are exceedingly rare mobs that make Squidward noises, have their own homes/base of operations that the player can locate and/or loot, and have a creature that protects them and attacks for them. However, while the Villagers are peaceful towards the player and will trade things with them for emeralds and rare equipment, the Illagers are hostile mobs that are some of the toughest enemies in the game, and have no qualms with killing you or other Villagers for seemingly no reason.
  • Gag Nose: They each have a huge nose comparable to that of Squidward. Fan-made resource packs have enjoyed playing to the nose: Not only Squidward himself, but Gonzo and Zoidberg. It wouldn't be surprising if someone came up with Cyrano de Bergerac.
  • Hospitality for Heroes: If a player saves a villager from a raid, they get the Hero of the Village status effect, during which villagers will give them free items and cut their prices out of gratitude for the player saving them.
  • Lightning Can Do Anything: A villager struck by lightning will be turned into a witch.
  • The Load: Nitwit villagers, who don't take any professions and don't offer any trades. The best you can do with them is get them to breed and create more villagers, but every other type does this as well.
  • Nemean Skinning: The Jungle variant of Villagers wears spotted hide with their clothes, presumably made from Ocelot skin.
  • 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.
  • No Hero Discount: Averted. If the player comes out victorious against a raid, they get celebrated for several day cycles with the Hero of the Village buff; all trades have emerald costs cut or require less supplies to sell to the traders, and the villagers will actively shower the player with gifts. On the other hand, they won't particularly care if the player expands their housing, sets up defenses in the village, or defends against Zombie sieges.
  • One-Gender Race: Like most mobs, any Villager can breed with any other member of their species.
  • Perfect Pacifist People: Villagers of any kind will never attack the player or anyone else personally. Instead, their immensely powerful Iron Golems tear apart anyone that threatens them. The Wandering Trader villager type added in 1.14 have llamas tethered to them who are aggressive to hostile mobs on sight, and drink Potions of Invisibility at nightfall to hide.
  • Protectorate: Their villages often get attacked by Zombies or Pillagers, and often require the player to save them.
  • Purple Is Powerful: The Priest Villager wears a purple robe.
  • Regenerating Health: A downplayed version. Villagers are one of a few entities in Minecraft that are capable of self healing... except, it's a fairly short regeneration I buff, and they only get it when the player exits the trading menu after at least one successful trade.
  • Sacred Hospitality: Villagers don't seem to mind if you crash in one of their houses or harvest their wheat for bread (while also preferably replanting it). You can stay in their village indefinitely without being evicted as long as you don't harass them.
  • We Buy Anything: Villagers will be specific on what items they are willing to buy off you, but it can be almost anything, ranging from wheat, paper, and even rotten flesh. However, villagers tend to buy your items for very cheap prices. For example, 20 pieces of paper will net you only a single emerald. 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.

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: They 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.


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 Zombified Piglin.
  • One-Gender Race: Any pig can breed with any pig.
  • Lightning Can Do Anything: When a pig is struck by lightning, it turns into a Zombified Piglin.
  • 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.
  • Powerup Mount: A downplayed example: Pigs make great parachutes when you ride them via saddle. You can control them with a carrot on a stick.
  • Typical Cartoon Animal Colors: They have the shiny bright pink of the classic cartoon pig.

One of the first passive mobs in the game, the other being pigs. Drop one block of wool and mutton 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 Eleven 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: Many players grow annoyed at their constant, repetitive bleating... especially when there's a whole farm of them.
  • 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, its offspring will inherit its new color. 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, sheeps can also 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.
  • Typical Cartoon Animal Colors: The quasi-Frisian brown-and-white splotches of cartoon cattle.
  • 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.

Click here to see the brown variant. 
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. When the brown mooshroom is fed a flower, it will give a suspicious stew with the specific effect of the flower the next time it's milked with a wooden bowl. There are red and brown variants that can be sheared to drop respectively-coloured mushrooms, which then turns them into normal cows. Only Red Mooshrooms spawn naturally, but they can turn into the brown variant when struck with lightning, and there's a 1/1024 chance of spawning from breeding (and vice versa). Otherwise has the normal features and drops of a cow.
  • Body Horror: Despite not being bothered by it, they have an extreme fungal infestation (or perhaps symbiosis?) that has caused mushrooms to sprout from their bodies.
  • Everything's Better with Cows: Especially half-fungus ones that give both milk and mushroom soup.
  • Lightning Can Do Anything: A red mooshroom struck by lightning will be turned into a brown mooshroom and vice versa.
  • Our Monsters Are Weird: They're otherwise normal cows, completely covered in mushrooms that give mushroom soup when milked with a bowl (though they give milk if milked with a bucket).
  • Palette Swap: It has the same model, sounds, and behaviour as cows, but retextured and with mushrooms growing out of its back.
  • Planimal: More like fungimal. Mooshrooms skirt the animal side of this trope, appearing to be cows with very heavy fungus infections rather than true hybrid beings.

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.
  • Artistic License – Biology: A particularily strange case. In addition to seemingly being hermaphroditic like all other creatures in this game, Minecraft's chickens posses two separate methods of reproduction, one sexual and one seemingly asexual. A single indivdual chicken will periodically plop down an egg and wander off, which must be picked up by a separate creature and thrown at the ground in order to hatch. They are also capable of having live birth by engaging in G-Rated Sex with eachother, as other farm animals do.
  • 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...
  • Explosive Breeder: Chickens are really easy to get in bulk amounts. For starters, any kind of seed can be used to breed them, and leftover seeds from completed wheat farms are really easy to obtain — that's without mentioning pumpkin and melon farms which can be made to specifically farm lots of seeds. Additionally, they periodically lay eggs, which provides a second option in terms of breeding, having a small chance of spawning a chick on the spot if... thrown at the ground. This comes in handy for exponentially growing the size of a chicken coop even without having the seed yield to sustain it, and even handier for making machines that grow and cook chickens for you.
  • One-Gender Race: Since they all lay eggs, it would be safe to assume they're all hens... except that any one of them can be bred with another to make chicks.
  • Typical Cartoon Animal Colors: Pristine white, with bright yellow beaks and feet and scarlet wattles.

The fifth — and prior to 1.13, the only aquatic — passive mob in the game. Drops ink sacs upon death.
  • Aquatic Mook: These were the only water-borne passive mobs before fish and turtles were added. This also means they take extra damage from Tridents with the Impaling enchantment.
  • Artificial Stupidity: They have a very weird habit of beaching themselves when they swim too close to the riverbanks or shoreline. In fact, it’s a fairly common sight in Squid-rich biomes or locations for a number of them to be laying on the coastline slowly dying because of this.
  • Dark Is Not Evil: They look kind of spooky with their teeth and dark coloration, but they are not evil.
  • More Teeth than the Osmond Family: Their mouth, located inside the tentacles, is circular, and full of massive, razor-sharp teeth.
  • Non-Malicious Monster: They're black, tentacled 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 mobs 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.

A wildcat that lives in the jungle biome. Prior to 1.14 - before they were split into their own separate mob - they could be tamed, which would cause them to become domestic cats (see above). Added in the 12w04a snapshot.
  • Cute Kitten: A wild jungle cat. Ocelot kittens can also spawn naturally.
  • Decomposite Character: Version 1.14 separated Cats and Ocelots. However, they can still be made to trust the player when fed fish.
  • Seldom-Seen Species: Ocelots are an obscure species of lesser cat who aren't commonly seen in fiction.
  • 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). They add some ambience to the caves but otherwise serve no function.
  • 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.
  • 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.

Added in 1.8, the Bountiful Update. Can be breed with carrots, golden carrots or dandelions to make bunnies. Drops their meat and hide upon death.
  • 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, which will attack it right back.
    • In 1.14, stray cats and foxes will also hunt down and kill rabbits.
  • 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 Dummied Out 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, any one can breed with any one.
  • 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.
  • Typical Cartoon Animal Colors: Brown and white are both common colors. So is black-and-white, despite these being theoretically wild animals instead of pets.

Added in 1.13, the Update Aquatic, they spawn on beaches. Instead of breeding like other mobs do, they will head for the beach where they spawned and lay clusters of eggs, which after some time hatch into baby turtles which will then scramble towards the sea. Just like in real life, the baby turtles' journey to the water will be a dangerous one — zombies, skeletons, wolves and ocelots will all try their best to kill them. When they finally grow up, they drop a Scute which can be used to make turtle shells.
  • Aquatic Mook: Water based mobs that are thankfully passive. This also means they take extra damage from Tridents with the Impaling enchantment.
  • Artificial Brilliance: Turtles in Minecraft, like some of their Real Life counterparts, will seek out the beach where they were born from to lay their eggs.
  • Bizarre Alien Reproduction: Their method of breeding is radically different from any other breedable mob. When two turtles are fed, they will do the same "kissing" motion as other mobs. However, instead of popping out a baby like other breedable mobs do, one will head towards its home beach to lay a cluster of 1-4 eggs on the sand, and said eggs will require a few nights to pass before they hatch into baby turtles.
  • Elemental Rock–Paper–Scissors: They're instantly killed if they're hit by lightning from a Channeling Trident, no matter how much health they have. Other mobs with less health will survive the hit.
  • Escort Mission: Turtle eggs will only hatch at night. Night is also when zombies and skeletons spawn on the surface, and they will try to kill any baby turtle they see, on top of zombies going out of their way to destroy turtle eggs. Thus, outside of setting up a system of light sources and barriers to keep the monsters away, players who are trying to breed turtles will have to guard the eggs and hatchlings at night, in order to watch over and protect them until the babies have reached the safety of the water. Strangely enough, baby turtles seem to have the same amount of health as that of adults — which is more than most hostile mobs.
  • Explosive Breeder: Most passive mobs will produce one baby when mated. Turtles will lay up to four eggs that will each hatch into baby turtles after a few nights... if said eggs survive, that is.
  • Fun Size: While most baby animals do count, baby turtles take it even further by being several times smaller than an adult, less than an eighth of a single block.
  • Graceful in Their Element: Like real turtles, they're very slow on land, but actually move quite fast in the water.
  • Infinity -1 Sword: Turtle Shell helmets are surprisingly effective. On top of the extended water breathing time you get from wearing one, they give the same amount of damage resistance as an Iron helmet, but with greater durability. If you're not picky about that extra 4% resistance from a Diamond helmet, a turtle farm is a very effective means to get good head protection for the rest of the game.
  • Kick the Dog: Any undead mob will attempt to stomp on turtle eggs if they see them. Baby turtles are also prime targets for the undead, which is especially odd since they don't target any other animal without reason.
  • Protection Mission: Turtle eggs need to be protected from zombies which will go out of their way to stomp said eggs. It takes a long time for them to hatch and they only hatch at night. As soon as they hatch, it turns from this trope into Escort Mission.
  • Stock Animal Diet: Seagrass, which is what green turtles in real life eat.
  • Stone Wall: Turtles are extremely slow on land, but they have far more health than many other passive mobs and more than several hostile ones. They're a lot faster in the water, however.
  • Sturdy and Steady Turtles: They have no form of attack and aren't particularly fast, but they have substantially higher health than most other mobs and over twice the usual amount of health for passive mobs. Their shells can also be used for brewing the Potion of the Turtle Master, which when drunk gives a large defense bonus while drastically cutting maximum movement speed.
  • Ridiculously Cute Critter: Baby turtles, despite looking like a miniature model of the adult turtles, are adorable due to how tiny they are.
  • Tiny Babies Gigantic Adults: Baby turtles are very tiny — no bigger than an eighth of a single block. As adults, they're around the same size as the player. Here is a size reference.
  • Turtle Power: When they grow from baby turtles into adult turtles, they drop scutes. These can be crafted into turtle shells, which can then be worn as a durable helmet that gives 10 seconds of water breathing or used as a potion that gives Slowness but also Resistance.
  • Typical Cartoon Animal Colors: Bright emerald green, despite the fact that few turtles, and certainly no sea turtles, are this color.
  • Video Game Caring Potential: Enforced if you want to get scutes and thus turtle shells — they don't drop them on death, rather, you have to let a baby turtle grow into an adult for them to drop one. This means you'll need to breed them and protect both the eggs and the baby turtles with all your effort (and then find where they grew and dropped the scute).

Pufferfish (fully puffed up)
Tropical Fish (clownfish variant)
Technically, fish have been present as items obtainable through fishing since the days of Minecraft's Alpha version, while salmon, pufferfish and clownfish were introduced in update 1.7 as part of an overhaul of the fishing system. They were only introduced as actual mobs in 1.13, the Update Aquatic, which also gave them new item models and different spawning requirements and behaviors depending on the specific kind of fish they are.

Fish come in four kinds: cod (which used to be the original, nameless generic fish before being renamed in 1.13), which spawn in cold, neutral and warm oceans; salmon, which spawn in cold and frozen oceans and in rivers; and tropical fish (which include the old clownfish) and pufferfish, which spawn in lukewarm and warm oceans. Cod, salmon and tropical fish will congregate in schools, while puffers are solitary.

  • Ascended Extra: Fish started off as part of a simple Fishing Minigame where they weren't visible until reeled in as a generic fish inventory item, before being expanded into a whole mob of their own, with multiple different species of fish and tropical fish even having subspecies.
  • Aquatic Mook: Essentially water-based variants of harmless livestock, but with very low health.
  • Painful Pointy Pufferfish: Puffers normally appear in a very small, deflated state. If a player approaches them, however, they will quickly puff up to many times their size, with small spikes becoming visible as pointing outwards from their bodies. Touching a fully puffed pufferfish will deal damage to a player, and going too close to one in either puffed stage will inflict the poison status effect.
  • Palette Swap: Tropical fish coloring is quite easily the most complex case of this in the game. They can spawn with any of two body shapes, sixteen base colors, six patterns, and sixteen colors for the pattern, resulting in a total of 3,072 possible (but purely aesthetic) variations. 90% of the time, a tropical fish will be one of twenty specific variations based off of real-world fish, with the remaining 10% being randomly spawned as any possible type.
  • Poison Mushroom: All the fish will drop an edible fish item that can be eaten, but if you eat the pufferfish you will get severe poisoning, food poisoning and nausea. Pufferfish still do have a use by being a key ingredient of Water Breathing potions.
  • Poisonous Person: Puffed-up puffers will poison any player that approaches them, and eating a pufferfish will poison you as well.
  • Shown Their Work: Salmon can spawn in rivers, representing them going to lay their eggs upstream.

Click here to see the brown variant. 
Added in 1.14, the Village and Pillage update, pandas are a passive (sometimes neutral) mob that spawn in bamboo jungle biomes and the second bear mob after the polar bear. Pandas have a number of possible personality types that affect their behaviour and appearance (worried pandas will run away from you, weak pandas have less health and occasionally sneeze, lazy pandas won't interact with the player etc.). To breed them, you need to have at least eight bamboo shoots growing in a five-block radius to induce love mode by feeding them bamboo.
  • Ascended Meme: Baby pandas will occasionally sneeze, and it will startle other pandas around it (and drop a slimeball).
  • Berserk Button: Aggressive pandas will not only attack if directly hit, but if another panda near them is hurt, they will attack on their behalf.
  • Lazy Bum: Lazy pandas will completely ignore the player and food, spend a lot of time lying on their back, and walk slower than other pandas (which already have the slowest walking speed of any land mob).
  • Nervous Wreck: Worried pandas will run away from any mob that isn't another panda and will hide their face and shake during thunderstorms.
  • Palette Swap: One variety of pandas uses a variant of the standard model recolored to have brown patches instead of black.
  • Panda-ing to the Audience: Interesting enough, pandas were announced as a new mob in the Chinese edition of Minecraft a few days before they were announced for other versions.
  • Ridiculously Cute Critter: Adult pandas are already adorable enough, but there are also baby pandas.
  • Seldom-Seen Species: Or Seldom Seen Subspecies, in this case. The brown pandas are modeled on the real-life Qinling pandas, a rare subspecies of panda that is very rarely seen in fiction.
  • Shown Their Work:
    • The rarest type of panda is a brown-coloured variant, which is indeed a very rare subspecies of panda in real life, known as the Qinling panda.
    • All of the pandas' sounds and many of their behaviours are sourced directly from real pandas, as the lead sound designer of Minecraft went to China just to record the sounds of pandas.
  • Stock Animal Diet: Unsurprisingly enough, they eat bamboo, but downplayed because they can also be fed cake.

The taiga variant in its natural red-orange color.
Click here to see the white, snowy taiga fox variant. 
Added in 1.14, the Village and Pillage update, foxes are nocturnal passive mobs that spawn in taiga and snowy taiga biomes, and are the second canine-based mob added. Foxes sleep under trees during the day, but are active at night, and tend to run away from players. If there are any nearby items on the ground, foxes will pick them up with their mouths to hold onto. They prey upon rabbits, chickens, baby turtles, cod, and salmon, but will be attacked by wolves and polar bears (even the cubs, who are normally passive). To breed them, you need to feed them sweet berries, which naturally grow in their native biomes.
  • 1-Up: Much like the player, a fox can be revived if it holds a Totem of Undying.
  • Cunning Like a Fox: Foxes can hop over fences and walls to attack chickens and rabbits, meaning extra caution must be taken when constructing their enclosures in biomes foxes naturally spawn in.
  • Item Caddy: If an item is on the ground near a fox, it will travel to it and pick it up and it will appear in the foxes' mouth. This behavior is not limited to food and animal products. Also, eggs, emeralds, feathers, leather, rabbit hides, rabbit's feet, wheat, and cooked porkchops have a 8.5% chance to be automatically in a fox's mouth when it spawns. However, foxes will prioritize sweet berries over any other item, discarding whatever is in their mouth if a sweet berry bush is in sight. Foxes will undergo the same status effects as players when they eat whatever food item they have picked up. In addition, an enchanted item will affect the fox's attacks, and if one dies with a Totem of Undying in its mouth, it will be revived.
  • Jump Physics: They can leap two to three and a half blocks high in the air if they spot their prey. Take note of this when building an enclosure in a taiga or snowy taiga biome where foxes live.
  • Palette Swap: They come in a white coloration when spawned in snowy taiga biomes, referencing Arctic foxes.
  • Ridiculously Cute Critter: Their current model is somewhat derpy thanks to their eyes being crossed, but are otherwise cute critters.
  • Shown Their Work:
    • Foxes are portrayed as opportunistic omnivores who will eat plants and animals, as in real life. Their skittish nature is also reflected upon in-game with foxes running away from players unless bred by them.
    • When a fox pounces, if it lands on snow layers, it'll bury its head in the snow temporarily. This is something that real-world arctic foxes do when hunting out prey buried under the snow, though Minecraft lacks any animals that hide in the ground for foxes to hunt.
  • Trademark Favorite Food: Sweet berry bushes, which grow in the taiga biomes that foxes inhabit. They prioritize carrying sweet berries in their mouths more than any other item. Foxes are also immune to taking damage from sweet berry bushes, along with not getting a speed reduction when passing through one.
  • Typical Cartoon Animal Colors: Foxes spawned in taigas are bright orange with white tail tips, while foxes spawned in snowy taigas are the uniform white of Arctic foxes.


    Snow Golems
Click here to see the snow golem without its pumpkin. 
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.
  • Kill It with Fire: While in dry biomes or biomes with a temperature value greater than 1.0, Snow Golems will take damage continuously unless a splash potion of Fire Resistance is used on them.
  • Kill It with Water: Rainy weather and bodies of water deal damage to Snow Golems.
  • Lethal Harmless Powers: It throws snowballs. A little bit of creativity allows the Snow Golem to lure vicious monsters into a mob grinder.
  • Pumpkin Person: They have pumpkins for heads. The pumpkin can be removed with shears, however.
  • 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.

Neutral Mobs


    Polar Bears
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.
  • Animal Jingoism: Polar bears are hostile towards foxes. The normally passive cubs are particularly brutal (at least in Java Edition).
  • 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, implying that they carry them around for food.

Added in 1.13, the Update Aquatic, dolphins are neutral mobs found in groups in normal, cold, and lukewarm ocean variants, and will playfully knock items around and chase players in boats. If attacked, the entire pod turns hostile.
  • Aquatic Mook: They're essentially aquatic versions of Wolves and Zombified Piglins, neutral mobs with similarly gregarious behaviour and hostile reactions to one of their number being attacked.
  • Beware the Nice Ones: They’re currently the only wild mob to actively help the player and are positively adorable creatures, even if they are a nuisance when it comes to their habit of playing with dropped items. But if you dare to hurt them, whether accidentally or just to be an Ungrateful Bastard they will do their absolute best to make sure you pay the price for your folly, and if you are careless will do so in a most final manner.
  • Devious Dolphins: While they're normally passive and can even become friendly, attacking any of them will turn its entire pod hostile and they'll start attacking the player.
  • Friendly, Playful Dolphin: They like to play with dropped items in the water, knocking them around and chasing them. They also tend to playfully follow players around, especially if their trust is earned, and grant a speed boost to players near them while also helping to find buried treasure. They'll even help push drowning players to the surface if they're nearby. Just make sure not to hurt them, or else...
  • Ninja Looting: Downplayed, they have a tendency to grab dropped items in the water around them and play with them for a bit before dropping them. Pick up your items in the water quickly if you don't want to be slightly inconvenienced. That said, they can unintentionally help "fetch" any items you missed and didn't notice.
  • Roaring Rampage of Revenge: Like Wolves and Zombified Piglins, if you even so much as hurt one of them, every single dolphin in the immediate area will swarm you in an attempt to kill you.
  • Shown Their Work: Like real dolphins, they cannot survive outside water but still need to breathe air at the surface. Thus, they'll suffocate if outside the water for too long, but will also start drowning if they're submerged for too long.
  • Status Buff: They give nearby players a status effect called "Dolphin's Grace", which gives a swimming speed boost.
  • Stock Animal Diet: Feeding them raw cod will improve your trust with them and they'll follow you around more often. They also drop raw cod when killed.
  • Video Game Cruelty Punishment: Dolphins will happily ignore you and leave you alone (but not any dropped items) as long as you do so, and there's nothing preventing you from just butchering them on sight — except their entire pod aggroing and doing their best to destroy you.
  • Wolfpack Boss: When angered, a pod of dolphins will swarm you en masse just like angered wolves, which means you may end up fighting a good half dozen enemies or more all at once.
  • Zerg Rush: Like Wolves and Zombified Piglins, they appear in groups, and if you attack one in a pod, accidentally or not, the entire pod will turn hostile.

Bees are a neutral mob that were introduced in the snapshot 19w34a, and are the only neutral mob in the game so far that can fly. Bees spawn in bee nests which naturally occur in flower forests and plains (both the normal and sunflower variants), though can be lured to manmade beehives. They'll flutter to and from their nests collecting nectar and pollen from flowers, eventually filling the nests with honey. They'll all become aggressive if you attack one of them, break their nest/hive, or try to harvest their honey or honeycomb without using a campfire or Dispenser.
  • Airborne Mook: Bees are essentially the airborne equivalent of wolves, Zombified Piglins, and dolphins, neutral mobs with similarly gregarious behaviour and hostile reactions to one of their number being attacked.
  • Artificial Stupidity: Bees will pollinate any type of flower, but on wither roses, they kill themselves trying.
  • Bee Afraid: Downplayed. They're normally peaceful, and only become hostile if you attack one of them first or destroy their hive, at which point all of them will try and sting you.
  • Berserk Button:
    • Attacking one of them will cause the entire colony to swarm you.
    • Don't break their nest, even if using the Silk Touch enchantment.
    • They also don't like you bottling their honey or collecting their honeycomb. However, bees won't attack if the honey or honeycomb is harvested while a campfire is under the nest or if a Dispenser with bottles or shears is used.
  • Beware the Nice Ones: Like dolphins, they're one of the only wild mobs who actively help you (although in this case, them helping the player is mostly incidental). However, if you attack them or their nest the entire hive turns hostile and Zerg Rushes you.
  • Big Creepy-Crawlies: Not as drastic as spiders, but still a lot bigger than real bees.
  • Glass Cannon: On Normal difficulty and higher, they will poison you if they tag you, which can take a particularly nasty amount off your health. However, they die after the attack. But even if they don’t get the opportunity to sting their victims, they are not the most robust mobs, possessing only 5 hearts of health.
  • Hair-Trigger Temper: There are more ways to set them off than there are for any other neutral mob.
  • One-Gender Race: Like other breedable mobs, but very much unlike real bees, Minecraft bees can breed with any other bees.
  • Red Eyes, Take Warning: They normally have blue eyes, but they become red when the bees turn aggressive.
  • Ridiculously Cute Critter: Their giant, fat bodies and their big eyes make them absolutely adorable, which is helped by the fact that they assist you by providing honey and speeding up crop growth. That is, until you attack them.
  • Shown Their Work:
    • Minecraft bees can only sting once and die soon after because their stinger gets ripped out (visually reflected with their model losing the stinger), like real honeybees.
    • Smoke is used to calm honeybees by hindering their ability to smell alarm pheromones. As such, placing a campfire directly under a bee nest or hive will prevent the bees from getting angry when you harvest honey or honeycomb from it.
    • Contrary to popular misconception, "beehive" technically means a man-made bee enclosure, which is more often called a "bee box" by laymen; what most people think of when they read "beehive" is actually a "bee nest". The snapshots and subsequent update that introduce bees use the correct terminology for both types of bee homes.
  • Somewhere, an Entomologist Is Crying: Honeybees are eusocial, and only a queen can breed, but Minecraft's bees don't seem to have a queen and you can breed any two bees with one another. There's also no larva stage, and the baby bee is just a smaller version of the adult.
  • Standard Status Effects: On normal and hard difficulties, their sting will inflict poison, which lasts for ten seconds (equivalent to three and a half hearts) on normal, and eighteen seconds (equivalent to seven hearts) on hard.
  • Stock Beehive: The bee nest looks just like a generic cartoony hive, but in block form.
  • Virtuous Bees: They're normally peaceful and helpful to the player, as they make honey and pollinate crops, which speeds up their growth.
  • Zerg Rush: Similarly to wolves, dolphins and Zombified Piglins, attacking one bee will turn all other bees in range against you at once, as will breaking their nest. Any bees inside the nest will also emerge to attack you if you harvest honeycombs or honey from their nest, unless a campfire is placed directly underneath it.


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: Even after several updates, Spiders are one of the few mobs that still make straight beelines towards you. 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 or to burn to death.
  • Big Creepy-Crawlies: Spiders the size of a man.
  • Cephalothorax: Averted, unlike with real life spiders, who only have the head and abdomen. These guys have three body segments like an insect. Probably justified by the limitations of the game's character modeling and animation system.
  • Darkness = Death: In the daytime, they’re perfectly harmless so long as you don’t provoke them, but when the sun goes down, the rules change.
  • 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. As spiders, they take extra damage from weapons with the Bane of Arthropods enchantment.
  • Red Eyes, Take Warning: Spider eyes glow red. All six of them. Fortunately, this makes it easier to see them in the dark.
  • Wall Crawl: They can move vertically up blocks, allowing them to climb sheer walls and cliffs other mobs — and players — can't scale.
  • Weakened by the Light: A variation: bright light pacifies Spiders, and they'll only attack if you provoke them or if they enter the darkness again.

    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.
  • Elite Mooks: Although having less health than a regular spider, they are far more dangerous as they often appear in large numbers and have venomous bites.
  • Fragile Speedster: Their speed plus their miniature size makes hitting them more difficult.
  • Glass Cannon: invoked They are the third weakest enemy with only six hearts of health, but thanks to their poison they are 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. As spiders, they take extra damage from weapons with the Bane of Arthropods enchantment.
  • 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 don'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 venomous bite.
  • Wall Crawl: Like the normal spiders, they can move up vertical walls.
  • Zerg Rush: Although they have 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.


    Iron Golems
A mob introduced in snapshot 12w08a. Iron Golems spawn naturally in villages and act as guardians to the Villagers, who they closely resemble. They walk slowly, but their swinging arms are extremely damaging: anyone that gets hit, whether mobs or players, will be launched high enough for them to suffer fall damage. They are also extremely durable, making it hard to kill one.
  • Ambiguous Robot: It definitely gives off the vibe of a robot, with its mechanized voice and metallic appearance. However, its creation requires no redstone - just a lot of iron and a carved pumpkin.
  • Berserk Button: If anyone or any thing dares to attack a Villager in its presence, an Iron Golem will make very short work of the attacker.
  • Beware the Nice Ones: In their normal state, Iron Golems are quite friendly and docile. If you anger one, it will very literally uppercut you into the sky.
  • Did You Just Punch Out Cthulhu?: They will make absolute mincemeat out of an Enderman and in enclosed space will even pose a challenge 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 target, sending them flying into the air and dealing a hefty chunk of damage, both from the punch itself and the following landing.
  • 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: They act as this towards the village they spawn in. They will absolutely curbstomp any hostile mob that crosses its path, including the player if they harm a Villager in its sights. Gain enough of a bad reputation with the village by attacking/killing either the villagers or their 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 hearts 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 can close the distance between you and them faster than you expected, can kill almost anything in three seconds flat, and will rarely die at the hands of any enemy that's not a Ravager or the Wither.
  • Made of Iron: Literally - they're solid iron. You can craft your own golem by using 4 blocks of iron (that's 36 iron ingots) and a carved pumpkin for the head. Iron Golems also have 50 hearts worth of health, which makes killing them extraordinarily difficult, even with a diamond sword (unless it has a high level sharpness upgrade) or TNT. They're also immune to fall damage, suffocation, and drowning. While you can farm for iron by killing the golems, it's far more practical and infinitely safer to just mine for iron in caves, which are much more abundant, and more importantly, don't fight back.
  • One-Man Army: They are more than a match for any mob that dares to intrude upon their protected village, and will smash apart a good chunk of an Illager Raid before they fall. It’s entirely possible to take out Pillager outposts in such a manner, sneaking or killing your way past the guards and busting them out of their cages, then watching as they ruinate the outpost all by themselves. They’re tough enough that they can challenge an Enderman on even ground and in most scenarios soundly annihilate it, and in confined spaces can even take on the Wither and stand a chance of prevailing, although in the case of the latter, it may require backup.
  • 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 (except the golems themselves), a single blow is usually enough to kill whatever monster they're targeting with a single blow — including any player with insufficient armor.
  • Papa Wolf: They will defend villagers from you and zombies. They'll also attack most hostile mobs as well. However, they have compassion for the villages they guard, as they're seen giving villager children flowers.
  • Shout-Out: Iron Golems will occasionally offer poppies to Villager children, which is a reference to Laputa: Castle in the Sky.
  • Shows Damage: In 1.15 and above, Iron Golems get an increasingly cracked texture as they take damage, but this can be reversed by using iron ingots to repair them.
  • Super Not-Drowning Skills: invoked 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.
  • Tranquil Fury: Unlike Endermen and Wolves, the expression of an Iron Golem doesn't change as it fights, nor does it make any abnormal noises. Instead, it just tears it's enemies apart.
  • Undying Loyalty: World-spawned Iron Golems have this toward their village, which they will protect until their deaths. Player-created golems are similarly loyal to their creator and will not even retaliate if they attack it.
  • 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.
  • Why Did It Have to Be Snakes?: Like wolves, they refuse to attack creepers.

Hostile Mobs


    As a Whole 

The Undead are a group of mobs that share certain traits: they are healed by Potions of Harming and harmed by Potions of Healing, the Wither will not attack them, they are immune to drowning and the Poison effect, and they'll catch fire and burn to death at daybreak. Undead mobs also take extra damage from weapons enchanted with Smite. Most undead mobs burn in sunlight, and many can pick up and use items.

  • Bandit Mook: All types of zombies and skeletons 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 to death with a bundle of wheat.
  • Heavily Armored Mook: All types of zombies and skeletons have a chance of spawning in a full suit of armor, increasing their durability.
  • Kick the Dog: Zombies and skeletons will actively attack any baby turtles they can detect, just because. Additionally, zombies (all types) will actively seek out turtle eggs to stomp on them.
  • Kryptonite-Proof Suit: If they spawn wearing a helmet then they'll be immune to sunlight, at least until the helmet runs out of durability.
  • Revive Kills Zombie: Potions of Harming heal them, Potions of Healing harm them, and they are unaffected by Regeneration and Poison potions.
  • Super Not-Drowning Skills: From 1.13 onwards, skeletons and phantoms cannot drown underwater. Husks will transform into zombies when underwater, and zombies into drowned. The latter cannot drown under any circumstances, because they already have.
  • Weakened by the Light: Most undead (including phantoms) are set on fire by the sunlight, and torches can prevent them from spawning. note  However, zombies and skeletons 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 enemies 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, and worse still: if they drown they become a Drowned.

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 other meat to heal tamed wolves. Desert Biomes spawn a variant of zombie called the Husk; these cause a hunger effect should their unarmed attacks hit. A variant called the Drowned can spawn from a body of water (either naturally or via a zombie being drowned); this variant is capable of ranged attacks.
  • 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. Even after being given improved pathfinding abilities, the fact that they will prioritize attacking you over everything else means that they can still 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. Even while on fire in the daylight, zombies will still make a beeline for you rather than trying to cool off in the shade or water, and will actively leave shelter to walk through open daylight in order to reach you.
  • Bad People Abuse Animals: Zigzagged. They don't usually attack non-villager mobs, but they do stomp turtle eggs and attack baby turtles.
  • Elite Zombie: Zombies have a rare chance of spawning with armor and weapons, which may even be enchanted. There's also child zombies, faster and more annoying than the adult ones, chicken jockeys (see below) and, on Hard difficulty, random zombies that can spawn more zombies (see below).
  • Enemy Summoner: A variation: they have 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.
  • Enfant Terrible: The baby zombies are just as hostile as the adults.
  • Everything's Deader with Zombies: They don't perfectly fit most of the usual zombie tropes — they didn't cause the collapse of civilization,note  can't turn the player into a zombie, and are not animated by black magic. However, their occasional sieges of villages definitely fit the typical zombie mold, and they do have the ability to convert Villagers into Zombies. In the end, though, they're just another type of monster among many, seemingly added only for the sake of having zombies.
  • The Goomba: Zombies are by far the most common hostile mob. Their slow speed and straightforward attack patterns make them generally very easy to fight. As a result, they're typically only dangerous in groups, and even then, only if you don't know what you're doing. However, they are NOT completely inconsequential or harmless: they can see the player from farther away than most other monsters, can pick up and use items like weapons and armor, can turn villagers into zombie villagers, they can spawn in massive groups near villages, are immune to drowning, and come in stronger, faster forms.
  • Impossible Item Drop: They usually drop rotten flesh or whatever armour they're wearing, but there's a tiny chance they'll drop carrots, potatoes, or iron. Though they no longer do this, zombies originally dropped feathers of all things when they died.
  • Infernal Retaliation: Zombies set on fire will also set you on fire when they land a hit on you.
  • Lightning Bruiser: Baby zombies. Same health and damage as normal zombies, but much faster, and capable of fitting into areas where their big brothers can't.
  • Mini Mook: Baby zombies are smaller and faster than the adult versions.
  • One-Gender Race: Zombie Villagers aside, they all look like undead Steves. Logically, females should look like undead Alexes, but there are none of those around.
  • Our Zombies Are Different: They have the classic arms-forward walk and green skin, and burst into flames when exposed to sunlight. They drop rotten flesh when killed. Although they can convert villagers into more zombies, they only do it upon killing them, rather than infecting them with something that slowly turns them into a zombie.
  • Power-Up Mount: Baby Zombies can mount up on most mobs, including adult Zombies.
  • Rare Random Drop: Zombies have a small chance of 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 they drop extremely worn down to the point where they are almost ready to break.
  • Took a Level in Badass: Early in development, 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. Later updates allowed them to deal more damage as their health decreases and, on harder difficulties, get a small chance to spawn more zombies when damaged! Finally, if they die from drowning, they become a more dangerous Drowned. Needless to say, zombies have come a long way.
  • Turns Red: A recent update made zombies deal more damage as their health gets lower.
  • Would Hurt a Child: There are baby zombies. In addition, they attack baby turtles, and they can corrupt baby villagers.
  • Zerg Rush: When one zombie is attacked by the player, other zombies in the area will sense it and start swarming. In Hard difficulty, zombies who are attacked have a chance to summon another zombie as reinforcements, taking this trope Up to Eleven.
  • Zombie Gait: They slowly shamble towards you with their arms stretched out.

A variant of zombies found only in deserts. They turn into regular zombies if they drown.
  • 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.

A variant of the zombie found in oceans and rivers and introduced in the Update Aquatic, drowned can either spawn naturally in waterlogged biomes or be created when a regular zombie dies through drowning damage. They have a chance to drop tridents when they die.
  • Amazing Technicolor Population: Drowned have teal blue skin, with light blue eyes and mouths.
  • Aquatic Mook: The water-dwelling counterpart of the common zombie, but also able to walk on land. Despite this they're not any more vulnerable to the Impaling enchantment, because they're classified as Undead mobs and not water-based ones.
  • Body Horror: They’re significantly more deformed than the other types of zombies, considering that they have glowing gaps in their skin and their nose and lips are gone and replaced with glowing pits. They also sound like they're drowning forever.
  • Came Back Wrong: Unless you plan on getting a trident, don’t lure zombies into the water to drown or they'll come back as these nasty, ugly things.
  • Came Back Strong: Normal zombies and husks are strictly melee combatants and, unless you're overconfident or careless, are easy to kill. If they turn into drowned on the other hand, they can spawn with a trident and will both use it in melee combat as well as hurling it at you to attack at range, making them significantly more dangerous compared to their former selves.
  • The Computer Is a Cheating Bastard: When the player wields a trident, they can only throw one before they have to go over and retrieve it (or have their Loyalty Enchantment help them out). When Drowned wield a trident, they have an endless supply of them to throw at the player.
  • Daylight Horror: They can spawn during the day if the light level at the seafloor is low enough, then surface to attack the player. Furthermore, thanks to their proximity to water and spawning in it, it also makes them "immune" to burning in daylight.
  • Elite Zombie: They're a tougher, more challenging version of the standard weak zombie, able to move underwater indefinitely without taking drowning damage and having access to powerful ranged attacks if they spawn with a trident.
  • Glowing Eyes of Doom: Their eyes and mouths are lit up with a cyan glow.
  • Night Swim = Death: Drowned are much more dangerous after dark, and will pursue their victims even past the shoreline.
  • Prongs of Poseidon: They can come armed with tridents and may drop these on death, serving as the primary source of trident items in vanilla survival mode.
  • Set a Mook to Kill a Mook: Similarly to skeletons, if a drowned hits another mob with its trident, that mob will start attacking the drowned and they will fight each other to the death.
  • Underground Monkey: An ocean-themed variant of the basic zombie, potentially capable of ranged attacks instead of being limited to a basic melee tackle.

    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. Even moreso if it's a Drowned Chicken Jockey during the day, since the chicken floats to the surface and causes the Drowned riding it to burn up since it's no longer in the water.
  • Elite Zombie: Combines the baby zombie's speed with the chicken's immunity to fall damage.
  • Enfant Terrible: They are all baby zombies and they're hostile mobs.
  • 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, which 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.
  • Horse of a Different Color: They ride chickens, whose ability to slow their descent when falling makes them and their riders immune to fall damage.
  • Lethal Joke Character: The concept of a baby zombie riding around on a chicken and biting your ankles to death sounds like a complete joke, but they're just as lethal as normal baby zombies are.
  • 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, assuming you encounter them at all.

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. Yet another update slightly nerfed their fire rate (at least on PC), but gave them the ability to strafe while shooting, making it harder to hit them with your own bow.
  • Bad People Abuse Animals: Zigzagged. Like zombies, they will attack baby turtles, but don't generally go after animals.
  • Bottomless Magazines: Skeletons will always have infinite arrows to shoot you with, but only drop 1 or 2 arrows when killed.
  • 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 either be creative or bring a shield if they want to dodge.
  • Long-Range Fighter: In contrast to many other basic overworld/cave mobs, they attack from afar and lack a melee attack if they're carrying a bow (which is to say, almost all the time).
  • 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. 1.5 somewhat reverted this, as they will fire quicker at you the closer you get, and they can now fire further. As of 1.9, their firing rate was lowered again (except on Hard), but they now strafe around to make up for it.
  • 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 unless you repair it on an anvil.
  • 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.
  • Stock Femur Bone: The bones they drop look like stereotypical cartoon bones.
  • 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 arrow in the process if you don't also have a shield.
  • 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. Another update extended their range by over half, and gave them the ability to shoot faster the closer you are. Their latest update actually slightly nerfed their firing rate, but gave them the ability to strafe while shooting at you to make up for it.
  • Unusable Enemy Equipment: Skeletons only drop a few arrows when killed and will sometimes drop their Bows too (often in poor shape). If you're especially lucky the Bow might even be enchanted too, but usually only with a low-level Power enchantment. Any arrows that miss their target are left stuck in the wall or the ground but the player can't pick them up.
  • Walk, Don't Swim: They can no longer float in water as of PC version 1.13, and will slowly sink to the bottom of a body of water. This actually makes them easier to kill (provided you have a good Respiration helmet) as the water slows down their arrows.
  • Why Did It Have to Be Snakes?: Skeletons will run away from wolves, without fighting back. In this case it's more justified than with creepers and cats as wild wolves will also attack skeletons (and of course you can sic your tamed wolves on a skeleton).

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 when they hit a target.

    Spider Jockeys
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, which is around the size of a wolf if it spawns as a cave spider and the size of a human if it spawns as a regular spider.
  • Horse of a Different Color: They ride giant spiders, which allow them to climb directly up vertical surfaces.
  • Huge Rider, Tiny Mount: If the Spider is spawned as a Cave Spider (which are smaller than regular ones) and the Skeleton is spawned as a Wither Skeleton (which are larger than regular ones), then you get a rather comical pair of a huge skeleton on a tiny spider.
  • 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.
  • Underground Monkey: Depending on where it spawns, a spider jockey has the chance to spawn with any of the varieties of spider or with any variant of skeleton, thus resulting in variants with access to a cave spider's poison, a wither skeleton's melee attack and Wither status effect, and/or a stray's slowing arrows, depending on the combination.
  • Unique Enemy: You're very unlikely to encounter more than one or two in an entire playthrough.

Added in 1.13, they spawn at high altitudes during the night when the player hasn't slept for more than three days, and come swooping down to attack.

They were introduced as one of four possible new hostile mobs at Minecon Earth 2017, where fans could vote for the mob they would most like to see implemented into the game. The phantom, obviously enough, was the one that won the vote.

  • Animalistic Abomination: They look like water rays, but their ability to know when the player has been missing out on your sleep as well as the fact that they only manifest when you haven’t slept for three days, and manifest only in the dark means that these dark entities have some serious Lovecraftian overtones.
  • Airborne Mook: They're the only flying hostile mob that spawns in the Overworld. They have ray-like wings and no legs, and they use them to hover above ground. This was a significant part of their concept proposal during Minecon Earth, where they were simply described as "The Monster of the Night Skies". When they were introduced, Jeb stated that fans should consider voting for them due to the Overworld having too few flying mobs.
  • Abstract Eater: It will only hunt those who neglect their sleep for they are, in the words of Jeb, attracted to Insomnia.
  • Circling Vultures: When idle, they will circle at a height above the player's position, before swooping down to attack every now and then.
  • Confusion Fu: When idle, phantoms will fly around in a circle at a constant height, but they have a quite large search radius, and will occasionally either swoop down or up quickly to attack their victim. After either damaging the player or being damaged, the phantom will retreat back to its original elevation. Unless you have a ranged weapon, a battle against them will consist of watching them fly around the sky, until suddenly one of them dashes quickly towards you without warning.
  • Flying Seafood Special: They're basically flying, undead rays. They're also just as capable of traveling through water as they are capable of doing so through the air.
  • Glowing Eyelights of Undeath: Their eyes are a separate texture from their body and can be seen even in the darkness.
  • Lightning Bruiser: They're extremely mobile for an enemy thanks to their flight, being the fastest non-boss mob in the game. They deal more damage than zombies, skeletons and spiders in one attacknote , and unlike Ghasts they have the same amount of hit points as a regular zombie/skeleton. Add to the fact that they tend to attack in groups, and they can become a problem fast, especially if you don't have a good bow to shoot them down with.
  • Non-Human Undead: They vaguely resemble flying, undead rays. Whatever they are, though, they've most certainly never been human.
  • Our Ghosts Are Different: They’re flying, wraithlike Animalistic Abominations that look like zombie manta-rays and start to manifest if you go without your sleep. They’re also purely physical apparitions and are hostile towards you, although on a fortunate note this means that a haunting by these abominations is easily solved as they can be easily corralled due to their corporeal form and can be dealt with by taking a bow or a crossbow and shooting them out of the clouds.
  • Real After All: The fact that they appear only when a player misses out on their sleep can make you wonder if these creatures are actually real or simply the workings of a sleep-deprived mind playing tricks on you. But considering that one of the things a pet cat can gift to you when you wake is a Phantom membrane, it’s clear that these creatures hold an independent existence and that you’re not so much calling them into being via your lack of sleep as much as you are attracting them with it.
  • Super-Persistent Predator: These things will hunt you no matter what you do or where you go, and if you pop into a cave system they will track your movements from above. So don't come out of the caves until daybreak or expect to be ambushed by the very same flock of Phantoms you hid underground to avoid.
  • Things That Go "Bump" in the Night: They’ll only manifest if you neglect your sleep. But if you do, keep your doors locked, your pets inside, the lights on, your Golem sentries prepared and your weapons at the ready until dawn. Or you can make sure there's an opaque block above your head at night, since they won't spawn if there's one.
  • The Last of These Is Not Like the Others: Phantoms are different from most of the undead mobs in many different ways:
    • They’re the only undead mob to not resemble the player character in any way shape or form, being an Eldritch Abomination that looks like a flying manta ray.
    • While zombies, skeletons, and their variants are capable of spawning anywhere at night no matter what, phantoms only appear under a certain set of circumstances: that being if you don’t sleep for at least three days.
    • While most undead mobs roam the earth while fighting the player, the Phantom get around by flying through the air and attack by swooping down on their prey.
  • The Undead: They're classified as undead mobs, meaning they share the same traits as zombies and skeletons. Physically, they resemble a cross between specters and skeletons, with bones showing through on various parts of their bodies.
  • Weaksauce Weakness: Since they tend to swoop at the player at a horizontal angle to attack, just having a wall in the way will cause them to bump into the wall and cancel their attack, leaving them sitting ducks for you to unload on them.
  • Why Did It Have to Be Snakes?: As of snapshot 18w44a, they share the Creeper's fear of cats, and will avoid trying to swoop in on you if you have your cat nearby.
  • Zerg Rush: When they spawn, they usually do it in groups. Besides, they're the only mob that isn't affected by the mob cap, so there isn't a limit at how many of them can exist at once.


    As a Whole 

Illagers are an evil group of former villagers who take up shelter in the distant Woodland Mansions, or in nearby Pillager outposts. They're much tougher than regular hostile mobs, and have the ability to give players bad omens that will cause a raid to occur in the next village they visit.

  • Armor-Piercing Attack: The Evoker's fang attack always does six hearts of damage no matter what armor the player wears (unless it's enchanted). Vindicators are also able to temporarily disable shields with their attacks as well, although armor does affect their damage output.
  • Big Ol' Eyebrows: They seem to sport some very bushy eyebrows.
  • 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. However, the Evoker (and to a lesser extent, the Illusioner) fits this vibe even moreso than the others with their powers and robes.
  • Door Dumb: For whatever reason, most Illagers are incapable of opening doors, making it a little easier for players and villagers to hide from them. Averted with Vindicators however, as they’re capable of forcing them open with their axe.
  • The Dreaded: In contrast to the way they deal with the undead, Villagers are utterly terrified of these guys, as they emit sweat particles and will refuse to breed the moment the Illagers stage a hit on their home. Some players might consider them this trope, especially if their base just so happens to be a thriving village.
  • Elite Mooks: All of the Illagers are especially difficult enemies that can't be found normally, and pack much more of a punch than your average undead mob. It's not uncommon for players to suffer multiple deaths while fighting them due to the damage they deal and the numbers they come in. In particular, Evokers and Ravagers are tough enough to be borderline Boss in Mook Clothing.
  • Evil Feels Good: If they successfully murder everyone in the village or destroy every bed, all of the surviving Illagers will laugh cruelly just to rub it in your face that you failed.
  • Fighter, Mage, Thief: The Vindicator, Evoker, and Pillager fill these roles nicely. The Vindicator tends to fight up and close with their axe, the Evoker uses it’s magic to deal loads of damage from far away, and the Pillager is known for instigating the Bad Omen and patrolling the world.
  • Helpful Mook: Although Witches are not considered to be true Illagers (as Johnny Vindicators will still attack them), they will start showing up in the third and fourth waves of a raid and throw splash potions of healing at the Illagers to help them. This can turn right around on them, as players can be healed by them as well.
  • Lightning Bruiser: Vindicators and Ravagers move incredibly fast and can deal devastating damage to players. Even worse, Ravagers often have a Pillager or an Evoker riding them in the later waves of a raid, which makes them even more difficult.
  • Long-Range Fighter: Pillagers, Evokers, and the unused Illusioner all rely on arrows, magic, and both at the same time for their respective forms of combat, while still keeping their distance from the player.
  • Omnicidal Maniac: When they conduct a Raid on an innocent village, they don’t accept surrender, and they will not leave anybody in the settlement alive unless you take matters into your own hands and wipe them out to the last. It’s kill or be killed, and there’s nothing suggesting they will have it any other way.
    • Taken Up to Eleven with the Vindicators in particular, as naming them "Johnny" with a name tag will cause them to kill anything that happens to be nearby. Even worse is if the Vindicator is part of a Pillager patrol, as the whole patrol will take those characteristics as well.
  • Punny Name: They're collectively referred to as the "Illagers". This pun goes twofold for the Pillager, since it's also "Illager" with a P or "Villager" with a P instead of V.
  • Roaming Enemy: All of the Illagers were initially this, but later patches limited this trope to the Pillagers (and Vindicators on Hard mode), who roam the world in patrols. Killing the captain is what causes the Illagers to stage a raid on a village.
  • Rape, Pillage, and Burn: During a raid, all Illagers will attack and kill villagers, wandering traders, players, and anything else that may stand in their way. Ravagers in particular will also destroy crops by trampling and roaring at them. Thankfully, they don’t do the first part.
  • Roaring Rampage of Revenge: Considering the only way to procure a bad omen is to wipe out an Illager outpost or patrol, it’s not hard to think that the resulting raid should you go into a village is a retaliatory strike for your assault on them earlier.
  • Short-Range Guy, Long-Range Guy: Vindicators, Vexes, and Ravagers consist of the former, while Evokers and Pillagers (and the unused Illusioner) make up the latter.
  • Took a Level in Badass: Compared to the regular villagers that supposedly cast them out, Illagers are some of the most dangerous enemies in the game, being proficient in battle, capable of using magic and summoning enemies, and having trained beasts that are almost as tough as an Iron Golem.
  • Wicked Cultured: Vindicators and Evokers are shown to live in a large, dim mansion far away from the player's spawn point that contains libraries, woolen sculptures of animals, a mini-garden, a master bedroom, and even a poorly-constructed Nether portal.
  • Wolfpack Boss: Basically what their raids amount to. Raids have multiple wave that are marked by a shared health bar. Killing every member of the raid causes the bar to go down, and it refills to signal the next wave. However, the bar does not equal the same amount of health each wave, as they get progressively larger and more difficult. On easy there are three waves, on normal five waves, and on hard mode there are seven waves.
  • Would Hurt a Child: Illagers have no qualms with killing children in raids. Averted in the Bedrock edition however, where they only attack adult villagers.

A mob added in 1.11 that resembles a gray-skinned, evil, axe-wielding Villager. Spawns in Woodland Mansions.
  • Ambiguously Human: Seem to be the same species as villagers, which may or may not be human, but have grey skin.
  • Armor-Piercing Attack: Downplayed. A Vindicator's axe is capable of breaking through a players shield, which will temporarily disable it, but not destroy it. It's still a dangerous ability however, so players should be wary of them.
  • Axe Before Entering: Vindicators are able to use their axes to open doors. Notably, other Illagers are incapable of opening and closing doors during a raid, meaning the players have to take extra precautions with Vindicators.
  • Ax-Crazy: They will attack even villagers on sight without hesitation. No questions asked.
  • An Axe to Grind: Their primary mode of attack. And as mentioned above, they can even chop down doors during a raid.
  • Elite Mooks: Described by the developers as "end-game" level enemies.
  • 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.
  • King Mook: They can spawn as a captain with an Illager banner over their head. While this doesn't make them any more powerful, killing them will give a bad omen status to the player, which will cause an Illager raid to occur if they enter a village.
  • Lightning Bruiser: They are capable of sprinting, and they can easily kill an unarmored player in two hits with their axes. Not to mention they can also disable shields.
  • Omnicidal Maniac: While the Illagers as a whole represent this trope quite well, Vindicators take it to a whole new level if a name tag with the name "Johnny" is used on it. At that point, nothing, barring other Illagers, is spared the axe.
  • Roaming Enemy: On Hard difficulty, Vindicators have the off chance of spawning within a Pillager patrol.
  • Shout-Out: If named "Johnny" it will attack everything that isn't another Illager.
  • Short-Range Guy, Long-Range Guy: Illager Raids and Illager Patrols primarily consists of the melee axe-wielding Vindicators and the ranged crossbow-toting Pillagers.

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 (this can happen to foxes, too). Which raises the question: why didn't the Evoker use it when you killed him?
  • Ambiguously Human: Like other Illagers, they seem to be like the already-ambiguous villagers, but their skin is grey.
  • Armor-Piercing Attack: The "evocation fangs" attack does three hearts worth of damage regardless of armor.
  • 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.
  • Elite Mooks: They're described by the developers as "end-game level" enemies.
  • Evil Sorcerer: Judging by his attacks, it seems that he primarily uses magic to attack you.
  • Enemy Summoner: He summons Vexes to attack you.
  • 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: They carry this vibe, as they spawn the ghostly Vexes when they become aware of you and drop a totem that brings you back to life if you die.
  • 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.
  • Ambiguously Human: Like other Illagers, they're apparently the same species as villagers, but with grey skin. It's unknown if villagers are human or not.
  • 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.
  • Confusion Fu: He runs on this, as per his forte as a Master of Illusion. He’ll blind you, summon three fake copies of himself and even turn himself invisible to try and get the drop on you.
  • Dummied Out: They do not spawn naturally, and can only be created using the /summon command.
  • 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.
  • 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 themselves difficult to track.
  • Fragile Speedster: Have just over half the health of a zombie or skeleton, but they fly very quickly and their iron swords can take half your health in one swing if you're unarmored and on Hard Difficulty.
  • Intangible Man: They can pass through any block as if it wasn't there.
  • 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: A vex gains temporary red markings when it charges at you.

Added in 1.14, the Village and Pillage update, Pillagers are Illagers who move in patrols and periodically attack villages. They wield crossbows to attack from afar and have a chance to drop them upon death.
  • Ambiguously Human: Being an illager, it's apparently an evil villager (already ambiguous since villagers may or may not be humans) and it has grey skin for unknown reasons.
  • Bows Versus Crossbows: They spawn with crossbows which have better range but a longer charge time as compared to bows.
  • Death Glare: If any Pillagers in a patrol spot a player nearby, they will stare them down ominously (even if under the effects of invisibility) until they move away from their range. If a player gets any closer to them, they'll start going on the offensive. If the player encounters any Pillagers near their outpost, they'll bypass this trope and go straight into shooting them with arrows.
  • Exactly What It Says on the Tin: They're Illagers who specialize in pillaging and raiding villages.
  • Fighter, Mage, Thief: The "thief" of the Illagers (if the Dummied Out Illusioner doesn't count), being ranged units that attack from afar.
  • King Mook: They can spawn as a captain with an Illager banner over their head. While this doesn't make them any more powerful, killing them will give a bad omen status to the player, which will cause an Illager raid to occur if they enter a village.
  • Long-Range Fighter: They mostly rely on their crossbows to fight, only switching to melee if submerged.
  • Lightning Bruiser: Are a little tougher than the rank and file mobs, possessing two hearts more health than the usual monsters you run into on your nocturnal forays, but are surprisingly quick on their feet and their crossbows hurt. Underestimating them is a good way to get yourself turned into a pincushion.
  • P.O.W. Camp: Some of the Pillager outposts have Iron Golems imprisoned in them. You can choose to free them, which will result in them attacking any Pillager they see.
  • Punny Name: The "Illager" pun goes twofold for the Pillager, since it's "Illager" with a P or "Villager" with a P instead of V.
  • Rape, Pillage, and Burn: Minus the rape part, of course. They will periodically form raid patrols to attack villages, trying to destroy their crops and structures.
  • Roaming Enemy: Unlike the other Illagers, Pillagers can randomly spawn in any biome in the world as a "patrol" of sorts. They mostly wander about aimlessly, but they will attack any villagers or players they come across if provoked.
  • See the Invisible: Played with. Pillagers who spawn as part of a patrol are somehow able to see through the effects of a player's potion of invisibility, but the ones who spawn near their outposts can't (unless you attack them).
  • Short-Range Guy, Long-Range Guy: Illager Raids and Illager Patrols primarily consist of the melee axe-wielding Vindicators and the ranged crossbow-toting Pillagers.
  • Super-Persistent Predator: Once Pillagers starts pursuing a player, they can be incredibly tough to shake off. They have the same tracking range as a Zombie (that being 40 blocks), move incredibly fast, and aren't afraid of following you into caves or waiting outside your home to kill you.
  • Wouldn't Hurt a Child: Illagers don't attack baby villagers in Bedrock Edition. They DO attack baby villagers in all other editions of the game.

Added in 1.14, the Village and Pillage update, Ravagers are hulking beasts trained by the Illagers and set loose on villages during raids. They destroy crops and attack villagers, and in combat they are resistant to knockback while having a roar attack that knocks back entities while dealing damage to players and villagers.
  • Animalistic Abomination: The Ravager is an immensely powerful, four-legged, cow-like beast with the face and voice of an Illager, which are typically humanoid.
  • Anti-Structure: The Ravager's charge attack will trample crops and break leaves.
  • Beast of Battle: Trained beasts used by the Illagers to assault villages.
  • Beast with a Human Face: Their faces look almost like the Illagers', with a similar Gag Nose as theirs.
  • Boss in Mook Clothing: They have the highest health of all non-boss hostile mobs, deal nearly twice the damage of an Enderman, and use Knock Back very often.
  • Evil Counterpart: To Iron Golems. They have the same amount of health and can deal huge amounts of damage; further, while one is a protector of Villagers, the other is sent by Illagers to destroy them.
  • Giant Mook: Huge enemies with high attack power and a lot of health.
  • Horse of a Different Color: They can be spawned with a Pillager or Vindicator riding them.
  • Immune to Flinching: Knockback only affects Ravagers 50% of the time, thanks to their heavy weight.
  • Knock Back: Their charging attack deals high amounts of knockback.
  • The Last of These Is Not Like the Others: Ravagers are quite different from the rest of their Illager folk.
    • They're the only Illager to not have gray/pale skin.
    • While the other Illagers are humanoid, Ravagers run around on all fours.
    • Ravagers are the only Illagers that can be attacked by Johnny Vindicators.
  • Lightning Bruiser: They're relatively fast, have a massive amount of health like an Iron Golem, and can deal a lot of damage. They are one of the very few mobs that can go toe-to-toe with an Iron Golem and even win if the Iron Golem had taken prior damage from other Illagers.
  • Meaningful Name: They're beasts that ravage the crops of villagers by trampling them.
  • Mighty Roar: Ravagers have a roar attack that knocks back mobs and players around them while damaging villagers and the player (but not Illagers).
  • Why Did It Have to Be Snakes?: Ravagers used to be afraid of rabbits of all things, which would cause them to flee.


Click here to see the charged creeper. 
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.
  • Botanical Abomination: Although they’re implied to be plants, they’re deformed, mobile stalk-like creatures with twisted faces, possess a predilection for explosive-related murder-suicide, are intelligent enough to ambush their targets and to carry a sense of self preservation, only appear in darkness, and drop music discs when they’re killed by a skeleton’s arrow. Whatever is the nature of these creatures poses more questions than it answers.
  • 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.
  • Close-Range Combatant: Their only way of attacking is to get in your face and blow themselves up. If you attack them at range, they are completely helpless, charging at you desperately as you shoot them to bits with arrow barrages.
  • 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 serves as a warning that one is near.
  • The Dreaded: If there's any non-boss mob that strikes apprehension, caution or fear into any player, it's the Creeper. Getting killed by a Creeper (along with a good portion of your house being annihilated) is almost a rite of passage for new Minecraft players, and they remain paranoia-inducing no matter your level of experience.
  • 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.
  • Impossible Item Drop: If a Skeleton kills a Creeper, it'll drop a vinyl music disc.
  • Instakill Mook: An exploding Creeper will almost certainly kill an unarmored player immediately - depending on how close they are when they detonate, they can even instant-kill through a full suit of diamond armor. A Charged Creeper is even more powerful, and will happily take out players from much farther away.
  • Lightning Can Do Anything: When a creeper is struck by lightning, it becomes supercharged, giving them a blue aura and a much more powerful explosive attack. When skeletons, zombies, or other creepers are killed by the blast of a charged creeper, they drop their heads, and this is the only way to acquire these specific mob heads.
  • Made of Explodium: Literally. Creepers drop gunpowder upon death (as long as they don't die by exploding). 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.
  • Noiseless Walker: Creepers make absolutely no sound when they move. Have fun.
  • 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...
    • It also works the other way around with use of a Flint and Steel on them. It'll force them to self-destruct right then and there. However, this will surrender any Experience, Gunpowder, and if you're too close, your health/life, so only do it if you're out of options.
  • Planimal: Look very similar to vines and tall grass. Don’t go into the tall grass, people!
  • 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 make a faint slithering noise when hurt, but otherwise they're soundless.
    • They used to make 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.
  • You Are Already Dead: Creepers emit their signature fizz and explode after 1.5 seconds. Considering they only start the detonation when close to a player, chances are when you hear their fizz, it's already too late.

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.

  • Asteroids Monster: In the wild, they can spawn with three specific sizes: Small, Medium, and Big, and Huge size slimes could spawn naturally until the v1.0.12 alpha. However, with console commands, the player can spawn slimes with a size value anywhere between 0 and 256, the latter even dwarfing the Ender Dragon. Larger slimes will split into smaller ones half their size when they take enough damage.
  • Blob Monster: They're large, animated cubes of slime. In addition, their health scales with their size.
  • Cute Is Evil: They're so frickin' cute! And they try to murder you.
  • Harmless Enemy: The smallest slimes. The big and normal slimes both deal damage on collision, but small slimes cannot deal any damage, and in addition have the least health of any mob in the game (1 hit point, or half a heart). They will still tackle the player, but they cannot do more than lightly push them back through the knockback all in-game entities give when they collide with each other. This can still be a threat if the player is standing next to a cliff or another high drop, but the small slimes are utterly harmless otherwise.
  • Ineffectual Sympathetic Villain: Small Slimes are incapable of harming you, instead just following you around and pushing you back slightly. Many players actually take them as pets!
  • 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.
  • Artistic License – Biology: In real life, silverfish aren't evil and they're much smaller.
  • 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), although they're still a lot bigger than real-life silverfish, which are rarely longer than a fingernail. This also means they take extra damage from weapons with the Bane of Arthropods enchantment.
  • Seldom-Seen Species: Silverfish aren't encountered in most forms of media, let along giant ones.
  • 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. As of 1.13 however, infested blocks break instantly regardless of the tool used on them. 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.

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. As of the Village and Pillager update, they are now capable of spawning in raids, but aren't considered to be actual Illagers.
  • 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.
  • Baleful Polymorph: When a Villager is struck by lighting, it will transform into a Witch.
  • Healing Potion: The Witch will drink a potion if its health is low.
  • Helpful Mook: Although Witches are not considered to be true Illagers (as Johnny Vindicators will still attack them), they will start showing up in the third and fourth waves of a raid and throw splash potions of healing at the Illagers to help them. This can turn right around on them, as players can be healed by them as well.
  • 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.
  • Long-Range Fighter: Witches have no useful ability when it comes to CQC, but will toss potions like hand grenades at any possible threats. It helps that they also possess a semi-immunity to their own potions.
  • Minion with an F in Evil: Averted with Witches that spawn in the Overworld, but played straight with the ones that spawn in raids. They exclusively throw splash potions of healing for the Illagers but, due to the chaotic nature of raids, they end up hitting the player just as often as they may hit the Illagers they’re trying to help. They also don’t try to fight back if players attack them.
  • Metal Slime: One of the rarer overworld mobs, and thanks to its high health and use of various potions in combat, one of the most dangerous. They also have a very bountiful drop table, carrying all sorts of brewing-related loot on them, and can drop four types of potion if killed while drinking.
  • 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.
  • Set a Mook to Kill a Mook:
    • Because it uses splash potions of Harming in combat, it's entirely possible to get pretty much any hostile mob that isn't undead to attack a witch, and they'll duke it out to the death.
    • A subversion can also occur if a Skeleton accidentally shoots it — the witch will set its sights on the skeleton and begin fruitlessly chucking potions at it, and the skeleton will simply shrug them off without ever turning its attention to the witch. The same thing happens if it gets hit by a Drowned's trident.
    • Another subversion can occur if it hits another witch with its potions. The two witches will start fighting, but because they are resistant to potion effects and use Potions of Healing, neither witch will be able to kill the other unless the player intervenes or they despawn.
  • Standard Status Effect: The Witch's potions that it throws at you can cause poison or slowness. The Witch can also throw Potions of Harming at you for instant damage. It is also highly resistant to most negative potion effects.
  • 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.
  • Super Not-Drowning Skills: As of 1.7.2 they drink potions of Water Breathing if they get stuck underwater.
  • Throw Down the Bomblet: They use splash potions, which are effectively grenades.
  • Wicked Witch: They're witches who are definitely not friendly towards players or other Villagers.

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 three hostile aquatic enemies alongside their elder counterparts and Drowned, and in fact cannot move properly on land. This also means they take extra damage from Tridents with the Impaling enchantment.
  • 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.
  • Corridor Cubbyhole Run: Fighting them essentially amounts to a form of this, since the player has to hide behind a wall in order to avoid being in their line of sight and thus cancel their attack.
  • Cowardly Mooks: Whenever they attack or get hit by the player, they quickly retreat out of sight to wait for another opportunity to strike. If the player approaches them, they usually tend to swim away.
  • Cyclops: They only have a single, large eye. They will also constantly stare at the player if one is nearby.
  • Eye Beams: Their main weapon is a technicolor, beam-like Charged Attack they shoot from their single eye.
  • Hitscan: Their Eye Beams will instantly hit their targets as soon as they fire.
  • Impossible Item Drop: They can drop raw cod when they die. This made sense back when that item was still simply the non-specific "fish," since the implication was that it was the actual flesh of the guardian itself, but nowadays one can only assume that Guardians have a mouth of some description hidden somewhere on their body and that the cod was their stomach contents. It's anyone's guess where the prismarine crystals are coming from, though.
  • No Eye in Magic: In order for them to use their ranged attack, they need a line-of-sight to their target. Hiding behind any terrain will cause them to cancel their attack.
  • 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 and they're hostile mobs.
  • 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.
  • Unblockable Attack: The Guardian’s eyebeams cannot be deflected with shields. The only way to get them to avoid it is to swim away from them to get out of their range, or swim towards them to get them to run away from you.
  • Vocal Dissonance: In the water, they make low-pitched droning sounds that befit their look. Outside the water... they make cute, high-pitched squeaks.

    Elder Guardians
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 last of three hostile aquatic enemies. This also means they take extra damage from Tridents with the Impaling enchantment.
  • Boss in Mook's Clothing: They have the second-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.
  • Corridor Cubbyhole Run: Fighting them essentially amounts to a form of this, since the player has to hide behind a wall in order to avoid being in their line of sight and thus cancel their attack.
  • Cyclops: They only have a single, large eye. They also stare at nearby players just like their smaller brethren.
  • Eye Beams: Like their regular counterparts, their main weapon is a technicolor, beam-like Charged Attack they shoot from their single eye.
  • Hitscan: Their Eye Beams will instantly hit their targets as soon as they fire.
  • 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.
  • No Eye in Magic: In order for them to use their ranged attack, they need a line-of-sight to their target. Hiding behind any terrain will cause them to cancel their attack.
  • 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.
  • Vocal Dissonance: In the water, they make low-pitched droning sounds that befit their look. Outside the water... they make cute, high-pitched squeaks.

    The Killer Bunny
A secret (now completely unused) type of rabbit named for the Rabbit of Caerbannog, first appearing in snapshot 14w27a. As opposed to most rabbits, this one is hostile, and will attack the player without provocation.
  • Daylight Horror: It's not affected by full daylight, as most Overworld hostile mobs are.
  • Dummied Out: It cannot spawn naturally and can only be spawned through commands.
  • Glass Cannon: Though its attack is pretty strong, it only has one and a half hearts of health, and will die in one hit to just about any weapon.
  • Hair-Raising Hare: It's a hostile rabbit that can deal a good chunk of damage to an unarmored player (up to six hearts on Hard mode).
  • Killer Rabbit: Literally. Bonus points for being a reference to the Trope Namer.
  • Red Eyes, Take Warning: Its narrow red eyes are the only significant physical feature that will allow you to tell it apart from normal, harmless rabbits.
  • Shout-Out: To the identically-named rabbit in Monty Python and the Holy Grail.
  • White Bunny: It always appears as white.

The Nether

Passive Mobs

Introduced in Snapshot 20w13a, they are the first fully passive mobnote  exclusive to the Nether, spawning near or in lava lakes. By equipping a saddle and using warped fungus on a stick, Striders can be used to safely traverse lava. Like most Overworld passive mobs, they can be bred to produce offspring, using warped fungus. Drops string upon death.

  • Benevolent Monsters: They are the first passive mob exclusive to the Nether.
  • Cartoon Creature: It doesn't really look like any sort of creature based in reality, making it fit in with how otherwordly the Nether is now.
  • Cephalothorax: The Strider just has a giant head for a body.
  • Elemental Rock–Paper–Scissors: Since the Strider favors lava, rain and water will damage them.
  • Horse of a Different Color: Similar to a pig, you can saddle it up and lead it around by a fishing rod with its favoured food at the end of it (warped fungus in this case).
  • Kill It with Water: Similar to Blazes and Endermen, they are hurt by rain and water and will die to prolonged exposure from it.
  • Lava Surfing: Striders are used to transverse the many lava oceans that cover the Nether. In fact, they move faster on lava than they do on other blocks.
  • No Biochemical Barriers: Averted. Striders get cold and shiver constantly when out of the lava, and will die if they get wet.
  • Power-Up Mount: With a warped fungus on a stick, Striders can be used to safely traverse the vast lava lakes in the Nether. Zombified Piglins will also be seen riding Striders that come naturally equipped with saddles.
  • Purple Is Powerful: Inverted. Striders change from red to purple when outside of lava, and this causes them to start shivering and move considerably slower.
  • Trademark Favorite Food: Warped fungus, which is used to breed Striders or control the direction they travel in with the use of a warped fungus on a stick.
  • Waddling Head: Their body consists of a giant head and a pair of short legs.
  • Walk on Water: Played with and justified in this case. Striders can't walk on water, but they can walk on top of lava, which is much denser than water.

Neutral Mobs

    Zombified Piglins
Click here to see the old version of this mob back when it was known as the Zombie Pigman. 

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. Prior to the 1.16 Nether Update, this mob used to be known as the Zombie Pigman, but was changed to become the Zombified Piglin (with a new model as well) to fit better with the Hoglins and Piglins that now live in the Nether.

  • Artificial Stupidity: Until 1.8, they retained the single directional AI zombies and skeletons had.
  • Baleful Polymorph: If a pig is struck by lightning or a Piglin remains in the Overworld for too long, they transform into a Zombified Piglin. 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, you can see a ribcage and part of their skull, and one of their ears is missing. In their design prior to 1.16, baby Zombified Piglins had their entire skulls exposed.
  • 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.
  • 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 second friendliest creatures in the Nether, only being beaten out by the passive Striders. Although, this is arguably downplayed somewhat by the fact that they will attack turtle eggs without provocation.
  • 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, dealing as much as 6.5 hearts of damage against an unarmored player on Hard mode. Unless you are prepared for them when they go into Roaring Rampage of Revenge mode, they will utterly ruin you. In addition, they can break down doors on Hard difficulty, just like the other types of zombie.
  • Foil: To the Zoglins. Both are undead versions of Nether-native hostile mobs, and scare their living counterparts. What makes them distinctive are their personalities: Zoglins become much more aggressive to not just the player, but practically anything that happens to be nearby, whereas Zombified Piglins are much more apathetic towards the player, disregarding whatever they do unless they attack them directly. Zoglins also don't spawn naturally, only created if a player is crazy enough to take their living counterparts into the Overworld, whereas Zombified Piglins are spawn naturally in, and are a common sight in the Nether.
  • Kick the Dog: They will actively seek out turtle eggs and stomp on them, just because. What makes this all the more disconcerting is that they are relatively peaceful creatures and can be reasoned with to a limited extent, so to see them maliciously attempt to harm another creature is quite jarring to say the least.
  • 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 over a third of your health if you're wearing little or no armor.
  • 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, though it 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, it wasn't until 1.16 that the living versions was finally introduced.
  • Our Zombies Are Different: Zombies that are pigmen, with half of their flesh rotten and green and some missing so you can see their skeleton. They also wield golden swords.
  • Pig Man: A zombie version.
  • Rare Random Drop: There's a rare chance that Zombified Piglins can drop Gold Ingots, Golden Swords and Golden Helmets and there's also a chance the sword and helmet may already be enchanted.
  • Retcon: The only known mob in Minecraft history to get a heavy overhaul with a new name and model, once being known as the Zombie Pigman before being updated as the Zombified Piglin as of the 1.16 Nether Update. However it still remains the same behavior and characteristics as before.
  • Roaring Rampage of Revenge: You attack one of them, and all Zombified Piglins within a certain radius will come down on you to beat you black and blue in return. In Java Edition, they will also rush any mob that aggros them, and remain hostile for a short time when that mob is killed, even attacking any nearby players regardless of whether said players attacked them.
  • 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.
  • Token Good Teammate: Out of all the Nether mobs, which at best consist of carpet-bombing eldritch horrors and murderous sword-wielding skeletons with an affinity for decay, they’re only hostile towards you if you dare to attack them first, happily coexisting with the player if they’re not bothered by them. Funnily enough, the Zombified Piglins are also a rare case of an undead variant of a species being more benign than their living counterpart, since normal Piglins are outright hostile by default unless a player is wearing gold armor.
  • 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.

Pictured wielding a crossbow.
Introduced in snapshot 20w07a, Piglins spawn in crimson forests, bastion remnants and the nether wastes biomes. Piglins are the denizens of the Nether, and while normally hostile can partcipate in trades with adventurers.
  • A.I. Breaker: Because of their love for gold, a Piglin that's found wearing Diamond or Netherite armor will gladly downgrade if it means getting gold armor instead. Diamond and Netherite are both far more rare and powerful than gold, which means players can potentially abuse this to gain better equipment from a Piglin.
  • Artificial Brilliance: If Piglins in a group are outnumbered by Hoglins, they will keep a distance of 6 blocks instead of attacking. It's this trope because fewer Piglins means decreased strength and efficiency, and a greater likelihood of being killed by the Hoglins.
  • Attention Deficit... Ooh, Shiny!: If the player drops gold ingots mid-combat, Piglins will dash towards them and pick them up, giving the player an opportunity to attack them or run away. Quite fittingly, there's even an achievement called "Ooh, Shiny" for doing this. They will turn hostile again once they've finished bartering or when the player attacks them, however.
  • Berserk Button: Trying to mine gold around them or trying to open any chest around them will immediately set them off, even if you are wearing golden armor.
  • Dirty Coward: Piglins fight almost exclusively in groups while hunting Hoglins or battling Wither Skeletons. If a lone Piglin comes across one of the two groups on their own however, they will avoid attacking the former, and outright flee from the latter. Unfortunately, this cowardice doesn't apply to when they fight players.
  • Evil Versus Oblivion: Have this rivalry with Wither Skeletons, with Piglin representing the Evil side. Piglin are crude, greedy, barbaric, and outright hostile towards the player. However Piglin are willing to barter provided the player is wearing gold, and do have some sort of primitive civilizaton. The Wither Skeletons on the other hand represent Oblivion as those charred skeletons are a component in creating the Wither, one of the most destructive entities in Minecraft and inflict the Wither status onto their foes. As a result Piglins and Wither Skeletons will gladly attack each other in battles to the death.
    • It's even noticeable in the architectural differences of their structures. Bastion Remnants are tall, bulky and condensed buildings that consist of blackstone and basalt to contrast with a Nether fortress. The overall layout of a bastion remnant looks very haphazard and ruined, supported by rampants and blackstone cave systems that most likely require mining to effectively trek through.
  • Furry Confusion: They are a type of Pig Man... who hunt the Hoglin for food. Something which is even more muddled by the fact young Piglin like to play with and ride on baby Hoglins. It could be justified by the fact there aren't many other sources of food in the Nether.
  • Global Currency Exception: Unlike Villagers who use Emeralds as standard currency, Piglins value gold ingots instead.
  • Gold Fever:
    • To say Piglins are obsessed with gold would be an understatement. As long as the player wears one piece of gold armor, Piglin become neutral (although will still attack a player if hit first). They will also willingly downgrade armor if it means exchanging it for gold armor, which Piglins prioritize the most. The same applies for weapons too, as Piglins will gladly swap out a crossbow or stronger sword for one made of gold. The bartering process also begins with gold ingots, which they will take when thrown on the ground and drop an item in return.
    • The Piglin's love of gold can also be used as an escape tactic for players if needed. If the player has all their gold armor destroyed (or never had any to begin with), they can throw down gold ingots on the ground, and the Piglins will stop chasing the player to admire them.
  • Happy Dance: Piglins will perform a victory dance upon completing a successful "hunt" for a Hoglin.
  • Human Ladder: Well, Piglin ladder. Up to three baby Piglins can be stacked on top of each other while riding a Hoglin.
  • Know When to Fold 'Em: Piglins avoid instigating a fight against non-player mobs if they're on their lonesome, knowing that the chances of them surviving aren’t that great.
  • Last Bastion: Their main bases are bastion remnants, which are bulky black bulwarks that have fallen into a state of decay. They can be seen living in these dark structures along with Hoglins, and will vehemently attack players who attempt to mine out the gold or open the chests inside.
  • Mortality Phobia: Piglins hold a burning hatred towards anything that has to do with the undead. They flee from Zombified Piglins and soul torches/lanterns, avoid Nether portals, and will attack Wither Skeletons if they see any in the vicinity.
  • No Biochemical Barriers: Averted. If a Piglin is brought to the Overworld or The End it will soon turn into a Zombified Piglin (which, if their behaviour towards undead mobs in the Nether is any implication, is a gruesome fate for them).
  • Not Allowed to Grow Up: In a sharp contrast to most baby versions of Minecraft mobs, baby Piglins never grow up no matter how much time passes.
  • Our Orcs Are Different: A very straight example of the "porc" variety of Tolkienesque orc.
  • Pig Man: Played as straight as it gets. Interestingly, Pigmen had a model designed for over a decade, but when the 1.16 Nether Update was announced, that idea was altered into becoming the more distinct Piglin.
  • Primal Fear: Piglins will move away from Zombified Piglins, Zoglins, and from soul fire (along with lanterns and torches made with soul soil). They will also attack Wither Skeletons, if they have another Piglin backing them up. It's fair to say that Piglin outright despise the undead and do not like the idea of becoming one. Rather amusingly, Zombified Piglins do not attack their non-zombified counterparts unless the latter accidentally shoots one.
  • Pro Bono Barter: Being more uncivilized than the overworld's Villagers, Piglin exchange goods more primitively in the form of bartering. When a player drops a gold ingot in front of a Piglin, it will pick it up and then in return drop one of several goods (from most to least common): Soul Sand, Crying Obsidian, Obsidian, Nether Brick, Leather, Gravel, Fire Charge, String, Ender Pearl, Magma Cream, Glowstone Dust, Nether Quartz, Splash Potion of Fire Resistance, Potion of Fire Resistance, Iron Nuggets, Iron Boots with Soul Speed, and Enchanted Book with Soul Speed. Since this is random, in most cases a player will be getter a lesser item in exchange for giving a Piglin gold. But on rarer chances, this can be a good trade for the player, getting otherwise finite or hard-to-obtain resources.
  • Prophet Eyes: Also like the Hoglins, Piglins have blank, pure white eyes. It's unknown if this means Piglins are blind, but they can accurately fire a crossbow at their enemies. This design choice was probably intended to show that Piglins are otherworldly.
  • Short-Range Guy, Long-Range Guy: Versatile enough to play both roles, as Piglins can use either a crossbow or sword for a weapon. Unlike other ranged mobs, Piglins do not strafe from left to right while armed with a crossbow. However they will just rush at a player when equiped with a sword.
  • Super Drowning Skills: Like Hoglins, Piglins cannot swim in water and will drown if left submerged.
  • Tactical Withdrawal: Will retreat when outnumbered by Hoglins, who themselves will retreat if outnumbered by Piglins.
  • Used to Be a Sweet Kid: As babies, Piglins are actually passive mobs and won't attack players. This changes when they grow up, becoming hostile not just towards players but to Wither Skeletons and sometimes Hoglins too.
  • Victory Pose: Piglins who kill Hoglins have a 1 in 7 chance of doing a victory dance afterwards.
  • We Used to Be Friends: Baby Piglins will play with baby Hoglins. But if a Piglin is feeling "hungry," it won't hesitate to attack a Hoglin for food, even if they played with each other when they were younger.
  • Wouldn't Hurt a Child: Adult Piglins only intentionally attack adult Hoglins and will leave the babies alone. While it's true that the adult Hoglins are hostile, while the babies are passive and don't drop porkchops when killed, this might also be to reflect how in the real world, the majority of pigs that are raised for food are allowed to grow up before they are slaughtered, as adults provide much more meat and thus killing a juvenile would be a waste of an animal.

Hostile Mobs

Exclusive to the Nether, Ghasts are large, jellyfish-esque creatures that spit exploding fire balls. They drop gunpowder and tears upon death. As of 20w06a, Ghasts primarily reside in the Soul Sand Valley biomes within the Nether, but can still appear in the now rarer Nether Wastes.
  • 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.
  • Breath Weapon: If a Ghast manages to sense your presence, they’ll let you know by shrieking and spitting explosive fireballs upon your position.
  • Berserker Tears: They cry all the time, even when they're attacking you.
  • Broken Record: Makes the same groan, whimper, and gentle sob... over and over.
  • Death from Above: Their default reaction to the presence of the player is to start shelling them with lava bombs, and considering that Ghasts are naturally airborne creatures, are liable to start their bombardment from an aerial position.
  • Eldritch Abomination: They're jellyfish-like creatures who float with no explanation, shoot fireballs, are native to a Hell-like alternate dimension, and sound like children in pain. The only thing clear about them is that they're not undead (although the Wither will still leave them alone, for unclear reasons); everything else about them either is an enigma at best or makes no sense at worst.
  • 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: They only have 10 HP, half that of zombies/skeletons and five less than Spiders. 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. On the other hand, if their fireballs manage to score a direct hit on you, it will deal an incredible amount of damage, enough to One-Hit Kill an unarmored player on Hard.
  • Giant Flyer: They’re one of the biggest creatures in the game, and are airborne all the time. Although, this can work out poorly for them as they can occasionally float somewhere too small for them and get stuck.
  • 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: Their hitbox used to be very small, covering only their lower part (where the tentacles are) rather than the whole thing. This was fixed in the 1.2 update, which expanded their hitbox to cover all their bodies.
  • Hoist by Their Own Petard: Their fireballs hit hard and can screw up your day trip in the Nether. This makes it very satisfying when you deflect an incoming fireball back and kill the offending Ghast with their own lava bomb. In fact, a deflected Ghast's fireball does 500 hearts of damage to its sender.
  • 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.
  • Long-Range Fighter: Completely lacks a melee attack and launches fireballs from afar. Its flight capability helps keep it far from any melee attacks too.
  • Light Is Not Good: Possess an almost completely white colour scheme, and are one of the most nastiest creatures to exist.
  • Mad Bomber: Their reaction to an enemy force coming within their range of perception is to start spitting out explosive balls of lava until the target either disappears, dies or kills the creature.
  • Mighty Glacier: They are relatively slow for their size and are easy to tag with a bow. But let them tag you back with one of their lava bombs and at best you'll get a potent reminder that not getting hit would be in your best interests, and at worst you'll be left kicking yourself on the way back to your spawn point.
  • There Is No Kill Like Overkill: A Ghast's deflected fireball will deal 500 hearts of damage to itself, enough to kill it 50 times over.
  • No Ontological Inertia: Any fireballs in the air will disappear when the ghast who fired them is killed.
  • Our Demons Are Different: Despite not being listed as demons specifically, they do follow some of the guidelines: hostile entities with an affinity for fire that lives in a Hell-like alternate realm filled with the souls of the dead. They’re also quite lovecraftian in nature.
  • 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 Zombified Piglin with a fireball, the Zombified Piglin will attempt to kill it, although in 9 out of 10 cases will not work due to the Piglin 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 (spawning very frequently in the Basalt Delta biomes since 20w15a), having been around since the beta 1.9 prerelease. They behave exactly like Slimes except being immune 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. Just like the Slimes, they spawn naturally in three different sizes, and can be spawned as large as Slimes can.
  • Artificial Stupidity: Their lack of intelligent pathfinding skills means that they are absurdly easy to shake off should they become aware of and start failing you. This usually means you can trivially drive off an attacker by simply jumping over a gap and waiting for them to follow, then watching as he plummets into a lava pit below.
  • Blob Monster: Like their mundane cousins in the Overworld, except these ones are made of lava, and are significantly more dangerous to tangle with.
  • Elite Mook: Almost identical to slimes in appearance and behaviour, but does more damage and has high armour. Tiny magma cubes can harm the player unlike tiny slimes, who are unable to do so. They're immune to fall damage, too. As if that isn't bad enough, their health also scales with their size, making the larger ones much harder to fight. Perhaps their main Achilles' Heel is their lack of intelligent pathfinding.
  • Glowing Eyes of Doom: The implication being that that's lava glowing through.
  • In a Single Bound: Oddly, their jump height depends on their size, so while the tiny magma cubes can make only small hops, larger ones spawned via console command can jump far higher than the player can even build. They're also immune to fall damage.
  • Magma Man: They're basically sentient globs of lava. They are made of "slices" which can be seen when they jump, and a lava core can be seen in their center.
  • 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 and 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 mobs that found in Nether fortresses as of 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.
  • 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.
  • Death from Above: Their capability for laying down barrages of flame from the infernal heavens is matched only by that the Ghast itself.
  • Elemental Rock–Paper–Scissors: As a fire-based mob, it takes damage from water or snow.
  • 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 would 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.
  • Vader Breath: Their idling noises sound strongly like raspy, metallic breathing.
  • 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 Skeletons
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.
  • Close-Range Combatant: Their swords and resulting wither effect are only dangerous if you dare to close in and engage in melee combat with them, or are careless. Otherwise they are easy pickings when it comes to attacking at range.
  • Dark Is Evil: Contrary to the normal variant, their bones are charred black. They will also kill you the moment they see you.
  • Dem Bones: Skeletons from Hell.
  • Evil Is Bigger: Comparing their size to a normal Skeleton, it’s clear that they are considerably taller than their Overworld counterparts.
  • Elite Mooks: Their stone swords plus their wither effect is painful to your health and should be avoided by even those with diamond Armor.
  • Evil Versus Oblivion: Are a rival mob to the Piglin, with the Wither Skeleton representing the Oblivion side. Wither Skeletons are the only other mob besides the Wither to inflict the death-inducing Wither status, linger in the disturbingly dead Nether Fortresses, and their heads are used in crafting the game's most destructive mob to all those not undead: the Wither. Piglin on the other hand are on the Evil side of this rivlary, being no more than dirty gold-obsessed barbarians that only tolerate players if they're wearing gold just to barter for some more (usually giving the player junk items in-exchange). However the Piglins still at least have a primitive society, care for their young, and despise undeath. So naturally Wither Skeletons and Piglins will kill each other on sight.
    • From a main base design perspective, this applies with the Wither Skeletons' Nether fortress as well. Nether Fortresses cover a lot of horizontal terrain composed entirely of neatly-placed netherbrick. These large bridge-like structures can be very long to walk through, and Nether fortresses that dig into netherack can easily cause a play to get lost due to every block looking the same.
  • Lightning Bruiser: They possess the ability to sprint and can keep up with a non-sprinting player, their stone swords and wither effect are very painful, and with 10 hearts of health they can take a fair deal of damage before expiring.
  • Make Them Rot: The Wither status effect that they inflict on damaging a player is essentially this, draining the player's health and even causing the death message to change to "<Player> withered away" if it kills a player.
  • Off with His Head!: Considering that the easiest way to grab a Wither Skeleton skull is hacking at them with a sword that has the Looting enchantment, it’s a fair bet to say that you’ll claim many of the skulls you obtain in this manner.
  • Playing with Fire: If they somehow manage to get their hands on a bow, they’ll shoot flaming arrows at you, making them significantly more dangerous when fighting them at a distance. It’s especially notable that they don’t need the bow to be enchanted with flame before they can do this, they simply use their supernatural powers to do the lighting for them.
  • 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, Potions of Harming heal it, Potions of Healing harm it, and it is unaffected by Regeneration and Poison potions.
  • 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 look like generic cartoon bones. Also, despite being charred black, Wither Skeletons drop the same white bones that normal Skeletons drop.
  • Weaksauce Weakness: Because they are half a block taller than you, spreading two-block high doorways throughout their fortress will make grinding for their skulls much easier, since you can poke them from the other side of such a doorway with impunity.

Introduced in snapshot 20w06a, the Hoglin is a mob that spawns in crimson forests and bastion remnants within the Nether. These beasts are monstrous pig-like creatures that are the main source of food for adventurers in the Nether. They are currently the only breedable hostile mob.
  • Does Not Like Spam: While Hoglins love crimson fungus, they will not attack players holding warped fungus. In fact, they seem to despise warped fungus so much that they will actively avoid players who are holding or standing near it.
  • Evil Is Bigger: While not necessarily evil, Hoglins are hostile mobs, and are definitely more demented and larger than the overworld's pigs.
  • Full-Boar Action: Unlike the peaceful pigs on the overworld, Hoglins will attack players on sight.
  • Immune to Flinching: Just like the Ravager, Hoglins have very high knockback resistance.
  • Knock Back: Their attacks deal considerable knockback.
  • Launcher Move: Hoglins fling their opponents into the air, similar to an Iron Golem.
  • Last Bastion: Reside in bastion remnants along with Piglins and Magma Cubes, typically being found in the stables of these ruined ramparts.
  • No Biochemical Barriers: Averted. Just like Piglins, Hoglins will transform into their undead counterpart, the Zoglin, if left in the Overworld or The End for too long.
  • Prophet Eyes: These creatures have blank, pure white eyes. It is unknown if this means Hoglins are blind or not, but that doesn't stop them from charging at players. From a design perspective, their eyes do help signify that Hoglins are otherworldly.
  • Super Drowning Skills: Hoglins cannot swim, and will sink and drown in water.
  • Tactical Withdrawal: Will retreat when outnumbered by Piglins, who themselves will retreat if outnumbered by Hoglins.
  • Trademark Favorite Food: Crimson fungus, which is also used to breed them. This makes Hoglins the first breedable hostile mob in Minecraft.
  • We Used to Be Friends: Baby Hoglins will play with baby Piglins. However adult Piglins will hunt adult Hoglins in the Nether, even if the mobs were seen interacting with each other in their youth.

Introduced in snapshot 20w14a, Zoglins are the undead version of the Nether's Hoglins. They only spawn after a Hoglin remains in the Overworld for 15 seconds, similar to how Piglins become Zombified Piglins.
  • Body Horror: Just like Zombified Piglins, their bodies are rotting to the bone, and they're missing one of their Prophet Eyes.
  • The Berserker: Barring Creepers and other members of their kind, Zoglins will attack and kill everything they see, and are now aggressive to the point that not even warped fungi will discourage an attack.
  • Enfant Terrible: Baby Zoglins are just as homicidal as their parents, and will not play with baby Piglins like their living counterparts do.
  • Evil Is Bigger: While the Hoglin was already large and animalistic, Zoglins are mindless beasts that have no qualms killing anything and everything in their path. They're also by far one of the biggest undead mobs in the game.
  • Fearless Undead: Downplayed since they do possess some instinct of self preservation, considering Creepers are the only creature besides themselves that they won't touch, but aside from that all bets are off. Regardless of whether the opponent is a chicken or an iron golem, they will not hesitate to go for them and will keep attacking until they or their opponent are dead. To make things worse, their selective mycophobia is now nonexistent, so they'll still keep coming even when someone is dangling warped fungi right in front of their face.
  • Foil: To the Zombified Piglins. Both are undead versions of Nether-native hostile mobs, and scare their living counterparts. What makes them distinctive are their personalities: Zombified Piglins become more apathetic towards the player, disregarding whatever they do unless they attack them directly, whereas Zoglins become even more aggressive to not just the player, but practically anything that happens to be nearby. Zombified Piglins are also fairly common in the Nether, whereas Zoglins will only spawn if a player is crazy enough to take their living counterparts into the Overworld.
  • Full-Boar Action: They attack just like Hoglins, and are willing to kill almost anything in their path unlike their living counterparts.
  • Know When to Fold 'Em: Despite being from a completely different dimension, Zoglins seem to be aware of the Creeper's explosive properties, as they will avoid attacking them.
  • Non-Human Undead: Even moreso than the Zombified Piglins, as Zoglins don't have any human-like characteristics.
  • No-Sell: In contrast to their living counterparts, Zoglins will continue attacking you if you're holding warped fungi, and are unable to be fed or bred with crimson fungi.
  • Omnicidal Maniac: Once a Hoglin turns into a Zoglin, they will attack everything in sight except for Creepers and other Zoglins. Even the Wither is fair game for them (although the chances of a Wither dying to a Zoglin are pretty slim).
  • Raising the Steaks: A hostile swine turned into an undead swine that is even more hostile than before.
  • Revive Kills Zombie: Since snapshot 20w15a (though oddly, not before this), the Zoglin is classified as an undead mob; thus, Potions of Harming heal it, Potions of Healing harm it, and it is unaffected by Regeneration and Poison potions.
  • Unique Enemy: Despite being classified as a Nether mob, Zoglins can't be found anywhere in the Nether itself, and don't spawn naturally anywhere else. Getting one to appear actually requires players to push a Hoglin into a Nether portal, where they will turn into their undead counterparts in the Overworld. This is much more difficult than it sounds, as Hoglins are always hostile to the player, and they actively avoid hanging around near Nether portals.

The End

Neutral Mobs

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, and they will drop it when killednote . 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 don't feel like trying to kill them to get your block back, Endermen may occasionally place down the blocks they stole. Fortunately, they can only steal a small selection of blocks, most of which are naturally occurring, and if you manage to kill them, they drop the block they were carrying. 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.
  • Bizarre Alien Biology:
    • Water is toxic to them.
    • Their teleportation ability may also qualify. While it's doubtlessly linked to their "pearls," it isn't clear whether those are natural parts of their body or artificial devices.
  • Blue-and-Orange Morality: They’re not actively malevolent creatures, being that they only attack when you look them in the eyes, and their habit of stealing blocks seems more out of curiosity than out of any general ill-will. In fact, it’s entirely possible to coexist with an Enderman in the same space so long as you follow his abstract, yet simple rule.
  • 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. They also don't like Endermites spawned from Ender Pearl teleportation and will actively try to kill them.
  • Beware the Nice Ones: Won't bother you until you look them in the face, which is tantamount to assisted suicide.
  • By the Lights of Their Eyes: Their eyes glow in the dark, making them easy to spot in cave systems or nighttime if you wait long enough for them to turn around in your general direction. Just make sure you don’t look at them directly lest you want them to cave your head in with whatever’s taken their fancy.
  • Creepily Long Arms: Their body proportions are inhuman. Their arms and legs are both incredibly long, giving them excellent reach.
  • 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.
  • Dark Is Not Evil: Despite their proclivity for becoming very inimical when looked at in the wrong place, otherwise they are perfectly harmless if annoying due to their penchant for thievery.
  • 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 (look at them)... and wish they hadn't. Though they're totally fine with it if you're wearing a pumpkin on your head, for some reason.
  • Elite Mooks: They're rarer than other mooks, have more health than any non-boss mob, do a ton of damage (up to five hearts on Hard), can move very quickly, and can teleport to close in on you and dodge arrows, which makes them smarter than any other enemy.
  • The Fair Folk: They're otherworldly creatures that teleport, grab blocks for some reason, and can be provoked by looking at them.
  • 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: Whenever they pick up a block. In versions prior to 1.9, they appear to be using the blocks they pick up to hit you if you engage them in combat. From version 1.9 onward, they instead punch you... while still holding the block.
  • Implacable Man: If you somehow manage to gain the ire of such a creature, the only way to protect yourself barring confronting and defeating it is to sit in a lake until sunrise, and even that isn’t foolproof, as occasionally it will phase into the water for a moment to hit you, ignorant of the damage it will inflict upon itself by attempting such a risky manoeuvre. However, even if you take it on in a fight to the death, their large pool of health, Teleport Spam and their significant damage output even with diamond armour ensures that it will put up a good fight before it expires, and hiding in water simply won’t work in The End if you don’t smuggle some in along with you, especially if you manage to attract a large pack of them onto your trail.
  • 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. Not even camping in a body of water will stop them from waiting near the edge of the water to punch you if you try to escape.
  • Lightning Bruiser: They have more health than most mobs, they deal quite a bit of damage, and their teleporting abilities make them the fastest enemies in the game.
  • No Biochemical Barriers: Averted. Water is toxic to them, meaning that they're realyl making all the same stupid mistakes as the aliens from Signs.
  • No-Sell: Arrows are generally unlikely to hit them, even if you do a surprise attack.
  • One-Gender Race: While they lack the "breeding" aspect that other mobs this applies to have, they seem to fit this trope because there are no Enderwomen.
  • 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).
  • Punch-Clock Villain: implied. The description for the acheivment you get when you defeat the Ender Dragon is "free the End," which may imply that the endermen were enslaved by her. maybe their utter hatred for eye contact is just a cultural thing?
  • 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.
  • Rubber-Forehead Alien: As ultraterrestrialsnote , they wouldn't neccisarily be constrained by the same physical laws let alone evolutionary pressures as us, and yet they follow the exact same body plan as Steve and Alex, just taller and lankier.
  • Stealth Pun: The Slender Man kills minors. The Enderman kills miners.
  • Supernatural Is Purple: The eeriest, most supernatural Overworld mob gets glowing, purple eyes.
  • 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.
  • Teleportation: They can teleport at will.
  • 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).
  • Villain Teleportation: Teleportation is one of their natural abilities, and one they will not hesitate to use against you for all it’s worth if you manage to anger such a creature.
  • 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.
    • Like the Wither Skeleton, 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.

Hostile Mobs

Small purple creatures introduced in snapshot 14w11a. They appear when players teleport.
  • Cyclops: Possess a single blood-red eye on their body.
  • 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 ender pearl, implying that they or their eggs were inside them.

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.
  • Eldritch Abomination: A very minor one, all things considered, but they’re very odd creatures that are native to the End and can send the gravity of their targets out of whack at will. They also possess the same anomalous properties as the other End lifeforms, being able to teleport at will.
  • 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 se, 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.


    The Ender Dragon
The final antagonist and 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: Being a winged dragon, the Ender Dragon spends all of her time flying high in the air, swooping down to strafe the player with her Breath Weapon but never actually landing.
  • 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. The Advancement for slaying the Ender Dragon is entitled "Free The End", implying that its existence isn't a good thing.
  • 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, 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.
  • Critical Existence Failure: She doesn’t show any damage up until the mortal blow is received, upon which she’ll come apart and disintegrate in a spectacular light show.
  • Damage-Sponge Boss: She has a TON of health, which when combined with her ability and proclivity to heal from the various End Crystals means that taking her out can take a fair while.
  • Draconic 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.
  • Eldritch Abomination: She's not normal, even by Minecraft standards. Case in point, she's female... the only female in an entire game filled with genderless lifeforms. She lives on a barren island floating over an infinite void surrounded by floating continents. Her flames are purple. Where she actually came from, how she got where she is, and what her plans are, are all complete unknowns.
  • Final Boss: She'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.
  • Fluffy the Terrible: Notch himself suggests that her name may be "Jean?", which definitely sounds a lot more harmless that what she actually is.
  • 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.
  • Flying Firepower: She flies quite quickly, and shoots explosive fireballs at the player.
  • 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 eyes are glowing purple.
  • Griefer: She immediately destroys any block she flies into except for Obsidian, End Stone, and Bedrock. Therefore, it's generally not advisable to use a map editor or mod to hack her into the Overworld or Nether.
  • Implacable Man: Her healing crystals and immense health ensure that anything you do to her will, barring certain measures, be shrugged off, and her ability to phase through or outright erase anything in her path also means that there’s nowhere her quarry can hide from her rampage.
  • 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.
  • Pregnant Badass: She leaves behind a dragon egg upon dying.
  • 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).
  • 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.
  • Throat Light: Also purple, the same as her eyes.
  • 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
The main antagonist and 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.
  • Achilles' Heel: The Wither is incredibly strong, but has the misfortune of being spawnable on-demand anywhere in the world, unlike its fellow boss and boss-lite Ender Dragon and Elder Guardian, who will always have the home turf advantage. The simplest way to cripple it is by summoning it underground to negate its flight and fast movement (although to varying levels of success due to its massively destructive attacks letting it blast open space for itself), and the hands-down easiest method to kill it is to suffocate it with the bedrock ceiling in the Nether where it can't even retaliate.
  • 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 its 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 the Bedrock Edition. The Wither you face in the Pocket Edition version has much more health (up to 300 hearts on Hard) 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 stunned momentarily if the blue wither skulls are deflected back at it, 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 Ender Dragon. But thanks to both being able to smash through everything in its way and to take devastating punishment before it goes down, it is no less dangerous and is in fact moreso.
  • Bonus Boss: While Minecraft doesn't have traditional linear gameplay, the Wither still counts as this, especially considering that The End is typically used as an endgame. You never 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 Eleven with up to 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 Charged 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. The only things that'll be spared the Wither's wrath are the undead, making this trope quite literal.
  • 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.
  • Foul Flower: Any mobs it kills will have a Wither Rose planted where it diednote . The rose will then afflict the Wither status effect to whatever touches it.
  • 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.
  • Green Thumb: A rather horrifying example in version 1.14 and above — if its Wither Skulls kill a non-undead mob, it spawns a Wither Rose on the block said mob was on. Any mob touching a Wither Rose will get 1 second of Wither status.
  • 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: Holy damn. It can almost keep pace with a sprinting player, deals a lot of damage through spamming projectiles from its three heads, and has the most health of anything in the game which is further augmented by its Life Drain capabilities and becoming invulnerable to projectiles at half health.
  • Living Weapon: The Wither can be weaponized by a sufficiently sadistic player. One example being, in a player vs player scenario, 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.
  • Make Them Rot: The Wither status effect it inflicts on damaging a player is essentially this, draining the player's health and even causing the death message to change to "<Player> withered away" if it kills a player.
  • 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. It ignores undead mobs.
  • One-Man Army:
    • It's pretty much a supernatural weapons platform. 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. Not only can it fly to avoid most of normal attacks, its sheer health, damage, and healing factor makes it painfully apparent that nothing but the player is even capable of killing this thing. Even then, its sheer health, damage, and healing factor are so much to handle that even an 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.
    • To break this down, each of it's three heads fire explosive skulls that do ludicrous damage in addition to fatally poisoning anything that somehow survives the initial impact. The heads also swivel independently, allowing the Wither to fire these projectiles in entirely different directions to fight multiple mobs at once. It flies very fast, allowing it to catch fleeing mobs (or players) easily. It has a massive amount of health that regenerates both passively, and whenever it lands a killing blow on any creature.
  • Person of Mass Destruction: Good lord, the amount of damage this thing can inflict on mobs, players, and the environment is cataclysmic. To start, the Wither glows brightly as it comes to life, until it lets loose a massive explosion that makes it look like a meteor crashed into the world. After that, it begins a rapid bombardment of explosive skulls in all directions at any and every living thing it can detect: the explosions from these skulls 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 things the Wither's attacks can't destroy are bedrock and end portal frames. Even if you somehow kill it, chances are the area will be reduced to a lifeless wasteland filled with smouldering craters.
  • 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 undead, Potions of Harming heal it, Potions of Healing hurt it, and it is unaffected by Regeneration and Poison potions.
  • 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.
  • Turns Red:
    • Upon reaching 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.


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