A cow is a common passive mob found in the Overworld. They are a source of leather, raw beef and milk.
Cows spawn on grass blocks at the surface at a light level of 9 or higher with at least 2 block space above, in herds of 4, except in snowy tundras, mushroom fields and variants.
5% spawn as calves.[upcoming:JE 1.15]
Cows can spawn inside animal pens and butchers' houses in villages.
They spawn at a light level of 7 or higher in herds of 2-3, with 5% of them spawning as calves.[BE only]
When an adult cow is killed, it drops:
Cows can be milked by using a bucket on them. Like other baby animals, killing a baby cow yields no items, nor experience.
A cow wanders around, mooing and breathing occasionally. They avoid water, lava and walking off cliffs high enough to cause fall damage. They flee for a few seconds when harmed.
A cow follows a player who holds wheat, but stops following if separated from the player by at least 8 blocks.
If cows are given wheat, they enter love mode and pair off to create calves, granting the player a 1-7 experience orbs. The parent cows have a cooldown of 5 minutes before they can breed again. All babies obtained by breeding take 20 minutes to grow up. The growth of baby cows can be slowly accelerated using wheat; each use takes 10% off of the remaining time to grow up.
Shearing a mooshroom turns it into a cow and drops 5 mushrooms corresponding to the type of mooshroom.
|This section needs more information.|
Information requested: Many missing idle sounds
Cows have entity data associated with them that contain various properties of the mob.
|Icon||Achievement||In-game description||Actual requirements (if different)||Availability||Xbox points earned||Trophy type (PS)|
|Cow Tipper||Harvest some leather||Pick up leather from the ground.||Yes||Yes||Yes||Yes||15G||Bronze|
|Repopulation||Breed two cows with wheat||Breed two cows or two mooshrooms.||Yes||Yes||Yes||Yes||15G||Bronze|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|The Parrots and the Bats||Breed two animals together||Husbandry||—|
|Two by Two||Breed all the animals!||The Parrots and the Bats||Breed pairs of each of these 14 mobs. Note: a trader llama does not count as a llama. In Java Edition 1.15,[upcoming] bees are also required for the advancement. Other breedable mobs, if any, are ignored for the advancement.|
|Java Edition Alpha|
|Cows exhibit kazoo-like sounds and are black and white.|
|v1.0.9||Cows now emanate a more realistic bovine sound.|
|v1.0.14||Added horns to cows. Cows now have a new look, brown with white spots, instead of black with white spots, and have a 3D udder.|
|Java Edition Beta|
|1.3||The position of the cow's horns has now been changed.|
|1.8||Pre-release||The cow AI has now been updated as part of the first AI update; they now run away when attacked.|
|Added raw beef and steak, which are now dropped from cows.|
|1.0.0||Beta 1.9 Prerelease 3||The cow's horns have now been moved, once again.|
|The cow udder's model has now been changed from to .|
|Added baby cows.|
|Cows can now be bred with wheat.|
|Beta 1.9 Prerelease 6||The texture of the cow's back has now been changed from to .|
|1.2.1||12w07a||The cow AI has now been updated.|
|Cows can now no longer breed with mooshrooms.|
|1.4.2||12w38a||Added new step, hurt, and idle sounds for cows.|
|1.8||14w02a||Baby cow growth can now be accelerated using wheat.|
|1.9||15w39a||Cows are now slightly taller (1.4 blocks tall rather than 1.3, with babies 0.7 blocks tall rather than 0.65).|
|15w50a||Added a sound when the player milks a cow: .|
|1.11||16w32a||The entity ID for cows have now been changed from to .|
|1.14||18w43a||The textures of the cow and baby cows have now been changed.|
|Upcoming Java Edition|
|1.15||19w37a||Five percent of cows will now spawn as babies.|
|Pocket Edition Alpha|
|0.6.0||Added baby cows, that spawn by spawn eggs or naturally.|
|Cows can now drop leather.|
|0.7.0||Cow spawn eggs have now been added to creative.|
|0.8.0||build 2||Cows are now attracted to wheat and can now be bred.|
|The cow AI has now been improved.|
|0.11.0||build 1||Added cow jockeys, along with chicken, wolf, spider and cave spider jockeys.|
|0.12.1||build 1||The cow sounds have now been updated.|
|0.14.0||build 1||Baby zombiejockeys now check for nearby cows to mount prior to attacking the player, villager or golem.|
|Cows now no longer spawn in snowy tundra biomes and variants.|
|0.15.0||build 1||Baby husks can now mount cows.|
|?||The chance of baby cows spawning, instead of adults, has now been reduced to five percent.|
|1.10.0||beta 220.127.116.11||The textures of the cow and baby cows have now been changed.|
|1.11.0||beta 18.104.22.168||Cows can now spawn in animal pens in villages.|
|Legacy Console Edition|
|TU1||CU1||1.0||Patch 1||Added cows.|
|Cows do not run away when attacked.|
|TU5||Cows now run away when attacked.|
|TU7||Added baby cows.|
|Cows can now be bred with wheat.|
|TU14||1.04||Using a cow spawn egg, baby cows can now be spawned by using on an adult cow.|
|TU31||CU19||1.22||Patch 3||Baby cow growth can now be accelerated using wheat.|
|TU43||CU33||1.36||Patch 13||The baby cow's sounds have now been updated.|
|PlayStation 4 Edition|
|1.90||The textures of the cow and baby cows have now been changed.|
|New Nintendo 3DS Edition|
Issues relating to "Cow" are maintained on the bug tracker. Report issues there.
A cow begging at the player holding a piece of wheat.
A cow attempting to follow the player through a fence.
A calf compared to an adult cow.
One of the most important parts of Minecraft is the mobs. From taking down exploding creepers to riding horses across the plains, mobs are a huge part of the game.
Mob is short for “mobile entity,” meaning creatures that can move around the game. Each mob in Minecraft has specific characteristics. Some spawn in specific biomes or areas, or only at night or in a dark place, for instance.
Friendly mobs like cows, sheep, and horses are sometimes called critters. We use them for our farms and even keep some as pets. Other mobs, like endermen and creepers, we call monsters or hostile mobs. A few mobs are considered neutral. They won’t hurt you unless you attack them, or even hit them accidentally. Then they become hostile mobs and will attack. Wolves are a great example of a mob that can go from neutral to friendly (if you tame them) or to hostile (if you hit them).
Villagers spawn only in villages, and you can trade items or emeralds with them for other items. They are susceptible to zombies, and they can become hostile zombie villagers when attacked.
Spawning is the word used to describe what happens when mobs pop into existence in the game. Friendly mobs can spawn at any time of day or night, but most hostile mobs spawn only at night or in places with low light. Some mobs have special spawning rules; when you kill a zombie, more will spawn immediately in the area, for example.
Light an area to stop mobs from spawning. Torches or lamps prevent the monsters from showing up. When daylight comes, most hostile mobs will catch fire and burn up, though they are still hostile and will attack even while they’re on fire. Spiders stick around even during the day, but they attack only at night or in the dark.
Not only do mobs spawn randomly, but there are mob spawners in the game, often in dungeons and abandoned mineshafts; they cause a specific type of mob to spawn. These can be deactivated by placing torches on or beside the spawner, or they can be broken. Spawners can be used to make grinders, a place where mob spawns are controlled so that players can kill many in a safe manner in order to get experience points in a relatively short time (known as grinding).
When mobs are killed, they leave behind items: meat, leather, or wool in the case of friendly mobs, and spider webs, rotten flesh, or weapons in the case of hostile monsters. These are known as mob drops, and each mob has specific drops. Many drop two or three different items, though not at the same time.
All mobs can be killed, but some are harder to kill than others. Use a sword or a bow and arrow for hunting or self-defense. Iron and diamond make the strongest swords, and enchanted weapons are even more effective, such as using a sword with a Looting enchantment, which will cause the mob to drop more items. When killed, mobs also leave behind green orbs, which are experience points that you can collect and are needed for enchantments.
Friendly mobs are very helpful in the game. Raising them in farms means you can have an easy supply of chicken, beef, pork, or wool. Most mobs are passive—you can lead them with food or on a lead and you can breed them, but that is the extent of interactions with them.
When you feed fish to ocelots or bones to wolves, you can tame them, turning them into pet cats and dogs. Sometimes this takes patience and a few tries, but once tamed the animals will follow you.
Horses can also be trained and ridden. You tame a horse by riding it. It might kick you off a few times, but keep trying—eventually it will show hearts and will be tamed. Unlike cats and dogs, horses aren’t connected to one player after being tamed—others can ride them too.
Most of the friendly mobs can be bred to make babies by feeding two of them a certain item, such as wheat or carrots. The two animals will touch each other, and when they part there will be a baby between them; the player gets experience points. This is a good way to raise animals to farm.
You will find friendly mobs in various biomes—most farm animals are found in plains, forests, taiga, and mountainous areas. If you want to put them in a pen or barn to farm them, they can be led with a lead or will follow food.
Drops: Leather; raw beef; milk (when touched with an empty bucket; doesn’t kill the cow)
Cows spawn in plains and other grassy areas. They are very versatile and great to have in a farm. You can cook the beef they drop (or eat it raw, but you won’t get as many hunger bars filled), and you can use the leather for making armor, books, and item frames.
Drops: Leather; raw beef; milk (when touched with an empty bucket; doesn’t kill the mooshroom); mushroom stew (when tapped with a wooden bowl; doesn’t harm the creature); mushrooms when sheared, although this turns them into a cow
Mooshrooms are hard to find, spawning only on the rare Mooshroom Island biome. They are even more versatile than cows, as they also provide stew.
Drops: Wool, 1 block when killed, 1–3 when sheared, which grows back; mutton (version 1.8 and higher)
Sheep are useful as a source of wool and, as of version 1.8, as a source of food in the form of raw mutton. They are found in grassy areas such as plains and forests.
If you shear a sheep, it will drop up to three blocks of wool, which will grow back when they eat grass. They spawn in white, brown, black, gray, light gray, and occasionally pink, but they can be dyed any of the 16 colors by clicking them with a dye (the dye is then used up). See the section “Dye” for more information.
Drops: Raw pork
Pigs, found in grassy areas, are a source of pork but otherwise aren’t very useful. They can be ridden by placing a saddle on them and then guiding them with a carrot on a stick, which you make by adding a carrot to a fishing rod on a crafting bench.
Pigs can be hit by lightning, turning them into zombie pigmen, although this is a rare occurrence.
Drops: Eggs; raw chicken and feathers when killed
Breeding: Seeds. You can also hatch chicks by throwing eggs, although it can take many eggs to hatch a single chick.
Chickens are versatile farm animals. They lay eggs and drop raw chicken and feathers when they are killed, and you can use their eggs to make cakes and pies and their feathers to craft arrows and quill pens.
Drops: Hide; meat; rabbit’s foot (rare)
Breeding: Carrots; golden carrots; dandelions
New as of version 1.8, rabbits come in six colors. They appear in almost all the biomes, and are, for the most part, a passive mob. A rabbit’s foot can be used in potions.
Every so often, the very rare Killer Bunny will spawn. It is not shy like its brethren, and will attack players and cause a fair amount of damage. It will also attack wolves and pet dogs, so be careful!
Horses, Donkeys, and Mules
Drops: Leather, though horses are not typically bred for drops
Breeding: Golden carrots; golden apples (craft by surrounding a carrot or apple with gold nuggets in a crafting bench). You can breed two horses, two donkeys, or a horse and a donkey, which will produce a mule (mules cannot be bred).
Horses, donkeys, and mules spawn on the plains. Horses appear in many colors and patterns, which are combined to a total of 35 different versions. They each have specific characteristics in terms of jumping height and speed. They can be ridden, but only if you have a saddle, which cannot be crafted. You must find a saddle in dungeons and temple chests or by trading with villagers. You can also find iron, gold, and diamond horse armor; diamond horse armor cannot be crafted—you must find it.
You can ride donkeys and mules, and they will also carry a chest, something a horse cannot do. If you use a lead, you can ride a horse and pull a donkey carrying a chest behind you.
To tame a horse, you need to ride it (right-click to mount; Shift-click to dismount). This can take a few tries because you will likely be thrown and will need to remount. When you see floating hearts around the horse and it has calmed, it is tamed. Now you can ride and breed your horse.
Horses can eat many foods, including sugar, apples, carrots, bread, wheat, and hay. Unlike other mobs, they have inventory slots for their armor and saddle, and their own health meter.
Drops: Ink sacs
Breeding: Cannot be bred
Squid spawn in bodies of water. They provide ink sacs, which are used as a dye source and for writing books, making them valuable. They have no other purpose.
Breeding: Raw fish
Ocelots are shy wild cats that spawn only in jungles. They don’t like people, so it can take a bit of time and patience and a large supply of raw fish to tame them. Once tamed they turn into tabby, Siamese, or black and white tuxedo cats, which will follow you and teleport to be with you.
You can make your tamed cats stay safe by right-clicking them, which will seat them until you release them; this will keep from walking into fire, lava, or cactus and dying. On the other hand, since creepers avoid cats, it’s not a bad idea to have some around when you’re working at night or in dark spaces.
Cats are mischievous and like to sit on your furniture and sometimes run through your crops (kittens especially will do this). This can be frustrating if they’re on your chests, preventing you from opening them, but you can lure them away with fish.
Breeding: Cannot be bred
Bats spawn in caves, and while they are cute, they have nothing to offer. They don’t drop anything, but they won’t attack either.
Breeding: Villagers breed on their own, as long as they have enough buildings with doors
NPC villagers (sometimes called testificates) appear in villages. You can trade with them for goods. Villagers wear clothes that identify their job, such as priest, farmer, and librarian. Each villager starts out with one item they will trade, and when you make a trade, a new item is added to the options. Some trades may not seem fair, but you won’t be able to open other trade options without making the exchange.
Villagers are favorite targets of zombies, and can become zombie villagers if they are attacked. They hide in their houses at night, and need doors so that they can seek safety and protect themselves.
There are a few mobs that are friendly until they’ve been attacked, but which then turn fiercely hostile. Use care around these neutral mobs.
Breeding: Meat (puppies from tamed dogs will be born tame)
Wolves spawn primarily in the taiga (snowy forest) and occasionally in forests, usually in packs. They attack sheep and rabbits, but will remain neutral unless they are hit, in which case they become hostile mobs and will fiercely attack, eyes glowing red.
You can tame a wolf, creating a dog, by feeding it bones until its hearts appear and a collar appears around its neck (collars are red, but can be dyed by right-clicking with dye in your hand).
Dogs are similar to cats, in that they will follow you unless you make them sit by right-clicking them. They will protect you from monsters, and are handy to travel with, though they do get too close to lava and fire sometimes. Still, they make good companions, at home and while adventuring.
Drops: Ender pearls
Endermen are mobs that come from the End, but they can also spawn in the Overworld. They are not hostile unless you look them directly in the face, at which point they will attack. They teleport away from you and then back, making fighting a challenge. They are powerful and fierce and can teleport behind you when attacking, so be careful.
Unlike most hostile mobs, endermen aren’t harmed by sunlight, but water (like rain) damages them. You can wear a pumpkin on your head and be safe to look at them, but your vision will be restricted if you do.
Ender pearls, dropped by endermen, are needed to craft Eyes of Ender to complete the End portal (you can also use an Eye of Ender to find the stronghold by throwing it in the air and following it). Otherwise, they can be used for swift transport, as you’ll be teleported to the spot the ender pearl lands when thrown.
Although endermen are peaceful (unless you look at them), they can be frustrating because they like to pick up and move blocks, even ones that are part of your build.
Drops: Rotten flesh, golden ingots, golden bars, and golden swords
Zombie pigmen spawn in the Nether, though they can cross through nether portals, and they are created when lightning strikes a pig, though this is rare.
Zombie pigmen are peaceful unless they are hit, but even one accidental bump will set them to attack—and they will call in their friends. They are ferocious fighters and will continue to fight you even if you die and respawn. They are happy to arm themselves in your gear as well, adding insult to injury. There are also baby zombie pigmen, which are faster and fiercer than their grown-up counterparts.
Hostile mobs, or monsters, are the ones that you need to watch for (unless you play with your game set to peaceful, when they are harmless). Hostile mobs spawn only at night or in low light, and most catch fire when the sun comes up. Their drops can be useful—skeleton bones can be turned into bonemeal, used to help plants grow, and zombies and skeletons both drop armor and weapons.
Zombies, baby zombies, and zombie villagers
Drops: Raw flesh, and occasionally carrots, potatoes, iron bars, a piece of armor, shovels, or swords
Zombies spawn at night or in dark places. During the day, they will catch fire if they are in the sun, but they might be lurking in shady areas, such as under trees. If they attack you while on fire, you’ll end up burning too, so be careful.
They are generally slow-moving (except for their babies) and are fairly easy to defeat if you are prepared. But if you don’t have a good weapon or armor, they can still kill you. And even if you manage to kill one, it will summon other zombies to spawn in the area.
Zombies often wear armor, sometimes armor with minor enchantments, and some may carry a shovel or sword, making them a little harder to fight. On the bright side, they may also drop some of their weapons or gear when they die.
Baby zombies are a smaller, scarier version. They can fit into one-block openings, are super speedy, and can appear in daylight.
Zombie villagers are villagers that a zombie has attacked, so they still look like villagers—green, zombified ones. They can be turned back into villagers once you are able to make potions, but it is quite a process.
Drops: Bones, arrows, a bow, and armor
Skeletons in many ways are very similar to zombies; they spawn in the dark and burn in daylight, and are often wearing armor. Unlike zombies, they are able to attack from a distance with a bow and arrow, and they can shoot fast, knocking you back. For this reason, it is helpful to use a bow yourself.
Spiders, cave spiders, and spider jockeys
Drops: String and spider eyes
Spiders come in several varieties. The most common are large. Very occasionally they are ridden by skeleton jockeys, making them more dangerous at a distance. Spiders are faster than other mobs and can climb and jump, and they can fit through openings one block high and two blocks wide.
Cave spiders are even smaller and fit through small spaces. Even worse, they’re venomous and their bite will make you sick (drinking milk from a pail will help heal you). They’re found only in dungeons and abandoned mineshafts, where they come from spawners (surrounded by cobwebs), but they are vicious foes (a bucket of lava is a good weapon for destroying their nest and spawner).
Drops: Gunpowder; if killed by a skeleton, a music disc
Creepers, the hissing, walking bushes that explode, have become one of the symbols of the game, as well as a source of frustration to anyone who has ever built on a survival map. Creepers attack by moving in close, hissing, and then exploding, destroying many blocks in the area when they do.
It is especially frustrating to have part of your house, your redstone wiring, or some other important work destroyed, so it is important to keep the area well lit. A few cats can help keep them away. It is possible, if you’re alert, to catch them before they explode and at the very least lead them away, if not slay them outright.
Drops: Slime balls
Bouncing green blocks that come in a variety of sizes, slimes spawn in swamps at night and sometimes in deep caves. They aren’t hard to fight, because they move slowly, but once you hit one it will divide into two slimes, and those two will each divide, and so on until you find yourself surrounded by small slimes, which can’t hurt you and are easy enough to defeat.
Each small slime drops a slime ball. Slime balls are needed to craft sticky pistons, leads, and fire charges.
Silverfish are small critters that hide in strongholds and the Extreme Hills biome. They are in blocks that look just like regular blocks—until you break them and silverfish appear. If you attack a silverfish, it will call others. They can start to do some damage as their numbers increase, to both you and the area. They will break blocks too (potentially releasing even more silverfish). They can’t climb, so standing on a block and pouring lava is a quick way to deal with them.
A newly introduced mob with the 1.8 update, endermites occasionally spawn instead of an enderman or when you throw an ender pearl. They are small purple bugs that emit particles, attack, and do more damage than silverfish, but they are easily defeated.
Drops: Bottles, glowstone dust, redstone, gunpowder, spider eyes, sugar, and sticks (except for sticks, all are potion ingredients)
Witches look like villagers garbed in witch gear. They can spawn anywhere at night and don’t burn in the sun. They are quiet, can sneak up on you, and attack by throwing potions from a distance. They are also able to use potions to help themselves; if they are on fire or in lava they will drink a fire resist potion, for instance, and they are quick to heal themselves. Your best bet is to get some distance and use a bow and arrow, or just stay clear.
Drops: Fish, prismarine crystal, prismarine shard
Guardians are a new mob, introduced with the 1.8 update. The first hostile ocean mob in the game, they are swift and fierce hunters usually found in and around ocean monuments. They can attack with spikes that they can extend and pull in (though the damage is minimal), but they also use a far more powerful beam of light to attack from a distance. They need to “charge” this beam before they can fire and will take a short period of time to recover before they can shoot again. They are formidable foes.
Guardians don’t die when they are on land, but they will flop around and head for the closest body of water. If they are in shallow water, you can use a fishing rod to pull them to land and attack them there, which is far easier than fighting them in water.
Some mobs spawn only in the Nether. These mobs drop items that you can’t get in the Overworld, such as wither skulls (needed to summon a wither) and blaze rods (used as fuel and needed in some recipes).
Drops: Bones, coal, stone swords, and wither skulls
Wither skeletons are found in nether fortresses and are more challenging to fight than their Overworld cousins, as they can cause the wither effect, which weakens you considerably for 10 seconds after being hit.
Every so often, a wither skeleton will drop its skull, which you will need in order to call the wither (see the “Bosses” section).
Wither skeletons often spawn near blaze spawners, leaving you open to a double attack. If you have a bow, you can fight from a distance, possibly from the shelter of the fortress, but you may knock them into the lava below the fortress, which means you won’t be able to collect drops. They are best not faced up close unless you have good gear.
Drops: Blaze rods (an alternative fuel for furnaces and an ingredient in potions)
Blaze are spinning, flying mobs that hover near their spawner in nether fortresses. They are creatures made of and armed with fire, and can be a challenge because they shoot fire at you from a distance. They are vulnerable to water, which can’t be used in the Nether—unless you bring it in snowball form. Snowballs make a good distance weapon, though you’re best off ensuring you also have fire resist enchants on your armor, or a heat-protecting potion on hand.
Drops: Ghast tears and gunpowder
A large, floating, tentacled mob that will shoot fireballs at you. Because they float out of sword range, a bow is your best weapon, though you can lure them to the ground to attack with a sword too. Just be careful on the uneven, lava-covered terrain to not fall to your death or trip into a pool of lava while dodging fireballs! Ghast tears are a rare potion ingredient, making fighting ghasts worthwhile.
Drops: Magma cream
Magma cubes are very similar to slimes from the Overworld. They stretch like springs when they bounce and drop magma cream, needed for heat-resist potions. They will divide into smaller cubes as they are attacked, and the smallest have the possibility of dropping magma cream.
There are a couple of mobs that you can create as well; they can be used for defense and company.
Snow golems look like pumpkin-headed snowmen, and they leave a trail of snow when they move. They are easily crafted by stacking two blocks of snow and then putting a pumpkin on top (not on a crafting bench; you need to build the snowman). While they will throw snowballs at hostile mobs, this won’t do much to slow them down; they’re more useful for harvesting snow and snowballs or to create a snowy landscape.
Drops: Iron ingots and roses
Also craftable, iron golems are far more powerful than snow golems. While they occasionally spawn around NPC villages, you can also make them. Iron golems are not made on a crafting bench but rather built with four blocks of iron (two stacked and one on each side of the upper block, like a “T”) and a pumpkin head.
Iron golems protect villagers before players, and won’t leave the area if there are villagers to defend. They have a fierce attack, swinging their long arms and flinging enemies away. If you damage a villager, even if you created the golem, it will turn on you as well. Iron golems will sometimes offer a rose to a villager.
Three larger, more powerful mobs, known as bosses, exist: Elder Guardians are considered mini-bosses, harder to fight than regular mobs; Withers can be summoned after collecting three wither skeleton heads and are a tougher foe than Elder Guardians; and the final, ultimate boss is the Ender Dragon, which spawns in the End.
Drops: Fish, prismarine crystal, prismarine shard, wet sponge
New to the game and considered a mini-boss, Elder Guardians are a larger, more dangerous version of guardians and are found inside ocean monuments.
They give a mining fatigue effect to all players within 50 blocks, which will slow you down considerably if you are trying to mine for treasure within the ocean monument. Like guardians, they use a beam to attack, as well as having spikes, but they are far more powerful and will even attack players in boats. They are incredibly hard to fight, and you will need your best gear, as well as water potions or enchants on your armor. Again, as with guardians, it is possible to draw them to dry land with a fishing rod, where you can attack more easily, but they will immediately try to get back into the water.
Drops: Nether star
A Wither is a strong boss that must be summoned using a soul sand cross and three wither skeleton skulls. You need to place the sand and skulls in a specific pattern and order (the last block placed must be a skull) for a Wither to appear.
A three-headed flying creature, the Wither shoots exploding skulls from all three of its heads. It also blasts the wither effect, which weakens all players hit by it. Some of the skulls will also damage nearby blocks (reducing places you might find to hide), and if a player is directly hit by a skull, the Wither will regain some health points.
Fighting a Wither is a big challenge, one best done with several players if you are on a multiplayer server. If you’re on your own, try to summon it in a contained space with places to hide, have plenty of good gear and health potions, and take your time.
The Wither drops a Nether star, which is needed to light a beacon, a special beam of light that extends to the sky and provides a special effect (such as haste, which makes you mine faster) to all the players in an area.
Drops: Dragon egg
The Ender Dragon is the ultimate boss in Minecraft. Only found in the End, which is also populated by endermen, the Ender Dragon is a huge monster that flies in to attack players and can do damage with its head, wings, and body.
The Ender Dragon has a health bar so that you can track the damage you do. You’ll also note that it regains health from the crystals on obsidian towers scattered about the End. It’s a good plan to destroy the crystals so that the dragon can’t heal as you’re fighting it. The dragon can also explode blocks as it passes, so be careful of falling debris when you fight. You can use a bow and arrow or wait for it to swoop low (this is more risky). Its head is the most vulnerable place for players to strike.
When you defeat the Ender Dragon, you will get a dragon egg and lots of experience points, and the game credits will roll. This is, of course, not the end of the game, as there is no end point in Minecraft, so you’ll be able to return to your world and continue your adventures wealthier and with more experience.
Cows spawn on grass in light areas, and are very common to run upon. The main drop of The leather can be used to make armour. However.
There are creatures big and small, friendly and dangerous, and combinations thereof, sprinkled all throughout the Minecraft world. Knowing what you’re up against goes a long way towards staying alive.
We’ve studied the biomes and structures of Minecraft, now it’s time to turn our attention towards the mobs that populate the world. Although Minecraft can seem empty at times, it’s rare to be anywhere on a map where you can’t find creatures of some sort. Even when you’re in the middle of a seemingly barren desert, a few swings of your pickax will usually reveal caverns under the sand filled with creatures.
Minecraft mobs afford you the ability to interact (such as with villagers and taming animals), to eat (such as with the passive food-proving mobs), and the ability to fight (you’ll find more than a few creatures big and small that are rather unfriendly).
In Minecraft lingo, these creatures belong to “mobs” and can be divided broadly into Passive, Neutral, Utility, and Aggressive mobs.
If in the course of play you get the distinct feeling that the balance of friendly-to-hostile creatures is tipped strongly in favor of the hostile creatures, you’re not imagining it. The rate of spawning for aggressive mobs is measured in fractions of a second whereas the spawn cycle for passive mobs (such as animals) is nearly half a minute long.
Every 1/20th of a second the game asks “Should I spawn an aggressive mob near the player?” whereas it only asks “Should I spawn a passive mob near the player?” only once every 20 seconds (and only during daylight on the surface). Those odds mean you’ll run into far more aggressive mobs than passive mobs.
Passive mobs are composed of creatures that will never, under any circumstances, attack the player. Some passive mobs can be bred to create more of them, e.g. pigs can be bred to effectively farm them. Aside from the bats, passive mobs always spawn at the highest illuminated elevation available for the chunk they are spawning onto.
This means even a well illuminated cave under a plains biome will never have a cow randomly spawn into it as the cow would always spawn on the surface grassland above.
Pigs are typically found roaming in small herds of 3-4 members and spawn in grassy/forested areas. When killed they yield 1-3 raw pork chops (but if killed by fire, they drop cooked pork chops).
In addition to hunting them for food, players can also breed them (by feeding them carrots) to produce more pigs and can place a saddle on them in order to ride them like a small and slow horse. A small and slow horse you need to lead with a carrot and stick if you want to get anywhere, that is.
Sheep spawn in groups of 2-8 animals in grassy/forested area and provide the player with wool (useful for crafting items like a bed). Killing a sheep will yield one block of wool, shearing the sheep will leave the sheep alive and yield 1-3 blocks of wool.
Although wool is handy, it can be frustrating if the biome you’re in is sheep heavy (as they produce nothing the player can eat).
Sheep can be bred by feeding them wheat. Roughly 80 percent of all naturally spawned sheep in the game are white, but sheep can spawn as black, brown, gray, light gray and, very rarely, pink.
In addition to the basic colors, you can dye sheep other colors like yellow, blue, and green, and the dyed sheep will remain that color (producing as much of the colored wool was you wish to shear from them).
Chickens produce more than one kind of drop. When you kill a chicken it will drop 0-2 feathers and one serving of raw chicken (cooked chicken if killed with fire). Left alive, they will drop a chicken egg every 5-10 minutes. Eggs can be harvested and to spawn more chickens or used in recipes.
Spawning chickens is rather fun: you throw the collected eggs like baseballs and each broken egg has a chance to spawn a chick.
Chickens may be bred using seeds (such as wheat, melon, or pumpkin seeds). Chickens spawn in grassy/forested areas.
Like the other farm-type animals, cows spawn in grassy/forested areas in groups of 2-8. Like chickens, cows are a fairly versatile creature as they supply both food (1-3 raw beef when killed, steaks if killed by fire), as well as milk if milked using a bucket and 0-2 leather units upon death.
They can be bred using wheat and will happily follow you if you hold wheat in your hand. Walk slowly enough and you can easily get the entire herd to follow you.
Mooshrooms are like mutant cows, they use the same body model as the cow but only spawn in herds of 2-8 mooshrooms, in the rare Mushroom biome. Just like the cows, they produce leather and beef if killed (steak if killed with fire), and they can be milked with a bucket.
In addition to the standard cow-like item drops however, the mooshrooms can also be sheared (they’ll drop five red mushrooms) can they can be “milked” using a bowl and they’ll produce mushroom stew. Thanks to the wide variety of drops available from the mooshroom, it’s the most versatile creature in the game. Mooshrooms can be bred with wheat.
Horses (and less frequently donkeys), spawn in the plains/savannah biomes. If killed they drop 0-2 leather units and in rare cases, if they have any additional equipment, a saddle, horse armor, or chest. Given that the majority of horses only yield a small amount of leather, it’s more practical to tame and saddle them to use them as transportation.
To tame a wild horse, simply click on it to ride it. The horse will throw you off. Repeat the process until the horse remains calm. Alternatively, you can instantly tame a horse with a saddle. Regardless of how you tame the horse, a saddle is required to direct the horse’s movement once tamed.
Horses can be bred using golden apples or carrots; a horse bred with a donkey yields a mule which, like the donkey, can be outfitted with a chest to help transport materials. Given the relative expense of creating golden apples and carrots (they’re essentially the base fruit/vegetable coated in gold) you have to be really set on breeding horses to undertake it, but hey, nobody said running a horse ranch would be cheap.
Ocelots are wild cats found in the Jungle biome. When wild, all ocelots look the same—tan color with brown spots.
Players may tame wild ocelots however, using raw fish. After feeding the wild ocelot raw fish it will turn into a domestic cat and assume one of the three color patterns reserved for cats. Ocelots/cats are immune to fall damage and are excellent at warding away Creepers (an aggressive mob creature we’ll meet in a moment).
Unless commanded to sit (by right-clicking on them) cats will wander around and follow the player. Minecraft cats, much like real world cats, enjoy hopping up on beds, chests, and other elevated surfaces.
Bats spawn naturally in caves and other large enclosed dark spaces. Despite your first reaction to smack them away, unlike in most videos games the bats are completely harmless. Not only that but they’re relatively useless as they have no drops, cannot be tamed, and provide no experience when killed.
They are useful however, as they tend to be rather noisy and are a good indicator of a nearby cavern. When digging mineshafts it pays to listen for the squeak of bats as it typically indicates a nearby cave system. Bats are the only flying passive mob.
Squids are found in any biome that has water. Despite the name, the squid body model is actually closer in shape to that of an octopus.
Squids are completely passive and, when killed, will drop 1-3 ink sacs. These sacs may be collected to use as dyes and in the creation of more advanced craftable items like the book and quill.
Villagers are the only human (or perhaps we should say human-like) characters in the game and spawn in villages. Each villager has a profession (indicated by their robe/apron color); brown-robed villagers are farmers, white-robed are librarians, purple-robed are priests, black-aproned villagers are blacksmiths, and white-robed are butchers.
You can right-click on villagers to trade with them; their profession has a strong influence on what they will trade with you. Villagers always trade items for emeralds or emeralds for items, e.g. they want twenty raw chickens for five emeralds.
Although oftentimes the trade strongly favors the villager, we’d still recommend checking trades when you’re near a village as it’s possible to collect higher level/hard-to-obtain items fairly easily using the trade system. We frequently run into farmers who will happily trade emeralds in exchange for stacks of wheat (we presume they’re independently wealthy and simply want more farmhands as we always trade them wheat right out of their own fields).
Although villagers reproduce if the population of the village drops (you’ll occasionally see little miniature child-size villagers running around) they have no gender-distinguishing features and, save for their clothing color, all look identical.
At night villagers will go indoors in an attempt to avoid aggressive mobs but their Artificial Intelligence engine (AI) is absolutely awful. Zombies are drawn to villagers and will approach villages in large numbers once the sun goes down but you cannot rely on the villagers to avoid them (and they have no mechanism to attack the zombies).
If you want to keep a village alive so you can trade with the villagers you need to do one of two things. First, you need to avoid the village at night; stay at least 128 blocks away to keep the mobs from spawning in the village. Second, if you wish to live in the village, you need to fortify the village with walls and lots of torches. If you completely light the interior area of the village no hostile mobs will spawn there.
Killing a villager yields no drops and is strongly advised against. Not only is murdering defenseless and villagers bad form, they’re are very slow to repopulate their villages so you’ll deprive yourself of valuable trading partners if you murder everyone in town.
Speaking of villages and villagers, let’s take a look at the smallest mob category with a scant two entries: the utility mobs. Utility mobs are named such because they, as the name implies, provide some sort of utilitarian function for the player.
Irons golems are found naturally, albeit infrequently, in the wild. They spawn naturally in large villages that have at least 10 villagers and 21 “houses”. We put houses in quotations because according to the Minecraft village algorithm a house isn’t a full structure as you and I would imagine it but instead a door attached to a structure. Thus the butcher houses found in some villages (which have two doors) are actually counted as two houses.
Players can also construct Iron Golems by stacking four iron blocks on the ground and putting a pumpkin on top. In the screenshot above we used the crafting table to conveniently arrange the blocks for reference but the actual golem must be constructed on the ground. Don’t worry, we’ll get into crafting tables, blocks, and construction shortly.
Iron golems protect villages and will attack anyone (player or mob) that attacks a villager.
Snow golems are not found naturally in the Minecraft world and are the only mob in the Meet the Mobs lesson you’ll only find if you craft one yourself.
If you find a snow biome you can gather snow, stack it up, throw a pumpkin on top, and make yourself a little snow man. He’ll wander around aimlessly near the location he was created and throw snowballs at hostile mobs (you can also collect snow from the trail he leaves behind).
Again, don’t worry, we’ll get to the topic of crafting items and where to find pumpkins in short order.
While passive mobs will never attack you under any circumstances (you can beat up cows and villagers all day without worrying about a counter-attack), neutral mobs remain indifferent to you until you provoke them. What constitutes provocation depends on the mob type in question.
Found in the Forest and Taiga biomes as well as their variants, wolves spawn in packs of 1-8. By default the wolves are completely neutral toward the player and you can walk right up to them. They will only attack if you strike them in some fashion. Be aware that attacking one wolf will cause all the wolves from the pack to attack you.
If you give wolves a bone it is possible to tame them. They turn into dogs and wear a red collar (much like ocelots turn from wild cats into domestic cats). You can click on the dog with dye (such as a squid ink sac) and the collar will change to match the color of the expended dye unit.
Tamed dogs will follow the player and will attack anything the player attacks or that attacks the player. Large packs of tame dogs can be a hassle to manage but they’ll put up quite a fight defending you.
Right-clicking on a dog will instruct it to sit and stop following the player. Wolves only drop experience when killed.
Spiders are neutral in bright light and aggressive in low light. If you come across a spider during the daylight hours, you can walk safely past it without fear of attack unless you provoke it by hitting it. At night or in dark caverns however, spiders will attack on sight.
Regular spiders spawn at night on the surface of The Overworld as well as any time of day in dark caverns. Cave Spiders are a smaller variant of the spider and spawn only via mob spawner (a small fire-filled cage) found in Abandoned Mineshafts. Cave Spiders have a poisonous bite and can quickly overwhelm a surprised player.
Both spiders and cave spiders drop 0-2 string and 0-1 spider eyes when killed.
Endermen are a tall, long-limbed creature that spawns at night/in low-light-levels in both The Overworld and The End. They’re notable for their spooky appearance (they have glowing purple eyes and teleport randomly about the world) as well as their hostility toward being looked upon.
You can provoke an Enderman through normal means, by attacking it, but you can also provoke them simply by looking at them. If you look at their faces or upper bodies from a distance of 64 blocks or less, they will become immediately agitated and begin teleporting and attacking you.
When exposed to light (such as sunrise) or water (like rain or when chasing a player into an area with water in it), Endermen will teleport quickly to avoid taking damage.
When killed Endermen drop 0-1 Ender Pearls, an exotic in-game material necessary for getting to The End.
Zombie Pigmen are extremely rare in The Overworld as they spawn only when lightning strikes near a herd of pigs. Just like wolves, they aren’t hostile toward the player until attacked, but if you do attack them they, and their nearby kin, will converge rapidly upon the player.
Although extremely rare on The Overworld, they spawn frequently in The Nether. When Zombie Pigmen are killed they drop 0-1 pieces of rotten flesh and 0-1 gold nuggets. Rarely will they drop a gold ingot or golden sword.
Unlike our previous two mob types, aggressive mobs will always attack on sight no matter what the situation and will typically actively seek out nearby players.
These green-skinned guys are the most common mob in the entire game. As soon as the sun goes down or you venture into a dark cave, you should anticipate running into them. They growl, moan, and otherwise grumble as they shuffle along looking for players (or villagers) to eat.
When killed zombies drop 0-2 rotten flesh pieces and more rarely, may drop carrots, iron ingots, potatoes, iron swords and shovels, or random armor. Zombies will burn when exposed to sunlight; if you leave your shelter in the morning and find random pieces of rotten flesh laying around, you’ve found the remains of some poor zombie scorched by the morning sun.
There are several zombie variants. Zombie Villagers look like a green version of the regular villager. Unlike regular zombies, the zombie villagers can be transformed back into regular people by using a weakness potion on them and feeding them golden apples. Given what a hassle it is to “cure” and contain the infected villager during the process, it’s rarely worth the effort.
Baby Zombies are only one block tall, very fast, and do not burn in sunlight. They can climb ladders (whereas regular zombies will use ladders only if they literally bump into them) and are sometimes seen riding chickens (an extremely rare variant known as the Chicken Jockey).
Zombies might be the most prolific aggressive mob in Minecraft, but Creepers are the ones that get all the fame. Creepers are an odd armless/handless humanoid shape with four squatty legs. They move almost silently (with an occasional rustling sound) or, as their name implies, creep up on players before self-detonating in a TNT-like explosion that inflicts significant damage to the player and breaks surrounding blocks, making them exceptionally annoying when near bases and other player-created structures.
When killed, creepers drop 0-2 piles of gunpowder. They drop no piles if they explode before you kill them. Curiously, if you can orchestrate it so that a Skeleton kills a creeper, by getting the skeleton’s attention and then moving so the creeper is between the two of you, it will drop a rare music disc for you.
Creepers spawn in the dark like other hostile mobs but, unlike skeletons and zombies, creepers do not burn in sunlight and will continue to roam around until killed by a player or despawned by the in-game timer.
Another common mob, skeletons spawn in darkness and are always armed with a bow. If you’re looking to tame a pack of wolves, skeletons are the handiest source of bones in the game as they drop 0-2 bones and 0-2 arrows upon death (if you run around outside your shelter right after dawn breaks, you’ll often find piles of bones just laying around, no combat necessary).
In addition to dropping arrows and bones, there is a slight chance the skeleton will also drop its bow when killed by the player (and an even slighter chance the bow will be enchanted). Rarely, it may even drop armor.
Skeletons make a slight rattling sound as they walk around and will seek out players within 16 blocks and fire their bow upon players within eight blocks. Skeletons are skilled at navigating inclines, stairs, and other obstacles in order to reach the player. They can climb ladders but rarely do.
There is a rare variant of the skeleton, the Spider Jockey, where the skeleton is riding on a spider.
Slimes are perhaps the most annoying hostile mob in the game. They’re slow, they’re easy to kill, but on top of making a really annoying noise, they split into smaller slimes when attacked. The largest splits into smaller cubes, which in turn split into even smaller cubes.
They spawn randomly underground in what are known as “slime chunks.” Out of every 16 map chunks, one is selected to be a microbiome of sorts that allows slime spawning. If there is an appropriate cave or opening in that chunk, the slimes will spawn there. Outside of caverns, slimes also spawn in the swamp biome.
When killed they drop slimeballs which are used to make tools like animal leads and sticky pistons.
Silverfish are small insects found in Minecraft and in fact, are the smallest mob in the game. They’re found only in Strongholds and in the Extreme Hills biome. As such, players uninterested in focusing on end-game strategy can play for years without encountering them as extreme hills biomes are rare and Strongholds are difficult to find.
In Strongholds they spawn from a special monster spawner in the portal room and in the Extreme Hills biome they spawn from “monster eggs” stone blocks hidden in the ground in the aforementioned biome that crack open and reveal silverfish when broken. Attacking a revealed silverfish will call forth nearby silverfish (if present) which can lead to a nasty (and often fatal) swarm effect.
Witches are, compared to other lighter weight mobs like zombies and skeletons, quite dangerous. They spawn in The Overworld at night and in dark caverns and chambers. They aggressively use thrown potions to injure the player and regular potions to heal/help themselves.
Although they’re strong and can easily take down an underprepared player, they do drop quite a bit of loot which makes witch hunting a worthwhile affair. Upon death, they have a chance to drop 0-6 of each of the following items: glass bottles, glowstone dust, gun powder, redstone, sugar, sticks, and spider eyes as well as potions.
Given the relative difficulty of finding some of the previous materials, as well as how much effort it takes to scale up to creating potions in the game, it’s oftentimes worth risking a fight with a witch.
The witches and their friends we outlined above constitute all the creatures, friendly and unfriendly, you’ll meet in The Overworld.
Tomorrow’s lesson is focused on breaking away from Creative Mode and exploring the other game mods (as well as when and why you would want to use them).
Your homework for tonight is to continue to explore your new Minecraft world in search of new biomes, structures, and the creatures we’ve just studied.
The world of Minecraft is brought to life by what everyone knows as mobs. Without mobs, Minecraft will be a barren world of just dirt, water and trees. They make the game exciting, and it is essential for any player to be able to identify each one. Today, we’ll help you not only identify these creatures but also understand the mechanics behind them – how they spawn, how they behave and what makes each one different. This is going to be a long one, so let’s get started!
Mobs, short for “mobile”, are generally anything living in the Minecraft world. They typically are given special AI and pathfinding in order to uniquely interact with the players. Not counting mobs that are unused and removed from the game’s data, there are six classifications of mobs and up to 49 different mobs in both the PC and the Pocket Edition of the game.
Passive mobs consist of non-aggro, non-attacking entities in Minecraft. They include a majority of the animal creatures in Minecraft, together with the villager. As the name suggests, these mobs will never attack regardless if they are shown aggression or not.
Neutral mobs are non-aggro but defensive entities in Minecraft. They are typically wild animals/insects or some spawned monster creatures. Though they will not attack the player on sight, they will, however, fight back when attacked. Unless needed, it is best to leave neutral mobs alone as they are either very strong for beginners or can attack you in swarms.
Hostile mobs are aggressive entities in Minecraft that will attack the player on sight or once they detect the player on their attack range. Hostile mobs consist of all the monsters in Minecraft and typically spawn once darkness comes.
Tamable mobs are entities that can be tamed as pets in Minecraft. Each tamable mob, with the exception of the wolf that is neutral, is a passive mob and will not attack. To tame each, you would need to give a specific taming item to a specific tamable mob and it gives you a chance for you to take that entity as a pet. There is no upper limit on how many of these entities can be tamed.
Utility mobs are entities that are meant to serve and protect the player against hostile mobs. They are typically neutral, can be crafted and have specific functions to fulfill.
The strongest hostile entities in the game, boss mobs are extremely destructive and durable, usually meant to be fought as end game opponents. They are made for high risk battles with high level rewards. As such, they are risky and large scale opponents that are typically immune to status effects and can detect invisible mobs.
Mobs are mostly affected by environmental effects that will affect the player, such as gravity, fire and water. As such, mobs can be harmed by falling, burning, weapon attacks, drowning etc.) Some mobs have resistances to some hazards, like all mobs living in the never being immune from fire and the chicken being immune from fall damage. Mobs are able to ride minecarts, other mobs or even climb ladders. Once killed, they disappear into a puff of dust, leaving items and experience points as resources. Some items drop from simple fall damage while some mobs need to be killed first to drop a specific item.
All mobs are given a specific artificial intelligence that will allow them to complete certain tasks and commands, emulating a plethora of behavior and combat mechanics. Typically, mob entities will wander around if a player is within range and some will go towards a player once they detect players within their “sight” range. The mob AI is also given a complex set of pathfinding to overcome obstacles and hazards if needed. Mobs will not go towards hazards that can possibly kill them like lava, or jump from high locations that can cause them fall damage. Mobs will move towards a desired object and follow it while making considerations for the previously said mechanics.
Passive mobs flee if the player hurts them while hostile mobs will pursue and attack the player until it is out of their sight range. Neutral mobs will not be hostile until an entity, usually a player, harms them or meets a certain criteria. The average mob’s sight range for players is 16 blocks in circumference, but some of them have farther ranges. This is also the amount of blocks away where the player can start hearing mobs’ movements or groans.
The game’s spawn mechanic divides mobs into 4 categories: friendly, hostile, ambient (the bat) or water (squid). The game follows a spawning cycle in ticks, where a tick is 1/20th of a second or 0.05 seconds. Hostile mobs have a chance to spawn every tick while friendly and water mobs have a spawn chance of 400 ticks or 20 seconds. Because of this, hostile mobs will spawn more and faster than passive mobs once required conditions are met.
Natural mob spawns happen within 15 x 15 chunks around the player, or 240 x 240 blocks. Multiple players will have their own spawning area, so mobs will spawn within the distance relative to each player. Hostile mobs, however, will despawn or be removed from the game if they are outside a 128 block radius from any player, so the practical spawning limits of mobs will be calculated within a 128-block radius of players. The mob cap will be shared by all players on multiplayer unless edited.
Mob caps are the upper limit of the number of mobs that can spawn within a certain range of a player. The mob cap formula is typically putting into consideration the range of the spawning area, expanded by a chunk per direction, defaulting to 17 x 17 chunks. The mob cap formula then checks for eligible chunks within that range. The mob cap formula is:
Each mob category has a separate cap and a different constant. Hostiles can have up to 70 mobs, passives up to 10, ambients/bats up to 15 mobs and water/squid mobs up to a maximum of 5. These caps are always used in single player since there will always be 289 chunks in range, while in multiplayer, each player’s range will be checked. If there are overlapping chunks between multiple players, those will only be checked once, resulting to more mobs the more spread out the players are.
The actual number of mobs is checked against the cap at the start of every mob spawn cycle and if the number of the living mobs per category is at or over the cap, the spawn cycle for the category is overlooked.
On every spawn cycle, the game attempts to spawn a pack of mobs per eligible spawn chunk where a random location in that chunk is treated as a center point. The most minimum requirements of pack spawning is for the center block to be non-opaque, must not fill its entire cube and must be powered.
Once a pack location fulfills all the necessary requirements, the session attempts a pack spawn, up to 12 attempts per spawn cycle. A pack is either a ghast, 3 rabbits, 8 wolves or 4 of anything else. The spawn area for the pack is a square of 41 x 41 blocks that is a block in height. The lowest body part of each mob will spawn inside the pack spawn area. The easiest explanation for this is similar to this illustration:
Though the spawn area is a a 41 x 41 square, the spawn attempt is biased towards the center of the pack spawn location. Roughly 85% of spawned mobs will be within a 5 block radius of the pack spawn center and 99% of spawned mobs will be inside a 10-block radius. All mobs within the pack are of the same species, though their eligibility is highly dependent on the different biomes in the Overworld and conditions in the Nether and the End. The considerations include:
Now that we understand how mob mechanics work, let’s take a closer look at each mob, their strengths, their weaknesses and how to deal with each one of them.
The bat is a flying passive mob that spawns in caves in the Overworld. Bats spawn on opaque blocks with light levels less than 3 under layer 63, except on superflat worlds where they spawn below the top non-air layer. Bats are classified as ambient by the game itself, making them have no use other than just environmental add-ons. They do not drop any experience or items when killed.
Bats are very small, with just half a block in height and width. They fly without real purpose, sometimes flying into lava and dying. Bats hang upside down on solid blocks when idle and fly away in the presence of players even if they are invisible. Bats fly away if you break the block they’re resting on and despawn if they go too far away.
Chicken is an egg laying mob and one of the most common passive mobs on Minecraft. They naturally generate on grass blocks with 2 blocks for free space on top with a light level of 9 and up. Chickens can be bred by feeding them seeds (wheat/beetroot/melon/pumpkin seeds in PC/PE, nether wart in CE), where two “parents” will produce a baby chicken.
Adult chickens drop 0 to 2 feathers and 1 raw chicken when killed and can be affected by the Looting enchantment. If a chicken dies and they are on fire, they drop a cooked chicken instead of raw chicken. They also drop 1-3 experience when killed and 1-7 experience after breeding.
Chickens also lay eggs every 5 to 10 minutes when they’re in a loaded chunk, unless they are a part of a chicken jockey. You will hear a popping sound when standing close to a chicken when it’s laying an egg. All eggs have a 1/8 chance to produce baby chickens when thrown and when successful, has a 1/32 chance to spawn 4 chicks. Thrown eggs may spawn the baby chicken inside a wall when thrown, causing suffocation. Baby chickens grow within 20 minutes, though feeding them seeds will cut their remaining growth duration by 10 percent. Baby chickens have no drops.
Chickens are 0.7 blocks tall and 0.4 blocks wide while a baby chick is between 0.51 to 0.8 blocks in height. They wander around aimlessly and can swim in water. Chickens are immune to fall damage as they flap their wings and glide slowly down when they drop. Regardless, their AI will still avoid falling cliffs high enough for fall damage. When swimming, adult chickens need two blocks of free space above them while baby chicks need a full block, otherwise they will drown and die. Wild ocelots will attack chickens. When attacked, chickens will panic and run around.
Cows are passive mobs that can only be found in the Overworld. They mob spawn in herds of 4 on top of opaque blocks with 2 blocks of free space above them and a light level of 9 and above. Cows do mob spawn when the world generates the first time, but they also spawn normal if there are no passive mobs in loaded chunks.
There are two cow species: the basic brown cow and the red mooshroom. Adult cows will drop 0 to 2 leather and 1-3 raw beef (1-3 cooked steak if killed while on fire). They can also be milked using a bucket and mooshrooms can be sheared for mushrooms, which in turn makes them into normal cows. Killing a cow drops 1-3 experience while breeding drops 1-7 experience.
If cows are fed wheat, cows will go into love mode and two “parent” cows will breed and produce a small calf, wherein a 5 minute cooldown will start until they can breed again. The growth of baby cows can be accelerated by feeding them wheat, cutting down the remaining time by 10 percent.
Cows have a height of 1.4 blocks while calves are 0.7 blocks in height. They will walk around slowly and wander, mooing and breathing occasionally. They will also avoid cliffs that are high enough to cause fall damage and will run in panic when they are hit or damaged. Cows will follow a player holding wheat, as long as they are less than 10 blocks away.
A Mooshroom is a variant specie of cow, distinguished by its red color and red mushrooms growing from its back. It is the exclusive spawn of a Mooshroom island, in itself a rare occurrence in Overworld biomes. Mooshrooms spawn on mycelium blocks of the island in mob spawns of 4 to 8.
Mooshrooms drop 0-2 leather and 1-3 raw beef (1-3 steak if killed while on fire). Mooshrooms can be milked using either a bucket or a bowl, producing milk or mushroom stew respectively. They can also be shorn to drop 5 red mushrooms, but this will in turn convert the mooshroom into a normal cow. A shorn mooshroom will not go back from being a cow. They drop 1-3 experience when killed and 1-7 experience when breeding.
Mooshrooms have the same breeding mechanics and AI mechanics with the cow, going into love mode when fed wheat and produces a baby mooshroom. Its growth can be accelerated using wheat, cutting off 10 percent of the remaining growth duration. They will avoid going in cliffs where it can give them fall damage and will panic if they are attacked.
Pigs are rideable passive mobs that spawn on the Overworld. They are typically used as food resource, where they spawn on grass blocks with 2 blocks of open space above it. They mob spawn in herds during the world generation.
Pigs drop 1-3 pieces of raw porckchop (1-3 cooked porkchop if killed while on fire). If a saddle is equipped on them, they will also drop the saddle. Adult pigs drop 1-3 experience when killed and 1-7 experience when bred. Baby pigs do not drop anything.
Carrots, potatoes and beetroots can be used to breed pigs, though the console edition only allows carrots. Once two “parents” are fed, they will breed and spawn 1 pig and will have a 5 minute cooldown until they can breed again. Piglets will mature in 20 minutes or a Minecraft day. A piglet will be near similar to the adult pig but with a small body. Feeding a baby pig will reduce its remaining growth duration by 10 percent.
Pigs have a height of 0.875 blocks and act like cows, wandering around, avoid falling from cliffs and randomly oink. They will follow any player that carries a carrot, carrot on stick, potato or beetroot that is below 5 blocks away. Pigs can be ridden by equipped a saddle on them and control their direction using a carrot on a sticks. They will slowly accelerate up to 4.00 m/s from a sluggish start. Pigs can swim up to 1 block deep water while ridden and go on a burst of speed when using carrot on a stick. The pig will take fall damage while being ridden, being boosted by a 7 durability from the carrot on stick. There is no knockback if the pig receives damage.
If a pig is struck by lightning, they become Zombie Pigmen.
Rabbits are small, passive mobs that can be found in the Overworld. They naturally spawn in deserts, flower forests, taiga, mega taiga, cold taiga, ice plains, ice mountains, ice spikes, and the “hills” and “M” variants of these biomes. They spawn in a small group of two to three: an adult rabbit and 1-2 baby rabbits. Their skins vary depending on which biome they are found. As some rabbit spawn biomes overlap with wolf spawn biomes, wolves attack rabbits if left long enough.
Rabbits drop 0-1 rabbit hide and 0-1 raw rabbit upon death , increasing by 1 per level of Looting enchantment used, up to 4 maximum. Rabbits will drop cooked rabbit if killed while on fire. When killed by a player, there’s a 10% chance for the rabbit to drop a rabbit’s foot, adding an additional 3% per level of Looting enchantment, up to 19%.
Rabbits can be bred with carrots, golden carrots or dandelions. Two “parents” who have been fed will go into love mode and produce a baby rabbit. The baby rabbit has a 47.5% chance to follow one of the parents’ fur, totaling to 95% for both parents. The baby rabbit has a 5% chance to spawn with the biome-specific fur. Rabbits have six different variations: brown fur, black mottled fur, white fur with red eyes, black and white spotted fur, salt and pepper fur and gold fur. Furs colors are biome specific: snowy biomes will spawn 80% white and 20% black and white fur. Deserts will have 100% gold fur. Other biomes will have 50% brown, 40% salt and pepper and 10% black fur.
There are two special rabbits apart from the basic: the Killer Bunny and Toast. The Killer Bunny, formerly known as the Killer Rabbit of Carbannog, is a hostile white rabbit with horizontal red eyes. It will attack any player within a 16-block radius and will charge faster than the basic rabbit. They don’t spawn naturally anymore, needing a /summon command to spawn it. Toast is an Easter egg rabbit that can be achieved if you use a name tag and name a rabbit Toast. Once this is done, the rabbit will re-texture its appearance to a black dutch – a black and white spotted rabbit.
Sheep are passive mobs in the Overworld that are used to supply mutton and wool to the player. They naturally spawn on grass blocks with at least 2 free spaces above with a light level of 9 or higher. They often spawn in flocks of 4. Sheep can spawn with different color wool. The most common is white with 81.836% chance, light gray, dark gray and black sheep having 5%, brown at 3% and pink at a very rare 0.164% chance to spawn. They can also be dyed, which will allow them to grow unnaturally colored wool in the process.
Sheep drop 1 wool when killed and 1-3 wool when sheared, which will be the same as the sheep’s current color wool. Wool drop rates and amount is not affected by the Looting enchantment. They also drop 1-2 raw mutton upon killing, adding 1 extra piece per level of Looting and a max of 5. If the sheep dies while on fire, it will drop cooked mutton instead. As with all breedable mobs, it drops 1-3 experience when killed and 1-7 experience when bred.
Wheat can be used to breed sheep. Once you feed two “parent” sheep, they will enter love mode and breed, resulting in a lamb and will have a cooldown of 5 minutes before they can be bred again. The lamb will have a color mixture of their parents’ wool, as long as it is compatible/mixable in the basic color wheel (yellow + red = orange lamb, red + white = pink lamb), otherwise the lamb will have one of its parents’ color. A baby sheep can be fed wheat to cut down on its growth duration by 10% of the remaining time.
Sheep are 0.9 blocks wide and 1.3 blocks tall. Similar to the cow and pig, they will wander around, try not to fall from cliffs high enough and will bleat occasionally. They will follow players who are holding wheat, but will give up if the player goes beyond 5 blocks far. Sheep will try to jump over obstacles that are 1 block high. They will also eat grass blocks and turn it into dirt, or tall grass and destroy it. This is how sheep grow back their shorn wool. If there is no wool, sheep cannot grow back their wool.
A horse variant that can’t be tamed, skeleton horses spawn from skeleton traps, which comes from a small portion of lightning strikes in thunderstorms ((3.75–7.5% chance on Easy, 7.5–20% on Normal, and 11.25–33.75% on Hard, depending on regional difficulty). They despawn after 18,000 ticks or 15 minutes if they are not triggered. The chance of trap horses spawning during a thunderstorm is 0.75–1.5% chance on Easy, 1.5–4% on Normal, and 2.8125–6.75% on Hard, depending on regional difficulty.
When a player is within a 10 block radius, lightning will strike the horse. The skeleton trap horse will become a skeleton horseman that will have skeletons riding them, spawning a total of 3 in the area. It is best to proceed with caution or avoid a skeleton horse if you are not properly equipped, as the skeleton horsemen will have an enchanted iron helmet and an enchanted bow upon spawn, together with 3 seconds initial damage immunity.
Squid are 8 legged mobs and are the only passive water mob in the game. They can spawn in any body of water between layers 46 and sea level. They cannot spawn in superflat worlds since the sea level is at Y0 in those worlds.
Squids drop 1-3 ink sacs, which is usually converted to black dye. They also drop 1-3 experience when killed. Squids cannot breed and always hover around water by moving their tentacles open and close. They are not attracted to light and will remain passive to the player, only escaping farther when attacked. Squids will suffocate when on land and will take fall and fire damage. Guardians are hostile to squids and will attack them. When attacked in Pocket Edition, squids will produce a cloud of black in and swim quickly in the opposite direction of the player.
The Enderman is a black, humanoid mob that usually spawns in The End. Endermen are endemic to The End, even though they sometimes spawn on the Overworld on solid blocks with light levels of 7 or less. In the End, they spawn in groups of 4 called hauntings while on the Overworld, they spawn in groups of 1-4 and are rarer than most mobs. In the Nether, they also spawn in groups of 4 and are extremely rare.
Endermen may drop 0-1 ender pearls when killed, up to 4 when using the Looting enchantment. They also drop 5 experience when killed. If an Enderman is holding a block, it will drop that block. Endermen can teleport to a random destination within a 32 block radius per axis, adding its movement area to a 64 x 64 x 64 cuboid centered on its current position. The teleportation will succeed if there are no liquid blocks to hamper them or there is enough free space for it to stand on. It will always teleport when attacked with a melee or if it takes damage from water. Any type of projectile shot towards an Enderman, except positive potions, will not hit and it will always teleport away before the projectile hits.
Endermen will remain neutral and not be hostile towards the player unless it is attacked or the player looks at its head from up to 64 blocks. When provoked, the Enderman will open its mouth and shake violently in rage. If it has been provoked by a stare, it will also make a long, screeching sound and attack the player. They will take damage from water, rain and splash water bottles, teleporting away if they are hit by either. They will also teleport with other types of DPS hits like poison, wither, suffocation, fire or lava. An Enderman cannot be provoked by players looking through transparent blocks or wearing a pumpkin. They will attack endermites spawned from ender pearls as long as there is no players close enough to the endermite.
Polar bears are typically neutral mobs that can be found in ice plains, ice mountains, and ice spike biomes. They are 1.3 blocks wide and 1.4 blocks tall. When killed, they have a 75% chance of dropped 0-2 raw fish and 25% chance to drop 0-2 raw salmon. These will remain raw even if the polar bear dies of fire damage.
Polar bears have variant behaviors depending on the situation, with the cubs being passive at all times. Polar bears will stay neutral unless attacked. The adult polar bear will go full hostile if you go close to a polar bear cub. If you attack a polar bear cub, all adult polar bears within a 41 x 21 x 41 cuboid range will become hostile. Attacked an adult that is 16 x 8 x 16 cuboid distance from a cub will also provoke hostility within a 21 x 21 x 21 cube range of the attacked adult. Polar bears are faster swimmers than players and they attack by standing up and mauling.
Zombie Pigmen are the most common neutral mobs that live in the Nether. They are humanoid pig-zombies that hold a gold sword in their hand and are endemic to the Nether, but also spawn from Nether portals or pigs. They have a 5% chance to spawn a baby zombie pigman, where a baby zombie pigman has also a 5% chance to spawn a pigman jockey. They spawn in groups of 4 in the Nether at any light level, a very small chance to spawn from the Nether portal block at 1/2000 per block tick on Easy, 2/2000 on Normal and 3/2000 on Hard. If a lightning strikes within a 4 block radius of a pig, it will become a zombie pigman.
Zombie pigmen will drop 0 to 1 rotten flesh and 0 to 1 gold nugget upon death, increasing in amount per level of Looting enchantment. Upon player kill, zombie pigmen have a 2.5% chance to drop a gold ingot and 8.5% chance to drop their sword, increasing by 1% per level of Looting enchantment. They will drop 5 experience when killed by a player, while their baby version will drop 12 experience. They will also drop whatever items they may have picked up upon death. Every October 31st or Halloween, Zombie Pigmen will drop the pumpkin or jack o’lantern that they’re carrying if they are killed using an enchanted tool/ weapon with Looting enchantment, with a maximum 3% chance at Looting III.
Zombie Pigmen tend to walk around slowly and can be killed by drowning and fall damage but are immune to fire and lava damage. Like normal zombies, they will bang on wooden doors and in Hard difficulty, will even break them. If the Zombie Pigman thinks that a weapon on the ground is better than their golden sword, they have a 9.5% chance they pick up the item.
During combat, Zombie Pigmen have 20 health and two armor points, reducing 8% of damage. When aggravated, they walk faster and become more aggressive, snorting a noisy aggro. Once angry, all zombie pigmen within a 67 x 67 x 21 to 111 x 111 x 21 blocks centered on the attacked zombie pigman will crowd and attack the player. They will all target the aggravator and subsequently any player within a 35 block radius of any zombie pigman who is hostile already, calling more zombie pigmen within 40 blocks. Since a zombie pigman deals 5 damage on Easy, 9 damage on Normal and 13 damage on Hard per hit. Zombie Pigmen will remain hostile for 20 to 39.95 seconds and the “forgiveness counter” will run only when the chunks are loaded. If the player goes out of the Nether or leaves the area, players will still encounter hostile zombie pigmen when they return.
A spider is a common neutral mob that can climb walls. They spawn on the Overworld on a 3 x 3 x 2 space on solid blocks in light levels of 7 or less in groups of 4. They also spawn from monster spawners found in dungeons and, in rare situations, the hidden room in the Woodland Mansions. The spider has 3 variants: the ordinary brown spider, the smaller cave spider found mineshafts and the rare spider jockey.
Spiders drop 0-2 strings upon death. If the death registers as a player or wolf kill, a spider has a 33% chance to drop a spider eye. It also drops 5 experience when killed. A spider measures 1.5 x 1 x 1.5 blocks in size.
Spiders are officially listed as neutral, though they are hostile to players as long as light levels are 11 or less, otherwise they will not attack until provoked. Once provoked, they will keep aggro even in well-lit locations as long as they are not damaged by another source like lava or fall damage, which resets their hostility meter. Spiders can climb walls and obstacles. It will keep going forward even when it loses its aggro status, up to a full two seconds. This may result in the spider to climb any wall in its path. Spiders will run towards the direction of an arrow’s source when hit, even if it is outside their detection range. They are not affected by the poison status and will just a jumping lunge attack, pouncing players.
Spiders have a variant called the Spider Jockey; it is a spider with a skeleton riding its back. There is a 1% chance for a spider to spawn as a jockey and a 0.8% chance to spawn a wither jockey in the Nether. In cold biomes, a stray jockey has a 0.8% chance to spawn.
On hard difficulty, spiders have 10% chance (dependent on regional difficulty) to spawn a spider with a status buff. This effect can either be speed (40%), strength (20%), regeneration (20%) or invisibility (20%) and has an infinite duration.
A cave spider is a neutral mob variant of the spider. It exclusively spawns from monster spawners in abandoned mineshafts. Their location is telling as the spawner will be surrounded by a continuous stream of cobwebs along all directions of the mineshaft it is found. Cave spiders are much smaller than spiders, clocking in at 1 block wide and half a block tall and they have a poisonous attack.
Cave spiders drop 0 – 2 string when killed and a 33% chance to drop a spider eye if killed by a player. They drop 5 experience once killed by a player or wolf.
Cave spiders are made neutral by light levels of 10 or higher, but an already hostile cave spider will still attack once hostile. They will climb walls, unhampered by cobwebs or poison and can go through spaces between Nether Brick and Fences. Their venom inflicts Poison 1 for 7 seconds on normal (2 damage) and 15 seconds (5 damage) on hard difficulty. They have an attack power of 2 damage on easy, 2 with poison 1 on normal and 3 with poison 1 on hard.
Blazes are floating hostile mobs that can be found in the Nether. They are yellow monsters with rod like bodies and smoke particles. They naturally spawn in the nether under light levels of 11 and less or via monster spawner on a 9 x 9 x 3 square prism area with the spawner on the center.
Blazes drop one blaze rod when killed by a player or a wolf, increasing the max drop by 1 per level of Looting enchantment. In the console edition, they also drop 0-2 glowstone dust. Additionally, they drop 10 experience points when player killed.
Though blazes know how to fly, they typically stay low in the air when idle. They are resistant to fire or lava, but will take damage with water. As they are endemic to the Nether, they will swim in lava but will avoid water but will make no attempt to get out of water once pushed there. Blazes will target players within 48 blocks and once it acquires a target, it will try to gain a higher ground of around 0.5 to 3.5 blocks above the player. A damaged blaze will alert blazes within a 48 block radius to target the attacker.
The typical attack of a blaze is a trio of fireballs shot from 16 blocks away. They can detect players behind walls and will shoot at the player even if they don’t see it. When attacking, the blaze will be set on fire for 3 seconds and shoot all of its fireballs in a span of 0.9 second, put out its flame and cooldown for 5 seconds before its next attack. A blaze’s fireball shot has the same accuracy as a dispenser but has a constant speed of projectile. A blaze fireball will hit for 5 damage on all difficulties and set any entity into fire for 5 seconds, dealing an additional 4 damage over time. It will set any block it hits ablaze. If the target is 2 blocks away, it will hit with a melee attack that does 6 damage on normal, once per second. This is not considered fire damage so it will not ignite the target.
Blazes can be damaged by conventional weaponry, including splash water bottles for 1 damage per hit and snowballs for 3 damage per hit. Rain and water damages blazes for 1 damage every half a second.
Chicken Jockeys are rare spawns of baby zombies, baby zombie pigmen or baby husks riding a chicken. Either of the 3 have a 5% chance to spawn with a chicken. There is also a 5% chance that any baby zombie, baby zombie pigman or baby husk will ride a nearby chicken within a 10 x 6 x 10 box centered on the baby’s spawn location. Since the baby mobs themselves already only have a 5% chance to spawn, a chicken jockey only has a .25% chance of becoming one, increasing to 0.5% if chickens are present.
Since the baby mobs are riding a chicken, they will receive the fall damage immunity of the chicken, making it flap its wings while falling down. They will have the same behavior as their riders and drop the same items as if they separate entities.
The creeper is a common hostile mob in the Overworld, infamous for its ability to explode when in close proximity to a player. Creepers spawn naturally on the Overworld on top of solid blocks with light levels of 7 or less with at least 2 blocks of open space.
Creepers drop 0 -2 gunpowder and a music disc if killed by a skeleton arrow. They will also drop a creeper head if they are killed by a charged creeper explosion. They drop 5 experience when killed by a player or player’s wolf. Creepers will seek a player within a 16 block radius with a 5% variance and approximately 4 blocks vertical. If the player is wearing a creeper mob head, their detection rnage is reduced to 8 blocks.
Creepers can climb ladders and vines and they have a very silent footstep. Once within 3 blocks of a player, a creeper will hiss loudly, start flashing and inflate, exploding within 1.5 seconds. A creeper will abort explosion of the player is out of the creeper’s 7 block blast radius, which includes knocking the creeper back or killing it. Using a flint and steel will force the creeper to explode. Their explosion radius is a 3 block sphere.
Creepers will run away from ocelots and cats until they are 16 blocks away from them. If they are hit with a status effect, an AOE cloud will surround the creeper. Creepers are never attacked by mobs other than withers, snow golems and a vindicator named “Johnny”. They will retaliate against stray attacks only if they are not chasing a player.
Creeper has two variants: the normal creeper and a charged creeper. Charged creepers only exist once a lightning hits within a 3-4 block distance from a creeper. The mob will then be surrounded by a blue aura, signifying an improved explosive power. They are similar in many ways to the normal creeper except that they explosion range doubles to a 6 radius sphere. At the most maximum, a creeper can hit with a 49 damage while a charged creeper can exploded with 97 damage to the player.
Elder Guardians are hostile mobs similar to a mini-boss that spawns in underwater ocean monuments. They are the stronger variant of the guardian and are boss mobs in the Pocket Edition. Three elder guardians naturally spawn during the generation of an ocean monument: one in the top room and one in each of the wing sections. They do not respawn and are in limited numbers.
Elder guardians drop 0-2 prismarine shards, adding one per level of Looting enchantment. They also have a 50% chance to drop a raw fish (cooked fish if on fire) or a 33% change of dropping a prismarine crystal with a 16.7% of not dropping either, adding one per Level of Looting. It also drops a single wet sponge and can drop another fish for a 2.5% chance when killed by a player. The type of fish is similar to fishing – 60% for raw fish, 25% for raw salmon, 13% for pufferfish and 2% for clownfish. Finally, the drop 10 experience when killed by player or wolf.
Elder guardians have the same behavior as guardians, though they do not move as much. They do not swim away from players, stare at their targets and will also attack squids. Their eye is coded to follow the nearest player, regardless if in spectator mode or invisibility.
The elder guardian can attack using a laser, a defensive thorn attack or mining fatigue. Once a player is within a 50 block radius of the elder guardian, it will inflict a Mining Fatigue III to all players with a duration of 5 minutes, showing a specter of the elder guardian. If a player is already inflicted by a Mining Fatigue III of over 1 minute or more, they cannot be affected. They also attack with a laser from their eye. It takes a few seconds to charge and changes from purple to bright yellow. Once fully charged, they hit the player with 8 damage on normal. The elder guardian swims for a bit until the next attack. Every time you attack the elder guardian, its spikes extend and deal 2 damage.
Endermites are the smallest hostile mobs that have a 5% chance to spawn when using an ender pearl. They only drop 3 experience when killed. They movement and appearance is similar to a silverfish and will attack players within a 16 block radius. Unless named with a name tag, endermites despawn within 2 minutes.
Endermites will take damage in soul sand, as if drowning. Any endermite within the area will attack a mob that attacks them. If there are no close players, endermen will attack endermites.
Evokers are hostile mobs that are part of the illagers – variant of the villager. Evokers naturally spawn during the generation of some woodland mansion rooms. They do not naturally despawn or respawn, hence their limited number.
Evokers drop 1 totem of undying regardless of their conditions for d ying, and 0-1 emerald if killed by a player, increasing by 1 per level of Looting. They drop 10 experience points.
Evokers are known to attack players, villagers and iron golems within a 16 block radius. If not attacking, they will try to run away from the player to avoid being attacked and will go back to attacking thereafter. If mobgriefing is allowed in a game, an evoker will change a blue sheep’s wool color to red and make a “wololo” sound if they are not engaged in battle. They have two types of attack: fang attacks and vex summoning.
When fighting, they will use a fang attack which summons a wave of fangs from the ground, signaled by a puff of smoke. They have 6 pure damage, regardless of armor or enchantments. Its fang attack has two types: an offensive or defensive bite. The offensive bite shoots a wave of 16 fangs in a line, spaced a block apart. An evoker’s defensive bite summons a total of 13 fangs in two circles around the evoker – 8 fangs outside with a 3 block radius and 5 fangs inside with a 2 block radius.
Their second attack is vex summoning, between 2 to 4 vexes after producing off-white smoke and a high-pitched horn sound. They will summon vexes regardless if there are still some left alive.
The ghast is a huge, floating mob in the nether that looks like a gigantic ghost jellyfish. A ghast can only spawn in the nether and requires a solid block below it and 5 x 4 x 5 free space at any light level. Ghasts drop 0-2 gun powder, and rarely a ghast tear, together with 5 experience if killed by a player.
Ghasts normally float in the nether and make high pitched noises similar to a cat or infant. They screech when shooting and scream pitifully when taking damage. A ghast can be heard regardless of their distance and attacks with a fireball. They have an extreme attack range, up to 100 blocks and have an even longer search range. Though they will not pursue a player, they will shoot and attack if a player is within 16 blocks – opening fire and gaining altitude.
They will not fire at a player without a line-of-sight and cannot see players in transparent blocks. The ghast fireball has an unlimited range but disappears within a minute; it has a straight trajectory not affected by gravity. The projectile is slow and can be deflected back by a projectile, fishing lure or melee attack. A direct fireball hits at 6 damage and up to 9/17/25 damage from the explosion depending on the difficulty. If two ghast fireballs meet, one explodes and one deflects in a random direction. A deflected fireball will hit with 1000 damage to a ghast.
Ghast fireballs explode and set blocks and entities on fire, with a minimum blast resistance of 20.17 for a block to not get damaged.
The guardian is an underwater hostile mob that spawns naturally only in and around ocean monuments. Needing water to spawn, it requires specifically for the spawning block and the block below it to be water and the block above the spawn block has no collision block.
Guardian spawning fails 95% of the time if the spawn water block is below sea level, all blocks between the spawn block and sea level are liquid or fully transparent and under an open sky. Guardians spawn between Y = 39 (ocean monument floor) to Y = 63 (default sea level).
Guardians drop 0-2 prismarine shards, increasing by one per level of Looting. They also have a 40% chance to drop a raw fish (cooked fish if on fire) or a 40% chance of dropping a prismarine crystal with a 20% of not dropping either, adding one per Level of Looting. It can also drop another fish for a 2.5% chance when killed by a player. The type of fish is similar to fishing – 60% for raw fish, 25% for raw salmon, 13% for pufferfish and 2% for clownfish. Finally, the drop 10 experience when killed by player or wolf.
Guardians swimming around and while attack players or squids. The guardian can attack using a laser or a defensive thorn attack. They attack with a laser from their eye; it takes a few seconds to charge and changes from purple to bright yellow. Once fully charged, they hit the player with 6 damage on normal. The guardian swims for a bit until the next attack. One problem when combatting guardians is that they deal more damage even on armored players. At hard difficulty, their laser hits at 9 damage unarmored, but deals 5 damage to a player in diamond armor, even if the armor’s damage reduction should cut that to 2 damage. Every time you attack the guardian, its spikes extend and deal 2 damage.
Magma cubes are hostile mobs found in the nether. They are similar to slimes, having the black and dark red color of magma. They spawn rarely in the any place in the nether at all light levels, with a higher spawn rate in nether fortresses.
Magma cubes are classified into 3 sizes: big, small and tiny. A big magma cube is a 4 block cube, a small one is 2 blocks big and a tiny one is 1 block in size. Big and small sized magma cubes have a 25% chance to drop a single magma cream, adding 1 per level of Looting. Big cubes drop 4 experience, small drop 2 experience and the tiny drops 1 experience.
Magma cubes move by hopping, doing one per 2 to 6 seconds. Magma cubes have a very complicated movement pattern. They search for players on a 16 block spherical range. If they don’t find players, they hop and change direction by a random amount of up 1 radian left or right and then jump. If they find a player, they delay the jump by an additional 0.65 seconds to 2 seconds and the magma cube will change direction towards the player.
Magma cubes are impervious to fall damage, drowning in water, fire and lava. They can actually swim very fast upwards in lava. Though they have faster forward speed in comparison to other mobs, they have no path finding and will drop in cliffs and can’t go around walls.
Their method of attack involves squishing the player and touching them. Their attack strength is size + 2, their health is size squared and their armor is size tripled. Their jump is around 1.5 times their length. If killed, a magma cube may split into 1 to 4 magma cubes of the next size, until the smallest one disappears. They hit twice per second, meaning a big magma cube will hit 6 damage per half second or 12 damage per second.
The shulker is a hostile mob found in the End cities, outer islands of the End. Their appearance looks like a purple purpur block shaped clam. They spawn during the generation of an end city and spawns usually on the walls of the city. They don’t despawn or respawn naturally. Shulkers have a 50% chance to drop a shulker shell, with each level of Looting adding 6.25% chance.
Though shulkers have non-purple variants, they can only be accessed through in-game commands. Shulkers are stationary as long as they are attached to an adjacent solid block. If they see that they are not adjacent to any solid block, it will do 5 attempts to teleport per tick within a 17 x 17 x 17 cuboid centered on the shulker. If it does not find a solid block, it will attach to air and not move.
Every 1-3 seconds, it will open its shell and look outside, revealing its small yellow head with two eyes. If a target is within a 16 block radius, it will shoot homing projectiles that only move on the XYZ axis and leave trails of white particles. The projectile can be destroyed or blocked with a shield. If the projectile hits an entity, it will do 4 damage and inflict the levitation status effect for 10 seconds. The shulker will continue firing from 1 to 5.5 seconds as long as the target is in range. If the entity dies and a projectile is in the air, it will simply drop.
When closed, a shulker gains 20 armor points and is impervious to arrows. It loses this armor when open and once it is down to 25% and below health from its original 30, it will teleport. All shulkers within the area will attack an aggressor together. They are immune to lava and fire and will teleport when touched by water. Shulkers can be transported using a boat or a minecraft and moved through the exit portal with a piston.
Silverfish are small bug-like hostile mobs that reside in monster egg blocks that generate on strongholds, igloos with basements and extreme hills biomes. They can also spawn from monster spawners in light level 11 or lower except on top of stone or its variants, allowing it to spawn at any light level. They cannot spawn within a 5 block distance of any player. Silverfish only drop 5 experience upon player kill.
Because of their small size, silverfish drown in soul sand and end portal frames. They have the ability to activate silverfish hiding in their vicinity to attack the aggressor. They can see through walls and seek players. If they suffer poison or get damaged by the player and survive, they activate silverfish within a 21 x 11 x 21 area and make them break out of monster egg blocks. When idle, they will enter a stone block or any variant, transforming the block to a spawn egg.
A skeleton is an undead, range hostile mob that has a bow equipped. They can spawn in almost any location in the Overworld with a light level of 6 or less. In the Nether, they spawn in nether fortresses with a light level of 7 or less. Spiders have 1% chance to spawn a spider jockey. Skeleton riders spawn when a skeleton horse trap triggers, riding a skeleton horse, up to 3 per trap. Skeletons also spawn from monster spawners in dungeons and have a height of 1.99 blocks. Skeletons have 4 variants: the normal Skeleton, the Skeleton Horseman, Spider Jockey and the Stray.
Skeletons drop 0-2 bones and 0-2 arrows upon death, together with any item they have picked up. When a player kill happens, any equipment they have spawned with naturally, including bows and armor, have a 8.5% chance to drop with a random amount of durability, with an additional 1% per level of Looting. A skeleton will drop its head when exploded by a charged creeper. They drop 5 experience when killed by a player or its wolf, with an additional 1-3 experience if it has an equipment. If it is Halloween, skeletons have a 22.5% chance of spawning while wearing a pumpkin and 2.5% chance to spawn with a jack o’lantern. If killed with a looting enchanted weapon, they can drop those items equivalent to a percentage per level of Looting.
Skeletons will burn in sunlight unless they area wearing a helmet. Their presence is indicated by rattling bone noises, putting down their arms. They will chase any player within 16 block radius. Their pathfinding allows them to avoid cliffs, climb stairs and navigate mazes. Once they have a clear line of sight of the player within an 8 block distance, they will stop chasing and start attacking the player. They will strafe side to side, retreat to safe ranges and move in circles to avoid player attacks. When attacking, they will put up their arms in attack position until a player leaves their detection range.
The skeleton’s accuracy is dependent on difficulty, with a 10 “error” value on Easy, 6 on normal and 2 on hard, in comparison to a player’s 1. They do less damage the closer the target is and skeletons account for gravity by aiming 0.2 blocks higher for every block horizontal they are from the player. If a skeleton accidentally hits another hostile, it will become that mob’s target. If it attacked by another mob, it will attack the mob until it is dead. If they have any item other than a bow, they will move towards the player at normal player speed. They will act like a zombie if spawned without a weapon.
Skeletons will burn when the sun is 15 degrees or higher in the sky unless they are in a shade, water or wearing a helmet. Burning skeletons have a 50% chance to shoot flame arrows if regional difficulty is 3 and above. If the skeleton is holding tipped arrows, it will shoot that type of arrow infinitely. Skeletons run away from wolves.
Skeletons can spawn with armor and will never have mismatched armor. It may also have enchanted weapons or armor, with percentages differing in value due to regional difficulty. If they pick up armor, they may wear the armor.
If a skeleton spawns with armor, the chance for it to spawn a specific type is as follows:
|Armor||Easy & Normal||Hard|
|Boots & Leggings||75%||90%|
|Boots & Chestplate & Leggings||56.25%||81%|
The type chance is as follows:
Skeleton armor does not wear out.
A stray is a variant of the skeleton that can only spawn in ice plains, ice mountains and ice plains spikes. 80% of skeletons spawned directly under the sky of these three biomes will be strays, with a 1% chance for a spider under these biomes to become a stray spider jockey.
Strays are exactly the same in mechanics with skeletons, albeit with extra abilities. They shoot tipped arrows that inflict slowness for 30 seconds on any target. They are immune to the debuff itself. Their noises are similar to skeletons but with additional echo. In addition to the basic skeleton drops, they have a 50% chance to drop Tipped Arrow of Slowness upon death, increasing to 75% on Looting 1, 83.33% on Looting 2 and 87.5% on Looting 3.
A slime is a hostile mob endemic to the Overworld that spawn in chunks below layer 40 regardless of light levels. They also spawn in swamp biomes between layers 50 and 70 in 7 or less light level. Slimes will not spawn within a 24 block spherical radius from a player, despawns over time when no player is in a radius of 32 blocks and instantly disappears after 128 blocks. Slime size is affected by regional difficulty: chances range from 33% for each size at low difficulty to 16% tiny, 33% small, and 50% big with higher difficulty. In swamps, they spawn most often under a full moon and never a new moon.
Slimes can only spawn in what are called slime chunks – areas 40 below that generate 10 percent of the time and determined by a pseudo-random programming that combines the chunk coordinates to the seed of the world:
Spawn rate of each fluid cow can be change in "fluidcows_cnmcblog.com" found in the config I installed the MOD, but is not enabled the craft nor the reproduction.
Mooshroom Cows are cows that spawn only in the rare Mushroom Biomes. They drop 5 mushrooms when sheared, turning them back into normal cows. When milked with a bowl, Mooshroom Cows give you a bowl of mushroom stew.
Mooshroom Cows look alot like cows, but the black spaces on the cows are red, and the Mooshroom has mushrooms growing out of him. There eyes don't look the same, but their snout looks exactly the same. They have hooves, like cows. They can be bred with wheat, like cows.
Mooshroom Cows have lots of uses:
- Can be milked with a bowl to get Mushroom Stew
- Can be sheared to get Mushrooms
- Can be milked with a bucket to get milk.
- Can be killed to get leather and raw beef.
This shows the most efficient way to get materials from a mooshroom
1. 'Milk' it with a few bowls to get a few mushroom stew
2. Shear it for the mushrooms
3. Milk the cow with a bucket for milk
4. Kill the cow for its leather and meat
Mooshroom Cows can be bred with wheat, like sheep and cows. To get them to breed, right-click on 2 Mooshrooms and they will 'kiss' for a few seconds, and a baby will appear.
This article is for the cow. For the plant, see Mushroom Mooshroom Cows are cows that spawn only in the rare Mushroom Biomes. They drop 5 mushrooms.
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