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LevelledMobs — Every Mob

Snapshot: 17 September 2026. Use browser Find (Ctrl+F) to locate a mob.

Vanilla drops, our lowest/highest level drops, health and melee attack attributes. No Looting. 2 HP = 1 heart.

How to read this guide and exceptions

All Minecraft 26.2 mobs from the server attribute registry, excluding players, armor stands and mannequins. Natural adult mobs; no Looting, equipment bonuses or other-plugin changes. 2 HP = 1 heart. Low is the configured minimum; high is the configured maximum. Values are calculated from saved LevelledMobs rules, not a live combat test.

Drop percentages describe the chance of a nonzero drop per loot-pool roll, calculated without Looting. Slash-separated quantities show possible outcomes including zero (0/1 becomes 0/2 at high level). The plugin leaves vanilla selection chances unchanged and rounds each successful eligible stack after its quantity bonus. Conditional entries and multi-roll pools are explicitly marked: their percentages assume the additional conditions are satisfied and should not be read as unconditional per-kill rates. Ordinary equipment, carried inventories, interactions (shearing, gifts, bartering, eggs, brushes) and special code-driven drops are not exhaustively represented by entity loot tables.

Dimension levels apply to every species moved or summoned there: Overworld/other worlds 1–30; configured world_nether 15–35; configured world_the_end 30–45. Piglin family max 30. Dragon, Wither and Warden 45–50. Guide uses usual habitat; Enderman includes all three. Piglin-family mobs in the End have a min/max collision (30/30), so need live verification.

General high-level modifiers: health +75%; melee attribute +40%; boosted ranged and creeper blast damage +35%; item quantities +50%. Enderman, endermite and silverfish have a numeric +50% health override scaled using level/maxLevel; their minimum health is not exactly vanilla. Passive-group mobs use vanilla stats and rewards; iron golem is explicitly excluded. Spawner rule appears later and restores the PlagueMC preset, including for otherwise passive mobs. Externally managed mobs use vanilla preset. Babies match a separate vanilla rule; spawn size and inherited adult attributes can still matter.

Attack is the base melee ATTRIBUTE, not guaranteed damage received: difficulty, weapons, armor, randomized attack routines, poison, sonic boom, explosions and projectiles differ. Do not read a missing melee attribute as proof the mob cannot hurt you. Projectile notes describe the configured intended boost, with unverified special attack paths marked.

Custom Contagion Sample: hostile mobs at levels 10–24, 6% chance of 1 fermented spider eye; player kills only; no spawners; not multiplied. This is separate from the vanilla drop columns. Farm limiter suppresses bonuses after the configured chunk-kill threshold (15, 10-minute cooldown, adjacent-chunk checks), leaving vanilla drops. Heads/skulls are not multiplied; quantities cap at the material stack limit; picked-up items are excluded.

Sources: plugins/LevelledMobs/rules.yml; customdrops.yml; settings.yml; installed LevelledMobs 4.5.3.2 b159 bytecode; versions/26.2/paper-26.2.jar DefaultAttributes and entity attribute factory bytecode; bluemap/minecraft-client-26.2.jar entity loot tables. Snapshot 17 September 2026.

Allay

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 20
Melee attribute, low → high: 2 → 2

Attack / variant notes: Melee attribute is not evidence of an autonomous attack; rider attacks separate

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Armadillo

Usual dimension levels: 1–30
Health (HP): Vanilla 12; our low → high 12 → 12
Melee attribute, low → high: None

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Axolotl

Usual dimension levels: 1–30
Health (HP): Vanilla 14; our low → high 14 → 14
Melee attribute, low → high: 2 → 2

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Bat

Usual dimension levels: 1–30
Health (HP): Vanilla 6; our low → high 6 → 6
Melee attribute, low → high: None

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Bee

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: 2 → 2

Attack / variant notes: Sting attribute shown; poison separate

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Blaze

Usual dimension levels: 15–35
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 6 → 8.4

Attack / variant notes: Melee attribute shown; fireballs 5 → 6.75 plus separate burning

  • Vanilla drops: blaze rod: 0/1 (50% nonzero chance per roll; player kill)
  • Our low-level drops: blaze rod: 0/1 (50% nonzero chance per roll; player kill)
  • Our high-level drops: blaze rod: 0/2 (50% nonzero chance per roll; player kill)

Bogged

Usual dimension levels: 1–30
Health (HP): Vanilla 16; our low → high 16 → 28
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Bow + poison: variable (projectile high ×1.35; poison separate)

  • Vanilla drops: arrow: 0/1/2 (66.7% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll); tipped arrow: 0/1 (50% nonzero chance per roll; player kill)
  • Our low-level drops: arrow: 0/1/2 (66.7% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll); tipped arrow: 0/1 (50% nonzero chance per roll; player kill)
  • Our high-level drops: arrow: 0/2/3 (66.7% nonzero chance per roll); bone: 0/2/3 (66.7% nonzero chance per roll); tipped arrow: 0/2 (50% nonzero chance per roll; player kill)

Breeze

Usual dimension levels: 1–30
Health (HP): Vanilla 30; our low → high 30 → 52.5
Melee attribute, low → high: 3 → 4.2

Attack / variant notes: Wind charge: 1 direct + knockback (special attack boost unverified)

  • Vanilla drops: breeze rod: 1/2 (100% nonzero chance per roll; player kill)
  • Our low-level drops: breeze rod: 1/2 (100% nonzero chance per roll; player kill)
  • Our high-level drops: breeze rod: 2/3 (100% nonzero chance per roll; player kill)

Camel

Usual dimension levels: 1–30
Health (HP): Vanilla 32; our low → high 32 → 32
Melee attribute, low → high: None

Attack / variant notes: Melee attribute is not evidence of an autonomous attack; rider attacks separate

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Camel Husk

Usual dimension levels: 1–30
Health (HP): Vanilla 32; our low → high 32 → 32
Melee attribute, low → high: None

Attack / variant notes: Melee attribute is not evidence of an autonomous attack; rider attacks separate

Drops (no Looting): rotten flesh: 2/3 (100% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Cat

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: 3 → 3

Drops (no Looting): string: 0/1/2 (66.7% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Cave Spider

Usual dimension levels: 1–30
Health (HP): Vanilla 12; our low → high 12 → 21
Melee attribute, low → high: 2 → 2.8

  • Vanilla drops: string: 0/1/2 (66.7% nonzero chance per roll); spider eye: -1/0/1 (100% nonzero chance per roll; player kill)
  • Our low-level drops: string: 0/1/2 (66.7% nonzero chance per roll); spider eye: -1/0/1 (100% nonzero chance per roll; player kill)
  • Our high-level drops: string: 0/2/3 (66.7% nonzero chance per roll); spider eye: -1/0/2 (100% nonzero chance per roll; player kill)

Chicken

Usual dimension levels: 1–30
Health (HP): Vanilla 4; our low → high 4 → 4
Melee attribute, low → high: None

Drops (no Looting): feather: 0/1/2 (66.7% nonzero chance per roll); chicken: 1 (100% nonzero chance per roll; item state conditional)

Same drops for vanilla, our low level and our high level.

Cod

Usual dimension levels: 1–30
Health (HP): Vanilla 3; our low → high 3 → 3
Melee attribute, low → high: None

Drops (no Looting): cod: 1 (100% nonzero chance per roll; item state conditional); bone meal: 1 (5% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Copper Golem

Usual dimension levels: 1–30
Health (HP): Vanilla 12; our low → high 12 → 21
Melee attribute, low → high: No melee attribute

  • Vanilla drops: copper ingot: 1/2/3 (100% nonzero chance per roll)
  • Our low-level drops: copper ingot: 1/2/3 (100% nonzero chance per roll)
  • Our high-level drops: copper ingot: 2/3/5 (100% nonzero chance per roll)

Cow

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: None

Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll); beef: 1/2/3 (100% nonzero chance per roll; item state conditional)

Same drops for vanilla, our low level and our high level.

Creaking

Usual dimension levels: 1–30
Health (HP): Vanilla 1; our low → high 1 → 1.75
Melee attribute, low → high: 3 → 4.2

Attack / variant notes: Heart-linked creaking ignores normal damage; numerical max health is not effective durability

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Creeper

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Explosion: distance/difficulty dependent (high ×1.35)

  • Vanilla drops: gunpowder: 0/1/2 (66.7% nonzero chance per roll); creeper drop music discs [conditional table/tag]
  • Our low-level drops: gunpowder: 0/1/2 (66.7% nonzero chance per roll); creeper drop music discs [conditional table/tag]
  • Our high-level drops: gunpowder: 0/2/3 (66.7% nonzero chance per roll); creeper drop music discs [conditional table/tag]

Dolphin

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: 3 → 3

Drops (no Looting): cod: 0/1 (50% nonzero chance per roll; item state conditional)

Same drops for vanilla, our low level and our high level.

Donkey

Usual dimension levels: 1–30
Health (HP): Vanilla 15–30; our low → high 15–30 → 15–30
Melee attribute, low → high: None

Attack / variant notes: Health randomized at spawn; supplier base differs

Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Drowned

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 3 → 4.2

  • Vanilla drops: rotten flesh: 0/1/2 (66.7% nonzero chance per roll); copper ingot: 1 (11% nonzero chance per roll; player kill)
  • Our low-level drops: rotten flesh: 0/1/2 (66.7% nonzero chance per roll); copper ingot: 1 (11% nonzero chance per roll; player kill)
  • Our high-level drops: rotten flesh: 0/2/3 (66.7% nonzero chance per roll); copper ingot: 2 (11% nonzero chance per roll; player kill)

Elder Guardian

Usual dimension levels: 1–30
Health (HP): Vanilla 80; our low → high 80 → 140
Melee attribute, low → high: 8 → 11.2

Attack / variant notes: Melee attribute shown; beam damage also depends on difficulty

  • Vanilla drops: prismarine shard: 0/1/2 (66.7% nonzero chance per roll); cod: 1 (50% nonzero chance per roll; item state conditional); prismarine crystals: 1 (33.3% nonzero chance per roll); wet sponge: 1 (100% nonzero chance per roll; player kill); loot table [conditional table/tag]; tide armor trim smithing template: 1 (20% nonzero chance per roll)
  • Our low-level drops: prismarine shard: 0/1/2 (66.7% nonzero chance per roll); cod: 1 (50% nonzero chance per roll; item state conditional); prismarine crystals: 1 (33.3% nonzero chance per roll); wet sponge: 1 (100% nonzero chance per roll; player kill); loot table [conditional table/tag]; tide armor trim smithing template: 1 (20% nonzero chance per roll)
  • Our high-level drops: prismarine shard: 0/2/3 (66.7% nonzero chance per roll); cod: 2 (50% nonzero chance per roll; item state conditional); prismarine crystals: 2 (33.3% nonzero chance per roll); wet sponge: 2 (100% nonzero chance per roll; player kill); loot table [conditional table/tag]; tide armor trim smithing template: 2 (20% nonzero chance per roll)

Ender Dragon

Usual dimension levels: 45–50
Health (HP): Vanilla 200; our low → high 200 → 350
Melee attribute, low → high: —

Attack / variant notes: Contact/fireball/breath: varies; melee attribute alone is not damage per hit

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Enderman

Usual dimension levels: 1–30 / 15–35 / 30–45
Health (HP): Vanilla 40; our low → high 40.67 / 48.57 / 53.33 → 60
Melee attribute, low → high: 7 → 9.8

Attack / variant notes: Overworld / Nether / End; custom numeric health modifier overrides general formula

  • Vanilla drops: ender pearl: 0/1 (50% nonzero chance per roll)
  • Our low-level drops: ender pearl: 0/1 (50% nonzero chance per roll)
  • Our high-level drops: ender pearl: 0/2 (50% nonzero chance per roll)

Endermite

Usual dimension levels: 1–30
Health (HP): Vanilla 8; our low → high 8.13333 → 12
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Custom numeric health modifier overrides general formula

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Evoker

Usual dimension levels: 1–30
Health (HP): Vanilla 24; our low → high 24 → 42
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Fangs: 6; summoned vex separate (special attack boost unverified)

  • Vanilla drops: totem of undying: 1 (100% nonzero chance per roll); emerald: 0/1 (50% nonzero chance per roll; player kill)
  • Our low-level drops: totem of undying: 1 (100% nonzero chance per roll); emerald: 0/1 (50% nonzero chance per roll; player kill)
  • Our high-level drops: totem of undying: 1 (100% nonzero chance per roll); emerald: 0/2 (50% nonzero chance per roll; player kill)

Fox

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: 2 → 2

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Frog

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: 10 → 10

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Ghast

Usual dimension levels: 15–35
Health (HP): Vanilla 10; our low → high 10 → 17.5
Melee attribute, low → high: —

Attack / variant notes: Fireball: direct hit + variable explosion (high ×1.35 for boosted projectile/blast paths)

  • Vanilla drops: ghast tear: 0/1 (50% nonzero chance per roll); gunpowder: 0/1/2 (66.7% nonzero chance per roll); music disc tears: 1 (100% nonzero chance per roll; conditional, player kill)
  • Our low-level drops: ghast tear: 0/1 (50% nonzero chance per roll); gunpowder: 0/1/2 (66.7% nonzero chance per roll); music disc tears: 1 (100% nonzero chance per roll; conditional, player kill)
  • Our high-level drops: ghast tear: 0/2 (50% nonzero chance per roll); gunpowder: 0/2/3 (66.7% nonzero chance per roll); music disc tears: 1 (100% nonzero chance per roll; conditional, player kill)

Giant

Usual dimension levels: 1–30
Health (HP): Vanilla 100; our low → high 100 → 175
Melee attribute, low → high: 50 → 70

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Glow Squid

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: None

Drops (no Looting): glow ink sac: 1/2/3 (100% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Goat

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: 2 → 2

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Guardian

Usual dimension levels: 1–30
Health (HP): Vanilla 30; our low → high 30 → 52.5
Melee attribute, low → high: 6 → 8.4

Attack / variant notes: Melee attribute shown; beam damage also depends on difficulty

  • Vanilla drops: prismarine shard: 0/1/2 (66.7% nonzero chance per roll); cod: 1 (40% nonzero chance per roll; item state conditional); prismarine crystals: 1 (40% nonzero chance per roll); loot table [conditional table/tag]
  • Our low-level drops: prismarine shard: 0/1/2 (66.7% nonzero chance per roll); cod: 1 (40% nonzero chance per roll; item state conditional); prismarine crystals: 1 (40% nonzero chance per roll); loot table [conditional table/tag]
  • Our high-level drops: prismarine shard: 0/2/3 (66.7% nonzero chance per roll); cod: 2 (40% nonzero chance per roll; item state conditional); prismarine crystals: 2 (40% nonzero chance per roll); loot table [conditional table/tag]

Happy Ghast

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 20
Melee attribute, low → high: None

Attack / variant notes: Melee attribute is not evidence of an autonomous attack; rider attacks separate

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Hoglin

Usual dimension levels: 15–35
Health (HP): Vanilla 40; our low → high 40 → 70
Melee attribute, low → high: 6 → 8.4

Attack / variant notes: Attribute shown; randomized melee and difficulty adjustment

  • Vanilla drops: porkchop: 2/3/4 (100% nonzero chance per roll; item state conditional); leather: 0/1 (50% nonzero chance per roll)
  • Our low-level drops: porkchop: 2/3/4 (100% nonzero chance per roll; item state conditional); leather: 0/1 (50% nonzero chance per roll)
  • Our high-level drops: porkchop: 3/5/6 (100% nonzero chance per roll; item state conditional); leather: 0/2 (50% nonzero chance per roll)

Horse

Usual dimension levels: 1–30
Health (HP): Vanilla 15–30; our low → high 15–30 → 15–30
Melee attribute, low → high: None

Attack / variant notes: Health randomized at spawn; supplier base differs

Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Husk

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 3 → 4.2

  • Vanilla drops: rotten flesh: 0/1/2 (66.7% nonzero chance per roll); rabbit foot: 0/1 (50% nonzero chance per roll; conditional); iron ingot: 1 (0.833% nonzero chance per roll; player kill); carrot: 1 (0.833% nonzero chance per roll; player kill); potato: 1 (0.833% nonzero chance per roll; player kill, item state conditional)
  • Our low-level drops: rotten flesh: 0/1/2 (66.7% nonzero chance per roll); rabbit foot: 0/1 (50% nonzero chance per roll; conditional); iron ingot: 1 (0.833% nonzero chance per roll; player kill); carrot: 1 (0.833% nonzero chance per roll; player kill); potato: 1 (0.833% nonzero chance per roll; player kill, item state conditional)
  • Our high-level drops: rotten flesh: 0/2/3 (66.7% nonzero chance per roll); rabbit foot: 0/2 (50% nonzero chance per roll; conditional); iron ingot: 2 (0.833% nonzero chance per roll; player kill); carrot: 2 (0.833% nonzero chance per roll; player kill); potato: 2 (0.833% nonzero chance per roll; player kill, item state conditional)

Illusioner

Usual dimension levels: 1–30
Health (HP): Vanilla 32; our low → high 32 → 56
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Bow: variable (high ×1.35)

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Iron Golem

Usual dimension levels: 1–30
Health (HP): Vanilla 100; our low → high 100 → 175
Melee attribute, low → high: 15 → 21

Attack / variant notes: Attribute shown; randomized actual hit damage

  • Vanilla drops: poppy: 0/1/2 (66.7% nonzero chance per roll); iron ingot: 3/4/5 (100% nonzero chance per roll)
  • Our low-level drops: poppy: 0/1/2 (66.7% nonzero chance per roll); iron ingot: 3/4/5 (100% nonzero chance per roll)
  • Our high-level drops: poppy: 0/2/3 (66.7% nonzero chance per roll); iron ingot: 5/6/8 (100% nonzero chance per roll)

Llama

Usual dimension levels: 1–30
Health (HP): Vanilla 15–30; our low → high 15–30 → 15–30
Melee attribute, low → high: —

Attack / variant notes: Health randomized at spawn; supplier base differs; Spit: 1 (special attack boost unverified)

Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Magma Cube

Usual dimension levels: 15–35
Health (HP): Vanilla 1/4/16; our low → high 1/4/16 → 1.75/7/28
Melee attribute, low → high: Size-dependent; high melee ×1.40 (effective hit requires verification)

Attack / variant notes: Small/medium/large; spawn size overrides supplier attributes

  • Vanilla drops: magma cream: -2/-1/0/1 (25% nonzero chance per roll; conditional); pearlescent froglight: 1 (25% nonzero chance per roll; conditional); verdant froglight: 1 (25% nonzero chance per roll; conditional); ochre froglight: 1 (25% nonzero chance per roll; conditional)
  • Our low-level drops: magma cream: -2/-1/0/1 (25% nonzero chance per roll; conditional); pearlescent froglight: 1 (25% nonzero chance per roll; conditional); verdant froglight: 1 (25% nonzero chance per roll; conditional); ochre froglight: 1 (25% nonzero chance per roll; conditional)
  • Our high-level drops: magma cream: -3/-1/0/2 (25% nonzero chance per roll; conditional); pearlescent froglight: 2 (25% nonzero chance per roll; conditional); verdant froglight: 2 (25% nonzero chance per roll; conditional); ochre froglight: 2 (25% nonzero chance per roll; conditional)

Mooshroom

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: None

Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll); beef: 1/2/3 (100% nonzero chance per roll; item state conditional)

Same drops for vanilla, our low level and our high level.

Mule

Usual dimension levels: 1–30
Health (HP): Vanilla 15–30; our low → high 15–30 → 15–30
Melee attribute, low → high: None

Attack / variant notes: Health randomized at spawn; supplier base differs

Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Nautilus

Usual dimension levels: 1–30
Health (HP): Vanilla 15; our low → high 15 → 15
Melee attribute, low → high: 3 → 3

Attack / variant notes: Melee attribute is not evidence of an autonomous attack; rider attacks separate

Drops (no Looting): nautilus shell: 1 (5% nonzero chance per roll; player kill)

Same drops for vanilla, our low level and our high level.

Ocelot

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: 3 → 3

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Panda

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 20
Melee attribute, low → high: 6 → 6

Attack / variant notes: Weak gene health 10; standard supplier health shown

Drops (no Looting): bamboo: 1 (100% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Parched

Usual dimension levels: 1–30
Health (HP): Vanilla 16; our low → high 16 → 28
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Bow + weakness: variable (projectile high ×1.35)

  • Vanilla drops: arrow: 0/1/2 (66.7% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll); tipped arrow: 0/1 (50% nonzero chance per roll; player kill)
  • Our low-level drops: arrow: 0/1/2 (66.7% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll); tipped arrow: 0/1 (50% nonzero chance per roll; player kill)
  • Our high-level drops: arrow: 0/2/3 (66.7% nonzero chance per roll); bone: 0/2/3 (66.7% nonzero chance per roll); tipped arrow: 0/2 (50% nonzero chance per roll; player kill)

Parrot

Usual dimension levels: 1–30
Health (HP): Vanilla 6; our low → high 6 → 6
Melee attribute, low → high: 3 → 3

Attack / variant notes: Melee attribute is not evidence of an autonomous attack; rider attacks separate

Drops (no Looting): feather: 1/2 (100% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Phantom

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Attack varies with phantom size

  • Vanilla drops: phantom membrane: 0/1 (50% nonzero chance per roll; player kill)
  • Our low-level drops: phantom membrane: 0/1 (50% nonzero chance per roll; player kill)
  • Our high-level drops: phantom membrane: 0/2 (50% nonzero chance per roll; player kill)

Pig

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: None

Drops (no Looting): porkchop: 1/2/3 (100% nonzero chance per roll; item state conditional)

Same drops for vanilla, our low level and our high level.

Piglin

Usual dimension levels: 15–30
Health (HP): Vanilla 16; our low → high 16 → 28
Melee attribute, low → high: 5 → 7

Attack / variant notes: Held weapon damage is additional to attribute shown

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Piglin Brute

Usual dimension levels: 15–30
Health (HP): Vanilla 50; our low → high 50 → 87.5
Melee attribute, low → high: 7 → 9.8

Attack / variant notes: Held weapon damage is additional to attribute shown

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Pillager

Usual dimension levels: 1–30
Health (HP): Vanilla 24; our low → high 24 → 42
Melee attribute, low → high: 5 → 7

Attack / variant notes: Crossbow: variable (high ×1.35)

  • Vanilla drops: ominous bottle: 1 (100% nonzero chance per roll; conditional)
  • Our low-level drops: ominous bottle: 1 (100% nonzero chance per roll; conditional)
  • Our high-level drops: ominous bottle: 2 (100% nonzero chance per roll; conditional)

Polar Bear

Usual dimension levels: 1–30
Health (HP): Vanilla 30; our low → high 30 → 30
Melee attribute, low → high: 6 → 6

Drops (no Looting): cod: 0/1/2 (50% nonzero chance per roll; item state conditional); salmon: 0/1/2 (16.7% nonzero chance per roll; item state conditional)

Same drops for vanilla, our low level and our high level.

Pufferfish

Usual dimension levels: 1–30
Health (HP): Vanilla 3; our low → high 3 → 3
Melee attribute, low → high: —

Attack / variant notes: Inflation-dependent contact + poison; not a fixed melee attribute

Drops (no Looting): pufferfish: 1 (100% nonzero chance per roll); bone meal: 1 (5% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Rabbit

Usual dimension levels: 1–30
Health (HP): Vanilla 3; our low → high 3 → 3
Melee attribute, low → high: 3 → 3

Attack / variant notes: Ordinary rabbit does not attack; killer variant differs

Drops (no Looting): rabbit hide: 0/1 (50% nonzero chance per roll); rabbit: 1 (100% nonzero chance per roll; item state conditional); rabbit foot: 1 (10% nonzero chance per roll; player kill)

Same drops for vanilla, our low level and our high level.

Ravager

Usual dimension levels: 1–30
Health (HP): Vanilla 100; our low → high 100 → 175
Melee attribute, low → high: 12 → 16.8

Drops (no Looting): saddle: 1 (100% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Salmon

Usual dimension levels: 1–30
Health (HP): Vanilla 3; our low → high 3 → 3
Melee attribute, low → high: None

Drops (no Looting): salmon: 1 (100% nonzero chance per roll; item state conditional); bone meal: 1 (5% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Sheep

Usual dimension levels: 1–30
Health (HP): Vanilla 8; our low → high 8 → 8
Melee attribute, low → high: None

Drops (no Looting): mutton: 1/2 (100% nonzero chance per roll; item state conditional); loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]; loot table [conditional table/tag]

Same drops for vanilla, our low level and our high level.

Shulker

Usual dimension levels: 30–45
Health (HP): Vanilla 30; our low → high 30 → 52.5
Melee attribute, low → high: —

Attack / variant notes: Bullet: 4 + levitation (bullet high 5.4; effect separate)

  • Vanilla drops: shulker shell: 1 (50% nonzero chance per roll)
  • Our low-level drops: shulker shell: 1 (50% nonzero chance per roll)
  • Our high-level drops: shulker shell: 2 (50% nonzero chance per roll)

Silverfish

Usual dimension levels: 1–30
Health (HP): Vanilla 8; our low → high 8.13333 → 12
Melee attribute, low → high: 1 → 1.4

Attack / variant notes: Custom numeric health modifier overrides general formula

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Skeleton

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Bow: variable (high ×1.35)

  • Vanilla drops: arrow: 0/1/2 (66.7% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll)
  • Our low-level drops: arrow: 0/1/2 (66.7% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll)
  • Our high-level drops: arrow: 0/2/3 (66.7% nonzero chance per roll); bone: 0/2/3 (66.7% nonzero chance per roll)

Skeleton Horse

Usual dimension levels: 1–30
Health (HP): Vanilla 15; our low → high 15 → 15
Melee attribute, low → high: None

Drops (no Looting): bone: 0/1/2 (66.7% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Slime

Usual dimension levels: 1–30
Health (HP): Vanilla 1/4/16; our low → high 1/4/16 → 1.75/7/28
Melee attribute, low → high: Size-dependent; high melee ×1.40 (effective hit requires verification)

Attack / variant notes: Small/medium/large; spawn size overrides supplier attributes

  • Vanilla drops: slime ball: 0/1/2 (33.3% nonzero chance per roll; conditional); slime ball: 1 (50% nonzero chance per roll; conditional)
  • Our low-level drops: slime ball: 0/1/2 (33.3% nonzero chance per roll; conditional); slime ball: 1 (50% nonzero chance per roll; conditional)
  • Our high-level drops: slime ball: 0/2/3 (33.3% nonzero chance per roll; conditional); slime ball: 2 (50% nonzero chance per roll; conditional)

Sniffer

Usual dimension levels: 1–30
Health (HP): Vanilla 14; our low → high 14 → 14
Melee attribute, low → high: None

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Snow Golem

Usual dimension levels: 1–30
Health (HP): Vanilla 4; our low → high 4 → 4
Melee attribute, low → high: —

Attack / variant notes: Snowball: usually 0; 3 against blazes (special attack boost unverified)

Drops (no Looting): snowball: 0/1/2/3/4/5/6/7/8/9/10/11/12/13/14/15 (93.8% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Spider

Usual dimension levels: 1–30
Health (HP): Vanilla 16; our low → high 16 → 28
Melee attribute, low → high: 2 → 2.8

  • Vanilla drops: string: 0/1/2 (66.7% nonzero chance per roll); spider eye: -1/0/1 (100% nonzero chance per roll; player kill)
  • Our low-level drops: string: 0/1/2 (66.7% nonzero chance per roll); spider eye: -1/0/1 (100% nonzero chance per roll; player kill)
  • Our high-level drops: string: 0/2/3 (66.7% nonzero chance per roll); spider eye: -1/0/2 (100% nonzero chance per roll; player kill)

Squid

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → high 10 → 10
Melee attribute, low → high: None

Drops (no Looting): ink sac: 1/2/3 (100% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Stray

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Bow + slowness: variable (projectile high ×1.35)

  • Vanilla drops: arrow: 0/1/2 (66.7% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll); tipped arrow: 0/1 (50% nonzero chance per roll; player kill)
  • Our low-level drops: arrow: 0/1/2 (66.7% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll); tipped arrow: 0/1 (50% nonzero chance per roll; player kill)
  • Our high-level drops: arrow: 0/2/3 (66.7% nonzero chance per roll); bone: 0/2/3 (66.7% nonzero chance per roll); tipped arrow: 0/2 (50% nonzero chance per roll; player kill)

Strider

Usual dimension levels: 15–35
Health (HP): Vanilla 20; our low → high 20 → 20
Melee attribute, low → high: None

Drops (no Looting): string: 2/3/4/5 (100% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Sulfur Cube

Usual dimension levels: 1–30
Health (HP): Vanilla 4 × size; our low → high 4 × size → 7 × size
Melee attribute, low → high: No melee attribute

Attack / variant notes: Explosion and priming behavior vary; no fixed melee attack. Size health formula verified in 26.2 code

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Tadpole

Usual dimension levels: 1–30
Health (HP): Vanilla 6; our low → high 6 → 6
Melee attribute, low → high: None

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Trader Llama

Usual dimension levels: 1–30
Health (HP): Vanilla 15–30; our low → high 15–30 → 15–30
Melee attribute, low → high: —

Attack / variant notes: Health randomized at spawn; supplier base differs; Spit: 1 (special attack boost unverified)

Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Tropical Fish

Usual dimension levels: 1–30
Health (HP): Vanilla 3; our low → high 3 → 3
Melee attribute, low → high: None

Drops (no Looting): tropical fish: 1 (100% nonzero chance per roll); bone meal: 1 (5% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Turtle

Usual dimension levels: 1–30
Health (HP): Vanilla 30; our low → high 30 → 30
Melee attribute, low → high: None

Drops (no Looting): seagrass: 0/1/2 (66.7% nonzero chance per roll); bowl: 1 (100% nonzero chance per roll; conditional)

Same drops for vanilla, our low level and our high level.

Vex

Usual dimension levels: 1–30
Health (HP): Vanilla 14; our low → high 14 → 24.5
Melee attribute, low → high: 4 → 5.6

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Villager

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 20
Melee attribute, low → high: None

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Vindicator

Usual dimension levels: 1–30
Health (HP): Vanilla 24; our low → high 24 → 42
Melee attribute, low → high: 5 → 7

Attack / variant notes: Held weapon damage is additional to attribute shown

  • Vanilla drops: emerald: 0/1 (50% nonzero chance per roll; player kill)
  • Our low-level drops: emerald: 0/1 (50% nonzero chance per roll; player kill)
  • Our high-level drops: emerald: 0/2 (50% nonzero chance per roll; player kill)

Wandering Trader

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 20
Melee attribute, low → high: None

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Warden

Usual dimension levels: 45–50
Health (HP): Vanilla 500; our low → high 500 → 875
Melee attribute, low → high: 30 → 42

Attack / variant notes: Melee attribute shown; sonic boom 10 (special attack boost unverified)

  • Vanilla drops: sculk catalyst: 1 (100% nonzero chance per roll)
  • Our low-level drops: sculk catalyst: 1 (100% nonzero chance per roll)
  • Our high-level drops: sculk catalyst: 2 (100% nonzero chance per roll)

Witch

Usual dimension levels: 1–30
Health (HP): Vanilla 26; our low → high 26 → 45.5
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Potions/effects: variable; attribute multiplier does not establish potion damage

  • Vanilla drops: glowstone dust: 0/1/2 (9.52% nonzero chance per roll); sugar: 0/1/2 (9.52% nonzero chance per roll); spider eye: 0/1/2 (9.52% nonzero chance per roll); glass bottle: 0/1/2 (9.52% nonzero chance per roll); gunpowder: 0/1/2 (9.52% nonzero chance per roll); stick: 0/1/2 (19% nonzero chance per roll); redstone: 4/5/6/7/8 (100% nonzero chance per roll)
  • Our low-level drops: glowstone dust: 0/1/2 (9.52% nonzero chance per roll); sugar: 0/1/2 (9.52% nonzero chance per roll); spider eye: 0/1/2 (9.52% nonzero chance per roll); glass bottle: 0/1/2 (9.52% nonzero chance per roll); gunpowder: 0/1/2 (9.52% nonzero chance per roll); stick: 0/1/2 (19% nonzero chance per roll); redstone: 4/5/6/7/8 (100% nonzero chance per roll)
  • Our high-level drops: glowstone dust: 0/2/3 (9.52% nonzero chance per roll); sugar: 0/2/3 (9.52% nonzero chance per roll); spider eye: 0/2/3 (9.52% nonzero chance per roll); glass bottle: 0/2/3 (9.52% nonzero chance per roll); gunpowder: 0/2/3 (9.52% nonzero chance per roll); stick: 0/2/3 (19% nonzero chance per roll); redstone: 6/8/9/11/12 (100% nonzero chance per roll)

Wither

Usual dimension levels: 45–50
Health (HP): Vanilla 300; our low → high 300 → 525
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Skulls/explosion/Wither effect: varies; projectile high ×1.35 where boosted

Drops (no Looting): nether star: 1 (coded special drop; LM multiplication requires live verification)

Same drops for vanilla, our low level and our high level.

Wither Skeleton

Usual dimension levels: 15–35
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 2 → 2.8

Attack / variant notes: Held weapon damage is additional to attribute shown

  • Vanilla drops: coal: -1/0/1 (100% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll); wither skeleton skull: 1 (2.5% nonzero chance per roll; player kill)
  • Our low-level drops: coal: -1/0/1 (100% nonzero chance per roll); bone: 0/1/2 (66.7% nonzero chance per roll); wither skeleton skull: 1 (2.5% nonzero chance per roll; player kill)
  • Our high-level drops: coal: -1/0/2 (100% nonzero chance per roll); bone: 0/2/3 (66.7% nonzero chance per roll); wither skeleton skull: 1 (2.5% nonzero chance per roll; player kill)

Wolf

Usual dimension levels: 1–30
Health (HP): Vanilla 8; our low → high 8 → 8
Melee attribute, low → high: 4 → 4

Attack / variant notes: Wild/tamed health and attack differ; supplier values shown, not every variant

Drops (no Looting): None

Same drops for vanilla, our low level and our high level.

Zoglin

Usual dimension levels: 1–30
Health (HP): Vanilla 40; our low → high 40 → 70
Melee attribute, low → high: 6 → 8.4

Attack / variant notes: Attribute shown; randomized melee

  • Vanilla drops: rotten flesh: 1/2/3 (100% nonzero chance per roll)
  • Our low-level drops: rotten flesh: 1/2/3 (100% nonzero chance per roll)
  • Our high-level drops: rotten flesh: 2/3/5 (100% nonzero chance per roll)

Zombie

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 3 → 4.2

  • Vanilla drops: rotten flesh: 0/1/2 (66.7% nonzero chance per roll); red mushroom: 0/1 (50% nonzero chance per roll; conditional); iron ingot: 1 (0.833% nonzero chance per roll; player kill); carrot: 1 (0.833% nonzero chance per roll; player kill); potato: 1 (0.833% nonzero chance per roll; player kill, item state conditional); music disc lava chicken: 1 (100% nonzero chance per roll; player kill, conditional)
  • Our low-level drops: rotten flesh: 0/1/2 (66.7% nonzero chance per roll); red mushroom: 0/1 (50% nonzero chance per roll; conditional); iron ingot: 1 (0.833% nonzero chance per roll; player kill); carrot: 1 (0.833% nonzero chance per roll; player kill); potato: 1 (0.833% nonzero chance per roll; player kill, item state conditional); music disc lava chicken: 1 (100% nonzero chance per roll; player kill, conditional)
  • Our high-level drops: rotten flesh: 0/2/3 (66.7% nonzero chance per roll); red mushroom: 0/2 (50% nonzero chance per roll; conditional); iron ingot: 2 (0.833% nonzero chance per roll; player kill); carrot: 2 (0.833% nonzero chance per roll; player kill); potato: 2 (0.833% nonzero chance per roll; player kill, item state conditional); music disc lava chicken: 1 (100% nonzero chance per roll; player kill, conditional)

Zombie Horse

Usual dimension levels: 1–30
Health (HP): Vanilla 25; our low → high 25 → 25
Melee attribute, low → high: None

Drops (no Looting): rotten flesh: 2/3 (100% nonzero chance per roll)

Same drops for vanilla, our low level and our high level.

Zombie Nautilus

Usual dimension levels: 1–30
Health (HP): Vanilla 15; our low → high 15 → 15
Melee attribute, low → high: 3 → 3

Attack / variant notes: Melee attribute is not evidence of an autonomous attack; rider attacks separate

Drops (no Looting): rotten flesh: 0/1/2/3 (75% nonzero chance per roll; player kill)

Same drops for vanilla, our low level and our high level.

Zombie Villager

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 3 → 4.2

  • Vanilla drops: rotten flesh: 0/1/2 (66.7% nonzero chance per roll); iron ingot: 1 (0.833% nonzero chance per roll; player kill); carrot: 1 (0.833% nonzero chance per roll; player kill); potato: 1 (0.833% nonzero chance per roll; player kill, item state conditional)
  • Our low-level drops: rotten flesh: 0/1/2 (66.7% nonzero chance per roll); iron ingot: 1 (0.833% nonzero chance per roll; player kill); carrot: 1 (0.833% nonzero chance per roll; player kill); potato: 1 (0.833% nonzero chance per roll; player kill, item state conditional)
  • Our high-level drops: rotten flesh: 0/2/3 (66.7% nonzero chance per roll); iron ingot: 2 (0.833% nonzero chance per roll; player kill); carrot: 2 (0.833% nonzero chance per roll; player kill); potato: 2 (0.833% nonzero chance per roll; player kill, item state conditional)

Zombified Piglin

Usual dimension levels: 15–30
Health (HP): Vanilla 20; our low → high 20 → 35
Melee attribute, low → high: 5 → 7

Attack / variant notes: Held weapon damage is additional to attribute shown

  • Vanilla drops: rotten flesh: 0/1 (50% nonzero chance per roll); gold nugget: 0/1 (50% nonzero chance per roll); gold ingot: 1 (2.5% nonzero chance per roll; player kill)
  • Our low-level drops: rotten flesh: 0/1 (50% nonzero chance per roll); gold nugget: 0/1 (50% nonzero chance per roll); gold ingot: 1 (2.5% nonzero chance per roll; player kill)
  • Our high-level drops: rotten flesh: 0/2 (50% nonzero chance per roll); gold nugget: 0/2 (50% nonzero chance per roll); gold ingot: 2 (2.5% nonzero chance per roll; player kill)