LevelledMobs — Every Mob
PlagueMC · 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 tableguide 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. TableGuide 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.
AllayUsual dimension | Health (HP) | 20 → 20 Melee | high: 2 → 2 Attack / variant | |||||
|---|---|---|---|---|---|---|---|---|
| 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
| 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) | BoggedUsual dimension levels: 1–30 | 28 Melee | ||
| 2.8 Attack / variant notes: Bow + poison: variable (projectile high ×1.35; poison separate)
| 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) | BreezeUsual dimension levels: 1–30 | Melee attribute, low → high: 3 → 4.2 Attack / variant notes: Wind charge: 1 direct +
| ||||
| 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) | CamelUsual dimension levels: 1–30 | Health (HP): Vanilla 32; our low → | ||||
| 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 ( | 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 Cave SpiderUsual dimension levels: 1–30 | |||||
Melee | attribute, low → high: 2 → 2.8
| 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) | ChickenUsual dimension levels: 1–30 | ||||
| 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 CodUsual dimension levels: 1–30 | 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 Copper GolemUsual dimension levels: 1–30 | |||||||
| 12 → 21 Melee attribute, low → high: No melee attribute
| 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) | CowUsual dimension levels: 1–30 | |||||
| → 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 CreakingUsual dimension levels: 1–30 | |||||||
| 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)
| 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] | DolphinUsual dimension levels: 1–30 | Melee Drops ( | ||
| Looting): cod: 0/1 (50% nonzero chance per roll; item state conditional) | Same DonkeyUsual dimension levels: 1–30 | |||||||
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 DrownedUsual dimension levels: 1–30 | Melee | ||||||
→ high: 3 → 4.2
| 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 GuardianUsual dimension levels: 1–30 | Melee attribute, low → high: 8 → 11.2 | ||||
Attack | / variant notes: Melee attribute shown; beam damage also depends on difficulty
| 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 DragonUsual dimension levels: 45–50 | ||||
| 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 ( | 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 | |||
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)
| 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) | FoxUsual dimension levels: 1–30 | |||
| 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)
| 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) | GiantUsual dimension levels: 1–30 | |||
| 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 GoatUsual dimension levels: 1–30 | 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
| 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 GhastUsual dimension levels: 1–30 | Health (HP): Vanilla 20; our low → | ||
| 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
| 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) | HorseUsual dimension levels: 1–30 | Melee Attack / variant notes: Health randomized | ||
| base differs Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll) | Same HuskUsual dimension levels: 1–30 | Melee | ||||||
→ high: 3 → 4.2
| 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) | IllusionerUsual dimension levels: 1–30 | |||||
| 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
| 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) | LlamaUsual dimension levels: 1–30 | |||
| 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
| 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) | MooshroomUsual dimension levels: 1–30 | Melee attribute, low → high: None Drops ( | ||
| 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. MuleUsual dimension levels: 1–30 Attack / variant notes: Health randomized at spawn; supplier base differs Drops (no Looting): leather: 0/1/2 (66.7% nonzero chance per roll) Same NautilusUsual dimension levels: 1–30 | |||||||
| 15 → 15 | Melee attribute, low → high: 3 → 3 | Attack / variant notes: Melee attribute is not evidence of an autonomous attack; rider attacks separate | ||||||
Drops | ||||||||
Same drops for vanilla, our low level and our high level. OcelotUsual dimension levels: 1–30 | Melee attribute, low → high: 3 → 3 Drops ( Same | for vanilla, our low level and our high level.PandaUsual dimension levels: 1–30 | 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)
| 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) | ParrotUsual dimension levels: 1–30 | |||
| 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
| 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) | PigUsual dimension levels: 1–30 | Melee | ||
| high: None Drops (no Looting): porkchop: 1/2/3 (100% nonzero chance per roll; item state conditional) | Same PiglinUsual dimension levels: 15–30 | |||||||
| 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)
| 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 BearUsual dimension levels: 1–30 | Melee Drops ( | ||
| 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 PufferfishUsual dimension levels: 1–30 | |||||||
| 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 RabbitUsual dimension levels: 1–30 | 3 → 3 | Melee Attack / variant notes: Ordinary rabbit does not | |||||
| 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 RavagerUsual dimension levels: 1–30 | Melee | ||||||
| 16.8 Drops (no Looting): saddle: 1 (100% nonzero chance per roll) | Same SalmonUsual dimension levels: 1–30 | |||||||
| 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 SheepUsual dimension levels: 1–30 | 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 ShulkerUsual dimension levels: 30–45 | |||||||
| 30 → 52.5 | Melee attribute, low → high: — | Attack / variant notes: Bullet: 4 + levitation (bullet high 5.4; effect separate) | ||||||
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)
| 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 HorseUsual dimension levels: 1–30 | Melee Drops ( | ||
| bone: 0/1/2 (66.7% nonzero chance per roll) | Same SlimeUsual dimension levels: 1–30 | |||||||
| 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
| 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) | SnifferUsual dimension levels: 1–30 | |||||
| 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 SpiderUsual dimension levels: 1–30 | Melee | ||||
→ 2.8
| 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) | SquidUsual dimension levels: 1–30 | |||||
| 10 Melee attribute, low → high: None Drops (no Looting): ink sac: 1/2/3 (100% nonzero chance per roll) | Same StrayUsual dimension levels: 1–30 | |||||||
| high 20 → 35 Melee attribute, low → high: 2 → 2.8 Attack / variant notes: Bow + slowness: variable (projectile high ×1.35)
| 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) | StriderUsual dimension levels: 15–35 | Melee attribute, low → | Drops ( | |||
| string: 2/3/4/5 (100% nonzero chance per roll) | Same | |||||||
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 ( | 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 TurtleUsual dimension levels: 1–30 | 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 VexUsual dimension levels: 1–30 | |||||||
| 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
| 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 TraderUsual dimension levels: 1–30 | |||
| 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 ( | 500 → 875 | Melee attribute, low → high: 30 → 42 | Attack / variant notes: Melee attribute shown; sonic boom 10 (special attack boost unverified) | |||
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
| 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) | WitherUsual dimension levels: 45–50 | high 300 → 525 Melee attribute, low → high: 2 → 2.8 | Attack | |
| high ×1.35 where boosted Drops (no Looting): nether star: 1 (coded special drop; LM multiplication requires live verification) | Same Wither SkeletonUsual dimension levels: 15–35 | high 20 → 35 Melee attribute, low → high: 2 → 2.8 | Attack | |||||
additional to attribute shown
| 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) | WolfUsual dimension levels: 1–30 | |||||
| 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
| 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) | ZombieUsual dimension levels: 1–30 | Melee | ||
→ high: 3 → 4.2
| 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 HorseUsual dimension levels: 1–30 | |||||
Melee | attribute, low → high: None Drops (no Looting): rotten flesh: 2/3 (100% nonzero chance per roll) | Same Zombie NautilusUsual dimension levels: 1–30 | ||||||
| 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 Zombie VillagerUsual dimension levels: 1–30 | high 20 → 35 Melee attribute, low → high: 3 → |
| |||||
| 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 PiglinUsual dimension levels: 15–30 | Melee attribute, low → | ||||
| 5 → 7 Attack / variant notes: Held weapon damage is additional to attribute shown
| 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) |