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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.

Mob

Allay

Usual dimension levellevels: low–high

Vanilla drops (no Looting)Our low-level dropsOur high-level dropsVanilla health1–30
Health (HP)
Our: healthVanilla 20; our low → high (HP)20 → 20
Melee attributeattribute, low → high
high: 2 → 2

Attack / variant notes

Allay1–30NoneNoneNone2020notes: → 202 → 2Melee 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

NoneNoneNone12
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

NoneNoneNone14
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

NoneNoneNone6
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

NoneNoneNone10
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)2020

Bogged

Usual dimension levels: 1–30
Health (HP): Vanilla 16; our low → 35

6high 16 → 8.428
Melee attributeattribute, shown; fireballs 5low → 6.75high: plus2 separate→ burning
Bogged1–302.8

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)1616

Breeze

Usual dimension levels: 1–30
Health (HP): Vanilla 30; our low → 28

2high 30 → 2.8Bow52.5
Melee attribute, low → high: 3 → 4.2

Attack / variant notes: Wind charge: 1 direct + poison: variableknockback (projectilespecial highattack ×1.35;boost poisonunverified)

  • Vanilla separate)
Breeze1–30drops: 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

30
Health (HP): Vanilla 32; our low → 52.5
3high → 4.2Wind charge: 1 direct + knockback (special attack boost unverified)
Camel1–30NoneNoneNone3232 → 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

rotten flesh: 2/3
Health (100%HP): nonzeroVanilla chance32; perour roll)
rottenlow flesh:→ 2/3high (100% nonzero chance per roll)rotten flesh: 2/3 (100% nonzero chance per roll)3232 → 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)

string:

Same 0/1/2drops for vanilla, our low level and our high level.

Cave Spider

Usual dimension levels: 1–30
Health (66.7%HP): nonzeroVanilla chance12; perour roll)

string: 0/1/2 (66.7% nonzero chance per roll)1010low → 103high 12 → 3
Cave21
Melee Spider
1–30attribute, 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)1212

Chicken

Usual dimension levels: 1–30
Health (HP): Vanilla 4; our low → 21

2high 4 → 2.8
Chicken1–304
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)

feather:

Same 0/1/2drops for vanilla, our low level and our high level.

Cod

Usual dimension levels: 1–30
Health (66.7%HP): nonzeroVanilla chance3; perour roll); chicken: 1 (100% nonzero chance per roll; item state conditional)

feather: 0/1/2 (66.7% nonzero chance per roll); chicken: 1 (100% nonzero chance per roll; item state conditional)44low → 4high 3 → 3
Melee attribute, low → high: None
Cod1–30

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

cod:

Same 1drops for vanilla, our low level and our high level.

Copper Golem

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance12; perour roll; item state conditional); bone meal: 1 (5% nonzero chance per roll)

cod: 1 (100% nonzero chance per roll; item state conditional); bone meal: 1 (5% nonzero chance per roll)33low → 3None
Copperhigh Golem1–3012 → 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)1212

Cow

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → 21

Nohigh melee10 attribute
Cow1–30→ 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)

leather:

Same 0/1/2drops for vanilla, our low level and our high level.

Creaking

Usual dimension levels: 1–30
Health (66.7%HP): nonzeroVanilla chance1; perour roll); beef: 1/2/3 (100% nonzero chance per roll; item state conditional)

leather: 0/1/2 (66.7% nonzero chance per roll); beef: 1/2/3 (100% nonzero chance per roll; item state conditional)1010low → 10None
Creaking1–30NoneNoneNone1high 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]2020

Dolphin

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → 35

2high 10 → 2.8Explosion:10
Melee distance/difficultyattribute, dependentlow → high: 3 → 3

Drops (highno ×1.35)

Dolphin1–30Looting): cod: 0/1 (50% nonzero chance per roll; item state conditional)cod:

Same 0/1drops for vanilla, our low level and our high level.

Donkey

Usual dimension levels: 1–30
Health (50%HP): nonzeroVanilla chance15–30; perour roll; item state conditional)

cod: 0/1 (50% nonzero chance per roll; item state conditional)1010low → 103high 15–30 → 3
Donkey1–15–30
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)

leather:

Same 0/1/2drops for vanilla, our low level and our high level.

Drowned

Usual dimension levels: 1–30
Health (66.7%HP): nonzeroVanilla chance20; perour roll)

leather: 0/1/2 (66.7% nonzero chance per roll)15–3015–30low → 15–30NoneHealthhigh randomized20 at→ spawn;35
Melee supplierattribute, baselow differs
Drowned1–30→ 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)2020

Elder Guardian

Usual dimension levels: 1–30
Health (HP): Vanilla 80; our low → 35

3high 80 → 4.140
Melee attribute, low → high: 8 → 11.2
Elder

Attack Guardian

1–30/ 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)8080

Ender Dragon

Usual dimension levels: 45–50
Health (HP): Vanilla 200; our low → 140

8high → 11.2Melee attribute shown; beam damage also depends on difficulty
Ender Dragon45–50NoneNoneNone200200 → 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

ender pearl: 0/1
Health (50%HP): nonzeroVanilla chance40; perour roll)
enderlow pearl:→ 0/1high (50% nonzero chance per roll)ender pearl: 0/2 (50% nonzero chance per roll)4040.67 / 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

NoneNoneNone8
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)2424

Fox

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → 42

2high → 2.8Fangs: 6; summoned vex separate (special attack boost unverified)
Fox1–30NoneNoneNone1010 → 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

NoneNoneNone10
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)1010

Giant

Usual dimension levels: 1–30
Health (HP): Vanilla 100; our low → 17.5

—Fireball: direct hit + variable explosion (high ×1.35 for boosted projectile/blast paths)
Giant1–30NoneNoneNone100100 → 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)

glow

Same inkdrops sac:for 1/2/3vanilla, our low level and our high level.

Goat

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance10; perour roll)

glowlow ink→ sac:high 1/2/3 (100% nonzero chance per roll)1010 → 10None
Goat1–30NoneNoneNone1010
Melee attribute, low → 10
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

30
Health (HP): Vanilla 20; our low → 52.5
6high → 8.4Melee attribute shown; beam damage also depends on difficulty
Happy Ghast1–30NoneNoneNone2020 → 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)4040

Horse

Usual dimension levels: 1–30
Health (HP): Vanilla 15–30; our low → 70

6high 15–30 → 8.4Attribute15–30
Melee shown;attribute, low → high: None

Attack / variant notes: Health randomized meleeat andspawn; difficultysupplier adjustment

Horse1–30base differs

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

leather:

Same 0/1/2drops for vanilla, our low level and our high level.

Husk

Usual dimension levels: 1–30
Health (66.7%HP): nonzeroVanilla chance20; perour roll)

leather: 0/1/2 (66.7% nonzero chance per roll)15–3015–30low → 15–30NoneHealthhigh randomized20 at→ spawn;35
Melee supplierattribute, baselow differs
Husk1–30→ 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)2020

Illusioner

Usual dimension levels: 1–30
Health (HP): Vanilla 32; our low → 35

3high → 4.2
Illusioner1–30NoneNoneNone3232 → 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)100100

Llama

Usual dimension levels: 1–30
Health (HP): Vanilla 15–30; our low → 175

15high → 21Attribute shown; randomized actual hit damage
Llama1–30leather: 0/1/2 (66.7% nonzero chance per roll)leather: 0/1/2 (66.7% nonzero chance per roll)leather: 0/1/2 (66.7% nonzero chance per roll)15–3015–30 → 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)1/4/161/4/16

Mooshroom

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → 1.75/7/28

Size-dependent; high melee10 ×1.40→ 10
Melee attribute, low → high: None

Drops (effectiveno hitLooting): requires verification)

Small/medium/large; spawn size overrides supplier attributes
Mooshroom1–30leather: 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 beef:drops 1/2/3for vanilla, our low level and our high level.

Nautilus

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance15; perour roll; item state conditional)

leather: 0/1/2 (66.7% nonzero chance per roll); beef: 1/2/3 (100% nonzero chance per roll; item state conditional)1010low → 10None
Mule1–30leather:high 0/1/2 (66.7% nonzero chance per roll)leather: 0/1/2 (66.7% nonzero chance per roll)leather: 0/1/2 (66.7% nonzero chance per roll)15–3015–30 → 15–30NoneHealth randomized at spawn; supplier base differs
Nautilus1–30nautilus shell: 1 (5% nonzero chance per roll; player kill)nautilus shell: 1 (5% nonzero chance per roll; player kill)nautilus shell: 1 (5% nonzero chance per roll; player kill)1515 → 15
Melee attribute, low → high: 3 → 3

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

Ocelot1–30NoneNoneNone1010

Drops →(no 10

3Looting): →nautilus 3
Panda1–30bamboo:shell: 1 (100%5% nonzero chance per roll)bamboo:roll; 1player kill)

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

Ocelot

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance10; perour roll)

bamboo:low 1→ high 10 → 10
Melee attribute, low → high: 3 → 3

Drops (100%no nonzeroLooting): chanceNone

Same perdrops roll)

20for 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)1616

Parrot

Usual dimension levels: 1–30
Health (HP): Vanilla 6; our low → 28

2 → 2.8Bow + weakness: variable (projectile high ×1.35)
Parrot1–30feather: 1/2 (100% nonzero chance per roll)feather: 1/2 (100% nonzero chance per roll)feather: 1/2 (100% nonzero chance per roll)66 → 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)2020

Pig

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → 35

2high 10 → 2.8Attack10
Melee variesattribute, withlow phantom→ size
Pig1–30high: None

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

porkchop:

Same 1/2/3drops for vanilla, our low level and our high level.

Piglin

Usual dimension levels: 15–30
Health (100%HP): nonzeroVanilla chance16; perour roll; item state conditional)

porkchop: 1/2/3 (100% nonzero chance per roll; item state conditional)1010low → 10None
Piglin15–30NoneNoneNone16high 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

NoneNoneNone50
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)2424

Polar Bear

Usual dimension levels: 1–30
Health (HP): Vanilla 30; our low → 42

5high 30 → 7Crossbow:30
Melee variableattribute, low → high: 6 → 6

Drops (highno ×1.35)

PolarLooting): Bear1–30cod: 0/1/2 (50% nonzero chance per roll; item state conditional); salmon: 0/1/2 (16.7% nonzero chance per roll; item state conditional)cod:

Same 0/1/2drops for vanilla, our low level and our high level.

Pufferfish

Usual dimension levels: 1–30
Health (50%HP): nonzeroVanilla chance3; perour roll; item state conditional); salmon: 0/1/2 (16.7% nonzero chance per roll; item state conditional)

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)3030low → 306high 3 → 6
Pufferfish1–303
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)

pufferfish:

Same 1drops for vanilla, our low level and our high level.

Rabbit

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance3; perour roll);low bone→ meal:high 1 (5% nonzero chance per roll)

pufferfish: 1 (100% nonzero chance per roll); bone meal: 1 (5% nonzero chance per roll)33 → 3—Inflation-dependent
Melee contactattribute, +low poison;→ high: 3 → 3

Attack / variant notes: Ordinary rabbit does not aattack; fixedkiller meleevariant attribute

Rabbit1–30differs

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)

rabbit

Same hide:drops 0/1for vanilla, our low level and our high level.

Ravager

Usual dimension levels: 1–30
Health (50%HP): nonzeroVanilla chance100; perour roll); rabbit: 1 (100% nonzero chance per roll; item state conditional); rabbit foot: 1 (10% nonzero chance per roll; player kill)

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)33low → 33high 100 → 3Ordinary175
Melee rabbitattribute, doeslow not→ attack;high: killer12 variant→ differs
Ravager1–3016.8

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

saddle:

Same 1drops for vanilla, our low level and our high level.

Salmon

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance3; perour roll)

saddle: 1 (100% nonzero chance per roll)100100low → 17512high 3 → 16.8
Salmon1–303
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)

salmon:

Same 1drops for vanilla, our low level and our high level.

Sheep

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance8; perour roll; item state conditional); bone meal: 1 (5% nonzero chance per roll)

salmon: 1 (100% nonzero chance per roll; item state conditional); bone meal: 1 (5% nonzero chance per roll)33low → 3high 8 → 8
Melee attribute, low → high: None
Sheep1–30

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]

mutton:

Same 1/2drops for vanilla, our low level and our high level.

Shulker

Usual dimension levels: 30–45
Health (100%HP): nonzeroVanilla chance30; perour 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]

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]88low → 8None
Shulker30–45shulkerhigh shell: 1 (50% nonzero chance per roll)shulker shell: 1 (50% nonzero chance per roll)shulker shell: 2 (50% nonzero chance per roll)3030 → 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

NoneNoneNone8
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)2020

Skeleton Horse

Usual dimension levels: 1–30
Health (HP): Vanilla 15; our low → 35

2high 15 → 2.8Bow:15
Melee variableattribute, low → high: None

Drops (highno ×1.35)

SkeletonLooting): Horse1–30bone: 0/1/2 (66.7% nonzero chance per roll)bone:

Same 0/1/2drops for vanilla, our low level and our high level.

Slime

Usual dimension levels: 1–30
Health (66.7%HP): nonzeroVanilla chance1/4/16; perour roll)

bone: 0/1/2 (66.7% nonzero chance per roll)1515low → 15None
Slime1–30high 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)1/4/161/4/16

Sniffer

Usual dimension levels: 1–30
Health (HP): Vanilla 14; our low → 1.75/7/28

Size-dependent; high melee ×1.40 (effective hit requires verification)Small/medium/large; spawn size overrides supplier attributes
Sniffer1–30NoneNoneNone1414 → 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)

snowball:

Same 0/1/2/3/4/5/6/7/8/9/10/11/12/13/14/15drops for vanilla, our low level and our high level.

Spider

Usual dimension levels: 1–30
Health (93.8%HP): nonzeroVanilla chance16; perour roll)

snowball: 0/1/2/3/4/5/6/7/8/9/10/11/12/13/14/15 (93.8% nonzero chance per roll)44low → 4—Snowball:high usually16 0;→ 328
Melee againstattribute, blazeslow (special→ attackhigh: boost2 unverified)
Spider1–30→ 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)1616

Squid

Usual dimension levels: 1–30
Health (HP): Vanilla 10; our low → 28

2high 10 → 2.8
Squid1–3010
Melee attribute, low → high: None

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

ink

Same sac:drops 1/2/3for vanilla, our low level and our high level.

Stray

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance20; perour roll)

ink sac: 1/2/3 (100% nonzero chance per roll)1010low → 10None
Stray1–30high 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)20

Strider

Usual dimension levels: 15–35
Health (HP): Vanilla 20; our low → high 20 → 35

220
Melee attribute, low → 2.8
Bowhigh: + slowness: variableNone

Drops (projectileno highLooting): ×1.35)

Strider15–35string: 2/3/4/5 (100% nonzero chance per roll)string:

Same 2/3/4/5drops (100%for nonzerovanilla, chanceour perlow roll)

string:level 2/3/4/5and (100%our nonzerohigh chance per roll)2020 → 20None
level.

Sulfur Cube

Usual dimension levels: 1–30

NoneNoneNone
Health (HP): Vanilla 4 × size
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

NoneNoneNone6
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

leather: 0/1/2
Health (66.7%HP): nonzeroVanilla chance15–30; perour roll)
leather:low 0/1/2→ (66.7%high nonzero chance per roll)leather: 0/1/2 (66.7% nonzero chance per roll)15–3015–30 → 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)

tropical

Same fish:drops 1for vanilla, our low level and our high level.

Turtle

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance30; perour roll); bone meal: 1 (5% nonzero chance per roll)

tropical fish: 1 (100% nonzero chance per roll); bone meal: 1 (5% nonzero chance per roll)33low → 3high 30 → 30
Melee attribute, low → high: None
Turtle1–30

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

seagrass:

Same 0/1/2drops for vanilla, our low level and our high level.

Vex

Usual dimension levels: 1–30
Health (66.7%HP): nonzeroVanilla chance14; perour roll); bowl: 1 (100% nonzero chance per roll; conditional)

seagrass: 0/1/2 (66.7% nonzero chance per roll); bowl: 1 (100% nonzero chance per roll; conditional)3030low → 30None
Vex1–30NoneNoneNone14high 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

NoneNoneNone20
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)2424

Wandering Trader

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → 42

5high → 7Held weapon damage is additional to attribute shown
Wandering Trader1–30NoneNoneNone2020 → 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

sculk catalyst: 1
Health (100%HP): nonzeroVanilla chance500; perour roll)
sculklow catalyst:→ 1high (100% nonzero chance per roll)sculk catalyst: 2 (100% nonzero chance per roll)500500 → 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)2626

Wither

Usual dimension levels: 45–50
Health (HP): Vanilla 300; our low → 45.5

high 300 → 525
Melee attribute, low → high: 2 → 2.8
Potions/effects:

Attack variable;/ attributevariant multipliernotes: doesSkulls/explosion/Wither noteffect: establishvaries; potionprojectile damage

Wither45–50high ×1.35 where boosted

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

nether

Same star:drops 1for vanilla, our low level and our high level.

Wither Skeleton

Usual dimension levels: 15–35
Health (codedHP): specialVanilla drop;20; LMour multiplication requires live verification)

nether star: 1 (coded special drop; LM multiplication requires live verification)300300low → 525high 20 → 35
Melee attribute, low → high: 2 → 2.8
Skulls/explosion/Wither

Attack effect:/ varies;variant projectilenotes: highHeld ×1.35weapon wheredamage boosted

Witheris Skeleton15–35additional 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)2020

Wolf

Usual dimension levels: 1–30
Health (HP): Vanilla 8; our low → 35

2high → 2.8Held weapon damage is additional to attribute shown
Wolf1–30NoneNoneNone88 → 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)4040

Zombie

Usual dimension levels: 1–30
Health (HP): Vanilla 20; our low → 70

6high 20 → 8.4Attribute35
Melee shown;attribute, randomizedlow melee
Zombie1–30→ 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)2020

Zombie Horse

Usual dimension levels: 1–30
Health (HP): Vanilla 25; our low → 35

3high 25 → 4.2
Zombie25
Melee Horse
1–30attribute, low → high: None

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

rotten

Same flesh:drops 2/3for vanilla, our low level and our high level.

Zombie Nautilus

Usual dimension levels: 1–30
Health (100%HP): nonzeroVanilla chance15; perour roll)

rotten flesh: 2/3 (100% nonzero chance per roll)2525low → 25None
Zombiehigh Nautilus1–3015 → 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)

rotten

Same flesh:drops 0/1/2/3for vanilla, our low level and our high level.

Zombie Villager

Usual dimension levels: 1–30
Health (75%HP): nonzeroVanilla chance20; perour roll; player kill)

rotten flesh: 0/1/2/3 (75% nonzero chance per roll; player kill)1515low → 15high 20 → 35
Melee attribute, low → high: 3 → 3
Melee4.2
  • Vanilla attributedrops: is not evidence of an autonomous attack; rider attacks separate
Zombie Villager1–30rotten 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)20

Zombified Piglin

Usual dimension levels: 15–30
Health (HP): Vanilla 20; our low → high 20 → 35

3
Melee attribute, low → 4.2
Zombifiedhigh: Piglin15–305 → 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)2020 → 355 → 7Held weapon damage is additional to attribute shown