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LevelledMobs — Every Mob

A player-friendly mob guide

Find a mob below to learn about its hearts, attacks and loot. Use Ctrl+F to find its name. These are the saved server settings from 17 September 2026, not promises about every fight.

Start here

  • Hearts: more hearts usually means a mob takes longer to defeat. Half a heart is still part of its health.
  • Low → high: the first number is for the lowest level shown; the second is for the highest. Levels in between can have values in between.
  • Loot: the items listed are possible drops, not a reward you always get. Some need a player kill or other special conditions.
  • Higher levels: many mobs gain health, stronger attacks and bigger stacks of loot. Bigger stacks do not mean a better chance of getting the item.
  • Special cases: babies, spawners, bosses, equipment and other plugins can change what happens. Open the detailed reference if you need the exceptions.

Bonus item: some hostile mobs at levels 10–24 can drop one Contagion Sample when a player defeats them. It is uncommon (6% chance), and spawner mobs do not give this bonus.

Allay

  • Hearts: 10 hearts
  • Watch out: AIts rider can attack separately. The close-uplisted attack number does not mean the mountit attacks on its own.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 6 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 7 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 3 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: It can sting and poison you.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: Watch out for fireballs and burning.
  • Loot: Possible drops include blaze rod, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 8 hearts at low level → 14 hearts at high level
  • Watch out: It shoots arrows that can poison you.
  • Loot: Possible drops include arrow, bone, tipped arrow, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 15 hearts at low level → 26.25 hearts at high level
  • Watch out: Its wind attacks can knock you back.
  • Loot: Possible drops include breeze rod, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 16 hearts
  • Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 16 hearts
  • Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
  • Loot: Possible drops include rotten flesh. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include string. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 6 hearts at low level → 10.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include string, spider eye, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 2 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include feather, chicken, item state conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 1.5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include cod, item state conditional), bone meal. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 6 hearts at low level → 10.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include copper ingot. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include leather, beef, item state conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 0.5 hearts at low level → 0.88 hearts at high level
  • Watch out: Its linked heart makes it different from an ordinary fight. More hearts do not tell the whole story.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: Watch out for its explosion! How close you are matters.
  • Loot: Possible drops include gunpowder. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include cod, item state conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 7.5–15 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include leather. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include rotten flesh, copper ingot, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 40 hearts at low level → 70 hearts at high level
  • Watch out: Its beam attack is separate from the close-up attack numbers.
  • Loot: Possible drops include prismarine shard, cod, item state conditional), prismarine crystals, wet sponge, player kill), tide armor trim smithing template. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 100 hearts at low level → 175 hearts at high level
  • Watch out: Its body, fireballs and breath can hurt you.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 20.34 / 24.28 / 26.66 hearts at low level → 30 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include ender pearl. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 4.07 hearts at low level → 6 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 12 hearts at low level → 21 hearts at high level
  • Watch out: Watch out for its fangs and the vex it summons.
  • Loot: Possible drops include totem of undying, emerald, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 5 hearts at low level → 8.75 hearts at high level
  • Watch out: Watch out for fireballs and explosions.
  • Loot: Possible drops include ghast tear, gunpowder, music disc tears, conditional, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 50 hearts at low level → 87.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include glow ink sac. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 15 hearts at low level → 26.25 hearts at high level
  • Watch out: Its beam attack is separate from the close-up attack numbers.
  • Loot: Possible drops include prismarine shard, cod, item state conditional), prismarine crystals. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 10 hearts
  • Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 20 hearts at low level → 35 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include porkchop, item state conditional), leather. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 7.5–15 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include leather. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include rotten flesh, rabbit foot, conditional), iron ingot, player kill), carrot, potato, player kill, item state conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 16 hearts at low level → 28 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 50 hearts at low level → 87.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include poppy, iron ingot. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 7.5–15 hearts
  • Watch out: Its spit is a separate attack.
  • Loot: Possible drops include leather. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 0.5/2/8 hearts at low level → 0.88/3.5/14 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include magma cream, conditional), pearlescent froglight, verdant froglight, ochre froglight. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include leather, beef, item state conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 7.5–15 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include leather. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 7.5 hearts
  • Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
  • Loot: Possible drops include nautilus shell, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 10 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include bamboo. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 8 hearts at low level → 14 hearts at high level
  • Watch out: It shoots arrows that can give you Weakness.
  • Loot: Possible drops include arrow, bone, tipped arrow, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 3 hearts
  • Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
  • Loot: Possible drops include feather. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include phantom membrane, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include porkchop, item state conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 8 hearts at low level → 14 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 25 hearts at low level → 43.75 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 12 hearts at low level → 21 hearts at high level
  • Watch out: It shoots a crossbow.
  • Loot: Possible drops include ominous bottle, conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 15 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include cod, item state conditional), salmon. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 1.5 hearts
  • Watch out: Touching it when it puffs up can hurt and poison you.
  • Loot: Possible drops include pufferfish, bone meal. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 1.5 hearts
  • Watch out: An ordinary rabbit does not attack you. The killer variant is different.
  • Loot: Possible drops include rabbit hide, rabbit, item state conditional), rabbit foot, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 50 hearts at low level → 87.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include saddle. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 1.5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include salmon, item state conditional), bone meal. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 4 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include mutton, item state conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 15 hearts at low level → 26.25 hearts at high level
  • Watch out: Its flying shots hurt and can make you float.
  • Loot: Possible drops include shulker shell. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 4.07 hearts at low level → 6 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: It shoots a bow.
  • Loot: Possible drops include arrow, bone. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 7.5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include bone. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 0.5/2/8 hearts at low level → 0.88/3.5/14 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include slime ball, conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 7 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 2 hearts
  • Watch out: Its snowballs usually do no damage, but can hurt blazes.
  • Loot: Possible drops include snowball. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 8 hearts at low level → 14 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include string, spider eye, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include ink sac. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include arrow, bone, tipped arrow, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 10 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include string. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About Changes with its size; see the detailed numbers below. at low level → Changes with its size; see the detailed numbers below. at high level
  • Watch out: Its size and explosions matter. There is no single close-up attack number.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 3 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 7.5–15 hearts
  • Watch out: Its spit is a separate attack.
  • Loot: Possible drops include leather. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 1.5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include tropical fish, bone meal. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 15 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include seagrass, bowl, conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 7 hearts at low level → 12.25 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 10 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 12 hearts at low level → 21 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include emerald, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 10 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 250 hearts at low level → 437.5 hearts at high level
  • Watch out: Its close-up attacks and sonic boom are different attacks. Both need care.
  • Loot: Possible drops include sculk catalyst. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 13 hearts at low level → 22.75 hearts at high level
  • Watch out: Its potions and effects are the danger; the close-up attack number is not a potion damage score.
  • Loot: Possible drops include glowstone dust, sugar, spider eye, glass bottle, gunpowder, stick, redstone. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 150 hearts at low level → 262.5 hearts at high level
  • Watch out: Watch out for flying skulls, explosions and the Wither effect.
  • Loot: Possible drops include nether star, LM multiplication requires live verification). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include coal, bone, wither skeleton skull, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 4 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: No ordinary loot-table drops are listed. Gifts, shearing and other special actions are not covered here.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 20 hearts at low level → 35 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include rotten flesh. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include rotten flesh, red mushroom, conditional), iron ingot, player kill), carrot, potato, player kill, item state conditional), music disc lava chicken, player kill, conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: 12.5 hearts
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include rotten flesh. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: 7.5 hearts
  • Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
  • Loot: Possible drops include rotten flesh, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: The listed health stays the same from low to high level. The listed ordinary loot stays the same.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include rotten flesh, iron ingot, player kill), carrot, potato, player kill, item state conditional). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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

  • Hearts: About 10 hearts at low level → 17.5 hearts at high level
  • Watch out: TheAn detailedattack numbersnumber describealone close-upcannot attacks,tell notyou ahow dangerdangerous rating.this Weapons,mob armouris. Your armour, its weapons and any special attacks canmatter change the damage.too.
  • Loot: Possible drops include rotten flesh, gold nugget, gold ingot, player kill). Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Some listed loot amounts change at higher levels. Check the details for which items; their drop chance does not automatically increase.
Detailed numbers and exceptions for 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)

Advanced reference: how the numbers work

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.