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: Its listed attack number does not mean it 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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).rod. 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).arrow. 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).rod. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include string, spider
eye, player kill).eye. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include feather,
chicken, item state conditional).chicken. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include leather,
beef, item state conditional).beef. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include
cod, item state conditional).cod. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include rotten flesh, copper
ingot, player kill).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 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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).emerald. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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).tears. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include rotten flesh, rabbit foot,
conditional),iron ingot,player kill),carrot,potato, player kill, item state conditional).potato. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include leather,
beef, item state conditional).beef. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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).shell. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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).arrow. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include phantom
membrane, player kill).membrane. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include
porkchop, item state conditional).porkchop. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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).bottle. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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),rabbitfoot, player kill).foot. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include
mutton, item state conditional).mutton. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include slime
ball, conditional).ball. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include string, spider
eye, player kill).eye. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include arrow, bone, tipped
arrow, player kill).arrow. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include seagrass,
bowl, conditional).bowl. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include
emerald, player kill).emerald. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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).star. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include coal, bone, wither skeleton
skull, player kill).skull. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include rotten flesh, red mushroom,
conditional),iron ingot,player kill),carrot, potato,player kill, item state conditional),music disc lavachicken, player kill, conditional).chicken. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter 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).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 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include rotten flesh, iron ingot,
player kill),carrot,potato, player kill, item state conditional).potato. 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: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- Loot: Possible drops include rotten flesh, gold nugget, gold
ingot, player kill).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 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.