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LevelledMobs — Every Mob

Accuracy and live-server status

This guide uses a downloaded server snapshot. Its loot chances are calculated from the matching client/server 26.2 loot tables; the saved plugin code and settings have been inspected. These are not a guarantee that the live server is identical, and the health, combat and loot examples have not all been tested in game.

Wither Skeleton skull correction: the downloaded LevelledMobs b159 code allows skull multiplication with the saved head setting set to false. At the maximum level bonus, a successful skull drop can become two. This is consistent with the player report.

Requested change, not yet live: a Wither-skull-only cap is prepared, but has not been uploaded, loaded or tested on the live server. Once activated and verified, it will limit Wither Skeleton death drops to zero or one skull. Looting will still improve the normal skull-drop chance: 2.5% without Looting; 3.5%, 4.5% and 5.5% with Looting I, II and III. Other mob heads are not included in that cap.

Using a Looting III sword?

Open the Looting III section under a mob to compare its drop chances and see how much you could get. For example, a Wither Skeleton skull goes from 2.5% without Looting to 5.5% with Looting III. That is roughly 5 or 6 skull drops per 100 qualifying kills on average, not a guarantee.

The mob-level bonus changes eligible stack sizes, not the drop chance. Special drops may require a particular variant or situation; those conditions are marked. Some special loot remains uncalculated rather than giving a misleading rate.

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. The mob-level bonus does not improve drop chance. Looting can improve the amount and, for some items, the chance too.
  • 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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Blaze rod
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • blaze rod: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Arrow
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Bone
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Tipped arrow
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • arrow: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • bone: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • tipped arrow: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Breeze rod
    Chance: 100% → 100%
    Amount with Looting III: Up to 8 at low mob level; up to 12 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • breeze rod: 1 or 2 at low level; 2 or 3 at high level. A player must defeat the mob.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • rotten flesh: 2 or 3 possible.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • String
    Chance: 66.67% → 66.67%
    Amount with Looting III: Up to 2 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • string: 0, 1 or 2 possible. Not guaranteed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • String
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Spider eye
    Chance: 33.33% → 88.89%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • string: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • spider eye: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob.

The low-level amounts are the same as ordinary Minecraft.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Feather
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.
  • Chicken
    Chance: 100% → 100%
    Amount with Looting III: Up to 4 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • feather: 0, 1 or 2 possible. Not guaranteed.
  • chicken: 1 possible. Extra conditions apply. The item can change depending on how the mob dies.

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, 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Cod
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.
  • Bone meal
    Chance: 5% → 5%
    Amount with Looting III: Up to 1 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • cod: 1 possible. Extra conditions apply. The item can change depending on how the mob dies.
  • bone meal: 1 possible. Not guaranteed.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Copper ingot
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at low mob level; up to 9 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • copper ingot: 1, 2 or 3 at low level; 2, 3 or 5 at high level.

The low-level amounts are the same as ordinary Minecraft.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Leather
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.
  • Beef
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • leather: 0, 1 or 2 possible. Not guaranteed.
  • beef: 1, 2 or 3 possible. Extra conditions apply. The item can change depending on how the mob dies.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Gunpowder
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.

Special loot such as discs, wool colours or extra fish is not included in these calculated rates. Its extra conditions still apply.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • gunpowder: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • creeper drop music discs [conditional table/tag] — special drop; extra conditions apply.

The low-level amounts are the same as ordinary Minecraft.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Cod
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • cod: 0 or 1 possible. Extra conditions apply. The item can change depending on how the mob dies. Not guaranteed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Leather
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • leather: 0, 1 or 2 possible. Not guaranteed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Copper ingot
    Chance: 11% → 17%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • rotten flesh: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • copper ingot: 1 at low level; 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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, prismarine crystals, wet sponge, 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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Prismarine shard
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Cod
    Chance: 50% → 50%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
  • Prismarine crystals
    Chance: 33.33% → 33.33%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
  • Wet sponge
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.
  • Tide armor trim smithing template
    Chance: 20% → 20%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.

Special loot such as discs, wool colours or extra fish is not included in these calculated rates. Its extra conditions still apply.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • prismarine shard: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • cod: 1 at low level; 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. The item can change depending on how the mob dies. This item is not guaranteed.
  • prismarine crystals: 1 at low level; 2 at high level. This item is not guaranteed.
  • wet sponge: 1 at low level; 2 at high level. A player must defeat the mob.
  • loot table [conditional table/tag] — special drop; extra conditions apply.
  • tide armor trim smithing template: 1 at low level; 2 at high level. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Ender pearl
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • ender pearl: 0 or 1 at low level; 0 or 2 at high level. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Totem of undying
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.
  • Emerald
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • totem of undying: 1 at both low and high levels.
  • emerald: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Ghast tear
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
  • Gunpowder
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Music disc tears
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.
    Only in the required variant or situation; these chances apply when that condition is met. A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • ghast tear: 0 or 1 at low level; 0 or 2 at high level. This item is not guaranteed.
  • gunpowder: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • music disc tears: 1 at both low and high levels. A player must defeat the mob. Other conditions or extra loot rolls apply; this is not a guaranteed reward.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Glow ink sac
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • glow ink sac: 1, 2 or 3 possible.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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, 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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Prismarine shard
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Cod
    Chance: 40% → 40%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
  • Prismarine crystals
    Chance: 40% → 40%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.

Special loot such as discs, wool colours or extra fish is not included in these calculated rates. Its extra conditions still apply.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • prismarine shard: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • cod: 1 at low level; 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. The item can change depending on how the mob dies. This item is not guaranteed.
  • prismarine crystals: 1 at low level; 2 at high level. This item is not guaranteed.
  • loot table [conditional table/tag] — special drop; extra conditions apply.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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, leather. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Porkchop
    Chance: 100% → 100%
    Amount with Looting III: Up to 7 at low mob level; up to 11 at high mob level.
  • Leather
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • porkchop: 2, 3 or 4 at low level; 3, 5 or 6 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. The item can change depending on how the mob dies.
  • leather: 0 or 1 at low level; 0 or 2 at high level. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Leather
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • leather: 0, 1 or 2 possible. Not guaranteed.

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, iron ingot, carrot, potato. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Rabbit foot
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    Only in the required variant or situation; these chances apply when that condition is met.
  • Iron ingot
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.
  • Carrot
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.
  • Potato
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • rotten flesh: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • rabbit foot: 0 or 1 at low level; 0 or 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. This item is not guaranteed.
  • iron ingot: 1 at low level; 2 at high level. A player must defeat the mob. This item is not guaranteed.
  • carrot: 1 at low level; 2 at high level. A player must defeat the mob. This item is not guaranteed.
  • potato: 1 at low level; 2 at high level. A player must defeat the mob. Other conditions or extra loot rolls apply; this is not a guaranteed reward. The item can change depending on how the mob dies. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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)

Ordinary loot: None listed.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Poppy
    Chance: 66.67% → 66.67%
    Amount with Looting III: Up to 2 at low mob level; up to 3 at high mob level.
  • Iron ingot
    Chance: 100% → 100%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • poppy: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • iron ingot: 3, 4 or 5 at low level; 5, 6 or 8 at high level.

The low-level amounts are the same as ordinary Minecraft.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Leather
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot: These amounts stay the same at low and high levels.

  • leather: 0, 1 or 2 possible. Not guaranteed.

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, 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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Magma cream
    Chance: 25% → 87.5%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    Only in the required variant or situation; these chances apply when that condition is met.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • magma cream: 0 or 1 at low level; 0 or 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. This item is not guaranteed.
  • pearlescent froglight: 1 at low level; 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. This item is not guaranteed.
  • verdant froglight: 1 at low level; 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. This item is not guaranteed.
  • ochre froglight: 1 at low level; 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Leather
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.
  • Beef
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • leather: 0, 1 or 2 possible. Not guaranteed.
  • beef: 1, 2 or 3 possible. Extra conditions apply. The item can change depending on how the mob dies.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Leather
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • leather: 0, 1 or 2 possible. Not guaranteed.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Nautilus shell
    Chance: 5% → 8%
    Amount with Looting III: Up to 1 at both low and high mob levels.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • nautilus shell: 1 possible. A player must defeat the mob. Not guaranteed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Bamboo
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • bamboo: 1 possible.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Arrow
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Bone
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Tipped arrow
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • arrow: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • bone: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • tipped arrow: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Feather
    Chance: 100% → 100%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • feather: 1 or 2 possible.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Phantom membrane
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • phantom membrane: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Porkchop
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • porkchop: 1, 2 or 3 possible. Extra conditions apply. The item can change depending on how the mob dies.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Ominous bottle
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    Only in the required variant or situation; these chances apply when that condition is met.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • ominous bottle: 1 at low level; 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward.

The low-level amounts are the same as ordinary Minecraft.

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, 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Cod
    Chance: 50% → 70.83%
    Amount with Looting III: Up to 5 at both low and high mob levels.
  • Salmon
    Chance: 16.67% → 23.61%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • cod: 0, 1 or 2 possible. Extra conditions apply. The item can change depending on how the mob dies. Not guaranteed.
  • salmon: 0, 1 or 2 possible. Extra conditions apply. The item can change depending on how the mob dies. Not guaranteed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Pufferfish
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.
  • Bone meal
    Chance: 5% → 5%
    Amount with Looting III: Up to 1 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • pufferfish: 1 possible.
  • bone meal: 1 possible. Not guaranteed.

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, rabbit 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rabbit hide
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at both low and high mob levels.
  • Rabbit
    Chance: 100% → 100%
    Amount with Looting III: Up to 4 at both low and high mob levels.
  • Rabbit foot
    Chance: 10% → 19%
    Amount with Looting III: Up to 1 at both low and high mob levels.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • rabbit hide: 0 or 1 possible. Not guaranteed.
  • rabbit: 1 possible. Extra conditions apply. The item can change depending on how the mob dies.
  • rabbit foot: 1 possible. A player must defeat the mob. Not guaranteed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Saddle
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • saddle: 1 possible.

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, 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Salmon
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.
  • Bone meal
    Chance: 5% → 5%
    Amount with Looting III: Up to 1 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • salmon: 1 possible. Extra conditions apply. The item can change depending on how the mob dies.
  • bone meal: 1 possible. Not guaranteed.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Mutton
    Chance: 100% → 100%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Special loot such as discs, wool colours or extra fish is not included in these calculated rates. Its extra conditions still apply.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • mutton: 1 or 2 possible. Extra conditions apply. The item can change depending on how the mob dies.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.
  • loot table [conditional table/tag]: Special drop; extra conditions apply.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Shulker shell
    Chance: 50% → 68.75%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • shulker shell: 1 at low level; 2 at high level. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Arrow
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Bone
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • arrow: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • bone: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Bone
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • bone: 0, 1 or 2 possible. Not guaranteed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Slime ball
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
    Only in the required variant or situation; these chances apply when that condition is met.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • slime ball: 0, 1 or 2 at low level; 0, 2 or 3 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. This item is not guaranteed.
  • slime ball: 1 at low level; 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Snowball
    Chance: 93.75% → 93.75%
    Amount with Looting III: Up to 15 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot: These amounts stay the same at low and high levels.

  • snowball: 0–15 possible. Not guaranteed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • String
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Spider eye
    Chance: 33.33% → 88.89%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • string: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • spider eye: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob.

The low-level amounts are the same as ordinary Minecraft.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Ink sac
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • ink sac: 1, 2 or 3 possible.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Arrow
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Bone
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Tipped arrow
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • arrow: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • bone: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • tipped arrow: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • String
    Chance: 100% → 100%
    Amount with Looting III: Up to 8 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • string: 2–5 possible.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Leather
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot: These amounts stay the same at low and high levels.

  • leather: 0, 1 or 2 possible. Not guaranteed.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Tropical fish
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.
  • Bone meal
    Chance: 5% → 5%
    Amount with Looting III: Up to 1 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • tropical fish: 1 possible.
  • bone meal: 1 possible. Not guaranteed.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Seagrass
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at both low and high mob levels.
  • Bowl
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.
    Only in the required variant or situation; these chances apply when that condition is met.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • seagrass: 0, 1 or 2 possible. Not guaranteed.
  • bowl: 1 possible. Extra conditions apply.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Emerald
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • emerald: 0 or 1 at low level; 0 or 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Sculk catalyst
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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)

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • sculk catalyst: 1 at low level; 2 at high level.

The low-level amounts are the same as ordinary Minecraft.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Glowstone dust
    Chance: 17.87% → 24.64%
    Amount with Looting III: Up to 15 at low mob level; up to 24 at high mob level.
    This includes the several loot rolls that one kill can make.
  • Sugar
    Chance: 17.87% → 24.64%
    Amount with Looting III: Up to 15 at low mob level; up to 24 at high mob level.
    This includes the several loot rolls that one kill can make.
  • Spider eye
    Chance: 17.87% → 24.64%
    Amount with Looting III: Up to 15 at low mob level; up to 24 at high mob level.
    This includes the several loot rolls that one kill can make.
  • Glass bottle
    Chance: 17.87% → 24.64%
    Amount with Looting III: Up to 15 at low mob level; up to 24 at high mob level.
    This includes the several loot rolls that one kill can make.
  • Gunpowder
    Chance: 17.87% → 24.64%
    Amount with Looting III: Up to 15 at low mob level; up to 24 at high mob level.
    This includes the several loot rolls that one kill can make.
  • Stick
    Chance: 33.49% → 44.91%
    Amount with Looting III: Up to 15 at low mob level; up to 24 at high mob level.
    This includes the several loot rolls that one kill can make.
  • Redstone
    Chance: 100% → 100%
    Amount with Looting III: Up to 11 at low mob level; up to 17 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • glowstone dust: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • sugar: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • spider eye: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • glass bottle: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • gunpowder: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • stick: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • redstone: 4–8 at low level; 6, 8, 9, 11 or 12 at high level.

The low-level amounts are the same as ordinary Minecraft.

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. 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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Possible loot: These amounts stay the same at low and high levels.

  • nether star: 1 possible.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Coal
    Chance: 33.33% → 88.89%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
  • Bone
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Wither skeleton skull
    Chance: 2.5% → 5.5%
    Amount with Looting III:III, Upbefore the pending cap: up to 1 at both low and high mob levels.level; up to 2 at maximum mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • coal: 0 or 1 at low level; 0 or 2 at high level.
  • bone: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • wither skeleton skull: If the skull drops, 1 at both low andlevel; highup levels.to 2 at maximum level in the downloaded snapshot. The one-skull cap is pending live deployment. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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.

Looting III: No ordinary loot-table drops to increase are listed here. Special actions and code-driven rewards are separate.

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

Ordinary loot: None listed.

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. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at low mob level; up to 9 at high mob level.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • rotten flesh: 1, 2 or 3 at low level; 2, 3 or 5 at high level.

The low-level amounts are the same as ordinary Minecraft.

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, iron ingot, carrot, potato, music disc lava chicken. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Red mushroom
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
    Only in the required variant or situation; these chances apply when that condition is met.
  • Iron ingot
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.
  • Carrot
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.
  • Potato
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.
  • Music disc lava chicken
    Chance: 100% → 100%
    Amount with Looting III: Up to 1 at both low and high mob levels.
    A player must defeat the mob. Only in the required variant or situation; these chances apply when that condition is met.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • rotten flesh: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • red mushroom: 0 or 1 at low level; 0 or 2 at high level. Other conditions or extra loot rolls apply; this is not a guaranteed reward. This item is not guaranteed.
  • iron ingot: 1 at low level; 2 at high level. A player must defeat the mob. This item is not guaranteed.
  • carrot: 1 at low level; 2 at high level. A player must defeat the mob. This item is not guaranteed.
  • potato: 1 at low level; 2 at high level. A player must defeat the mob. Other conditions or extra loot rolls apply; this is not a guaranteed reward. The item can change depending on how the mob dies. This item is not guaranteed.
  • music disc lava chicken: 1 at both low and high levels. A player must defeat the mob. Other conditions or extra loot rolls apply; this is not a guaranteed reward.

The low-level amounts are the same as ordinary Minecraft.

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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 100% → 100%
    Amount with Looting III: Up to 6 at both low and high mob levels.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • rotten flesh: 2 or 3 possible.

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. 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.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 75% → 95.83%
    Amount with Looting III: Up to 6 at both low and high mob levels.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot: These amounts stay the same at low and high levels.

  • rotten flesh: 0–3 possible. A player must defeat the mob. Not guaranteed.

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, carrot, potato. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 66.67% → 94.44%
    Amount with Looting III: Up to 5 at low mob level; up to 8 at high mob level.
  • Iron ingot
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.
  • Carrot
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.
  • Potato
    Chance: 0.83% → 1.83%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • rotten flesh: 0, 1 or 2 at low level; 0, 2 or 3 at high level. This item is not guaranteed.
  • iron ingot: 1 at low level; 2 at high level. A player must defeat the mob. This item is not guaranteed.
  • carrot: 1 at low level; 2 at high level. A player must defeat the mob. This item is not guaranteed.
  • potato: 1 at low level; 2 at high level. A player must defeat the mob. Other conditions or extra loot rolls apply; this is not a guaranteed reward. The item can change depending on how the mob dies. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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. Some drops need special conditions; none of this is a promise for every kill.
  • Higher levels: It has more health at higher levels. Higher levels can give bigger stacks of some items, but do not make those items more likely to drop.
Looting III: drop chances and possible amounts

Chance means getting at least one of that item from one qualifying kill. Up to is the best possible amount, not what you normally get. Without Looting → Looting III:

  • Rotten flesh
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
  • Gold nugget
    Chance: 50% → 91.67%
    Amount with Looting III: Up to 4 at low mob level; up to 6 at high mob level.
  • Gold ingot
    Chance: 2.5% → 5.5%
    Amount with Looting III: Up to 1 at low mob level; up to 2 at high mob level.
    A player must defeat the mob.

Calculated from the supplied 26.2 loot tables and saved LevelledMobs rules, not tested live. Adult mobs in their usual habitat; excludes equipment and other-plugin changes. Farm limits can remove the extra level bonus.

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

Possible loot (without Looting): Getting nothing is possible where 0 is listed. Special conditions still apply.

  • rotten flesh: 0 or 1 at low level; 0 or 2 at high level. This item is not guaranteed.
  • gold nugget: 0 or 1 at low level; 0 or 2 at high level. This item is not guaranteed.
  • gold ingot: 1 at low level; 2 at high level. A player must defeat the mob. This item is not guaranteed.

The low-level amounts are the same as ordinary Minecraft.

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/In the downloaded b159 snapshot, heads/skulls arecan notbe multiplied;multiplied because the saved head setting is false; the requested Wither-skull-only cap is pending live deployment; 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.