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.
Current head/skull setting (17 September 2026): the server owner confirms that mobs-multiply-head-drops: true has been applied and LevelledMobs reloaded or the server restarted. In the inspected b159 code, this prevents LevelledMobs from multiplying all head/skull drops, not only Wither Skeleton skulls. The previous saved false setting allowed multiplication; that snapshot no longer represents this setting. Live drop behaviour has not yet been independently tested.
What this means for players: a normal qualifying Wither Skeleton kill can drop either no skull or one skull; higher mob levels should no longer turn that skull into two through LevelledMobs. Looting improves the chance, not the skull amount: 2.5% without Looting; 3.5%, 4.5% and 5.5% with Looting I, II and III. Coal and bone level bonuses are unchanged. This is a temporary all-heads/skulls multiplier exclusion, not an absolute cap against other plugins adding drops. No separate Wither-skull-only script has been deployed.
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
Reading the hearts:
× 10 means ten hearts, not ten HP. One heart = 2 HP. Low → high compares the lowest and highest listed mob levels. Numbers stay visible for fractional health and bosses; icons are illustrations, not danger ratings. Use the existing Page Navigation sidebar to find a mob.
- 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
Health:
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- ⚔ Watch out: Its listed attack number does not mean it attacks on its own.
- 🎁 Possible 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
Health:
× 6![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 3![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: It can sting and poison you.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: Watch out for fireballs and burning.
- 🎁 Possible 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
Health
Low level:
× 8 → High level:
× 14
- ⚔ Watch out: It shoots arrows that can poison you.
- 🎁 Possible 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
Health
Low level:
× 15 → High level:
× 26.25
- ⚔ Watch out: Its wind attacks can knock you back.
- 🎁 Possible 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
Health:
× 16![]()
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- ⚔ Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
- 🎁 Possible 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
Health:
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- ⚔ Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 6 → High level:
× 10.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 2![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 1.5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 6 → High level:
× 10.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 0.5 → High level:
× 0.88
- ⚔ Watch out: Its linked heart makes it different from an ordinary fight. More hearts do not tell the whole story.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: Watch out for its explosion! How close you are matters.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7.5–15
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 40 → High level:
× 70
- ⚔ Watch out: Its beam attack is separate from the close-up attack numbers.
- 🎁 Possible 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
Health
Low level:
× 100 → High level:
× 175
- ⚔ Watch out: Its body, fireballs and breath can hurt you.
- 🎁 Possible 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
Health
Low level:
× 20.34 / 24.28 / 26.66 → High level:
× 30
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 4.07 → High level:
× 6
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 12 → High level:
× 21
- ⚔ Watch out: Watch out for its fangs and the vex it summons.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 5 → High level:
× 8.75
- ⚔ Watch out: Watch out for fireballs and explosions.
- 🎁 Possible 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
Health
Low level:
× 50 → High level:
× 87.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 15 → High level:
× 26.25
- ⚔ Watch out: Its beam attack is separate from the close-up attack numbers.
- 🎁 Possible 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
Health:
× 10![]()
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- ⚔ Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
- 🎁 Possible 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
Health
Low level:
× 20 → High level:
× 35
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7.5–15
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 16 → High level:
× 28
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 50 → High level:
× 87.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7.5–15
- ⚔ Watch out: Its spit is a separate attack.
- 🎁 Possible 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
Health
Low level:
× 0.5/2/8 → High level:
× 0.88/3.5/14
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7.5–15
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7.5![]()
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- ⚔ Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 10![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 8 → High level:
× 14
- ⚔ Watch out: It shoots arrows that can give you Weakness.
- 🎁 Possible 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
Health:
× 3![]()
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- ⚔ Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 8 → High level:
× 14
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 25 → High level:
× 43.75
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 12 → High level:
× 21
- ⚔ Watch out: It shoots a crossbow.
- 🎁 Possible 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
Health:
× 15![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 1.5![]()
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- ⚔ Watch out: Touching it when it puffs up can hurt and poison you.
- 🎁 Possible 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
Health:
× 1.5![]()
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- ⚔ Watch out: An ordinary rabbit does not attack you. The killer variant is different.
- 🎁 Possible 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
Health
Low level:
× 50 → High level:
× 87.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 1.5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 4![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 15 → High level:
× 26.25
- ⚔ Watch out: Its flying shots hurt and can make you float.
- 🎁 Possible 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
Health
Low level:
× 4.07 → High level:
× 6
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: It shoots a bow.
- 🎁 Possible 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
Health:
× 7.5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 0.5/2/8 → High level:
× 0.88/3.5/14
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 2![]()
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- ⚔ Watch out: Its snowballs usually do no damage, but can hurt blazes.
- 🎁 Possible 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
Health
Low level:
× 8 → High level:
× 14
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 10![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 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.
- 🎁 Possible 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
Health:
× 3![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7.5–15
- ⚔ Watch out: Its spit is a separate attack.
- 🎁 Possible 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
Health:
× 1.5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 15![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 7 → High level:
× 12.25
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 10![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 12 → High level:
× 21
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 10![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 250 → High level:
× 437.5
- ⚔ Watch out: Its close-up attacks and sonic boom are different attacks. Both need care.
- 🎁 Possible 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
Health
Low level:
× 13 → High level:
× 22.75
- ⚔ Watch out: Its potions and effects are the danger; the close-up attack number is not a potion damage score.
- 🎁 Possible 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
Health
Low level:
× 150 → High level:
× 262.5
- ⚔ Watch out: Watch out for flying skulls, explosions and the Wither effect.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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: up to 1 skull at any mob level under the current head/skull setting.
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 any mob level under the current head/skull setting. A player must defeat the mob. This item is not guaranteed.
The low-level amounts are the same as ordinary Minecraft.
Wolf
Health:
× 4![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 20 → High level:
× 35
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 12.5![]()
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- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health:
× 7.5![]()
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- ⚔ Watch out: A rider can attack separately. The close-up attack number does not mean the mount attacks on its own.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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
Health
Low level:
× 10 → High level:
× 17.5
- ⚔ Watch out: An attack number alone cannot tell you how dangerous this mob is. Your armour, its weapons and any special attacks matter too.
- 🎁 Possible 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. The owner reports applying and reloading mobs-multiply-head-drops: true on 17 September 2026. In the inspected b159 code this excludes all heads/skulls from LevelledMobs quantity multiplication; other eligible drops keep their bonuses. This overrides the older downloaded snapshot setting of false. No separate Wither-skull-only cap is deployed. This setting does not prevent other plugins from adding skulls. Other multiplied quantities cap at the material stack limit; picked-up items are excluded.
Sources: plugins/LevelledMobs/rules.yml; customdrops.yml; settings.yml; installed LevelledMobs 4.5.3.2 b159 bytecode; versions/26.2/paper-26.2.jar DefaultAttributes and entity attribute factory bytecode; bluemap/minecraft-client-26.2.jar entity loot tables. Snapshot 17 September 2026.
Artwork: Minecraft textures © Mojang / Microsoft. Mob illustrations rendered from Bedrock assets by IsaiahPapa’s Minecraft render pipeline, revision bde0e785e7d74d75e4e3a85f8b54c16b20b47620. Illustrations show representative appearances; variants can differ. Sheep, Tropical Fish, Witch and Illusioner use symbolic icons. These pictures do not determine the Java server statistics above.