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TheUndead are a group of mobs that share certain traits: they are [[ReviveKillsZombie healed by Potions of Harming and harmed by Potions of Healing]], the Wither will not attack them, [[SuperNotDrowningSkills they are immune to drowning]] and the Poison effect, and they'll [[WeakenedByTheLight catch fire and burn to death at daybreak]]. Undead mobs also [[WeaponOfXSlaying take extra damage from weapons enchanted with Smite]]. Most undead mobs burn in sunlight, and many can pick up and use items.

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TheUndead are a group of mobs that share certain traits: they are [[ReviveKillsZombie healed by Potions of Harming and harmed by Potions of Healing]], the Wither will not attack them, [[SuperNotDrowningSkills they are immune to drowning]] and the Poison effect, and they'll [[WeakenedByTheLight catch fire and burn to death at daybreak]]. Undead mobs also [[WeaponOfXSlaying take extra damage from weapons enchanted with Smite]]. Most undead mobs burn in sunlight, and many Many can also pick up and use items.
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* NiceJobBreakingItHero: If you value your life, don't give a Vindicator a name tag with the name "Johnny" on it.
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* WeaksauceWeakness: Its incredible hearing, while allowing it to catch players, can also easily be turned against it. And nothing makes a bigger racket to Wardens than ''bats'', whose flight and constant squeaking make them very difficult for a Warden to deal with. Unfortunately, no other mobs spawn in the Deep Dark biome that the Warden is native to, so getting a bat into the same area as one is more effort than it deserves.

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* LightningBruiser: Extremely strong, very tough, and frighteningly fast when it wants to be, easily chasing down and keeping up with the player in the trailer before it corners and kills them swiftly, punching through their netherite armor in just ''[[CurbstompBattle two]]'' blows.

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* LightningBruiser: Extremely strong, very ''stupidly'' tough, and frighteningly fast when it wants to be, easily chasing down and keeping up with the player in the trailer before it corners and kills them swiftly, punching through their netherite armor in just ''[[CurbstompBattle two]]'' blows.


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* RuleOfThree: It will appear after a Sculk Shrieker has been activated thrice.
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* DamageSpongeBoss: Specifically to discourage even ''trying'' to fight it: Wardens have 500 hit points, as much as the Wither and Ender Dragon ''combined''.

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* EyelessFace: There's no obvious features on the Warden's head beside a gaping mouth and a pair of antler-like growths. Since it has no eyes, it can't see, and navigates by hearing and smell.



* NonHumanUndead: It's classified as an undead enemy, but it only has a vaguely humanoid shape and clearly isn't human.



* ThrowingTheDistraction: The trailer shows the player throwing a snowball to activate some sculk blocks to lure the Warden away from them.
* TunnelKing: When summoned by a sculk shrieker, it will gradually pull itself out of the ground nearby, although it won't leave a tunnel behind. If nothing disturbs it for a minute, it will burrow back into the ground.
* WakeUpCallBoss: Not a boss exactly, but this thing is a tier and a half above everything in the Overworld. Only bringing the best they have will give the player a fighting chance, and even then taking it on in a fair fight is suicide.*

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* SoulEating: The glowing entities in the Warden's gaping ribcage are souls, implicitly those of beings that it has killed.
* StrongEnemiesLowRewards: Despite being one of the most powerful enemies in the game, killing the Warden doesn't drop anything besides a meagre amount of experience points. This is intentional, since the point of the Warden is to be avoided, not fought.
* ThrowingTheDistraction: The trailer shows the player throwing a snowball to activate some sculk blocks to lure the Warden away from them.
them. You can also shoot arrows to achieve the same effect. However, if you shoot or throw entities too quickly, the Warden won't be fooled and home in on the thrower instead.
* TunnelKing: When summoned by a sculk shrieker, it will gradually pull itself out of the ground nearby, although it won't leave a tunnel behind. If nothing disturbs it for a minute, it will burrow back into the ground.
ground (even bedrock). If you activate a sculk shrieker, but not enough to summon a Warden, you'll sometimes be able to hear rumbling underground, as a warning.
* WakeUpCallBoss: Not a boss exactly, but this thing is a tier and a half above everything in the Overworld. Only bringing the best they have will give the player a fighting chance, and even then taking it on in a fair fight is suicide.*

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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/warden_2.png]]

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[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/warden_2.png]]
org/pmwiki/pub/images/warden_minecraft.png]]



%%* DidYouJustPunchOutCthulhu: Though the devs heavily discourage this, someone sufficiently well-versed in technical Minecraft could definitely invoke this trope. Your best bet is to bombard these creatures with either a firework barrage or [[NuclearOption end crystals]], which are both [[StoryBreakerPower insanely explosive items that can out-damage even the warden itself]].
%%* DugTooDeep: It's only found in the deep dark biome, located directly next to/on the bedrock layer.

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%%* * DidYouJustPunchOutCthulhu: Though the devs heavily discourage this, someone sufficiently well-versed in technical Minecraft could definitely invoke this trope. Your best bet is to bombard these creatures with either a firework barrage or [[NuclearOption end crystals]], which are both [[StoryBreakerPower insanely explosive items that can out-damage even the warden itself]].
%%* * DugTooDeep: It's only found in the deep dark biome, located directly next to/on the bedrock layer.



%%* FasterThanTheyLook: Despite being a huge hulking monster, upon detecting the player, they will make a beeline towards them at speeds faster than an ''Enderman''.%%Needs citation.
* HumanoidAbomination: A hostile, grotesque monstrosity resembling a bulky, ogre-like humanoid with screaming faces in its chest, lurking in the darkest depths of the world.%%Visible in trailer.
* HeartbeatSoundtrack: When the Warden is nearby its heartbeat can be heard clearly, quickening if it becomes aware of a target.%%Audible in trailer.
%%* HopelessBossFight: Taking it on directly is supposed to be near-impossible even with endgame-level equipment -- it's intended to recreate the feeling of the first night later on in the game.%%Needs citation.

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%%* * FasterThanTheyLook: Despite being a huge hulking monster, upon detecting the player, they will make a beeline towards them at speeds faster than an ''Enderman''.%%Needs citation.
high speeds.
* FluffyTheTerrible: In the sixth episode of "The Secrets of Minecraft", it was jokingly revealed that the Warden's personal name was William, similar to how the Wither, Enderdragon, and Player all have personal names.
* HumanoidAbomination: A hostile, grotesque monstrosity resembling a bulky, ogre-like humanoid with screaming faces in its chest, lurking in the darkest depths of the world.%%Visible in trailer.
world.
* HeartbeatSoundtrack: When the Warden is nearby its heartbeat can be heard clearly, quickening if it becomes aware of a target.%%Audible in trailer.
%%*
target.
*
HopelessBossFight: Taking it on directly is supposed to be near-impossible even with endgame-level equipment due to its whopping 500 total health, surprisingly fast running, and high damage outputs -- it's intended to recreate the feeling of the first night later on in the game.%%Needs citation.



%%* RunOrDie: The Warden has been stated by the developers to not be a boss, and instead to be more like a force of nature that players have to hide from. You have effectively no chance of beating in a straight fight without some questionable explosive tactics, so you instead distract it if you don't know, which is most of the player base.%%Needs non-Word of God citation.

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%%* * RunOrDie: The Warden has been stated by the developers to not be a boss, and instead to be more like a force of nature that players have to hide from. You have effectively no chance of beating in a straight fight without some questionable explosive tactics, so you instead distract it if you don't know, which is most of the player base.%%Needs non-Word of God citation.



%%* WakeUpCallBoss: Not a boss exactly, but this thing is a tier and a half above everything in the Overworld. Only bringing the best they have will give the player a fighting chance, and even then taking it on in a fair fight is suicide.%%Needs citation.
%%* WeakenedByTheLight: The Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.%%Needs non-Word of God citation.

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%%* * WakeUpCallBoss: Not a boss exactly, but this thing is a tier and a half above everything in the Overworld. Only bringing the best they have will give the player a fighting chance, and even then taking it on in a fair fight is suicide.%%Needs citation.
%%* WeakenedByTheLight: The Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.%%Needs non-Word of God citation.
*

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The Warden is an undead mob.


!Illagers

[[folder:As a Whole]]
Illagers are a group of hostile former villagers who take up shelter in the distant Woodland Mansions, or nearby Pillager outposts. They're much tougher than regular hostile mobs, and have the ability to give players bad omens that will cause a raid to occur in the next village they visit.

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!Illagers

[[folder:As a Whole]]
Illagers are a group of hostile former villagers who take up shelter
[[folder:The Warden]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/warden_2.png]]

The Warden is an incredibly dangerous mob that can two shot the player even while in Netherite armor. It is located
in the distant Woodland Mansions, or nearby Pillager outposts. They're much tougher than regular hostile mobs, and have 'deep dark' underground biome. Although incredibly dangerous, it is also blind, only able to "see" using sculk blocks to detect the ability player's movement. As such, it can also be tricked using things to give players bad omens that will cause a raid to occur set them off in the next village they visit.other direction.



* AnimationBump: Wardens have very fluid and flexible animations compared to other mobs, which further distinguishes their alien nature.%%Visible in trailer.
* BioluminescenceIsCool: The patches in the middle of the Warden's chest glow in pulses, which is accompanied by a heartbeat sound. As it gets more agitated, they'll pulse more quickly to let the player know it's about to attack.
* BlindMistake: Wardens are completely blind and sense sounds to navigate, meaning players can take advantage of this and create noises elsewhere to distract them. Their reveal trailer shows a player throwing a snowball to lure one away from him.
* BlindWeaponmaster: The Warden may not be able to see you, but if it senses your movements, you better hope you can either take it down or get away from it before it catches up to you.
* BossInMookClothing: The most extreme example in the entire game. The Minecraft Live 2020 trailer shows them soaking up a lot of damage from the player, and even two-shotting them despite wearing ''[[InfinityPlusOneArmor Netherite]]'' armor. In fact, despite lacking a boss health bar, it has as much health as the Wither and the Ender Dragon ''combined''.
* BootstrappedTheme: "Fizz" from ''VideoGame/MinecraftDungeons'' has become more commonly associated as the Warden's theme thanks to its usage during the reveal footage at Minecraft Live 2020.
* DarkIsEvil: Not just its colour, but lights will dim as it approaches. It's also one of the toughest and most aggressive hostile mobs in the game.%%Visible in trailer.
%%* DidYouJustPunchOutCthulhu: Though the devs heavily discourage this, someone sufficiently well-versed in technical Minecraft could definitely invoke this trope. Your best bet is to bombard these creatures with either a firework barrage or [[NuclearOption end crystals]], which are both [[StoryBreakerPower insanely explosive items that can out-damage even the warden itself]].
%%* DugTooDeep: It's only found in the deep dark biome, located directly next to/on the bedrock layer.
* EarlyBirdCameo: Potentially ''eight years'' early. If you listen to the infamous [[https://www.youtube.com/watch?v=aLf9lfbI5Kg Music Disc -- 11]], you can hear sounds similar to that of what the Warden makes. (The developers [[WordOfGod have since confirmed]] that the Warden was indeed inspired by disc 11.)
* EvilIsBigger: One of the largest mobs in the Overworld ([[https://pbs.twimg.com/media/EjpO-qoXYAE-CET?format=jpg&name=4096x4096 official screenshots]] show that it's larger than even the Iron Golem) and also one of the toughest hostile mobs in the game period.
%%* FasterThanTheyLook: Despite being a huge hulking monster, upon detecting the player, they will make a beeline towards them at speeds faster than an ''Enderman''.%%Needs citation.
* HumanoidAbomination: A hostile, grotesque monstrosity resembling a bulky, ogre-like humanoid with screaming faces in its chest, lurking in the darkest depths of the world.%%Visible in trailer.
* HeartbeatSoundtrack: When the Warden is nearby its heartbeat can be heard clearly, quickening if it becomes aware of a target.%%Audible in trailer.
%%* HopelessBossFight: Taking it on directly is supposed to be near-impossible even with endgame-level equipment -- it's intended to recreate the feeling of the first night later on in the game.%%Needs citation.
* InstakillMook: In the reveal trailer, the Warden takes only two hits to kill a player wearing full Netherite, the most protective armor in the game. Indeed, the Warden does the most non-explosion damage of any mob in the game: a whopping 45 hit-points in Hard Mode, enough to kill an unarmoured player more than twice over.
* KillTheLights: When the Warden is nearby, it inflicts the Darkness status effect on players, making it impossible to see more than a few blocks in front of you, regardless of how bright it is.
* LightningBruiser: Extremely strong, very tough, and frighteningly fast when it wants to be, easily chasing down and keeping up with the player in the trailer before it corners and kills them swiftly, punching through their netherite armor in just ''[[CurbstompBattle two]]'' blows.
* NonStandardCharacterDesign: Or "non-standard animation". Unlike most mobs in ''Minecraft'', which have stiff animations, the Warden lumbers about in motions and ways most ''Minecraft'' mobs don't. This was specifically to play up its eldritch nature.%%Visible in trailer.
* TheNoseKnows: Even if the player doesn't move or make any noise, the Warden will actively sniff the air to determine their location.
* RoarBeforeBeating: Once it's pin-pointed an enemy, it'll arch back and let out a guttural yell before charging forward to demolish whatever made a noise.
%%* RunOrDie: The Warden has been stated by the developers to not be a boss, and instead to be more like a force of nature that players have to hide from. You have effectively no chance of beating in a straight fight without some questionable explosive tactics, so you instead distract it if you don't know, which is most of the player base.%%Needs non-Word of God citation.
* ThrowingTheDistraction: The trailer shows the player throwing a snowball to activate some sculk blocks to lure the Warden away from them.
* TunnelKing: When summoned by a sculk shrieker, it will gradually pull itself out of the ground nearby, although it won't leave a tunnel behind. If nothing disturbs it for a minute, it will burrow back into the ground.
%%* WakeUpCallBoss: Not a boss exactly, but this thing is a tier and a half above everything in the Overworld. Only bringing the best they have will give the player a fighting chance, and even then taking it on in a fair fight is suicide.%%Needs citation.
%%* WeakenedByTheLight: The Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.%%Needs non-Word of God citation.
[[/folder]]


!Illagers

[[folder:As a Whole]]
Illagers are a group of hostile former villagers who take up shelter in the distant Woodland Mansions, or nearby Pillager outposts. They're much tougher than regular hostile mobs, and have the ability to give players bad omens that will cause a raid to occur in the next village they visit.
----




[[folder:The Warden]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/warden_2.png]]

The Warden is an incredibly dangerous mob that can two shot the player even while in Netherite armor. It is located in the 'deep dark' underground biome. Although incredibly dangerous, it is also blind, only able to "see" using sculk blocks to detect the player's movement. As such, it can also be tricked using things to set them off in the other direction.
----
* AnimationBump: Wardens have very fluid and flexible animations compared to other mobs, which further distinguishes their alien nature.%%Visible in trailer.
* BioluminescenceIsCool: The patches in the middle of the Warden's chest glow in pulses, which is accompanied by a heartbeat sound. As it gets more agitated, they'll pulse more quickly to let the player know it's about to attack.
* BlindMistake: Wardens are completely blind and sense sounds to navigate, meaning players can take advantage of this and create noises elsewhere to distract them. Their reveal trailer shows a player throwing a snowball to lure one away from him.
* BlindWeaponmaster: The Warden may not be able to see you, but if it senses your movements, you better hope you can either take it down or get away from it before it catches up to you.
* BossInMookClothing: The most extreme example in the entire game. The Minecraft Live 2020 trailer shows them soaking up a lot of damage from the player, and even two-shotting them despite wearing ''[[InfinityPlusOneArmor Netherite]]'' armor. In fact, despite lacking a boss health bar, it has as much health as the Wither and the Ender Dragon ''combined''.
* BootstrappedTheme: "Fizz" from ''VideoGame/MinecraftDungeons'' has become more commonly associated as the Warden's theme thanks to its usage during the reveal footage at Minecraft Live 2020.
* DarkIsEvil: Not just its colour, but lights will dim as it approaches. It's also one of the toughest and most aggressive hostile mobs in the game.%%Visible in trailer.
%%* DidYouJustPunchOutCthulhu: Though the devs heavily discourage this, someone sufficiently well-versed in technical Minecraft could definitely invoke this trope. Your best bet is to bombard these creatures with either a firework barrage or [[NuclearOption end crystals]], which are both [[StoryBreakerPower insanely explosive items that can out-damage even the warden itself]].
%%* DugTooDeep: It's only found in the deep dark biome, located directly next to/on the bedrock layer.
* EarlyBirdCameo: Potentially ''eight years'' early. If you listen to the infamous [[https://www.youtube.com/watch?v=aLf9lfbI5Kg Music Disc -- 11]], you can hear sounds similar to that of what the Warden makes. (The developers [[WordOfGod have since confirmed]] that the Warden was indeed inspired by disc 11.)
* EvilIsBigger: One of the largest mobs in the Overworld ([[https://pbs.twimg.com/media/EjpO-qoXYAE-CET?format=jpg&name=4096x4096 official screenshots]] show that it's larger than even the Iron Golem) and also one of the toughest hostile mobs in the game period.
%%* FasterThanTheyLook: Despite being a huge hulking monster, upon detecting the player, they will make a beeline towards them at speeds faster than an ''Enderman''.%%Needs citation.
* HumanoidAbomination: A hostile, grotesque monstrosity resembling a bulky, ogre-like humanoid with screaming faces in its chest, lurking in the darkest depths of the world.%%Visible in trailer.
* HeartbeatSoundtrack: When the Warden is nearby its heartbeat can be heard clearly, quickening if it becomes aware of a target.%%Audible in trailer.
%%* HopelessBossFight: Taking it on directly is supposed to be near-impossible even with endgame-level equipment -- it's intended to recreate the feeling of the first night later on in the game.%%Needs citation.
* InstakillMook: In the reveal trailer, the Warden takes only two hits to kill a player wearing full Netherite, the most protective armor in the game. Indeed, the Warden does the most non-explosion damage of any mob in the game: a whopping 45 hit-points in Hard Mode, enough to kill an unarmoured player more than twice over.
* KillTheLights: When the Warden is nearby, it inflicts the Darkness status effect on players, making it impossible to see more than a few blocks in front of you, regardless of how bright it is.
* LightningBruiser: Extremely strong, very tough, and frighteningly fast when it wants to be, easily chasing down and keeping up with the player in the trailer before it corners and kills them swiftly, punching through their netherite armor in just ''[[CurbstompBattle two]]'' blows.
* NonStandardCharacterDesign: Or "non-standard animation". Unlike most mobs in ''Minecraft'', which have stiff animations, the Warden lumbers about in motions and ways most ''Minecraft'' mobs don't. This was specifically to play up its eldritch nature.%%Visible in trailer.
* TheNoseKnows: Even if the player doesn't move or make any noise, the Warden will actively sniff the air to determine their location.
* RoarBeforeBeating: Once it's pin-pointed an enemy, it'll arch back and let out a guttural yell before charging forward to demolish whatever made a noise.
%%* RunOrDie: The Warden has been stated by the developers to not be a boss, and instead to be more like a force of nature that players have to hide from. You have effectively no chance of beating in a straight fight without some questionable explosive tactics, so you instead distract it if you don't know, which is most of the player base.%%Needs non-Word of God citation.
* ThrowingTheDistraction: The trailer shows the player throwing a snowball to activate some sculk blocks to lure the Warden away from them.
* TunnelKing: When summoned by a sculk shrieker, it will gradually pull itself out of the ground nearby, although it won't leave a tunnel behind. If nothing disturbs it for a minute, it will burrow back into the ground.
%%* WakeUpCallBoss: Not a boss exactly, but this thing is a tier and a half above everything in the Overworld. Only bringing the best they have will give the player a fighting chance, and even then taking it on in a fair fight is suicide.%%Needs citation.
%%* WeakenedByTheLight: The Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.%%Needs non-Word of God citation.
[[/folder]]

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* BioluminescenceIsCool: The patches in the middle of the Warden's chest glow in pulses, which is accompanied by a heartbeat sound. As it gets more agitated, they'll pulse more quickly to let the player know it's about to attack.



* KillTheLights: When the Warden is nearby, it inflicts the Darkness status effect on players, making it impossible to see more than a few blocks in front of you, regardless of how bright it is.



* TunnelKing: When summoned by a sculk shrieker, it will gradually pull itself out of the ground nearby, although it won't leave a tunnel behind. If nothing disturbs it for a long enough period it will burrow back into the ground.

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* TunnelKing: When summoned by a sculk shrieker, it will gradually pull itself out of the ground nearby, although it won't leave a tunnel behind. If nothing disturbs it for a long enough period minute, it will burrow back into the ground.

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the snapshot came out with the warden with it


* BossInMookClothing: The most extreme example in the entire game. The Minecraft Live 2020 trailer shows them soaking up a lot of damage from the player, and even two-shotting them despite wearing ''[[InfinityPlusOneArmor Netherite]]'' armor.

to:

* BossInMookClothing: The most extreme example in the entire game. The Minecraft Live 2020 trailer shows them soaking up a lot of damage from the player, and even two-shotting them despite wearing ''[[InfinityPlusOneArmor Netherite]]'' armor. In fact, despite lacking a boss health bar, it has as much health as the Wither and the Ender Dragon ''combined''.



* InstakillMook: In the reveal trailer, the Warden takes only two hits to kill a player wearing full Netherite, the most protective armor in the game.

to:

* InstakillMook: In the reveal trailer, the Warden takes only two hits to kill a player wearing full Netherite, the most protective armor in the game. Indeed, the Warden does the most non-explosion damage of any mob in the game: a whopping 45 hit-points in Hard Mode, enough to kill an unarmoured player more than twice over.


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* TheNoseKnows: Even if the player doesn't move or make any noise, the Warden will actively sniff the air to determine their location.
* RoarBeforeBeating: Once it's pin-pointed an enemy, it'll arch back and let out a guttural yell before charging forward to demolish whatever made a noise.


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* TunnelKing: When summoned by a sculk shrieker, it will gradually pull itself out of the ground nearby, although it won't leave a tunnel behind. If nothing disturbs it for a long enough period it will burrow back into the ground.
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* ImpossibleItemDrop: In addition to dropping raw cod like basic Guardians, Elder Guardians will always drop a sponge. There's no part of the Elder Guardian that looks sponge-like or appears soft, so it's most likely a rare item reward for players who kill them.
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Direct link.


* BossInMooksClothing: They have the second-largest health out of all non-boss hostile mobs, deal quite a lot of damage, and their Thorns and Mining Fatigue abilities make them hard to fight. And to add to this, they now ''count'' as a boss in pocket edition.

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* BossInMooksClothing: BossInMookClothing: They have the second-largest health out of all non-boss hostile mobs, deal quite a lot of damage, and their Thorns and Mining Fatigue abilities make them hard to fight. And to add to this, they now ''count'' as a boss in pocket edition.

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Illagers no longer attack baby villagers:https://minecraft.fandom.com/wiki/Java_Edition_21w37a


* WouldHurtAChild: Illagers have no qualms with killing children in raids. Averted in the Bedrock edition however, where they only attack adult villagers.

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* WouldHurtAChild: WouldntHurtAChild: As of 1.18 and in Bedrock edition, Illagers have no qualms with killing children in raids. Averted in the Bedrock edition however, where they only attack adult villagers.villagers and leave any baby villagers alone. Averted in Pre-1.18 versions and other versions.



* WouldntHurtAChild: Illagers don't attack baby villagers in Bedrock Edition. [[WouldHurtAchild They DO attack baby villagers in all other editions of the game]].
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* OrganDrops: has all the drops of its constituent mobs, bones and eyes included.

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* OrganDrops: has They have all the drops of its constituent mobs, bones and eyes included.
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* KillItWithIce: Averted. In the 1.17 update that adds in powder snow, strays are [[NoSell immune to taking freeze damage.]]

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* KillItWithIce: Averted. NoSell: In the 1.17 update that adds in powder snow, strays are [[NoSell immune to taking freeze damage.]]
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Tall, green, vaguely plant-like things. and possessing the ability to explode, Creepers will make your life miserable. They drop gunpowder if killed before they can explode. If struck by lightning, they will become "supercharged" and will have a much larger blast radius and detection radius. Their face is part of ''Minecraft'''s logo and of all the mobs they feature the most on Mojang's official merchandise.

to:

Tall, green, vaguely plant-like things. and possessing things that possess the ability to explode, Creepers will make your life miserable. They drop gunpowder if killed before they can explode. If struck by lightning, they will become "supercharged" and will have a much larger blast radius and detection radius. Their face is part of ''Minecraft'''s logo and of all the mobs they feature the most on Mojang's official merchandise.
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* OrganDrops: has all the drops of it's constituent mobs, bones and eyes included.

to:

* OrganDrops: has all the drops of it's its constituent mobs, bones and eyes included.

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* UndergroundMonkey: Cave spiders are a blue PaletteSwap of the normal spider, but are still differentiated by their venomous bite.

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* UndergroundMonkey: Cave spiders are a blue PaletteSwap of the normal spider, but are still differentiated by their smaller size and venomous bite.


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* WeakenedByTheLight: Like their Spider cousins, they become neutral in light levels of 8 or more. However, they only spawn in dark mineshafts, so it's incredibly rare that a player will encounter a neutral Cave Spider.
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Direct link


* StatusEffects: They're also able to inflict the Hunger debuff when they hit you, making your hunger bar decrease faster than normal.

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* StatusEffects: StatusInflictionAttack: They're also able to inflict the Hunger debuff when they hit you, making your hunger bar decrease faster than normal.



* StatusEffects: Their arrows inflict you with the Slowness debuff, which will drastically decrease your maximum walking speed.

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* StatusEffects: StatusInflictionAttack: Their arrows inflict you with the Slowness debuff, which will drastically decrease your maximum walking speed.



* StatusEffects: They're able to inflict Blindness on the player.

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* StatusEffects: StatusInflictionAttack: They're able to inflict Blindness on the player.



* StatusEffects: Poison in this case -- it slowly reduces the player's health down to as much as half a heart, but no less. They don't cause the poison status on easy difficulty.

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* StatusEffects: StatusInflictionAttack: Poison in this case -- it slowly reduces the player's health down to as much as half a heart, but no less. They don't cause the poison status on easy difficulty.



* StatusEffect: The Witch's potions that it throws at you can cause poison or slowness. The Witch can also throw Potions of Harming at you for instant damage. It is also highly resistant to most negative potion effects.

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* StatusEffect: StatusInflictionAttack: The Witch's potions that it throws at you can cause poison or slowness. The Witch can also throw Potions of Harming at you for instant damage. It is also highly resistant to most negative potion effects.



* StatusEffects: They're able to inflict the Mining Fatigue debuff whenever the player is within the perimeter of the Ocean Monument, slowing the player's attacking and mining speed. They're currently the only source of that debuff.

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* StatusEffects: StatusInflictionAttack: They're able to inflict the Mining Fatigue debuff whenever the player is within the perimeter of the Ocean Monument, slowing the player's attacking and mining speed. They're currently the only source of that debuff.


* StandardStatusEffects: They're also able to inflict the Hunger debuff when they hit you, making your hunger bar decrease faster than normal.

to:

* StandardStatusEffects: StatusEffects: They're also able to inflict the Hunger debuff when they hit you, making your hunger bar decrease faster than normal.



* StandardStatusEffects: Their arrows inflict you with the Slowness debuff, which will drastically decrease your maximum walking speed.

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* StandardStatusEffects: StatusEffects: Their arrows inflict you with the Slowness debuff, which will drastically decrease your maximum walking speed.



* StandardStatusEffects: They're able to inflict Blindness on the player.

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* StandardStatusEffects: StatusEffects: They're able to inflict Blindness on the player.



* StandardStatusEffects: Poison in this case -- it slowly reduces the player's health down to as much as half a heart, but no less. They don't cause the poison status on easy difficulty.

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* StandardStatusEffects: StatusEffects: Poison in this case -- it slowly reduces the player's health down to as much as half a heart, but no less. They don't cause the poison status on easy difficulty.



* StandardStatusEffect: The Witch's potions that it throws at you can cause poison or slowness. The Witch can also throw Potions of Harming at you for instant damage. It is also highly resistant to most negative potion effects.

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* StandardStatusEffect: StatusEffect: The Witch's potions that it throws at you can cause poison or slowness. The Witch can also throw Potions of Harming at you for instant damage. It is also highly resistant to most negative potion effects.



* StandardStatusEffects: They're able to inflict the Mining Fatigue debuff whenever the player is within the perimeter of the Ocean Monument, slowing the player's attacking and mining speed. They're currently the only source of that debuff.

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* StandardStatusEffects: StatusEffects: They're able to inflict the Mining Fatigue debuff whenever the player is within the perimeter of the Ocean Monument, slowing the player's attacking and mining speed. They're currently the only source of that debuff.
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A variant of the zombie found in Oceans, Rivers, and underwater caves, introduced in the Update Aquatic, Drowned can either spawn naturally in waterlogged biomes, in aquafiers in Dripstone Caves, or be created when a regular zombie dies through drowning damage. They have a chance to drop tridents when they die.

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A variant of the zombie found in Oceans, Rivers, and underwater caves, introduced in the Update Aquatic, Drowned can either spawn naturally in waterlogged biomes, in aquafiers biomes and aquifers in Dripstone Caves, or be created when a regular zombie dies through drowning damage. They have a chance to drop tridents when they die.

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Changed some misinformation in the Drowned folder, as Zombies converted to Drowned will never gain tridents nor drop them.


* CameBackWrong: Unless you plan on getting a trident, don’t lure zombies into the water to drown or they'll come back as these nasty, ugly things.
* CameBackStrong: Normal zombies and husks are strictly melee combatants and, unless you're overconfident or careless, are easy to kill. If they turn into drowned on the other hand, they can spawn with a trident and will both use it in melee combat as well as hurling it at you to attack at range, making them significantly more dangerous compared to their former selves.

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* CameBackWrong: Unless you plan on getting a trident, don’t lure Lure zombies into the water to drown or and they'll come back as these nasty, ugly things.
* CameBackStrong: Normal zombies and husks are strictly melee combatants and, unless you're overconfident or careless, are easy to kill. If they turn into drowned on the other hand, they can spawn with a trident and will both use it in melee combat as well as hurling it at you to attack at range, making them significantly more dangerous compared to their former selves.
things.
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* EliteMooks: Although having less health than a regular spider, they are far more dangerous as they often appear in large numbers and have venomous bites.

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* EliteMooks: Although having less health than a regular spider, they are far more dangerous as they often appear in large numbers numbers, can fit through half-block spaces and have venomous bites.
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* AmbiguouslyHuman: They all seem to be the same species as or a subspecies of the villagers, which may or may not be human, but have grey skin.
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* BossInMookClothing: The Minecraft Live 2020 trailer shows them soaking up a lot of damage from the player, and even two-shotting them despite wearing ''[[InfinityPlusOneArmor Netherite]]'' armor.

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* BossInMookClothing: The most extreme example in the entire game. The Minecraft Live 2020 trailer shows them soaking up a lot of damage from the player, and even two-shotting them despite wearing ''[[InfinityPlusOneArmor Netherite]]'' armor.
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From Creating A Work Page For An Upcoming Work: "All There In The Manual, Word Of God, and Word Of Saint Paul, for practical and pragmatic reasons, are banned from being the sole source of an example, or having examples of their own. They are defined by their relationship to the final work, but we cannot compare it to said work until we have the released work."


* WeakenedByTheLight: WordOfGod has stated the Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.

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* %%* WeakenedByTheLight: WordOfGod has stated the The Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.%%Needs non-Word of God citation.
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* EvilIsBigger: One of the largest mobs in the Overworld ([[https://pbs.twimg.com/media/EjpO-qoXYAE-CET?format=jpg&name=4096x4096 official screenshots]] show that it's larger than even the iron golem]]) and also one of the toughest hostile mobs in the game period.

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* EvilIsBigger: One of the largest mobs in the Overworld ([[https://pbs.twimg.com/media/EjpO-qoXYAE-CET?format=jpg&name=4096x4096 official screenshots]] show that it's larger than even the iron golem]]) Iron Golem) and also one of the toughest hostile mobs in the game period.
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%%* WeakenedByTheLight: The Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.%%Needs citation.

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%%* * WeakenedByTheLight: The WordOfGod has stated the Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.%%Needs citation.
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Splitting per discussion in main page.

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%%
%% Per Administrivia/CreatingAWorkPageForAnUpcomingWork, when troping unreleased works, Word of God statements such as FAQs, press releases, blogs and store descriptions ARE NOT ACCEPTABLE AS SOURCES FOR EXAMPLES.
%% Material based solely on these cannot be used until the game's or expansion's release. Until then, only material from trailers, official screenshots, playable snapshots and the like may be included -- we are troping the work, not the advertising.
%% As such, until release, all examples need temporary citations explaining where the material comes from.
%%
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!! [[center:[-[[Characters/{{Minecraft}} Main Character Index]] > [[Characters/MinecraftTheOverworld The Overworld]] ('''Hostile Mobs''') | [[Characters/MinecraftTheNether The Nether]]-]]]

[[foldercontrol]]

!Undead

[[folder:As a Whole]]
TheUndead are a group of mobs that share certain traits: they are [[ReviveKillsZombie healed by Potions of Harming and harmed by Potions of Healing]], the Wither will not attack them, [[SuperNotDrowningSkills they are immune to drowning]] and the Poison effect, and they'll [[WeakenedByTheLight catch fire and burn to death at daybreak]]. Undead mobs also [[WeaponOfXSlaying take extra damage from weapons enchanted with Smite]]. Most undead mobs burn in sunlight, and many can pick up and use items.
----
* BanditMook: All types of zombies and skeletons can pick up stray items, so don't be surprised if you die and find one wearing your armor. This actually extends to any item, so it's entirely possible to find a zombie trying to beat you to death with [[ImprobableWeaponUser a bundle of wheat]].
* HeavilyArmoredMook: All types of zombies and skeletons have a chance of spawning in a full suit of armor, increasing their durability.
* KickTheDog: Zombies and skeletons will actively attack any baby turtles they can detect, just because. Additionally, zombies (all types) will actively seek out turtle eggs to stomp on them.
* KryptoniteProofSuit: If they spawn wearing a helmet then they'll be immune to sunlight, at least until the helmet runs out of durability.
* OrganDrops: Zombies (both human, human derivative, and piglin) drop their flesh, skeletons their bones, and phantoms their wing membranes.
* ReviveKillsZombie: Potions of Harming heal them, Potions of Healing harm them, and they are unaffected by Regeneration and Poison potions.
* SuperNotDrowningSkills: From 1.13 onwards, skeletons and phantoms cannot drown underwater. Husks will transform into zombies when underwater, and zombies into drowned. The latter cannot drown under any circumstances, because they already have.
* WeakenedByTheLight: Most undead (including phantoms) are set on fire by the sunlight, and torches can prevent them from spawning. [[note]]Husks, however, are immune to sunlight.[[/note]] However, zombies and skeletons wearing helmets won't burn up in the sunlight due to their head being protected. Doesn't make them any more dangerous, but it can catch people off guard when they think all the enemies are gone. Also, if being chased by a zombie while the sun is up, and it just started burning, DO NOT escape into the water, as water also keeps them from catching on fire, and will put them out if they enter it, and worse still: if they drown they become a Drowned.
[[/folder]]

!!Zombies

[[folder:Zombies]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/minecraftzombie_7399.png]]

The first hostile mob added to the game. They make moaning sounds and drop rotten flesh when they die, which can be used in place of other meat to heal tamed wolves. Desert Biomes spawn a variant of zombie called the Husk; these cause a hunger effect should their unarmed attacks hit. A variant called the Drowned can spawn from a body of water (either naturally or via a zombie being drowned); this variant is capable of ranged attacks.
----
* ArtificialBrilliance: They received a ''massive'' AI improvement in the 12w03a pre-release. They're capable of navigating mazes and can actually see the player through a window. It will also run for shelter or water when in daylight. There's also a neat quirk in that when a zombie is attacked, other zombies will chase after you even if you're outside their detection radius, this can result in something killing a single zombie in a cave only to be swarmed by other nearby zombies you haven't noticed. ''Minecraft'' 1.6.1 increased the aggro range of zombies so they can become hostile from a greater distance. This also means zombies will detect villagers from a greater distance. One person decided to test the pathfinding of a zombie by placing it in a hedge maze with a villager at the end of it. [[https://www.youtube.com/watch?feature=player_embedded&v=MyFIxvK-sxs The results show the zombie going through the maze without hitting any dead ends at all]], though the zombie's aggro range was modified to be higher to test the pathfinding.
* ArtificialStupidity: Beforehand, zombies would walk in a straight line, regardless of what paths they could or could not find, which made them prime testing subjects for lava traps. Even after being given improved pathfinding abilities, the fact that they will prioritize attacking you over everything else means that they can still be very easy to kill. Zombie walks towards you, you hit it before it can hit you, it flies back. Walks up to you again, you hit it before it can hit you, it flies back. Repeat. Even while on fire in the daylight, zombies will still make a beeline for you rather than trying to cool off in the shade or water, and will actively leave shelter to walk through open daylight to reach you. Also, unlike skeletons and strays, zombies won’t seek out shade or water during the day, even if they haven’t locked onto the player, instead just standing out in the open until they burn to death.
* BadPeopleAbuseAnimals: Zigzagged. They don't usually attack non-villager mobs, but they do stomp turtle eggs and attack baby turtles.
* EliteZombie: Zombies have a rare chance of spawning with armor and weapons, which may even be enchanted. There's also child zombies, faster and more annoying than the adult ones, chicken jockeys (see below) and, on Hard difficulty, random zombies that can spawn more zombies (see below).
* EnemySummoner: A variation: they have a passive ability on Hard difficulty that gives them a chance to spawn another zombie nearby when the player attacks them. This mostly occurs out of sight, in crevices you can't see, but they can occasionally spawn right next to the one you're attacking.
* EnfantTerrible: The baby zombies are just as hostile as the adults.
* EverythingsDeaderWithZombies: They don't perfectly fit most of the usual zombie tropes -- they didn't cause the collapse of civilization,[[note]][[WildMassGuessing that we know of]] -- [[FridgeLogic Minecraft has a lot of ruins...]][[/note]] can't turn the player into a zombie, and are not animated by black magic. However, their occasional sieges of villages definitely fit the typical zombie mold, and they ''do'' have the ability to convert Villagers into Zombies. In the end, though, they're just another type of monster among many, seemingly added only for the sake of having zombies.
* TheGoomba: Zombies are by far the most common hostile mob. Their slow speed and straightforward attack patterns make them generally very easy to fight. As a result, they're typically only dangerous in groups, and even then, only if you don't know what you're doing. However, [[DownplayedTrope they are NOT completely inconsequential or harmless]]: they can see the player from farther away than most other monsters, can pick up and use items like weapons and armor, [[ZombieInfectee can turn villagers into zombie villagers]], they can spawn in ''massive'' groups near villages, are immune to drowning, and [[EliteZombie come in stronger, faster forms]].
* GuestFighter: A zombie becomes playable alongside Steve as an alternate costume in ''VideoGame/SuperSmashBrosUltimate''.
* ImpossibleItemDrop: They usually drop rotten flesh or whatever armour they're wearing, but there's a tiny chance they'll drop carrots, potatoes, or iron. Though they no longer do this, zombies originally dropped ''feathers'' of all things when they died, as chickens had not yet been implemented and Notch couldn't think of another way for players to get ahold of feathers.
* InfernalRetaliation: Zombies set on fire will also set you on fire when they land a hit on you.
* LightningBruiser: Baby zombies. Same health and damage as normal zombies, but much faster, and capable of fitting into areas where their big brothers can't.
* MiniMook: Baby zombies are smaller and faster than the adult versions.
* OneGenderRace: Zombie Villagers aside, they all look like undead Steves. Logically, females should look like undead Alexes, but there are none of those around yet.
* OrganDrops: Their rotten flesh. It heals two notches of hunger, but also gives you food poisoning and makes you hungry again faster.
* OurZombiesAreDifferent: They have the classic arms-forward walk and green skin, and burst into flames when exposed to sunlight. They drop rotten flesh when killed. Although they can convert villagers into more zombies, they only do it upon killing them, rather than infecting them with something that slowly turns them into a zombie.
* PowerUpMount: Baby Zombies can mount up on most mobs, including adult Zombies.
* RareRandomDrop: Zombies have a small chance of dropping iron swords, iron shovels, iron ingots, and iron helmets. The tools and armor also have a shot at being enchanted already. Snapshot 12w32a nerfed the rare drops from zombies by making the tools they drop extremely worn down to the point where they are almost ready to break.
* SuperPersistentPredator: Zombies have an aggro radius over twice as large as other hostile mobs, and may very well chase you until day rises if you can't run away fast enough. They'll even bust down doors to get to you on higher difficulties!
* TookALevelInBadass: Early in development, Zombies were just another enemy to fight and their AI was so basic that it was easy to exploit. Thanks to several updates, zombies are a lot smarter where they will actively avoid lava or steep drops when they chase you. Zombies can also break down your wooden doors (Hard difficulty only), pick up items that are dropped, use iron swords or iron shovels as weapons (or even another tool/weapon if they picked one up), wear armor, and zombies can survive in the daylight if they wear a helmet. Later updates allowed them to deal more damage as their health decreases and, on harder difficulties, get a small chance to spawn more zombies when damaged! Finally, if they die from drowning, they [[CameBackStrong become a more dangerous Drowned]]. Needless to say, zombies have come a long way.
* TurnsRed: A recent update made zombies deal more damage as their health gets lower.
* UndeadChild: Baby zombies, [[ExactlyWhatItSaysOnTheTin as expected.]]
* WouldHurtAChild: There are baby zombies. In addition, they attack ''baby'' turtles, and they can corrupt ''baby'' villagers.
* ZergRush: When one zombie is attacked by the player, other zombies in the area will sense it and start swarming. In Hard difficulty, zombies who are attacked have a chance to summon another zombie as reinforcements, taking this trope UpToEleven.
* ZombieGait: They slowly shamble towards you with their arms stretched out.
[[/folder]]

[[folder:Husks]]
[[quoteright:151:https://static.tvtropes.org/pmwiki/pub/images/huskcropped_0.png]]

A variant of zombies found only in deserts. They turn into regular zombies if they drown.
----
* EliteZombie: They're more dangerous than normal zombies, since they don't burn in sunlight and inflict you with the Hunger debuff when they hit you.
* {{Mummy}}: Seem to give off this vibe, being desert undead dressed in rags. Oddly, under the Shakespearean English option, the Stray is referred to as "Mummy", as indicated by its spawn egg, or rather "Adder Stone", while the Husk is referred to as "Fear Gortach."
* StandardStatusEffects: They're also able to inflict the Hunger debuff when they hit you, making your hunger bar decrease faster than normal.
* UndergroundMonkey: A desert-themed variant of the basic zombie. They cause food poisoning/hunger status should they hit the player via unarmed attack, and will not burn in the sun.
* VaderBreath: They seem to let out raspy exhales, rather than the standard zombie snarls.
[[/folder]]

[[folder:Drowned]]
[[quoteright:143:https://static.tvtropes.org/pmwiki/pub/images/drowned.png]]

A variant of the zombie found in Oceans, Rivers, and underwater caves, introduced in the Update Aquatic, Drowned can either spawn naturally in waterlogged biomes, in aquafiers in Dripstone Caves, or be created when a regular zombie dies through drowning damage. They have a chance to drop tridents when they die.
----
* AmazingTechnicolorPopulation: Drowned have teal blue skin, with light blue eyes and mouths.
* AquaticMook: The water-dwelling counterpart of the common zombie, but also able to walk on land. Despite this they're not any more vulnerable to the Impaling enchantment, because they're classified as Undead mobs and not water-based ones.
* BodyHorror: They’re significantly more deformed than the other types of zombies, considering that they have glowing gaps in their skin and their nose and lips are gone and replaced with glowing pits. [[FateWorseThanDeath They also sound like they're drowning forever.]]
* CameBackWrong: Unless you plan on getting a trident, don’t lure zombies into the water to drown or they'll come back as these nasty, ugly things.
* CameBackStrong: Normal zombies and husks are strictly melee combatants and, unless you're overconfident or careless, are easy to kill. If they turn into drowned on the other hand, they can spawn with a trident and will both use it in melee combat as well as hurling it at you to attack at range, making them significantly more dangerous compared to their former selves.
* TheComputerIsACheatingBastard: When the player wields a trident, they can only throw one before they have to go over and retrieve it (or have their Loyalty Enchantment help them out). When Drowned wield a trident, they have an [[BottomlessMagazines endless supply of them to throw at the player.]]
* DaylightHorror: They can spawn during the day if the light level at the seafloor is low enough, then surface to attack the player. Furthermore, thanks to their proximity to water and spawning in it, it also makes them "immune" to burning in daylight.
* EliteZombie: They're a tougher, more challenging version of the standard weak zombie, able to move underwater indefinitely without taking drowning damage and having access to powerful ranged attacks if they spawn with a trident.
* FantasticRaceWeaponAffinity: They use tridents that they throw at the player. Killing them is the only way of obtaining these weapons in Survival mode.
* GlowingEyesOfDoom: Their eyes and mouths are lit up with a cyan glow.
* NightSwimEqualsDeath: Drowned are much more dangerous after dark, and will pursue their victims even past the shoreline.
* ProngsOfPoseidon: They can come armed with tridents and may drop these on death, serving as the primary source of trident items in vanilla survival mode.
* SetAMookToKillAMook: Similarly to skeletons, if a drowned hits another mob with its trident, that mob will start attacking the drowned and they will fight each other to the death.
* UndergroundMonkey: An ocean-themed variant of the basic zombie, capable of ranged attacks instead of being limited to a basic melee tackle.
[[/folder]]

[[folder:Chicken Jockeys]]
[[quoteright:140:https://static.tvtropes.org/pmwiki/pub/images/chicken_jockey.png]]

An extremely rare enemy that has a 1/2000 chance to appear since the 1.7.3 prerelease when a zombie spawns. It consists of a baby zombie riding a chicken, and has the health and abilities of both monsters (it's immune to fall damage like chickens, and moves at lightning speed, can pick up items and tracks players like baby zombies). It also tends to kill itself by accident.
----
* CluckingFunny: It's pretty hilarious to see a tiny zombie riding... a chicken. Even moreso if it's a Drowned Chicken Jockey during the day, since the chicken floats to the surface and causes the Drowned riding it to burn up since it's no longer in the water.
* EliteZombie: Combines the baby zombie's speed with the chicken's immunity to fall damage.
* EnfantTerrible: They are all baby zombies and they're hostile mobs.
* GameBreakingBug: During 1.7. Although the zombie could despawn (or get killed by suffocation), the chicken couldn't, as it's a passive mob, so you could sometimes find chickens inside of caves. Chickens that could ''lay eggs'' indefinitely. Any zombie that picked up one of those eggs would no longer be able to despawn, which meant more and more zombies would progressively fill the area, as new zombies were being spawned and they were prevented from despawning through eggs. [[https://www.youtube.com/watch?v=HEynQohG-K4#t=13m34s This]] is an example of such a situation. Thankfully, 1.8 fixes this by adding a special tag to these chickens, which prevents them from laying eggs, as well as allowing them to despawn along with the zombie.
* HorseOfADifferentColor: They ride chickens, whose ability to slow their descent when falling makes them and their riders immune to fall damage.
* LethalJokeCharacter: The concept of a baby zombie riding around on a chicken and biting your ankles to death sounds like a complete joke, but they're just as lethal as normal baby zombies are.
* LightningBruiser: They have the same damage and speed as baby zombies.
* UniqueEnemy: You're very unlikely to encounter more than one or two in an entire playthrough, assuming you encounter them at all.
[[/folder]]

!!Skeletons

[[folder:Skeletons]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/minecraftskeleton_516.png]]

Skeletons that wield bows. They drop arrows and bones upon death. They make rattling noises when not on the attack. Snow Biomes spawn a variant of the skeleton called the Stray, these cause a slowing effect should their arrows hit.
----
* ArtificialBrilliance: After the AI overhaul, they are capable of flanking and driving out players. They will also run to shelter or water during the day. Later updates increased their overall range and their fire rate in close quarters, imitating panic in the latter instance as well as allowing them to knock you back faster. Yet another update slightly nerfed their fire rate (at least on PC), but gave them the ability to strafe while shooting, making it harder to hit them with your own bow.
* BadPeopleAbuseAnimals: Zigzagged. Like zombies, they will attack baby turtles, but don't generally go after animals.
* BottomlessMagazines: Skeletons will always have infinite arrows to shoot you with, but only drop 1 or 2 arrows when killed.
* ChillOfUndeath: In 1.17 when a Skeleton is kept in powder snow for twenty-two seconds, it is converted into a Stray.
* ColdSniper: They are completely silent other than their bones rattling, their stoic expressions never change, and their aims are nearly perfect.
* DemBones: The standard living skeleton, except they burn in the sun.
* EliteMook: Skeletons have a rare chance to spawn with armor on and their bows may be enchanted.
* FantasticRaceWeaponAffinity: They all use bows, and in fact lack a melee attack of any kind.
* ImperialStormtrooperMarksmanshipAcademy: Averted for the most part as they are generally good shots, forcing the player to either be creative or bring a shield if they want to dodge.
* LongRangeFighter: In contrast to many other basic overworld/cave mobs, they attack from afar and lack a melee attack if they're carrying a bow (which is to say, almost all the time).
* {{Nerf}}: After beta 1.8, skeletons take more time to line up their shots than they used to. Before then, they'd turn you into a pin cushion rather quickly. 1.5 somewhat reverted this, as they will fire quicker at you the closer you get, and they can now fire further. As of 1.9, their firing rate was lowered again (except on Hard), but they now strafe around to make up for it.
* OrganDrops: [[PlayingWithATrope for a given value of organ]], they drop their bones.
* RareRandomDrop: Skeletons have a very small chance in dropping their bow and it may already be enchanted if you are lucky enough. They mostly drop arrows and bones as common loot. However, snapshot 12w32a now makes any bow that is dropped be heavily worn down so you won't be using the bow a lot unless you repair it on an anvil.
* SetAMookToKillAMook: If a skeleton hits another mob with its arrows, they will start fighting each other instead of going for you. Handy if you happen to be chased by more than one enemy. Also, having a Skeleton kill a Creeper is how you get records. Easier said than done, since it won't count if the Creeper deliberately explodes. Thankfully, the same AI update prevents creepers from going after them if shot, making it a lot easier to find those records.
* StockFemurBone: The bones they drop look like stereotypical cartoon bones.
* TakesOneToKillOne: In general, the most efficient way to kill Skeletons is with your own Bow, preferably from a great enough distance so that they don't even notice you. You ''can'' charge them with a Sword, just expect to get tagged with least one arrow in the process if you don't also have a shield.
* TookALevelInBadass: Similar to zombies, the skeletons received many upgrades that enhanced their AI (better path finding plus skeletons will seek you out should you hide) and gaining the ability to spawn with armor worn on their bodies. Another update extended their range by over half, and gave them the ability to shoot faster the closer you are. Their latest update actually slightly nerfed their firing rate, but gave them the ability to strafe while shooting at you to make up for it.
* UnusableEnemyEquipment: Skeletons only drop a few arrows when killed and will ''sometimes'' drop their Bows too (often in poor shape). If you're especially lucky the Bow might even be enchanted too, but usually only with a low-level Power enchantment. Any arrows that miss their target are left stuck in the wall or the ground but the player can't pick them up.
* WalkDontSwim: They can no longer float in water as of PC version 1.13, and will slowly sink to the bottom of a body of water. This actually makes them easier to kill (provided you have a good Respiration helmet) as the water slows down their arrows.
* WhyDidItHaveToBeSnakes: Skeletons will run away from wolves, without fighting back. In this case it's more justified than with creepers and cats as wild wolves will also attack skeletons (and of course you can sic your tamed wolves on a skeleton).
[[/folder]]

[[folder:Strays]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/stray_8.png]]

A variant of skeletons found only in snowy biomes.
----
* ChillOfUndeath: In 1.17 when a Skeleton is kept in powder snow for twenty-two seconds, it is converted into a Stray.
* EliteMook: They're more dangerous than regular skeletons, since their arrows will give you the Slowness status effect if they hit you.
* EvilIsDeathlyCold: Strays only show up around or in icy and snowy biomes.
* KillItWithIce: Averted. In the 1.17 update that adds in powder snow, strays are [[NoSell immune to taking freeze damage.]]
* SnowMeansDeath: Being literal icy skeletons, they personify this well.
* StandardStatusEffects: Their arrows inflict you with the Slowness debuff, which will drastically decrease your maximum walking speed.
* UndergroundMonkey: They're a variant of the standard skeleton spawned in, and themed around, icy biomes. These also have arrows that cause slowing when they hit a target.
[[/folder]]

[[folder:Spider Jockeys]]
[[quoteright:238:https://static.tvtropes.org/pmwiki/pub/images/spider_jockey.png]]

A rare enemy that has a 1/100 chance to appear when a spider spawns. It consists of a skeleton riding a spider, and has the health and abilities of both monsters. It also tends to kill itself by accident.
----
* BreadEggsBreadedEggs: We have skeletons and we have spiders; now we have skeletons riding spiders.
* DemBones: The skeleton riding the spider.
* EliteMook: Combines the skeleton's range attacks with the spider's speed and ability to climb.
* GiantSpider: The spider being ridden by the skeleton, which is around the size of a wolf if it spawns as a cave spider and the size of a human if it spawns as a regular spider.
* HorseOfADifferentColor: They ride giant spiders, which allow them to climb directly up vertical surfaces.
* HugeRiderTinyMount: If the Spider is spawned as a Cave Spider (which are smaller than regular ones) and the Skeleton is spawned as a Wither Skeleton (which are larger than regular ones), then you get a rather comical pair of a [[https://minecraft.gamepedia.com/File:Cave_Spider_Wither_Jockey.png huge skeleton on a tiny spider]].
* LightningBruiser: It combines the Skeleton's range and damage output with the spider's speed, and both of their health.
* OrganDrops: has all the drops of it's constituent mobs, bones and eyes included.
* SetAMookToKillAMook: The shield's ability to deflect arrows allows you to do this. Good use of shield blocking throws the arrows shot towards you back to the skeleton, injuring it. However, in the case of spider jockeys, the arrows may hit the spider instead. The spider treats this as if the skeleton had attacked it directly, and turns hostile towards the skeleton riding it, attacking it. This, in turn, turns the skeleton hostile towards the spider, so they attack each other until one of them dies. [[https://www.youtube.com/watch?v=0gCSz8KvwEM&t=6m10s It's really hilarious]].
* UndergroundMonkey: Depending on where it spawns, a spider jockey has the chance to spawn with any of the varieties of spider or with any variant of skeleton, thus resulting in variants with access to a cave spider's poison, a wither skeleton's melee attack and Wither status effect, and/or a stray's slowing arrows, depending on the combination.
* UniqueEnemy: You're very unlikely to encounter more than one or two in an entire playthrough.
[[/folder]]

!!Others

[[folder:Phantoms]]
[[quoteright:317:https://static.tvtropes.org/pmwiki/pub/images/phantom_25.png]]

Added in 1.13, they spawn at high altitudes during the night when the player hasn't slept for more than three days, and come swooping down to attack. They were introduced as one of four possible new hostile mobs at Minecon Earth 2017, where fans could vote for the mob they would most like to see implemented into the game. The phantom, obviously enough, was the one that won the vote.
----
* AnimalisticAbomination: They look like water rays, but their ability to know when the player has been missing out on your sleep as well as the fact that they only manifest when you haven’t slept for three days, and manifest only in the dark means that these dark entities have some ''serious'' Lovecraftian overtones.
* AirborneMook: They're the only flying hostile mob that spawns in the Overworld. They have ray-like wings and no legs, and they use them to hover above ground. This was a significant part of their concept proposal during Minecon Earth, where they were simply described as "The Monster of the Night Skies". When they were introduced, Jeb stated that fans should consider voting for them due to the Overworld having too few flying mobs.
* AbstractEater: It will only hunt those who neglect their sleep for they are, in the words of Jeb, attracted to Insomnia.
* ChekhovsGun: Their membranes are completely useless before you gain access to The End, by which point you will have accumulated dozens.
* CirclingVultures: When idle, they will circle at a height above the player's position, before swooping down to attack now and then.
* ConfusionFu: When idle, phantoms will fly around in a circle at a constant height, but they have a quite large search radius, and will occasionally either swoop down or up quickly to attack their victim. After either damaging the player or being damaged, the phantom will retreat to its original elevation. Unless you have a ranged weapon, a battle against them will consist of watching them fly around the sky, until suddenly one of them dashes towards you without warning.
* FlyingSeafoodSpecial: They're basically flying, undead rays. They're also just as capable of traveling through water as they are capable of doing so through the air.
* GlowingEyelightsOfUndeath: Their eyes are a separate texture from their body and can be seen even in the darkness.
* LightningBruiser: They're ''extremely'' mobile for an enemy thanks to their flight, being the fastest non-boss mob in the game. They deal more damage than zombies, skeletons and spiders in one attack[[note]]Phantoms hit harder on Normal than any of those on ''Hard''[[/note]], and unlike [[GlassCannon Ghasts]] they have the same amount of hit points as a regular zombie/skeleton. Add to the fact that they tend to attack in groups, and they can become a problem fast, especially if you don't have a good bow to shoot them down with.
* NonHumanUndead: They vaguely resemble flying, undead rays. Whatever they are, though, they've most certainly never been human.
* OrganDrops: They drop their wing membranes.
* OurGhostsAreDifferent: They’re flying, wraithlike {{Animalistic Abomination}}s that look like zombie manta-rays and start to manifest if you go without your sleep. They’re also purely physical apparitions and are hostile towards you, although on a fortunate note this means that a haunting by these abominations is easily solved as they can be easily corralled due to their corporeal form and can be dealt with by taking a bow or a crossbow and shooting them out of the clouds.
* RealAfterAll: The fact that they appear only when a player misses out on their sleep can make you wonder if these creatures are actually real or simply the workings of a sleep-deprived mind playing tricks on you. But considering that one of the things a pet cat can gift to you when you wake is a Phantom membrane, it’s clear that these creatures hold an independent existence and that you’re not so much calling them into being via your lack of sleep as much as you are attracting them with it.
* SuperPersistentPredator: These things will hunt you no matter what you do or where you go, and if you pop into a cave system they will track your movements from above. So don't come out of the caves until daybreak or expect to be ambushed by the very same flock of Phantoms you hid underground to avoid.
* ThingsThatGoBumpInTheNight: They’ll only manifest if you neglect your sleep. But if you do, keep your doors locked, your pets inside, the lights on, your Golem sentries prepared and your weapons at the ready until dawn. Or you can make sure there's an opaque block above your head at night, since they won't spawn if there's one.
* TheUndead: They're classified as undead mobs, meaning they share the same traits as zombies and skeletons. Physically, they resemble a cross between specters and skeletons, with bones showing through on various parts of their bodies.
* WeaksauceWeakness:
** Since they tend to swoop at the player at a horizontal angle to attack, just having a wall in the way will cause them to bump into the wall and cancel their attack, leaving them sitting ducks for you to unload on them.
** Cats can sometimes bring players phantom parts, suggesting that they can be defeated by ''cats''. A hissing cat nearby will cause a Phantom to abort their attack mid-dive and back away.
* WhyDidItHaveToBeSnakes: As of snapshot 18w44a, they share the Creeper's fear of cats, and will avoid trying to swoop in on you if you have your cat nearby.
* ZergRush: When they spawn, they usually do it in groups. Besides, they're the only mob that isn't affected by the mob cap, so there isn't a limit at how many of them can exist at once.
[[/folder]]

!Illagers

[[folder:As a Whole]]
Illagers are a group of hostile former villagers who take up shelter in the distant Woodland Mansions, or nearby Pillager outposts. They're much tougher than regular hostile mobs, and have the ability to give players bad omens that will cause a raid to occur in the next village they visit.
----
* ArmorPiercingAttack: The Evoker's fang attack always does six hearts of damage no matter what armor the player wears (unless it's enchanted). Vindicators are also able to temporarily disable shields with their attacks as well, although armor does affect their damage output.
* BeardOfEvil: Depending on how you interpret the pixels. Compared to the Villagers' mouth, the two pixel thick dark patch on the Illager's mouth is easily interpreted as a beard.
* BigOlEyebrows: They seem to sport some very bushy eyebrows.
* {{Cult}}: Given the strange layouts of the rooms and mansions where they live, their secretive nature and their habit of killing any player or villager who comes near, it's not hard to think of them as cultists. However, the Evoker (and to a lesser extent, the Illusioner) fits this vibe even moreso than the others with [[MindScrew their]] [[SpikesOfDoom powers]] and robes.
* DoorDumb: For whatever reason, most Illagers are incapable of opening doors, making it a little easier for players and villagers to hide from them. Averted with Vindicators however, as they’re capable of [[AxeBeforeEntering forcing them open with their axe.]]
* TheDreaded: In contrast to the way they deal with the undead, Villagers are utterly terrified of these guys, as they emit sweat particles and will refuse to breed the moment the Illagers stage a hit on their home. Some players might consider them this trope, especially if their base just so happens to be a thriving village.
* EliteMooks: All of the Illagers are especially difficult enemies that can't be found normally, and pack much more of a punch than your average undead mob. It's not uncommon for players to suffer multiple deaths while fighting them due to the damage they deal and the numbers they come in. In particular, [[GlassCannon Evokers]] and [[LightningBruiser Ravagers]] are tough enough to be borderline BossInMookClothing.
* EvilFeelsGood: If they successfully murder everyone in the village or destroy every bed, all of the surviving Illagers will laugh cruelly [[IShallTauntYou just to rub it in your face that you failed]].
* FighterMageThief: The Vindicator, Evoker, and Pillager fill these roles nicely. The Vindicator tends to fight up and close with their axe, the Evoker uses its magic to deal loads of damage from far away, and the Pillager is known for instigating the Bad Omen and patrolling the world.
* HelpfulMook: Although Witches are not considered to be true Illagers (as Johnny Vindicators will still attack them), they will start showing up in the third and fourth waves of a raid and throw splash potions of healing at the Illagers to help them. This can turn right around on them, as players can be healed by them as well.
* LightningBruiser: Vindicators and Ravagers move incredibly fast and can deal devastating damage to players. Even worse, Ravagers often have a Pillager or an Evoker riding them in the later waves of a raid, which makes them even more difficult.
* LongRangeFighter: Pillagers, Evokers, and the unused Illusioner all rely on arrows, magic, and [[BreadEggsBreadedEggs both at the same time]] for their respective forms of combat, while still keeping their distance from the player.
* LoopholeAbuse: An Illager patrol can be defeated without incurring a Bad Omen effect as long as the Captain isn't killed by a player. This includes fire, lava, drowning, thorns, explosions, suffocation, and positioning yourself such that the other Pillagers shoot the Captain instead of you.
* OmnicidalManiac: When they conduct a Raid on an innocent village, they don’t accept surrender, and they will not leave anybody in the settlement alive unless you take matters into your own hands and wipe them out to the last. It’s kill or be killed, and there’s [[ViolenceIsTheOnlyOption nothing suggesting they will have it any other way.]]
** Taken UpToEleven with the Vindicators in particular, as naming them "Johnny" with a name tag will cause them to kill '''anything that happens to be nearby'''. Even worse is if the Vindicator is part of a Pillager patrol, as the whole patrol will take those characteristics as well.
* PunnyName: They're collectively referred to as the "Illagers". This pun goes twofold for the Pillager, since it's also "Illager" with a P or "Villager" with a P instead of V.
* RoamingEnemy: All of the Illagers were initially this, but later patches limited this trope to the Pillagers (and Vindicators on Hard mode), who roam the world in patrols. Killing the captain is what causes the Illagers to stage a raid on a village.
* RapePillageAndBurn: During a raid, all Illagers will attack and kill villagers, wandering traders, players, and anything else that may stand in their way. Ravagers in particular will also destroy crops by trampling and roaring at them. Thankfully, they don’t do the first part.
* RoaringRampageOfRevenge: Considering the only way to procure a bad omen is to wipe out an Illager outpost or patrol, it’s not hard to think that the resulting raid should you go into a village is a retaliatory strike for your assault on them earlier.
* ShortRangeGuyLongRangeGuy: Vindicators, Vexes, and Ravagers consist of the former, while Evokers and Pillagers (and the unused Illusioner) make up the latter.
* TookALevelInBadass: Compared to the regular villagers that supposedly cast them out, Illagers are some of the most dangerous enemies in the game, being proficient in battle, capable of using magic and summoning enemies, and having trained beasts that are almost as tough as an Iron Golem.
* WeaksauceWeakness: Once an Illager captain is killed, a Bad Omen status is planted on the player which lasts for a good 100 minutes, and causes a raid to occur should the player enter a village during then. This lingering vindictive ire that can lead to the utter destruction of a village will be completely nullified by ''simply drinking milk'', which removes all status effects including Bad Omen.
* WickedCultured: Vindicators and Evokers are shown to live in a large, dim mansion far away from the player's spawn point that contains libraries, woolen sculptures of animals, a mini-garden, a master bedroom, and even a poorly-constructed Nether portal.
* WolfpackBoss: Basically what their raids amount to. Raids have multiple wave that are marked by a shared health bar. Killing every member of the raid causes the bar to go down, and it refills to signal the next wave. However, the bar does not equal the same amount of health each wave, as they get progressively larger and more difficult. On easy there are three waves, on normal five waves, and on hard mode there are seven waves.
* WouldHurtAChild: Illagers have no qualms with killing children in raids. Averted in the Bedrock edition however, where they only attack adult villagers.
[[/folder]]

[[folder:Vindicators]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/minecraftvindicator.png]]

A mob added in 1.11 that resembles a gray-skinned, evil, axe-wielding Villager. Spawns in Woodland Mansions.
----
* AmbiguouslyHuman: Seem to be the same species as villagers, which may or may not be human, but have grey skin.
* ArmorPiercingAttack: Downplayed. A Vindicator's axe is capable of breaking through a players shield, which will temporarily disable it, but not destroy it. It's still a dangerous ability however, so players should be wary of them.
* AxeBeforeEntering: Vindicators can use their axes to open doors. Notably, other Illagers are incapable of opening and closing doors during a raid, meaning the players have to take extra precautions with Vindicators.
* AxCrazy: They will attack even villagers on sight without hesitation. No questions asked.
* AnAxeToGrind: Their primary mode of attack. And as mentioned above, they can even chop down doors during a raid.
* EliteMooks: Described by the developers as "end-game" level enemies.
* EvilGloating: If a raiding Vindicator successfully murders all Villagers present in a Village, or manages to destroy all of their beds, then they will stop and raise their hands and laugh.
* FaceHeelTurn: Like the other illagers, they're apparently "outcast villagers".
* FighterMageThief: The "fighter" of the Illagers, focused on attacking you through weapons and physical attacks.
* KingMook: They can spawn as a captain with an Illager banner over their head. While this doesn't make them any more powerful, killing them will give a bad omen status to the player, which will cause an Illager raid to occur if they enter a village.
* LightningBruiser: They are capable of sprinting, and they can easily kill an unarmored player in two hits with their axes. Not to mention they can also disable shields.
* OmnicidalManiac: While the Illagers as a whole represent this trope quite well, Vindicators take it to a whole new level if a name tag with the name "Johnny" is used on it. At that point, ''nothing'', barring other Illagers, is spared the axe.
* RoamingEnemy: On Hard difficulty, Vindicators have the off chance of spawning within a Pillager patrol.
* ShoutOut: If named "[[Film/TheShining Johnny]]" it will attack ''everything'' that isn't another Illager.
* ShortRangeGuyLongRangeGuy: Illager Raids and Illager Patrols primarily consists of the melee axe-wielding Vindicators and the ranged crossbow-toting Pillagers.
[[/folder]]

[[folder:Evokers]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/minecraftevoker.png]]

A mob added in 1.11. Spawns in Woodland Mansions, also resembling a grey, evil Villager. It spawns Vexes to attack you.
----
* OneUp: It drops the Totem of Undying when killed, which will resurrect you if your health drops to zero while holding it (this can happen to foxes, too). [[FridgeLogic Which raises the question: why didn't the Evoker use it when you killed him?]]
* AmbiguouslyHuman: Like other Illagers, they seem to be like the already-ambiguous villagers, but their skin is grey.
* ArmorPiercingAttack: The "evocation fangs" attack does three hearts worth of damage regardless of armor.
* CombatPragmatist: It's very aware that he stands no chance against you at close quarters, so when you close in, he books it until he's out of melee range. You can also take the same approach with him, considering that the easiest way to kill him is to equip your bow, stay out of range of his attacks and turn him into a pincushion from a safe distance.
* EliteMooks: They're described by the developers as "end-game level" enemies.
* EvilSorcerer: Judging by his attacks, it seems that he primarily uses magic to attack you.
* EnemySummoner: He summons Vexes to attack you.
* FaceHeelTurn: Like the other illagers, they're apparently "outcast villagers".
* FighterMageThief: The "mage" of the Illagers, fighting with spells and summoned creatures.
* FlunkyBoss: He spawns Vexes to fight along with him.
* GlassCannon: His SpikesOfDoom pack a nasty punch, but he can easily be picked apart when you start retaliating.
* LovecraftianSuperpower: The SpikesOfDoom he summons have ''mouths full of barbed teeth at the tip'' which rise out of the floor and snap shut to damage you.
* MookMaker: It summons hostile Vexes and a bear trap-like "fang attack" to defend itself, but itself does not attack.
* {{Necromancer}}: They carry this vibe, as they spawn the ghostly Vexes when they become aware of you and drop a totem that brings you back to life if you die.
* ShoutOut: If placed near a blue sheep, they will turn it into a red sheep while saying "[[VideoGame/AgeOfEmpiresI wololo]]".
* SpikesOfDoom: Its other attack is to launch a line of spikes at you out of the floor.
* SquishyWizard: It possesses strong attacks, but only has four more hitpoints than the common skeleton archer.
[[/folder]]

[[folder:Illusioners]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/illusioner.png]]

A mob added in 1.12 but not actually implemented in the game. It's an Illager in a colorful robe, equipped with a bow and with the ability to create illusionary copies of itself and to strike players blind.
----
* AmbiguouslyHuman: Like other Illagers, they're apparently the same species as villagers, but with grey skin. It's unknown if villagers are human or not.
* CombatPragmatist: They use previously unseen skills to avoid getting hit by the player, such as inflicting Blindness on the player or create fake copies while turning themselves invisible so that one can't spot the real enemy.
* ConfusionFu: He runs on this, as per his forte as a MasterOfIllusion. He’ll blind you, summon three fake copies of himself and even turn himself invisible to try and get the drop on you.
* FaceHeelTurn: Like other Illagers, they're apparently "outcast villagers".
* FighterMageThief: The "thief" of the Illagers, focused on archery and confusion tactics.
* MageMarksman: They attack using a regular bow, but they also use support magic to avoid getting hit.
* MasterOfIllusion: The Illusioner can create four copies of itself while turning itself invisible. The copies all perform the shooting animation, but only the real Illusioner can actually shoot and be damaged.
* StandardStatusEffects: They're able to inflict Blindness on the player.
[[/folder]]

[[folder:Vexes]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/minecraftvex_2.png]]

A mob added in 1.11. While not illagers themselves, they're spawned by Evokers during combat.
----
* AirborneMook: They possess wings and make good use of them.
* ConfusionFu: Their fighting style is to dive or fly up at you from various angles while using their IntangibleMan powers to phase through walls and make themselves difficult to track.
* EvilCounterpart: They're evil versions of the Allay mob.
* FragileSpeedster: Have just over half the health of a zombie or skeleton, but they fly very quickly and their iron swords can take half your health in one swing if you're unarmored and on Hard Difficulty.
* IntangibleMan: They can pass through any block as if it wasn't there.
* MeaningfulName: They're meant to be an annoyance and distraction when fighting the Evoker, rather than a threat on their own.
* MiniMook: Vexes are only about the size of a baby zombie.
* OntologicalInertia: Downplayed. While they will persist after the Evoker who spawned them dies, they continually take damage, so eventually, they will all die off even if you ignore them.
* RedEyesTakeWarning: A vex gains temporary red markings when it charges at you.
[[/folder]]

[[folder:Pillagers]]
[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/pillager.png]]

Added in 1.14, the Village and Pillage update, Pillagers are Illagers who move in patrols and periodically attack villages. They wield crossbows to attack from afar and have a chance to drop them upon death.
----
* AmbiguouslyHuman: Being an illager, it's apparently an evil villager (already ambiguous since villagers may or may not be humans) and it has grey skin for unknown reasons.
* BowsVersusCrossbows: They spawn with crossbows which have better range but a longer charge time as compared to bows.
* CanonImmigrant: According to a [[https://discord.com/channels/579770991056519194/818903542139453480/819631528593588244 Q&A]], Pillagers were originally created for ''VideoGame/MinecraftDungeons'', but were then introduced to the base game before ''Dungeons'' was released.
* DeathGlare: If any Pillagers in a patrol spot a player nearby, they will stare them down ominously (even if under the effects of invisibility) until they move away from their range. If a player gets any closer to them, they'll start going on the offensive. If the player encounters any Pillagers near their outpost, they'll bypass this trope and go straight into shooting them with arrows.
* ExactlyWhatItSaysOnTheTin: They're Illagers who specialize in pillaging and raiding villages.
* FantasticRaceWeaponAffinity: They use crossbows, and lack any kind of melee attack in standard combat.
* FighterMageThief: The "thief" of the Illagers (if the DummiedOut Illusioner doesn't count), being ranged units that attack from afar.
* KingMook: They can spawn as a captain with an Illager banner over their head. While this doesn't make them any more powerful, killing them will give a bad omen status to the player, which will cause an Illager raid to occur if they enter a village.
* LongRangeFighter: They mostly rely on their crossbows to fight, only switching to melee if submerged.
* LightningBruiser: Are a little tougher than the rank and file mobs, possessing two hearts more health than the usual monsters you run into on your nocturnal forays, but are surprisingly quick on their feet and their crossbows ''hurt''. Underestimating them is a good way to get yourself turned into a pincushion.
* POWCamp: Some of the Pillager outposts have Iron Golems imprisoned in them. You can choose to free them, which will result in them attacking any Pillager they see.
* PunnyName: The "Illager" pun goes twofold for the Pillager, since it's "Illager" with a P or "Villager" with a P instead of V.
* RapePillageAndBurn: Minus the rape part, of course. They will periodically form raid patrols to attack villages, trying to destroy their crops and structures.
* RoamingEnemy: Unlike the other Illagers, Pillagers can randomly spawn in any biome in the world as a "patrol" of sorts. They mostly wander about aimlessly, but they will attack any villagers or players they come across if provoked.
* SeeTheInvisible: Played with. Pillagers who spawn as part of a patrol are somehow able to see through the effects of a player's potion of invisibility, but the ones who spawn near their outposts can't (unless you attack them).
* ShortRangeGuyLongRangeGuy: Illager Raids and Illager Patrols primarily consist of the melee axe-wielding Vindicators and the ranged crossbow-toting Pillagers.
* SuperPersistentPredator: Once Pillagers starts pursuing a player, they can be incredibly tough to shake off. They have the same tracking range as a Zombie (that being 40 blocks), move incredibly fast, and aren't afraid of following you into caves or waiting outside your home to kill you.
* WouldntHurtAChild: Illagers don't attack baby villagers in Bedrock Edition. [[WouldHurtAchild They DO attack baby villagers in all other editions of the game]].
[[/folder]]

[[folder:Ravagers]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/ravager_2.png]]

Added in 1.14, the Village and Pillage update, Ravagers are hulking beasts trained by the Illagers and set loose on villages during raids. They destroy crops and attack villagers, and in combat they are resistant to knockback while having a roar attack that knocks back entities while dealing damage to players and villagers.
----
* AntiStructure: The Ravager's charge attack will trample crops and break leaves.
* BeastOfBattle: Trained beasts used by the Illagers to assault villages.
* BeastWithAHumanFace: Their faces look almost like the Illagers', with a similar GagNose as theirs.
* BossInMookClothing: They have the highest health of all non-boss hostile mobs, deal nearly twice the damage of an Enderman, and use KnockBack very often.
* EvilCounterpart: To Iron Golems. They have the same amount of health and can deal huge amounts of damage; further, while one is a protector of Villagers, the other is sent by Illagers to destroy them.
* GiantMook: Huge enemies with high attack power and a lot of health.
* HorseOfADifferentColor: They can be spawned with a Pillager or Vindicator riding them.
* ImmuneToFlinching: A downplayed example. Ravagers only take 50% of knockback thanks to their heavy weight.
* ImmunityDisability: Their 50% knockback resistance makes them even more vulnerable against Iron Golems, since an Iron Golem's knockback pushes enemies away into the air requiring them to fall back into the Golem's range for another attack. Thanks to being knocked back less, a Ravager hit by an Iron Golem allows the Golem to get into range and attack it again more quickly.
* KnockBack: Their charging attack deals high amounts of knockback.
* LightningBruiser: They're relatively fast, have a massive amount of health like an Iron Golem, and can deal a lot of damage. They are one of the very few mobs that can go toe-to-toe with an Iron Golem and even ''win'' if the Iron Golem had taken prior damage from other Illagers.
* MeaningfulName: They're beasts that ravage the crops of villagers by trampling them.
* MightyRoar: Ravagers have a roar attack that knocks back mobs and players around them while damaging villagers and the player (but not Illagers).
* MixAndMatchCritters: Four-legged, cow-like beasts with the head of a horned Illager.
* WhyDidItHaveToBeSnakes: Ravagers used to be afraid of ''rabbits'' of all things, and fled when they see them.
[[/folder]]

!Other

[[folder:Spiders]]
[[quoteright:216:https://static.tvtropes.org/pmwiki/pub/images/767px_spider.png]]

Large black spiders that jump at the player and climb up walls. During the day, they become passive and only attack if you attack first. They drop string and spider eyes upon death. They are identified by the "skeee" noises they make.
----
* ArtificialStupidity: Even after several updates, Spiders are one of the few mobs that still make straight beelines towards you. They will jump off high buildings to get to you, or even jump through lava to get to you on rare occasions, causing them to take fall damage or to burn to death.
* BigCreepyCrawlies: Spiders the size of a man.
* {{Cephalothorax}}: Averted, unlike with real life spiders, who only have the head and abdomen. These guys have three body segments like an insect. Probably [[JustifiedTrope justified]] by the limitations of the game's character modeling and animation system.
* DarknessEqualsDeath: In the daytime, they’re perfectly harmless so long as you don’t provoke them, but when the sun goes down, the rules change.
* EliteMooks: On Hard mode, they have a ten percent chance to spawn with a beneficial potion effect (such as regeneration and invisibility).
* GiantSpider: The size of man. As spiders, they take extra damage from weapons with the [[WeaponOfXSlaying Bane of Arthropods]] enchantment.
* MagikarpPower: Their eyes are nearly useless before you can construct a brewing stand, for which they’re a useful material. By that point, you would most likely have accumulated several dozen.
* OrganDrops: When killed, they drop their eyes. You can eat them to refill a notch of hunger, but this will also poison you for a few seconds and the poison will kill you faster than the restored hunger meter can heal you... and all that damage will then leave you hungry again. Their only real use is in alchemy, where they can be used to make potions of poison or, if fermented first, weakness.
* RedEyesTakeWarning: Spider eyes glow red. All six of them. Fortunately, this makes it easier to see them in the dark.
* WallCrawl: They can move vertically up blocks, allowing them to climb sheer walls and cliffs other mobs -- and players -- can't scale.
* WeakenedByTheLight: A variation: bright light pacifies Spiders, and they'll only attack if you provoke them or if they enter the darkness again.
[[/folder]]

[[folder:Cave Spiders]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/minecraftcavespider_4666.png]]

A blueish, venomous variety of spider that only appears in abandoned mineshafts. They are much smaller than normal spiders, being able to fit through 1 block wide openings, and are capable of inflicting poison with an attack.
----
* ArtificialStupidity: Like the normal spiders, they'll jump from great heights if it means getting at you.
* EliteMooks: Although having less health than a regular spider, they are far more dangerous as they often appear in large numbers and have venomous bites.
* FragileSpeedster: Their speed plus their miniature size makes hitting them more difficult.
* GlassCannon: [[invoked]] They are the third weakest enemy with only six hearts of health, but thanks to their poison they are [[DemonicSpiders one of the highest in lethality.]]
* GiantSpider: Even though they're about a quarter of the size of their black counterparts, they're still pretty large. As spiders, they take extra damage from weapons with the [[WeaponOfXSlaying Bane of Arthropods]] enchantment.
* RedEyesTakeWarning: Cave spider eyes glow red. All six of them. Fortunately, this makes them easier to see in the dark.
* StandardStatusEffects: Poison in this case -- it slowly reduces the player's health down to as much as half a heart, but no less. They don't cause the poison status on easy difficulty.
* UndergroundMonkey: Cave spiders are a blue PaletteSwap of the normal spider, but are still differentiated by their venomous bite.
* WallCrawl: Like the normal spiders, they can move up vertical walls.
* ZergRush: Although they have low health, they always appear from a spawner, meaning there is very high chance that you'll be attacked by a number of them at once.
[[/folder]]

[[folder:Creepers]]
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/minecraftcreeper_6311_9.png]]
[[caption-width-right:130:[[labelnote:Click here to see the charged creeper.]]https://static.tvtropes.org/pmwiki/pub/images/super_charged.png]][[/labelnote]]

Tall, green, vaguely plant-like things. and possessing the ability to explode, Creepers will make your life miserable. They drop gunpowder if killed before they can explode. If struck by lightning, they will become "supercharged" and will have a much larger blast radius and detection radius. Their face is part of ''Minecraft'''s logo and of all the mobs they feature the most on Mojang's official merchandise.
----
* ActionBomb: Their signature attack is to rush the player until they're within the blast radius, then explode.
* ArtificialBrilliance: They are notorious for waiting in ambush around corners and the like. Patch beta 1.9 made it so that an un-primed Creeper will haul ass to get away from another Creeper that's exploding at a speed much greater than they can usually travel, nerfing one of the easiest ways to kill multiple Creepers chasing you.
* ArtificialStupidity: They can see you through transparent blocks or fence-like blocks but never explode, even if the blast would hit you. This was intentional so that making structures Creeper-proof wasn't nigh-impossible.
* BotanicalAbomination: Although they’re implied to be plants, they’re deformed, mobile stalk-like creatures with twisted faces, possess a predilection for explosive-related murder-suicide, are intelligent enough to ambush their targets and to carry a sense of self preservation, only appear in darkness, and drop music discs when they’re killed by a skeleton’s arrow. Whatever is the nature of these creatures poses more questions than it answers.
* CombatPragmatist: Their camouflage color makes them blend in with tree leaves and thick patches of grass (at first glance) and the make zero sound as they approach? Why? Because fighting fair would make them far less successful at ambushing players.
* CloseRangeCombatant: Their only way of attacking is to get in your face and blow themselves up. If you attack them at range, they are completely helpless, charging at you desperately as you shoot them to bits with arrow barrages.
* CriticalExistenceFailure: Remember, a Creeper with one heart left when it's primed to explode ''will still explode''. If you're not confident that you can finish it, just run for the hills.
* TheCrocIsTicking: Their famous hiss serves as a warning that one is near.
* DaylightHorror: Creepers are notably one of the very few hostile mobs that isn't affected by sunlight, meaning that players still have to watch their backs in the wee hours of the morning. The fact that they can easily blend in with trees and grass ''really'' doesn't help.
* TheDreaded:
** If there's any non-boss mob that strikes apprehension, caution or fear into any player, it's the Creeper. Getting killed by a Creeper (along with a good portion of your house being annihilated) is almost a rite of passage for new ''Minecraft'' players, and they remain paranoia-inducing no matter your level of experience.
** Interestingly enough, Creepers are so powerful that even ''other mobs'' are scared to fight them. Whether they be hostile Zoglins, tamed wolves or mighty Iron Golems, there are no creatures that are willing to tango with a Creeper, and for a damn good reason. The only mobs to avert this are [[OmnicidalManiac Vindicators named "Johnny"]] and [[EnemyToAllLivingThings the Wither]]. [[note]] Both are surprisingly good at it too, with the former reliably being able to quickly kill Creepers with their axes, and the latter usually being in flight and as such out of retaliation range. [[/note]]
* GlassCannon: A supercharged creeper has a much deadlier blast than the norm. However, the fact they took damage from the lightning strike that supercharged them means you can be certain they at least have less than full health.
* ImpossibleItemDrop: If a Skeleton kills a Creeper, it'll drop a vinyl music disc.
* InstakillMook: An exploding Creeper will almost certainly kill an unarmored player immediately -- depending on how close they are when they detonate, they can even instant-kill ''through a full suit of diamond armor.'' A Charged Creeper is even more powerful, and will happily take out players [[InstantDeathRadius from much farther away.]]
* LightningCanDoAnything: When a creeper is struck by lightning, it becomes supercharged, giving them a blue aura and a much more powerful explosive attack. When skeletons, zombies, or other creepers are killed by the blast of a charged creeper, they drop their heads, and this is the only way to acquire these specific mob heads.
* LogicalWeakness: The explosion takes a second to charge, meaning creepers are less effective in the open where the player can clearly see them coming. An effective way to kill one is to hit it with a sword, back up, causing the creeper to cancel its explosion, then come back and hit it again, repeat until the creeper dies. They also be ignited against their will with flint and steel, blowing them up as well as any mobs near them.
* MadeOfExplodium: Literally. Creepers drop gunpowder upon death (as long as they don't die by exploding). Since all the other mobs drop body parts when they die, this implies that Creepers have gunpowder as part of their anatomy.
* MascotMook: Creepers are the most well-known of all the mobs, to the point where a Creeper face is part of the ''Minecraft'' logo.
* MeaningfulName: They creep up to your character while making no noise, then they *SSSSSSSSS*... Perhaps an unintentional example: '''creepers''' are bunches of foliage whether plants or vines, that grow around other plants and / or up walls and trees. The Creeper is heavily implied through their texture and [[WordofGod Word of God]] to be a {{Planimal}} of some kind and can be found even after midnight around, you guessed it, trees and other foliage.
* NightmareFace: Every Creeper's face is fixed in what appears to be a pained expression.
* NoiselessWalker: Creepers make absolutely no sound when they move. [[ParanoiaFuel Have fun.]]
* OhCrap: They '''will''' make you say this at least once. They also get a version of this post-AI overhaul where if he finds out that one of its fellow Creepers is about to detonate and is close enough to be affected, they will run for the hills until they feel they're out of the blast zone.
* OneHitKill: Beginning with patch Beta 1.9, a Creeper's explosive power was buffed enough to one-shot players not wearing a full set of Iron Armor. Stay wary. It also works the other way around with use of a Flint and Steel on them. It'll force them to self-destruct right then and there. However, this will surrender any Experience, Gunpowder, and if you're too close, your health/life, so only do it if you're out of options.
* {{Planimal}}: Look very similar to vines and tall grass. [[Film/TheLostWorldJurassicPark Don’t go into the tall grass, people!]]
* SpannerInTheWorks: They ''will'' appear when you least expect them to, and they ''will'' destroy the one thing you want to preserve the most.
* StealthExpert: Although they can be fairly easily spotted when compared to trees, they emit no sound aside from footsteps and the noise they make when hurt, they ''love'' to hide and have been the sneaky ArchEnemy of many players.
* SuchALovelyNoun: According to MemeticMutation anyway. The "noun" can be anything from "wall" to "house" to [[https://i1.kym-cdn.com/photos/images/newsfeed/000/100/151/minecraft%20comic.jpg everything]].
* SuicideAttack: They blow themselves up to attack the player.
* TheVoiceless: They make no sound other than footsteps, making locating one by sound difficult. For those unfamiliar with the series, the "ssssss" is the sound of a fuse burning, not an actual hiss.
** They make a faint slithering noise when hurt, but otherwise they're soundless.
** They used to make a loud hiss while chasing you. This was DummiedOut to make them stealthier.
* WhenTreesAttack: They're green, they have multiple legs but no arms, and according to WordOfGod if someone were to touch a Creeper, it would feel "crunchy, like dry leaves" (which actually makes sense, given their green texture). This makes them strongly resemble mobile, explosive plants. [[WebAnimation/ZeroPunctuation Yahtzee]] refers to them as "suicide shrubs", while [[WebVideo/GameTheory MatPat]] has been able to draw parallels with the real-life breeding habits of peat moss.
* WhyDidItHaveToBeSnakes: Starting with Snapshot 12w05a, in part to balance out their new AI, they are terrified of cats and ocelots and will run away as soon as they notice one. This is very helpful to players, as this panic overrides their drive to approach players and explode.
* YouAreAlreadyDead: Creepers emit their [[HellIsThatNoise signature fizz]] and explode after 1.5 seconds. Considering they only start the detonation when close to a player, chances are when you hear their fizz, it's already too late.
[[/folder]]

[[folder:Slimes]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/minecraftslime_9055.png]]

The fifth mob added to the game, Slimes are gelatinous cubes that spawn in specifically-designated caves or swamps. They drop slime balls upon death. They hop around making slimy slapping sounds.
----
* AsteroidsMonster: In the wild, they can spawn with three specific sizes: Small, Medium, and Big, and Huge size slimes could spawn naturally until the v1.0.12 alpha. However, with console commands, the player can spawn slimes with a size value anywhere between 0 and 256, the latter even dwarfing the Ender Dragon. Larger slimes will split into smaller ones half their size when they take enough damage.
* BlobMonster: They're large, animated cubes of slime. In addition, their health scales with their size.
* CuteIsEvil: They're so frickin' cute! And they try to murder you.
* HarmlessEnemy: The smallest slimes. The big and normal slimes both deal damage on collision, but small slimes cannot deal any damage, and in addition have the least health of any mob in the game (1 hit point, or half a heart). They will still tackle the player, but they cannot do more than lightly push them back through the knockback all in-game entities give when they collide with each other. This can still be a threat if the player is standing next to a cliff or another high drop, but the small slimes are utterly harmless otherwise.
* IneffectualSympatheticVillain: Small Slimes are incapable of harming you, instead just following you around and pushing you back slightly. Many players actually take them as pets!
* OrganDrops: While it's unclear if they have anything that could properly be called distinct organs, the slime balls they drop were obviously ''some'' sort of bodily tissue.
* ShoutOut: Possibly, according to this bit of trivia from [[TheWikiRule Minepedia]]:
-->''"Slimes may have been inspired by several classic gaming monsters: Their shape and size resemble that of Gelatinous Cubes from [[TabletopGame/DungeonsAndDragons Dungeons & Dragons]], and their splitting behavior resembles that of Zols from ''Franchise/TheLegendOfZelda'' and Puddings from ''VideoGame/NetHack''. The name and the large, cartoonish face may be an homage to Yuji Horii's iconic Slimes from the VideoGame/DragonQuest series."''
[[/folder]]

[[folder:Silverfish]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/minecraftsilverfish_4304.png]]

Rare, strange bugs that pop out of special mined stone blocks found in strongholds and occasionally in large mountain interiors.
----
* AmbushingEnemy: Silverfish always hide inside blocks. Silverfish that are hiding in certain stone blocks look exactly like any other regular stone block and if you wind up exposing the Silverfish hiding inside, its cry will alert other Silverfish that are hiding and they will swarm you. While you can't visually tell what block contains the mob, the only way to know for sure is to hit the block with something other than a pickaxe. If the block starts to break quickly, it contains a Silverfish. Alternatively, if you mine it with a pickaxe and it breaks slower than usual, it contains a Silverfish. As of 1.13 however, infested blocks break instantly regardless of the tool used on them. If your pickaxe has the Silk Touch enhancement, you can actually harvest the blocks with Silverfish inside without setting it off and place the block elsewhere as a trap or prank for your friends.
* ArtisticLicenseBiology: In real life, silverfish aren't evil and they're much smaller.
* BigCreepyCrawlies: Gigantic silverfish aren't that common in media, but this is an exception. Despite this, they still manage to be one of the smallest mobs (second only to Endermites), although they're still a lot bigger than real-life silverfish, which are rarely longer than a fingernail. This also means they take extra damage from weapons with the [[WeaponOfXSlaying Bane of Arthropods]] enchantment.
* InformedSpecies: Real-life silverfish look like [[https://upload.wikimedia.org/wikipedia/commons/thumb/8/84/LepismaSaccharina.jpg/800px-LepismaSaccharina.jpg this]].
* SeldomSeenSpecies: Silverfish aren't encountered in most forms of media, let along giant ones.
* ZergRush: When attacking a Silverfish, a lot of its pals will come to help it, if they happen to be nearby.
[[/folder]]

[[folder:Witches]]
[[quoteright:130:https://static.tvtropes.org/pmwiki/pub/images/minecraftwitch_2450_1.png]]

A hostile mob that first appeared in snapshot 12w38a. Witches look like villagers, but wear pointy hats, have a wart on their nose, and use a variety of potions to attack like any other stereotypical witch. Witches are the second Overworld mob that can attack from a distance and its potions can be quite deadly to the player or any other mob that gets in its way. Drops various brewing materials[[note]]Empty glass bottles, redstone powder, glowstone powder, gunpowder, spider eyes, and sugar[[/note]], sticks, or rarely a potion upon death. Beginning with the Village and Pillager update they can spawn during raids, but aren't considered actual Illagers.
----
* ArmorPiercingAttack: All of the Witch's attacks are this, since potions don't have any effect on armor. Thus, a player with full netherite armor is just as vulnerable to a Witch's attack as one with no armor at all. ''Enchanted'' armor can defend against potions, though.
* BalefulPolymorph: When a Villager is struck by lighting, it will transform into a Witch.
* DaylightHorror: They're notably one of the few Overworld mobs that isn't affected by sunlight; they'll stop spawning, but aren't harmed by it in any way and will remain active and dangerous after dawn.
* HealingPotion: A Witch will drink a Potion of Healing if its health is low.
* HelpfulMook: Although Witches are not considered to be true Illagers (as Johnny Vindicators will still attack them), they will start showing up in the third and fourth waves of a raid and throw splash potions of healing at the Illagers to help them. This can turn right around on them, as players can be healed by them as well.
* KillItWithFire: Averted. The Witch doesn't burn in the sunlight and, if you attempt to set the Witch on fire, it will drink a Potion of Fire Resistance to become immune to fire.
* LongRangeFighter: Witches have no useful ability when it comes to CQC, but will toss potions like hand grenades at any possible threats. It helps that they also possess a semi-immunity to their own potions.
* MinionWithAnFInEvil: Averted with Witches that spawn in the Overworld, but played straight with the ones that spawn in raids. They exclusively throw splash potions of healing for the Illagers but, due to the chaotic nature of raids, they end up hitting the player just as often as they may hit the Illagers they’re trying to help. They also don’t try to fight back if players attack them.
* MetalSlime: They're one of the rarer overworld mobs, and thanks to their high health and use of various potions in combat they're also one of the most dangerous. They also have a very bountiful drop table, carrying all sorts of brewing-related loot on them, and can drop four types of potion if killed while drinking.
* RareRandomDrop: The Witch has the most potential drops out of all the mobs (all of them are used for potion brewing), but if you kill it while it's drinking a potion, it has a chance to drop it.
* SetAMookToKillAMook:
** Because it uses Splash Potions of Harming in combat, it's entirely possible to get pretty much any hostile mob that isn't undead to attack a witch, and they'll duke it out to the death.
** A subversion can also occur if a skeleton accidentally shoots it -- the witch will set its sights on the skeleton and begin fruitlessly chucking potions at it, and the skeleton will simply [[ReviveKillsZombie shrug them off]] without ever turning its attention to the witch. The same thing happens if it gets hit by a drowned's trident.
** Another subversion can occur if it hits ''another'' witch with its potions. The two witches will start fighting, but because they are resistant to potion effects and use Potions of Healing, neither witch will be able to kill the other unless the player intervenes or they despawn.
* StandardStatusEffect: The Witch's potions that it throws at you can cause poison or slowness. The Witch can also throw Potions of Harming at you for instant damage. It is also highly resistant to most negative potion effects.
* SuddenlyVoiced: One of, if not the only, completely silent mobs for several years. As of 1.9, they now cackle evilly and [[MajorInjuryUnderreaction grunt in discomfort when hurt]].
* SuperNotDrowningSkills: Beginning in 1.7.2, they drink Potions of Water Breathing if they get stuck underwater.
* ThrowDownTheBomblet: They use Splash Potions of Harming in combat, which are effectively grenades.
* WickedWitch: They're witches who are definitely not friendly towards players or other Villagers.
* WitchClassic: They've got the pointy buckled hats and big warty noses, brew various types of potions that they use in combat, and live in wooden huts in the middle of swamplands alongside black cats.
[[/folder]]

[[folder:Guardians]]
[[quoteright:293:https://static.tvtropes.org/pmwiki/pub/images/ezgif_2_429ae139184a.png]]

A fish-like aquatic creature, introduced in snapshot 14w25a, that attacks by sending out a large laser beam which harms the player. It only spawns underwater in ocean monuments. Drops prismarine shards or crystals upon death.
----
* AquaticMook: One of three hostile aquatic enemies alongside their elder counterparts and Drowned, and in fact cannot move properly on land. This also means they take extra damage from Tridents with the [[WeaponOfXSlaying Impaling]] enchantment.
* CombatPragmatist: When approached or attacked they will swim a distance away where the player can't reach them, but they can reach the player using their EyeBeams.
* CorridorCubbyholeRun: Fighting them essentially amounts to a form of this, since the player has to hide behind a wall to avoid being in their line of sight and thus cancel their attack.
* CowardlyMooks: Whenever they attack or get hit by the player, they quickly retreat out of sight to wait for another opportunity to strike. If the player approaches them, they usually tend to swim away, even if it means interrupting their own attacks to do so.
* {{Cyclops}}: They only have a single, large eye. They will also constantly stare at the player if one is nearby.
* EyeBeams: Their main weapon is a technicolor, beam-like ChargedAttack they shoot from their single eye.
* {{Hitscan}}: Their EyeBeams will instantly hit their targets as soon as they fire.
* ImpossibleItemDrop: They can drop raw cod when they die. This made sense back when that item was still simply the non-specific "fish," since the implication was that it was the [[OrganDrops actual flesh of the guardian itself]], but nowadays one can only assume that Guardians have a mouth of some description hidden somewhere on their body and that the cod was their stomach contents. It's anyone's guess where the [[PowerCrystal prismarine crystals]] are coming from, though.
* NoEyeInMagic: For them to use their ranged attack, they need a line-of-sight to their target. Hiding behind any terrain will cause them to cancel their attack.
* OmnicidalManiac: Besides the player, guardians also attack squids. Unlike Villagers, who at least have Iron Golems to defend themselves, Squids have no way to defend from Guardians.
* PainfulPointyPufferfish: Their bodies are covered with large spikes that they can extend and retract. When their spikes are extended, striking them with a fist or any melee weapon will deal you a heart of damage. Physically speaking, they resemble large, cyclopean pufferfish with long tails.
* RedEyesTakeWarning: Their single eye is red and they're hostile mobs.
* SchmuckBait: [[InvertedTrope They become the subject of this around a Conduit.]] Guardians tend to congregate around light sources (hence the large schools of them around the Sea Lantern-lit entrances), and an active and fully-powered Conduit is especially bright. Such a Conduit will also attack and kill any Guardian that draws close, making the Conduit function like an aquatic bug zapper.
* SpikesOfVillainy: Their body is covered with spikes, which work like the Thorns enchantment (hitting them with a sword will harm you as well).
* TheSpiny: Attacking them when their spikes are out will deal damage to the player ala Thorns.
* StealthHiBye: Whenever they attack or get hit by the player, they quickly retreat out of sight to wait for another opportunity to strike.
* UnblockableAttack: The Guardian’s eyebeams cannot be deflected with shields. The only way to get them to avoid it is to swim away from them to get out of their range, or swim towards them to get them to run away from you.
* VocalDissonance: In the water, they make low-pitched droning sounds that befit their look. ''Outside'' the water... they make cute, high-pitched squeaks.
[[/folder]]

[[folder:Elder Guardians]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/mcelderguardian_8947.png]]

A stronger, larger, gray variant of the Guardian, also introduced in snapshot 14w25a. Three of them can be found in each ocean monument, and unlike regular Guardians they will not respawn once killed. Drops prismarine shards and a wet sponge when killed.
----
* AquaticMook: The last of three hostile aquatic enemies. This also means they take extra damage from Tridents with the [[WeaponOfXSlaying Impaling]] enchantment.
* BossInMooksClothing: They have the second-largest health out of all non-boss hostile mobs, deal quite a lot of damage, and their Thorns and Mining Fatigue abilities make them hard to fight. And to add to this, they now ''count'' as a boss in pocket edition.
* CorridorCubbyholeRun: Fighting them essentially amounts to a form of this, since the player has to hide behind a wall to avoid being in their line of sight and thus cancel their attack.
* {{Cyclops}}: They only have a single, large eye. They also stare at nearby players just like their smaller brethren.
* DungeonBypass: The Mining Fatigue debuff [[DefiedTrope actively defies the trope]] by greatly increasing the time it takes to break blocks.[[note]]'''27 times''' longer, to be exact; you will struggle to break even ''dirt'' with this.[[/note]] This forces the player to navigate the massive labyrinthine monument instead of tunneling through it.
* EyeBeams: Like their regular counterparts, their main weapon is a technicolor, beam-like ChargedAttack they shoot from their single eye.
* {{Hitscan}}: Their EyeBeams will instantly hit their targets as soon as they fire.
* JumpScare: When they cast the Mining Fatigue debuff, a ghostly image of the Elder Guardian appears on screen with a loud sound akin to a bell's toll, which may surprise players. The Elder Guardian has a very large radius from where it can inflict this debuff, extending just outside the Monument's boundaries, so players simply passing through can get an unwelcome surprise.
* KingMook: They're basically much bigger and stronger Guardians.
* NoEyeInMagic: For them to use their ranged attack, they need a line-of-sight to their target. Hiding behind any terrain will cause them to cancel their attack.
* PainfulPointyPufferfish: Their bodies are covered with large spikes that they can extend and retract. When their spikes are extended, striking them with a fist or any melee weapon will deal you a heart of damage. Physically speaking, they resemble large, cyclopean pufferfish with long tails.
* PermanentlyMissableContent: One of their more annoying aspects is that they ''never'' respawn, meaning that if you use the "[[SaveScumming set game to peaceful when about to die]]" tactic at any point after the monument generates in the world, they just don't come back.
* StandardStatusEffects: They're able to inflict the Mining Fatigue debuff whenever the player is within the perimeter of the Ocean Monument, slowing the player's attacking and mining speed. They're currently the only source of that debuff.
* StrongerWithAge: Their name suggests that they're elderly guardians, and they're much more powerful than regular guardians.
* TheSpiny: Attacking them when their spikes are out will deal damage to the player ala Thorns. These hurt more than regular Guardians.
* VocalDissonance: In the water, they make low-pitched droning sounds that befit their look. ''Outside'' the water... they make cute, high-pitched squeaks.
[[/folder]]

[[folder:The Killer Bunny]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/150px_killer_bunny.png]]

A secret (now completely unused) type of rabbit named for the Rabbit of Caerbannog, first appearing in snapshot 14w27a. As opposed to most rabbits, this one is hostile, and will attack the player without provocation.
----
* DaylightHorror: It's not affected by full daylight, as most Overworld hostile mobs are.
* GlassCannon: Though its attack is pretty strong, it only has one and a half hearts of health, and will die in one hit to just about any weapon, or to a Wolf's retaliatory attack.
* HairRaisingHare: It's a hostile rabbit that can deal a good chunk of damage to an unarmored player (up to six hearts on Hard mode).
* KillerRabbit: Literally. Bonus points for being a reference to the TropeNamer.
* RedEyesTakeWarning: Its narrow red eyes are the only significant physical feature that will allow you to tell it apart from normal, harmless rabbits.
* ShoutOut: To the identically-named rabbit in ''Film/MontyPythonAndTheHolyGrail''.
* WhiteBunny: It always appears as white.
[[/folder]]

[[folder:The Warden]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/warden_2.png]]

The Warden is an incredibly dangerous mob that can two shot the player even while in Netherite armor. It is located in the 'deep dark' underground biome. Although incredibly dangerous, it is also blind, only able to "see" using sculk blocks to detect the player's movement. As such, it can also be tricked using things to set them off in the other direction.
----
* AnimationBump: Wardens have very fluid and flexible animations compared to other mobs, which further distinguishes their alien nature.%%Visible in trailer.
* BlindMistake: Wardens are completely blind and sense sounds to navigate, meaning players can take advantage of this and create noises elsewhere to distract them. Their reveal trailer shows a player throwing a snowball to lure one away from him.
* BlindWeaponmaster: The Warden may not be able to see you, but if it senses your movements, you better hope you can either take it down or get away from it before it catches up to you.
* BossInMookClothing: The Minecraft Live 2020 trailer shows them soaking up a lot of damage from the player, and even two-shotting them despite wearing ''[[InfinityPlusOneArmor Netherite]]'' armor.
* BootstrappedTheme: "Fizz" from ''VideoGame/MinecraftDungeons'' has become more commonly associated as the Warden's theme thanks to its usage during the reveal footage at Minecraft Live 2020.
* DarkIsEvil: Not just its colour, but lights will dim as it approaches. It's also one of the toughest and most aggressive hostile mobs in the game.%%Visible in trailer.
%%* DidYouJustPunchOutCthulhu: Though the devs heavily discourage this, someone sufficiently well-versed in technical Minecraft could definitely invoke this trope. Your best bet is to bombard these creatures with either a firework barrage or [[NuclearOption end crystals]], which are both [[StoryBreakerPower insanely explosive items that can out-damage even the warden itself]].
%%* DugTooDeep: It's only found in the deep dark biome, located directly next to/on the bedrock layer.
* EarlyBirdCameo: Potentially ''eight years'' early. If you listen to the infamous [[https://www.youtube.com/watch?v=aLf9lfbI5Kg Music Disc -- 11]], you can hear sounds similar to that of what the Warden makes. (The developers [[WordOfGod have since confirmed]] that the Warden was indeed inspired by disc 11.)
* EvilIsBigger: One of the largest mobs in the Overworld ([[https://pbs.twimg.com/media/EjpO-qoXYAE-CET?format=jpg&name=4096x4096 official screenshots]] show that it's larger than even the iron golem]]) and also one of the toughest hostile mobs in the game period.
%%* FasterThanTheyLook: Despite being a huge hulking monster, upon detecting the player, they will make a beeline towards them at speeds faster than an ''Enderman''.%%Needs citation.
* HumanoidAbomination: A hostile, grotesque monstrosity resembling a bulky, ogre-like humanoid with screaming faces in its chest, lurking in the darkest depths of the world.%%Visible in trailer.
* HeartbeatSoundtrack: When the Warden is nearby its heartbeat can be heard clearly, quickening if it becomes aware of a target.%%Audible in trailer.
%%* HopelessBossFight: Taking it on directly is supposed to be near-impossible even with endgame-level equipment -- it's intended to recreate the feeling of the first night later on in the game.%%Needs citation.
* InstakillMook: In the reveal trailer, the Warden takes only two hits to kill a player wearing full Netherite, the most protective armor in the game.
* LightningBruiser: Extremely strong, very tough, and frighteningly fast when it wants to be, easily chasing down and keeping up with the player in the trailer before it corners and kills them swiftly, punching through their netherite armor in just ''[[CurbstompBattle two]]'' blows.
* NonStandardCharacterDesign: Or "non-standard animation". Unlike most mobs in ''Minecraft'', which have stiff animations, the Warden lumbers about in motions and ways most ''Minecraft'' mobs don't. This was specifically to play up its eldritch nature.%%Visible in trailer.
%%* RunOrDie: The Warden has been stated by the developers to not be a boss, and instead to be more like a force of nature that players have to hide from. You have effectively no chance of beating in a straight fight without some questionable explosive tactics, so you instead distract it if you don't know, which is most of the player base.%%Needs non-Word of God citation.
* ThrowingTheDistraction: The trailer shows the player throwing a snowball to activate some sculk blocks to lure the Warden away from them.
%%* WakeUpCallBoss: Not a boss exactly, but this thing is a tier and a half above everything in the Overworld. Only bringing the best they have will give the player a fighting chance, and even then taking it on in a fair fight is suicide.%%Needs citation.
%%* WeakenedByTheLight: The Warden will burn if exposed to direct sunlight, making it the only non-undead Hostile mob with this feature.%%Needs citation.
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