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The Dreaded is for in-universe reactions only


* 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.

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* 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.

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Changed: 9

Removed: 330

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Added example(s)


* 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.



* LongRangeFighter: Pillagers, Evokers, Witches, 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.

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* LongRangeFighter: Pillagers, Evokers, Witches, 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.


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* AmbiguouslyHuman: Witches seem do be even more related to villagers than illagers.


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* DarkActionGirl: They are wicked witches that attack on sight.


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* SwampMonster: Witches have their own unique hut, located in the swamp.
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* ColorCodedElements: A green skeleton variant that appropriately fires poisonous arrows.
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* UndergroundMonkey: They're a variant of the standard skeleton spawned in, and themed around, swamp biomes as well as literally underground in Trial Chambers via trial spawners. These also have arrows that cause poison when they hit a target.

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* UndergroundMonkey: They're a variant of the standard skeleton spawned in, and themed around, swamp biomes as well as literally underground in Trial Chambers via trial spawners. These also have arrows that cause poison when they hit a target.target, but are fired at a slower speed than those of a normal skeleton (once per 3.5 sec instead of 2 sec).
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* StatusInflictionAttack: Their arrows inflict players with the Poison debuff, which will cause players to lose health every few seconds, unless they are already at 1 HP.

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A variant of skeletons found in swamps, mangroves, and Trial Chambers.

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A variant of skeletons found in swamps, mangroves, mangrove swamps, and Trial Chambers.


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* SwampMonster: Bogged are Skeletons that live in marshy biomes that have slimy moss and fungi growing on their bodies, like typical swamp monsters.
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added Bogged

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

A variant of skeletons found in swamps, mangroves, and Trial Chambers.
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* GlassCannon: Their poisoned arrows deal more damage over time, but they have less health than regular skeletons.
* PoisonedWeapons: Bogged shoot poisoned arrows at a slightly slower rate than regular skeletons.
* UndergroundMonkey: They're a variant of the standard skeleton spawned in, and themed around, swamp biomes as well as literally underground in Trial Chambers via trial spawners. These also have arrows that cause poison when they hit a target.
[[/folder]]
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None


* 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.

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* ImmunityDisability: Their 50% 75% 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.



* 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. When spawned outside of Ancient Cities, they are also prone to walking off cliffs. This is one of the few ways the environment can damage them.

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* 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. When spawned outside of Ancient Cities, they are also prone to walking off cliffs. This is one of the few ways the environment can damage them.them, although they are so absurdly tough that they can shrug it off easily.
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Added example(s)


A variant of the zombie that was introduced in the Update Aquatic, Drowned can either spawn naturally in bodies of water, including ocean, rivers, and aquifers in Dripstone Caves, or can 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 that was introduced in the Update Aquatic, Drowned are technically neutral mobs and they can either spawn naturally in bodies of water, including ocean, rivers, and aquifers in Dripstone Caves, or can be created when a regular zombie dies through drowning damage. They have a chance to drop tridents when they die.



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.

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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. They behave the same, becoming neutral during the day.
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Spelling/grammar fix(es)


[[folder:Zombies and Zombie Villagers]]

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[[folder:Zombies and & Zombie Villagers]]

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adding zombie villagers and giants, and removing some mobs the Illager category, they are not illagers


[[folder:Zombies]]

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[[folder:Zombies]][[folder:Zombies and Zombie Villagers]]




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[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/minecraft_zombie_villager.png]]



[[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 & Pillage update they can spawn during raids and can join Pillager patrols.

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[[folder:Witches]]
[[quoteright:130:https://static.
[[folder:Vindicators]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/minecraftwitch_2450_1.org/pmwiki/pub/images/minecraftvindicator.png]]

A hostile mob added in 1.11 that first appeared resembles a gray-skinned, evil, axe-wielding Villager. Spawns 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 & Pillage update they can spawn during raids and can join Pillager patrols.Woodland Mansions.



* 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.
* ForcedTransformation: When a Villager is struck by lighting, it will transform into a Witch. Swamp Villagers (who only spawn when a village is built for them in a swamp biome) are the only Villagers to wear the same purple color as Witches, suggesting that the Witches found in swamps are the transformed remaining population of a swamp village and that every Witch is a transformed Villager.
* 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.
* ImmuneToFire: 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.
* LightningCanDoAnything: They're the result of a villager struck by lightning.
* 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 in Bedrock Edition 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. No longer the case for Java as of version 1.14, however.
* 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.
* 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: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.
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[[folder:Vexes]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/vex_je3.png]]
[[quoteright:250:[[labelnote:Click here to see the old version of this mob before version 1.20.]]https://static.tvtropes.org/pmwiki/pub/images/minecraftvex_2.png]][[/labelnote]]

A mob added in 1.11. While not illagers themselves, they're spawned by Evokers during combat.

to:

[[folder:Vexes]]
[[quoteright:250:https://static.
[[folder:Pillagers]]
[[quoteright:240:https://static.
tvtropes.org/pmwiki/pub/images/vex_je3.png]]
[[quoteright:250:[[labelnote:Click here to see the old version of this mob before version 1.20.]]https://static.tvtropes.org/pmwiki/pub/images/minecraftvex_2.png]][[/labelnote]]

A mob added
org/pmwiki/pub/images/pillager.png]]

Added
in 1.11. While not illagers themselves, they're spawned by Evokers during combat.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.



* AirborneMook: They possess wings and make good use of them.
* BrainwashedAndCrazy: Given that you only find Allays in Pillager Outposts and Woodland Mansions, always imprisoned, and that Vexes look like evil versions of Allays, it's implied that Vexes ''are'' Allays forcibly converted by the Evokers.
* 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.
* TheFairFolk: They are an EvilCounterpart to the Allay, a fairy-like mob with a much more sinister appearance.
* 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.
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[[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.

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[[folder:Ravagers]]
[[quoteright:300:https://static.
!Other

[[folder:Creepers]]
[[quoteright:130:https://static.
tvtropes.org/pmwiki/pub/images/ravager_2.png]]

Added in 1.14,
org/pmwiki/pub/images/minecraftcreeper_6311_9.png]]
[[caption-width-right:130:[[labelnote:Click here to see
the Village and Pillage update, Ravagers are hulking beasts trained by charged creeper.]]https://static.tvtropes.org/pmwiki/pub/images/super_charged.png]][[/labelnote]]

Mean, green, [[OhCrap "oh crap"]] machines that possess
the Illagers and set loose on villages during raids. ability to explode, Creepers will make your life miserable. They destroy crops and attack villagers, and in combat drop gunpowder if killed before they are resistant to knockback while having a roar attack that knocks back entities while dealing damage to players can explode. If struck by lightning, they will become "supercharged" and villagers. 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.



* 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.
* UseYourHead: Ravagers attack with a headbutt that deals heavy damage and knockback.
* WhyDidItHaveToBeSnakes: Ravagers used to be afraid of ''rabbits'' of all things, and would flee when they saw them.
[[/folder]]

!Other

[[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]]

Mean, green, [[OhCrap "oh crap"]] machines 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.
----



[[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.

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[[folder:Guardians]]
[[quoteright:293:https://static.
[[folder:Witches]]
[[quoteright:130:https://static.
tvtropes.org/pmwiki/pub/images/ezgif_2_429ae139184a.org/pmwiki/pub/images/minecraftwitch_2450_1.png]]

A fish-like aquatic creature, introduced hostile mob that first appeared in snapshot 14w25a, 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 attacks by sending out can attack from a large laser beam which harms distance and its potions can be quite deadly to the player. It only spawns underwater player or any other mob that gets in ocean monuments. its way. Drops prismarine shards various brewing materials[[note]]Empty glass bottles, redstone powder, glowstone powder, gunpowder, spider eyes, and sugar[[/note]], sticks, or crystals rarely a potion upon death.death. Beginning with the Village & Pillage update they can spawn during raids and can join Pillager patrols.



* 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.
* ForcedTransformation: When a Villager is struck by lighting, it will transform into a Witch. Swamp Villagers (who only spawn when a village is built for them in a swamp biome) are the only Villagers to wear the same purple color as Witches, suggesting that the Witches found in swamps are the transformed remaining population of a swamp village and that every Witch is a transformed Villager.
* 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.
* ImmuneToFire: 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.
* LightningCanDoAnything: They're the result of a villager struck by lightning.
* 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 in Bedrock Edition 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. No longer the case for Java as of version 1.14, however.
* 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.
* 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.
----



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

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[[folder:The Warden]]
[[quoteright:200:https://static.
[[folder:Vexes]]
[[quoteright:250:https://static.
tvtropes.org/pmwiki/pub/images/warden_minecraft.png]]

The Warden is an incredibly dangerous
org/pmwiki/pub/images/vex_je3.png]]
[[quoteright:250:[[labelnote:Click here to see the old version of this
mob that can two shot the player even while before version 1.20.]]https://static.tvtropes.org/pmwiki/pub/images/minecraftvex_2.png]][[/labelnote]]

A mob added
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.1.11. While not illagers themselves, they're spawned by Evokers during combat.


Added DiffLines:

* AirborneMook: They possess wings and make good use of them.
* BrainwashedAndCrazy: Given that you only find Allays in Pillager Outposts and Woodland Mansions, always imprisoned, and that Vexes look like evil versions of Allays, it's implied that Vexes ''are'' Allays forcibly converted by the Evokers.
* 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.
* TheFairFolk: They are an EvilCounterpart to the Allay, a fairy-like mob with a much more sinister appearance.
* 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: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.
* UseYourHead: Ravagers attack with a headbutt that deals heavy damage and knockback.
* WhyDidItHaveToBeSnakes: Ravagers used to be afraid of ''rabbits'' of all things, and would flee when they saw them.
[[/folder]]

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


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[[folder:Giant]]
[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/minecraftzombie_7399.png]]

A completely unused type of zombie, the Giant, first appearing in Java Edition Indev 0.31 20100205. As opposed to most other hostile mobs, the giant doesn't have AI.
* TookALevelInBadass: Downplayed, early in development, Giants used to have the zombie AI, being faster and stronger than the player, but in the next update this was removed, and Giants have been unused since then.
[[/folder]]
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* TheDreaded: 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 that attack Creepers are [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength (combined with sheer HP) respectively, and the latter usually being in flight and as such out of retaliation range. [[/note]]

to:

* TheDreaded: 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 that attack Creepers are [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. Wither]], and as of 1.8, [[TooDumbToLive Snow Golems]]. [[note]] They're With the exception of Snow Golems, they're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength (combined with sheer HP) respectively, and the latter Wither usually being in flight and as such out of retaliation range. [[/note]]
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Zombified Piglins are also immune to sunlight


* 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.

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* WeakenedByTheLight: Most undead (including phantoms) are set on fire by the sunlight, and torches can prevent them from spawning. [[note]]Husks, [[note]]Husks and Zombified Piglins, 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.
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Misuse


* ShoutOut: Possibly, according to this bit of trivia from 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."''
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* TheDreaded: 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 that attack Creepers are [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength respectively, and the latter usually being in flight and as such out of retaliation range. [[/note]]

to:

* TheDreaded: 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 that attack Creepers are [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength (combined with sheer HP) respectively, and the latter usually being in flight and as such out of retaliation range. [[/note]]



* 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.

to:

* 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. When spawned outside of Ancient Cities, they are also prone to walking off cliffs. This is one of the few ways the environment can damage them.



* 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.

to:

* 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, Ender Dragon, and Player all have personal names.



* 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.

to:

* KillTheLights: When the Warden is nearby, it inflicts the Darkness Blindness status effect on players, making it impossible to see more than a few blocks in front of you, regardless of how bright it is.is. It also completely removes the player’s night vision potion.



* 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.

to:

* 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. It can also be drowned and takes fall damage, though both of those methods take forever to kill it due to its high HP.
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Spiders are now afraid of Armadillos.

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* WhyDidItHaveToBeSnakes: Spiders will run away from Armadillos and will not fight back when they are too close to one. Justified as armadillos are known to eat insects, including spiders.


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* WhyDidItHaveToBeSnakes: Just like their other variant, Cave Spiders will run away from Armadillos and will not fight back when they are too close to one.
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Allays, Piglins and Skeletons can also survive with the totems as well. If you guys are savvy enough, mind testing out on some mobs that can also hold items?


* 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 and zombies, too).

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* 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 allays, foxes, piglins, skeletons, and zombies, too).
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There is a video where a zombie is holding a totem of undying and Philza have to hit the zombie with the totem twice because of this. Here you go!


* 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).

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* 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, foxes and zombies, too).
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Missed something


* TheDreaded: 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 that attack Creepers are [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength respectively, and the latter usually being in flight and as such out of retaliation range. [[/note]]

to:

* TheDreaded: 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 that attack Creepers are [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength respectively, and the latter usually being in flight and as such out of retaliation range. [[/note]]

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Removing natter and other fixes


* 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 [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength respectively, and the latter usually being in flight and as such out of retaliation range. [[/note]]

to:

* 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.
**
TheDreaded: Interestingly enough, Creepers are so powerful that even ''other mobs'' are scared to fight them. Whether they be hostile Zoglins, tamed wolves 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 that attack Creepers are [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength respectively, and the latter usually being in flight and as such out of retaliation range. [[/note]]



* 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 they find out that one of their fellow Creepers is about to detonate and they're close enough to be affected, they will run for the hills until they think they're out of the blast zone.

to:

* NoiselessWalker: Creepers make absolutely no sound when they move. [[ParanoiaFuel Have fun.]]
move.
* OhCrap: They '''will''' make you say this at least once. They also get a version of this post-AI overhaul, where if they find out that one of their fellow Creepers is about to detonate and they're close enough to be affected, they will run for the hills until they think they're out of the blast zone.



* {{Planimal}}: Look very similar to vines and tall grass. [[Film/TheLostWorldJurassicPark Don’t go into the tall grass, people!]]

to:

* {{Planimal}}: Look Creepers look very similar to vines and tall grass. [[Film/TheLostWorldJurassicPark Don’t go into the tall grass, people!]]grass.



* 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]].



* 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.

to:

* 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.



* 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.

to:

* YouAreAlreadyDead: Creepers emit their [[HellIsThatNoise signature fizz]] 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.
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In Minecraft talk, passive means never attacking at all.

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In Minecraft talk, passive means never attacking at all.


* NoSell: Unlike other zombie types, they don't burn in the sun.



* UndeadChild: The rider is a baby zombie.



* OrganDrops: [[PlayingWithATrope for a given value of organ]], they drop their bones.

to:

* OrganDrops: [[PlayingWithATrope for For a given value of organ]], they drop their bones.



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.

to:

Large black spiders that jump at the player and climb up walls. During the day, they become passive neutral and only attack if you attack first. They drop string and spider eyes upon death. They are identified by the "skeee" noises they make.


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* LightningCanDoAnything: They're the result of a villager struck by lightning.
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* InstantDeathRadius: Don't even ''think'' about standing near the Warden or it will tear you to shreds in seconds. Plus, it has the ability to smell you at close proximity, completely ruining any stealth you may have been practicing up to that point. And God help you if you make direct contact with it — it will turn on you immediately and flatten you like a pancake.

to:

* InstantDeathRadius: Don't even ''think'' about standing near the Warden or — if you make ''any'' direct contact with it, it will immediately turn on you and tear you to shreds in seconds. Plus, And even if you don't touch the Warden, it has the ability to smell you at close proximity, completely ruining any stealth you may have been practicing up to that point. And God help you if you make direct contact with it — it will turn on you immediately and flatten you like a pancake.point.
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* InstantDeathRadius: Do NOT stand near the Warden or it will tear you to shreds. Plus, it has the ability to smell you at close proximity, completely ruining any stealth you may have been practicing up to that point.

to:

* InstantDeathRadius: Do NOT stand Don't even ''think'' about standing near the Warden or it will tear you to shreds.shreds in seconds. Plus, it has the ability to smell you at close proximity, completely ruining any stealth you may have been practicing up to that point. And God help you if you make direct contact with it — it will turn on you immediately and flatten you like a pancake.

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[[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.

to:

[[folder:Spider Jockeys]]
[[quoteright:238:https://static.
!!Others

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

A rare enemy 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 has a 1/100 chance to appear when a spider spawns. It consists of a skeleton riding a spider, and has won the health and abilities of both monsters. It also tends to kill itself by accident.vote.



* 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.wiki/w/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.
* MountedMook: Skeleton jockeys are skeletons that spawn riding {{Giant Spider}}s, joining the skeleton's ranged attacks to the spider's speed and ability to climb up vertical surfaces.
* OrganDrops: They have all the drops of its 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, due to the specifications on how they spawn.
[[/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.
----



[[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.

to:

[[folder:Slimes]]
[[quoteright:150:https://static.
[[folder:Spider Jockeys]]
[[quoteright:238:https://static.
tvtropes.org/pmwiki/pub/images/minecraftslime_9055.org/pmwiki/pub/images/spider_jockey.png]]

The fifth mob added to the game, Slimes are gelatinous cubes A rare enemy that spawn in specifically-designated caves or swamps. They drop slime balls upon death. They hop around making slimy slapping sounds.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.


Added DiffLines:

* 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.wiki/w/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.
* MountedMook: Skeleton jockeys are skeletons that spawn riding {{Giant Spider}}s, joining the skeleton's ranged attacks to the spider's speed and ability to climb up vertical surfaces.
* OrganDrops: They have all the drops of its 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, due to the specifications on how they spawn.
[[/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.
----

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!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.

to:

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

Large black spiders
that will cause a raid to occur in jump at the next village player and climb up walls. During the day, they visit.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.



* 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.
* 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.
* AttackOnOneIsAnAttackOnAll: 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.
* 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]].
* FantasticTerrorists: They are close to a large terrorist group Minecraft can have, though [[TerroristsWithoutACause they generally don't have any cause at all]].
* 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.
* HeWhoFightsMonsters: They are descendants of Villagers who took up arms to defend themselves against the vicious monsters of the Overworld, and over time they became just as vicious themselves.
* KickTheDog: They were already pretty horrible to begin with, but starting with the Wild update, they keep [[OurFairiesAreDifferent Allays]] locked up in cages near their outposts and in their mansions.
* 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, Witches, 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.]]
** Exaggerated 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.
* 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.
* WouldntHurtAChild: As of 1.18 and in Bedrock edition, Illagers only attack adult villagers and leave any baby villagers alone. Averted in Pre-1.18 versions and other versions.

to:

* AmbiguouslyHuman: They all seem to be the same species as or a subspecies ArtificialStupidity: Even after several updates, Spiders are one of the villagers, which may few mobs that still make straight beelines towards you. They will jump off high buildings to get to you, or may not be human, but have grey skin.
* ArmorPiercingAttack: The Evoker's fang attack always does six hearts of
even jump through lava to get to you on rare occasions, causing them to take fall damage no matter what armor or to burn to death.
* BigCreepyCrawlies: Spiders
the player wears (unless it's enchanted). Vindicators are also able to temporarily disable shields size of a man.
* {{Cephalothorax}}: Averted, unlike
with their attacks as well, although armor does affect their damage output.
* AttackOnOneIsAnAttackOnAll: Considering the
real life spiders, who only way to procure a bad omen is to wipe out an Illager outpost or patrol, it’s not hard to think that have the resulting raid should you go into a village is a retaliatory strike for your assault on them earlier.
* BeardOfEvil: Depending on how you interpret
head and abdomen. These guys have three body segments like an insect. Probably [[JustifiedTrope justified]] by 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
limitations of the rooms game's character modeling 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, animation system.
* DarknessEqualsDeath: In
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
daytime, they’re capable of [[AxeBeforeEntering forcing them open with their axe.]]
* TheDreaded: In contrast to
perfectly harmless so long as you don’t provoke them, but when the way they deal with sun goes down, 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.
rules change.
* 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 On Hard mode, 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]].
* FantasticTerrorists: They are close to a large terrorist group Minecraft can have, though [[TerroristsWithoutACause they generally don't
have any cause at all]].
* FighterMageThief: The Vindicator, Evoker, and Pillager fill these roles nicely. The Vindicator tends
a ten percent chance to fight up and close spawn with their axe, the Evoker uses its magic to deal loads of damage from far away, a beneficial potion effect (such as regeneration 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.
invisibility).
* HeWhoFightsMonsters: They are descendants GiantSpider: The size of Villagers who took up arms to defend themselves against the vicious monsters of the Overworld, and over time man. As spiders, they became just as vicious themselves.
* KickTheDog: They were already pretty horrible to begin with, but starting
take extra damage from weapons with the Wild update, [[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 keep [[OurFairiesAreDifferent Allays]] locked up in cages near drop their outposts eyes. You can eat them to refill a notch of hunger, but this will also poison you for a few seconds and in their mansions.
* LightningBruiser: Vindicators
the poison will kill you faster than the restored hunger meter can heal you... and Ravagers move incredibly fast and can deal devastating all that damage will then leave you hungry again. Their only real use is in alchemy, where they can be used to players. Even worse, Ravagers often have a Pillager or an Evoker riding 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 later waves of a raid, which makes them even more difficult.
dark.
* LongRangeFighter: Pillagers, Evokers, Witches, 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
WallCrawl: They 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.]]
** Exaggerated with the Vindicators in particular, as naming them "Johnny" with a name tag will cause
move vertically up blocks, allowing 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
climb sheer walls and kill villagers, wandering traders, players, cliffs other mobs -- and anything else that may stand in their way. Ravagers in particular will also destroy crops by trampling players -- can't scale.
* WeakenedByTheLight: A variation: bright light pacifies Spiders,
and roaring at them. Thankfully, they don’t do the first part.
* 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.
* WouldntHurtAChild: As of 1.18 and in Bedrock edition, Illagers
they'll only attack adult villagers and leave any baby villagers alone. Averted in Pre-1.18 versions and other versions.if you provoke them or if they enter the darkness again.



[[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 & Pillage update they can spawn during raids and can join Pillager patrols.

to:

[[folder:Witches]]
[[quoteright:130:https://static.
[[folder:Cave Spiders]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/minecraftwitch_2450_1.org/pmwiki/pub/images/minecraftcavespider_4666.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 blueish, venomous 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, that only appears in abandoned mineshafts. They are much smaller than normal spiders, being able to fit through 1 block wide openings, and sugar[[/note]], sticks, or rarely a potion upon death. Beginning are capable of inflicting poison with the Village & Pillage update they can spawn during raids and can join Pillager patrols.an attack.



* 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.
* ForcedTransformation: When a Villager is struck by lighting, it will transform into a Witch. Swamp Villagers (who only spawn when a village is built for them in a swamp biome) are the only Villagers to wear the same purple color as Witches, suggesting that the Witches found in swamps are the transformed remaining population of a swamp village and that every Witch is a transformed Villager.
* 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.
* ImmuneToFire: 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 in Bedrock Edition 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. No longer the case for Java as of version 1.14, however.
* 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.
* 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.

to:

* ArmorPiercingAttack: All 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, can fit through half-block spaces and have venomous bites.
* FragileSpeedster: Their speed plus their miniature size makes hitting them more difficult.
* GlassCannon: They are the third weakest enemy with only six hearts of health, but thanks to their poison, they are also one
of the Witch's attacks are this, since potions most damaging.
* 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.
* MiniMook: They're smaller than your average spider, but no less deadly thanks to their venom, and can fit through small passages that the big ones can't go through.
* RedEyesTakeWarning: Cave spider eyes glow red. All six of them. Fortunately, this makes them easier to see in the dark.
* 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 have any effect cause the poison status on armor. Thus, easy difficulty.
* UndergroundMonkey: Cave spiders are
a player with full netherite armor is just as vulnerable to a Witch's attack as one with no armor at all. ''Enchanted'' armor blue PaletteSwap of the normal spider, but are still differentiated by their smaller size and venomous bite.
* WallCrawl: Like the normal spiders, they
can defend against potions, though.
* ForcedTransformation: When a Villager is struck by lighting, it will transform into a Witch. Swamp Villagers (who only spawn when a village is built for them in a swamp biome) are the only Villagers to wear the same purple color as Witches, suggesting that the Witches found in swamps are the transformed remaining population of a swamp village and that every Witch is a transformed Villager.
move up vertical walls.
* 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),
WeakenedByTheLight: Like their Spider cousins, 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.
* ImmuneToFire: 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
neutral in light levels of 8 or more. However, they also possess a semi-immunity to their own potions.
* MinionWithAnFInEvil: Averted with Witches that
only 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
dark mineshafts, so it's drinking incredibly rare that a potion, it has player will encounter a neutral Cave Spider.
* ZergRush: Although they have low health, they always appear from a spawner, meaning there is very high
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 you'll be attacked by 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
number of 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 in Bedrock Edition 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. No longer the case for Java as of version 1.14, however.
* 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.
* 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.
once.



[[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.

to:

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

A mob added in 1.11 Rare, strange bugs that resembles a gray-skinned, evil, axe-wielding Villager. Spawns pop out of special mined stone blocks found in Woodland Mansions.strongholds and occasionally in large mountain interiors.



* 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. Exaggerated if it's named "Johnny", at which point it'll try to butcher ''anything'' except for other Illagers.
* 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.
* NiceJobBreakingItHero: If you value your life, don't give a Vindicator a name tag with the name "Johnny" on it.
* 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.

to:

* ArmorPiercingAttack: Downplayed. A Vindicator's axe is capable of breaking through a players shield, which 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 temporarily disable it, but not destroy it. It's still 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
dangerous ability however, so players should be wary of them.
* AxeBeforeEntering: Vindicators can use their axes
nor harmful to open doors. Notably, other Illagers humans and 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. Exaggerated if it's named "Johnny", at which point it'll try to butcher ''anything'' except for other Illagers.
* EliteMooks: Described by the developers as "end-game" level enemies.
* EvilGloating: If a raiding Vindicator successfully murders all Villagers present
much smaller in a Village, or manages to destroy all of their beds, then comparison.
* BigCreepyCrawlies: Gigantic silverfish aren't that common in media, but this is an exception. Despite this,
they will stop and raise their hands and laugh.
* FaceHeelTurn: Like
still manage to be one of the other illagers, smallest mobs (second only to Endermites), although they're apparently "outcast villagers".
* FighterMageThief: The "fighter" of
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 Illagers, focused on [[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]].
* ZergRush: When
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 Silverfish, a lot of its pals will give a bad omen status come to the player, which will cause an Illager raid to occur help it, 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
happen to mention they can also disable shields.
* NiceJobBreakingItHero: If you value your life, don't give a Vindicator a name tag with the name "Johnny" on it.
* 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.
be nearby.



[[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.

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

A mob added
!Illagers

[[folder:As a Whole]]
Illagers are a group of hostile former villagers who take up shelter
in 1.11. Spawns in the distant Woodland Mansions, also resembling a grey, evil Villager. It spawns Vexes or nearby Pillager outposts. They're much tougher than regular hostile mobs, and have the ability to attack you.give players bad omens that will cause a raid to occur in the next village they visit.



* 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).
* 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.
* EnemySummoner: He summons Vexes to attack you.
* EvilSorcerer: Judging by his attacks, it seems that he primarily uses magic 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.

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* OneUp: It drops AmbiguouslyHuman: They all seem to be the Totem same species as or a subspecies of Undying when killed, the villagers, which will resurrect you if your health drops to zero while holding it (this can happen to foxes, too).
may or may not be human, but have grey skin.
* ArmorPiercingAttack: The "evocation fangs" Evoker's fang attack always does three six 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 matter what armor the player wears (unless it's enchanted). Vindicators are also take the same approach able to temporarily disable shields with him, considering their attacks as well, although armor does affect their damage output.
* AttackOnOneIsAnAttackOnAll: 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 easiest way to kill him is to equip your bow, stay out of range of his attacks and turn him resulting raid should you go into a pincushion village is a retaliatory strike for your assault on them earlier.
* 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 safe distance.
hit on their home. Some players might consider them this trope, especially if their base just so happens to be a thriving village.
* EliteMooks: They're described by All of the developers as "end-game level" enemies.
* EnemySummoner: He summons Vexes to attack you.
* EvilSorcerer: Judging by his attacks, it seems
Illagers are especially difficult enemies that he primarily uses magic can't be found normally, and pack much more of a punch than your average undead mob. It's not uncommon for players to attack you.
* FaceHeelTurn: Like
suffer multiple deaths while fighting them due to the other illagers, they're apparently "outcast villagers".
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]].
* FantasticTerrorists: They are close to a large terrorist group Minecraft can have, though [[TerroristsWithoutACause they generally don't have any cause at all]].
* FighterMageThief: The "mage" of the Illagers, fighting with spells Vindicator, Evoker, and summoned creatures.
* FlunkyBoss: He spawns Vexes
Pillager fill these roles nicely. The Vindicator tends to fight along up and close with him.
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.
* GlassCannon: His SpikesOfDoom pack a nasty punch, but he can easily HelpfulMook: Although Witches are not considered to be picked apart when you true Illagers (as Johnny Vindicators will still attack them), they will start retaliating.
* LovecraftianSuperpower: The SpikesOfDoom he summons have ''mouths full
showing up in the third and fourth waves of barbed teeth a raid and throw splash potions of healing at the tip'' which rise out Illagers to help them. This can turn right around on them, as players can be healed by them as well.
* HeWhoFightsMonsters: They are descendants
of the floor and snap shut to damage you.
* MookMaker: It summons hostile Vexes and a bear trap-like "fang attack"
Villagers who took up arms to defend itself, but itself does not attack.
themselves against the vicious monsters of the Overworld, and over time they became just as vicious themselves.
* {{Necromancer}}: KickTheDog: They carry this vibe, as were already pretty horrible to begin with, but starting with the Wild update, they spawn keep [[OurFairiesAreDifferent Allays]] locked up in cages near their outposts and in their mansions.
* 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 ghostly Vexes when later waves of a raid, which makes them even more difficult.
* LongRangeFighter: Pillagers, Evokers, Witches, 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 become aware of you conduct a Raid on an innocent village, they don’t accept surrender, and drop a totem that brings you back to life if you die.
* ShoutOut: If placed near a blue sheep,
they will turn it not leave anybody in the settlement alive unless you take matters into a red sheep while saying "[[VideoGame/AgeOfEmpiresI wololo]]".
* SpikesOfDoom: Its
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.]]
** Exaggerated 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 is to launch a line of spikes 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 you out them. Thankfully, they don’t do the first part.
* ShortRangeGuyLongRangeGuy: Vindicators, Vexes, and Ravagers consist
of the floor.
former, while Evokers and Pillagers (and the unused Illusioner) make up the latter.
* SquishyWizard: It possesses strong attacks, but 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.
* WouldntHurtAChild: As of 1.18 and in Bedrock edition, Illagers
only has four more hitpoints than the common skeleton archer.attack adult villagers and leave any baby villagers alone. Averted in Pre-1.18 versions and other versions.



[[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.

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[[folder:Illusioners]]
[[quoteright:150:https://static.
[[folder:Witches]]
[[quoteright:130:https://static.
tvtropes.org/pmwiki/pub/images/illusioner.org/pmwiki/pub/images/minecraftwitch_2450_1.png]]

A hostile mob added that first appeared in 1.12 snapshot 12w38a. Witches look like villagers, but not actually implemented in 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 game. It's an Illager in second Overworld mob that can attack from a colorful robe, equipped with a bow 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 ability to create illusionary copies of itself Village & Pillage update they can spawn during raids and to strike players blind.can join Pillager patrols.



* 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. Additionally, just like the Evoker, he'll try to keep a constant distance between himself and the player, and will run away if you get too close.
* ConfusionFu: He runs on this, as per his forte as a MasterOfIllusion. He’ll blind you, summon four 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.
* StatusInflictionAttack: They're able to inflict Blindness on the player.

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* CombatPragmatist: 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.
* ForcedTransformation: When a Villager is struck by lighting, it will transform into a Witch. Swamp Villagers (who only spawn when a village is built for them in a swamp biome) are the only Villagers to wear the same purple color as Witches, suggesting that the Witches found in swamps are the transformed remaining population of a swamp village and that every Witch is a transformed Villager.
* 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.
* ImmuneToFire: 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 use previously unseen skills to avoid getting hit by exclusively throw splash potions of healing for the player, such as inflicting Blindness on Illagers but, due to the chaotic nature of raids, they end up hitting the player or create fake copies while turning themselves invisible so that one can't spot the real enemy. Additionally, just like as often as they may hit the Evoker, he'll Illagers they’re trying to help. They also don’t try to keep a constant distance between himself fight back if players attack them.
* MetalSlime: They're one of the rarer overworld mobs,
and the player, thanks to their high health and will run away if you get too close.
* ConfusionFu: He runs on this, as per his forte as a MasterOfIllusion. He’ll blind you, summon four fake copies
use of himself, and even turn himself invisible to try and get the drop on you.
* FaceHeelTurn: Like other Illagers,
various potions in combat they're apparently "outcast villagers".
* FighterMageThief: The "thief"
also one of the Illagers, focused on archery and confusion tactics.
* MageMarksman:
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 using a regular bow, but they Witch, and they'll duke it out to the death.
** A subversion can
also use support magic to avoid getting hit.
* MasterOfIllusion: The Illusioner can create four copies of itself while
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 itself invisible. its attention to the Witch. The copies all perform same thing happens if it gets hit by a Drowned's trident.
** Another subversion can occur in Bedrock Edition 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 shooting animation, but only other unless the real Illusioner can actually shoot and be damaged.
player intervenes or they despawn. No longer the case for Java as of version 1.14, however.
* 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.
* 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 able to inflict Blindness on witches who are definitely not friendly towards players or other Villagers.
* WitchClassic: They've got
the player.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:Vexes]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/vex_je3.png]]
[[quoteright:250:[[labelnote:Click here to see the old version of this mob before version 1.20.]]https://static.tvtropes.org/pmwiki/pub/images/minecraftvex_2.png]][[/labelnote]]

A mob added in 1.11. While not illagers themselves, they're spawned by Evokers during combat.

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[[folder:Vexes]]
[[quoteright:250:https://static.
[[folder:Vindicators]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/vex_je3.png]]
[[quoteright:250:[[labelnote:Click here to see the old version of this mob before version 1.20.]]https://static.tvtropes.org/pmwiki/pub/images/minecraftvex_2.png]][[/labelnote]]

org/pmwiki/pub/images/minecraftvindicator.png]]

A mob added in 1.11. While not illagers themselves, they're spawned by Evokers during combat.11 that resembles a gray-skinned, evil, axe-wielding Villager. Spawns in Woodland Mansions.



* AirborneMook: They possess wings and make good use of them.
* BrainwashedAndCrazy: Given that you only find Allays in Pillager Outposts and Woodland Mansions, always imprisoned, and that Vexes look like evil versions of Allays, it's implied that Vexes ''are'' Allays forcibly converted by the Evokers.
* 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.
* TheFairFolk: They are an EvilCounterpart to the Allay, a fairy-like mob with a much more sinister appearance.
* 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.

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* AirborneMook: They possess wings and make good use of them.
* BrainwashedAndCrazy: Given that you only find Allays in Pillager Outposts and Woodland Mansions, always imprisoned, and that Vexes look like evil versions of Allays, it's implied that Vexes ''are'' Allays forcibly converted by the Evokers.
* 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.
* TheFairFolk: They are an EvilCounterpart to the Allay, a fairy-like mob with a much more sinister appearance.
* 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:
ArmorPiercingAttack: Downplayed. While 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. Exaggerated if it's named "Johnny", at which point it'll try to butcher ''anything'' except for other Illagers.
* 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 persist after stop and raise their hands and laugh.
* FaceHeelTurn: Like
the Evoker who spawned 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 dies, any more powerful, killing them will give a bad omen status to the player, which will cause an Illager raid to occur if they continually 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.
* NiceJobBreakingItHero: If you value your life, don't give a Vindicator a name tag with the name "Johnny" on it.
* OmnicidalManiac: While the Illagers as a whole represent this trope quite well, Vindicators
take damage, so eventually, they 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 all die off even if you ignore them.
attack ''everything'' that isn't another Illager.
* RedEyesTakeWarning: A vex gains temporary red markings when it charges at you.ShortRangeGuyLongRangeGuy: Illager Raids and Illager Patrols primarily consists of the melee axe-wielding Vindicators and the ranged crossbow-toting Pillagers.



[[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.

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[[folder:Pillagers]]
[[quoteright:240:https://static.
[[folder:Evokers]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/pillager.org/pmwiki/pub/images/minecraftevoker.png]]

Added A mob added in 1.14, the Village and Pillage update, Pillagers are Illagers who move 11. Spawns in patrols and periodically attack villages. They wield crossbows Woodland Mansions, also resembling a grey, evil Villager. It spawns Vexes to attack from afar and have a chance to drop them upon death.you.



* 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.
* {{Determinator}}: 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.
* ExactlyWhatItSaysOnTheTin: They're Illagers who specialize in pillaging and raiding villages.
* 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.
* 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.
* LongRangeFighter: They mostly rely on their crossbows to fight, only switching to melee if submerged.
* 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.

to:

* BowsVersusCrossbows: They spawn with crossbows OneUp: It drops the Totem of Undying when killed, 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 resurrect you if under the effects your health drops to zero while holding it (this can happen to foxes, too).
* ArmorPiercingAttack: The "evocation fangs" attack does three hearts worth
of invisibility) 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 they move away from their he's out of melee 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.
* {{Determinator}}: Once Pillagers starts pursuing a player, they
You can be incredibly tough to shake off. They have also take 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 approach with him, considering that the easiest way to kill you.
him is to equip your bow, stay out of range of his attacks and turn him into a pincushion from a safe distance.
* ExactlyWhatItSaysOnTheTin: EliteMooks: They're Illagers who specialize in pillaging and raiding villages.
described by the developers as "end-game level" enemies.
* EnemySummoner: He summons Vexes to attack you.
* EvilSorcerer: Judging by his attacks, it seems that he primarily uses magic to attack you.
* FaceHeelTurn: Like the other illagers, they're apparently "outcast villagers".
* FighterMageThief: The "thief" "mage" 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.
* 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.
* LongRangeFighter: They mostly rely on their crossbows to fight, only switching to melee if submerged.
* 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 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 randomly 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 in any biome in the world as a "patrol" ghostly Vexes when they become aware of sorts. They mostly wander about aimlessly, but 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 any villagers or players they come across if provoked.
* SeeTheInvisible: Played with. Pillagers who spawn as part
is to launch a line 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 spikes at you attack them).
* ShortRangeGuyLongRangeGuy: Illager Raids and Illager Patrols primarily consist
out of the melee axe-wielding Vindicators and floor.
* SquishyWizard: It possesses strong attacks, but only has four more hitpoints than
the ranged crossbow-toting Pillagers.common skeleton archer.



[[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.

to:

[[folder:Ravagers]]
[[quoteright:300:https://static.
[[folder:Illusioners]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/ravager_2.org/pmwiki/pub/images/illusioner.png]]

Added A mob added in 1.14, 12 but not actually implemented in the Village game. It's an Illager in a colorful robe, equipped with a bow and Pillage update, Ravagers are hulking beasts trained by with the Illagers ability to create illusionary copies of itself 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 strike players and villagers. blind.



* 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.
* UseYourHead: Ravagers attack with a headbutt that deals heavy damage and knockback.
* WhyDidItHaveToBeSnakes: Ravagers used to be afraid of ''rabbits'' of all things, and would flee when they saw them.

to:

* AntiStructure: The Ravager's charge attack will trample crops and break leaves.
* BeastOfBattle: Trained beasts used
CombatPragmatist: They use previously unseen skills to avoid getting hit by the Illagers to assault villages.
* BeastWithAHumanFace: Their faces look almost
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. Additionally, just like the Illagers', with Evoker, he'll try to keep a similar GagNose as theirs.
* BossInMookClothing: They have
constant distance between himself and the highest health player, and will run away if you get too close.
* ConfusionFu: He runs on this, as per his forte as a MasterOfIllusion. He’ll blind you, summon four fake copies
of all non-boss hostile mobs, deal nearly twice himself, and even turn himself invisible to try and get the damage of an Enderman, and use KnockBack very often.
drop on you.
* 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 FaceHeelTurn: Like other is sent by Illagers to destroy them.
Illagers, they're apparently "outcast villagers".
* GiantMook: Huge enemies with high FighterMageThief: The "thief" of the Illagers, focused on archery and confusion tactics.
* MageMarksman: They
attack power and using a lot of health.
regular bow, but they also use support magic to avoid getting hit.
* HorseOfADifferentColor: They MasterOfIllusion: The Illusioner can be spawned with a Pillager or Vindicator riding them.
* ImmuneToFlinching: A downplayed example. Ravagers
create four copies of itself while turning itself invisible. The copies all perform the shooting animation, but 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 real Illusioner can actually shoot and attack it again more quickly.
be damaged.
* KnockBack: Their charging attack deals high amounts of knockback.
* LightningBruiser:
StatusInflictionAttack: 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 able to inflict Blindness on 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.
* UseYourHead: Ravagers attack with a headbutt that deals heavy damage and knockback.
* WhyDidItHaveToBeSnakes: Ravagers used to be afraid of ''rabbits'' of all things, and would flee when they saw them.
player.



!Other

[[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]]

Mean, green, [[OhCrap "oh crap"]] machines 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.

to:

!Other

[[folder:Creepers]]
[[quoteright:130:https://static.
[[folder:Vexes]]
[[quoteright:250:https://static.
tvtropes.org/pmwiki/pub/images/minecraftcreeper_6311_9.png]]
[[caption-width-right:130:[[labelnote:Click
org/pmwiki/pub/images/vex_je3.png]]
[[quoteright:250:[[labelnote:Click
here to see the charged creeper.old version of this mob before version 1.20.]]https://static.tvtropes.org/pmwiki/pub/images/super_charged.org/pmwiki/pub/images/minecraftvex_2.png]][[/labelnote]]

Mean, green, [[OhCrap "oh crap"]] machines that possess the ability to explode, Creepers will make your life miserable. They drop gunpowder if killed before they can explode. If struck A mob added in 1.11. While not illagers themselves, they're spawned 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.Evokers during combat.



* 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.
* 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 [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength respectively, 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.
* MurderSuicide: Exploding is a Creeper's ''only'' way to attack, meaning this trope is in effect whenever one successfully scores a kill.
* NightmareFace: Every Creeper's face is a botanical, pixelated and mosaic pastiche of [[Film/{{Scream}} Ghostface]].
* 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 they find out that one of their fellow Creepers is about to detonate and they're close enough to be affected, they will run for the hills until they think 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.
* TakingYouWithMe: Their entire modus operanti. Creepers don't survive their own explosion (obviously) but, due to their stealthy nature, they can make damn sure that neither does any player unlucky enough to aggro one [[FailedASpotCheck without noticing]]. Unlike most examples of this trope though, the Creeper will ''start the fight'' like this instead of using it as a last-ditch attempt at killing 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.

to:

* ActionBomb: AirborneMook: They possess wings and make good use of them.
* BrainwashedAndCrazy: Given that you only find Allays in Pillager Outposts and Woodland Mansions, always imprisoned, and that Vexes look like evil versions of Allays, it's implied that Vexes ''are'' Allays forcibly converted by the Evokers.
* ConfusionFu:
Their signature attack fighting style is to rush the player until they're within the blast radius, then explode.
dive or fly up at you from various angles while using their IntangibleMan powers to phase through walls and make themselves difficult to track.
* ArtificialBrilliance: TheFairFolk: They are notorious for waiting in ambush around corners and an EvilCounterpart to 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 Allay, a speed fairy-like mob with a much greater than more sinister appearance.
* FragileSpeedster: Have just over half the health of a zombie or skeleton, but
they fly very quickly and their iron swords can usually travel, nerfing take half your health in one of the easiest ways to kill multiple Creepers chasing you.
swing if you're unarmored and on Hard difficulty.
* ArtificialStupidity: IntangibleMan: They can see you pass through transparent blocks or fence-like blocks but never explode, even any block as if the blast would hit you. This was intentional so that making structures Creeper-proof it 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.
* 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 [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength respectively, 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.
there.
* 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.
* MurderSuicide: Exploding is a Creeper's ''only'' way to attack, meaning this trope is in effect whenever one successfully scores a kill.
* NightmareFace: Every Creeper's face is a botanical, pixelated and mosaic pastiche of [[Film/{{Scream}} Ghostface]].
* 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 they find out that one of their fellow Creepers is about to detonate and they're close enough to be affected, they will run for the hills until they think 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.
* TakingYouWithMe: Their entire modus operanti. Creepers don't survive their own explosion (obviously) but, due to their stealthy nature, they can make damn sure that neither does any player unlucky enough to aggro one [[FailedASpotCheck without noticing]]. Unlike most examples of this trope though, the Creeper will ''start the fight'' like this instead of using it as a last-ditch attempt at killing 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, meant to be an annoyance and according to WordOfGod if someone were to touch distraction when fighting the Evoker, rather than a Creeper, it would feel "crunchy, like dry leaves" (which actually makes sense, given threat on 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 own.
* MiniMook: Vexes are only about
the real-life breeding habits size of peat moss.
a baby zombie.
* WhyDidItHaveToBeSnakes: Starting with Snapshot 12w05a, in part to balance out their new AI, OntologicalInertia: Downplayed. While 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
persist after 1.5 seconds. Considering the Evoker who spawned them dies, they only start the detonation continually take damage, so eventually, they will all die off even if you ignore them.
* RedEyesTakeWarning: A vex gains temporary red markings
when close to a player, chances are when you hear their fizz, it's already too late.it charges at you.



[[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.

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[[folder:Spiders]]
[[quoteright:216:https://static.
[[folder:Pillagers]]
[[quoteright:240:https://static.
tvtropes.org/pmwiki/pub/images/767px_spider.org/pmwiki/pub/images/pillager.png]]

Large black spiders that jump at Added in 1.14, the player Village and climb up walls. During the day, they become passive Pillage update, Pillagers are Illagers who move in patrols and only periodically attack if you villages. They wield crossbows to attack first. They from afar and have a chance to drop string and spider eyes them upon death. They are identified by the "skeee" noises they make.death.



* 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.

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* ArtificialStupidity: Even after several updates, Spiders are one of the few mobs that still make straight beelines towards you. BowsVersusCrossbows: 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 crossbows which have better range but a beneficial potion effect (such longer charge time as regeneration and invisibility).
compared to bows.
* GiantSpider: The size of man. As spiders, they take extra damage from weapons with 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 [[WeaponOfXSlaying Bane of Arthropods]] enchantment.
* MagikarpPower: Their eyes are nearly useless
base game before you can construct ''Dungeons'' was released.
* DeathGlare: If any Pillagers in
a brewing stand, for which they’re patrol spot a useful material. By that point, you would most likely have accumulated several dozen.
* OrganDrops: When killed,
player nearby, they drop will stare them down ominously (even if under the effects of invisibility) until they move away from their eyes. You can eat them range. If a player gets any closer 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
them, they'll only 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.
* {{Determinator}}: 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.
* ExactlyWhatItSaysOnTheTin: They're Illagers who specialize in pillaging and raiding villages.
* FighterMageThief: The "thief" of the Illagers (if the DummiedOut Illusioner doesn't count), being ranged units that
attack if you provoke from afar.
* KingMook: They can spawn as a captain with an Illager banner over their head. While this doesn't make
them or 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: Are a little tougher than
the darkness again.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.
* LongRangeFighter: They mostly rely on their crossbows to fight, only switching to melee if submerged.
* 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.



[[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.

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[[folder:Cave Spiders]]
[[quoteright:150:https://static.
[[folder:Ravagers]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/minecraftcavespider_4666.org/pmwiki/pub/images/ravager_2.png]]

A blueish, venomous variety of spider 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 only appears in abandoned mineshafts. They are much smaller than normal spiders, being able knocks back entities while dealing damage to fit through 1 block wide openings, players and are capable of inflicting poison with an attack.villagers.



* 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, can fit through half-block spaces and have venomous bites.
* FragileSpeedster: Their speed plus their miniature size makes hitting them more difficult.
* GlassCannon: They are the third weakest enemy with only six hearts of health, but thanks to their poison, they are also one of the most damaging.
* 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.
* MiniMook: They're smaller than your average spider, but no less deadly thanks to their venom, and can fit through small passages that the big ones can't go through.
* RedEyesTakeWarning: Cave spider eyes glow red. All six of them. Fortunately, this makes them easier to see in the dark.
* 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.
* UndergroundMonkey: Cave spiders are a blue PaletteSwap of the normal spider, but are still differentiated by their smaller size and venomous bite.
* WallCrawl: Like the normal spiders, they can move up vertical walls.
* 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.
* 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.

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* ArtificialStupidity: Like AntiStructure: The Ravager's charge attack will trample crops and break leaves.
* BeastOfBattle: Trained beasts used by
the normal spiders, they'll jump from great heights if it means getting at you.
Illagers to assault villages.
* EliteMooks: Although having less BeastWithAHumanFace: Their faces look almost like the Illagers', with a similar GagNose as theirs.
* BossInMookClothing: They have the highest
health than a regular spider, they are far more dangerous as they often appear in large numbers, can fit through half-block spaces 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 venomous bites.
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.
* FragileSpeedster: Their speed plus their miniature size makes hitting them more difficult.
GiantMook: Huge enemies with high attack power and a lot of health.
* GlassCannon: HorseOfADifferentColor: They are the third weakest enemy can be spawned with a Pillager or Vindicator riding them.
* ImmuneToFlinching: A downplayed example. Ravagers
only six hearts take 50% of health, but knockback thanks to their poison, they are also one of 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 most damaging.
* GiantSpider: Even though they're about a quarter of
air requiring them to fall back into the size of their black counterparts, they're still pretty large. As spiders, they take extra damage from weapons with Golem's range for another attack. Thanks to being knocked back less, a Ravager hit by an Iron Golem allows the [[WeaponOfXSlaying Bane Golem to get into range and attack it again more quickly.
* KnockBack: Their charging attack deals high amounts
of Arthropods]] enchantment.
knockback.
* MiniMook: LightningBruiser: They're smaller than your average spider, but no less deadly thanks to their venom, relatively fast, have a massive amount of health like an Iron Golem, and can fit through small passages that the big ones can't go through.
* RedEyesTakeWarning: Cave spider eyes glow red. All six
deal a lot of them. Fortunately, this makes them easier to see in the dark.
* StatusInflictionAttack: Poison in this case -- it slowly reduces the player's health down to as much as half a heart, but no less.
damage. They don't cause the poison status on easy difficulty.
* UndergroundMonkey: Cave spiders
are a blue PaletteSwap one of the normal spider, but are still differentiated by their smaller size and venomous bite.
* WallCrawl: Like the normal spiders, they can move up vertical walls.
* 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
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 will encounter (but not Illagers).
* MixAndMatchCritters: Four-legged, cow-like beasts with the head of
a neutral Cave Spider.
horned Illager.
* ZergRush: Although UseYourHead: Ravagers attack with a headbutt that deals heavy damage and knockback.
* WhyDidItHaveToBeSnakes: Ravagers used to be afraid of ''rabbits'' of all things, and would flee when
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.saw them.



[[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.

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[[folder:Slimes]]
[[quoteright:150:https://static.
!Other

[[folder:Creepers]]
[[quoteright:130:https://static.
tvtropes.org/pmwiki/pub/images/minecraftslime_9055.png]]

The fifth mob added
org/pmwiki/pub/images/minecraftcreeper_6311_9.png]]
[[caption-width-right:130:[[labelnote:Click here
to see the game, Slimes are gelatinous cubes charged creeper.]]https://static.tvtropes.org/pmwiki/pub/images/super_charged.png]][[/labelnote]]

Mean, green, [[OhCrap "oh crap"]] machines
that spawn in specifically-designated caves or swamps. possess the ability to explode, Creepers will make your life miserable. They drop slime balls upon death. They hop around making slimy slapping sounds.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.
* 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 [[AxCrazy Vindicators named "Johnny"]], [[BlindWeaponmaster the Warden]], and [[EnemyToAllLivingThings the Wither]]. [[note]] They're all surprisingly good at it too, with the former two reliably being able to quickly kill Creepers with their axes or sheer strength respectively, 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.
* MurderSuicide: Exploding is a Creeper's ''only'' way to attack, meaning this trope is in effect whenever one successfully scores a kill.
* NightmareFace: Every Creeper's face is a botanical, pixelated and mosaic pastiche of [[Film/{{Scream}} Ghostface]].
* 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 they find out that one of their fellow Creepers is about to detonate and they're close enough to be affected, they will run for the hills until they think 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.
* TakingYouWithMe: Their entire modus operanti. Creepers don't survive their own explosion (obviously) but, due to their stealthy nature, they can make damn sure that neither does any player unlucky enough to aggro one [[FailedASpotCheck without noticing]]. Unlike most examples of this trope though, the Creeper will ''start the fight'' like this instead of using it as a last-ditch attempt at killing 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.
----



[[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.

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[[folder:Silverfish]]
[[quoteright:150:https://static.
[[folder:Guardians]]
[[quoteright:293:https://static.
tvtropes.org/pmwiki/pub/images/minecraftsilverfish_4304.org/pmwiki/pub/images/ezgif_2_429ae139184a.png]]

Rare, strange bugs A fish-like aquatic creature, introduced in snapshot 14w25a, that pop attacks by sending out of special mined stone blocks found in strongholds and occasionally in a large mountain interiors.laser beam which harms the player. It only spawns underwater in ocean monuments. Drops prismarine shards or crystals upon death.



* 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 dangerous nor harmful to humans and are much smaller in comparison.
* 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]].
* ZergRush: When attacking a Silverfish, a lot of its pals will come to help it, if they happen to be nearby.
[[/folder]]

%%[[folder:Breezes]]
%%A floating mob found exclusively in Trial Chambers. It closely resembles a Blaze.
%%----
%%* BlowYouAway: If the name isn't enough of an indication, Breezes attack using the power of wind, which will damage the player, knock entities around, and even activate Redstone components.
%%[[/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.
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* UndergroundMonkey: It's basically just a Blaze equivalent in the Overworld (including appearing only from spawners in a specific generated structure), but based on wind instead of fire.

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* UndergroundMonkey: It's basically just a Blaze equivalent in the Overworld (including appearing only from spawners in a specific generated structure), but based on wind instead of fire. Even their names are similar, starting with B- and ending with -ze.
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* FantasticTerrorists: They are close to a large terrorist group Minecraft can have, though [[TerroristsWithoutACause they generally don't have any cause at all]].

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* BlowYouAway: As its name implies, all of its attacks have something to do with wind. One of these attacks is to shoots out a "wind charge", which only does one hit point of damage, but does tremendous knock-back, and another to create an explosion of wind, which only does knock-back.
* ImmuneToBullets: Its swirling, tornado-like body will deflect any projectile weapon, forcing the player to engage it in melee combat.

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* BlowYouAway: As its name implies, all of its the Breeze's attacks have something to do with wind. One of these attacks is to shoots out a "wind charge", charge," which only does one hit point of damage, but does damage with tremendous knock-back, and another to create an explosion of wind, which wind that only does inflicts knock-back.
* ImmuneToBullets: Its swirling, tornado-like body will deflect any projectile weapon, forcing weapon—forcing the player to engage it in melee combat.


Added DiffLines:

* TechnicolorWind: Breezes have a [[PurpleIsPowerful mauve coloration]] along with their wind charge attack.

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