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Tamable Mobs

Tamable mobs spawn wild, but can be tamed — typically by feeding them a specific food — after which they will become friendly, often follow the player around, and become useful for performing specific tasks. Young bred from tamed mobs are always tame themselves.

    Wolves 
https://static.tvtropes.org/pmwiki/pub/images/wolf_wild_6.png
Click here to see what they look like when hostile
https://static.tvtropes.org/pmwiki/pub/images/tamed_wolf_with_red_collar.png
Tamed wolf

Wolves are neutral mobs that spawn in small packs. They can be tamed by feeding them bones, after which they will become friendly. On the other hand, they will attack if provoked first. Wild wolves will attack sheep, rabbits, foxes, baby turtles, and skeletons on sight; tamed ones instead attack whatever the player strikes or is damaged by — except creepers.

Wolves were introduced in Beta 1.4, at which point they came in a uniform grey variant and spawned in forest and taiga biomes. They were updated as part of the extended Trails & Tales Update with snapshot 24w10a, which introduced a number of color variants and extended their spawning biomes to include savanna plateaus, sparse jungles, and wooded badlands.


  • Animal Jingoism:
    • They don't get along with rabbits. Under normal conditions, wolves will hunt down and kill any rabbit they spot, leading to rabbits being quite rare in biomes they share with wolves. If it cannot see any players, the Killer Bunny will also attack wolves, which will attack it right back.
    • Similarly, wolves will hunt and kill any sheep or fox they spot, although the foxes' higher speed will usually let them escape.
    • Averted with felines, unlike most pop-cultural depictions of cats and dogs. Wolves, neither wild nor tamed, are naturally hostile towards cats or ocelots.
    • Tamed wolves avert this trope, leaving rabbits, sheep, and foxes alone as long as their master doesn't attack them.
  • Artificial Brilliance: Tamed wolves know that attacking a Creeper runs the risk of being blown up, so they won't go after them even if you attack one.
  • Artificial Stupidity: Wolves have excellent pathfinding when it comes to navigating around ledges, but have some difficulty around hazard blocks. Oftentimes they'll get burned by lava, or will drown themselves stuck under ice, etc. Unless you design your base to OSHA standards they will probably die. Often. Very thankfully they can be told to "sit" indefinitely so you can go cave diving or Nether raiding without having to worry about them being a liability. Recent updates have also increased their overall durability through buffing their maximum health and granting them access to armor, allowing for wolves to be more resilent to damage now to get around some pathfinding issues.
  • Asset Actor: Most of the color variants introduced in 24w10a are simply based on various colors and subspecies of wolf, but three — the rust wolf found in sparese jungles, the spotted wolf found in savanna plateaus and the striped wolf found in wooded badlands — are based on, and meant to represent, dholes, African painted dogs and striped hyenas by using a palette swap on top of the standard wolf model and AI.
  • Attack Animal: They will attack anything that tries to harm their master, and anything their master wants to harm. Except Creepers.
  • Attack on One Is an Attack on All: They’re similar to the Zombified Piglins when it comes to giving as good as they get. The second you even so much as hurt one of them, every single wolf in the immediate area will swarm you and do their absolute best to pull you apart.
  • Badass Adorable: Just watch them beg after being told to sit. Then watch them tear a zombie apart.
  • Badass Crew: Tame (or breed) enough wolves and you will have your own pack of wolves to sic on your enemies, ranging in size from a team of them to a small army of them!
  • Body Armor as Hit Points: Unlike the player, whose armor reduces a percent of incoming damage, a Wolf's armor will instead absorb all damage inflicted to it (except for a few specific sources) and take durability damage in its place.
  • Canine Companion: They're awfully easy to tame, just requiring bones. After that, they'll follow you to the ends of the earth and fight alongside you against whatever threats you might encounter.
  • Good Eyes, Evil Eyes: Downplayed, as untamed wolves aren't evil, but the eyes of companion wolves are bigger and friendlier-looking than the narrow eyes of untamed wolves.
  • Know When to Fold 'Em: Despite attacking mobs that dare to try and murder their owner, even they understand that attacking a Creeper is a suicide mission and thus leave them alone.
  • Loyal Animal Companion: They'll follow their owner anywhere and fight off most hostile mobs for them (with a few exceptions), even if it means their own certain death.
  • Made of Iron: With a few exceptions like drowning and magic, any wolf that is equipped with armor has all of the damage absorbed to the armor they're wearing. This makes them practically invulnerable to being directly damaged, which even includes contact with lava.
  • Morality Pet: Due to their protectiveness towards you as well as their other quirks, even some of the nastier players have a soft spot for them.
  • Noble Wolf: They consistently put the life of their owner above themselves. They will even take on the Wither to stop it from killing you, more than likely giving their lives in the process.
  • Offscreen Teleportation: Tamed wolves have the ability to blatantly teleport to their owner. They cannot use it any other way.
  • Palette Swap: In Snapshot 24w10a, wolves obtained eight different variants note  depending on the biome they're located in. Some of these variants reference other canines such as the African wild dog or even non-canines like hyenas.
  • Red Eyes, Take Warning: Once they turn hostile, their eyes turn solid red.
  • Savage Wolves: If you hit one of them, every wolf in a thirty block radius will want your head and won't stop until they get it, or you kill them.
  • Shows Damage: Wolves' health is indicated by the height of their tail. They can be healed by being fed any meat (except for fish).
  • Stock Animal Diet: They are tamed with bones. However, they can also eat any other meat... including rotten flesh! The only livestock wolves will go after is sheep, but they will also go after wild rabbits. And back to the bones, wolves also consider skeletons to be among their "walking meals" and eagerly attack them! On the other hand, they'll only try to eat humans if you attack them first, and if you stand near them holding a bone or porkchop, they will stare at it hopefully.
  • Took a Level in Badass: After being tamed, they upgrade from four hearts to twenty (although a wolf must be fed to reach this maximum amount of health), and they deal two hearts of damage with every attack.
  • Undying Loyalty: Once tamed, they will not so much as glare at you if you punch them, whether accidentally or deliberately. They will also leave the local sheep be if you want them to. Additionally, any hostile mob or player will learn the hard way that harming you is a very good way to get mauled by a very pissed off wolf.
  • Video Game Caring Potential: Throw the Dog a Bone (literally) and you could end up with a loyal companion.
  • Video Game Cruelty Punishment: Wild wolves will happily ignore you and leave you alone as long as you do so, and nothing is preventing you from just butchering them on sight — except their entire pack doing their level best to tear your throat out.
  • White Wolves Are Special: The snowy variant of wolves is noted to be particularly rare to find in grove biomes and, unlike all other wolf variants, only spawn singly.
  • Why Did It Have to Be Snakes?: Skeletons along with their variants (Stray and Bogged) will run away from them. The wolf happily chases.
  • Wolfpack Boss: When angered, a pack of wolves will become this and swarm you en masse, which means you may end up fighting a good half dozen enemies or more all at once.
  • Zerg Rush: Like the Zombified Piglins, if you attack one in a pack, all of them turn hostile. And they rarely travel alone.

    Cats 
https://static.tvtropes.org/pmwiki/pub/images/garfield_7.png

Introduced in Snapshot 12w04a, cats were initially created when an ocelot was tamed, and came in three distinct coats. In 1.14, they became a separate mob from ocelots, got eight new coat colors, and instead spawn as stray cats in villages. Something about them disagrees with creepers and phantoms, which will never intentionally go or stay near a cat.


  • All Witches Have Cats: Black cats will always spawn inside Witch huts at world generation.
  • Badass Adorable: Cute as a button, and are badass enough to hiss at and scare Phantoms and Creepers away from your home. It’s also heavily implied from their morning gifts to you that they actually hunt Phantoms when you’re asleep.
  • Broken Record: Meow! Meow! Meow! (Although this is somewhat abated by their wide variety of different meows, purrs and purrmeows.)
  • Cats Hate Water: Averted: they swim along with you as you swim and don't avoid water when you are standing and water is near.
  • Cute Kitten: Of course! They're always cute, but it's played straight with actual kittens.
  • Cat Stereotype: Cats will deliberately try to get on top of objects you want to use, like beds or chests, and will seek out lit furnaces to sit on to bathe in the heat.
  • Decomposite Character: Version 1.14 separated Cats and Ocelots. Formerly, you would tame an Ocelot to get a Cat. Now, Cats spawn naturally in villages, making them more common and no longer requiring the player to find ocelots in a jungle biome.
  • Evil-Detecting Dog: Or cat, in this case. If Phantoms or Creepers are nearby, the cat will hiss at them, so a good warning sign of an impending attack or ambush is to see if your cat is sounding aggressive for no discernible reason.
  • From Stray to Pet: After 1.14, which makes them independent from ocelots, cats spawn as strays in villages and must be befriended for the player to acquire their own.
  • Horrifying the Horror: They are capable of striking blind terror into Phantoms and Creepers with just their very presence, with the former temporarily abandoning the hunt and fleeing back to their flock while the latter outright aborts their bombing run and quickly scampers off until they feel that it’s safe.
  • Inexplicably Awesome: They bring you phantom membranes, which suggests that they're somehow able to kill or seriously injure phantoms.
  • Loyal Animal Companion: They don't attack hostiles like wolves do, but they'll follow you wherever you go and ward away Creepers and Phantoms to protect you.
  • Offscreen Teleportation: Like wolves, they can teleport to their master. Specifically.
  • Palette Swap: Cats come in eleven purely aesthetic color variationsnote  that are determined at random and that they can pass down to their kittens.
  • Shrinking Violet: They'll run away from players, unless you sneak while carrying fish.
  • Stock Animal Diet: Cats are tamed and bred by feeding them raw fish. They also attack chickens.
  • Why Did It Have to Be Snakes?: Creepers will run away from them, and cats will hiss at them if they’re nearby. As of the Village And Pillage update, Phantoms and cats also hate each other, and cats will hiss at and chase them away just as with Creepers.

    Horses, Donkeys, Mules and Undead Horses 
https://static.tvtropes.org/pmwiki/pub/images/hors.png
HorseBefore 1.13:
https://static.tvtropes.org/pmwiki/pub/images/minecraft_donkey.png
DonkeyBefore 1.13:
https://static.tvtropes.org/pmwiki/pub/images/minecraft_mule.png
MuleBefore 1.13:
https://static.tvtropes.org/pmwiki/pub/images/minecraft_skeleton_horse.png
Skeleton HorseBefore 1.13:
https://static.tvtropes.org/pmwiki/pub/images/minecraft_zombie_horse_8.png
Zombie HorseBefore 1.13:

A new family of mobs added for 1.6 and its snapshots. They are all tameable and can be ridden. Donkeys can also carry chests and be bred with horses to make a sterile mule, which acts like a donkey. Additionally, skeleton horses can be encountered that act like their living kin but cannot be bred. Regular horses and donkeys are only found in the plains and savanna biomes, while mules never spawn naturally and skeleton horses spawn in an uncommon event where a group of four ridden by skeletons are created in a lightning strike. They were designed with the help of Dr. Zhark, the designer of the Mo' Creatures mod.


  • Actually Four Mooks: Skeleton horses are spawned as a single horse during a thunderstorm, but when the player approaches it, lightning will strike it and replace it with a group of four skeletons with enchanted helmets and bows riding skeletal horses.
  • Art Evolution: They were initially added with slightly more detailed models, such as the inclusion of ankle joints and separate hoof segments, but the 1.13 update simplified them to look more in line with the other animal models in the game. Their textures were also made a bit blotchier and less of a gradient.
  • Automaton Horses: All types can keep going indefinitely and require little-to-maintenance, save for food when they're injured. Breeding them is more resource intensive than normal, though.
  • Awesome, but Impractical: Skeletal Horses. They look cool, but have several downsides — they always have the lowest maximum health possible for a horse, cannot be equipped with any armor, cannot be attached to a lead, cannot breed to produce better stat horses (for obvious reasons), and are tricky to obtain usually requiring luck with a Random Event during a Thunderstorm. The advantages they have are that the player doesn't need to tame them to ride them, they can be mounted without needing an empty hand, won't be targeted by a Wither, and they do not dismount the player when they go in water (because all undead mobs sink in water).
  • Badass Adorable: Not only are they cute, their children may be more badass than the parents (more health, for example).
  • Cool Horse: They are extremely useful for combat (moreso with armor on) and for travelling the Overworld very fast. For one, they make very quick work of hills and mountains (just watch out for getting down).
  • Dem Bones: There's a Skeleton variety of horse.
  • Friendly Skeleton: The Zombie and Skeleton horses may be undead, but much like their living counterparts, they wouldn't hurt a fly.
  • Horse Jump: Horses can jump faster and higher than the player, which is useful for jumping over obstacles such as the Insurmountable Waist-High Fence, depending on their jump power (which can be raised by breeding a new foal).
  • Horsing Around: Taming a horse involves hopping onto their back and getting thrown off them a number of times before they get used to you, which can be a long time for some horses. An untamed horse even refuses to let you go on them if you have a saddle in your hand.
  • Interspecies Romance: Horses and donkeys, as in real life, can be interbred to make mules.
  • Item Caddy: Donkeys and Mules can carry chests on their saddles, which allow for 15 slots worth of items.
  • Lightning Bruiser: They turn the player into these, letting them charge and retreat way faster than on foot and guarantee critical hits (as if they were sprinting). They're also fairly resilient too, though the amount of HP they have depends on the individual horse.
  • One-Gender Race: Any horse can be bred with any other horse to make foals, same as with all other in-game animals.
  • Organ Drops: Living horses, donkeys and mules drop leather. Skeleton horses drop bones, while zombie horses drop rotten flesh.
  • Power Up Mount: Horses run faster, and can jump higher and farther than the player. Additionally, they have their own health bar, can wear their own armor, and take less fall damage.
  • Palette Swap: Horses come in more colors than any other mob, with any given horse combining one of seven base colors (white, buckskin, bay, dark bay, black, dapple gray, and flaxen chestnut) with one of five coat markings (no markings, stockings and blaze, snowflake appaloosa, paint and sooty), for a total of thirty-five color variations.
  • Raising the Steaks: There are zombie and skeleton skins for horses. They can be spawned using console commands, in either tame or untamed versions (though the untamed ones can't be tamed). Neither tamed or untamed ones can be leashed, they do not eat, and cannot breed; the tamed ones can be still be saddled and ridden, though, which admittedly is pretty awesome. They are both counted as undead mobs for gameplay purposes, meaning that they will be healed by Potions of Harming and harmed by Potions of Healing, and the Wither will not attack them.
    • Zombie horses cannot spawn naturally, and can only be spawned through commands, or using a Spawn Egg (meaning they can be spawned without commands in Creative Mode). They drop rotten flesh when killed as regular zombies do.
    • Skeleton horses can spawn in a very rare event during thunderstorms, where a single skeletal horse will spawn by itself. Once approached by the player, it will be hit by lightning and turned into a group of four skeletons with enchanted helmets and bows riding skeletal horses that won't despawn or burn in sunlight. As the skeletal horses will be tamed from the get-go, you can ride them as soon as the skeletons are dead.
  • Shown Their Work: You can breed donkeys and horses, but you can't breed mules because they're sterile.

    Llamas & Trader Llamas 
https://static.tvtropes.org/pmwiki/pub/images/llama_creamy.png
Click here to see the wandering trader variant.

A neutral mob added in 1.11, the Exploration Update. They can be fitted with chests like donkey and mules, and only spawn in the savanna plateau and extreme hills biomes. A pair of llamas with unique barding will spawn alongside wandering traders.


  • Automaton Horses: Much like donkeys and mules, you can fit them with as much luggage as you can put in their chests, lead them from one end of the game world to another, and — provided you can keep them from getting injured — they'll follow you and bear your burdens endlessly and never need food or care of any sort.
  • Item Caddy: They can carry chests on their saddles like donkeys and mules.
  • Llama Loogie: They have a spit attack that deals half a heart of damage. They'll spit at the player if you hurt them, but will spit at wolves by default.
  • One-Gender Race: Like all Minecraft animals, anyone can breed with anyone.
  • Palette Swap: Llamas come in four color variations: creamy, brown, white, and grey, with the biome they spawn in (savanna plateau or extreme hills) determining which color they are — savanna llamas will be cream-colored or brown, while mountain lamas will be white or grey.
  • Pimped-Out Cape: A plain carpet can be placed on a llama's back and is suddenly turned into this, with a unique pattern depending on the carpet's pattern (it's also purely aesthetic).
  • Undying Loyalty: A unique llama variant that travels alongside the wandering merchant villager will spit at you if you hurt the villager and also defend them from zombies and illagers. Note that not even your own tamed llamas will defend you.

    Parrots 
https://static.tvtropes.org/pmwiki/pub/images/parrots_0.gif

Added in 1.12, the World of Color Update. They're only found in jungle biomes and can be tamed with seeds (changed from cookies before release). Parrots imitate the sounds of nearby monsters.


  • Artificial Atmospheric Actions: They will dance to all records... including Track 13, which isn't music, just creepy noises.
  • Artistic License – Animal Care: When they were first introduced, they were able to be tamed by being fed chocolate chip cookies, as a reference to the phrase "Polly wants a cracker". However, when players pointed out how chocolate is toxic to real parrots, Mojang quickly Averted this by having cookies kill off parrots instantly, not wanting kids to unintentionally kill their pet parakeets.
  • Artistic License – Ornithology: Overlapping with Artistic License – Animal Care, they initially ate cookies, despite Minecraft cookies being chocolate chip and chocolate being toxic to parrots. Averted now, since cookies kill them.
  • Ascended Meme: If near a jukebox being played, they'll dance, a reference to Sirocco "the Party Parrot".
  • Palette Swap: Parrots can spawn in five randomly-chosen colors, most based on real-life parrots: blue (hyacinth macaw), cyan (blue-and-yellow macaw), red (scarlet macaw), green (the only one not seemingly based on any specific species) and grey (cockatiel).
  • Parrot Pet Position: The player can have two tamed parrots perching on their shoulders at the same time, one on each shoulder.
  • Shown Their Work: They'll keel over and die if you try to feed them cookies, and poison bubbles will be emitted from the body momentarily because chocolate is poisonous to parrots.
  • Stock Animal Diet: They were initially intended to eat cookies, being the most similar thing Minecraft has to a cracker. However, in a later pre-release it was changed so that when you attempt to feed them cookies, it kills them (since chocolate is actually toxic to parrots). Now they are tamed by seeds, which is much closer to the diet of real parrots.
  • Voice Changeling: They imitate the idle sounds of nearby hostile mobs (even when they are not in sight), with the only difference being that the imitated sound of the parrot is slightly higher pitch.

Buildable Mobs

Golems are unique among mobs for being buildable — players can create specific shapes out of certain blocks and top them with a carved pumpkin to create a new golem, which will afterwards act like a passive mob toward the player.

    Snow Golems 
https://static.tvtropes.org/pmwiki/pub/images/snowlem_9.png
Click here to see the snow golem without its pumpkin.

Added in 1.00 with Minecraft's full release. Created by building a tower of two snow blocks and a jack o'lantern head. Snow Golems are passive mobs and they attack hostile mobs by throwing snowballs at them, and leave trails of snow as they walk.


  • Artificial Brilliance: Snow Golems on fire will speed up and run to a water source to put out the flames.
  • Heart Is an Awesome Power: Snow Golem snowballs are harmless... except against Blazes, and can force Endermen to leave your house without becoming hostile. This is specially useful in the End to keep Endermen off the player's back as one may aggro them by accident.
  • Kill It with Fire: While in dry biomes or biomes with a temperature value greater than 1.0, Snow Golems will take damage continuously unless a splash potion of Fire Resistance is used on them.
  • Kill It with Water: Rainy weather and bodies of water deal damage to Snow Golems.
  • Lethal Harmless Powers: It throws snowballs. A little bit of creativity allows the Snow Golem to lure vicious monsters into a mob grinder.
  • No-Sell: In the 1.17 update that adds in powder snow, snow golems are immune to taking freeze damage.
  • Pumpkin Person: They have pumpkins for heads. The pumpkin can be removed with shears, however.
  • Snowlems: Type 1 — friendly Snowlems who pelt hostile monsters with snowballs. They're practically sentient snowmen.
  • Support Party Member: Their snowballs deal no damage to anything save Blazes, but they can draw the attention of hostile mobs, luring them into traps or just distracting them from your presence.
  • Too Dumb to Live: They'll happily toss snowballs at anything. They're also outranged by Skeletons, which will therefore keep shooting them even after they've been knocked out of the Snow Golems' throwing range. They used to leave Creepers alone, but will also attack them as of 1.8, with predictably explosive results.

    Iron Golems 
https://static.tvtropes.org/pmwiki/pub/images/minecraftirongolem_1165.png

A neutral mob introduced in snapshot 12w08a. Iron Golems spawn naturally in villages and act as guardians to the Villagers, who they closely resemble, and will attack monsters and players that hurt a villager or an Iron Golem. They walk slowly, but their swinging arms are extremely damaging: anyone that gets hit, whether mobs or players, will be launched high enough for them to suffer fall damage. They are also extremely durable, making it hard to kill one. Players can build their own out of four iron blocks and a jack o'lantern.


  • Ambiguous Robots: It definitely gives off the vibe of a robot, with its mechanized voice and metallic appearance. However, its creation requires no redstone — just a lot of iron and a carved pumpkin.
  • Badass in Distress: A caged and captured Iron Golem can sometimes appear in Pillager Outposts. It's still very much capable of pulverizing the Pillagers once released by the player.
  • Berserk Button: If anyone or any thing dares to attack a Villager in its presence, an Iron Golem will make very short work of the attacker.
  • Beware the Nice Ones: In their normal state, Iron Golems are quite friendly and docile. If you anger one, it will very literally uppercut you into the sky.
  • Did You Just Punch Out Cthulhu?: They will make absolute mincemeat out of an Enderman and in enclosed space will even pose a challenge to the Wither.
  • Fighter, Mage, Thief: Their high health, melee attack, and low mobility makes them analogous to RPG fighters. The snow golem's low health, high mobility, and ranged attack makes them somewhat analogous to thieves (save that they don't actually deal damage). A mage-analogue golem is not currently planned.
  • Foe-Tossing Charge: They walk around slowly, but once they want someone who hurt a Villager dead, they'll instantly speed up and slam into their target, sending them flying into the air and dealing a hefty chunk of damage, both from the punch itself and the following landing.
  • Friend to All Children: Iron Golems in villages seem to dote on the villager children to some extent, as they'll approach them and offer them red flowers on occasion.
  • Gentle Giant: You can occasionally see them handing poppies to children.
  • Golem: They're artificial beings made of iron that exist only to defend their villages (if they spawn naturally) or creators (if made by a player).
  • Guardian Entity: They act as this towards the village they spawn in. They will absolutely curbstomp any hostile mob that crosses its path, including the player if they harm a Villager in its sights. Gain enough of a bad reputation with the village by attacking/killing either the villagers or their Golems and they'll start attacking you on sight!
  • Immune to Flinching: They have 100% knockback resistance against attacks.
  • The Juggernaut: They have 100% knockback resistance, 50 hearts of health and can do 3.5-10 hearts of damage per attack, and if you piss them off without preparation, they will curbstomp you so bad that it will make dealing with a Charged Creeper seem coy.
  • The Kid with the Remote Control: Using a lead, you can actually control an Iron Golem and either lead it around to watch your back or use it as a guard dog for your house by tethering it to a fence post.
  • Know When to Fold 'Em: Iron Golems will attack anything that poses a threat to either the player or the villagers, with the exception of Creepers, which they will leave alone.
  • Lightning Bruiser: Downplayed, but present. Their usual shamble/walk is their default state. But piss them off and you will find to your chagrin that they can close the distance between you and them faster than you expected, can kill almost anything in three seconds flat, and will rarely die at the hands of any enemy that's not a Ravager or the Wither.
  • Made of Iron: Literally — they're solid iron. You can craft your own golem by using 4 blocks of iron (that's 36 iron ingots) and a carved pumpkin for the head. Iron Golems also have 50 hearts worth of health, which makes killing them extraordinarily difficult, even with a diamond sword (unless it has a high level sharpness upgrade) or TNT. They're also immune to fall damage, suffocation, and drowning. While you can farm for iron by killing the golems, it's far more practical and infinitely safer to just mine for iron in caves, which are much more abundant, and more importantly, don't fight back.
  • One-Man Army: They are more than a match for any mob that dares to intrude upon their protected village, and will smash apart a good chunk of an Illager Raid before they fall. It’s entirely possible to take out Pillager outposts in such a manner, sneaking or killing your way past the guards and busting them out of their cages, then watching as they ruinate the outpost all by themselves. They’re tough enough that they can challenge an Enderman on even ground and in most scenarios soundly annihilate it, and in confined spaces can even take on the Wither and stand a chance of prevailing, although in the case of the latter, it may require backup.
  • One-Hit Kill: Their punching attack can deal a maximum of twenty-one hearts of damage at once. Since that's more health than most Overworld mobs have to begin with (except the golems themselves), a single blow is usually enough to kill whatever monster they're targeting — including any player with insufficient armor.
  • Papa Wolf: They will defend villagers from you and zombies. They'll also attack most hostile mobs as well. However, they have compassion for the villages they guard, as they're seen giving villager children flowers.
  • Shout-Out: Iron Golems will occasionally offer poppies to Villager children, which is a reference to Laputa: Castle in the Sky.
  • Shows Damage: In 1.15 and above, Iron Golems get an increasingly cracked texture as they take damage, but this can be reversed by using iron ingots to repair them.
  • Super Not-Drowning Skills: invoked Iron Golems are one of the few mobs incapable of swimming, so falling into water was originally a death sentence, but the release of Minecraft 1.2 inverted the trope and made drowning impossible for them. Then again, they are technically robots so it's not like they need oxygen.
  • Top-Heavy Guy: As one of the few characters in Minecraft whose torso isn't a solid cuboid, it makes its massive chest stand out even more, especially with its comparatively lanky legs.
  • Tranquil Fury: Unlike Endermen and Wolves, the expression of an Iron Golem doesn't change as it fights, nor does it make any abnormal noises. Instead, it just tears its enemies apart.
  • Undying Loyalty: World-spawned Iron Golems have this toward their village, which they will protect until their deaths. Player-created golems are similarly loyal to their creator and will not even retaliate if they attack it.
  • Video Game Cruelty Punishment: They exist for this reason and to protect Villages against mobs in general. That being said, you can still get away with all sorts of asshattery against Villagers like stealing their stuff, blowing everything up, and killing them by suffocation, drowning, lava, etc. without provoking Iron Golems. If the player gets their popularity in a village down to -15 or lower (which is achieved by assaulting/killing Villagers or Iron Golems), the Iron Golems in that specific village will simply attack them on sight.
  • Why Did It Have to Be Snakes?: Like wolves, they refuse to attack creepers.

Passive Mobs

Passive mobs are absolutely pacifist — they never attack either proactively or in self-defense. If struck first, their only response is to flee.

Humanoid

    Villagers & Wandering Traders 
https://static.tvtropes.org/pmwiki/pub/images/minecraftvillager_4477.png
Click here to see the travelling trader variant.

With the advent of randomly-generated NPC villages came these guys. Introduced in Version 1.00 with Minecraft's full release, they were later given the ability to buy and sell items to the player in Java 1.3.1. The more the player makes trades with the villagers, the more items they will offer in future deals, and the higher the player's reputation in the village becomes. Villagers themselves are rather helpless beings, as they have no means of self-defense even though monsters will attack them like they do players, and rely on sheltering within their homes by night and trusting in the protection of mighty iron golems.


  • Always Lawful Good: Every Villager you meet in game is friendly and willing to trade with you, in fact they're completely passive mobs that can't harm the player at all.
  • Ambiguously Human: They're definitely humanoid, but they're also genderless, universally bald creatures that look like Neanderthals with faucet-like noses. They also make unusual nasal sounds in place of recognizable speech and are born as schoolkids rather than babies.
  • Ambiguously Jewish: They have many traits that are stereotyped of Jews; they have big noses, collect gemstones as a currency, and some of them wander the world looking for people to trade with. While they are not necessarily greedy, Villagers are the primary way to buy or sell items outside of other players. Furthermore, the golems that they make are rooted in Jewish folklore, the only difference being that the original golems were typically constructed out of clay instead of iron. They also build plain-looking religious buildings in their villages as well as clergy.
  • Anti-Frustration Features: The Wandering Trader's primary in-game purpose is to make things more easily available to the player. Some of his trades make otherwise-nonrenewable items renewable, if at a slow pace of renewalnote  while others reduce the need to find specific biomes for their lootnote .
  • Arms Dealer: Two professions specialize in making and selling you weapons — fletchers make and sell arrows, bows and crossbows, while weaponsmith make and sell axes and swords. Both can offer enchanted ones for sale.
  • Artificial Atmospheric Actions: They won't react even if another villager is on fire.
  • Artificial Stupidity: Expect them to do things like just sit still while on fire and occasionally try to cram half the Village's population into the same house while ignoring the perfectly good houses next to it. They also have a habit of standing so close to the door at night that zombies can just stand there and hit them right through it even on easy mode. Staying inside a village overnight is essentially a Protection Mission. Also, the part of the world generation code that makes their villages is far from perfect; don't be surprised to find villages that follow the contours of the land religiously, with paths and even entire buildings sunk into a chasm that the village just happened to be built right on top of.
  • Ascended Meme: When first implemented, Villagers had been compared to Squidward, mostly due to the Gag Nose. When they finally got audio noises, they sound very alike to the various nasally huffs Squidward makes when annoyed.
  • The Blacksmith: The Smith family of trades, which were split into fully distinct professions following the Village & Pillage update — the Armorer, who works at a blast furnace and makes and sells armor; the toolsmith, who works at a smithing table and makes and sells axes, hoes, pickaxes and shovels; and the weaponsmith, who works at a grindstone and makes and sells axes and swords. All of them will buy coal, iron and diamonds to use in their trades.
  • Butt-Monkey: They tend to have a wide variety of misfortunes visited upon their heads, from Zombie attacks and Raids, being struck by lightning and turning into a Wicked Witch, to just ruining their own day by being suicidally stupid. It sucks to be a Villager.
  • Broken Record: The villagers all make mumbling Squidward noises.
  • Cheerful Child: As kids, they run around happily, chase each other like they're playing tag, and playfully jump on beds.
  • Color-Coded for Your Convenience: Before 1.14, some of them have specially-colored robes or aprons depending on their occupation (or lack thereof in case of the Nitwit). Since 1.14, villagers now have distinctly designed outfits tied to their occupation and a specific color scheme for their biome (e.g., Plains villagers are dressed in the formerly default brown, Desert villagers are dressed in green and orange; Snowy villagers are light blue and white; etc.).
  • Command & Conquer Economy: There are two things that Villagers will do without needing to be directly told to do: work and procreate. Everything else — primarily building the houses to expand the town — needs player input to do.
  • Descriptively-Named Species: They are called "Villagers" because they live in villages.
  • The Ditz: Nitwits are described as idiotic and they can't work.
  • Eyepatch of Power: Weaponsmiths always wear eyepatches. What reinforces their power is the guaranteed diamond sword trade at sufficiently high levels.
  • Foil: To the Illagers. Both are rare mobs that make Squidward noises, have their own homes/base of operations that the player can locate and/or loot, and have a creature that protects them and attacks for them. However, while the Villagers are peaceful towards the player and will trade things with them for emeralds and rare equipment, the Illagers are hostile mobs that are some of the toughest enemies in the game, and have no qualms with killing you or other Villagers for seemingly no reason.
  • Forced Transformation: Snapshot 12w32a gives villagers a chance of transforming into a zombie should they be killed by onenote . Likewise, zombies that spawn may be zombie villagers. Zombified villagers can be cured by using a Splash Potion of Weakness on them and then feeding them a standard Golden Apple. Lightning strikes will turn Villagers into Witches.
  • Gag Nose: They each have a huge nose comparable to that of Squidward.
  • Hidden Depths: Certain Villagers may offer items only found in the Nether, implying that they have some method to access the Nether, retrieve resources there and survive.
  • Hospitality for Heroes: If a player saves a village from a raid, they get the Hero of the Village status effect, during which villagers will give them free items and cut their prices out of gratitude for the player saving them.
  • Ignorant About Fire: They never try to put out any fires that start.
  • Intrepid Merchant: Wandering Traders strike out across the world to seek out buyers from their wares, and can be found in every biome of the Overworld, at any distance from a village, braving the dangers of the monster-infested wilderness in pursuit of their trade.
  • Lightning Can Do Anything: A villager struck by lightning will be turned into a witch.
  • Limited Wardrobe: They all basically wear uniforms depending on their job and home biome.
  • The Load: Nitwit villagers, who don't take any professions and don't offer any trades. The best you can do with them is get them to breed and create more villagers, but every other type does this as well.
  • NEET: Nitwit villagers don't have a job and (as their name implies) are incapable of learning one at all.
  • Nemean Skinning: The Jungle variant of Villagers wears spotted hide with their clothes, presumably made from Ocelot skin.
  • The Night Owl: Nitwit villagers have a slightly different schedule in the Bedrock version compared to other villagers: at night they sleep 2 in-game hours later, and take two extra hours to wake up compared to other villagers.
  • Non-Action Guy: Villagers are completely harmless and have no way of defending themselves whatsoever, instead running away and cowering in their houses until the threat is gone. However, they are more than happy to let their Iron Golems do the fighting for them.
  • One-Gender Race: Like most mobs, any Villager can breed with any other member of their species.
  • Overly-Nervous Flop Sweat: Their heads emit water particles when they panic, such as seeing a hostile mob or during a Raid.
  • Perfect Pacifist People: Villagers of any kind will never attack the player or anyone else personally. Instead, their immensely powerful Iron Golems tear apart anyone that threatens them. The Wandering Trader villager type added in 1.14 have llamas tethered to them who are aggressive to hostile mobs on sight, and drink Potions of Invisibility at nightfall to hide.
  • Protectorate: Their villages often get attacked by Zombies or Pillagers, and often require the player to save them.
  • Purple Is Powerful: The Cleric Villager wears a purple robe and dabbles with the more mystic trades, pawning off items like Ender Pearls and Glowstone.
  • Regenerating Health: A downplayed version. Villagers are one of a few entities in Minecraft that are capable of self healing... except, it's a fairly short regeneration I buff, and they only get it when the player exits the trading menu after at least one successful trade.
  • Religion is Magic: Clerics, called Priests in earlier versions of the game, specialize in alchemy — they use a brewing stand as their job site block, and primarily buy and sell items used in making potions.
  • Sacred Hospitality: Villagers don't seem to mind if you crash in one of their houses or harvest their wheat for bread (while also preferably replanting it). You can stay in their village indefinitely without being evicted as long as you don't harass them.
  • Traveling Salesman: As their name implies, Wandering Traders randomly spawn with two llamas in tow to sell players their wares. Unlike regular Villagers, Wandering Traders do not buy items from the player.
  • We Buy Anything: Villagers will be specific on what items they are willing to buy off you, but it can be almost anything, ranging from wheat, paper, and even rotten flesh. However, villagers tend to buy your items for very cheap prices; 20 pieces of paper will net you only a single emerald for example. They're also perfectly complicit with buying things you stole from them; you can blow up a villager's wooden house with TNT, craft the wood that drops from the house into sticks and then sell the sticks to his neighbor.

    NPCs 
https://static.tvtropes.org/pmwiki/pub/images/npc1pre.png

Exclusive to Education and Bedrock Editions, this mob can be spawned with a spawn egg only obtained through commands and set up if the player has the world builder permission. Lacking AI of their own and being Nigh-Invulnerable and able to be customized, even having the ability to execute commands and send the player to external websites, they are used to provide dialog and interaction with the player, making them generic Non-Player Characters for the player to use for their maps.


  • Ambiguously Human: They share a model with the Villagers, but have a much more human appearance.
  • Funny Animal: Some of the NPC skins are animals, such as an owl and bee.
  • Nigh-Invulnerability: NPCs can never be damaged, projectiles go through them, and the only way for them to "die" is to fall into the void, where they'll merely despawn.
  • Palette Swap: There are 20 different textures the player can choose and 15 more in Education Edition with bee, educator, and construction themes.
  • Quest Giver: NPCs can be used to give to and advance objectives for the player.

Animals

    Pigs 
https://static.tvtropes.org/pmwiki/pub/images/minecraftpig_8790.png

The very first passive mobs in the game, added during 2009's Survival Test. Drops raw porkchops upon death (cooked porkchops when burned to death) and can be led around by a carrot on a stick.


  • Fish Eyes: The pig’s eyes are not frontward-facing and instead look at the surroundings in opposite directions.
  • Forced Transformation: Being struck by lightning will transform the pig into a Zombified Piglin.
  • Gluttonous Pig: Out of all the passive mobs, pigs have a vast diet of not only carrots but also potatoes and beetroots.
  • Horse of a Different Color: Before there were horses, there were these guys. You can indeed ride on them, but you can only steer them by using a carrot on a stick.
  • Housepet Pig: While they can't be tamed, it is possible to keep one in your home as a pet. Just be careful of where you swing those tools.
  • Lightning Can Do Anything: When a pig is struck by lightning, it turns into a Zombified Piglin.
  • Master of None: They can be ridden like horses and farmed for their meat like cows, but cows breed using easily found wheat instead of rare carrots, potatoes or beetroot, and also give leather, while horses are faster, don't force you to use a carrot on a stick to guide them, and are useful for mounted combat.
  • Motivation on a Stick: In order to steer a saddled pig, the player needs to combine a carrot with a fishing rod to make the "carrot on a stick" item, which lets you steer the pig you're riding in whatever direction the player is looking.
  • One-Gender Race: Any pig can breed with any pig.
  • Organ Drops: Pork meat, naturally.
  • Power-Up Mount: A downplayed example: Pigs make great parachutes when you ride them via saddle. You can control them with a carrot on a stick.

    Sheep 
https://static.tvtropes.org/pmwiki/pub/images/minecraftsheep_4608.png

The second passive mob added to the game, about a month after pigs. Sheep drop one block of wool and a piece of mutton upon death, and 2-4 wool blocks if sheared. They naturally occur in white, grey, black, brown and pink, and can be dyed several unnatural colors.


  • Amazing Technicolor Wildlife: Some sheep spawn with natural black, grey, brown, or pink wool. And then there's wool dying, which often results in a herd of blue or green sheep. Exaggerated if you name a sheep "jeb_", whereupon it will cycle through all the colors on a loop, although its actual "real" color stays the same, as evidenced by shearing and breeding.
  • Big Eater: Baby sheep (lambs) run around hoovering up grass like there's no tomorrow.
  • Broken Record: Many players grow annoyed at their constant, repetitive bleating... especially when there's a whole farm of them.
  • Fish Eyes: Their eyes point in different directions.
  • Gag Lips: It's ambiguous as to whether they have these or their mouths are just perpetually open.
  • Hyperactive Metabolism: Sheared sheep re-grow their Wool if they eat grass, which can happen as fast as a few moments afterwards.
  • One-Gender Race: You can breed any sheep with any other sheep to get a lamb.
  • Organ Drops: Mutton. The wool may also qualify.
  • Lamarck Was Right: If you dye a sheep, its offspring will inherit its new color. Breeding different colored sheep will give offspring of an in-between color if their respective dyes would create an intermediate dye (so a red sheep would make a purple lamb if bred with a blue sheep, or a pink lamb if bred with a white sheep); otherwise, the lamb will have the same color as either one parent or the other.
  • Palette Swap: Sheep can come in a great variety of colors: besides the white, black, dark grey, light grey, brown and pink varieties found in the wild, sheeps can also be dyed in any color available in-game. This affects nothing but the color of wool that they drop.
  • Super Wool Growth: Sheep take about two minutes to regrow wool after shearing, provided that there is grass around to eat.
  • Sweet Sheep: These sheep are completely passive, and will never fight back.

    Cows 
https://static.tvtropes.org/pmwiki/pub/images/minecraftcow_7773.png

The third passive mob added to the game, cows were introduced in Alpha. They give milk if you have a bucket, and drop leather and raw beef upon death.


  • Constantly Lactating Cow: They can be milked anytime the player wants to, though you have to wait five minutes after milking them to do it again.
  • Fish Eyes: Yet another mob with eyes that go in opposite directions.
  • One-Gender Race: Any cow can be milked, which would imply that they're all female, except the fact that any two cows can also produce babies together.
  • Organ Drops: Two counts — beef and leather.
  • Stock Animal Diet: You feed cows sheaves of wheat to get them to breed.
  • Videogame Cruelty Potential: The cows make distinctly pained sounds upon being hurt, but the aforementioned noise pollution, and their capacity for causing obstructions, also guarantees a sense of great visceral satisfaction when they die. Plus after beta 1.8 they drop precious beef in addition to leather, giving you plenty of reasons to kill them.

    Mooshrooms 
https://static.tvtropes.org/pmwiki/pub/images/minecraftmooshroom_3329.png
Click here to see the brown variant.

A strange variety of cow that appears in the mushroom island biomes. They give milk when milked with an iron bucket, but they give mushroom soup when milked with a wooden bowl. When the brown mooshroom is fed a flower, it will give a suspicious stew with the specific effect of the flower the next time it's milked with a wooden bowl. There are red and brown variants that can be sheared to drop respectively-coloured mushrooms, which then turns them into normal cows. Only Red Mooshrooms spawn naturally, but they can turn into the brown variant when struck with lightning, and there's a 1/1024 chance of spawning from breeding (and vice versa). Otherwise has the normal features and drops of a cow.


  • Artistic License – Biology: The mushrooms growing on them are red and white, but edible. Real-life white-spotted mushrooms (animata muscaria) are poisonous.
  • Body Horror: Despite not being bothered by it, they have an extreme fungal infestation (or perhaps symbiosis?) that has caused mushrooms to sprout from their bodies.
  • Fantastic Livestock: They're essentially red cows with white spots and toadstools growing on them. They can be milked like regular cows, but they can also be "milked" for mushroom soup or have the toadstools shorn off of them.
  • Lightning Can Do Anything: A red mooshroom struck by lightning will be turned into a brown mooshroom and vice versa.
  • Our Monsters Are Weird: They're otherwise normal cows, completely covered in mushrooms that give mushroom soup when milked with a bowl (though they give milk if milked with a bucket).
  • Palette Swap: It has the same model, sounds, and behaviour as cows, but retextured and with mushrooms growing out of its back. They also have an internal palette swap, possessing both a red-and-white color variant and a brown one, as a purely aesthetic distinction.
  • Planimal: More like fungimal. Mooshrooms skirt the animal side of this trope, appearing to be cows with very heavy fungus infections rather than true hybrid beings; using shears to remove the mushrooms turns them to a normal cow, no worse for wear.
  • Pun-Based Creature: They're cows with fungi growing on their backs, named after a combination of the call cows make and the name of fungi's fruiting bodies.

    Chickens 
https://static.tvtropes.org/pmwiki/pub/images/minecraftchicken_4942.png

The fourth passive mob added, chickens came to the game in the seventh Secret Friday update in June 2010. They randomly drop eggs, and drop feathers and their meat upon death. They're immune to fall damage, as they just flutter down.


  • Artistic License – Ornithology: They're hermaphroditic like most other Minecraft mobs, can give live birth, and are born with their adult feathers and wattles.
  • Bizarre Alien Reproduction: A particularly strange case. In addition to seemingly being hermaphroditic like all other creatures in this game, Minecraft's chickens posses two separate methods of reproduction, one sexual and one seemingly asexual. A single individual chicken will periodically plop down an egg and wander off, which must be picked up by a separate creature and thrown at the ground to hatch. They are also capable of having live birth by engaging in G-Rated Sex with eachother, as other farm animals do.
  • Explosive Breeder: Chickens are really easy to get in bulk amounts. For starters, any kind of seed can be used to breed them, and wheat farms give so many leftover seeds that the difficulty is in getting rid of them rather than obtaining them — that's without mentioning pumpkin and melon farms which can be made to specifically farm lots of seeds. Additionally, they periodically lay eggs, which provides a second option in terms of breeding, having a small chance of spawning a chick on the spot if... thrown at the ground. This comes in handy for exponentially growing the size of a chicken coop even without having the seed yield to sustain it, and even handier for making machines that grow and cook chickens for you. It also allows you to work with a starting population of one measly chicken, whereas all other farm animals require a starting population of at least two.
  • Informed Species: Due to the lack of a head crest like real chickens, theye look halfway between a chicken and a duck.
  • One-Gender Race: Since they all lay eggs, it would be safe to assume they're all hens... except that any one of them can be bred with another to make chicks.
  • Organ Drops: Killing a Minecraft chicken will net you feathers and/or, well, chicken.
  • Pregnant Reptile: Zigzagged. They will passively lay eggs that will occasionally produce chicks when thrown, but when bred with seeds, they will simply produce a chick without an egg required.

    Squids 
https://static.tvtropes.org/pmwiki/pub/images/minecraftsquid_2181.png

The fifth — and, before 1.13, the only aquatic — passive mob in the game, squid came to Minecraft during Beta. They swim randomly through any large body of water, venting ink clouds when struck, and drop ink sacs upon death.


  • Aquatic Mook: These were the only water-borne passive mobs before fish and turtles were added. This also means they take extra damage from Tridents with the Impaling enchantment.
  • Artificial Stupidity: They have a very weird habit of beaching themselves when they swim too close to the riverbanks or shoreline. In fact, it’s a fairly common sight in Squid-rich biomes or locations for a number of them to be laying on the coastline slowly dying because of this.
  • Dark Is Not Evil: They look kind of spooky with their teeth and dark coloration, but they are not evil.
  • Informed Species: Despite being called squids, they share more physical characteristics with octopuses.
  • More Teeth than the Osmond Family: Their mouth, located inside the tentacles, is circular, and full of massive, razor-sharp teeth.
  • Non-Malicious Monster: They're black, tentacled and toothy. They're also completely harmless.
  • Organ Drops: Their ink sac, used in writing books or to make black dye.
  • Toothy Bird: These squids have a ring of teeth like lampreys. Real squids have parrot-like beaks. Or perhaps it's a Promachoteuthis sulcus. (They have lips that look like teeth.)
  • The Voiceless: For a long time, the squid was one of the few mobs that didn't make a sound. Then again, neither do the squids in real life. In 1.9 they received some sounds, but they're still much quieter than most other mobs.

    Ocelots 
https://static.tvtropes.org/pmwiki/pub/images/minecraft_ocelot.png

Added in the 12w04a snapshot, ocelots are wildcats that live in the jungle biome. Before 1.14 — before they were split into their own separate mobs — they could be tamed, which would cause them to become domestic cats (see above). Like their domestic cousins, ocelots repel creepers and phantoms.


  • Animal Jingoism: Ocelots will stalk and kill any chicken that comes near them. The same also applies to any unfortunate baby turtle.
  • Cats Hate Water: Averted as they don't avoid water when they escape you or when you hold fish out for them.
  • Cowardly Yellow: They have yellow fur and they will run away if a player gets to close to them.
  • Cute Kitten: Ocelot cubs spawn naturally, and being a wild jungle cat, they are sort of kittens. It's a given that they are cute, since baby mobs look like smaller, dinkier versions of their parents.
  • Decomposite Character: Version 1.14 separated Cats and Ocelots. However, they can still be made to trust the player when fed fish.
  • Panthera Awesome: The Ocelot, while not exactly the most dangerous predator is surprisingly feared by many hostile monsters.
  • Paper Tiger: Or Ocelot in this case. Despite being a feline predator, Ocelots cannot defend themselves and will run away when they are provoked.
  • Shrinking Violet: Downplayed — they attack chickens, but they also run away from players.
  • Stock Animal Diet: In line with the "cats eat birds" rule, ocelots will go after chickens.
  • Why Did It Have to Be Snakes?: Just like their domesticated relatives, creepers and phantoms are terrified by them.
  • Would Hurt a Child: As stated above, they are very much willing to kill baby turtles.

    Bats 
https://static.tvtropes.org/pmwiki/pub/images/bat_je3.png
Click here to see the old model of the bat before 1.20.3.

Bats were the first passive flying mob introduced, coming to the game during late Beta, and only spawn in caves (except around Halloween, when they also spawn on the surface). They add some ambience to the caves but otherwise serve no function, as they don't drop anything, not even EXP. They are also the only passive mob that spawns continously and despawns after a set amount of time.


  • Art Evolution: Eleven years later after making its debut, the bat received a brand new model in the 23w43a snapshot that revamps its design with new animations and textures. Its behavior and name remain the same.
  • Artificial Atmospheric Actions: Will not react even if they're on fire.
  • Artificial Stupidity: Sometimes, they accidentally fly into lava and set themselves on fire.
  • Bat Scare: They're absolutely harmless, but you'll likely be so paranoid while you're underground that they'll startle you just the same when they pop out of the inky blackness.
  • Fragile Flyer: Bats are one of the most fragile passive mobs in the game, having less health than cows, pigs, sheep, and villagers.
  • Ignorant About Fire: They don't try to put themselves out when they go on fire.
  • Ledge Bats: Although bats can't hurt you directly, they can push you around when they collide with you. Obviously, they can spawn near ravines... this was fixed in 1.4.4, as the bats in Minecraft are now too light to push any mob around.

    Rabbits 
https://static.tvtropes.org/pmwiki/pub/images/150px_rabbit.png

Added in 1.8, the Bountiful Update. Rabbits can be bred with carrots, golden carrots or dandelions to make kits. They commonly drop their meat and hide and rarely a rabbit's foot on death.


  • Animal Jingoism:
    • Rabbits do not get along with wolves. Under normal conditions, wolves will hunt down and kill any rabbit they spot, leading to rabbits being pretty rare in biomes they share with wolves. If it cannot see any players, the Killer Bunny will also attack wolves, which will attack it right back.
    • In 1.14, stray cats and foxes will also hunt down and kill rabbits.
  • Explosive Breeder: Averted. The developers originally wanted to play this trope straight, but they had to drop it since they weren't able to implement it properly into the game.
  • Killer Rabbit: There's a Dummied Out rabbit variation that is hostile, attacking players that come nearby. The rabbit is apply named Killer Bunny, and was even called "the Killer Rabbit of Caerbannog" before the name change.
  • Lucky Rabbit's Foot: Averted. Although rabbits can drop a rabbit's foot, it can only be used to brew a potion of leaping. You can't carry it to increase your chances of getting a rare drop, or anything.
  • One-Gender Race: Like everything else in the game that isn't a player, any one can breed with any one.
  • Organ Drops: Rabbit hide (craftable into leather), raw rabbit meat, and occasionally their feet.
  • Palette Swap: Rabbits can come in one of five color variations, chosen based on what biome they spawn in: sandy yellow (deserts), white or black and white (snowy biomes), and brown, salt-and-pepper or black (other biomes). In addition, rabbits can be given a specific black-and-white pattern by being renamed "Toast", while the hostile Killer Rabbit of Caerbannog is a normal rabbit reskinned with a white coat and narrow red eyes.
  • Red Eyes, Take Warning: Played with. It is averted with normal white rabbit, which have rather bright red eyes, but are harmless. Played straight with Killer Bunny, which has lazy, blood-red eyes and is hostile towards the player.
  • Stock Animal Diet: As expected, they eat carrots (both the normal and the golden version). Interestingly, they can also eat dandelions.

    Turtles 
https://static.tvtropes.org/pmwiki/pub/images/turtle_0.png

Added in 1.13, the Update Aquatic, they spawn on beaches. Instead of breeding like other mobs do, they will head for the beach where they spawned and lay clusters of eggs, which after some time hatch into baby turtles which will then scramble towards the sea. Just like in real life, the baby turtles' journey to the water will be a dangerous one — zombies, skeletons, wolves and ocelots will all try their best to kill them. When they finally grow up, they drop a Scute which can be used to make turtle shells.


  • Aquatic Mook: Water based mobs that are thankfully passive. This also means they take extra damage from Tridents with the Impaling enchantment.
  • Artificial Brilliance: Turtles in Minecraft, like some of their Real Life counterparts, will seek out the beach where they were born from to lay their eggs.
  • Bizarre Alien Reproduction: Their method of breeding is radically different from most other breedable mobs, with the exception of frogs. When two turtles are fed, they will do the same "kissing" motion as other mobs. However, instead of popping out a baby like other breedable mobs do, one will head towards its home beach to lay a cluster of 1-4 eggs on the sand, and said eggs will require a few nights to pass before they hatch into baby turtles.
  • Elemental Rock-Paper-Scissors: They're instantly killed if they're hit by lightning from a Channeling Trident, no matter how much health they have. Other mobs with less health will survive the hit.
  • Escort Mission: Turtle eggs will only hatch at night. Night is also when zombies and skeletons spawn on the surface, and they will try to kill any baby turtle they see, on top of zombies going out of their way to destroy turtle eggs. Thus, outside of setting up a system of light sources and barriers to keep the monsters away, players who are trying to breed turtles will have to guard the eggs and hatchlings at night, to watch over and protect them until the babies have reached the safety of the water. Strangely enough, baby turtles seem to have the same amount of health as that of adults — which is more than most hostile mobs.
  • Explosive Breeder: Most passive mobs will produce one baby when mated. Turtles will lay up to four eggs that will each hatch into baby turtles after a few nights... if said eggs survive, that is.
  • Fun Size: While most baby animals do count, baby turtles take it even further by being several times smaller than an adult, less than an eighth of a single block.
  • Graceful in Their Element: Like real turtles, they're very slow on land, but actually move quite fast in the water.
  • Infinity -1 Sword: Turtle Shell helmets are surprisingly effective. On top of the extended water breathing time you get from wearing one, they give the same amount of damage resistance as an Iron helmet, but with greater durability. If you're not picky about that extra 4% resistance from a Diamond helmet, a turtle farm is a very effective means to get good head protection for the rest of the game.
  • Kick the Dog: Any undead mob will attempt to stomp on turtle eggs if they see them. Baby turtles are also prime targets for the undead, which is especially odd since they don't target any other animal without reason.
  • Protection Mission: Turtle eggs need to be protected from zombies which will go out of their way to stomp said eggs. It takes a long time for them to hatch and they only hatch at night. As soon as they hatch, it turns from this trope into Escort Mission.
  • Stock Animal Diet: Seagrass, which is what green turtles in real life eat.
  • Stone Wall: Turtles are extremely slow on land and can't attack, but they have far more health than many other passive mobs and more than several hostile ones. They're a lot faster in the water, however.
  • Sturdy and Steady Turtles: They have no form of attack and aren't particularly fast, but they have substantially higher health than most other mobs and over twice the usual amount of health for passive mobs. Their shells can also be used for brewing the Potion of the Turtle Master, which when drunk gives a large defense bonus while drastically cutting maximum movement speed.
  • Ridiculously Cute Critter: Baby turtles, despite looking like a miniature model of the adult turtles, are adorable due to how tiny they are.
  • Tiny Babies Gigantic Adults: Baby turtles are very tiny — no bigger than an eighth of a single block. As adults, they're around the same size as the player. Here is a size reference.
  • Video Game Caring Potential: Enforced if you want to get scutes and thus turtle shells — they don't drop them on death, rather, you have to let a baby turtle grow into an adult for them to drop one. This means you'll need to breed them and protect both the eggs and the baby turtles with all your effort (and then find where they grew and dropped the scute).

    Fish 
https://static.tvtropes.org/pmwiki/pub/images/call_of_duty.png
Cod
https://static.tvtropes.org/pmwiki/pub/images/sally_man.png
Salmon
https://static.tvtropes.org/pmwiki/pub/images/mrs_puff.png
Pufferfish (fully puffed up)
https://static.tvtropes.org/pmwiki/pub/images/minecraft_clownfish.png
Tropical Fish (clownfish variant)

Technically, fish have been present as items obtainable through fishing since the days of Minecraft's Alpha version, while salmon, pufferfish and clownfish were introduced in update 1.7 as part of an overhaul of the fishing system. They were only introduced as actual mobs in 1.13, the Update Aquatic, which also gave them new item models and different spawning requirements and behaviors depending on the specific kind of fish they are. Fish come in four kinds: cod (which used to be the original, nameless generic fish before being renamed in 1.13), which spawn in cold, neutral and warm oceans; salmon, which spawn in cold and frozen oceans and rivers; and tropical fish (which include the old clownfish) and pufferfish, which spawn in lukewarm and warm oceans. Cod, salmon and tropical fish will congregate in schools, while puffers are solitary.


  • Ascended Extra: Fish started as part of a simple Fishing Minigame where they weren't visible until reeled in as a generic fish inventory item, before being expanded into a whole mob of their own, with multiple different species of fish and tropical fish even having subspecies.
  • Aquatic Mook: Essentially water-based variants of harmless livestock, but with very low health.
  • Fish Eyes: The pufferfish has these because it is a, well, a fish.
  • Painful Pointy Pufferfish: Puffers normally appear in a very small, deflated state. If a player approaches them, however, they will quickly puff up to many times their size, with small spikes becoming visible as pointing outwards from their bodies. Touching a fully puffed pufferfish will deal damage to a player, and going too close to one in either puffed stage will inflict the poison status effect.
  • Organ Drops: Played With. When killed, they drop... themselves.
  • Palette Swap: Tropical fish coloring is quite easily the most complex case of this in the game. They can spawn with any of two body shapes, sixteen base colors, six patterns, and sixteen colors for the pattern, resulting in a total of 3,072 possible (but purely aesthetic) variations. 90% of the time, a tropical fish will be one of twenty specific variations based off of real-world fish, with the remaining 10% being randomly spawned as any possible type.
  • Poison Mushroom: All the fish will drop an edible fish item that can be eaten, but if you eat the pufferfish you will get severe poisoning, food poisoning and nausea. Pufferfish still do have a use by being a key ingredient of Water Breathing potions.
  • Poisonous Person: Puffed-up puffers will poison any player that approaches them, and eating a pufferfish will poison you as well.
  • Shown Their Work: Salmon can spawn in rivers, representing them going to lay their eggs upstream.

    Glow Squids 
https://static.tvtropes.org/pmwiki/pub/images/glow_squid.png

An aquatic passive mob introduced in the 21w03a snapshot as part of the 1.17 Caves & Cliffs update. They spawn underwater in complete darkness (requiring the player to dive deep to find their natural habitats) and drop glowing ink sacs upon death. They were introduced as one of three possible new mobs at Minecon Live 2020, where fans could vote for the mob they would most like to see implemented into the game. The glow squid, obviously enough, was the one that won the vote.


  • Aquatic Mook: As with the regular squid, this means they take extra damage from Tridents with the Impaling enchantment.
  • Artificial Stupidity: As they share their AI with the regular squids, they retain the habit of beaching themselves when they swim too close to the riverbanks or shoreline.
  • Audible Gleam: They continuously emit a metallic jingling sound as an auditory accompaniment to their visible glittering trails.
  • Bioluminescence Is Cool: As their name suggests, they are squids which emit light and produce glowing ink.
  • Canon Immigrant: They first appeared in the Minecraft Earth mobile game before being transplanted into the main game.
  • Non-Standard Character Design: Unlike all other mobs (including the regular squid), their eyes are uneven. This gives them a more cartoony look in comparison.
  • Organ Drops: They drop their ink sac, which can be used to make signs and item frames glow.
  • Palette Swap: They have the same model and behaviour as the regular squids, just with a phosphorescent makeover.

    Axolotls 
https://static.tvtropes.org/pmwiki/pub/images/axolotl.png

Added in 1.17, (Part 1 of the Caves & Cliffs update), Axolotls are "the cutest predator you'll ever meet", found in in underwater cave systems or the pools of lush caves. There are five different colors of axolotls, with the blue one being available only through breeding at a very low spawn rate. When brought into other areas, they will fight for you, attacking essentially all other underwater mobs, including fish, Drowned, and even guardians.


  • Amazing Technicolor Wildlife: The rare blue variant plays this straight. The rest of the variants avert this, however.
  • Androcles' Lion: If you kill an enemy that the axolotl was attacking or was attacking an axolotl, there's a chance they'll bless you with momentary regeneration.
  • Animals Not to Scale: Considerably larger (and tougher) than real axolotls, which tend to be around a foot in length, while these are over a meter.
  • Artistic License – Biology: Similar to bees, the larval (or tadpole) stage is skipped when you breed axolotls. It just makes a full-grown (albeit still neotenous) salamander in miniature.
  • Cute Bruiser: They fight for you, and are absolutely adorable.
  • Food as Bribe: Unlike wolves, they won't inherently fight enemies for you. You need to tempt them with fish in your hand first.
  • Never Trust a Trailer: The Caves and Cliffs Part 1 trailer showed a green Axolotl which never spawns in the base game.
  • Palette Swap: Comes in several different colors, referencing the numerous morphs axolotls can come in.
  • Playing Possum: If they get hit, they play dead so that other mobs won't kill them.
  • Regenerating Health: They can regenerate while playing dead, just like real-life axolotls.
  • Shout-Out: The rare blue variant of axolotls shares its palette with Mudkip.
  • Shown Their Work: Unlike other aquatic animals like fish or dolphins, they can survive for several minutes out of the water, indefinitely if it's raining. This references the fact that, although primarily aquatic, they're still amphibians that can breathe air (even if they don't thrive on land).

    Frogs & Tadpoles 
https://static.tvtropes.org/pmwiki/pub/images/froggo.png
https://static.tvtropes.org/pmwiki/pub/images/pollywogs.png

A mob that was added in 1.19, the Wild Update, Frogs are passive mobs that naturally spawn in swamps. Frogs were a part of the Biome Vote in 2019 for updating the swamps, but mountains winning their update first caused the implementation of frogs to occur later. Frogs are unique in having their larval form Tadpoles count as their own mob with a seperate model and behavior.


  • Amphibian Assault: While passive towards players, frogs have been demonstrated to attack and kill small slimes and magma cubes.
  • Bizarre Alien Reproduction: Their method of breeding is radically different from most breedable mobs, with the exception of turtles. When two frogs are fed, they will do the same "kissing" motion as other mobs. However, instead of popping out a baby like other breedable mobs do, one will head towards water to lay a clutch of eggs that will hatch into multiple tadpoles after some time.
  • Killer Rabbit:
    • An accidental example. In early playable snapshots, an accident in the frogs' coding made them capable of swallowing goats whole. Referenced in the trailer for Minecraft Live 2022 when a frog actually does eat a goat.
    • In a previous snapshot of Bedrock, it was possible to use command blocks to make them eat basically anything in the game, ANYTHING. This included the Wither and the Warden.
  • Palette Swap: Frogs come in different colors depending on the biome's temperature that they spawn in. Such colors include orange (temperate biomes such as plains, jungles, swamps, forests, etc), green (cold biomes like taigas, ice spikes, mountains, the End, etc), and light grey (warm biomes that include deserts, savannas, badlands and the Nether).
  • Shown Their Work: Mojang put in the extra effort with by having frogs and tadpoles in Minecraft behave very similar to their real life counterparts. They croak, hop and require water to lay their eggs. When said eggs hatch, instead of producing smaller frogs instead spawn in Tadpoles which for many species of frogs is how they enter the world.
  • Solid Gold Poop: The byproduct of a frog eating a small magma cube is a unique block called a "froglight" which gives off light on-par with a sea lantern. These froglights come in three variations depending on the color of frog (pearlescent for light grey, ochre for orange and verdant for green). Said froglights are unique in this case for being the only farmable block in Minecraft that the player cannot craft or naturally find in the world, requiring that a player brings frogs into the Nether in order to potentially farm this block.
  • Trademark Favorite Food: Frogs love to eat slime, both in the form of slimeballs given by the player, which makes them enter love mode, and small slimes and magma cubes, which they attack and eat. Tadpoles can eat slime too, which makes them grow quicker.

    Sniffers 
https://static.tvtropes.org/pmwiki/pub/images/sniffer.png

An ancient mob that hatches from eggs found via Archeology. They were the winner of the Minecraft Live 2022 vote, and were introduced in the following update in 1.20, Trails & Tales.


  • Animation Bump: Their movements are more fluid and varied than most earlier mobs, with a unique six-legged gait, a smelling animation, and the ability to lie down and dig things up.
  • Cartoon Creature: The Sniffer looks like a 6-legged dinosaur crossed with a turtle with a bird-like beak.
  • Gentle Giant: They are huge, but totally harmless and will never attack.
  • The Nose Knows: As its name implies, it has the ability to sniff out resources that are otherwise unobtainable, specifically seeds to "ancient" plants. It even has a unique "sniffing" animation.
  • Vertebrate with Extra Limbs: It sort of resembles a cross between a turtle and a yak, with floppy dog-like ears, but it has six legs.
  • Whale Egg: It mostly resembles a mammal (but with six legs), yet they hatch from eggs. They're even one of three mobs that produce egg(s) when bred rather than giving birth when bred (the others being the turtle and the frog).

    Camels 
https://static.tvtropes.org/pmwiki/pub/images/camel_minecraft.png

Released in the 1.20 update, Trails & Tales, Camels are mobs that live in the desert. Only spawning in Desert Villages, they do not need to be tamed to be ridden on, unlike other rideable mobs.


  • Animation Bump: Downplayed. Camels have slightly more movement patterns than most other animals, such as an animation for sitting down and another for flapping their ears.
  • Power Up Mount: Like horses, Camels can be mounted after using a saddle on them. While they're slow, they have a dash ability that allows them to leap forward, and they're tall enough that most melee mobs cannot hit a player riding one, providing a great amount of safety.
  • Trademark Favorite Food: Cacti. Feeding a camel a cactus will allow it to enter love mode to breed with another camel.
  • Video Game Dashing: Unlike horses, camels are only able to trot at a slow pace, but they make up for this with a "dash" ability that lets them leap forward up to ten blocks. The dash has a three-second cooldown, however.

    Armadillos 
https://static.tvtropes.org/pmwiki/pub/images/armagoldo.png
Armadillos are passive mobs that live in the savanna and badlands biome. They are the winner of the Minecraft Live 2022 vote. They are able to curl into a ball if startled or frightened, and are the source of scutes, which are shed periodically or can be taken off manually with the brush tool, which are used to make wolf armour.
  • Non-Standard Character Design: Downplayed. Unlike most other animal mobs, their eyes were originally on the top of their head rather than on the sides. According to Word of God, this was an intentional design choice because otherwise the side facing the player would appear blank. However, a later snapshot changed the eyes to be on the sides, based on user feedback.
  • Shy Shelled Animal: Armadillos curl up and hide while hostile mobs are nearby, as well as when players sprint near them.
  • Stock Animal Diet: They need to be fed Spider Eyes to get Armadillos to breed and for baby Armadillos to grow up faster. As Armadillos are known to eat insects in real life, this also has the added effect of Spiders being afraid of Armadillos.
  • Wild West Armadillo: As well as the savannah, they're found in the arid badlands biome.

Others

    Agents 
https://static.tvtropes.org/pmwiki/pub/images/agent_37.png
Agents are passive mobs exclusive to the Education and Bedrock Editions, this mob can be spawned with a spawn egg or be obtained through commands of an NPC, and set up if the player has the world builder permission. Lacking AI of their own and being Nigh-Invulnerable and able to be customized, the player has to create commands and instructions to make the mob functional.
  • Ambiguous Robots: It definitely gives looks like a robot, similar to the Iron Golem with a metallic appearance. However, its creation requires commands through an NPC chat.
  • Golem: They're artificial beings made from Non-Player Characters.
  • Nigh-Invulnerability: Agents can never be damaged, projectiles never hurt them, and the only way for them to "die" is to fall into the void, which is very difficult since they fly as well.
  • Palette Swap: There are many different textures the player can choose in Tutorial Worlds in Education Edition.
  • Quest Giver: Agents can be used to give to and advance objectives for the player.

    Allays 
https://static.tvtropes.org/pmwiki/pub/images/allay_3.png

Introduced in 1.19, the Wild Update, Allays are small flying blue Vex-like creatures that help the player collect items. Allays spawn inside of jail cells in Woodland Mansions, as well as in cages near Pillager Outposts. They are the winner of the Minecraft Live 2021 vote.


  • Bizarre Alien Reproduction: Allays clone themselves when they're given an Amethyst Shard while dancing.
  • Item Caddy: Allays will collect up any item that matches the one that you gave it, which can be utilized for farms, or picking up Hostile mob drops from afar. It will drop the collected items near a Note Block when it is played.
  • Good Counterpart: To the Vex, as their sounds are rather similar. The fact that they are found in Pillager Outposts and Woodland Mansions inside of cages imply that Vexes are corrupted Allays.
  • Meaningful Name: They are friendly versions of the Vex and aid the player, rather than annoying them.
  • Me's a Crowd: If the player gives an Allay an amethyst shard while it is dancing, the Allay duplicates itself into another Allay. Both have a five minute cooldown before this can be done again.
  • Our Fairies Are Different: They're blue fairies that fly around and help the player collect items and love music.
  • Regenerating Health: The Allay continuously restores two health points (or one heart) every second if damaged. This contrasts the Vexes' constant health loss.
  • Ridiculously Cute Critter: Allays are small, cute fae-like creatures that love to dance to music and sounds from Note Blocks.
  • Trademark Favourite Food: Allays are frequently seen as liking cookies in promotional material, though this doesn't extend to the actual game.

Living objects

    Armor Stands 
https://static.tvtropes.org/pmwiki/pub/images/minecraft_armor_stand.png
Click here to see the Bedrock Edition variant.
Armor stands are buildable inanimate entities introduced in the snapshot 14w32a. They are used to display armor, as the name suggests. Armor stands are classified as living entities/mobs in the game code, despite not looking like one since they are generally used only as for decoration.
  • 1-Up: Only in Bedrock Edition, an armor stand can be revived if it holds a Totem of Undying while killed only by a negative mob effect.
  • Animated Armor: While its wearing an armor.
  • Animate Inanimate Object: Despite looking like regular objects, armor stands are actually living entities, and can be affected by effects and specific mobs attack them.
  • Golem: They're artificial beings made of wood and stone, spawning naturally in Taiga villages.
  • Meaningful Name: They are used for displaying armor and items, exactly like their name suggests.
  • No-Sell: Armor stands are immune to drowning, lava, fire, fall damage and other mobs attacks.
  • Living Statue: Armor stands are living artificial objects.

    Cameras 
https://static.tvtropes.org/pmwiki/pub/images/minecraft_camera.png
Cameras are inanimate mobs exclusive to the Education and Bedrock Edition, introduced as early as Pocket Edition v0.2.0 alpha. They are used to take pictures, as the name also suggests.
  • Animate Inanimate Object: Despite looking like regular objects, cameras are actually mobs, and can be affected by effects, damaged and sit on boats/minecarts.
  • In-Universe Camera: The only item used for taking pictures in Minecraft, but they are unused, only accessible in Creative mode.
  • Magical Camera: Not necessarily magical, but they are living cameras.
  • Meaningful Name: They are cameras, and are used to take pictures.
  • No-Sell: Armor stands are immune to drowning, lava, fire, fall damage and other mobs attacks.
  • Useless Security Camera: While not a security camera, they are indeed useless, since the player can take a screenshot instead of using this mob.

Neutral Mobs

Neutral mobs will leave you alone if you leave them alone as well. However, if you attack them, they will turn hostile and retaliate. Some neutral mobs will also turn hostile if you attack one of their conspecifics where they can see.

Animals

    Polar Bears 
https://static.tvtropes.org/pmwiki/pub/images/minecraft_polar_bear.png

A mob introduced in 1.10, the Frostburn Update. Polar bears naturally spawn in snowy biomes and are neutral to the player, but become aggressive if a cub is nearby or if a cub is attacked. They attack by rearing themselves up and mauling the attacker, and are also very fast swimmers.


  • Animal Jingoism: Polar bears are hostile towards foxes. The normally passive cubs are particularly brutal (at least in Java Edition).
  • Bears Are Bad News: Polar bears are hostile if a cub is near them, have a good bit of health, and they can hurt a lot. That said, they are notoriously less dangerous than real life polar bears are; they're one of the few animals whose natural diet includes humans, and as such it's not wise to count on their behavior being as passive as it is in Minecraft.
  • Light Is Not Good: They have a snow-white coat and are extremely dangerous arctic predators.
  • Mama Bear: Literally. They become hostile to players/mobs if a cub is near them, and if a cub is attacked, all adult polar bears within a good distance will be out for your blood.
  • No-Sell: In the 1.17 update that adds in powder snow, polar bears are immune to taking freeze damage.
  • Skintone Sclerae: If they did have white sclerae, you probably wouldn't see it on their white fur.
  • Stock Animal Diet: When killed, they drop raw fish and raw salmon, implying that they carry them around for food.
  • Super Swimming Skills: Just like in real life, Polar Bears are excellent swimmers. So if you think you can outswim them, then you probably should think again.

    Dolphins 
https://static.tvtropes.org/pmwiki/pub/images/minecraftdolphin.png

Added in 1.13, the Update Aquatic, dolphins are neutral mobs found in groups in normal, cold, and lukewarm ocean variants, and will playfully knock items around and chase players in boats. If attacked, the entire pod turns hostile.


  • Aquatic Mook: They're essentially aquatic versions of Wolves and Zombified Piglins, neutral mobs with similarly gregarious behaviour and hostile reactions to one of their number being attacked.
  • Attack on One Is an Attack on All: Like Wolves and Zombified Piglins, if you even so much as hurt one of them, every single dolphin in the immediate area will swarm you in an attempt to kill you.
  • Bandit Mook: Downplayed, they tend to grab dropped items in the water around them and play with them for a bit before dropping them. Pick up your items in the water quickly if you don't want to be slightly inconvenienced. That said, they can unintentionally help "fetch" any items you missed and didn't notice.
  • Beware the Nice Ones: They’re currently the only wild mob to actively help the player and are positively adorable creatures, even if they are a nuisance when it comes to their habit of playing with dropped items. But if you dare to hurt them, whether accidentally or just to be an Ungrateful Bastard, they will do their absolute best to make sure you pay the price for your folly, and if you are careless will do so in a most final manner.
  • Friendly, Playful Dolphin: They like to play with dropped items in the water, knocking them around and chasing them. They also tend to playfully follow players around, especially if their trust is earned, and grant a speed boost to players near them while also helping to find buried treasure. They'll even help push drowning players to the surface if they're nearby. Just make sure not to hurt them, or else...
  • Shown Their Work: Like real dolphins, they cannot survive outside water but still need to breathe air at the surface. Thus, they'll suffocate if outside the water for too long, but will also start drowning if they're submerged for too long.
  • Status Buff: They give nearby players a status effect called "Dolphin's Grace", which gives a swimming speed boost.
  • Stock Animal Diet: Feeding them raw cod will improve your trust with them and they'll follow you around more often. They also drop raw cod when killed.
  • Video Game Cruelty Punishment: Dolphins will happily ignore you and leave you alone (but not any dropped items) as long as you do so, and nothing is preventing you from just butchering them on sight — except their entire pod aggroing and doing their best to destroy you.
  • Wolfpack Boss: When angered, a pod of dolphins will swarm you en masse just like angered wolves, which means you may end up fighting a good half dozen enemies or more all at once.
  • Zerg Rush: Like Wolves and Zombified Piglins, they appear in groups, and if you attack one in a pod, accidentally or not, the entire pod will turn hostile.

    Pandas 
https://static.tvtropes.org/pmwiki/pub/images/panda_3.png
Click here to see the brown variant.

Added in 1.14, the Village and Pillage update, pandas are neutral mobs that spawn in bamboo jungle biomes and the second bear mob after the polar bear. Pandas have several possible personality types that affect their behaviour and appearance (worried pandas will run away from you, weak pandas have less health and occasionally sneeze, lazy pandas won't interact with the player etc.). To breed them, you need to have at least eight bamboo shoots growing in a five-block radius to induce love mode by feeding them bamboo.


  • Attack on One Is an Attack on All: Like many other neutral mobs, if you even so much as hurt one of them, the aggressive panda in the immediate area will attempt to kill you.
  • Ascended Meme: Baby pandas will occasionally sneeze, and it will startle other pandas around it (and drop a slimeball).
  • Bears Are Bad News: The aggressive ones definitely count. When hit, they will attack just about everything in sight continuously instead of once like the other pandas.
  • Beary Friendly: Pandas are mostly passive, just don't hurt one!
  • Beary Funny: They're quite comedic, with the playful ones rolling and the babies sneezing.
  • Berserk Button: Aggressive pandas will not only attack if directly hit, but if another panda near them is hurt, they will attack on their behalf.
  • Character Tics:
    • Babies sneeze.
    • Worried pandas hide their heads in storms.
    • Playful pandas do somersaults and are always sticking out their tongues.
  • Fear of Thunder: Worried pandas cover their heads nervously in storms.
  • Genki Girl: The playful pandas are very active and happy, doing somersaults a lot.
  • Lazy Bum: Lazy pandas will completely ignore the player and food, spend a lot of time lying on their back, and walk slower than other pandas (which already have the slowest walking speed of any land mob).
  • Nervous Wreck: Worried pandas will run away from any mob that isn't another panda and will hide their face and shake during thunderstorms.
  • Nose Nuggets: When the baby pandas sneeze, they can produce snot.
  • Palette Swap: One variety of pandas uses a variant of the standard model recolored to have brown patches instead of black.
  • Ridiculously Cute Critter: Adult pandas are already adorable enough, but there are also baby pandas.
  • Shown Their Work:
    • The rarest type of panda is a brown-coloured variant, which is indeed a very rare subspecies of panda in real life, known as the Qinling panda.
    • All of the pandas' sounds and many of their behaviours are sourced directly from real pandas, as the lead sound designer of Minecraft went to China just to record the sounds of pandas.
  • Stock Animal Diet: Unsurprisingly enough, they eat bamboo, but downplayed because they can also be fed cake.

    Foxes 
https://static.tvtropes.org/pmwiki/pub/images/minecraft_fox.png
The taiga variant in its natural red-orange color.
Click here to see the white, snowy taiga fox variant.

Added in 1.14, the Village and Pillage update, foxes are nocturnal neutral mobs that spawn in taiga and snowy taiga biomes, and are the second canine-based mob added. Foxes sleep under trees during the day, but are active at night, and tend to run away from players. If there are any nearby items on the ground, foxes will pick them up with their mouths to hold onto. They prey upon rabbits, chickens, baby turtles, cod, and salmon, but will be attacked by wolves and polar bears (even the cubs, who are normally passive). They only attack the player on multiplayer. To breed them, you need to feed them sweet berries, which naturally grow in their native biomes.


  • 1-Up: Much like the player, a fox can be revived if it holds a Totem of Undying.
  • Cunning Like a Fox: Foxes can hop over fences and walls to attack chickens and rabbits, meaning extra caution must be taken when constructing their enclosures in biomes foxes naturally spawn in.
  • Item Caddy: If an item is on the ground near a fox, it will travel to it and pick it up and it will appear in the foxes' mouth. This behavior is not limited to food and animal products. Also, eggs, emeralds, feathers, leather, rabbit hides, rabbit's feet, wheat, and cooked porkchops have a 8.5% chance to be automatically in a fox's mouth when it spawns. However, foxes will prioritize sweet berries over any other item, discarding whatever is in their mouth if a sweet berry bush is in sight. Foxes will undergo the same status effects as players when they eat whatever food item they have picked up. In addition, an enchanted item will affect the fox's attacks, and if one dies with a Totem of Undying in its mouth, it will be revived.
  • Jump Physics: They can leap two to three and a half blocks high in the air if they spot their prey. Take note of this when building an enclosure in a taiga or snowy taiga biome where foxes live.
  • Palette Swap: They come in a white coloration when spawned in snowy taiga biomes, referencing Arctic foxes.
  • Ridiculously Cute Critter: Their current model is somewhat derpy thanks to their eyes being crossed, but are otherwise cute critters.
  • Shown Their Work:
    • Foxes are portrayed as opportunistic omnivores who will eat plants and animals, as in real life. Their skittish nature is also reflected upon in-game with foxes running away from players unless bred by them.
    • When a fox pounces, if it lands on snow layers, it'll bury its head in the snow temporarily. This is something that real-world arctic foxes do when hunting out prey buried under the snow, though Minecraft lacks any animals that hide in the ground for foxes to hunt.
  • Shrinking Violet: Downplayed — they run away from the player, but they also attack rabbits, chickens, baby turtles, cod, and salmon.
  • Trademark Favorite Food: Sweet berry bushes, which grow in the taiga biomes that foxes inhabit. They prioritize carrying sweet berries in their mouths more than any other item. Foxes are also immune to taking damage from sweet berry bushes, along with not getting a speed reduction when passing through one.

    Bees 
https://static.tvtropes.org/pmwiki/pub/images/b_3.png

Bees are a neutral mob that were introduced in 1.15, known as the Buzzy Bees update as a result, and are the only neutral mob in the game so far that can fly. Bees spawn in bee nests which naturally occur in flower forests and plains (both the normal and sunflower variants), though can be lured to manmade beehives. They'll flutter to and from their nests collecting nectar and pollen from flowers, eventually filling the nests with honey. They'll all become aggressive if you attack one of them, break their nest/hive, or try to harvest their honey or honeycomb without using a campfire or Dispenser.


  • Airborne Mook: Bees are airborne neutral mobs that swarm the player when even one of them is provoked. They are also one of the few flying mobs that inhabit the Overworld with the other two being Bats and Phantoms.
  • Artificial Stupidity:
    • Bees will pollinate any type of flower, but on wither roses, they kill themselves trying.
    • Bees don't have the greatest pathfinding ever, commonly getting themselves stuck on obstructions they could easily fly over or around while trying to zero in on a flower or their home. It's not unheard of for bees to find themselves stranded in the middle of the ocean, mandating flowers and/or leads to bring them back home.
  • Attack on One Is an Attack on All: Harming one of them will cause the entire colony to swarm you.
  • Berserk Button:
    • Don't break their nest, even if using the Silk Touch enchantment.
    • They also don't like you bottling their honey or collecting their honeycomb. However, bees won't attack if the honey or honeycomb is harvested while a campfire is under the nest or if a Dispenser with bottles or shears is used.
  • Beware the Nice Ones: Like dolphins, they're one of the only wild mobs who actively help you (although in this case, them helping the player is mostly incidental). However, if you attack them or their nest the entire hive turns hostile and Zerg Rushes you.
  • Big Creepy-Crawlies: Not as drastic as spiders, but still a lot bigger than real bees.
  • Glass Cannon: On Normal difficulty and higher, they will poison you if they tag you, which can take a particularly nasty amount off your health. However, they die after the attack. But even if they don’t get the opportunity to sting their victims, they are not the most robust mobs, possessing only 5 hearts of health.
  • Hair-Trigger Temper: There are more ways to set them off than there are for any other neutral mob.
  • One-Gender Race: Like other breedable mobs, but very much unlike real bees, Minecraft bees can breed with any other bees.
  • Poisonous Person: Their stingers are capable of poisoning those that are unfortunate to be stung by them.
  • Pregnant Reptile: They give live-birth when bred rather than lay eggs like real bees, and the baby bees are merely tiny versions of adult bees rather than grub-like larvae.
  • Red Eyes, Take Warning: They normally have black eyes, but they become red when the bees turn aggressive.
  • Ridiculously Cute Critter: Their giant, fat bodies and their big eyes make them absolutely adorable, which is helped by the fact that they assist you by providing honey and speeding up crop growth. That is, until you attack them.
  • Savage Setpiece: Bees are essentially the airborne equivalent of wolves, Zombified Piglins, and dolphins, neutral mobs with similarly gregarious behaviour and hostile reactions to one of their number being attacked.
  • Scary Stinging Swarm: Anger one bee, and any nearby bees will swarm.
  • Shown Their Work:
    • Minecraft bees can only sting once and die soon after because their stinger gets ripped out (visually reflected with their model losing the stinger), like real honeybees.
    • Smoke is used to calm honeybees by hindering their ability to smell alarm pheromones. As such, placing a campfire directly under a bee nest or hive will prevent the bees from getting angry when you harvest honey or honeycomb from it.
    • Contrary to popular misconception, "beehive" technically means a man-made bee enclosure, which is more often called a "bee box" by laymen; what most people think of when they read "beehive" is actually a "bee nest". The snapshots and subsequent update that introduce bees use the correct terminology for both types of bee homes.
  • Somewhere, an Entomologist Is Crying: Honeybees are eusocial, and only a queen can breed, but Minecraft's bees don't seem to have a queen and you can breed any two bees with one another. There's also no larva stage, and the baby bee is just a smaller version of the adult.
  • Status Effects: On normal and hard difficulties, their sting will inflict poison, which lasts for ten seconds (equivalent to three and a half hearts) on normal, and eighteen seconds (equivalent to seven hearts) on hard.
  • Stock Beehive: The bee nest looks just like a generic cartoony hive, but in block form.
  • Virtuous Bees: They're normally peaceful and helpful to the player, as they make honey and pollinate crops, which speeds up their growth.
  • Zerg Rush: Similarly to wolves, dolphins and Zombified Piglins, attacking one bee will turn all other bees in range against you at once, as will breaking their nest. Any bees inside the nest will also emerge to attack you if you harvest honeycombs or honey from their nest, unless a campfire is placed directly underneath it.

    Goats 
https://static.tvtropes.org/pmwiki/pub/images/greatest_of_all_time.png

Added to 1.17, Part 1 of the Caves & Cliffs update, goats are neutral mobs found in mountain biomes. While they normally exhibit the same behavior as passive mobs, they will occasionally charge at the player or another mob. Unlike other neutral mobs, they do not retaliate if the player attacks them.


  • Blow That Horn: When Goats ram into solid blocks they have a chance of dropping one of their horns (which does not grow back). Their horns are used to make a noise, one of which is identical to the sound that plays during Pillager raids.
  • Horn Attack: Goats will semi-randomly charge other mobs, running into them horns-first at high speed and sending them flying multiple blocks.
  • In a Single Bound: They have a huge bounding range, able to leap ten blocks (remember, that's metres) straight up into the air.
  • Knock Back: Getting rammed by a goat deals nine blocks of knockback from the collison. In the mountain biomes they live in, this can make interacting with goats incredibly risky to approach as they can send players flying off high areas.
  • Punched Across the Room: Their charge attack deals significant knockback, moreso than any other mob.
  • Required Secondary Powers: Goats live in the high mountains and have massive leaps, so they take much less fall damage than most other mobs.


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