From Minecraft Wiki
(Redirected from Mob)
Jump to: navigation, search

Mobs are living, moving game entities. The term "mob" is short for "mobile"[1] and has been used as a general term referring to any moving entities in games since the first MUDs surfaced.

General behavior

Mobs are affected by the environment in the same ways as the player: they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacked by weapons, etc.). Some mobs may be resistant or immune to certain hazards, such as Nether mobs which are immune to fire. Mobs can ride minecarts and other mobs. When mobs are killed, they drop items which may be useful resources.

Mobs come to exist by spawning in various ways. Players can spawn most mobs by using spawn eggs in creative mode. Most mobs are aware of players within 16 blocks of them, but some can see farther.[2]

List of mobs

Mobs are listed and classified by their nature below. For more details on a particular mob, click and view their individual page.

Note: The list below is categorized according to the PC edition. May vary between different platforms.

Passive mobs

BatFace.png ChickenFace.png CowFace.png MooshroomFace.png PigFace.png Rabbiticon.png SheepFace.png Squidface.png Villagerhead.png
Bat Chicken Cow Mooshroom Pig Rabbit Sheep Squid Villager

Neutral mobs

CaveSpiderFace.png EndermanFace.png SpiderFace.png ZombiePigmanFace.png
Cave Spider Enderman Spider Zombie Pigman

Hostile mobs

Blaze Face.png Chickenjockey.png CreeperFace.png Elder GuardianFace.png EndermiteFace.png GhastFace.png GuardianFace.png KillerRabbitFace.png
Blaze Chicken Jockey Creeper Elder Guardian Endermite Ghast Guardian Killer Bunny
Magma Cube Face.png SilverfishFace.png SkeletonFace.png SlimeFace.png SpiderJockeyFace.png Witchface2.png WitherSkeletonHead.png ZombieFace.png ZombieVillagerHead.png
Magma Cube Silverfish Skeleton Slime Spider Jockey Witch Wither Skeleton Zombie Zombie Villager

Tamable mobs

DonkeyHead.png HorseHead.png MuleHead.png OcelotFace.png WolfFace.png
Donkey Horse Mule Ocelot Wolf

Utility mobs

Vg face.png Snowgolemhead.png
Iron Golem Snow Golem

Boss mobs

Bosses have more complicated attack patterns and movements. They are meant as end-game mobs with their high strength and health. When killed, they drop items which can not be obtained by any other normal means.


Enderdragon face 3.png WitherFace.png
Ender Dragon Wither

Unused or removed mobs

Unused mobs are found in the source code, but are not being used at this time. It is still possible to spawn them with the /summon command, but they will have no AI. Removed mobs are no longer in the PC version's game code, and can be found only in certain older versions.

Unused mobs

Giant SkeletonHorseHead.png UndeadHorseHead.png
Giant Skeleton Horse Undead Horse

Removed mobs

BeastBoyFace.png BlackSteveFace.png Villagerhead.png HumanFace.png RanaFace.png Steve
Beast Boy Black Steve Generic Villager Human Rana Steve


Mobs will ordinarily wander around at random and usually avoid walking off blocks high enough to cause falling damage, though they can be fooled by non-solid blocks such as open trapdoors. In this state, hostile mobs (besides ghasts, Endermen, and zombies) have a search radius of 16 blocks.

Mobs are capable of climbing ladders just as the player is: if they try to move toward a ladder they're touching, they move up it instead. Mobs do not willingly climb ladders, even when aggressive (with the exception of slimes, magma cubes and blazes), and do not see ladders nor do they pathfind up them, so they will not attempt to avoid falling off a ladder should they be on the edge of one. Spiders and cave spiders can climb all blocks as if they were ladders (but only to a limited height).

All mobs except slimes, magma cubes and ghasts will stop wandering within 5 seconds if there is no player within a 32 block radius. In this state, they will glance around randomly, but they won't walk anywhere, although they can still be moved by other means such as flowing water, minecarts, etc. Zombies can walk when there is a villager they can attack even if they are over 32 blocks from a player; similarly, villagers will flee when there is a zombie chasing them.

Most mobs have an advanced pathfinding system that allows them to traverse complex mazes to get to the player. Here is a video showcasing their pathfinding system.

Passive mobs

Passive mobs will not attack the player under any circumstances, rather if damaged directly by the player, they will run around in a random pattern (except squid). This category includes most of the "farm animals" present in the game, which can be bred for food and/or other resources. Also included are bats and squid, both of which have special spawning conditions and cannot be bred. Ocelots are technically passive, in that they will not attack the player, but are added to the Jungle biome's list of hostile mobs to spawn (rather than the list of passive mobs to spawn) and therefore spawn during the hostile mob spawning cycle and subject to the hostile mob spawn cap.

Animals are attracted to both light and grass. If there is a lot of grass nearby, they will wander toward it regardless of light level. If they are completely surrounded by grass, they will wander aimlessly. If they can't see any grass, they will wander toward light. Baby farm animals will follow fully grown farm animals of their species. Passive mobs will flee randomly when attacked. Unlike hostile mobs, most passive mobs (including neutral wolves) will not despawn when the player moves away from them; the exceptions are squid, ocelots, and bats.

Most passive mobs will follow a player who is holding their specific food item: wheat (cows and sheep), carrots/potatoes/beetroots (pigs), or seeds (chickens). As long as the player does not get too far ahead of the mob, they will follow the player over long distances. This can be used to corral mobs into pens. If the food is given to the mob by right clicking the mob, the mob will enter breeding mode (indicated by red heart particles rising off the mob. Horses can also be tamed and bred, but the player must mount the horse and feed it apples before being thrown off (in order to tame).

Neutral mobs

This includes Endermen, zombie pigmen, wolves, and (bright light) spiders and cave spiders. Neutral mobs do not attack the player unless provoked. The act of provoking varies between each mob.

Wolves merit their own discussion. Much as with zombie pigmen, if a wolf is attacked, all wolves in the area will permanently become hostile to the player and attack them. However, wolves are not as common as zombie pigmen are (in the Nether), as they appear only in Forest and Taiga biomes, and then only in small groups. Accordingly, it's almost trivial to avoid attacking them. Wolves which have not become hostile can be tamed by feeding them bones. While they don't change their appearance as drastically as ocelots do, they effectively become dogs, with a dyeable collar and much higher health. Once tamed, they will fight for the player, targeting any mob that attacks the player (including skeleton arrows), or which the player attacks (not including missiles). Dogs can be healed or bred by feeding them any sort of meat (but not bones).

Hostile mobs

If the closest player to a wandering hostile mob is within the search radius of 16 blocks and a line of sight can be drawn, the mob will enter pursuit mode. In this mode, will attempt to attack the player, and will find the quickest route to get to the player. Mobs will cease attacking if the player moves out of their vision, but if the player directly hits a mob, it will be able to see the player through blocks. Most mobs will float in water, and whilst in pursuit mode, can pathfind around walls to get to the player. When certain hostile mobs are attacked by another one, it will attack the attacking mob. For example, when a skeleton arrow hits a zombie, the zombie will attack the skeleton. If the mob burns when exposed to daylight, it will seek cover (out of direct sunlight) or water, which will prevent them from burning.

Availability in each platform

Mob Computer Edition Console Edition Pocket Edition

Yes Yes Upcoming

Yes Yes No

Cave Spider
Yes Yes Upcoming

Yes Yes Yes

Chicken Jockey
Yes No Upcoming

Yes Yes Yes

Yes Yes Yes

Yes Yes No

Elder Guardian
Yes No No

Ender Dragon
Yes Yes No

Yes Yes Yes

Yes No No

Yes Yes Upcoming

Yes No No

Yes Yes No

Iron Golem
Yes Yes No

Killer Bunny
Yes No No

Magma Cube
Yes Yes Upcoming

Yes Yes Yes

Yes Yes No

Yes Yes No

Yes Yes Yes

Yes No No

Yes Yes Yes

Yes Yes Yes

Yes Yes Yes

Yes Yes Yes

Snow Golem
Yes Yes No

Yes Yes Yes

Spider Jockey
Yes Yes Upcoming

Yes Yes Upcoming

Yes Yes Yes

Yes Yes No

Yes Yes No

Wither Skeleton
Yes Yes No

Yes Yes Yes

Yes Yes Yes

Zombie Pigman
Yes Yes Yes

Zombie Villager
Yes Yes No

Common NBT data



Icon Achievement In-game description Prerequisites Actual requirements (if different) Version restriction Xbox points earned Trophy type (PS)
Grid Bone.png
Monster Hunter Attack and destroy a monster Time to Strike! Kill a hostile mob or one of the following neutral mobs: enderman, zombie pigman, spider, cave spider. None 20G Bronze
Grid Leather.png
Cow Tipper Harvest some leather Time to Strike! Pick up leather from the ground. None 15G Bronze
Grid Saddle.png
When Pigs Fly Fly a pig off a cliff Cow Tipper Be riding a pig (e.g. using a saddle) when it hits the ground with a fall distance greater than 5. None 40G Gold
Grid Bow.png
Sniper Duel Kill a skeleton with an arrow from more than 50 meters Monster Hunter Use a launched arrow to kill a skeleton or wither skeleton from 50 or more blocks away, horizontally. None 30G Silver
Grid Wither Skeleton Skull.png
The Beginning? Spawn the Wither The End. Be within a 100.9×100.9×103.5 cuboid centered on the Wither when it is spawned. PC N/A N/A
Grid Nether Star.png
The Beginning. Kill the Wither The Beginning? Be within a 100.9×100.9×203.5 cuboid centered on the Wither when it drops the nether star. PC N/A N/A
Grid Wheat.png
Repopulation Breed two cows with wheat Cow Tipper Breed two cows or two mooshrooms. PC, Xbox & PS4 15G Bronze
Leader Of The Pack.png
Leader Of The Pack Befriend five Wolves. Monster Hunter This does not have to be in a single game, so multiple games or reloading old saves does count toward this achievement. Xbox & PS 30G Silver
Grid Shears.png
Have a Shearful Day Use Shears to obtain wool from a sheep. None Xbox & PS4 15G Bronze
Body Guard.png
Body Guard Create an Iron Golem. None Xbox & PS4 20G Bronze
Zombie Doctor.png
Zombie Doctor Cure a zombie villager. None Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the left trigger with a golden apple in your hand) Xbox & PS4 40G Gold
Lion Tamer.png
Lion Tamer Tame an Ocelot None Xbox & PS4 15G Bronze
Archer Kill a creeper with arrows. None Xbox & PS4 10G Bronze



  • Mobs will normally spawn in groups with mobs of the same variety.
  • Mobs will not spawn on transparent blocks, in water (except for squid and guardians), in lava, or on half blocks (slabs, stairs). The exception is monster spawners, from which they can spawn on any block including air.
  • Mobs can not see through semi-transparent blocks such as ice, glass, or glass panes.
  • Mobs have been found to spawn facing south. This includes with spawn eggs.
  • Mobs can ride in minecarts, and on other mobs.


For issues unique to specific mobs, see that mob's issues section.

Issues relating to "Mob" are maintained on the issue tracker. Report issues there.


A pig emitting smoke upon death.
An excessive amount of boss mobs spawned using the /summon command.
  • Renaming a mob "Dinnerbone" or "Grumm" using spawn eggs or name tags will flip them upside down.
  • When a mob walks off a block they will sometimes turn around and get back on as if they didn't mean to get off of it, then walk off yet again and continue on their way. This can be useful when trying to get distance between you and a hostile mob (particularly creepers).
  • When mobs die, they emit puffs of white smoke. This gives them the appearance of them turning to dust or vanishing in a puff of smoke.
  • Mobs can be heard up to 16 blocks away. Most hostile mobs can track players up to 16 blocks away. Therefore, if the player hears a hostile mob, it is likely that the mob is aware of the player.
  • Players can approach a hostile mob without being detected if they ensure that there are solid blocks between them and the mob.
  • Players can hide from hostile mob that pursuing the player in 2 blocks tall non-solid block (i.e. sugar cane) even if the mob saw the player going in it (this will not work on spiders).
  • After killing a player, or if a player dies while hostile mobs are pursuing the player, the hostile mobs will gather around the player's deathplace, attempting to attack the player. This is because the player has been made invisible and non-solid, but still exists in that position. (evident by the "You Died!" screen still remaining in that position).
    • A player can use this to their advantage by holding a large number of hostile mobs over their deathplace while another player may pass by unnoticed. This quirk can also work against the player in these cases:
      • Ghasts will continue to fire at the player, possibly destroying more blocks or dropped items.
      • If a creeper ignites itself when a player dies, the creeper's fuse will not stop, so it explodes and destroys the player's items.
    • The targeting of the player by hostile mobs is canceled once the player logs out, quits, or respawns.
  • If a hostile mob is tracking a player, the player can separate him or herself and the mob through a wall, relog, and the mob will no longer be tracking the player.
  • Mobs will not walk on top of rails unless pushed on to the rails by another mob. This can be used to trap small amounts of mobs, to create a wall between the player and a mob, or to prevent mobs from interrupting minecarts as they travel down rails.
  • Mobs can be spawned with armor using the /summon command. The armor does not appear on the body of all mobs, but will still work.