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Drowned.pngDrowned Targeting.pngDrowned with Trident.pngDrowned Throwing Trident.png
Baby Drowned.pngBaby Drowned Targeting.pngBaby Drowned with Trident.pngBaby Drowned Throwing Trident.png
Health points

20♥ × 10

Armor points

2 ()


Passive (if not in water, and it is day)

Attack strength

Easy: 2♥
Normal: 3♥♥
Hard: 4♥♥
With trident: 9♥♥♥♥♥[BE only]
Ranged (with trident):
Easy: 5♥♥♥
Normal: 9♥♥♥♥♥
Hard: 12♥ × 6


Height: 1.95 blocks
Width: 0.6 blocks
Height: 0.975 blocks
Width: 0.3 blocks


See § Spawning

Natural equipment
Internal ID*

JE: ?
BE: 110

Namespaced ID*


Drowned are common underwater zombie variants that spawn in bodies of water or when a zombie drowns. They are also the only source of tridents.



An adult drowned and a baby drowned with a trident.

Drowned spawn naturally at light level of 7 or less in ocean biomes (all variants except warm ocean but including deep warm ocean‌[Java Edition only]), and river (including frozen river) biomes, in groups of 1‌[JE only]/2—4‌[BE only]. They spawn at the surface floor of any body of water. In ocean biomes, drowned spawn at Y < 58, or at least 6 blocks below sea level; this restriction does not apply to rivers. Drowned also spawn at higher rates in rivers than in other biomes.

Drowned have a chance to spawn with either a trident or a fishing rod, and occasionally with a nautilus shell. They also have a small chance of spawning while riding a chicken, even after drowning as a zombie, creating a drowned chicken jockey.‌[Java Edition only] This is the only zombie counterpart within the game that cannot spawn naturally with any armor.

Ocean ruins[edit]

Drowned spawn during the generation of certain ocean ruin structures. These drowned do not naturally despawn unless the world is set to Peaceful difficulty.


A zombie that is being drowned. (Click to see the animation)

If a zombie is not in a boat, and its head is submerged in water continuously for 45 seconds, it begins the process of converting to a drowned. Once this happens, it starts shaking, similar to the effect seen while a zombie villager is being cured. At this point, the process cannot be stopped, and 15 seconds later the zombie becomes drowned. The drowned appears with full health even if the previous zombie did not.

If a zombie is holding or wearing an item when it becomes drowned, it drops the item it is holding or wearing, 100% of the time if it had picked the item up, or the normal 8.5% +1% per looting level if it spawned with the item naturally. Zombie villagers do not transform, and husks do not transform instantly; instead, they transform into a regular zombie as a midway point, which then converts to a drowned in the usual fashion.


Drowned drop when they die:

  • 5 and an additional 1–3 per naturally-spawned equipment. (12 during its time as a baby) if killed by the player or a tamed wolf.
  • 0–2 rotten flesh (additional 1 maximum drop for every Looting level, up to 0–5 rotten flesh for Looting III).
  • 0–1 gold ingot if killed by the player.
    • Java Edition: 5% (increased by 1% per Looting level)
    • Bedrock Edition: Drowned can drop a gold ingot (or a trident[until BE 1.16.0]). This drop has a 11% chance of occurring, increasing by 2% per level of looting. Individual items have the following chances of dropping:
      • 11200 (5.5%)
      • 13200 (6.5%) with Looting I
      • 340 (7.5%) with Looting II
      • 17200 (about 8.5%) with Looting III
  • 0–1 trident if killed by the player.
    • Java Edition: 8.5% chance (up to 11.5% chance with Looting III), only for drowned that spawn with a trident. The trident has random durability.
    • Bedrock Edition:
      • 8.5% chance (up to 11.5% chance with Looting III), for drowned that spawn with a trident.
      • They can also drop a gold ingot or a trident. The drowned does not need to be holding a trident.[1] The item has 20-90% durability. This drop has a 11% chance of occurring, increasing by 2% per level of looting. Individual items have the following chances of dropping:
        • 11200 (5.5%)
        • 13200 (6.5%) with Looting I
        • 340 (7.5%) with Looting II
        • 17200 (about 8.5%) with Looting III
  • 1 nautilus shell if held in the off-hand.
  • Any picked-up equipment has 100% chance of dropping, and drops with the same damage level it had when picked up.
  • Drowned always drop equipment in their off-hand.

Naturally-spawned equipment[edit]

Java Edition

For naturally-spawned drowned only:

In Java Edition converted drowned are never equipped with tridents or nautilus shells.

In Java Edition, the chance of a naturally-spawned drowned to drop a trident is 0.53125% (without looting) as only 1 of 16 drowned spawn with tridents and from this 6.25%, only 8.5% drop the trident.

Bedrock Edition

Both naturally-spawned and converted drowned spawn with the same equipment:

It is possible for a drowned to drop both its naturally-spawned trident and a second trident as one of its standard drops (0.935% chance, 1.235% chance with Looting I, 1.575% chance with Looting II, and 1.955% chance with Looting III).[until BE 1.16.0]

The trident and fishing rod are mutually exclusive. It is possible for a drowned to spawn with either a trident or fishing rod in the main hand and a nautilus shell in the offhand.


In all editions, farms that convert zombies to drowned produce the usual zombie drops. In Bedrock Edition, such a farm also produces tridents and nautilus shells. In Java Edition, a drowned farm must be designed to harvest naturally-spawned drowned to produce tridents and nautilus shells.


A drowned aiming with its trident.
A drowned swimming in Java edition.
A drowned swimming in Bedrock edition.

Drowned have a melee attack, and if they spawn with a trident, they use it as a ranged weapon. A trident is thrown every 1.5 seconds at up to 20 blocks away and is never enchanted. In Bedrock Edition, drowned with tridents use a melee attack if the target is 3 blocks away or less. They stomp on turtle eggs, attack baby turtles, and like zombies, they chase and attack villagers, wandering traders, snow golems[BE only] and iron golems within 20 blocks. If on land, drowned seek out nearby water. They sometimes step onto land but quickly return to the water.

If a drowned is in any way removed by force from the water, and all nearby water sources have been blocked from it, it becomes passive in the daytime. However, it heads to the nearest water source when provided access once again and becomes hostile upon making contact.

During the day, drowned swim only to attack players that are swimming in the water with them; otherwise, they stay on the floor of the water body they are in, ignoring players on land or in a boat. However, at night, drowned swim to the surface and chase players as well as baby turtles, even outside the water, like regular zombies. The speed of their swimming is equal to that of the player‌[Bedrock Edition only].

If a drowned kills a villager with a thrown trident, the villager has a chance of turning into a zombie villager.

Drowned in Bedrock Edition use a swimming animation similar to the player. They use this animation whenever they try to pathfind to a player that is either below or above them; if the player is on the same ground level, the drowned simply walk toward them. Drowned also uses this animation if they are tracking a player while they are not standing on a solid block. Their hitbox does not change when doing this animation. Also, if they hold a nautilus shell or anything else in their offhand, their arms are in the same posture as a player's. When attacking, it uses the player's attacking animation. Still, it uses the same swimming animation when tracking a player underwater.

Unlike zombies, drowned do not break down doors in hard mode.

They are immune to guardians or elder guardians attacks. They also have a small chance to be immune to knockback when damaged.[2]


The following sounds section uses an outdated format and should be redone using {{Sound table}}.
You can help by converting the contents of this section into a sound table template.
Examples can be seen at Bee#Sounds and Ladder#Sounds.
The wikicode should be laid out neatly as in these examples for improved readability.
Sound Subtitle Namespaced ID Subtitle ID Source Pitch Volume Attenuation distance
Drowned gurgles entity.drowned.ambient subtitles.entity.drowned.ambient ? ? ? 16
No subtitle entity.drowned.ambient_water (Ambient sound when underwater) ? ? ? 16
Drowned dies entity.drowned.death subtitles.entity.drowned.death ? ? ? 16
Drowned dies entity.drowned.death_water subtitles.entity.drowned.death ? ? ? 16
Drowned hurts entity.drowned.hurt subtitles.entity.drowned.hurt ? ? ? 16
Drowned hurts entity.drowned.hurt_water subtitles.entity.drowned.hurt ? ? ? 16
Drowned throws Trident entity.drowned.shoot subtitles.entity.drowned.shoot ? ? ? 16
Drowned steps entity.drowned.step subtitles.entity.drowned.step ? ? ? 16
Drowned swims entity.drowned.swim subtitles.entity.drowned.swim ? ? ? 16

Data values[edit]

Drowned have entity data associated with them that contain various properties of the mob.

  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template
    •  IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
    •  CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
    •  DrownedConversionTime: The number of ticks until this zombie converts to a drowned, or husk to zombie. (default value is -1, when no conversion is under way).
    •  InWaterTime: The number of ticks this zombie or husk has been under water, used to start the drowning conversion. (default value is -1, when no conversion is under way).


Icon Achievement In-game description Actual requirements (if different) Xbox points earned Trophy type (PS)
Monster HunterAttack and destroy a monster.Kill a hostile mob or one of the following neutral mobs: enderman, zombie pigman, spider, cave spider.15GBronze


Icon Advancement In-game description Parent Actual requirements (if different) Namespaced ID


Not Today, Thank YouDeflect an arrow with a shieldSuit UpDeflect any projectile with a shield.story/deflect_arrow


AdventureAdventure, exploration, and combatKill any entity, or be killed by any entity.adventure/root


Monster HunterKill any hostile monsterAdventureKill one of these 25 mobs. ‌In Java Edition 1.16, elder guardians, ender dragons, endermites, hoglins, piglins, vexes, withers, and zoglins can also be killed for this advancement. Other mobs may be killed, but are ignored for the advancement.adventure/kill_a_mob


A Throwaway JokeThrow a trident at something.
Note: Throwing away your only weapon is not a good idea.
Monster HunterHit something with a tridentadventure/throw_trident


Take AimShoot something with an arrowMonster HunterUsing a bow or a crossbow, shoot an entity with an arrow, tipped arrow or spectral arrow.adventure/shoot_arrow


Monsters HuntedKill one of every hostile monsterMonster HunterKill each of these 25 mobs. ‌In Java Edition 1.16, elder guardians, ender dragons, endermites, hoglins, piglins, vexes, withers and zoglins are also required for the advancement. Other mobs may be killed, but are ignored for the advancement.adventure/kill_all_mobs


Java Edition
1.1318w11aDrowned.png Baby Drowned.png Added drowned mobs.
18w15aDrowned now occasionally spawn with a nautilus shell.
18w16aDrowned now spawn in underwater ruins.
pre1Drowned have a swimming animation.
1.1418w43aDrowned no longer spawn in swamps.
19w05aDrowned are now hostile toward the new wandering traders.
?The drowned's trident throwing animation has now been changed from Drowned Throwing Trident Revision 1.png to Drowned Throwing Trident Revision 2.png.
19w07aThe drowned's trident throwing animation has now been changed from Drowned Throwing Trident Revision 2.png to Drowned Throwing Trident.png.[3]
1.1519w46aBaby drowned can now be spawned using their spawn egg on the adult.
Bedrock Edition
1.4.0beta Added drowned mobs as part of "Experimental Gameplay".
Drowned use lower-pitched zombie sounds as a placeholder.
beta Drowned.png Added baby drowned.
The drowned's face now glow in the dark.
Drowned now have their own sounds.
beta no longer drop sponge.
Baby drowned now burn in sunlight.
1.5.0beta are now present in normal gameplay, rather than only when experimental gameplay is enabled.
Drowned now sometimes hold nautilus shells.
Zombies now turn into drowned when underwater.
1.10.0beta are now hostile toward the new wandering traders.
The number of drowned mobs that spawn has now been reduced.
Drowned no longer spawn in swamps.
Upcoming Bedrock Edition
1.16.0beta now have ability to pick up items.
Legacy Console Edition
TU691.76Patch 38Drowned.png Baby Drowned.png Added drowned mobs.
Zombies now turn into drowned when underwater for too long.
PlayStation 4 Edition
1.91Drowned are now hostile toward the new wandering traders.


Issues relating to "Drowned mob" are maintained on the bug tracker. Report issues there.


A drowned chicken jockey.
  • Drowned are not considered as aquatic mobs, since they are not affected by impaling enchantment.‌[Java Edition only]
  • A drowned chicken jockey floats to the surface because the chicken it is riding floats, causing the drowned riding it to burn in sunlight during the day, resulting in a chicken in the middle of the ocean or river where the drowned jockey spawned in.‌[Java Edition only]
  • In Bedrock Edition, drowned have a 3D outer layer. This causes their heads and arms to look larger than in Java Edition.
  • Like spiders and endermen, drowned have eyes that appear to emit a light blue glow, although they do not actually produce light.
  • When putting armor on a drowned using a dispenser, the helmet won't appear but still protects from sunlight.‌[Bedrock Edition only]