Height: 1.9975 Blocks
|“||... You won’t be able to snaffle up the monument’s resources even then - lurking Elder Guardians will cast Mining Fatigue on you, leaving you unable to heave your pickaxe effectively. You’ll have to seek them in the labyrinth and eliminate them one by one to be free of its effects. Alternatively, milk is a useful antidote - just make sure you pack a few buckets of the stuff!||„|
|— Marsh Davies|
Three elder guardians spawn naturally during the generation of each ocean monument: one in the top room of the monument and the other two in each wing section of the monument. They will not respawn after their initial spawn, thus there are a limited number of them per world. Elder guardians spawned with monuments do not naturally despawn, although they will be removed along with other hostile mobs in peaceful difficulty.
Elder guardians drop:
- 0-2 prismarine shards. Looting increases the maximum prismarine shard drop by one per level.
- 50% chance of dropping a raw cod (cooked cod if killed by fire[Java Edition only]).
- 33% chance of dropping prismarine crystals instead.
- 17% chance of dropping neither.
- The drops are affected by the Looting enchantment.
- 1 wet sponge in Java Edition if killed by the player.
- 1 sponge in Bedrock Edition if killed by the player.
The elder guardian has also a 2.5% chance of dropping a random fish as an extra drop in addition to the normal fish drop.
Extra drop chances
They drop 10 experience when killed by a player or tamed wolf.
Elder guardians do not swim around as much as normal guardians. Elder guardians will not swim away when approached by a player it is targeting, unlike regular guardians. Like normal guardians, elder guardians will attempt to attack both the player and squid, but unlike guardians themselves, the elder variant is unable to attack cod, tropical fish, pufferfish, and salmon.
The elder guardian's eye follows and stares at any nearby players, and always looks directly at its target. The eye still follows and attacks a completely unarmored player under the effects of a potion of invisibility. It seems that their eyes are coded to simply track to closest player, as they also follow players in spectator mode.
The elder guardian has three methods of attack, including firing its laser, inflicting mining fatigue, and a defensive thorn-like attack.
The laser takes several seconds to charge, doing no damage and allowing the player to move away in the meantime, and changing from purple to bright yellow. Once charged, the beam abruptly ends and deals 8 () damage on normal difficulty. The elder guardian will swim around for a few seconds before firing again. The beam cannot be dodged and has a maximum range of approximately 14 blocks. Once the player is out of range, or if the beam is obstructed by solid blocks, the guardian's beam will disengage from the player, and deal no damage.
Inflicting Mining Fatigue
|“||During the development of the ocean monument I had a problem. I wanted the pyramid to feel like a maze, so you have to figure it out to get the treasure, but the bad - and good! - thing about Minecraft is that you can just rebuild everything. So the solution would always be just to knock your way through. And I didn’t want to make the pyramid indestructible because that’s also not fun in Minecraft. So after a couple of ideas we decided to have a boss guardian that would have a spell effect that would slow everything down.||„|
|— Jens Bergensten|
Once each minute, the elder guardian will search for players in a 50-block radius who are not afflicted with Mining Fatigue III. The players found will be inflicted with mining fatigue III for 5 minutes, and a ghostly image of the elder guardian will appear to the player, accompanied with a ghastly noise. This attack can target players through blocks, even when there is no path to that player (e.g., players who are underground), and target unarmored players under the effects of a potion of Invisibility. The image of the elder guardian is a particle effect that can be recreated by issuing the command
/particle minecraft:elder_guardian.[Java Edition only]
An elder guardian deals 2 () of damage every time it is hit while its spikes are extended. If cornered, the elder guardian will usually extend its spikes and fire at the player, even at point-blank range.
Elder guardians have entity data associated with them that contain various properties of the mob. Their entity ID is
|Icon||Achievement||In-game description||Actual requirements (if different)||Availability||Xbox points earned||Trophy type (PS)|
|Monster Hunter||Attack and destroy a monster||Kill a hostile mob or one of the following neutral mobs: enderman, zombie pigman, spider, cave spider.||Xbox One||Yes||Yes||Yes||15G||Bronze|
|Overkill||Deal nine hearts of damage in a single hit||Damage can be dealt to any mob, even those that do not have nine hearts of health overall.||Yes||Yes||Yes||Yes||30G||Bronze|
|The Deep End||Defeat an Elder Guardian.||Yes||Yes||Yes||Yes||30G||Silver|
|1.8||14w25a||Added elder guardians.|
|14w26a||Guardians and elder guardians are no longer immune to lava and fire.|
|1.9||15w43a||Drop chances for raw fish and prismarine crystals changed. Instead of a 33% chance of fish then a 33% chance of crystals only if the fish drop failed with both percentages adjusted by Looting, it's 40% fish, 40% crystals, and 20% neither, with the amount increased by Looting.|
|Elder guardians drop dry sponges (on any kill).|
|15w43b||Drop chances for raw fish and prismarine crystals changed again. Now it's 50% fish, 33% crystals, and 16.7% neither.|
|15w43c||Sponge drop restored to requiring a player kill, but is still dry rather than wet.|
|1.10||16w20a||Added elder guardian spawn egg.|
|1.10-pre2||Removed elder guardian spawn egg.|
|1.11||16w32a||Re-added elder guardian spawn egg.|
|Changed Entity ID from |
|Their in-game name is now "Elder Guardian" instead of "Guardian".|
|16w33a||Elder guardians now drop wet sponges on player kills, rather than dry sponges.|
|16w38a||Guardian's common drop of raw fish will now drop as cooked fish, if killed while on fire.|
|Pocket Edition Alpha|
|0.16.0||build 1||Added elder guardians. They are considered boss mobs in the blog post for this update, but in-game they behave the same as their Java Edition counterparts.|
|build 5||Added elder guardian spawn egg.|
|1.1||alpha 126.96.36.199||The entity ID is changed from |
|Legacy Console Edition|
|TU31||CU19||1.22||Patch 3||Added elder guardians.|
|New Nintendo 3DS Edition|
|1.3.12||Added elder guardians.|
- The elder guardian's eye is actually the "head" part of the mob's model, giving the illusion of a dynamic eye.
- The elder guardian texture has the name "jeb" on it.
- According to Jeb, elder guardians were introduced to encourage players to solve the temple maze rather than dig through it easily. He acknowledges there are ways around it, but, nevertheless, players still have to solve the challenge in a different way.
- Also according to Jeb, the "jump scare" by an elder guardian is unintentional, instead he added it to provide a visual cue as to why players get slowed down by mining fatigue.