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Rabbit.pngWhite Rabbit.pngBlack Rabbit.pngBlack & White Rabbit.pngGold Rabbit.pngSalt & Pepper Rabbit.pngKiller Bunny.png
Baby Rabbit.pngWhite Baby Rabbit.pngBlack Baby Rabbit.pngBlack & White Baby Rabbit.pngSand Baby Rabbit.pngSalt & Pepper Baby Rabbit.pngKiller Baby Rabbit.png
Health points

3 (Heart.svgHalf Heart.svg)

Armor points

Killer Bunny only:
8 (Armor.svgArmor.svgArmor.svgArmor.svg)

Attack strength

Killer Bunny only:
Easy: 5 (Heart.svgHeart.svgHalf Heart.svg)
Normal: 8 (Heart.svgHeart.svgHeart.svgHeart.svg)
Hard: 12 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg)


Height: 0.5 Blocks
Width: 0.4 Blocks
Height: 0.25 Blocks
Width: 0.2 Blocks


See Spawning

First appearances

See History

Common drops
Rare drops

Kill Adult: 1–3
Breeding: 1–4

Internal ID

JE: 101
BE: 18

Entity ID


Rabbits (or bunnies) are mostly harmless, passive mobs.

Spawning[edit | edit source]

Rabbits naturally spawn in deserts, taiga, mega taiga, cold taiga and ice plains, as well as the "hills" and "mutated" variants of these biomes. They also spawn in flower forests. Rabbits spawn in groups of two or three; one adult and one or two babies. They have different skins that depend on the biome.

With the exception of deserts and ice plains/mountains/spikes, all the biomes that naturally spawn rabbits also spawn wolves. If left alone, wolves will quickly eat rabbits, so rabbits are generally more plentiful in desert and ice biomes.

Killer bunnies do not spawn naturally, and must instead be spawned using the /summon command, though they are exclusive to Java Edition.

Drops[edit | edit source]

Rabbits will drop upon death:

Common drops[edit | edit source]

Rare drops[edit | edit source]

Rabbits also have a 10% chance of dropping a
Rabbit's Foot
upon death when killed by the player. The chance can be increased by 3% per level of Looting used, up to a maximum chance of 19%.

Behavior[edit | edit source]

Rabbits hop around aimlessly instead of walking. They will slowly approach players holding carrots or flowers within 8 blocks. Rabbits will also jump off of cliffs to reach carrots, but will not go into lava for them. They will randomly flee around if struck. All non-hostile rabbits will avoid players within 8 blocks and avoid most hostile mobs within 4 blocks (except slimes, magma cubes, and ghasts). They will also avoid wolves within 10 blocks.

Rabbits will find and eat mature carrot crops. Eating of carrot crops will reduce the growth stage by one, only removing the crop completely if the growth stage is 0. If /gamerule mobGriefing is false, the rabbits won't do this.

Wild wolves will track down and kill any rabbits.

Breeding[edit | edit source]

Rabbits can be bred with carrots, golden carrots, or flowers.

Baby rabbits will usually have the same type of fur as one of the parents (47.5% chance of each), but there is a 5% chance that the baby will instead have the fur type matching the current biome. Baby rabbits will grow up after 20 minutes, although its growth can be slowly accelerated using carrots; each use reduces 10% of the remaining time to grow up.

Despite its hostile nature, killer bunnies can breed with other rabbits, and with each other, having the usual chance of creating a baby killer bunny.

A Toast rabbit will not produce a Toast rabbit baby, however.

Variations[edit | edit source]

The six natural types of bunnies.
The white rabbit as it appears in Bedrock Edition.

Rabbits will typically spawn using one of six different skins. Skins include regular brown fur, black mottled fur, white fur with red eyes (albino), black and white spotted fur, salt and pepper fur, and gold (cream) fur. The biome determines the skin used:

  • Snowy biomes will have 80% white fur and 20% black and white fur.
  • Deserts will have 100% gold fur.
  • Other biomes have 50% brown fur, 40% salt & pepper fur, and 10% black fur.

In Bedrock Edition, the albino rabbit is replaced with a white rabbit, which has black-tipped ears, black eyes, and a gray nose.

There are two special variants of rabbits:

The Killer Bunny[edit | edit source]

Java Edition.png
Marsh Davies Mojang avatar.png Once upon a build, the Killer Bunny was a natural and terrifying feature of the Minecraft overworld. Identifiable by its red horizontal eyes, burning with hate, the Killer Bunny moves faster than normal rabbits and will set upon players and wolves dealing an impressive amount of damage.
Marsh Davies[1]
The current killer bunny texture
The killer bunny before the texture change

The Killer Bunny (previously known as The Killer Rabbit of Caerbannog, which is a reference to the scene in Monty Python's The Holy Grail) is a variant of the rabbit specific to Java Edition that is hostile to all players. Its fur is pure white with blood-red eyes that are horizontal, compared to a normal rabbit's vertical eyes. It can only be spawned using the /summon rabbit ~ ~ ~ {RabbitType:99} command. It appears with a nameplate over its head reading "The Killer Bunny".

If the killer bunny finds any player within a 16-block radius, it will hop very quickly towards the player, much faster than a normal rabbit. It moves in a style similar to that of a spider. Once it closes in, it will jump at the player, dealing a fair amount of damage. If the player strikes at the killer bunny, it will run away for a brief moment, then return to lunging at the player. Killer rabbits are also immune to the Thorns enchantment.

If it cannot find a player, the killer bunny will actively seek out and attack any wolves as well, including tamed wolves. These wolves will, in turn, attack the killer bunny, leading to a vicious fight.

On peaceful difficulty, the killer bunny will not despawn, despite its hostile nature. It will still attack wolves and tamed wolves but not the player.

Toast[edit | edit source]

The rabbit named "Toast"

Naming a rabbit Toast (using either a name tag or a renamed spawn egg) will re-texture it to have the appearance of a black dutch, with a large black and white patch and more black fur around the face than the natural black and white spotted rabbit. Other than its name and skin, Toast behaves exactly like it would if it were unnamed. When two Toast rabbits are bred, their offspring does not have the Toast pattern, it has a pattern consistent with the parents' original coloring. Like the killer bunny, Toast will not spawn naturally.

This rabbit is the skin of user xyzen420's girlfriend's missing rabbit, which Ryan Holtz implemented as a memorial.[2]

Data values[edit | edit source]

See also: Chunk format

Rabbits have entity data associated with them that contain various properties of the mob. Their entity ID is rabbit.

  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template
    • Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template

    •  RabbitType: Determines the skin of the rabbit. Also determines if rabbit should be hostile. 0 = Brown, 1 = White, 2 = Black, 3 = Black & White, 4 = Gold, 5 = Salt & Pepper, 99 = Killer Bunny.

    •  MoreCarrotTicks: Set to 40 when a carrot crop is eaten, decreases by 0–2 every tick until it reaches 0. Has no effect in game.

When using the /summon command to spawn a rabbit, the NBT value RabbitType will determine which variation to use. For example, the Killer Bunny can be summoned with the command /summon rabbit ~ ~ ~ {RabbitType:99}. Likewise, a baby Killer Bunny can be spawned by typing /summon rabbit ~ ~ ~ {RabbitType:99,Age:(negative number)}.

Variation ID
Brown 0
White 1
Black 2
Black & White 3
Gold 4
Salt & Pepper 5
The Killer Bunny 99

Toast does not have a data value; its texture is only activated when named.

Achievements[edit | edit source]

Icon Achievement In-game description Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
Xbox PS Bedrock Nintendo

Rabbit SeasonCook and eat rabbit meat.NoNoYesNew 3DS15G

Advancements[edit | edit source]

Icon Advancement In-game description Parent Actual requirements (if different) Internal ID
The Parrots and the BatsBreed two animals togetherHusbandryBreed a pair of one of these 10 mobs. Other breedable mobs, if any, are ignored for the advancement.minecraft:husbandry/breed_an_animal
Two by TwoBreed all the animals!The Parrots and the BatsBreed pairs of each of these 10 mobs. Other tamable mobs, if any, are ignored for the advancement.minecraft:husbandry/bred_all_animals

Video[edit | edit source]

History[edit | edit source]

May 19, 2009Bunnies were originally an idea for a mob in Survival Test. They would spawn randomly and jump around. When attacked, they would pop into many pieces and start bleeding.
May 20, 2009Bunnies were ultimately not added at the time due to negative feedback.
Official release
1.8 May 17, 2014Screenshots of rabbits were released by Ryan Holtz.
June 5, 2014Rabbits are revealed to be a feature that will be added to Minecraft.
June 6, 2014Twitter user @xyZenTV asks Ryan Holtz to add Toast to the game.
Ryan Holtz accepts the Toast suggestion, and reveals he is planning for rabbits to have multiple skins, similar to horses and cats.
June 30, 2014Holtz uploaded a video showcasing the mob's path-finding and animation.
Holtz reveals a preview of the rabbit's drops.
July 1, 2014OldKillerBunny.pngHoltz reveals a hostile variant of rabbits, the "Killer Rabbit of Caerbannog".
July 2, 2014Holtz tweets a screenshot of all six natural rabbit types, just prior to their introduction.
14w27a Rabbits are introduced.
14w28a Killer Rabbit spawn rate reduced from 1/1000 to 1/2500.
14w29a Killer Rabbits no longer spawn in peaceful.
14w31a Killer rabbit1.pngRabbits now have sounds and a revised model that includes a tail, and can now take fall damage.
14w34a Rabbits can no longer be tamed and do not flee from players.
Killer rabbit2.pngHostile rabbits are given a new texture, a new name ('The Killer Bunny'), and now ignore creative-mode players.
Killer Bunnies no longer spawn except through use of commands. According to a later comment by Jeb, the Killer Bunny was removed from normal gameplay because "it's a tired joke and it's been referenced in so many games," another reason being "they're basically a random death event."[3]
Black and white mottled fur rabbit's eye color changed from pink to black.
1.8-pre1 Killer Bunny.png Killer Bunny texture changed — no longer has blood.
1.8.1 1.8.1-pre1 Rabbits follow players holding dandelions or golden carrots.
1.9 15w46a Rabbits are now smaller.
Rabbit's foot drop chance increased from 2.5% to a 10% chance.
No longer spawns in all "usual" passive mob biomes.
Speed increased when panicking.
Now avoids all players within 8 blocks, and most hostile mobs within 4 blocks.
Avoidance range for wolves was reduced from 16 blocks.
No longer prefers begging for food to mating.
Health reduced from 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg) to 3 (Heart.svgHalf Heart.svg). Speed generally increased.
Skins now depend on spawning biome. 5% chance a bred baby will match the biome rather than the parents.
Eating crops is less destructive (used to completely destroy the crop block regardless of growth), but MoreCarrotTicks is reduced and ignored.
15w47b Added killer rabbit attack sounds.
1.11 16w32a Changed entity ID from Rabbit to rabbit.
Pocket Edition Alpha
0.13.0 build 1 Added rabbits. These have all the changes that were later ported to Java Edition 1.9.
0.15.0 build 1 Rabbits named as 'Toast' will now use the Toast texture.
Legacy Console Edition
TU31CU191.22Patch 3Added rabbits.

Issues[edit | edit source]

Issues relating to “Rabbit” are maintained on the issue tracker. Report issues there.

Trivia[edit | edit source]

  • The Killer Bunny is a reference to the Killer Rabbit of Caerbannog from the British comedy film Monty Python and the Holy Grail, which it was formerly named.
  • The Killer Bunny was suggested by Twitter user @88bully[4]
  • If you rename The Killer Bunny to Toast, its texture will be changed, but it will still be hostile.
  • Rabbits will not jump on a slime block

Gallery[edit | edit source]

References[edit | edit source]

Promotional Content