20 × 10
Easy: 2.5 × 1.25
In Java Edition:
Zombies are common undead hostile mobs that attack players, villagers, wandering traders, iron golems, snow golems, and baby turtles. They also stomp on turtle eggs. They burn in sunlight, similar to most other undead mobs.
In deserts, all zombies exposed to the sky have an 80%[JE only] / 70%[BE only] chance to be replaced by husks, a zombie variant. Zombies that are not husks or drowned have a 5% chance to spawn as a zombie villager, while all zombie variants also have a 5% chance to spawn as a baby zombie type.
Despite being shorter than 1-block tall, baby zombies require a 2-block tall space to spawn.
Baby zombies have a 15% chance to want to be a jockey, and if they do, then upon nearing the player and before attacking, they check for one of the following and mount it: adult zombies, chickens, sheep, cows, pigs, llamas, ocelots, foxes, pandas, mooshrooms, untamed cats, untamed wolves, horses and variants, spiders and cave spiders.[BE only]
If a player is in a village with at least 10 beds and 20 villagers at midnight, up to 20 zombies may be spawned near the edge of the village in accordance with mob spawning rules. If a player is in a village with at least 20 beds and 40 villagers at midnight, up to 40 zombies may be spawned near the edge of the village. If a player is in a village with at least 30 beds and 60 villagers at midnight, up to 60 zombies may be spawned near the edge of the village, and so on. It can happen in any biome except the Mushroom Fields biome and its variants. Zombies spawned as a part of a siege are always normal zombies; zombie villagers, husks and drowned never spawn as a part of a siege.
Baby zombies make up 5% of zombie spawns. They behave similarly to regular zombies, with the following differences:
- They are 30% faster than the normal zombies, yet they have the same HP as normal zombies. This makes baby zombies more dangerous than their adult counterparts.
- The noises they make are higher-pitched than adult zombie sound effects.
- If a baby zombie is riding a mob that is also rideable by a player, that mob becomes un-rideable by any player.[BE only]
- Baby zombie villagers turn into baby villagers if cured.
- Worn armor shrinks to fit their body size.
- They are able to fit through 1×1 block gaps.
- They give 12 experience points when killed by the player or a tamed wolf instead of 5.
- Unlike most other baby mobs, they remain babies indefinitely, and never become adult zombies.
- They have a decreased hitbox size.
- A baby zombie has a 15% chance to become a jockey when it tries attacking.[BE only]
A baby zombie riding a chicken is known as a chicken jockey. There is a chance it could also be wearing armor, have a sword, or have both armor and a sword while riding a chicken jockey. It can even be a baby zombie villager riding a chicken jockey.
In Bedrock Edition, a baby zombie can also ride:
- Ocelots and untamed cats
- Untamed wolves
- Adult chickens (the only jockey that is in use in Java Edition)
- Zombie horses (unused jockey variant)
- Skeleton horses
- Adult zombies
- Adult zombie villagers
- Adult husk
- Adult zombified piglins (unused)
- Cave spiders
Zombie villagers have a 5% chance of spawning in place of zombies, and may also spawn from a villager killed by a zombie. The chances that a villager will turn into a zombie villager when killed by a zombie or zombie variant depends on the difficulty level. In Java Edition, zombies spawned from a Spawner are never zombie villagers, although zombie spawners are able to produce them in Bedrock Edition.
They can be cured back into villagers using a weakness potion and a golden apple.
Husks often spawn in desert biomes in place of zombies. They attack like regular zombies, but inflict hunger for several seconds and do not burn in sunlight.
Drowned spawn in rivers, most parts of oceans or when a normal zombie drowns. They are able to swim and breathe underwater as well as walk on land. Most drowned use melee attacks, but some spawn with Tridents and throw them when attacking instead.
In Java Edition, zombies that are wearing armor and go underwater continue wearing the armor when converted to a drowned, although tools and weapons are lost.
In Bedrock Edition, zombies that convert to drowned drop all worn or held equipment with full durability.
Some zombies spawn wearing armor or holding tools, both of which may be enchanted. In addition, zombies may also spawn with the ability to pick up loot that is on the ground. The chances of each of these events occurring are listed below. Zombie villagers can also spawn naturally with armor, weapons or tools. If a zombie spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material). Zombies cannot naturally spawn with netherite armor.
|Can Pick Up Loot||0%||0%-55%[note 1]||6.875%-55%[note 1]|
|Armor||0%||0%-15%[note 1]||1.875%-15%[note 1]|
|Armor Enchantment[note 2]||0%||0-50%[note 1]||6.25%-50%[note 1]|
|Weapon Enchantment[note 2]||0%||0%-25%[note 1]||3.125%-25%[note 1]|
If a zombie does spawn with armor, the chances of specific armor are as follows:
|Armor||Easy & Normal||Hard|
|Helmet & Chestplate||75%||90%|
|Helmet & Chestplate & Leggings||56.25%||81%|
The chances of it being of a particular material are:
Armor worn by zombies is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombies can eventually wear away and break if the zombie is exposed to daylight or has an anvil or other falling block dropped on its head. Zombies also have a natural armor rating of 2 ( ), giving 1.6 - 8%[Java Edition only] / 8%[Bedrock Edition only] damage reduction from most sources. Zombies can also wear mob heads, although they need to be dropped by the player before the zombie can pick one up and put it on.
Geared zombies that drown (including variants like husks, which first transform into zombies before suffocating) drop the gear they were holding or wearing at full durability with enchantments intact, when they transform into drowned.
Any zombie that spawns with equipment gives 1–3 extra experience points per item when killed.
They can also drop one of the following when killed by a player or tamed wolf:
This drop has a 2.5% chance of occurring, increasing by 1% per level of looting. Individual items have the following chances of dropping:
- 1⁄120 (about 0.83%)
- 7⁄600 (about 1.17%) with Looting I
- 3⁄200 (1.5%) with Looting II
- 11⁄600 (about 1.83%) with Looting III
Any picked-up equipment has a 100% chance of dropping and drops without changing the damage that has accumulated on it.
- Carved Pumpkin [note 1]
- Jack o'Lantern[Java Edition only][note 1]
- Iron Shovel
- Iron Sword
- Random Armor (sometimes enchanted)
Zombies have an 8.5% chance of dropping their naturally-spawned equipment and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III).
Adult zombies drop 5 and an additional 1–3 per naturally-spawned equipment if killed by player or tamed wolf. Baby zombies drop 12 and an additional 1–3 per naturally-spawned equipment if killed by player or tamed Wolf.
If a zombie wearing a pumpkin or jack o'lantern[Java Edition only] is killed using a weapon enchanted with Looting, there is a chance equivalent to the level of Looting used to drop the pumpkin or jack o'lantern, up to a maximum of a 3% chance of a drop.
Attacking the playerEdit
Zombies spawn in groups of 4 (in easy 1). They pursue the player on sight from roughly 40 blocks away, as opposed to 16 blocks for other hostile mobs. The detection range of zombies is reduced to half of their normal range (20 blocks) when the player is wearing a zombie mob head.[Java Edition only] Zombies periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies attempt to avoid obstacles, including sheer cliffs and lava, and try to find the shortest path toward the player. Unlike skeletons, zombies do not try to avoid being hit and continue to pursue the player even when being attacked. Zombies can sometimes deal damage through a closed door, as shown in the picture to the right. Zombies sink in water, facilitating their transformation into drowned.
Burning under daylightEdit
At dawn, generally when the sun is 15 degrees or more above the ground (that is, when the moon can no longer be seen), zombie variants except for husks and zombified piglins burn once exposed to direct sunlight. Burning is suppressed when the zombie is:
- in a sufficiently shaded area: a sunlight level of 11 or less (a 1 block roof overhang provides sufficient protection even if it would have a sunlight level of 14);
- in water;
- wearing head armor (the helmet absorbs the damage from light but may take several day cycles to wear out completely).
- under the status effect of Fire Resistance.
Glass does not prevent them from burning. You can check light levels using F3 in Java Edition.
Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but they leave protective areas to chase a nearby player or villager.
If they attack an entity while burning, they may set it on fire, with a (30 × regional difficulty)% chance, and with a 2 × floor (regional difficulty) second duration. If wearing armor enchanted with Thorns while burning they may set players attacking them on fire with thorns damage alone.
Zombies are undead mobs, harmed by the status effect Healing, healed by the status effect Instant Damage and are unaffected by Regeneration and Poison. The Wither does not attack Zombies. Zombies are affected by the Smite enchantment, which deals double the damage of Sharpness on undead mobs.
Picking up itemsEdit
Similar to skeletons, some zombies are capable of automatically picking up dropped items that they come across. Jack o'lanterns[Java Edition only], mob heads, and pumpkins are automatically worn on their heads. Zombies can use armor, weapons, or tools. If a zombie encounters another similar item, it may drop the previous item in favor of the new one, if:
- the new item is armor or a sword and the old item was not (for example, zombies prefer swords to pickaxes, and helmets to pumpkins),
- both items are armor/swords and the new item is better damage-wise (reduces higher damage for armor, or inflicts more damage for swords),
- both items are armor/swords with the same damage reduction/infliction, the new item has NBT tags while the old does not or the new item is more damaged than the old item, or
- both items are bows and the new item has NBT tags while the old does not.
Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.
A zombie holding a picked-up item does not despawn when left alone.
Zombies have a higher chance of being able to pick up items in hard mode.
Picked-up items do not cause the zombie to drop more experience when killed, unlike naturally-spawned gear.
Zombies target villagers within 42 blocks, and they can always see villagers through walls. Once a zombie has targeted a villager, the zombie ignores any other villagers and the player, until its target is dead or the zombie is attacked.
Attacking wandering tradersEdit
Zombies target wandering traders within 35 blocks and can see traders through walls. The zombie focuses solely on the trader unless it's attacked, or if either it or the target is killed or moved out of range, or under the invisibility status effect.
Up to 10% of zombies (depending on regional difficulty) in pursuit of a target can bang on closed wooden doors, and on Hard (and Hardcore) difficulty can succeed in breaking them down. Otherwise, the door cracks but does not break.
Attacking iron golemsEdit
Zombies target iron golems within 42 blocks. Iron golems and snow golems attack zombies without provocation.
On all difficulty levels, damaged zombie mobs (including husks, drowned and zombified piglins) also call all other zombies within a 67×67×21 to 111×111×21 area[n 1] centered on the attacked zombie to target the attacking player, like zombified piglins.
In Java Edition, on Hard difficulty, zombies can spawn additional zombies to "help" when damaged. Each zombie has a "likeliness to call reinforcements" statistic ranging from 0–10%, and "leader" zombies (0–5% depending on regional difficulty) get a bonus of 50–75 percentage points to the stat. When the zombie is damaged by an entity or is damaged while targeting an entity, up to 50 attempts are made to randomly choose a spawn location (0 or ±7–40 blocks away in all three axes) that is above a block with a solid top surface, has light level 9 or lower, has no players within 7 blocks, and has no colliding entities or blocks at which to spawn the reinforcement. Both the damaged zombie and the new zombie has a 5 percentage point penalty to their "likeliness to call reinforcement" stat, preventing infinite zombies from spawning this way.
These effects can be negated by killing the zombie in as few hits as possible, by using environmental damage such as cactus or lava, or by avoiding them completely. That is, if the zombified mob drops experience, it has a chance to spawn reinforcements. Additionally, reinforcements do not spawn at all, even on Hard difficulty, if
/gamerule doMobSpawning is set to
If a zombie's head is submerged in water for 30 seconds, it begins converting into a drowned. The zombie shakes, similar to a zombie villager being cured and, after 15 seconds, the zombie becomes drowned. Once this process starts, it cannot be stopped. This time is not affected by the Respiration enchantment.
A newly-converted drowned always has full health even if converted from a damaged zombie.
The converted drowned keeps any items worn or held when it was a zombie. In Bedrock Edition, an empty-handed zombie converted to drowned has a small chance of holding a nautilus shell after conversion. Also in Bedrock Edition, an item being held or worn by a zombie when it becomes drowned, whether it was picked up or naturally spawned, has a 100% drop rate, which includes any naturally spawned equipment dropping with full durability.
Only normal zombies can become drowned; zombie villagers and zombified piglins cannot be converted. Husks, however, convert into zombies if they drown, and then this zombie converts into a drowned as does a normal zombie.
|Sound||Subtitle||Source||Description||Namespaced ID||Translation key||Volume||Pitch||Attenuation|
|Zombie groans||Hostile Mobs||Plays randomly||?||?||16|
|Block broken||Hostile Mobs||Plays when breaking a wooden door||?||?||16|
|Block broken||Hostile Mobs||Plays when breaking or has broken an iron door.||?||?||16|
|Block broken||Hostile Mobs||Plays when it has fully broken a wooden door||?||?||16|
|Zombie converts to Drowned||Hostile Mobs||Plays when converted to a drowned||?||?||16|
|Zombie dies||Hostile Mobs||Plays when it dies||?||?||16|
|Turtle Egg stomped||Hostile Mobs||Plays when jumping on turtle eggs||?||?||16|
|Zombie hurts||Hostile Mobs||Plays when damaged||?||?||16|
|Zombie infects||Hostile Mobs||Plays when infecting a villager||?||?||16|
|Footsteps||Hostile Mobs||Plays when walking||?||?||16|
|Name||Namespaced ID||Translation key|
|Name||Namespaced ID||Numeric ID||Translation key|
Zombie have entity data associated with them that contains various properties.
|Icon||Achievement||In-game description||Actual requirements (if different)||Gamerscore earned||Trophy type (PS)|
|Monster Hunter||Attack and kill a monster.||Kill a hostile mob or one of the following neutral mobs: an enderman, a zombified piglin, a spider, or a cave spider.||15G||Bronze|
|Sound the Alarm!||Ring the bell with a hostile enemy in the village.||—||20G||Bronze|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Namespaced ID|
|Adventure||Adventure, exploration, and combat||—||Kill any entity, or be killed by any entity.|
|Monster Hunter||Kill any hostile monster||Adventure||Kill one of these 34 mobs:|
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 34 mobs:|
|Java Edition Classic|
|August 14, 2009||Notch teased zombies.|
|Zombies are the second mob to be added to Minecraft.|
|Zombies can run as fast as the player.|
|Zombies occasionally appear wearing armor, but this has no protective effect on their health.|
|Zombies have arm swinging animations when they attack.|
|Killing a zombie rewards 100 points.|
|0.25 SURVIVAL TEST||Zombies are now more dangerous, respawn, despawn, and fight skeletons that shoot them.|
|Java Edition Indev|
|0.31||February 1, 2010, 2||Zombies' armor has now been removed, as well as their arm swinging attack animations.|
|February 14, 2010, 1||Zombies now catch on fire when exposed to sunlight.|
|February 18, 2010||The chances of zombies catching on fire in sunlight have been tweaked.|
|Zombies now burn only when the sunlight level is greater than 7, and not due to torches at night.|
|February 19, 2010||Zombies now drop 0–2 feathers upon death. Before chickens were added in Minecraft, Notch confessed that he made zombies drop feathers because he had no idea what they should have dropped when killed.|
|Java Edition Beta|
|1.8||Pre-release||Zombies now drop rotten flesh instead of feathers.|
|1.0.0||Beta 1.9 Prerelease||All mobs have the bottom texture of the face flipped, resulting in a change in the model.|
|Beta 1.9 Prerelease 4||Zombies can now be harmed by splash potions of healing, and healed by splash potions of harming.|
|Zombies have now become immune to poison and regeneration.|
|1.2.1||12w03a||The zombies' AI has been improved, giving them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.|
|Zombies have now been given the ability to 'see' through windows, the first mob able to do so intelligently (not counting spiders, who are able to see through all blocks).|
|12w04a||The zombies' AI has been improved again to cope with catching fire in sunlight. If a zombie is exposed to sunlight and bursts into flames, it searches for a body of water to douse the flames, or at least a shelter to hide from sun.|
|12w06a||Zombies now chase and attack villagers, attack doors (breaking them on Hard and Hardcore difficulties).|
|Zombies now sometimes drop iron ingots, helmets, shovels and swords as a rare drop.|
|Zombies now sometimes attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.|
|12w07a||The drop rate of rare drops for zombies have been reduced.|
|1.4.2||?||Added baby zombies.|
|Baby zombies cannot spawn naturally and can be spawned only through map editors and NBT editing.|
|12w32a||Zombie armor has now been added back into the game, and they can now wear any type of armor.|
|Zombies can now hold an iron sword or iron shovel.|
|Zombies now have a chance of dropping these items, if they have them.|
|Iron helmets, swords and shovels have now been removed as rare drops from zombies.|
|Zombies now use their attack animation like they did in Survival Test. This shows only when a zombie is holding a weapon. When a zombie holds a weapon the damage it does is equal to the damage the player would do with the weapon added to the normal damage of the zombie.|
|Armor worn by zombies now work the same as it does for the player, each piece gives a certain amount of armor points, where each 1 ( ) gives 4% damage reduction, but the total damage reduction is limited to 80%.|
|5% of zombies now spawn as zombie villagers.|
|Villagers now become infected when killed by a zombie.|
|When a zombie infects a baby villager, it now creates a baby zombie villager, which is faster than a normal zombie and does not age.|
|12w34a||Zombies now have two new rare drops – carrots and potatoes.|
|12w34b||Zombies can now pick up and equip dropped items. If killed, the zombie drops the item it is holding.|
|Zombies can now survive in sunlight, if they are wearing a helmet or a pumpkin.|
|12w36a||The zombie and zombie pigmen models and texture layouts have now been changed (no visual change, but breaks texture packs).|
|12w37a||On Halloween, zombies and baby zombies can now spawn wearing pumpkins or jack o'lanterns.|
|12w38a||Zombies have now been given new sounds.|
|1.5||13w03a||Zombies are now able to set the player on fire, if they are on fire and they attack the player.|
|Zombies can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie.|
|Zombies now cause more damage when their health is lower.|
|1.6.1||13w17a||When damaged, zombies now have a low chance to spawn more zombies.|
|13w21a||Zombie damage increasing with decreasing health has now been removed.|
|13w23b||Zombie AI and mechanics have been changed – this has now made them much more horde-like.|
|Zombies are now able to detect the player up to 40 blocks.|
|1.6.2||pre||Baby zombies now spawn among regular zombies, with the same percentage of spawning as zombie villagers.|
|1.7.2||13w36a||Baby zombies now drop loot and experience.|
|1.7.4||13w49a||Added chicken jockeys – a rare version of the baby zombie.|
|1.8||14w11a||Zombies now run away from creepers that are about to explode.|
|14w30a||Zombies now drop their head when killed by a charged creeper.|
|1.8.1||pre1||Zombies no longer run away from creepers that are about to explode.|
|1.9||15w32a||The detection range of zombies is now halved when the player is wearing a zombie mob head.|
|15w33c||The detection range for players wearing the zombie mob head has now been adjusted, now 37.5% of the normal range.|
|15w34a||Zombies now have an attack animation similar to the one they had in Survival Test, even without weapons.|
|15w36a||The detection range for players wearing the zombie mob head has been changed to 50% of the normal range again.|
|1.10||pre1||The chance of a zombie setting its target on fire when burning, and the duration of the effect, now depend on raw regional difficulty.|
|1.11||16w32a||Entity ID |
|Removed the |
|1.13||18w07a||Zombies now intentionally stomp on turtle eggs and attack baby turtles.|
|18w10d||Baby zombies now burn in the sun.|
|18w11a||Zombies now sink underwater.|
|Zombies now convert into a drowned instead of dying from drowning.|
|18w21b||Husks now convert into zombies when drowning.|
|1.14||18w43a||The textures of zombies and baby zombies have now been changed.|
|19w05a||Zombies attack the new wandering trader.|
|Pocket Edition Alpha|
|v0.4.0||Zombies can now drop feathers.|
|v0.5.0||Zombies now have new animations.|
|v0.8.0||build 2||Zombies now spawn more frequently.|
|Zombies now have rare drops of carrots and potatoes.|
|v0.9.0||build 1||Zombie AI and mechanics have been changed – this now makes them much smarter.|
|v0.9.4||Zombies now have 2 ( ) armor points, preventing 8% of damage.|
|v0.11.0||build 1||Added baby zombies and chicken jockeys.|
|Zombies now drop rotten flesh.|
|v0.12.1||build 1||Zombies can now spawn wearing armor.|
|Zombies can now break down doors.|
|Zombies are now able to detect the player from up to 40 blocks.|
|v0.14.0||build 1||Baby zombies and baby zombie villagers have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders or spiders.|
|v0.16.0||?||Adult zombie pigman are no longer ridden by baby zombie variants.|
|1.4.0||beta 220.127.116.11||Baby zombies now burn in daylight.|
|1.5.0||beta 18.104.22.168||Zombies now sink underwater.|
|Zombies now convert into a drowned instead of dying from drowning.|
|Husks now convert into zombies when drowning.|
|beta 22.214.171.124||Zombies now attack baby turtles and stomp on turtle eggs.|
|1.8.0||beta 126.96.36.199||Baby zombies can now mount adult stray cats and pandas.|
|1.10.0||beta 188.8.131.52||The textures of zombies and baby zombies have now been changed.|
|Zombies now attack wandering traders.|
|1.13.0||beta 184.108.40.206||Adult zombie pigmen can now be ridden again by baby zombie variants.|
|1.16.0||beta 220.127.116.11||Zombies now have the ability to pick up items.|
|Legacy Console Edition|
|TU1||CU1||1.00||Patch 1||1.0.1||Added zombies.|
|TU5||Zombies now drop rotten flesh, instead of feathers.|
|TU12||The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.|
|Zombies have now been given the ability to 'see' through windows.|
|If a zombie is exposed to sunlight and bursts into flames, it now search for a body of water to douse the flames.|
|Zombies now chase and attack villagers and now attack doors (breaking them on Hard difficulty).|
|Zombies now attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.|
|Zombies now sometimes drop iron ingots, helmets, shovels and swords as rare drops.|
|TU15||1.05||Zombies' rare loot drops have been changed to be carrots, potatoes or iron ingots.|
|TU19||CU7||1.12||Zombies can now pick up items.|
|Zombie armor has now been added and zombies can now wear any type of armor.|
|Zombies can now hold an iron sword or iron shovel.|
|Added baby zombies.|
|TU31||CU19||1.22||Patch 3||Baby zombies now drop experience.|
|Zombies now drop their skull when killed by a charged creeper.|
|TU60||CU51||1.64||Patch 30||1.0.11||Baby zombies now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders.|
|TU69||1.76||Patch 38||Baby zombies now burn in sunlight.|
|Zombies now sink in water.|
|Zombies now convert into a drowned instead of dying from drowning.|
|Husks now convert into zombies when drowning.|
|1.83||Baby zombies can now ride adult stray cats and pandas.|
|1.91||Zombies are now hostile toward wandering traders.|
|New Nintendo 3DS Edition|
|0.1.0||Added zombies and baby zombies.|
A baby zombie "wearing" a jack o'lantern on its head on Halloween. This glitch no longer happens.
A zombie emerging from a dark cave.
Player, zombie and husk size comprasion.
Dying zombie mob in Bedrock Edition.
Dying zombie mob in Java Edition.
A zombie wielding an iron shovel doing its attack animation.
A zombie spawned in a jungle temple.
A large horde of zombies and an iron golem.
An armored zombie that picked up a stick as a melee weapon.
Zombies wearing pumpkins on Halloween.
A zombie wearing a player head.
In other mediaEdit
- Zombies, along with skeletons and creepers, are the oldest hostile mobs in the game that have not been removed. The oldest ever in the game is the human, which has been removed from the game entirely.
- The Zombie is a playable DLC character in the crossover fighting game Super Smash Bros. Ultimate as an alternate costume for Steve.
- The inradius is based on the
followRangestat: base value is 35, ±5% random spawn bonus, then plus 0–50% random zombie-spawn bonus