Any 2 block high space in light levels 11 and lower in the Nether
See § Drops
Zombie pigmen can spawn in the Nether, from nether portals, or from pigs struck by lightning. They have a 5% chance of spawning as a baby zombie pigman. In Java Edition, a baby zombie pigman has a 5% chance of spawning as a chicken jockey.
All zombie pigmen spawn with a golden sword, which has a small chance of being enchanted: from 0 to 25%. This chance increases at higher difficulties, and the sword's enchantment is usually a higher level, from 5 to 19.
Light level 12+ will prevent zombie pigmen from spawning.[JE only]
When a nether portal block in the Overworld receives a block tick, there is a small chance (1⁄2000 on Easy, 2⁄2000 on Normal, and 3⁄2000 on Hard) it spawns a zombie pigman on the bottom part of the portal frame.[Java Edition only] If a zombie pigman spawned in this way does not leave the portal it spawns on, there is a possibility of teleporting to the nether.
In Bedrock Edition, they appear near the overworld portal, not in it. Neither half slabs nor lighting prevents this.
A zombie pigman spawns when lightning strikes within 4 blocks of a pig. If the player is riding the pig when lightning hits it, a zombie pigman appears on top of the player. Even if the pig is a baby, the zombie pigman still spawns as an adult.[Java Edition only].
When killed, zombie pigmen drop:
- 0–1 rotten flesh. The maximum amount is increased by 1 per level of Looting, for a maximum of 0-4 with Looting III.
- 0–1 gold nuggets. The maximum amount is increased by 1 per level of Looting, for a maximum of 0-4 with Looting III.
- 2.5% chance to drop a gold ingot if killed by a player or tamed wolf. The chance is increased by 1% per level of Looting, for a maximum of 5.5% with Looting III.
- 8.5% chance to drop their golden sword if killed by a player or tamed wolf. The chance is increased by 1% per level of Looting, for a maximum of 11.5% with Looting III.
- All items zombie pigmen have picked up after spawning are dropped upon death.
- 5 experience (12 if baby) if killed by a player or tamed wolf. Deaths of hostile pigmen always register as kills by the player they are targeting, regardless of whether that player ever touched that pigman.
Pumpkins and jack o'lanterns
If a zombie pigman wearing a pumpkin or jack o'lantern is killed using a tool 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 at Looting III.
Zombie pigmen tend to move relatively slowly. They cannot drown and are immune to both fire and lava damage. Baby zombie pigmen are faster than adult zombie pigmen. When provoked, their speed increases to the player's walking speed.
Like zombies and husks, zombie pigmen usually bang on wooden doors, and on Hard difficulty, they can break them.
Some zombie pigmen have the ability to pick up items, including weapons they feel are better than their golden sword, which they drop with the same chance as if killed with Looting I.
Zombie pigmen try to destroy any turtle eggs they see within 23 blocks away, not counting the block they are standing in.
Zombie pigmen are undead mobs, and are damaged by the status effect Instant Health and healed by the status effect Instant Damage. They are unaffected by the status effects Regeneration and Poison. They are ignored by the wither and affected by the Smite Enchantment.
Zombie pigmen are not initially hostile, but all zombie pigmen within a 67×67×21 to 111×111×21 area centered on the attacked pigman become aggressive and converge on the player if any individual is attacked, unless the pigman attacked is killed in one hit. In addition, some zombie pigmen have the ability to spawn reinforcements when attacked (similar to zombies). This applies to any hit registered as coming from the player or other mobs, including deflected ghast fireballs, from sweep attacks or a skeleton arrow.
When provoked, their speed increases to the player's walking speed. Zombie pigmen remain hostile for a maximum of 20 Minutes, and continue to pursue an already-targeted player after this time until the player escapes their 40 block pursuit radius. Approaching within 35 blocks of an already hostile zombie pigman causes it to sound an alarm call, angering other zombie pigmen in a 40-block radius. The forgiveness timer does not advance for zombie pigmen in unloaded chunks. Therefore, if the player enters a Nether portal and returns, any provoked zombie pigmen in the area remain aggressive unless another player was nearby to keep the chunks loaded. Dying does not cause zombie pigmen to become neutral toward the player even if a zombie pigman killed the player. They pursue a player even if the player has the Invisibility effect.
In Java Edition, if a mob provokes a zombie pigman, they become aggressive toward that mob, and when the mob is killed they remain aggressive for seconds and attack any nearby player without provocation.
|This section needs more information.|
Information requested: Again, many missing variants
|Sound||Subtitle||Namespaced ID||Subtitle ID||Source||Pitch||Volume||Attenuation distance|
|Zombie Pigman grunts||
|Zombie Pigman angers||
|Zombie Pigman dies||
|Zombie Pigman hurts||
Zombie pigmen 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).
- Anger: Ticks until the zombie pigman becomes neutral. -32,768 to 0 for neutral zombie pigmen; 1 to 32,767 for angry zombie pigmen. Value depletes by one every tick if value is greater than 0. When the value turns from 1 to 0, the zombie pigman does not stop tracking the player until the player has exited the zombie pigman's detection radius. When hit by a player or when another zombie pigman within 32 blocks is hit by a player, the value is set to a random number between 400 and 800.
- HurtBy: The UUID of the last player that attacked the zombie pigman.
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal 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 25 mobs. Other mobs are ignored for this advancement.|
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 25 mobs. Other mobs may be killed, but are ignored for the advancement.|
|Java Edition Alpha|
|v1.2.0||October 25, 2010||Notch tweets that he is working on a second mob for the Nether, stating that they are less dangerous than ghasts and are "kind of pointless."|
|preview||Zombie pigmen were originally presented as unarmed neutral creatures in a preview before the Halloween Update.|
|release||The green liquid in the zombie pigman skin was originally blood red, but this was changed because Notch considered it too gory, stating that "it's more fun to be scary without blood."|
|Zombie pigmen remain hostile for eternity if the player hits one.|
|Drop 0–2 cooked porkchops.|
|Are referred to as a "Pig Zombie" in the language file.|
|Java Edition Beta|
|1.5||Pigs struck by lightning in the Overworld now change into zombie pigmen.|
|1.8||Pre-release||Zombie pigmen no longer drop cooked porkchops and now drop rotten flesh instead.|
|1.0.0||Beta 1.9 Prerelease||Zombie pigmen now drop gold nuggets, in addition to rotten flesh.|
|Beta 1.9 Prerelease 2||Zombie pigmen now have 2 armor points, like zombies. The armor points prevent 8% of damage taken.|
|Beta 1.9 Prerelease 5||Zombie pigmen, along with other undead mobs, can now be damaged by splash potions of healing, and can be healed by splash potions of harming.|
|A sword enchanted with Smite now does extra damage to zombie pigmen.|
|1.2.1||12w06a||Zombie pigmen now have a rare chance of dropping gold ingots, golden helmets, or their own golden swords, which may be enchanted. The sword is enchanted with the equivalent of roughly a level 5 enchantment.|
|?||Zombie pigmen are now referred to as their real name, "Zombie Pigman," in the language file, rather than "Pig Zombie".|
|1.3.1||12w22a||Zombie pigmen can now spawn in the Overworld from Nether portals.|
|1.4.2||12w32a||Zombie pigmen can now rarely carry enchanted swords and wear any type of armor.|
|The sword that a zombie pigmen is carrying now increase the damage it can deal.|
|Zombie pigmen now sometimes pick up dropped items.|
|12w34b||Zombie pigmen now try to get back into the Nether portal they came from when in the Overworld.|
|12w36a||The zombie and zombie pigman models and textures now have an additional 32 pixels of empty space below the texture.|
|?||On Halloween, zombie pigmen now have a chance of spawning with a pumpkin or jack o'lantern on its head.|
|1.6.2||?||Baby zombie pigmen now spawn naturally.|
|1.7.2||13w36a||When struck by lightning, zombie pigmen now spawn with golden swords.|
|1.7.4||13w49a||Added chicken jockeys. Since zombie pigmen share some of the zombie .class files, there are also now zombie pigman jockeys - a rare version of the baby zombie pigman.|
|?||Baby zombie pigmen with the "Villager" tag now have skulls. Prior to this update, they looked like this: .|
|1.8||14w03a||The only way to obtain gold nuggets and gold ingots from zombie pigmen, is now for the player to kill them, whether it's through combat, potions, or player-activated mechanisms such as manually lit TNT.|
|If killed without player intervention, zombie pigmen now only drop rotten flesh. This has now made fully-automatic gold farms impossible.|
|14w04a||The above change has now been reverted; zombie pigmen now drop gold nuggets and ingots no matter how they are killed.|
|14w06a||Zombie pigmen now use the new mob AI, allowing them to navigate obstacles.|
|An aggravated zombie pigman now become passive after 20 to 39.95 seconds, although they continue to attack until the player gets outside their aggressive distance.|
|14w07a||Baby zombie pigmen are now always hostile to players who have ever attacked them.|
|14w11a||Zombie pigmen now run away from creepers that are about to explode.|
|pre1||Baby zombie pigmen, like adults, now become passive after 20 to 39.95 seconds.|
|1.8.1||pre1||Zombie pigmen no longer run away from creepers that are about to explode.|
|1.9||15w34a||Zombie pigmen now have an attack animation without weapons.|
|1.11||16w32a||The entity ID has now been changed changed from |
|The zombie pigmen's in-game name is now "Zombie Pigman" instead of "Zombie" in their name tag when they have |
|1.12||17w06a||Non-hostile zombie pigmen no longer prevent a player from sleeping in a bed.|
|1.13||18w07a||Zombie pigmen now seek out turtle eggs and intentionally trample them.|
|18w19a||Zombie pigmen now sink in water.|
|Zombie pigmen no longer drown in water.|
|1.14||18w43a||The textures of zombie pigmen and baby zombie pigmen have now been changed.|
|Upcoming Java Edition|
|September 28, 2019||At MINECON Live 2019, it was announced that zombie pigmen will be renamed to zombified piglins, as their unzombified counterpart, piglins, were announced as a new mob to be added in the Nether Update.|
|Pocket Edition Alpha|
|0.5.0||Added zombie pigmen, which only spawn in nether reactors.|
|Zombie pigmen are hostile to all players, but have a shorter sight range.|
|Zombie pigmen are missing their head layer.|
|Zombie pigmen's drops are different than in Java: 0-1 feathers and/or a gold ingot.|
|0.7.2||Added new sounds for the zombie pigmen.|
|0.8.1||Zombie pigmen no longer take damage when they are burning in the daylight.|
|0.9.0||?||Zombie pigmen can now be spawned using a spawn egg.|
|0.9.2||Zombie pigmen now rarely drop carrots and potatoes.|
|Zombie pigmen now have an attacking animation.|
|0.9.4||Zombie pigmen now have 2 () armor points, which reduces 8% of damage.|
|0.11.0||build 1||Zombie pigmen can now spawn with three at once instead of one in nether reactors.|
|Zombie pigmen now have a head layer.|
|Zombie pigmen now have their arms out like regular zombies.|
|Zombie pigmen no longer burn in sunlight.|
|Zombie pigmen now drop rotten flesh, which was previously a feather and rarely a gold ingot, instead of a carrot or potato.|
|build 2||Zombie pigmen can now spawn as babies.|
|0.12.1||build 1||Zombie pigmen now spawn in the Nether.|
|Zombie pigmen now use the new mob AI.|
|Zombie pigmen are now neutral.|
|Zombie pigmen can now wear armor.|
|Pigs struck by lightning now turn into zombie pigmen.|
|Zombie pigmen can now drop gold nuggets.|
|Zombie pigmen can now spawn from Nether portals in the Overworld.|
|build 11||Zombie pigmen now have a chance of spawning with enchanted swords.|
|?||Zombie pigman have a chance to spawn armored.|
|build 12||Zombie pigmen now attack iron golems.|
|0.14.0||build 1||Baby zombie pigmen now have 15% chance of becoming a jockey when angered.|
|Adult zombie pigmen can now be ridden by baby zombie variants.|
|0.15.0||build 1||Zombie pigmen now have a faster speed when angered.|
|?||Baby zombie pigmen no longer can mount mobs.|
|?||Zombie pigmen no longer have a chance of spawning armored.|
|1.1.0||alpha 22.214.171.124||The entity ID has now been changed from |
|?||Adult zombie pigmen are no longer rideable by their baby variants.|
|1.5.0||beta 126.96.36.199||Zombie pigmen now sink underwater.|
|Zombie pigmen no longer drown in water.|
|beta 188.8.131.52||Zombie pigmen now seek out turtle eggs and intentionally trample them.|
|1.10.0||beta 184.108.40.206||The textures of zombie pigmen and baby zombie pigmen have now been changed.|
|1.13.0||beta 220.127.116.11||Adult zombie pigmen can be ridden again by baby zombie variants.|
|Legacy Console Edition|
|TU1||CU1||1.0||Patch 1||1.0.1||Added zombie pigmen.|
|TU12||Zombie pigmen now have a rare chance of dropping gold ingots, golden helmets or their own golden swords which can be enchanted. The sword is enchanted with a random level 5 enchantment.|
|TU14||1.04||Zombie pigmen can now spawn in the Overworld from Nether portals.|
|TU19||CU7||1.12||Added baby zombie pigmen.|
|Zombie pigmen can now wear armor or weapons.|
|TU31||CU19||1.22||Patch 3||Zombie pigmen now become neutral again toward the player in 20 to 39.95 seconds after provocation, although they continue to attack until the player gets outside their aggressive distance.|
|PlayStation 4 Edition|
|1.90||The textures of zombie pigmen and baby zombie pigmen have now been changed.|
|New Nintendo 3DS Edition|
|0.1.0||Added zombie pigmen and baby zombie pigmen.|
- The pre-Texture Update zombie pigman skin file has "THX XAPHOBIA" written on the unused section as a credit by Notch to the skin's original creator, XaPhobia.
- If a zombie pigman dies while aggressive, this is always considered a player kill, even if they are only aggressive because the player attacked a different zombie pigman. The player can use this to construct zombie pigman experience farms.
- The zombie pigman is the only mob to have a "baby" variant that's texture is significantly different than it’s adult counterpart, with baby zombie pigmen missing the outer layer of their head and showing their skull[Java and Bedrock editions only].
- This is actually the same case with Baby Zombie and their variants, which is only visible via Texture Packs.
A baby zombie pigman riding a chicken.
A zombie pigman in lava.
A zombie pigman riding a minecart.
Two zombie pigmen wearing wither skeleton skulls.
Like regular zombies, zombie pigmen have an attack animation.
A zombie pigman that recently spawned around a portal in the Overworld.
In other media
An official render of the zombie pigman by Mojang.