Baby Zombie Villager:
|“||Zombie Infection! The disease is spreading! "Uuuuhh, ooohhh"...||„|
|— The Pretty Scary Update promo poster|
Zombie villagers are a villager-like variant of zombies.
Zombie villagers naturally spawn 5% (1% in desert biomes and variants, including husks) in place of all zombies. Additionally, zombie villagers only spawn in groups of 1, instead of 1 to 4 for regular zombies.
Zombie villagers can also result from zombies killing villagers. If any type of zombie kills a villager, there is a chance that the villager will transform into a zombie villager.
|Hard and Hardcore||100%|
A priest zombie villager will appear alongside a priest villager in every igloo basement[Java and Legacy Console editions only] . Zombie Villagers spawn also in zombie villages, zombie villager that spawn in zombie village have behavior to avoid direct sunlight and never despawn.
- A splash potion of Weakness thrown by the player or a witch.
- Area of effect Weakness from Lingering potion of Weakness or creeper explosions with weakness effect.
- A tipped arrow.
A loud sizzling sound will be heard if successful, and the zombie villager will begin to shudder. The curing process will take 2–5 minutes, during which time the zombie villager behaves as normal. Cured villagers do not retain any trades they had before they became infected.
If the zombie villager is wearing any armor or wielding tools or weapons, those items disappear when the villager is cured, and not dropped on the ground.
During the curing process, it is often a good idea to keep the zombie villager away from any other zombies, because the other zombies will attack it after it is cured.
Conversion can be sped up by around 4% by surrounding the zombie villager with iron bars and/or bed blocks within a 9×9×9 cube centered on the zombie villager.
A zombie villager cannot be cured by switching from Easy, Normal or Hard difficulty to Peaceful; they will simply despawn like all other monsters.
Baby zombie villagers
Baby zombie villagers make up 5% of zombie villager spawns. They behave similar to regular zombie villager, with the following oddities:
- They are 30% faster than the normal zombies, yet they have the same HP as normal zombies. This makes the baby zombies more dangerous than their bigger counterparts.
- The noises they make are higher-pitched than normal zombie sound effects.
- They can sometimes ride chickens. They can also ride (in the Bedrock Edition):
- adult Chicken
- Polar Bear
- Zombie Horse (unused jockey variant)
- Skeleton Horse
- Adult zombie
- Adult zombie villager
- Adult zombie pigman
- Adult Husk
- Adult drowned
- Cave Spider
- It will use the baby zombie speed instead of the mob speed.
- If riding a neutral mob, it will become hostile but won't anger any other nearby cave spiders.
- If a baby zombie is riding a mob that is also rideable by a player, that mob will no longer be rideable by a player.
- A baby zombie has a 15% chance to become a jockey when try attacking villager, player, or golem.
- Baby zombie villagers will 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 instead of 5.
- Unlike all other baby mobs in the game, they will stay as babies indefinitely, and never grow into "adult" zombies.
- They have a decreased hitbox size.
Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers × 5% babies) is very low at 0.25% (or 1 in 400 chance) of all newly spawned zombies.
Armed zombie villagers
Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers will automatically hold any item they come across (except that jack o'lanterns[Java Edition only] , mob heads, and pumpkins will be worn on their heads), but if those items happen to be armor, weapons, or tools, the zombie villager will use them. If they encounter another similar item, they will pick it up and drop their previous item:
- 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),
- if both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
- if 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
- if 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.
Armor worn by zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager 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 (), which gives 1.6 - 4% damage reduction from most sources.
Some zombie villagers which can pick up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor will never be mismatched (i.e. all pieces will be made of the same material).
|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:
Any zombie villager that spawns with equipment (picked-up items don't count) will give 1–3 extra experience points per item.
When they die, zombie villagers drop:
- Iron ingots, carrots and potatoes (0.8% chance each, 1.2% chance with Looting I, 1.5% chance with Looting II and 1.8% chance with Looting III).
Zombie Head if it is killed by a charged creeper.
- Any picked-up equipment has 100% chance of dropping and will drop with the same damage level it had when picked up.
Carved Pumpkin [note 1]
Jack o'Lantern[Java Edition only] [note 1]
- Zombie villagers have an 8.5% chance of dropping their naturally-spawned equipment, and will drop it with a random durability. Each level of Looting will increase the chance 1 percentage point (11.5 % with Looting III).
Adult zombie villagers will drop 5 experience and an additional 1–3 experience per naturally-spawned equipment. Baby zombie villagers will drop 12 experience.
If a zombie villager wearing a carved pumpkin or jack o'lantern[Java Edition only] is killed using a weapon enchanted with Looting, there will be 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.
They behave as ordinary zombies, but their character model's head and face is reminiscent of that of a villager, shaded with a darker green hue. Zombie villagers retain their professions and clothes, which have a tattered appearance. Upon curing, the villager will not retain the zombie villager's profession.
- See also: Chunk format
Zombie villagers have entity data associated with them that contain various properties of the mob. Their entity ID is
- 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).
Profession: 0: farmer, 1: librarian, 2: priest, 3: blacksmith, 4: butcher, 5: nitwit (default value is 0).
ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this.
ConversionPlayerLeast: Least significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with
ConversionPlayerMostto form a unique ID.
ConversionPlayerMost: Most significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with
ConversionPlayerLeastto form a unique ID.
|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|
|Zombie Doctor||Cure a zombie villager.||Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand)||Xbox One||Yes||Yes||Yes||40G||Gold|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|Zombie Doctor||Weaken and then cure a zombie villager||We Need to Go Deeper||Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand), then wait for the villager to be cured.||
|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 24 mobs. Other mobs are ignored for this advancement.||
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 24 mobs. Other mobs may be killed, but are ignored for the advancement.||
|1.4.2||12w32a||Added zombie villagers. 5% of zombies spawned are zombie villagers, and villagers now become infected when killed by a zombie. Infecting a baby villager creates a baby zombie villager which is faster than a normal zombie and does not age. Zombie villagers under the effects of a potion of weakness can be cured by using a golden apple on them.|
|12w34a||Zombie villagers have two new rare drops – carrots and potatoes.|
|12w34b||Zombie villagers can pick up and equip dropped items. If killed, the zombie villager drops the item it is holding.|
|Zombie villagers can survive sunlight if they are wearing a helmet or a pumpkin.|
|?||On Halloween, zombie villagers can spawn wearing pumpkins or jack o'lanterns.|
|1.5||13w03a||Zombie villagers are now able to set the player on fire if they are on fire and they attack the player.|
|Zombie villagers can 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 villager.|
|Zombie villagers cause more damage when their health is lower.|
|1.6.1||13w17a||When damaged, zombie villagers have a low chance to spawn more zombies.|
|13w21a||Zombie villager damage increasing with decreasing health was removed.|
|13w23b||Zombie villager AI and mechanics changed – this made them much more horde-like.|
|Zombie villagers are now able to detect the player up to 40 blocks.|
|1.6.2||pre||Baby zombie villagers spawn among regular ones. They have the same percentage of spawning as zombie villagers.|
|1.7.2||13w36a||Baby zombie villagers now drop loot and xp.|
|1.7.4||13w49a||Added chicken zombie villager jockeys – a rare version of the baby zombie villager.|
|1.8||14w11a||Now run away from creepers that are about to explode.|
|14w30a||Drops zombie head when killed by a charged creeper.|
|1.8.1||pre1||No longer run away from creepers that are about to explode.|
|1.9||15w32a||The detection range of zombie villagers is halved when the player is wearing a zombie mob head.|
|15w33c||The detection range for players wearing the zombie head is adjusted, now 37.5% of the normal range.|
|15w34a||Zombie villagers now have an attack animation similar to the one they had in Classic 0.24–0.30, even without weapons|
|15w35a||Zombie villagers retain their professions and clothes, which have a tattered appearance. Before this version, the zombie villager's body texture shared the same texture as the regular zombie's body.|
|15w36a||The detection range for players wearing the zombie head is again 50% of the normal range.|
|15w43a||A zombie priest can be found caged in an igloo basement.|
|1.10||16w20a||"Generic" green-robed zombie villager removed due to the new
|pre1||Chance of setting the target on fire when burning, and the duration of the effect, now depends on raw regional difficulty.|
|1.11||16w32a||Added a zombie villager spawn egg.|
|Zombie villagers' in-game name is now "Zombie Villager" instead of "Zombie".|
|Zombie villagers no longer drop zombie heads when killed by a charged creeper, and no longer spawn from zombie spawners.|
|16w32b||Re-added generic zombie villagers, along with its normal counterpart.|
|16w39a||Zombie villagers now have their own sounds.|
|1.13||18w07a||Zombie villagers now intentionally stomp on turtle eggs and attack turtles.|
|18w10d||Baby zombie villagers now burn in the sun.|
|Pocket Edition Alpha|
|0.12.1||build 1||Added zombie villagers.|
|Zombie villagers retain their professions and clothes, which have a tattered appearance.|
|0.14.0||build 1||Baby zombie villagers will have a 15% chance to want to be a jockey. If they want to be a jockey, upon nearing the player they will check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigman, cows, pigs, sheep, cave spider, or spiders.|
|1.0||alpha 0.17.0.1||Baby zombie villagers now can mount polar bears.|
|1.1||alpha 220.127.116.11||Baby zombie villagers can now mount llamas.|
|alpha 18.104.22.168||Zombie villagers now have their own sounds.|
|1.4||beta 22.214.171.124||Baby zombie villagers will now burn in daylight.|
|beta 126.96.36.199||Zombie villagers will now attack baby turtles and stomp on turtle eggs.|
|Legacy Console Edition|
|TU14||CU1||1.04||Added zombie villagers.|
|Added Baby Zombie Villagers. However, they can only be obtained by having a zombie kill a baby villager, as a Zombie spawn egg will not spawn them due to baby zombies not being in game.|
|TU15||1.05||Changed zombie villagers' rare loot drop to be carrots, potatoes or iron ingots.|
|TU19||CU7||1.12||Zombie villagers can now pick up items and occasionally spawn with armor and/or weapons.|
|Baby zombie villagers can now be spawned with a zombie spawn egg.|
|TU31||CU19||1.22||Patch 3||Baby zombie villagers now drop experience.|
|Drops zombie head when killed by a charged creeper.|
|TU54||CU45||1.56||Patch 24||Zombie Villagers no longer spawn from Zombie Spawn Eggs or Spawners, they have their own spawn egg.|
|TU60||CU51||1.64||Patch 30||Baby zombie villagers will have a 15% chance to want to be a jockey. If they want to be a jockey, upon nearing the player they will 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.|
The zombie villager textures added in 15w35a.