Zombie Villager

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Zombie Villager
Plains Zombie Villager Base.pngDesert Zombie Villager Base.pngJungle Zombie Villager Base.pngSavanna Zombie Villager Base.pngSnowy Zombie Villager Base.pngSwamp Zombie Villager Base.pngTaiga Zombie Villager Base.png
Plains Baby Zombie Villager.pngDesert Baby Zombie Villager.pngJungle Baby Zombie Villager.pngSavanna Baby Zombie Villager.pngSnowy Baby Zombie Villager.pngSwamp Baby Zombie Villager.pngTaiga Baby Zombie Villager.png
Health points

20♥ × 10

Armor points

2 ()



Attack strength

Easy: 2♥ - 3♥♥
Normal: 3♥♥
Hard: 4♥♥ - 5♥♥♥


Height: 1.95 Blocks
Width: 0.6 Blocks
Height: 0.975 Blocks
Width: 0.3 Blocks


See Spawning


See Drops

Natural equipment

Adult: 5
Baby: 12

Internal ID

JE: 27
zombie_villager : 44
zombie_villager_v2 : 116

Namespaced ID

See Data values

Zombie Infection! The disease is spreading! "Uuuuhh, ooohhh"...

The Pretty Scary Update promo poster

Zombie villagers are variants of zombies that can be cured into normal villagers using golden apples and weakness potions.


A plains zombie villager with an enchanted iron sword.

Zombies that are not husks have a 5% chance of naturally spawning as zombie villagers. This does not seem to include spawning from a zombie spawner as found in dungeon.[verify]

In Bedrock Edition, version-2 zombie villagers spawn when villagers are killed by zombies, or from an igloo's basement. Unemployed plains zombie villager spawn naturally regardless of biomes.

If any type of zombie kills a villager, there is a chance for the villager to transform into a zombie villager. Zombie villagers spawned this way do not despawn.‌[upcoming: JE 1.15]

Chance for villagers killed by zombies to turn into zombie villagers
Difficulty Chance
Easy 0%
Normal 50%
Hard and Hardcore 100%

A cleric zombie villager appears alongside a cleric villager in every igloo basement. Zombie Villagers spawn also in zombie villages. Zombie villagers that spawn in zombie villages have the behavior to avoid direct sunlight and never despawn.

Zombie villagers have their own spawn egg, which can be found inside the creative inventory. This spawn egg spawns a zombie villager when used.


Baby zombie villagers[edit]

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 health as normal zombies. This makes the baby zombie villagers more dangerous than their bigger counterparts.
  • The noises they make are higher-pitched than adult zombie villager sound effects.
  • They can sometimes ride chickens. They can also ride‌[Bedrock Edition 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 drop 12 experience when killed by the player instead of 5.
  • Unlike most other baby mobs in the game, they stay as babies indefinitely and never grow into "adult" zombie villagers.
  • 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[edit]

Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically hold any item they come across (except that jack o'lanterns[Java Edition only], mob heads and pumpkins are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they 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, zombie villagers 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. Zombie villagers also have a natural armor rating of 2 (), which gives 1.6 - 4% damage reduction from most sources. Farmer Zombie villagers are immune to sunlight due to having a hat.[verify]

Some zombie villagers capable of picking 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 is never mismatched (i.e. all pieces are made of the same material).

Chances of zombie villagers wearing or picking up armor, per difficulty
Easy Normal Hard
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[note 3] 1% 1% 5%
Weapon Enchantment[note 2] 0% 0%-25%[note 1] 3.125%-25%[note 1]
  1. a b c d e f g h i Value is based on the regional difficulty.
  2. a b Enchantment is the same as on an enchantment table at level 5–22.[note 1]
  3. 13 chance of an iron sword, 23 chance of an iron shovel

If a zombie does spawn with armor, the chances of specific armor are as follows:

Chances of different armor pieces, per difficulty
Armor Easy & Normal Hard
Helmet 100% 100%
Helmet & Chestplate 75% 90%
Helmet & Chestplate & Leggings 56.25% 81%
Full set 42.19% 72.9%

The chances of it being of a particular material are:

Chances of different armor types
Armor Type Chance
Leather 37.06%
Gold 48.73%
Chain 12.90%
Iron 1.27%
Diamond 0.04%

Any zombie villager that spawns with equipment (picked-up items don't count) drop 1–3 extra experience per item.

Villager Variants[edit]

A zombie villager retains its biome and profession after conversion from a villager. They also retain their trades. Below is a table of the variant and what workstation it required before zombification.

Below is a table listing the various professions, along with the specific job site block that each profession requires:


Job Site Block
Desert Jungle Plains Savanna Snowy Swamp Taiga
Unemployed N/A Desert Zombie Villager Base.png Jungle Zombie Villager Base.png Plains Zombie Villager Base.png Savanna Zombie Villager Base.png Snowy Zombie Villager Base.png Swamp Zombie Villager Base.png Taiga Zombie Villager Base.png
Armorer Blast furnace Desert Zombie Armorer.png Jungle Zombie Armorer.png Plains Zombie Armorer.png Savanna Zombie Armorer.png Snowy Zombie Armorer.png Swamp Zombie Armorer.png Taiga Zombie Armorer.png
Butcher Smoker Desert Zombie Butcher.png Jungle Zombie Butcher.png Plains Zombie Butcher.png Savanna Zombie Butcher.png Snowy Zombie Butcher.png Swamp Zombie Butcher.png Taiga Zombie Butcher.png
Cartographer Cartography table Desert Zombie Cartographer.png Jungle Zombie Cartographer.png Plains Zombie Cartographer.png Savanna Zombie Cartographer.png Snowy Zombie Cartographer.png Swamp Zombie Cartographer.png Taiga Zombie Cartographer.png
Cleric Brewing stand Desert Zombie Cleric.png Jungle Zombie Cleric.png Plains Zombie Cleric.png Savanna Zombie Cleric.png Snowy Zombie Cleric.png Swamp Zombie Cleric.png Taiga Zombie Cleric.png
Farmer Composter Desert Zombie Farmer.png Jungle Zombie Farmer.png Plains Zombie Farmer.png Savanna Zombie Farmer.png Snowy Zombie Farmer.png Swamp Zombie Farmer.png Taiga Zombie Farmer.png
Fisherman Barrel Desert Zombie Fisherman.png Jungle Zombie Fisherman.png Plains Zombie Fisherman.png Savanna Zombie Fisherman.png Snowy Zombie Fisherman.png Swamp Zombie Fisherman.png Taiga Zombie Fisherman.png
Fletcher Fletching table Desert Zombie Fletcher.png Jungle Zombie Fletcher.png Plains Zombie Fletcher.png Savanna Zombie Fletcher.png Snowy Zombie Fletcher.png Swamp Zombie Fletcher.png Taiga Zombie Fletcher.png
Leatherworker Cauldron Desert Zombie Leatherworker.png Jungle Zombie Leatherworker.png Plains Zombie Leatherworker.png Savanna Zombie Leatherworker.png Snowy Zombie Leatherworker.png Swamp Zombie Leatherworker.png Taiga Zombie Leatherworker.png
Librarian Lectern Desert Zombie Librarian.png Jungle Zombie Librarian.png Plains Zombie Librarian.png Savanna Zombie Librarian.png Snowy Zombie Librarian.png Swamp Zombie Librarian.png Taiga Zombie Librarian.png
Mason Stonecutter Desert Zombie Mason.png Jungle Zombie Mason.png Plains Zombie Mason.png Savanna Zombie Mason.png Snowy Zombie Mason.png Swamp Zombie Mason.png Taiga Zombie Mason.png
Nitwit N/A Desert Zombie Nitwit.png Jungle Zombie Nitwit.png Plains Zombie Nitwit.png Savanna Zombie Nitwit.png Snowy Zombie Nitwit.png Swamp Zombie Nitwit.png Taiga Zombie Nitwit.png
Shepherd Loom Desert Zombie Shepherd.png Jungle Zombie Shepherd.png Plains Zombie Shepherd.png Savanna Zombie Shepherd.png Snowy Zombie Shepherd.png Swamp Zombie Shepherd.png Taiga Zombie Shepherd.png
Toolsmith Smithing table Desert Zombie Toolsmith.png Jungle Zombie Toolsmith.png Plains Zombie Toolsmith.png Savanna Zombie Toolsmith.png Snowy Zombie Toolsmith.png Swamp Zombie Toolsmith.png Taiga Zombie Toolsmith.png
Weaponsmith Grindstone Desert Zombie Weaponsmith.png Jungle Zombie Weaponsmith.png Plains Zombie Weaponsmith.png Savanna Zombie Weaponsmith.png Snowy Zombie Weaponsmith.png Swamp Zombie Weaponsmith.png Taiga Zombie Weaponsmith.png


When they die, zombie villagers drop 0–2 Rotten Flesh. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 with Looting III.

They can also drop an iron ingot, carrot, or potato 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:

  • 1120 (about 0.83%)
  • 7600 (about 1.17%) with Looting I
  • 9600 (1.50%) with Looting II
  • 11600 (about 1.83%) with Looting III

Any picked-up equipment has a 100% chance of dropping and drops with the same damage level it had when picked up.

Naturally-spawned equipment[edit]

  1. a b Zombie villagers spawn only with pumpkins and jack o'lanterns[Java Edition only] during Halloween.


Adult zombie villagers drop 5 experience and an additional 1–3 experience per naturally-spawned equipment. Baby zombie villagers drop 12 experience.


If a zombie villager wearing a carved pumpkin or jack o'lantern[Java Edition only] is killed using a weapon that is 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.


Zombie villagers 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. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession that is not retained upon being cured; instead, they become unemployed unless a job site block is nearby. Zombie villagers can also spawn with the unemployed outfit or the Nitwit outfit. Baby zombie villagers are always unemployed.

Unlike regular zombies, zombie villagers do not drown, and remain unchanged from being submerged.

Like zombies, they trample turtle eggs to destroy them.


Zombie villagers can be cured by using a golden apple (regular) on them while they are under the effects of Weakness, which can be applied by:

A loud sizzling sound is heard if successful, particles appear around the zombie villager, and it begins to shudder. The curing process takes 2–5 minutes, during which time the zombie villager behaves as a normal zombie. Conversion can be sped up approximately 4% by surrounding the zombie villager with iron bars and/or bed blocks within a 9×9×9 cube centered on the zombie villager.[1] Conversion time is determined by picking a random integer between 3600 and 6000, decreasing by 1 on each game tick. On every tick there's a 1% chance for the game to look for iron bars and/or beds, within a 9x9x9 cube centered on the villager, and each one found has a 30% chance to decrease the conversion time by 1 more for that tick. When the conversion time reaches 0 the zombie villager transforms into a villager, with the same biome and profession as the zombie villager (if it is an old-version zombie villager, the biome depends on where the curing takes place, and the profession is random).

If the zombie villager is wearing any armor or wielding tools or weapons, those items disappear when the villager is cured and are not dropped on the ground.

The newly-cured villager offers a large discount on their trades to the player who cured them, along with any other villagers in the area. The discounts from curing a zombie villager persist depending on whether the player trades with the cured villager, 4 in-game days or longer.[more information needed][2] It is also possible for cured villagers to become nitwits, meaning that they cannot offer discounted trades. In Java Edition, this spreads major_positive gossip part of the villager gossip system.

A zombie villager cannot be cured by switching from Easy, Normal or Hard difficulty to Peaceful; they simply despawn like all other monsters.


Missing Texture Block.png
This section needs more information.
Information requested: Tons of variants missing
Sound Subtitle Namespaced ID Subtitle ID Source Pitch Volume Attenuation distance
Zombie Villager groans entity.zombie_villager.ambient[verify] subtitles.entity.zombie_villager.ambient ? ? ? ?
[verify] Zombie vociferates entity.zombie_villager.converted[verify] subtitles.entity.zombie_villager.converted ? ? ? ?
Zombie Villager dies entity.zombie_villager.death[verify] subtitles.entity.zombie_villager.death ? ? ? ?
Zombie Villager hurts entity.zombie_villager.hurt[verify] subtitles.entity.zombie_villager.hurt ? ? ? ?
Zombie snuffles entity.zombie_villager.infect[verify] subtitles.entity.zombie_villager.infect ? ? ? ?
Infecting villager ? ? ? ? ? ? ?
Banging on door ? ? ? ? ? ? ?
baby Idle ? ? ? ? ? ? ?
baby Hurt ? ? ? ? ? ? ?
baby Die ? ? ? ? ? ? ?

Data values[edit]


Java Edition:

Entity Namespaced ID
Zombie Villager zombie_villager

Bedrock Edition:

Entity Namespaced ID Numeric ID
Zombie Villager zombie_villager 44
(New) Zombie Villager zombie_villager_v2 116

Entity data[edit]

Zombie villagers 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).
    •  VillagerData: Information about the villager’s type, profession, and level.
      •  level: The current level of this villager's trading options. Influences the trading options generated by the villager; if it is greater than their career's maximum level, no new offers are generated. Increments when a trade causes offers to be refreshed. Also used for badge rendering.
      •  profession: A namespaced ID value indicating the villager's profession.
      •  type: A namespaced ID value indicating the villager's type.
    •  Gossips: Pieces of gossip that can be exchanged between villagers when they meet.
      • A piece of gossip.
        •  Type: An ID value indicating the type of gossip. The possible values are major_negative, minor_negative, major_positive, minor_positive, trading, and golem.
        •  Value: The strength of the gossip.
        •  TargetMost The most significant half of the target's UUID. Joined with TargetLeast to form the full UUID. For major_negative, minor_negative, major_positive, minor_positive, and trading, the target is the player who caused the gossip. For golem, the target is the villager who started the gossip.
        •  TargetLeast The least significant half of the target's UUID. Joined with TargetMost to form the full UUID.
    •  Offers: Is generated when the trading menu is opened for the first time.
      •  Recipes: List of trade options.
        • A trade option.
          •  rewardExp: 1 or 0 (true/false) - Whether this trade will provide XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
          •  maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
          •  uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
          •  buy: The first 'cost' item, without the Slot tag.
          •  buyB: Optional. The second 'cost' item, without the Slot tag.
          •  sell: The item being sold for each set of cost items, without the Slot tag.
          •  xp: How much experience the villager gets from this trade.
          •  priceMultiplier: The multiplier on the  demand price adjuster; the final adjusted price will be added to the first 'cost' item's price.
          •  specialPrice: A modifier added to the original price of the first 'cost' item.
          •  demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
    •  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 ConversionPlayerMost to 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 ConversionPlayerLeast to form a unique ID.

Zombie villager type


Zombie villager profession



Icon Achievement In-game description Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
Xbox PS Bedrock Nintendo
Monster HunterAttack and destroy a monsterKill a hostile mob or one of the following neutral mobs: enderman, zombie pigman, spider, cave spider.Xbox OneYesYesYes15GBronze
Xbox 360Alt20G
Zombie DoctorCure 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 OneYesYesYes40GGold
Xbox 360Alt20G


Icon Advancement In-game description Parent Actual requirements (if different) Internal ID
Advancement-oval-raw.png Zombie DoctorWeaken and then cure a Zombie VillagerWe Need to Go DeeperThrow 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.minecraft:story/cure_zombie_villager
Advancement-plain-raw.png AdventureAdventure, exploration, and combatKill any entity, or be killed by any entity.minecraft:adventure/root
Advancement-plain-raw.png Monster HunterKill any hostile monsterAdventureKill one of these 25 mobs. Other mobs are ignored for this advancement.minecraft:adventure/kill_a_mob
Advancement-fancy-raw.png Monsters HuntedKill one of every hostile monsterMonster HunterKill each of these 25 mobs. Other mobs may be killed, but are ignored for the advancement.minecraft:adventure/kill_all_mobs



Java Edition
1.4.212w32aZombie Villager.pngBaby Zombie Villager.png 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.
12w34aZombie villagers now have two new rare dropscarrots and potatoes.
12w34bZombie villagers can now pick up and equip dropped items.[4][5]
If killed, zombie villagers now drop the item they are holding.
Zombie villagers can now survive in sunlight, if they are wearing a helmet or a pumpkin.[3]
?On Halloween, zombie villagers can now spawn wearing pumpkins or jack o'lanterns.
1.513w03aZombie villagers are now able to set the player on fire, if they are on fire and they attack the player.
Zombie villagers 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 villager.
Zombie villagers now cause more damage when their health is lower.
1.6.113w17aWhen damaged, zombie villagers now have a low chance to spawn more zombies.
13w21aZombie villager damage increasing with decreasing health has now been removed.
13w23bZombie villager AI and mechanics has now been changed – this has now made them much more horde-like.
Zombie villagers are now able to detect the player up to 40 blocks.
1.6.2preBaby zombie villagers now spawn among regular ones.
Baby zombie villagers now have the same percentage of spawning as zombie villagers.
1.7.213w36aBaby zombie villagers now drop loot and experience.
1.7.413w49aAdded zombie villager chicken jockeys – a rare version of the baby zombie villager.
1.814w11aZombie villagers now run away from creepers that are about to explode.
14w30aZombie villagers now drop a zombie head when killed by a charged creeper.
1.8.1pre1Zombie villagers now no longer run away from creepers that are about to explode.
1.915w32aThe detection range of zombie villagers is now halved when the player is wearing a zombie mob head.
15w33cThe zombie villager's detection range for players wearing the zombie head has now been adjusted, now 37.5% of the normal range.
15w34aZombie villagers now have an attack animation similar to the one they had in Survival Test, even without weapons.
15w35aZombie Farmer.pngZombie Librarian.pngZombie Priest.pngZombie Blacksmith.pngZombie Butcher.pngZombie Nitwit.png Zombie villagers now 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.
A new VillagerProfession tag that determines what profession the zombie villager is, as well its profession when cured, has now been added.
15w36aThe zombie villager's detection range for players wearing the zombie head is now again 50% of the normal range.
15w43aA zombie villager priest can now be found caged in an igloo basement.
1.1016w20a"Generic" green-robed zombie villager has now been removed, due to the new ZombieType tag not allowing invalid villager professions.
pre1Chance of a zombie villager setting the target on fire when burning, and the duration of the effect, now depend on raw regional difficulty.
1.1116w32aAdded a zombie villager spawn egg.
Entity ID Zombie is now zombie, zombie_villager and husk for those respective mobs.
Removed the ZombieType tag, added the Profession tag to zombie_villager only, and made ConversionTime apply to zombie_villager only.
Setting the Profession tag to 5 now makes green-robed villagers.
The zombie villager's in-game name is now "Zombie Villager" instead of "Zombie".
Zombie villagers no longer drop zombie heads when killed by a charged creeper.
Zombie villagers no longer spawn from zombie spawners.
16w32bZombie Nitwit.png Re-added generic zombie villagers, along with its normal counterpart.
16w39aZombie villagers now have their own sounds.
1.1217w14aAdded ConversionPlayerLeast and ConversionPlayerMost tags to the zombie villager, for the purpose of the minecraft:cured_zombie_villager trigger for advancements.
1.1318w07aZombie villagers now intentionally stomp on turtle eggs and attack turtles.
18w10dBaby zombie villagers now burn in the sun.
1.1418w50aZombie Villagers now have new skins, corresponding to biome and profession.
Cured Zombie Villagers now retain their trades.
Upcoming Java Edition
1.1519w41aZombie villagers that were converted from villagers no longer despawn.
Pocket Edition Alpha
0.12.1build 1Added zombie villagers.
Zombie villagers retain their professions and clothes, which have a tattered appearance.
0.14.0build 1Baby zombie villagers now have a 15% chance of becoming be 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.
0.15.0build 1Baby zombie villagers can now mount adult husks and horse variants.
Pocket Edition
1.1.0alpha villagers have their own sounds.
Bedrock Edition
?Baby zombie villagers can now no longer mount adult zombie pigmen.
1.4.0beta zombie villagers now burn in daylight.
1.5.0beta villagers now sink underwater.
beta villagers now attack baby turtles and stomp on turtle eggs.
1.8.0beta zombie villagers can now mount pandas and stray cats.
1.10.0beta villagers are split into 2 different mobs, new zombie villagers now have new skins, coresponding to biome and profession.
Added Nitwit, Mason, and Unemployed zombie villager profession.
Zombie Villagers now attack wandering traders.
Cured Zombie Villagers now retain their trades.
1.12.0beta zombie villager have sounds.
1.13.0beta zombie villager no longer spawn naturally, though still exist.
Legacy Console Edition
TU14CU11.04Added zombie villagers.
Added baby zombie villagers. However, they can be obtained only by having a zombie kill a baby villager, as a zombie spawn egg does not spawn them, due to baby zombies not being in game.
TU151.05The zombie villagers' rare loot drop have now been changed to be carrots, potatoes or iron ingots.
TU19CU71.12Zombie 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.
TU31CU191.22Patch 3Baby zombie villagers now drop experience.
Zombie villagers now drop a zombie head when killed by a charged creeper.
TU54CU451.56Patch 24Zombie Villagers no longer spawn from zombie spawn eggs or spawners, since they now have their own spawn egg.
TU60CU511.64Patch 30Baby zombie villagers 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.
TU69Patch 38 Zombie villagers now have their own sounds.
New Nintendo 3DS Edition
0.1.0Added Zombie Villagers.


Issues relating to "Zombie Villager" are maintained on the bug tracker. Report issues there.




  • Zombie villager never spawn with equipment in Bedrock Edition due having rendering issue with armor on them.