Zombie pigmen can spawn in the Nether, from nether portals, or from pigs struck by lightning. They have a 5% chance of spawning as baby zombie pigmen.
All zombie pigmen spawn with a golden sword, which has a small chance of being enchanted in Normal or Hard modes: from 0 to 25%. This chance varies depending on the regional difficulty as the sword's enchantment is from 5 to 23 levels.
In Java Edition, they appear inside one of the portal blocks on the bottom.
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.
It also has a 5% chance of becoming a chicken jockey.[JE only]
- 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.
- There is a 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.
- There is an 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 for adults or 12 for babies if killed by a player or tamed wolf.
The golden swords that are dropped have one to full durability.
If a zombie pigman wearing a carved 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.
Unlike zombies. a Zombie pigmen they cannot attack villagers
Zombie pigmen try to destroy any turtle eggs they see within 23 blocks away horizontally and 3 blocks away vertically, not counting the block they are standing in. When a zombie pigman is first spawned, it always detects nearby turtle eggs after exactly 2 seconds. However, if the turtle egg is placed after the zombie pigman spawned, it will take a amount of time before noticing the turtle egg and trying to break it.
Even though zombie pigmen are immune to magma blocks, they avoid walking over them. However, if they are spawned or pushed on to magma blocks, they would then path find normally on them.
Undead, they are:
- Damaged by the status effect Instant Health and healed by the status effect Instant Damage.
- Unaffected by the status effects Regeneration and Poison.
- Ignored by the wither and affected by Smite.
Zombie pigmen are not initially hostile, but all zombie pigmen within a 67×21×67 to 111×21×111 area centered on the attacked zombie pigman become aggressive and converge on the attacker (another mob or player) if any individual is attacked, unless the zombie pigman attacked is killed in one hit.[JE only] In addition, some zombie pigmen have the ability to spawn reinforcements when attacked (similar to zombies and which can rarely include actual zombies). This applies to any hit registered as coming from the player or other mobs, including deflected ghast fireballs, from sweep attacks, snowball and eggs, or a skeleton arrow. This does not include fireworks shot from crossbows, or dispenser-shot arrows.
Zombie pigmen remain hostile from 20 seconds to 27 minutes (limited by the Anger NBT tag type). Approaching within the player follow range (35 blocks +/- 5%) of an already hostile zombie pigman causes it to alarm and anger all zombie pigmen in a 40-block radius. Having constant line of sight with a hostile zombie pigman will cause it to alarm neutral zombie pigmen (within a 40-block radius) every 100 game ticks, or 5 seconds ONLY IF it is outside of its player follow range. A zombie pigman will remain hostile indefinitely if it is within entity processing areas and has direct line of sight with the player. Breaking direct line of sight will cause a hostile zombie pigmen to return neutral if their forgiveness timer (of 20 seconds to 27 minutes) is over. 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. They pursue players even if they have the Invisibility effect.
Neutral zombie pigmen do not prevent a player from sleeping.[JE only]
If a mob attacks a zombie pigman, they all become aggressive toward that mob, and when the mob is killed they remain aggressive for several seconds and attack any nearby player without provocation.[JE only]
Hostile zombie pigman have slightly different path finding than when they are neutral. For example, they would fall off edges that would cause them fall damage in attempt to reach the attacker where most other mobs would otherwise not do.
|Sound||Subtitle||Source||Description||Namespaced ID||Translation key||Volume||Pitch||Attenuation distance|
|Zombie Pigman grunts||?||?||?||?||16|
|Zombie Pigman angers||?||?||?||?||16|
|Zombie Pigman dies||?||?||?||?||16|
|Zombie Pigman hurts||?||?||?||?||16|
Zombified piglins 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[until JE 1.16]: The UUID of the last player that attacked the zombie pigman.
- HurtBy[upcoming: JE 1.16]: The UUID of the last player that attacked the zombie pigman, stored as four ints.
|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 25 mobs. In Java Edition 1.16[upcoming], elder guardians, ender dragons, endermites, hoglins, piglins, vexes, withers, and zoglins can also be killed for this advancement. Other mobs, if any, may be killed, but are ignored for this advancement.|
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 25 mobs. In Java Edition 1.16[upcoming], elder guardians, ender dragons, endermites, hoglins, piglins, vexes, withers and zoglins are also required for the advancement. Other mobs, if any, may be killed, but are ignored for this 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 have been presented as unarmed neutral creatures in a preview before the Halloween Update.|
|release||Added zombie pigmen.|
|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.|
|The drops of zombie pigmen are 0–2 cooked porkchops.|
|Zombie pigmen 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 0-2 rotten flesh instead.|
|1.0.0||Beta 1.9 Prerelease||Zombie pigmen now drop 0-1 gold nuggets and 0-1 rotten flesh.|
|All humanoid mobs have the bottom texture of the face flipped, resulting in a change in the model.|
|Beta 1.9 Prerelease 2||Zombie pigmen now naturally have 2 armor points, as 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 dropped with an enchantment. 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 may spawn with enchanted swords and have the capacity to wear any type of armor.|
|The sword that a zombie pigmen is carrying now increases the damage it deals.|
|Zombie pigmen may 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||release||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 drop only rotten flesh, rendering fully-automatic gold farms impossible.|
|14w04a||The above change has been partially reverted; zombie pigmen now drop gold nuggets no matter how they are killed.|
|14w06a||Zombie pigmen now use a different AI.|
|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.|
|Zombie Pigmans now use their attack animation like they did in Survival Test. This shows only when a zombie pigmen is holding a weapon. When a zombie pigman 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 pigmen.|
|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.|
|14w30a||The weapon holding position of zombie pigmen has been changed.|
|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 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 been changed.|
|Upcoming Java Edition|
|September 28, 2019||At MINECON Live 2019, it was announced that zombie pigmen are to be renamed to zombified piglins, as their unzombified counterpart, piglins, were announced as a new mob to be added in the Nether Update.|
|February 9, 2020||A new design for zombie pigmen is revealed.|
|1.16||20w07a|| An unused |
|Added piglins, which can be converted into zombie pigmen in the Overworld.|
|20w09a||"Zombie Pigman" has been renamed to "Zombified Piglin".|
|The textures and models of zombified piglins and baby zombified piglins have been changed. At the time, however, the texture of their skirts is not displayed correctly.|
|The ID of zombified piglins has been changed from |
|The texture of zombified piglins has been renamed from |
|20w13a||The textures of zombified piglins have been changed.|
|20w14a||The textures and models of zombified piglins and baby zombified piglins have been changed. The overlay textures on their skirts now displayed correctly. Also baby zombified piglins are no longer armed. The texture size has been changed from 128x64 to 64x64, and the layout of the parts of the ears has been changed.|
|20w19a||Piglins now become zombified piglins when in the End.|
|20w22a||The textures and models of zombified piglins and baby zombified piglins have been changed. They have now both arms raised.|
|Pocket Edition Alpha|
|0.5.0||Added zombie pigmen.|
|Zombie pigmen spawn only 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 also now drop rarely a gold ingot, instead of a carrot or potato.|
|build 2||Zombie pigmen can now spawn as babies.|
|Added chicken jockeys|
|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 and with enchanted armor.|
|build 12||Zombie pigmen now attack iron golems.|
|0.14.0||build 1||Replaced chicken jockeys: 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 are now faster when angered.|
|0.16.0||?||Baby zombie pigmen no longer can mount mobs.|
|?||Zombie pigmen no longer may spawn armored.|
|1.1.0||alpha 184.108.40.206||The entity ID has been changed from |
|?||Adult zombie pigmen are no longer rideable by their baby variants.|
|1.5.0||beta 220.127.116.11||Zombie pigmen now sink underwater.|
|Zombie pigmen no longer drown in water.|
|beta 18.104.22.168||Zombie pigmen now seek out turtle eggs and intentionally trample them.|
|1.10.0||beta 22.214.171.124||The textures of zombie pigmen and baby zombie pigmen have been changed.|
|1.13.0||beta 126.96.36.199||Adult zombie pigmen can now be ridden again by baby zombie, baby zombie villager and baby husk variants.|
|Upcoming Bedrock Edition|
|1.16.0||beta 188.8.131.52||Added piglins, which can be converted into zombie pigmen in the Overworld or the End.|
|The textures and models of zombie pigman have been changed.|
|"Zombie Pigman" has been renamed to "Zombified Piglin".|
|Zombified piglins now sometimes pick up dropped armor pieces and swords.|
|Zombified piglins now burn in sunlight again.|
|Zombified piglins now take damage from lava and fire.|
|beta 184.108.40.206||Zombified Piglins once again no longer burn on sunlight.|
|beta 220.127.116.11||Zombified Piglins are now immune to fire damage again.|
|beta 18.104.22.168||The model of the zombified piglin have now been changed. The head scale is now slightly smaller.|
|The texture of the zombified piglin have now been changed to match as Java edition 20w13a's.|
|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 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.|
|1.90||The textures of zombie pigmen and baby zombie pigmen have 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.
- Deaths of hostile zombie pigmen always register as kills by the player they are targeting, regardless of whether that player ever touched that pigman.[JE only]
- The zombie pigman is the only mob to have a "baby" variant that is texture is significantly different than its adult counterpart, with baby zombie pigmen missing the outer layer of their head and showing their skull. It instead appears inside of its head, which is a bug.
- This is actually the same case with baby zombies and their variants, which is visible only via Texture Packs.
- The zombie pigman's angry sound is played twice the speed of the original sound file in the game.[JE only]
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.
A zombie pigman from Pocket Edition before 0.11.0.
In other media
An official render of the zombie pigman by Mojang.