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A creature is a non-player figure that moves by itself and exhibits certain behavioral patterns of its own. The creatures are mainly divided into monsters and animals, but there are also golems and villagers.

Differentiation from other terms

The term mob is the equivalent of the German term "Kreatur" in the English gaming community, but is sometimes only used for "Monster". The term is an abbreviation for mobile.[1] This refers to all mobile game elements that can move by themselves and therefore have artificial intelligence (AI).
Outside the gaming community, the term in English is an abbreviation of Latin mobile vulguswhich describes an "agitated crowd".[2] This mob term was also borrowed into the German language.[3]

The term NPC is the abbreviation of engl. non-player character (German: Non-player figure) and denotes a figure that is friendly or neutral towards the player and is not controlled by a player.[4]. In Minecraft, the villagers are also known as NPCs. In the Education Edition there are special NPC creatures to enliven the environment and to provide information.

Types of creatures

There are mainly two different ones species of creatures, which are monsters and animals. Few creatures cannot really be assigned to these two species, which is why they form their own species. This classification is based on behaviorshowing the creature to the player. There are three different types of behavior a creature can exhibit. Creatures can behave aggressively, neutrally, or passively. It doesn't necessarily matter what kind of creature it is. While most monsters logically appear hostile, there are even some animals that show at least a neutral behavior and can be dangerous to the player if provoked. Some creatures change their behavior under certain circumstances and therefore do not clearly fit into any of the subgroups.

  • monster generally disappear in difficultyPeaceful
    • Neutrals Monsters only become aggressive when they are provoked by an attack. Usually they become neutral again after a while. Both spider species become aggressive not only from attacks, but also from a lack of daylight.
    • Aggressive Monsters attack the player as soon as they notice him. Most creatures require visual contact with the player, some can see him through walls or from a distance.
    • Boss monsters are unique and particularly difficult to defeat aggressive monsters that drop an extraordinary amount of experience after their death. A boss monster can be recognized by the life indicator as a boss bar at the top of the screen. Unlike other monsters, the boss monster of the end (the ender dragon) disappears in difficulty Peaceful does not, but no longer attacks the player directly.
  • Animals remain independent of the level of difficulty, they are modeled on real animals.
    • Passive Animals never attack the player. If they are attacked themselves, they usually try to flee.
    • Neutrals Animals only become aggressive when they are provoked by the player. Usually they become neutral again after a while.
  • Golems remain in the level of difficulty peacefully and can be assembled by the player. They are usually passive towards the player and aggressive towards certain aggressive creatures.
  • Villager remain in the level of difficulty peacefully and can trade. They are passive towards the player and inhabit villages.

Groups of creatures

In addition to the division into different types, a few creatures are also assigned to a creature group. There are a total of three groups on which certain influences from their environment have different effects than on most creatures.

Undead creatures

On living DeadCreatures a potion of direct healing or harm has the opposite effect; Potions of regeneration or poisoning do not affect them at all. All of these creatures take additional damage from the Ban enchantment. Undead creatures cannot die in water because of a lack of air.


Creatures that deny the Arthropods receive additional damage from the Arthropod Nemesis enchantment.


Illager are evil villagers who typically live in forest estates, but also appear in raids, patrols, and looter outposts. In contrast to the other two groups of creatures, they have no real special features. Their only special behavior is that they attack villagers. Minecraft Dungeons Exclusive: Illager receive additional damage from the "Nemesis of Illager" enchantment.


This section only gives an overview of the most important characteristics of all creatures. Details are reserved for the main pages of each creature. A particular creature's characteristics are stored in its creature data. Summaries and in-depth information on specific subject areas can be found in the respective main articles, which are linked here.

In general, all creatures take damage should they be attacked in any form. Most creatures are harmed by all environmental factors that affect the player as well. Some creatures are immune to certain types of damage, such as B. Creatures of the Nether against lava and fire damage. If a creature is simply in the area without engaging in a direct activity like monsters attacking the player, it emits certain noises, although there are of course a few exceptions, such as the creeper.


  • All creatures move randomly through the game world, most walking or hopping, some flying and swimming (although land creatures also swim when they get into water). Some creatures can also teleport (at least occasionally).
  • The movements are not entirely random, however. Creatures usually avoid abysses, water, lava, and cacti. One block high climbs are overcome, ladders, tendrils and doors are usually recognized and used.
  • Creatures can damage arable land by jumping.
  • Most animals will turn to the player every now and then when he is near them.
Fighting behavior
  • If the player comes into the detection range of one or more aggressive monsters or if he in turn provokes a neutral creature, a fight ensues. Some creatures show some kind of pack behavior and attack an enemy together, even if only one creature was attacked. A fight usually ends with the extinction of one of the two fighting parties. If the player leaves the hostile creatures' perception range, they usually leave him again.
  • Every now and then there is also fighting between creatures. Some creatures help the player in combat or are aggressive towards other creatures on their own initiative. Occasionally, monsters accidentally injure each other and then fight.
  • Monsters attack in close or long-range combat, some with both types of attack. Some monsters can also trigger status effects. Some monsters have put on weapons or pieces of armor.
  • Some monsters can cause massive damage to the game world in combat.


Main article: Spawn
  • Most creatures naturally spawn in the game world over and over again. Some creatures only spawn under certain conditions. For some creatures, spawning must be initiated specifically by the player.
  • Often creatures appear in small groups, but there are also solitary animals.
  • In creative mode, many creatures can also be brought into the world through spawn eggs. When cheating is activated, creatures can be spawned by the command.
  • Animals can usually be reproduced in a targeted manner. Naturally generated spawners exist for some monsters.
  • monster despawn again under certain conditions. Despawn most animals, as well as golems, villagers and boss monsters No way.


Main article: Drops

Most creatures drop useful items when they die, and they give experience if killed by the player. Young animals are generally excluded from this. Most creatures have the enchantmentplunder an influence on the amount of possible drops.

Overview of the monsters

Monsters are vicious creatures, most of which aim to attack the player immediately upon visual contact. There are all sorts of monsters, each with their own behavior and methods of fighting. While the common monsters appear every night on the surface of the upper world, or everywhere in Nether and Ende, many monsters only appear in certain structures.

They just appear and just as easily disappear. If you want to prevent the possible disappearance of a monster, you can rename it with a name tag.

It is often worthwhile for the player to explore the previously named structures with the rare monsters, as with a little luck valuable treasures can be found there.

Ordinary monsters

The monsters listed here can appear anywhere in the respective dimension. It does not matter which specific place in the dimension it is. It just matters that the floor is not made up of transparent blocks and that there is enough space to spawn.

Apart from nether creatures, a monster can only spawn as long as the light level is less than eight. Therefore, the monsters listed for the overworld also spawn on the surface at night.

In the overworld, not even the biome plays a role in spawning. The only exception in this case is the mushroom island and its variant, the mushroom island coast, where only mossrooms and bats can spawn.

The monsters appear with different frequencies, which is why you rarely meet, for example, combined creatures, and on the other hand in the Nether almost only zombified Piglins can be found.

monster Additional occurrences Special properties since
Upper world

  • Through special spawners in dungeons with light levels <8
  • As reinforcement for all types of zombies at light levels <10
  • Burn in daylight
  • Occasionally pick up items and armor
  • Occur as children in 5% of cases
  • Pursue villagers and can turn them into zombie villagers
  • Ability in difficultyHeavy and smash wooden doors in hardcore mode
  • Spawn more zombies for reinforcement
Survival Test0.24

  • Burn in daylight
  • Circle the player and shoot him with a bow
  • Maintain a certain distance from the player, if they are too close they will quickly align
  • Escape from wolves and dogs
Survival Test0.24

  • Escape from ocelots and cats
  • Explode near the player
  • When struck by lightning, they cause even more damage
Survival Test0.24

  • Through special spawners in dungeons with light levels <8
  • Requires area of ​​3 × 3 rams to spawn
  • Become neutral in sunlight and become aggressive again through attacks or darkness
  • Can climb walls
  • Are pretty quick
Survival Test0.26

Spider rider
  • Has the abilities of the spider, but uses the attack behavior of the skeleton
  • Runs as fast as the player
  • Skeleton can accidentally hit the spider, whereupon it is attacked by the spider
  • The skeleton burns in daylight, and the spider is left alone

Zombie villagers
  • Generation as residents of zombie villages
  • One-time generation per igloo with laboratory cellar
Full version 1.4(12w32a)

  • Attack the player with throwing potions
  • Drink different potions yourself to z. B. to heal or to make immune to certain environmental influences
Full version 1.4(12w38a)

Chicken rider
  • Consists of chicken and any variant of a zombie child
  • When falling, the chicken flaps its wings and neither takes any fall damage when it comes up
  • Move very quickly
Full version 1.7.4(13w49a)

Zombified Piglin
  • Get aggressive when any Zombified Piglin is attacked
  • Attack in groups and cause great damage with their gold swords
  • Spawn zombies for reinforcement

  • Shoot with exploding fireballs that can deactivate the nether portal
  • Fly around indiscriminately, never land
  • Dive every now and then while flying in the lava sea

Magma cube
  • Of course, they come in three sizes
  • Split into the next smaller variant when they die, the smallest variant dies
  • Naturally have armor points
Full version 1.0(Beta 1.9-pre1)

Zombified Piglin Chicken Rider
  • Consists of chicken and any variant of a Zombified Piglin
  • When falling, the chicken flaps its wings and neither takes any fall damage when it comes up
  • Move very quickly
  • Doesn't burn in daylight in contrast to the normal hen rider
Full version 1.7.4(13w49a)

  • Often spawn in groups of 4 in the Crimson Forest
  • There is a 25% chance they will spawn as baby wartlings
  • Are hostile
  • Stay away from tangled mushrooms
Full version 1.16(20w06a)

  • Spawn in groups of 1 to 3 in the Crimson Forest.
  • Every Piglin has a 25% chance of being a baby
  • Piglins can also appear in golden armor on occasion
  • Are hostile to the player unless the player is wearing gold armor
Full version 1.16(20w07a)

Piglin barbarian
  • Spawns when generating bastion ruins
  • However, they do not spawn afterwards
  • Unlike Piglins, they are always hostile to the player
Full version 1.16.2(20w27a)
Different dimensions

  • Get aggressive when the player looks them in the eyes or attacks them
  • Can teleport and thereby avoid all projectiles
  • Can pick up certain blocks and place them elsewhere
  • Damage from water
  • Doesn't burn in sunlight, but immediately tries to teleport to a shady place
Beta1.8(Beta 1.8-pre1)

Rare monsters

Some monsters only appear in very specific places in their respective dimensions. Often these are only individual structures, but some monsters only appear in certain biomes.

There are also few monsters that do not spawn naturally and only arise from a specific event.

monster Occurrence Special properties since
Upper world

  • Entire upper world in special chunks (layer ≤ 40)
  • Depending on the moon phase in the swamp and swamp hills with light level <8
  • Come in three sizes
  • Split into the next smaller variant when they die, the smallest variant dies
  • The smallest variant does not cause any damage

  • When the player is absent, crawl into adjacent stone blocks and transform them into infested stones
  • Leaving their infested stones, a silverfish in the vicinity should be attacked by a player
Beta1.8(Beta 1.8-pre1)

Cave spider
  • Are only half a block high and so get through tiny openings
  • Cause when attacking the player from difficulty levelnormal the poisoning effect
Beta1.8(Beta 1.8-pre1)

  • Live in water and can swim around freely
  • Survive on land but hop around in panic
  • Attack squids and the player with a magical beam
  • Damage to the player if this attacks them, they should have their spikes extended
Full version 1.8(14w25a)

Great Guardian
  • Generated three times as part of ocean monuments
  • Do not spawn again and are therefore only available to a limited extent
  • All players in their environment continuously suffer from dismantling paralysis for several minutes
  • Moving freely in the water like guards, hopping on land in panic
Full version 1.8(14w25a)

Skeleton rider
  • Always wears an enchanted helmet and bow
  • Moves very quickly because of the horse
  • After the death of the skeleton, the player can ride the skeleton horse
Full version 1.9(15w38a)

Desert zombie
  • On the surface of the desert and its variants at light level <8
  • Are bigger than ordinary zombies
  • Cause the status effect Hunger when attacked
  • Do not burn in daylight
Full version 1.10(16w20a)

Ice hikers
  • Acts like an ordinary skeleton
  • Shoot the player with arrows that cause slowness
Full version 1.10(16w20a)

  • Are generated as part of forest properties
  • Do not spawn again and are therefore only available to a limited extent
  • Whenever the player or a villager sees them, pull out an iron ax and attack them
  • They were given a name tag too Johnny renamed, they attack almost all creatures
Full version 1.11(16w39a)

  • Are generated as part of forest properties
  • Do not spawn again and are therefore only available to a limited extent
Full version 1.11(16w39a)

  • Creation by a spell of magicians
  • Support the magician in the fight against the player or villagers
  • Can fly, even through blocks
  • Fighting with an iron sword
  • Can't survive in the world for more than two minutes
Full version 1.11(16w39a)

  • At night, near players who have not slept in at least 60 minutes
  • Appear in swarms and draw circles in the sky
  • When a player is discovered, immediately falls on them and attacks them
  • After the attack, climb back up to the usual altitude in a steep flight to wait for the next attack
Full version 1.13(18w07a)

Drowned man
  • Only attacks players who are in the water
Full version 1.13(18w11a)

  • Assault villagers, gamblers, traveling merchants and iron golems with a crossbow
  • Switch to hand-to-hand combat when they are completely submerged in the water
  • Don't attack if you don't have a weapon
  • Running to pursue their goals, however, are not quite as fast as a sprinting player
  • The leader carries a banner on his head. If he is killed, the player receives the bad omen status effect, which immediately starts a raid when the player enters a village
Full version 1.14(18w43a)

  • During raids, usually with a looter on his back
  • Attack players, villagers and iron golems
  • Destroys leaves and all plants grown
  • When a looter rides them, they follow his AI
  • There is a certain probability that they will freeze if a player blocks their attack with a shield, cannot attack for about three seconds and will then run faster towards the player
Full version 1.14(18w43a)

  • Shoot volleys of non-explosive fireballs
  • Can float in the air, but only fly up or down
  • If you attack the player without visual contact, all other tones in an area of ​​48 blocks will alert
Full version 1.0(Beta 1.9-pre1)

Full version 1.4(12w36a)

  • Are generated as part of final settlements
  • Do not spawn again and are therefore only available to a limited extent
  • Their shell is the size of a block that they occasionally open to attack
  • They have 20 armor points hidden in their block
  • Shoot shulker projectiles that follow the player and induce him to float
  • Remain even at the level of difficultyPeaceful exist in the world, then do not attack
Full version 1.9(15w31a)
Different dimensions

  • Appear with a chance of 120 (5%) when an end pearl hits a block, regardless of the dimension
  • Are attacked and killed by Endermen
  • Disappeared from the world after two minutes
Full version 1.8(14w11a)

Boss monsters

Boss monsters stand out from the other monsters due to their more pronounced behavior patterns and a significantly higher degree of difficulty in defeating them. In contrast to almost all other creatures, the player will not come across them randomly anywhere in the world. They are clearly recognizable by a special life indicator, which is shown as a boss bar.

The ender dragon lives in its own dimension, the end. There it circles over a large island in the middle of the dimension. The player must defeat him in order to be able to leave the dimension again and to find out more secrets of this distant world.

The wither, on the other hand, cannot be found anywhere in the world. It has to be built by the player, just like the golems. Obtaining the necessary blocks is complicated because witherskeletal skulls are required. However, if you have achieved this and succeed in defeating the Wither, you get the opportunity to build a powerful beacon.

Overview of the animals

Animals can only be found in the upper world. There they appear in almost all biomes.

There are common animals that appear in every biome where animals can spawn. The majority of the animals are somewhat rarer, however, they are only found in selected biomes.

While the monsters are constantly being re-spawned every night, animals do not disappear from the world. Therefore, they usually do not spawn again, only in the rare case that there are less than ten animals in the currently loaded area of ​​the world, they are re-spawned.

Animals have various uses for the player. While most animals can be used as a source of food, but also generally as a source of resources through their meat, some animals have very special properties. They can be used as riding animals or pack animals, right up to permanent helpers in combat.

Animals can be given their own name with a name tag, which is particularly useful for such farm animals. To prevent animals from running away without locking them up directly, they can be leashed.

Ordinary animals

The four oldest animals in the game can be found anywhere in the overworld. To spawn, you only need blocks of grass as a floor covering and a light level above 8.

There are few biomes in which these animals cannot appear, even if there are blocks of grass there. This includes the ocean and the mushroom island with their respective variants, all types of beaches, rivers and the desert as well as the table mountains with their variants.

Animals can never spawn in a dimension other than the upper world, but they can be transported there through a portal.

Rare animals

The majority of animals are somewhat rarer because they are only found in certain biomes of the upper world.

In most cases they also stand out from normal animals in that they have special abilities and thus represent a certain benefit beyond a source of food for the player. Many of the animals can also be tamed.

animal Occurrence Special properties since

Full version 1.0(Beta 1.9-pre1)

  • Escape from the player and other creatures by hooking them
  • Occur depending on the biome with a suitable coat color
  • Destroying grown carrots
Full version 1.8(14w27a)

  • Attack as soon as the player approaches their boy or attacks them
  • Stand on your hind legs when attacking
  • Can swim faster than the player
Full version 1.10(16w20a)

  • Move more slowly on land than in water
  • Swim in the water every now and then, but keep returning to their home beach
  • After they have mated, they lay eggs on the beach from which young animals hatch and immediately go into the water
Full version 1.13(18w07a)

  • Swim around in schools of up to nine fish in the ocean
  • Flee as soon as the player approaches
  • Can be caught with a fishing bucket
Full version 1.13(18w08b)

  • Swim around in schools of up to six fish in the ocean
  • Flee as soon as the player approaches
  • Can be caught with a fishing bucket
Full version 1.13(18w08b)

Puffer fish
  • Swims around in the ocean alone
  • Inflates when approaching an enemy
  • If you get too close, he will poison the player and stab him
  • Can be caught with a fishing bucket
Full version 1.13(18w08b)

Tropical fish
  • Swim around in schools of up to nine fish in the ocean
  • Flee as soon as the player approaches
  • Can be caught with a fishing bucket
Full version 1.13(18w10a)

  • Swim around in the ocean in small groups
  • Sometimes jumps out of the water
  • Is attracted by dropped objects
Full version 1.13(18w15a)

  • In addition to the normal panda, there are six different panda personalities with different characteristics and faces
  • The personality traits are passed on as genes through heredity
  • Pandas eat dropped bamboo and cake
  • Sufficient bamboo must grow in the area for breeding
Full version 1.14(18w43a)

  • In the taiga and all taiga variants