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VOOZH | about |
{
"title": "Drowned",
"rows": [
{
"field": "20<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=โค๏ธ)</span> ร 10</span> <br> 40<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=โค๏ธ)</span> ร 20</span> to 100<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=โค๏ธ)</span> ร 50</span> (leaders)โ<sup class=\" nowrap Inline-Template \" title=\"\">[<i><span title=\"This statement only applies to Java Edition\">(link to Java Edition article, displayed as JE) only</span></i>]</sup>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "2 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"2 armor point\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=๐ก)</span>)",
"label": "(link to Armor#Natural armor article, displayed as Armor points)"
},
{
"field": "Neutral",
"label": "Behavior"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite undead.png article, displayed as 16x16px|link=Undead|alt=|class=pixel-image|)</span>(link to Undead article, displayed as <span class=\"sprite-text\">Undead</span>)</span><br><span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite monster.png article, displayed as 16x16px|link=Monster|alt=|class=pixel-image|)</span>(link to Monster article, displayed as <span class=\"sprite-text\">Monster</span>)</span>",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "'''Adult In (link to Java Edition article, displayed as ''Java Edition''):'''<br>Height: 1.95 blocks<br>Width: 0.6 blocks<br>\n'''Adult In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>Height: 1.9 blocks<br>Width: 0.6 blocks<br>\n'''Gurgle:'''<br>Height: 0.98 blocks<br>Width: 0.49 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.23<br>0.35 (gurgle)",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "0%โ5%",
"label": "(link to Attribute#knockback_resistance article, displayed as Knockback<br/>resistance)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Drops#Equipped items article, displayed as Natural<br/>equipment)"
}
],
"invimages": [
"Drowned Spawn Egg"
],
"images": [
"Drowned JE2.png",
"Drowned BE2.png",
"Baby Drowned JE3.png",
"Baby Drowned BE4.png"
]
}
Drowned are common neutral underwater zombie variants that spawn in oceans, rivers, and dripstone caves, or when zombies drown. They primarily attack through melee attacks, but may also come armed with tridents that they can throw at range. A baby drowned is referred to as a gurgle.[1]
Drowned spawn naturally at water blocks that emit light level of 0 and internal sky light level being 7 and below in all ocean biomes, aquifers in the dripstone caves biome, and river biomes. They spawn at higher rates in rivers and dripstone caves than in ocean biomes.
In Java Edition, drowned spawn individually inside flowing water or source water that is 2 blocks or taller (this can include waterlogged blocks or bubble columns). In ocean biomes and dripstone caves, drowned spawn at Y < 58; this restriction does not apply to rivers meaning they can also spawn during the day in that biome as long as it is deep enough for the sky light level to reach 7 and below.
In Bedrock Edition, drowned spawn in groups of 2-4 in oceans, frozen rivers, and dripstone caves while they spawn individually in rivers inside flowing water or source water of any depth, but they spawn at higher rates in water that is 2 blocks or taller.โ[more information needed] They spawn only on the surface that is on the highest spawnable block at any given X, Z coordinate. They count toward the monster population control cap and also have their own density caps of 5 in oceans and 2 in rivers. They can spawn during the day as long as the water is deep enough for the sky light level to reach 7 and below.
Drowned have a chance to spawn with either a trident or a fishing rod in their main hand, and occasionally with a nautilus shell in their offhand. In Java Edition, when spawned as a gurgle they also have a small chance to spawn riding a chicken, creating a drowned chicken jockey. They are the only Overworld zombie variant within the game that cannot spawn naturally with any armor.
| Category: Monster | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| ๐ Image River | 100โ615 | 16.26% | 1 | 100 | 1 |
| ๐ Image Dripstone Caves[spawn 1] | 95โ610 | 15.57% | 4 | 100 | 2โ4 |
| ๐ Image Warm Ocean[spawn 2] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Deep Lukewarm Ocean[spawn 1] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Cold Ocean[spawn 1] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Deep Frozen Ocean[spawn 1] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Deep Cold Ocean[spawn 1] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Deep Ocean[spawn 1] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Lukewarm Ocean[spawn 1] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Frozen Ocean[spawn 1] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Ocean[spawn 1] | 5โ520 | 0.96% | 1 | 100 | 2โ4 |
| ๐ Image Frozen River | 1โ516 | 0.19% | 1 | 5 | 2โ4 |
Drowned spawn during the generation of certain ocean ruin structures. These drowned do not naturally despawn unless the world is set to Peaceful difficulty.
When spawning mounted on a zombie nautilus, the zombie nautilus is also persistent (does not despawn).
If a zombie's head (not the legs) is submerged in water continuously for 30 seconds, it begins the process of converting into a drowned. The zombie begins shaking, similar to the effect seen while a zombie villager is being cured. At this point, the process cannot be stopped, and 15 seconds later the zombie becomes a drowned. The drowned appears with full health even if the previous zombie did not.
In Bedrock Edition only, an item being held or worn by a zombie when it transforms into a drowned, whether it was picked up or naturally equipped, is automatically dropped with an 100% drop rate at full durability. In Java Edition, the converted drowned keeps the equipped items.
Only normal zombies can transform into drowned, while zombie villagers and zombified piglins cannot. For husks, they first transform into a regular zombie, and subsequently convert to a drowned in the usual fashion. The zombie that is converted from a husk always has full health even if converted from a damaged husk.
When an adult drowned spawns outside of (frozen) river biomes, either naturally or as part of a structure, and is wielding a trident in its main hand, it has a 50% chance to spawn riding a zombie nautilus, i.e. as a zombie nautilus jockey.
On Hard difficulty, all drowned have a 0-10% chance to spawn other drowned as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of drowned spawn as leaders, getting a 50-75% boost to that chance. Reinforcements can only spawn in at least 2 block tall water.
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| ๐ Image | Rotten Flesh | 0โ2 | 66.67% | 1.00 | 0โ3 | 83.33% | 1.50 | 0โ4 | 91.67% | 2.00 | 0โ5 | 94.44% | 2.50 |
| ๐ Image | Copper Ingot[A] | 0โ1 | 11.00% | 0.11 | 0โ1 | 13.00% | 0.13 | 0โ1 | 15.00% | 0.15 | 0โ1 | 17.00% | 0.17 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| ๐ Image | Rotten Flesh | 0โ2 | 2โ3 | 1 | 0โ3 | 5โ6 | 3โ2 | 0โ4 | 11โ12 | 2 | 0โ5 | 17โ18 | 5โ2 |
| ๐ Image | Copper Ingot[A] | 0โ1 | 11โ100 | 11โ100 | 0โ1 | 13โ100 | 13โ100 | 0โ1 | 3โ20 | 3โ20 | 0โ1 | 17โ100 | 17โ100 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| ๐ Image | Rotten Flesh | 0 | 1โ3 (33.33%) | 1โ6 (16.67%) | 1โ12 (8.33%) | 1โ18 (5.56%) |
| 1 | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ4 (25.00%) | 1โ6 (16.67%) | ||
| 2 | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ3 (33.33%) | 5โ18 (27.78%) | ||
| 3 | 0 | 1โ6 (16.67%) | 1โ4 (25.00%) | 5โ18 (27.78%) | ||
| 4 | 0 | 0 | 1โ12 (8.33%) | 1โ6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1โ18 (5.56%) | ||
| Average | 1 (1.00) | 3โ2 (1.50) | 2 (2.00) | 5โ2 (2.50) | ||
| ๐ Image | Copper Ingot[A] | 0 | 89โ100 (89.00%) | 87โ100 (87.00%) | 17โ20 (85.00%) | 83โ100 (83.00%) |
| 1 | 11โ100 (11.00%) | 13โ100 (13.00%) | 3โ20 (15.00%) | 17โ100 (17.00%) | ||
| Average | 11โ100 (0.11) | 13โ100 (0.13) | 3โ20 (0.15) | 17โ100 (0.17) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| ๐ Image | Rotten Flesh | 1.00 | 1.50 | 2.00 | 2.50 |
| ๐ Image | Copper Ingot[A] | 0.11 | 0.13 | 0.15 | 0.17 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| ๐ Image | Rotten Flesh | 0โ2 | 66.67% | 1.00 | 0โ3 | 66.67% | 1.33 | 0โ4 | 66.67% | 1.67 | 0โ5 | 66.67% | 2.00 |
| ๐ Image | Copper Ingot[A] | 0โ1 | 11.00% | 0.11 | 0โ1 | 13.00% | 0.13 | 0โ1 | 15.00% | 0.15 | 0โ1 | 17.00% | 0.17 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| ๐ Image | Rotten Flesh | 0โ2 | 2โ3 | 1 | 0โ3 | 2โ3 | 4โ3 | 0โ4 | 2โ3 | 5โ3 | 0โ5 | 2โ3 | 2 |
| ๐ Image | Copper Ingot[A] | 0โ1 | 11โ100 | 11โ100 | 0โ1 | 13โ100 | 13โ100 | 0โ1 | 3โ20 | 3โ20 | 0โ1 | 17โ100 | 17โ100 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| ๐ Image | Rotten Flesh | 0 | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ3 (33.33%) |
| 1 | 1โ3 (33.33%) | 1โ6 (16.67%) | 1โ12 (8.33%) | 1โ18 (5.56%) | ||
| 2 | 1โ3 (33.33%) | 1โ3 (33.33%) | 1โ4 (25.00%) | 1โ6 (16.67%) | ||
| 3 | 0 | 1โ6 (16.67%) | 1โ4 (25.00%) | 2โ9 (22.22%) | ||
| 4 | 0 | 0 | 1โ12 (8.33%) | 1โ6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1โ18 (5.56%) | ||
| Average | 1 (1.00) | 4โ3 (1.33) | 5โ3 (1.67) | 2 (2.00) | ||
| ๐ Image | Copper Ingot[A] | 0 | 89โ100 (89.00%) | 87โ100 (87.00%) | 17โ20 (85.00%) | 83โ100 (83.00%) |
| 1 | 11โ100 (11.00%) | 13โ100 (13.00%) | 3โ20 (15.00%) | 17โ100 (17.00%) | ||
| Average | 11โ100 (0.11) | 13โ100 (0.13) | 3โ20 (0.15) | 17โ100 (0.17) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| ๐ Image | Rotten Flesh | 1.00 | 1.33 | 1.67 | 2.00 |
| ๐ Image | Copper Ingot[A] | 0.11 | 0.13 | 0.15 | 0.17 |
Adult drowned drop 5XP and an additional 1โ3XP per naturally-spawned equipment if killed by a player, axolotl or tamed wolf. Gurgles drop 12XP and an additional 1โ3XP per naturally-spawned equipment if killed by a player, axolotl or tamed wolf.
Any picked-up equipment has a 100% chance of dropping, and drops without changing the damage that has accumulated on it.
Java Edition
For naturally-spawned drowned:
A drowned holding a trident or fishing rod has an 8.5% chance to drop it when killed by a player or tamed wolf. The chance is increased by 1% per level of Looting, up to a max of 11.5% with Looting III. This means that killing 8 drowned with tridents without the Looting enchantment or 6 with Looting III, will have a greater than 50% chance of getting a trident.
A drowned holding a nautilus shell always drops it.
Zombies converted to drowned are never equipped with new items. They keep any equipment the zombie had before conversion.
On Halloween, a drowned may spawn wearing a carved pumpkin or jack o'lantern. However, they do not drop them, even when killed with Looting.
Bedrock Edition
For naturally-spawned drowned:
A drowned holding a trident or fishing rod has a 25% chance to drop it when killed by a player or tamed wolf. This chance is increased by 1% per level of Looting, up to a max of 28% with Looting III. This means that killing 3 drowned with tridents without the Looting enchantment or 2 with Looting III, will have a greater than 50% chance of getting a trident.
For converted drowned:
Zombies converted to drowned are never equipped with tridents. Any equipment the zombie had before conversion is dropped.
Farms that convert zombies into drowned produce all of naturally-spawned equipment dropped by zombies, as well as fishing rods, copper ingots, and (in Bedrock Edition) nautilus shells.
A drowned farm must be designed to harvest naturally-spawned drowned to produce tridents in all game editions and nautilus shells in Java Edition.
During the day, drowned stay on the floor of the body of water they are in, unless provoked.
If on land during the daytime, drowned seek out nearby water or shade. They sometimes step onto land but quickly return to the water.
Drowned seek out turtle eggs within 10 blocks in Bedrock Edition and 24 blocks in Java Edition. They stomp on turtle eggs until the eggs break. Drowned can even jump over a 1-block gap to reach a turtle egg successfully, even if the egg is raised 1 block higher than the gap.
Drowned are passiveโ[JE only] or neutralโ[BE only] during the day if no player in range is touching the water.
They are immune to guardians or elder guardians attacks. They also have a small chance to be immune to knockback when damaged.[2]
Drowned can be damaged by a fully-powered conduit within a distance of 8 blocks.
In Bedrock Edition, drowned can mount and ride any untamed zombie nautilus that they collide with, but they do not actively search for zombie nautiluses to mount. However, 15% of gurgles can actively search for one.
Like spiders and endermen, drowned have eyes (in addition to their noses and mouths) that appear to glow in Bedrock Edition, although they do not produce light. With Vibrant Visuals, all bright parts in the first layer are emissive and glow in the dark.
In Java Edition, drowned are never spawned as part of a zombie siege, but if a drowned naturally spawns nearby, it will join the siege and behave like all other zombies.
They are always hostile toward axolotls. Like other zombie variants, they chase and attack villagers, wandering traders, snow golems,โ[BE only] baby turtles, and iron golems, but only at night or in dark areas.
If a drowned kills a villager, either with a melee attack or with a trident, the villager has a chance of turning into a zombie villager (a 0% chance on Easy difficulty, a 50% chance on Normal, and a 100% chance on Hard).
During the day, drowned ignore players on land and in boats, only attacking if the player enters the water.
In Java Edition, a drowned is also neutral if it is equipped with a trident during the daytime, only attacking the player if provoked. During the night or in thunderstorms, they become hostile and attack any player or baby turtle they see, without provocation.
Every drowned has a melee attack, and if it spawns with a trident, the trident is used as a ranged weapon. A drowned with a trident can throw it every 1.5 seconds, sending it up to 20 blocks away. Thrown tridents cannot be picked up by the player, just like arrows shot by skeletons. In Bedrock Edition, a drowned with a trident also uses a melee attack if their target is within a 3 blocks distance.
A drowned's trident can be enchanted. The Loyalty, Impaling, and Channeling enchantments work the same as they would for a player, while Riptide has no effect for drowned.
A drowned equipped with a trident continues throwing it at the player even after the player leaves the water, or gets a long distance away.[3] It also attacks any player that attacks it or another drowned. However, it is not provoked by a player killing another drowned in one hit.โ[JE only][4]
If one drowned is hit by another drowned's thrown trident, the attacked drowned ignores it. โ[JE only]
Sometimes,โ[more information needed] drowned do not immediately become aggressive toward a player when the player first enters the water. However these are not "passive" drowned, but slow or non-movers which more-often will melee attack when the player draws closely.
Up to 10% of drowned spawn with the ability to break wooden and copper doors on Hard difficulty.
Some drowned spawn with the ability to pick up loot that is on the ground. That includes armor and weapons or tools just like regular zombies. Unlike zombies however, they can also pick up tridents, which they always prefer over anything else.
Being an undead mob, they are:
As they are monsters, golden dandelions do not work on gurgles.
Drowned use a swimming animation similar to the player. They use this animation whenever they try to pathfind to a player that is either below or above them; if the player is on the same ground level, the drowned simply walk toward them. Drowned also use this animation if they are tracking a player while they are not standing on a solid block. Their hitbox does not change when using this animation.
If they hold a nautilus shell or anything else in their offhand, their arms are in the same posture as a player's. When attacking, they use the player's attacking animation. Still, they use the same swimming animation when tracking a player underwater.
In Bedrock Edition, 15% of naturally spawned gurgles can start riding a mob and become a jockey when it tries attacking. A jockey mob ridden by a gurgle will adapt to the speed of its rider. A gurgle can ride:
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| โDrowned gurgles | Hostile Mobs | Randomly while on land | entity.drowned.ambient | subtitles.entity.drowned.ambientโ | 0.9 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โDrowned gurgles | Hostile Mobs | Randomly while in water | entity.drowned.ambient_water | subtitles.entity.drowned.ambient_waterโ | 0.9 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โDrowned hurts | Hostile Mobs | When a drowned is damaged while on land | entity.drowned.hurt | subtitles.entity.drowned.hurtโ | 0.9 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โDrowned hurts | Hostile Mobs | When a drowned is damaged while in water | entity.drowned.hurt_water | subtitles.entity.drowned.hurtโ | 0.9 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โDrowned dies | Hostile Mobs | When a drowned dies while on land | entity.drowned.death | subtitles.entity.drowned.deathโ | 0.9 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โDrowned dies | Hostile Mobs | When a drowned dies while in water | entity.drowned.death_water | subtitles.entity.drowned.deathโ | 0.9 | 0.8โ1.2 (Baby: 1.3โ1.7) | 16 | |
| โFootsteps | Hostile Mobs | While a drowned is walking on land | entity.drowned.step | subtitles.block.generic.footstepsโ | 0.15 [sound 1] | 1.0 [sound 1] | 16 | |
| โDrowned swims | Hostile Mobs | While a drowned is swimming | entity.drowned.swim | subtitles.entity.drowned.swimโ | Around 0.003 [sound 2] | 0.6โ1.4 | 16 | |
| โDrowned throws Trident | Hostile Mobs | When a drowned throws a trident | entity.drowned.shoot | subtitles.entity.drowned.shootโ | 1.0 | 5โ6-1.25 | 16 | |
| โZombie infects | Hostile Mobs | When a drowned infects a villager | entity.zombie.infect | subtitles.entity.zombie.infectโ | 2.0 | 0.8โ1.2 | 16 | |
| โDoor shakes | Hostile Mobs | While a drowned is breaking a wooden door | entity.zombie.attack_wooden_door | subtitles.entity.zombie.attack_wooden_doorโ | 2.0 | 0.8โ1.2 | 16 | |
| โDoor breaks | Hostile Mobs | When a drowned breaks a wooden door | entity.zombie.break_wooden_door | subtitles.entity.zombie.break_wooden_doorโ | 2.0 | 0.8โ1.2 | 16 | |
| โTurtle Egg stomped | Hostile Mobs | When a drowned is jumping on turtle eggs | entity.zombie.destroy_egg | subtitles.entity.zombie.destroy_eggโ | 0.5 | 0.9โ1.1 | 16 | |
| โZombie converts to Drowned | Hostile Mobs | When a zombie converts to a drowned | entity.zombie.converted_to_drowned | subtitles.entity.zombie.converted_to_drownedโ | 2.0 | 0.8โ1.2 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| โ ? | Hostile Mobs | Randomly while on land | mob.drowned.say | โ ? | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โ ? | Hostile Mobs | Randomly while in water | mob.drowned.say_water | โ ? | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โ ? | Hostile Mobs | When a drowned is damaged while on land | mob.drowned.hurt | โ ? | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โ ? | Hostile Mobs | When a drowned is damaged while in water | mob.drowned.hurt_water | โ ? | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โ ? | Hostile Mobs | When a drowned dies while on land | mob.drowned.death | โ ? | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โ ? | Hostile Mobs | When a drowned dies while in water | mob.drowned.death_water | โ ? | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โ ? | Hostile Mobs | While a drowned is walking on land | mob.drowned.step | โ ? | 1.0 | 0.8โ1.2 (Baby: 1.3โ1.7) | |
| โ ? | Hostile Mobs | While a drowned is swimming | mob.drowned.swim | โ ? | 1.0 | 0.8โ1.2 | |
| โ ? | Hostile Mobs | When a drowned throws a trident | mob.drowned.shoot | โ ? | 1.0 | 0.8โ1.2 | |
| โ ? | Hostile Mobs | While a drowned is breaking a wooden door | mob.zombie.wood | โ ? | 1.0 | 1.0 | |
| โ ? | Hostile Mobs | When a drowned breaks a wooden door | mob.zombie.woodbreak | โ ? | 1.0 | 1.0 | |
| โ ? | Players | When a drowned is jumping on turtle eggs | fall.egg | โ ? | 0.5 | 0.9โ1.0 | |
| โ ? | Hostile Mobs | Unused sound event[sound 1] | entity.zombie.converted_to_drowned | โ ? | 1.0 | 1.0 | |
| None | Noneโ[sound 2] | None | Undefined sound event[sound 1] | mob.zombie.converted_to_drowned | Noneโ[sound 2] | 1.0โ2.0 | 0.3โ1.0 |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| ๐ EntitySprite drowned.png: Sprite image for drowned in Minecraft Drowned | drowned | axolotl_always_hostilesburn_in_daylightcan_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmundeadwither_friendszombiessensitive_to_smite |
entity.minecraft.drowned |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| ๐ EntitySprite drowned.png: Sprite image for drowned in Minecraft Drowned | drowned | 110 |
baby_undeaddrownedzombieundeadmonstermob | entity.drowned.name |
Drowned have entity data associated with them that contains various properties.
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| ๐ Image | ๐ Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| ๐ Image | ๐ Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| ๐ Image | ๐ Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | Armor stands and players also count for this achievement as they are technically mobs. | 10 | Bronze | |
Advancements that apply to all mobs:
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| ๐ Image ๐ Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| ๐ Image ๐ Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| ๐ Image ๐ Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| ๐ Image ๐ Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | ๐ Image Armor Stand and ๐ Image Mannequin also count for this advancement. |
| ๐ Image ๐ Image | Arbalistic | Kill five unique mobs with one crossbow shot | ๐ Image Armor Stand and ๐ Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| ๐ Image ๐ Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.13 | 18w11a | ๐ Image ๐ Image Added drowned mobs. | |||||
| ๐ Image Zombies now convert into drowned instead of dying from drowning. | |||||||
| 18w15a | Drowned now occasionally spawn with a nautilus shell. | ||||||
| 18w16a | Drowned now spawn in underwater ruins. | ||||||
| 18w22a | ๐ Image Drowned now have a swimming animation. | ||||||
| 1.14 | 18w43a | Drowned no longer spawn in swamps. | |||||
| 19w05a | Drowned are now hostile toward the new wandering traders. | ||||||
| 19w06a | The drowned's trident throwing animation has been changed from ๐ Image to ๐ Image . | ||||||
| 19w07a | The drowned's trident throwing animation has been changed from ๐ Image to ๐ Image .[5] | ||||||
| 19w14a | Drowned no longer have a unique swimming animation.[6] | ||||||
| 1.15 | 19w46a | Baby drowned can now be spawned by using the drowned spawn egg on it.[7] | |||||
| 1.16 | 20w10a | Firework damage now provokes drowned with tridents.[8] | |||||
| 1.17 | 20w45a | ๐ Image The texture UV of drowned have been changed. | |||||
| 21w05a | Drowned now drop copper ingots instead of gold ingots. | ||||||
| 1.17.1 | pre1 | Increased the drop probability of copper ingots from 5% to 11%, and increased the drop probability of each level of Looting spell from 1% to 2%. | |||||
| Drowned no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||||
| 1.18 | 21w37a | Drowned are now able to spawn in warm oceans.[9] | |||||
| 21w39a | Drowned are now able to spawn in aquifers inside dripstone caves. | ||||||
| 1.19.4 | 23w05a | Drowned now have a unique swimming animation again.[6] | |||||
| 1.20.3 | 23w40a | Drowned are now part of the #can_breathe_under_water, #undead and #zombies tags. | |||||
| 1.21 | 24w18a | Drowned can now use the Channeling enchantment.[10] | |||||
| 24w20a | Drowned can no longer use the Channeling enchantment. | ||||||
| 1.21.2 | 24w33a | Drowned can no longer spawn reinforcements.[11] | |||||
| Drowned can now use the Loyalty, Channeling, and Impaling enchantments. | |||||||
| 24w39a | Drowned can again spawn reinforcements, spawning more drowned instead of zombies.[12] | ||||||
| 1.21.4 | 24w45a | Drowned now prefer to pick up tridents from the ground as opposed to other items. | |||||
| 1.21.5 | 25w15a | Drowned are now able to break down wooden and copper doors.[13] | |||||
| 1.21.11 | 25w41a | ๐ Image Drowned that don't spawn in rivers can now spawn as zombie nautilus jockeys. | |||||
| pre1 | Drowned can no longer pick up spears. | ||||||
| 26.1 | snap1 | Leader drowned now spawn with their maximum health instead of 20 health.[14] | |||||
| snap7 | Baby variants of drowned are now called gurgles. | ||||||
| ๐ Image The model and texture of gurgles have been changed. | |||||||
| snap10 | ๐ Image The model and texture of gurgles have been changed to have their heads not be exactly like the adults. | ||||||
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.2.13 Experiment | beta 1.2.13.8 | ๐ Image Added drowned mobs as part of "Experimental Gameplay". | |||||
| Drowned use lower-pitched zombie sounds as a placeholder. | |||||||
| Due to a bug, the model is quite broken.[15] | |||||||
| 1.4.0 Experiment | beta 1.2.14.2 | ๐ Image Added baby drowned. | |||||
| The drowned's face now glows in the dark. | |||||||
| Drowned now have their own sounds. | |||||||
| beta 1.2.20.1 | Drowned no longer drop sponge. | ||||||
| Baby drowned now burn in sunlight. | |||||||
| 1.5.0 | beta 1.5.0.0 | Drowned are now present outside of experimental gameplay. | |||||
| Drowned now have a chance to hold nautilus shells. | |||||||
| ๐ Image Zombies now turn into drowned when underwater. | |||||||
| 1.10.0 | beta 1.10.0.3 | Drowned are now hostile toward the new wandering traders. | |||||
| The number of drowned mobs that spawn has been reduced. | |||||||
| Drowned no longer spawn in swamps. | |||||||
| 1.16.0 | beta 1.15.0.51 | A converted drowned can no longer generate with a trident. | |||||
| Drowned without tridents no longer drop a trident. | |||||||
| beta 1.16.0.51 | Drowned now have the ability to pick up items. | ||||||
| 1.16.210 Experiment | beta 1.16.210.57 | Drowned now drop copper ingots instead of gold ingots. | |||||
| 1.17.30 | beta 1.17.30.20 | Drowned no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid. | |||||
| 1.19.20 | Preview 1.19.20.20 | 10% of drowned that spawn can now break doors, instead of all of them.[16] | |||||
| 1.21.20 | Preview 1.21.10.22 | Drowned now spawn individually in rivers instead of in groups of two. | |||||
| Drowned now spawn in aquifers in dripstone caves.[17] | |||||||
| 1.21.60 | Preview 1.21.60.21 | Baby drowned now have the same speed as baby zombies, baby zombie villagers, and baby husks.[18] | |||||
| 1.21.120 | Preview 1.21.120.23 | Drowned no longer drop their held trident in favor of a nautilus shell. | |||||
| Drowned can now spawn with enchanted tridents. | |||||||
| Preview 1.21.120.24 | ๐ Image ๐ Image The drowned model's right arm position has been fixed. The missing pixels of the drowned's texture have been fixed. | ||||||
| 1.21.130 | Preview 1.21.130.20 | Drowned can now apply vertical knockback to the player when dealing melee damage. | |||||
| ๐ Image Drowned that don't spawn in rivers now have a 50% chance to spawn as zombie nautilus jockeys. | |||||||
| 26.0 | Preview 26.0.23 | The ratios for drowned spawning holding tridents and fishing rods have been adjusted to match Java Edition. | |||||
| Baby drowned can now spawn holding tridents. | |||||||
| Baby drowned now drop items when killed.[19] | |||||||
| Drowned can no longer pick up spears. | |||||||
| Preview 26.0.27 | 15% of baby drowned can now ride any nearby mob. | ||||||
| 26.10 | Preview 26.10.23 | Baby variants of drowned are now called gurgles. | |||||
| ๐ Image The model and texture of gurgles have been changed. | |||||||
| Preview 26.10.25 | ๐ Image The model and texture of gurgles have been changed to have their heads not be exactly like the adults. | ||||||
| 26.20 | Preview 26.20.22 | The hitboxes of gurgles have been changed, to closely match Java Edition.[20] | |||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | ๐ Image ๐ Image Added drowned mobs. | ||
| ๐ Image Zombies now turn into drowned when underwater for too long. | |||||||
| 1.91 | Drowned are now hostile toward the new wandering traders. | ||||||
Issues relating to "Drowned" are maintained on the bug tracker. Issues should be reported and viewed there.