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Zombie Villager

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πŸ‘ Image
For the zombie villagers before Village & Pillage, see Zombie Villager (old).
Zombie Villager
Health points 20HPπŸ‘ ❀️
Γ— 10

40HPπŸ‘ ❀️
Γ— 20
to 100HPπŸ‘ ❀️
Γ— 50
(leaders)β€Œ[JE only]
Armor points 2 (πŸ‘ πŸ›‘
)
Behavior Hostile
Mob type πŸ‘ Image
Undead

πŸ‘ Image
Monster
Attack
strength
Easy: 2.5HPπŸ‘ ❀️
Γ— 1.25

Normal: 3HPπŸ‘ ❀️
πŸ‘ πŸ’”

Hard: 4.5HPπŸ‘ ❀️
Γ— 2.25
Hitbox size Adult In Java Edition:
Height: 1.95 blocks
Width: 0.6 blocks

Adult In Bedrock Edition:
Height: 1.9 blocks
Width: 0.6 blocks
Baby:
Height: 0.98 blocks
Width: 0.49 blocks

Speed 0.23
Knockback
resistance
0%–5%
Spawn Light level of 0
When a zombie kills a villager, see Β§ Spawning for more information.
When another zombie villager spawns a reinforcement.
β€Œ[JE only]
πŸ‘ Image
Abandoned villages

πŸ‘ Image
Igloo
Natural
equipment
In Java Edition only:
Usable items
{
 "extratext": "View [[#Villager variants|all variants]]",
 "title": "Zombie Villager",
 "images": [
 "Plains Zombie Villager Base JE1.png",
 "Plains Zombie Villager Base BE1.png",
 "Plains Baby Zombie Villager JE2 BE2.png",
 "Desert Zombie Villager Base.png",
 "Desert Zombie Villager Base BE1.png",
 "Desert Baby Zombie Villager JE2 BE2.png",
 "Savanna Zombie Villager Base.png",
 "Savanna Zombie Villager Base BE1.png",
 "Savanna Baby Zombie Villager JE2 BE2.png",
 "Taiga Zombie Villager Base.png",
 "Taiga Zombie Villager Base BE1.png",
 "Taiga Baby Zombie Villager JE2 BE2.png",
 "Snowy Zombie Villager Base.png",
 "Snowy Zombie Villager Base BE1.png",
 "Snowy Baby Zombie Villager JE2 BE2.png",
 "Jungle Zombie Villager Base.png",
 "Jungle Zombie Villager Base BE1.png",
 "Jungle Baby Zombie Villager JE2 BE2.png",
 "Swamp Zombie Villager Base.png",
 "Swamp Zombie Villager Base BE1.png",
 "Swamp Baby Zombie Villager JE2 BE2.png"
 ],
 "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=❀️)</span> Γ— 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=❀️)</span> Γ— 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=❀️)</span> Γ— 50</span> (leaders)β€Œ<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=πŸ›‘)</span>)",
 "label": "(link to Armor#Natural armor article, displayed as Armor points)"
 },
 {
 "field": "Hostile",
 "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": "Easy: 2.5<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=❀️)</span> Γ— 1.25</span><br>Normal: 3<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=❀️)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=πŸ’”)</span></span><br>Hard: 4.5<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=❀️)</span> Γ— 2.25</span>",
 "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'''Baby:'''<br>Height: 0.98 blocks<br>Width: 0.49 blocks",
 "label": "(link to Hitbox article, displayed as Hitbox size)"
 },
 {
 "field": "0.23",
 "label": "(link to Attribute#Movement_speed article, displayed as Speed)"
 },
 {
 "field": "0%–5%",
 "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)"
 },
 {
 "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite golden-apple.png article, displayed as 16x16px|link=Golden Apple|alt=|class=pixel-image|)</span>(link to Golden Apple article, displayed as <span class=\"sprite-text\">Golden Apple</span>)</span>",
 "label": "Usable items"
 }
 ],
 "invimages": [
 "Zombie Villager Spawn Egg"
 ]
}

A zombie villager is a variant of the zombie that can be cured into a normal villager using a golden apple while it is under the effect of Weakness.

Spawning

[edit | edit source]
πŸ‘ Image
A plains zombie villager with an enchanted iron sword

In Java Edition, when zombies spawn during the normal cycle, there is a 5% chance that one of them will be replaced with a zombie villager. This chance increases to 20% in old growth pine taiga biomes.

In Bedrock Edition, when zombies spawn during the normal cycle, there is a 5% chance that 2–4 of them will be replaced with zombie villagers.

Zombie Villager spawns in:
Category: MonsterJava EditionBedrock Edition
Spawn areaSpawn weightSpawn chanceGroup sizeSpawn weightGroup size
πŸ‘ Image
Old Growth Pine Taiga
[spawn 1]
25⁄5404.63%152–4
πŸ‘ Image
Sulfur Caves
5⁄3151.59%14.952
πŸ‘ Image
Frozen Peaks
5⁄5150.97%152–4
πŸ‘ Image
Meadow
5⁄5150.97%152–4
πŸ‘ Image
Grove
5⁄5150.97%152–4
πŸ‘ Image
Bamboo Jungle
5⁄5150.97%152–4
πŸ‘ Image
Jagged Peaks
5⁄5150.97%152–4
πŸ‘ Image
Windswept Hills
5⁄5150.97%152–4
πŸ‘ Image
Snowy Beach
5⁄5150.97%152–4
πŸ‘ Image
Jungle
5⁄5150.97%152–4
πŸ‘ Image
Eroded Badlands
5⁄5150.97%152–4
πŸ‘ Image
Flower Forest
5⁄5150.97%152–4
πŸ‘ Image
Sparse Jungle
5⁄5150.97%152–4
πŸ‘ Image
Birch Forest
5⁄5150.97%152–4
πŸ‘ Image
Stony Peaks
5⁄5150.97%152–4
πŸ‘ Image
Beach
5⁄5150.97%152–4
πŸ‘ Image
Taiga
5⁄5150.97%152–4
πŸ‘ Image
Lush Caves
5⁄5150.97%152–4
πŸ‘ Image
Snowy Slopes
5⁄5150.97%152–4
πŸ‘ Image
Wooded Badlands
5⁄5150.97%152–4
πŸ‘ Image
Dappled Forest
5⁄5150.97%152–4
πŸ‘ Image
Snowy Taiga
5⁄5150.97%152–4
πŸ‘ Image
Forest
5⁄5150.97%152–4
πŸ‘ Image
Badlands
5⁄5150.97%152–4
πŸ‘ Image
Ice Spikes
5⁄5150.97%152–4
πŸ‘ Image
Pale Garden
5⁄5150.97%152–4
πŸ‘ Image
Windswept Forest
5⁄5150.97%152–4
πŸ‘ Image
Old Growth Birch Forest
5⁄5150.97%152–4
πŸ‘ Image
Old Growth Spruce Taiga
5⁄5150.97%152–4
πŸ‘ Image
Dark Forest
5⁄5150.97%152–4
πŸ‘ Image
Windswept Gravelly Hills
5⁄5150.97%152–4
πŸ‘ Image
Cherry Grove
5⁄5150.97%152–4
πŸ‘ Image
Stony Shore
5⁄5150.97%152–4
πŸ‘ Image
Swamp
5⁄5160.97%154
πŸ‘ Image
Frozen River
5⁄5160.97%1β€”β€”
πŸ‘ Image
Mangrove Swamp
5⁄5160.97%151
πŸ‘ Image
Sunflower Plains
5⁄5200.96%152–4
πŸ‘ Image
Deep Cold Ocean
5⁄5200.96%152–4
πŸ‘ Image
Lukewarm Ocean
5⁄5200.96%152–4
πŸ‘ Image
Deep Frozen Ocean
5⁄5200.96%152–4
πŸ‘ Image
Snowy Plains
5⁄5200.96%1β€”β€”
πŸ‘ Image
Ocean
5⁄5200.96%152–4
πŸ‘ Image
Deep Lukewarm Ocean
5⁄5200.96%152–4
πŸ‘ Image
Plains
5⁄5200.96%152–4
πŸ‘ Image
Windswept Savanna
5⁄5200.96%152–4
πŸ‘ Image
Savanna Plateau
5⁄5200.96%152–4
πŸ‘ Image
Frozen Ocean
5⁄5200.96%152–4
πŸ‘ Image
Deep Ocean
5⁄5200.96%152–4
πŸ‘ Image
Warm Ocean
5⁄5200.96%152–4
πŸ‘ Image
Savanna
5⁄5200.96%152–4
πŸ‘ Image
Cold Ocean
5⁄5200.96%152–4
πŸ‘ Image
Dripstone Caves
5⁄6100.82%152–4
πŸ‘ Image
River
5⁄6150.81%1β€”β€”
πŸ‘ Image
Desert
1⁄5150.19%152–4
  1. ↑ Highest chance among all biomes.β€Œ[Java Edition only]

Converting

[edit | edit source]

Additionally, if a zombie, husk, drowned, zombie villager, or zombified piglinβ€Œ[JE only] kills a villager, that villager has a chance of turning into a zombie villager depending on the game difficulty.

Difficulty Chance
Easy 0%
Normal 50%
Hard 100%

In Java Edition, a converted zombie villager does not despawn if the player has traded with it at least once prior to its conversion, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all converted zombie villagers are persistent.

Abandoned villages

[edit | edit source]

Zombie villagers may also spawn as part of abandoned villages during world generation, the number of which depends on the buildings in that village, as some buildings generate zombie villagers inside and some do not. Like villagers, the zombie villagers’ biome outfits are based on the type of village. These zombie villagers are persistent and do not despawn. In Bedrock Edition[verify], these zombie villagers can open doors instead of breaking them.

Igloo basements

[edit | edit source]

A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition and a cleric zombie villager in Java Edition), both locked in small cages behind iron bars. One of them transforms into a leatherworker, due to the workstation (a cauldron). The zombie villager is persistent and does not despawn.

Reinforcements

[edit | edit source]
This feature is exclusive to Java Edition.
 

On Hard difficulty, all zombie villagers have a 0-10% chance to spawn other zombie villagers as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of zombie villagers spawn as leaders, getting a 50-75% boost to that chance.

Variants

[edit | edit source]

Baby zombie villagers

[edit | edit source]

Baby zombie villagers make up 5% of zombie villager spawns. They behave similarly to regular zombie villagers, with the following differences:

  • They are 30% faster than normal zombie villagers, yet they have the same health as normal zombies. This makes baby zombie villagers more dangerous than their bigger counterparts.
  • The noises they make are higher-pitched than adult zombie villager sound effects.
  • In Java Edition, baby zombie villagers have a chance to spawn as a chicken jockey.
  • In Bedrock Edition, baby zombie villagers have a 15% chance to spawn as a jockey, but cannot ride mobs due to MCPE-234690.
  • Baby zombie villagers can be cured back into baby villagers.
  • Worn armor shrinks to fit their body size.
  • They are able to fit through 1Γ—1 block gaps.
  • They drop 12 experience when killed by the player instead of 5.
  • Unlike other baby mobs but like undead baby mobs, they stay as babies indefinitely and never grow into adult zombie villagers, therefore golden dandelions do not work.
  • 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 Γ— 5% babies) is low at 0.25% (or 1 in 400 chance) of all newly spawned zombies.

Mounts

[edit | edit source]
This feature is exclusive to Bedrock Edition, but is currently broken.
 

In Bedrock Edition, 15% of naturally spawned baby zombie villagers are supposed to start riding a mob and become a jockey when it tries attacking, but doesn't due to MCPE-234690.

This is due to the fact that in the zombie_villager_v2.json file, in the baby component group, it has the minecraft:type_family component, which has baby_undead, which makes the baby zombie villager able to ride mobs.

"baby":{
"minecraft:experience_reward":{
"on_death":{
"expression":"query.last_hit_by_player ? 12 + (query.equipment_count * Math.Random(1,3)) : 0",
"version":13
}
},
"minecraft:is_baby":{},
"minecraft:scale":{
"value":0.5
},
"minecraft:collision_box":{
"height":1.96,
"width":0.98
},
"minecraft:type_family":{
"family":[
"baby_undead",//Baby zombie villagers are supposed to be in this family, but they are not because of other component groups overiding this component, such as the one below
"zombie_villager",
"zombie",
"undead",
"monster",
"mob"
]
}
},
"unskilled":{//An example component group that has the "minecraft:type_family" component.
"minecraft:type_family":{
"family":[
"unskilled",
"zombie_villager",
"zombie",
"undead",
"monster",
"mob"
]
},
"minecraft:variant":{
"value":0
}
},

However, in the minecraft:entity_spawned event, there is an incorrect entity filter applied when a zombie villager spawns with a profession:

//This spawn event is applied when mobs spawn naturally
"minecraft:entity_spawned":{
"sequence":[
{
"filters":{"test":"has_component","operator":"not","value":"minecraft:variant"}//This filter has no effect on the zombie villagers that spawn
"randomize":[
{
"add":{
"component_groups":[
"adult"
]
},
"remove":{},
"weight":9500
},
{
"add":{
"component_groups":[
"baby"
]
},
"remove":{},
"weight":425
},
{
"add":{
"component_groups":[
"baby",
"jockey"
]
},
"remove":{},
"weight":75
}
]
},
{
"filters":{
"all_of":[
{"test":"has_component","operator":"not","value":"minecraft:variant"}
{"test":"has_component","operator":"not","value":"minecraft:is_baby"}//This filter is supposed to stop baby zombie villagers from gaining professions when they spawn, but this filter has no effect.
]
}
"randomize":[
{
"add":{
"component_groups":[
"unskilled"
]
},
"weight":1
},
{
"add":{
"component_groups":[
"nitwit"
]
},
"weight":1
},
{
"add":{
"component_groups":[
"farmer"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"fisherman"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"shepherd"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"fletcher"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"librarian"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"cartographer"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"cleric"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"armorer"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"weaponsmith"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"toolsmith"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"butcher"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"leatherworker"
]
},
"remove":{},
"weight":1
},
{
"add":{
"component_groups":[
"mason"
]
},
"remove":{},
"weight":1
}
]
},
{
"trigger":"minecraft:add_biome_and_skin"
},
{
"randomize":[
{
"add":{
"component_groups":[
"can_break_doors"
]
},
"weight":10
},
{
"weight":90
}
]
}
]
}

The second commented entity filter tries to prevent adding professions to babies, but filters like this only apply when in a "lifetime" event, not a spawning event. Thus, this filter has no effect on the baby zombie villagers that spawn. The component groups of the professions that zombie villagers have contain the minecraft:type_family components that override the baby component group's minecraft:type_family component, preventing baby zombie villagers being part of the baby_undead family, which prevents them from riding mobs. However, they are still part of the zombie family, and skeleton horses are rideable by mobs in said family, which means that baby zombie villager jockeys can only search for nearby skeleton horses to mount.

Using the /ride command, it is possible to make a "converted" baby zombie villager ride:

Geared zombie villagers

[edit | edit source]
Main article: Geared mobs

Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanternsβ€Œ[Java Edition only], mob heads and pumpkins, as these 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 (πŸ‘ πŸ›‘
), which gives 1.6 - 8% damage reduction from most sources.

Some zombie villagers that are 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. ↑ 1⁄6 chance of an iron sword, 1⁄6 chance of an iron spear, 2⁄3 chance of an iron shovel

If a zombie villager 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 particular materials are:

Chances of different armor types
Armor type Chance
Leather 23.60%
Copper 32.23%
Gold 33.29%
Chain 9.73%
Iron 1.10%
Diamond 0.04%

Any zombie villager that spawns with equipmentβ€Œ[Java Edition only] (picked-up items don't count) drops 1–3 extra experience per item.

Villager variants

[edit | edit source]

A zombie villager retains its biome outfit and profession after zombification from a villager. They also retain their trades. Zombie villagers with a profession cannot work at a job site block.

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


Profession

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


Variant spawning

[edit | edit source]

A zombie villager has variants depending on what biome it had spawned in, a Plains variant spawning in Sunflower Plains is an example.

Plains variant

Taiga variant

Jungle variant

Savanna variant

Snowy variant

Swamp variant

Desert variant

Drops

[edit | edit source]

On death

[edit | edit source]

Java Edition:

ItemQuantity / Chance / Average
DefaultLooting ILooting IILooting III
πŸ‘ Image
Rotten Flesh0–266.67%1.000–383.33%1.500–491.67%2.000–594.44%2.50
πŸ‘ Image
Iron Ingot[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
πŸ‘ Image
Carrot[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
πŸ‘ Image
Potato[A][B]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
πŸ‘ Image
Baked Potato[A][C]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
ItemQuantity / Chance / Average
DefaultLooting ILooting IILooting III
πŸ‘ Image
Rotten Flesh0–22⁄310–35⁄63⁄20–411⁄1220–517⁄185⁄2
πŸ‘ Image
Iron Ingot[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
πŸ‘ Image
Carrot[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
πŸ‘ Image
Potato[A][B]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
πŸ‘ Image
Baked Potato[A][C]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
ItemAmountProbability
DefaultLooting ILooting IILooting III
πŸ‘ Image
Rotten Flesh01⁄3 (33.33%)1⁄6 (16.67%)1⁄12 (8.33%)1⁄18 (5.56%)
11⁄3 (33.33%)1⁄3 (33.33%)1⁄4 (25.00%)1⁄6 (16.67%)
21⁄3 (33.33%)1⁄3 (33.33%)1⁄3 (33.33%)5⁄18 (27.78%)
301⁄6 (16.67%)1⁄4 (25.00%)5⁄18 (27.78%)
4001⁄12 (8.33%)1⁄6 (16.67%)
50001⁄18 (5.56%)
Average1 (1.00)3⁄2 (1.50)2 (2.00)5⁄2 (2.50)
πŸ‘ Image
Iron Ingot[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
πŸ‘ Image
Carrot[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
πŸ‘ Image
Potato[A][B]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
πŸ‘ Image
Baked Potato[A][C]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
Killed1
ItemExpected Drops
DefaultLooting ILooting IILooting III
πŸ‘ Image
Rotten Flesh1.001.502.002.50
πŸ‘ Image
Iron Ingot[A]0.010.010.010.02
πŸ‘ Image
Carrot[A]0.010.010.010.02
πŸ‘ Image
Potato[A][B]0.010.010.010.02
πŸ‘ Image
Baked Potato[A][C]0.010.010.010.02
  1. ↑ a b c d Only when killed by a player or a tamed wolf.
  2. ↑ Only when not on fire and not killed with a weapon enchanted with Fire Aspect.
  3. ↑ Only when on fire or killed with a weapon enchanted with Fire Aspect.

Bedrock Edition:

ItemQuantity / Chance / Average
DefaultLooting ILooting IILooting III
πŸ‘ Image
Rotten Flesh0–266.67%1.000–366.67%1.330–466.67%1.670–566.67%2.00
πŸ‘ Image
Iron Ingot[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
πŸ‘ Image
Carrot[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
πŸ‘ Image
Potato[A]0–10.83%0.010–11.17%0.010–11.50%0.010–11.83%0.02
πŸ‘ Image
Music Disc Lava Chicken[A][B][C]1100.00%1.001100.00%1.001100.00%1.001100.00%1.00
ItemQuantity / Chance / Average
DefaultLooting ILooting IILooting III
πŸ‘ Image
Rotten Flesh0–22⁄310–32⁄34⁄30–42⁄35⁄30–52⁄32
πŸ‘ Image
Iron Ingot[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
πŸ‘ Image
Carrot[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
πŸ‘ Image
Potato[A]0–11⁄1201⁄1200–17⁄6007⁄6000–13⁄2003⁄2000–111⁄60011⁄600
πŸ‘ Image
Music Disc Lava Chicken[A][B][C]111111111111
ItemAmountProbability
DefaultLooting ILooting IILooting III
πŸ‘ Image
Rotten Flesh01⁄3 (33.33%)1⁄3 (33.33%)1⁄3 (33.33%)1⁄3 (33.33%)
11⁄3 (33.33%)1⁄6 (16.67%)1⁄12 (8.33%)1⁄18 (5.56%)
21⁄3 (33.33%)1⁄3 (33.33%)1⁄4 (25.00%)1⁄6 (16.67%)
301⁄6 (16.67%)1⁄4 (25.00%)2⁄9 (22.22%)
4001⁄12 (8.33%)1⁄6 (16.67%)
50001⁄18 (5.56%)
Average1 (1.00)4⁄3 (1.33)5⁄3 (1.67)2 (2.00)
πŸ‘ Image
Iron Ingot[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
πŸ‘ Image
Carrot[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
πŸ‘ Image
Potato[A]0119⁄120 (99.17%)593⁄600 (98.83%)197⁄200 (98.50%)589⁄600 (98.17%)
11⁄120 (0.83%)7⁄600 (1.17%)3⁄200 (1.50%)11⁄600 (1.83%)
Average1⁄120 (0.01)7⁄600 (0.01)3⁄200 (0.01)11⁄600 (0.02)
πŸ‘ Image
Music Disc Lava Chicken[A][B][C]11 (100.00%)1 (100.00%)1 (100.00%)1 (100.00%)
Average1 (1.00)1 (1.00)1 (1.00)1 (1.00)
Killed1
ItemExpected Drops
DefaultLooting ILooting IILooting III
πŸ‘ Image
Rotten Flesh1.001.331.672.00
πŸ‘ Image
Iron Ingot[A]0.010.010.010.02
πŸ‘ Image
Carrot[A]0.010.010.010.02
πŸ‘ Image
Potato[A]0.010.010.010.02
πŸ‘ Image
Music Disc Lava Chicken[A][B][C]1.001.001.001.00
  1. ↑ a b c d Only when killed by a player or a tamed wolf.
  2. ↑ Only if it is a baby and is riding a chicken.
  3. ↑ Zombie villagers and husks unintentionally drop the Lava Chicken Music Disc due to MCPE-224103, as they use the zombie.json loot table.

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

Naturally-spawned equipment

[edit | edit source]
This feature is exclusive to Java Edition.
 

In Java Edition[1], a zombie villager can spawn with any of the following:

Zombie villagers have an 8.5% chance of dropping their naturally-spawned equipment (other than Halloween pumpkins), and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III). They cannot drop the diamond swords that they occasionally wield during ominous trials.

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

Experience

[edit | edit source]

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

Behavior

[edit | edit source]

Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged.

Zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession, and can also spawn with unemployed or nitwit outfits. In Bedrock Edition, due to a bug, baby zombie villagers can have professions.

In Java Edition, zombie villagers are never spawned as part of a zombie siege, but if a zombie villager naturally spawns nearby, it will join the siege and behave like all other zombies.

Using spears

[edit | edit source]

Zombie villagers wielding spears have different attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended or they get too close to their target, they walk away to increase the distance between them and their target before turning around to begin another charge.

Mob type

[edit | edit source]

Being an undead mob, they are:

Curing

[edit | edit source]
πŸ‘ Image
"Curing" redirects here. For the enchantment, see Mending.
πŸ‘ Image
There is a related tutorial page for this topic!
 

Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by:

The weakened zombie villager must then be healed by using a (non-enchanted[2]) golden apple on it. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure.

Time to cure is initially a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3 to 5 minutes). On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9Γ—9Γ—9 cube centered on the villager for either iron bars or a bed (either half of a bed, detected separately; copper bars are ignored). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%.[3]

During the curing process, the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times.

At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and does not drop if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession.

A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, no additional discounts are applied. Villagers near the cured villager are also affected but offer fewer, smaller discounts.

Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful.

Specific to Java Edition

[edit | edit source]
  • If a zombie villager spawned as a nitwit or was a nitwit before it was transformed into a zombie villager, it remains a nitwit if cured.
  • If cured, naturally spawned zombie villagers keep their profession for one tick then become unemployed.
  • A cured villager gains both the permanent and the temporary but spreadable type of positive gossip from curing.
  • There is a bug whereby if a zombie villager chicken jockey is recently cured, the baby villager will still ride the chicken. The rider will grow to a normal villager after 20 minutes and, if struck by lightning, can be turned into a witch jockey.

Specific to Bedrock Edition

[edit | edit source]
  • A former nitwit zombie villager becomes an unemployed villager and can learn a profession after the cure.
  • Villagers in a range of 16 blocks in a cube surrounding the cured villager also offer a small discount proportional to the number of cured villagers (up to 10).
  • Saving and reloading the world causes the curing process to finish as soon as the chunk containing the villager is ticked. This does not happen if the player moves out of range, then returns: In that case, the countdown timer pauses until the player returns.
  • After the curing process, naturally spawned zombie villagers can gain a different profession from the one they had while zombified.

Jockey

[edit | edit source]
This feature is exclusive to Bedrock Edition.
 
πŸ‘ Image
A butcher zombie villager ridden by a baby zombie

15% of nearby baby zombies, husks, or gurgles may ride an adult zombie villager to form a jockey.

Sounds

[edit | edit source]

Java Edition:

Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitchAttenuation
distance
​Zombie Villager groansHostile MobsRandomlyentity.zombie_villager.ambientsubtitles.entity.zombie_villager.ambient​1.00.8–1.2
(Baby: 1.8–2.2)
16
​Zombie Villager hurtsHostile MobsWhen a zombie villager is damagedentity.zombie_villager.hurtsubtitles.entity.zombie_villager.hurt​1.00.8–1.2
(Baby: 1.8–2.2)
16
​Zombie Villager diesHostile MobsWhen a zombie villager diesentity.zombie_villager.deathsubtitles.entity.zombie_villager.death​1.00.8–1.2
(Baby: 1.8–2.2)
16
​FootstepsHostile MobsWhile a zombie villager is walkingentity.zombie_villager.stepsubtitles.entity.zombie_villager.step​0.151.016
​Zombie infectsHostile MobsWhen a zombie villager infects a villagerentity.zombie.infectsubtitles.entity.zombie.infect​2.00.8–1.216
​Door shakesHostile MobsWhile a zombie villager is breaking a wooden doorentity.zombie.attack_wooden_doorsubtitles.entity.zombie.attack_wooden_door​2.00.8–1.216
​Door breaksHostile MobsWhen a zombie villager breaks a wooden doorentity.zombie.break_wooden_doorsubtitles.entity.zombie.break_wooden_door​2.00.8–1.216
​Turtle Egg stompedHostile MobsWhen a zombie villager is jumping on turtle eggsentity.zombie.destroy_eggsubtitles.entity.zombie.destroy_egg​0.50.9–1.116
​Zombie Villager snufflesHostile MobsWhen a zombie villager begins curingentity.zombie_villager.curesubtitles.entity.zombie_villager.cure​1.0–2.00.3–1.016
​Zombie Villager vociferatesHostile MobsWhen a zombie villager finishes curingentity.zombie_villager.convertedsubtitles.entity.zombie_villager.converted​2.00.8–1.216
​Block broken [sound 1]?Unused sound event[sound 2]entity.zombie.attack_iron_doorsubtitles.block.generic.break​​[sound 1]​NoneNoneNone

Bedrock Edition:

Sounds
SoundClosed captionsSourceDescriptionIdentifierTranslation keyVolumePitch
​ ?Hostile MobsRandomlymob.zombie_villager.say​ ?1.00.8–1.2 (Baby: 1.3–1.7)
​ ?Hostile MobsWhen a zombie villager is damagedmob.zombie_villager.hurt​ ?1.00.8–1.2 (Baby: 1.3–1.7)
​ ?Hostile MobsWhen a zombie villager diesmob.zombie_villager.death​ ?1.00.8–1.2 (Baby: 1.3–1.7)
​ ?Hostile MobsWhile a zombie villager is walkingmob.zombie.step​ ?0.451.0 (Baby: 1.5)
​ ?Hostile MobsWhile a zombie villager is breaking a wooden doormob.zombie.wood​ ?1.01.0
​ ?Hostile MobsWhen a zombie villager breaks a wooden doormob.zombie.woodbreak​ ?1.01.0
​ ?PlayersWhen a zombie villager is jumping on turtle eggsfall.egg​ ?0.50.9–1.0
​ ?Hostile MobsWhen a zombie villager begins curingmob.zombie.remedy​ ?1.0–2.00.3–1.0
​ ?Hostile MobsWhen a zombie villager finishes curingmob.zombie.unfect​ ?1.0–2.00.3–1.0

Data values

[edit | edit source]

Java Edition:

NameIdentifierEntity tags Translation key
πŸ‘ EntitySprite zombie-villager.png: Sprite image for zombie-villager in Minecraft
Zombie Villager
zombie_villagerburn_in_daylight
can_breathe_under_water
ignores_poison_and_regen
inverted_healing_and_harm
undead
wither_friends
zombies
sensitive_to_smite
entity.minecraft.zombie_villager

Bedrock Edition:

NameIdentifierNumeric ID FamilyTranslation key
πŸ‘ EntitySprite zombie-villager-revision-1.png: Sprite image for zombie-villager-revision-1 in Minecraft
Zombie Villager (old)
zombie_villager44 armorer
butcher
cartographer
cleric
farmer
fisherman
fletcher
leatherworker
librarian
mob
monster
nitwit
shepherd
stone_mason
toolsmith
undead
weaponsmith
zombie
zombie_villager
entity.zombie_villager.name
πŸ‘ EntitySprite zombie-villager.png: Sprite image for zombie-villager in Minecraft
Zombie Villager (new)
zombie_villager_v2116 armorer
baby_undead
butcher
cartographer
cleric
farmer
fisherman
fletcher
leatherworker
librarian
mob
monster
nitwit
shepherd
stone_mason
toolsmith
undead
unskilled
weaponsmith
zombie
zombie_villager
entity.zombie_villager_v2.name

Entity data

[edit | edit source]

Zombie villagers have entity data associated with them that contains various properties.

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Java Edition:

Main article: Entity format
  • [NBT Compound / JSON Object] Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template
    • [NBT List / JSON Array] Gossips: Pieces of gossip that can be exchanged between villagers when they meet. Is not preserved when removed.
      • [NBT Compound / JSON Object] A piece of gossip.
        • [Int] Value: The strength of the gossip.
          • for major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when shared
          • for minor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared
          • for major_positive: weight 5, max 20, +20 when cured, does not decrease and never shared
          • for minor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared
          • for trading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared
        • [Int Array] Target The UUID of the player who caused the gossip, stored as four ints.
        • [String] Type: An ID value indicating the type of gossip. The possible values are major_negative, minor_negative, major_positive, minor_positive, and trading.
    • [NBT Compound / JSON Object] Offers: Is generated when the trading menu is opened for the first time.
      • [NBT List / JSON Array] Recipes: List of trade options.
        • [NBT Compound / JSON Object] A trade option.
          • [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
          • [NBT Compound / JSON Object] buyB: Optional. The second 'cost' item, without the Slot tag.
          • [Int] demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
          • [Int] 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.
          • [Float] priceMultiplier: The multiplier on the [Int] demand price adjuster; the final adjusted price is added to the first 'cost' item's price.
          • [Byte] rewardExp: 1 or 0 (true/false) – Whether this trade provides XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
          • [NBT Compound / JSON Object] sell: The item being sold for each set of cost items, without the Slot tag.
          • [Int] specialPrice: A modifier added to the original price of the first 'cost' item.
          • [Int] uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
          • [Int] xp: How much experience the villager gets from this trade.
    • [NBT Compound / JSON Object] VillagerData: Information about the villager’s type, profession, and level.
      • [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
        • 1: Novice
        • 2: Apprentice
        • 3: Journeyman
        • 4: Expert
        • 5: Master
      • [String] profession: A resource location indicating the villager's profession; see Villager Β§ Professions.
      • [String] type: A resource location indicating the villager's type; see Villager Β§ Appearance. Represents the minecraft:villager/variant component.
    • [Int] Xp: How much experience the villager currently has, increases with trading in various amounts.
      • 0 to 9: Novice
      • 10 to 69: Apprentice
      • 70 to 149: Journeyman
      • 150 to 249: Expert
      • 250 and more: Master
    • [Byte] CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
    • [Int] 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).
    • [Int] 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).
    • [Byte] IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
    • [Int] 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 parallels this.
    • [Int Array] ConversionPlayer: The UUID of the player who started curing the zombie, stored as four ints.
Type Data value
πŸ‘ Image
Desert
minecraft:desert
πŸ‘ Image
Jungle
minecraft:jungle
πŸ‘ Image
Plains
minecraft:plains
πŸ‘ Image
Savanna
minecraft:savanna
πŸ‘ Image
Snowy
minecraft:snow
πŸ‘ Image
Swamp
minecraft:swamp
πŸ‘ Image
Taiga
minecraft:taiga
Profession Data value
πŸ‘ Image
Armorer
minecraft:armorer
πŸ‘ Image
Butcher
minecraft:butcher
πŸ‘ Image
Cartographer
minecraft:cartographer
πŸ‘ Image
Cleric
minecraft:cleric
πŸ‘ Image
Farmer
minecraft:farmer
πŸ‘ Image
Fisherman
minecraft:fisherman
πŸ‘ Image
Fletcher
minecraft:fletcher
πŸ‘ Image
Leatherworker
minecraft:leatherworker
πŸ‘ Image
Librarian
minecraft:librarian
πŸ‘ Image
Nitwit
minecraft:nitwit
πŸ‘ Image
Unemployed
minecraft:none
πŸ‘ Image
Mason
minecraft:mason
πŸ‘ Image
Shepherd
minecraft:shepherd
πŸ‘ Image
Toolsmith
minecraft:toolsmith
πŸ‘ Image
Weaponsmith
minecraft:weaponsmith

Achievements

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IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
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Monster HunterAttack and destroy a monster. Other mobs may be killed, but are ignored for this achievement.15Bronze
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Diamonds to you!Throw diamonds at another player.Drop a diamond. Another player or a zombie must then pick up this diamond.15Bronze
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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).40Gold
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It SpreadsKill a mob next to a catalystKill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement.10Bronze

Achievements that apply to all mobs:

Advancements

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IconAdvancementIn-game descriptionActual requirements (if different)
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Zombie DoctorWeaken and then cure a Zombie VillagerUse a golden apple on a zombie villager under the Weakness effect; the advancement is granted when the zombie villager converts into a villager.
In multiplayer, only the player that feeds the golden apple gets the advancement.
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Monster HunterKill any hostile monster Other mobs may be killed, but are ignored for this advancement.
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It SpreadsKill a mob near a Sculk CatalystKill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this advancement.
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Monsters HuntedKill one of every hostile monster Other mobs may be killed, but are ignored for this advancement.

Advancements that apply to all mobs:

Videos

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Note: Zombie villagers have new textures and sounds as of Village and Pillage.

History

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Java Edition

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Java Edition
1.4.212w32aπŸ‘ Image
Added zombie villagers.
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Added baby 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 drops – carrots 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.[6]
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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 been removed.
13w23bZombie villager AI and mechanics have 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 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 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.
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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, including Steve's clothes.
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Baby zombie villagers now retain their professions and clothes, which have a tattered appearance.
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 been removed, due to the new ZombieType tag not allowing invalid villager professions.
Zombie villagers now spawn in abandoned villages.
pre1The chance of a zombie villager setting the target on fire when burning, and the duration of the effect, now depends on raw regional difficulty.
Zombie villagers that spawn as part of abandoned villages no longer despawn.
1.1116w32aAdded a zombie villager spawn egg.
The zombie villager's in-game name has been changed to "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.[7]
Zombie villagers can no longer spawn from normal zombie spawn eggs.
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Generic zombie villagers have been re-added, along with their normal villager counterpart.
16w39aZombie villagers now have their own sounds.
1.1318w07aZombie villagers now intentionally stomp on turtle eggs and attack turtles.
18w10dBaby zombie villagers now burn in the sun.
18w19aZombie villagers now sink in water.
Zombie villagers no longer drown underwater.
1.1418w50aZombie villagers now have new skins, corresponding to biome and profession.
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Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes.
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Added jungle zombie villagers, which all have unique textures for that biome.
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Added plains zombie villagers, which all have unique textures for that biome.
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Added savanna zombie villagers, which all have unique textures for that biome.
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Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
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Added swamp zombie villagers, which all have unique textures for that biome.
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Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes.
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Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes.
Cured zombie villagers now retain their trades.
1.1519w37aMobs that spawn wearing carved pumpkins or jack o'lanterns on Halloween no longer drop them.
19w41aZombie villagers that were converted from villagers are supposed to no longer despawn. However, they still do.[8]
19w46aBaby zombie villagers can now be spawned by using a zombie villager spawn egg on an existing zombie villager.[9]
1.1620w06aZombie villagers that were converted from villagers no longer despawn.[8]
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The overlay texture of the zombie librarian now have been changed.
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21w13aLegacy zombie villager texture[10] have been removed.
Zombie villagers drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source.
1.17.1pre1Zombie villagers no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid.
1.1821w41aThe profession textures of Zombie Armorer and Zombie Weaponsmith have been changed.
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1.1922w17aThe sole textures of the Jungle, Plains, Savannna, and Snowy and arms of Weaponsmith have been changed.
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1.20.223w31aVillagers no longer offer additional discounts after being cured more than once [11]
1.20.323w40aZombie villagers are now part of the #can_breathe_under_water, #undead and #zombies tags.
1.21.224w33aZombie villagers now spawn more zombie villagers as zombie reinforcements instead of regular zombies.[12]
Now naturally spawn with armor in the order of (most likely to least likely): helmet, chestplate, leggings, boots.[13]
1.21.1125w41aZombie villagers can now use spears.
26.1snap1Leader zombie villagers now spawn with their maximum health instead of 20 health.[14]
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The model and textures of baby zombie villagers have been changed.
26.2snap5The heights of baby zombie villagers have been changed from 0.99 blocks to 0.98 blocks, to match Bedrock Edition.

Bedrock Edition

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Pocket Edition Alpha
v0.12.1build 1πŸ‘ Image
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Added zombie villagers.
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Added baby zombie villagers.
Zombie villagers retain their professions and clothes, which have a tattered appearance.
v0.14.0build 1Baby 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, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders, or spiders.
v0.15.0build 1Baby zombie villagers can now mount adult husks and horse variants.
Pocket Edition
1.1.0alpha 1.1.0.9Zombie villagers now have their own sounds.
Bedrock Edition
?Baby zombie villagers can no longer mount adult zombie pigmen.
1.4.0beta 1.2.20.1Baby zombie villagers now burn in daylight.
1.5.0beta 1.5.0.0Zombie villagers now sink underwater.
beta 1.5.0.4Zombie villagers now attack baby turtles and stomp on turtle eggs.
1.8.0beta 1.8.0.8Baby zombie villagers can now mount pandas and stray cats.
1.10.0
Experiment
Experimental Gameplay
beta 1.10.0.3Zombie villagers are now split into 2 different mobs, new zombie villagers (which are only available behind Experimental Gameplay) now have new skins, coresponding to biome and profession.
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Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes.
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Added jungle zombie villagers, which all have unique textures for that biome.
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Added plains zombie villagers, which all have unique textures for that biome.
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Added savanna zombie villagers, which all have unique textures for that biome.
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Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
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Added swamp zombie villagers, which all have unique textures for that biome.
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Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes.
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Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes.
Added nitwit, mason, and unemployed zombie villager professions.
Zombie villagers now attack wandering traders.
Cured zombie villagers can now retain their trades.
1.11.0beta 1.11.0.3The new zombie villagers are now available outside of Experimental Gameplay.
1.12.0beta 1.12.0.2The new zombie villagers now have sounds.
1.13.0beta 1.13.0.1The old zombie villagers no longer spawn naturally. However, they still exist.
1.16.0beta 1.15.0.51Zombie villagers can no longer break iron doors.[15]
beta 1.16.0.51Zombie villagers now have ability to pick up items.
1.17.30beta 1.17.30.20Zombie villagers no longer pick up glow ink sacs, to prevent them from persisting after picking up loot from a dead glow squid.
1.19.20Preview 1.19.20.2010% of zombie villagers that spawn can now break doors, instead of all of them.[16]
1.20.30Preview 1.20.30.21Zombie villagers being cured back into villagers more than once no longer offer additional discounts after.
1.20.40Preview 1.20.40.20Zombie villager curing time is no longer a set value of 2000 ticks, and is instead a random value between 3600 and 6000 ticks.
1.21.60Preview 1.21.60.21Zombie villagers that spawn in mangrove swamps now use the swamp skin.
1.21.130Preview 1.21.130.26Baby zombie villagers can no longer mount other mobs as jockeys.
Preview 1.21.130.27Zombie villagers can now pick up spears and use their charge attack. However, unlike Java Edition, they cannot spawn holding iron spears.
26.0Preview 26.0.23Zombie villagers are now part of the monster spawn category.
Preview 26.0.27Due to a bug, baby zombie villagers can still not mount mobs as jockeys.[17]
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The model and textures of baby zombie villagers have been changed.
Preview 26.10.24Baby zombie villagers no longer raise their arms when holding items.[18]
26.20Preview 26.20.22The hitboxes of baby zombie villagers have been changed, to closely match Java Edition.[19]

Legacy Console Edition

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Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU14CU11.041.001.00Patch 11.0.1πŸ‘ Image
Added zombie villagers.
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Added baby zombie villagers.
Baby zombie villagers 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 rare loot of zombie villagers' drops have been changed to be carrots, potatoes or iron ingots.
TU19CU71.121.121.12Zombie 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.
When damaged, zombie villagers now have a low chance to spawn more zombies.[verify]
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On Halloween, zombie villagers can now spawn wearing pumpkins or jack o'lanterns.[is this the correct version?]
TU31CU191.221.221.22Patch 3Baby zombie villagers now drop experience.
Added zombie villager chicken jockeys – a rare version of the baby zombie villager.
Zombie villagers now drop a zombie head when killed by a charged creeper.
TU43CU331.361.361.36Patch 13A zombie villager can now be found in igloo basements. Since the new zombie villager skins were not added yet, the zombie villager received a random profession when cured.
TU46CU361.381.381.38Patch 15πŸ‘ Image
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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.
When the curing process of zombie villagers finishes, they now make the same sound as when the curing process starts.
The zombie villager in igloo basements is now a cleric.
TU54CU451.571.561.56Patch 241.0.4Zombie Villagers no longer spawn from zombie spawn eggs or spawners, since they now have their own spawn egg.
TU56CU471.551.551.55Patch 261.0.6Zombie villagers now spawn in abandoned villages.
TU60CU511.641.641.64Patch 301.0.11Baby 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.
TU69 1.761.761.76Patch 38 Zombie villagers now have their own sounds.
Zombie villagers now sink in water.
Zombie villagers no longer drown underwater.
1.91 Zombie villagers now have new skins, corresponding to biome and profession.
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Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes.
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Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village.
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Added plains zombie villagers, which all have unique textures for that biome.
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Added savanna zombie villagers, which all have unique textures for that biome.
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Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
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Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp.
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Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes.
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Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes.

New Nintendo 3DS Edition

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New Nintendo 3DS Edition
0.1.0πŸ‘ Image
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Added zombie villagers.
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Added baby zombie villagers.

Data history

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Java Edition
1.915w35aA new VillagerProfession tag that determines what profession the zombie villager is, as well its profession when cured, has been added.
1.1116w32aThe entity ID Zombie has been changed to zombie, zombie_villager and husk for those respective mobs.
The ZombieType, IsVillager tag has been removed and the Profession tag to the zombie_villager has been added, and the ConversionTime has been made to apply to zombie_villager only.
Setting the Profession tag to 5 now makes green-robed villagers.
1.1217w14aAdded ConversionPlayerLeast and ConversionPlayerMost tags to the zombie villager, for the purpose of the minecraft:cured_zombie_villager trigger for advancements.
1.1317w47aNumeric IDs for entities were presumably deprecated in this version.​[more information needed]

Issues

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Issues relating to "Zombie Villager" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

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  • When a zombie villager wears a carved pumpkin or jack o'lantern, its head is so tall that it pokes out the top of the pumpkin.
  • In Java Edition, zombie villagers have a glitched design when using the programmer art resource pack.[20]
  • In Bedrock Edition, when a zombie villager holds a trident, the hand that holds the trident lowers.
  • In Bedrock Edition, if a zombie villager is summoned using the /summon command with an invalid spawn event, a generic zombie villager spawns with the following issues.
    • They are not in any family.
    • They movement extremely fast.
  • In Bedrock Edition, the icon for the achievement "Zombie Doctor" uses the old zombie villager texture.
  • Curing a zombie villager chicken jockey is the only way to get a villager riding a chicken without the use of commands.[21]β€Œ[Java Edition only]
  • Green-colored zombies are also present in Minicraft, a 2D Minecraft-inspired game also created by Markus Persson.
  • In Java Edition, the rarest mob is a baby zombie villager riding a chicken, with 3 pieces of enchanted diamond armor, an enchanted iron sword and a jack o' lantern on its head. It has approximately a 1 in 948 trillion (948,148,148,148,148) chance to spawn and can be found only during Halloween, as this is when mobs can spawn wearing jack o' lanterns.

Gallery

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This section would benefit from the addition of more images.
 
Please remove this notice once you have added suitable images to the article.
The specific instructions are:
  • Updated baby renders as of 26.1 / 26.10
  • Targeting zombie villager

Textures

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Renders

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Halloween

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Screenshots

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In other media

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References

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  1. ↑ MCPE-174944 β€“ Zombie villagers never spawn with armor or weapon
  2. ↑ MC-107909 β€“ Can't cure zombie villager with enchanted golden apple β€“ resolved as "Works As Intended".
  3. ↑ https://youtube.com/watch?v=CYIAfv291k4
  4. ↑ https://twitter.com/jeb_/status/240381873480687616
  5. ↑ http://www.reddit.com/r/Minecraft/comments/yrjp8/zombies_can_pick_up_items_from_the_ground_in_the/c5y7uma
  6. ↑ https://twitter.com/Dinnerbone/status/243645556872855552
  7. ↑ MC-106146 β€“ resolved as "Works As Intended".
  8. ↑ a b MC-159300
  9. ↑ MC-2871
  10. ↑ πŸ‘ Image
    /assets/minecraft/textures/entity/zombie/zombie_villager.png
  11. ↑ MC-181190
  12. ↑ MC-14800
  13. ↑ "[MC-182478] Mob armor generates starting with boots rather than helmet – Jira" – Mojira, May 5, 2020.
  14. ↑ MC-219981 β€“ Leader zombie-type mobs spawn with 20 health despite having increased max health β€“ resolved as "Fixed".
  15. ↑ MCPE-43725 β€“ resolved as "Fixed".
  16. ↑ MCPE-79636 β€“ resolved as "Fixed".
  17. ↑ MCPE-234690
  18. ↑ MCPE-236381 β€“ resolved as "Works As Intended".
  19. ↑ MCPE-236077
  20. ↑ MC-140954 β€“ Zombie villager fists render around the head while using Programmer Art texture pack
  21. ↑ MC-200418 β€“ Cured baby zombie villagers stay as jockey variant
  22. ↑ "Minecraft LoFi: Laid back lutes for leading the charge" – Minecraft on YouTube, September 18, 2023

Navigation

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