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VOOZH | about |
| Health points | 16HPπ β€οΈ Γ 8 |
|---|---|
| Armor points | 0 (π π‘ ) |
| Behavior | Hostile |
| Mob type | π Image Undead π Image Monster |
| Attack strength |
Ranged: π Image Melee: |
| Hitbox size | Java: Height: 1.99 blocks Width: 0.6 blocks Bedrock: |
| Speed | 0.25 |
| Spawn |
|
| Natural equipment |
|
{
"title": "Parched",
"rows": [
{
"field": "16<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=β€οΈ)</span> Γ 8</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "0 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0 armor points\">(link to File:Empty Armor (icon).png article, displayed as 9px|link=|alt=π‘)</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": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "'''Java:'''<br>Height: 1.99 blocks<br>Width: 0.6 blocks<br>\n'''Bedrock:'''<br>Height: 1.9 blocks<br>Width: 0.6 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.25",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BiomeSprite desert.png article, displayed as 16x16px|link=Desert|alt=|class=pixel-image|)</span>(link to Desert article, displayed as <span class=\"sprite-text\">Desert</span>)</span> at night or during thunderstorms.\n* When a (link to camel husk jockey article, displayed as camel husk jockey) spawns, as a passenger.\n* Rarely when a (link to spider article, displayed as spider) or (link to cave spider article, displayed as cave spider) spawns in a desert, as a (link to spider jockey article, displayed as spider jockey).β<sup class=\" nowrap Inline-Template \" title=\"\">[<i><span title=\"This statement only applies to Bedrock Edition\">(link to Bedrock Edition article, displayed as Bedrock Edition) only</span></i>]</sup>",
"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": [
"Parched Spawn Egg"
],
"images": [
"Parched JE2.png",
"Parched BE2.png"
]
}
A parched is a skeleton variant that spawns in deserts. Parched behave similarly to skeletons, but have less health, do not burn in sunlight, fire their bows more slowly, take freeze damage, cannot convert to strays, and shoot tipped arrows of Weakness.
Parched can spawn in deserts at night, replacing some skeletons.
In Java Edition, parched spawn directly under the sky in groups of 4 in place of 50% of all skeletons spawned in desert biomes.
In Bedrock Edition, parched spawn on the surface in groups of 2-4 in place of 1β3 (~33%) of all skeletons spawned in desert biomes.
| Category: Monster | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| π Image Desert | 50β515 | 9.71% | 4 | 40 | 1β2 |
When a husk spawns naturally and spawns in a space that does not block the collision box required for a camel husk, it has a 10% chance to spawn as a camel husk jockey, i.e. riding a camel husk, and spawning a parched as the second passenger.
Spiders and cave spiders spawned in deserts have a 1% chance to spawn as a spider jockey, with an 80% chance of the rider being a parched.
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Bone | 0β2 | 66.67% | 1.00 | 0β3 | 83.33% | 1.50 | 0β4 | 91.67% | 2.00 | 0β5 | 94.44% | 2.50 |
| π Image | Arrow | 0β2 | 66.67% | 1.00 | 0β3 | 83.33% | 1.50 | 0β4 | 91.67% | 2.00 | 0β5 | 94.44% | 2.50 |
| π Image | Arrow of Weakness[A] | 0β1 | 50.00% | 0.50 | 0β1 | 75.00% | 0.75 | 0β1 | 87.50% | 0.88 | 0β1 | 91.67% | 0.92 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Bone | 0β2 | 2β3 | 1 | 0β3 | 5β6 | 3β2 | 0β4 | 11β12 | 2 | 0β5 | 17β18 | 5β2 |
| π Image | Arrow | 0β2 | 2β3 | 1 | 0β3 | 5β6 | 3β2 | 0β4 | 11β12 | 2 | 0β5 | 17β18 | 5β2 |
| π Image | Arrow of Weakness[A] | 0β1 | 1β2 | 1β2 | 0β1 | 3β4 | 3β4 | 0β1 | 7β8 | 7β8 | 0β1 | 11β12 | 11β12 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| π Image | Bone | 0 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) |
| 1 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 5β18 (27.78%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 5β18 (27.78%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 3β2 (1.50) | 2 (2.00) | 5β2 (2.50) | ||
| π Image | Arrow | 0 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) |
| 1 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 5β18 (27.78%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 5β18 (27.78%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 3β2 (1.50) | 2 (2.00) | 5β2 (2.50) | ||
| π Image | Arrow of Weakness[A] | 0 | 1β2 (50.00%) | 1β4 (25.00%) | 1β8 (12.50%) | 1β12 (8.33%) |
| 1 | 1β2 (50.00%) | 3β4 (75.00%) | 7β8 (87.50%) | 11β12 (91.67%) | ||
| Average | 1β2 (0.50) | 3β4 (0.75) | 7β8 (0.88) | 11β12 (0.92) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| π Image | Bone | 1.00 | 1.50 | 2.00 | 2.50 |
| π Image | Arrow | 1.00 | 1.50 | 2.00 | 2.50 |
| π Image | Arrow of Weakness[A] | 0.50 | 0.75 | 0.88 | 0.92 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Bone | 0β2 | 66.67% | 1.00 | 0β3 | 66.67% | 1.33 | 0β4 | 66.67% | 1.67 | 0β5 | 66.67% | 2.00 |
| π Image | Arrow | 0β2 | 66.67% | 1.00 | 0β3 | 66.67% | 1.33 | 0β4 | 66.67% | 1.67 | 0β5 | 66.67% | 2.00 |
| π Image | Arrow of Weakness[A] | 0β1 | 50.00% | 0.50 | 0β2 | 50.00% | 0.75 | 0β3 | 50.00% | 1.00 | 0β4 | 50.00% | 1.25 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Bone | 0β2 | 2β3 | 1 | 0β3 | 2β3 | 4β3 | 0β4 | 2β3 | 5β3 | 0β5 | 2β3 | 2 |
| π Image | Arrow | 0β2 | 2β3 | 1 | 0β3 | 2β3 | 4β3 | 0β4 | 2β3 | 5β3 | 0β5 | 2β3 | 2 |
| π Image | Arrow of Weakness[A] | 0β1 | 1β2 | 1β2 | 0β2 | 1β2 | 3β4 | 0β3 | 1β2 | 1 | 0β4 | 1β2 | 5β4 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| π Image | Bone | 0 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) |
| 1 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 2β9 (22.22%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 4β3 (1.33) | 5β3 (1.67) | 2 (2.00) | ||
| π Image | Arrow | 0 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) |
| 1 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 2β9 (22.22%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 4β3 (1.33) | 5β3 (1.67) | 2 (2.00) | ||
| π Image | Arrow of Weakness[A] | 0 | 1β2 (50.00%) | 1β2 (50.00%) | 1β2 (50.00%) | 1β2 (50.00%) |
| 1 | 1β2 (50.00%) | 1β4 (25.00%) | 1β8 (12.50%) | 1β12 (8.33%) | ||
| 2 | 0 | 1β4 (25.00%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 0 | 1β8 (12.50%) | 1β6 (16.67%) | ||
| 4 | 0 | 0 | 0 | 1β12 (8.33%) | ||
| Average | 1β2 (0.50) | 3β4 (0.75) | 1 (1.00) | 5β4 (1.25) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| π Image | Bone | 1.00 | 1.33 | 1.67 | 2.00 |
| π Image | Arrow | 1.00 | 1.33 | 1.67 | 2.00 |
| π Image | Arrow of Weakness[A] | 0.50 | 0.75 | 1.00 | 1.25 |
Parched mostly behave like normal skeletons but shoot extended arrows of Weakness instead of normal arrows. Their cooldown between each bow shot is longer than normal skeletons at every 3.5 seconds on Easy and Normal and every 2.5 seconds on Hard. Parched do not burn in sunlight. Parched are unaffected by the Weakness effect, although this does not usually affect them anyway, since they attack using projectiles.
In Bedrock Edition, the eyes of parched are emissive when Vibrant Visuals is enabled.
Being an undead mob, they are:
As they are also under the "skeletons" entity type tagβ[Java Edition only], if a parched kills a creeper, the creeper drops a music disc, randomly selected from 13, cat, blocks, chirp, far, mall, mellohi, stal, strad, ward, 11, and wait. They will also run away from wild and tamed wolves similar to other skeleton variants.
Similar to bogged, parched take freezing damage and do not convert into strays.[1] Unlike husks converting into zombies, parched do not turn into skeletons when submerged in water for too long.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| βParched rattles | Hostile Mobs | Randomly | entity.parched.ambient | subtitles.entity.parched.ambientβ | 1.0 | 1.0 | 16 | |
| βParched hurts | Hostile Mobs | When a parched is damaged | entity.parched.hurt | subtitles.entity.parched.hurtβ | 1.0 | 1.0 | 16 | |
| βParched dies | Hostile Mobs | When a parched dies | entity.parched.death | subtitles.entity.parched.deathβ | 1.0 | 1.0 | 16 | |
| βFootsteps | Hostile Mobs | When a parched walks | entity.parched.step | subtitles.block.generic.footstepsββ | 1.0 | 1.0 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| β ? | Hostile Mobs | Randomly | mob.parched.ambient | β ? | 1.0 | 1.0 | |
| β ? | Hostile Mobs | When a parched is damaged | mob.parched.hurt | β ? | 1.0 | 1.0 | |
| β ? | Hostile Mobs | When a parched dies | mob.parched.death | β ? | 1.0 | 1.0 | |
| β ? | Hostile Mobs | When a parched walks | mob.parched.step | β ? | 1.0 | 1.0 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| π EntitySprite parched.png: Sprite image for parched in Minecraft Parched | parched | can_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmsensitive_to_smiteskeletonsundeadwither_friends |
entity.minecraft.parched |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| π EntitySprite parched.png: Sprite image for parched in Minecraft Parched | parched | 151 |
mobmonsterparchedskeletonundead | entity.parched.name |
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π 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 | |
| π Image | π 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 | |
| π Image | π 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) |
|---|---|---|---|
| π Image π Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| π Image π 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. |
| π Image π 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. |
| π Image π Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | π Image Armor Stand and π Image Mannequin also count for this advancement. |
| π Image π Image | Arbalistic | Kill five unique mobs with one crossbow shot | π Image Armor Stand and π 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. |
| π Image π 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 | |||||||
|---|---|---|---|---|---|---|---|
| 1.21.11 | 25w44a | π Image Added parched. | |||||
| 25w46a | Parched are now immune to the Weakness effect. | ||||||
| π Image Updated the parched leg UV by moving it by 1 pixel. | |||||||
| pre1 | Parched can no longer pick up spears. | ||||||
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.21.130 | Preview 1.21.130.24 | π Image Added parched. | |||||
| When a parched detects a camel husk within 16 blocks, it waits 16 game ticks (0.8 seconds) before running toward it to ride it. This behavior takes priority over all other actions, including attacking players. | |||||||
| Preview 1.21.130.26 | Parched no longer look for camel husks to mount. However, they can still mount one when pushed into one. | ||||||
| Preview 1.21.130.27 | π Image Updated the parched leg UV by moving it by 1 pixel. | ||||||
| π Image Parched can now spawn as riders of spider jockeys when spawned in desert biomes.[2] | |||||||
| Parched now deal a base damage amount of 2HPπ β€οΈ instead of 3HPπ β€οΈ π π , matching Java Edition. | |||||||
| Parched now have the same vertical offsets in vehicles as other skeleton variants. | |||||||
| Parched can no longer be forced onto a camel husk. | |||||||
| 26.0 | Preview 26.0.23 | Parched can no longer pick up spears. | |||||
| 26.30 | Preview 26.30.20 | Parched now shoot arrows at a rate of 2.5 seconds on Hard difficulty or Hardcore mode, matching Java Edition.[3] | |||||
| Desert | |
|---|---|
| Environment | |
| Blocks | |
| Mobs | |