Gary Loves Minecraft

Gary's blog about Minecraft and games

Secret Mobs in Minecraft

Did you know there are four mystery boss mobs in Minecraft? These are special mobs which can be brought in to the game with a /summon command, but otherwise don’t come in normal gameplay. These particular mobs are the Giant, the Killer Bunny, the Zombie Horse, and the Illusioner. Let’s take a closer look at each of them.

top maps for minecraftThe Giant

Giants are essentially over-sized Zombies. They look exactly like Zombies, but are near to 12 blocks high, making them six times how big is their smaller sized Zombie cousins. Technically, their spawn conditions are light levels higher than 11 and less than 8, producing them mathematically difficult to spawn under normal conditions.

Giants now have no AI. The consequence of that is that they always encounter south when summoned and stay that way, never wandering, turning their head, chasing the player, or giving an answer to damage except for taking knockback. Their viewing path can only just be modified with commands.

Consider them as giant Zombie adornments and that's about it.

The Killer Bunny

The Killer Bunny (previously known as The Killer Rabbit of Caerbannog, which really is a mention of the scene in a movie) is a variant of the rabbit specific to Java Edition that's hostile to all players. Its fur is pure white with blood-red eye that are horizontal, compared to a standard rabbit's vertical eyes. It can only end up being spawned using the a summon command. It seems with a nameplate over its mind reading "The Killer Bunny""

If the killer bunny detects any participant within a 16-block radius, it'll hop rapidly towards the player, considerably faster when compared to a normal rabbit. It moves in a style similar to that of a spider. Once it closes in, it will jump at the participant, dealing a fair amount of damage. If the player strikes at the killer bunny, it will run away for a brief moment, then go back to lunging at the participant. Killer rabbits are also immune to the Thorns enchantment.

If it cannot find a player, the killer bunny will actively seek out and attack any wolves as well, including tamed canines. These wolves will, subsequently, attack the killer bunny, leading to a vicious fight.

On relaxing difficulty, the killer bunny will not de-spawn, despite its hostile nature. It will still assault wolves and tamed wolves however, not the player.

Naming a rabbit Toast (using either a name tag or a renamed spawn egg) will re-consistency it to really have the appearance of a black colored dutch, with a large black and white patch and more black fur around the face than the natural black and white spotted rabbit. Other than its name and skin, Toast behaves precisely like it would if it had been unnamed. When two Toast rabbits are bred, their offspring doesn't have the Toast pattern, it includes a pattern consistent with the parents' unique coloring. Like the killer bunny, Toast won't spawn naturally.

Zombie Horse

Zombie horses are simply like regular horses, but with a green-skinned zombie appearance, with completely black eyes. They don't spawn naturally in the game and can only be created with a /summon command or with their spawn egg.

Illusioner

Illusioners are unused hostile mobs. They are among the three illagers, which are offshoot villagers - others getting the vindicator and the evoker.

Illusioners can only just be spawned using the /summon command. Currently there is no illusioner spawn egg.

When killed by a player, any naturally spawned apparatus (including their bow) has a 8.5% (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) chance of dropping and will drop with a random durability.

Illusioners will attack players, villagers and iron golems within about 12 blocks. It'll attack using its spells, and using its bow.

The illusioner has two spells: a spell that blinds its opponent, and a spell that summons duplicates and makes the illusioner invisible.

The blindness spell is only going to be cast if the regional difficulty is higher than 2.
Upon first engaging a new opponent, an illusioner casts a Blindness effect that lasts great maps for minecraft 20 secs. It signals this strike by raising its hands and creating black smoke. The illusioner will not cast this spell more than once on a single opponent, unless it has initial shifted its focus on another opponent, and after that back again to that original opponent.

This spell resets the illusioner's spell cooldown to 1 1 second, and resets the cooldown for the blinding spell to 9 seconds.

So long as an illusioner is engaged in combat, it will cast an
Invisibility influence on itself that lasts 60 seconds, and will refresh the effect whenever the Invisibility's time runs out. It indicators this spell by raising its arms and creating blue smoke.

When an illusioner turns into invisible - through this or any kind of other method - it creates four false duplicates of itself. These hover and waver at brief distances from the real invisible illusioner, though they'll not really space themselves out until the first time the illusioner is certainly ever attacked. These duplicates face in exactly the same path as the illusioner, and move relatively in step with the original, sometimes appearing to no-clip through walls, ceilings and floors. They will use the shooting animation whenever the original uses its bow, though only the real illusioner can shoot and become damaged.

When the real illusioner is damaged, its duplicates all of the snap back to where in fact the real illusioner is, then quickly snap back away to new positions, signaling the hit.

If a low profile illusioner receives the Glowing impact, all the duplicates will glow, as the true illusioner will remain invisible.

The duplicates desolve after the illusioner's Invisibility effect ends.

This spell resets the illusioner's spell cooldown to 1 1 second, and resets the cooldown for the invisibility spell to 17 seconds.