Special mobs
The easiest way to change these settings is the web editor. It shows every option and checks what you type. This page shows the files, so you know what the editor writes for you.
A special mob starts as a normal mob. When it spawns during a blood night, BloodNight may turn it into a special mob. It keeps its body, but gets a new name, new stats, new equipment and a new behaviour.
All special mobs live in mobs.yml. The easiest way to change them is the web editor. This
page explains what each part means.
The parts of a special mob
mobs:
armored_zombie:
id: armored_zombie
equipment:
head: minecraft:diamond_helmet
chest: minecraft:diamond_chestplate
legs: minecraft:diamond_leggings
feet: minecraft:diamond_boots
attributes:
displayName: "Armored Zombie"
entityType: ZOMBIE
exactType: true
healthModifier: DEFAULT
health: 2
damageModifier: DEFAULT
damage: 2
changes: []
behaviour: ...
mobDrops: ...
extension: ...
spawn: ...
idis the mob's name in commands. It must be in small letters. Numbers and_are fine.behaviouris the graph you build in the editor. See Graphs.mobDropsis explained in Drops and items.extensionis explained in Riders and mounts.spawnis explained in When mobs spawn.
Which mob it turns
entityType is the kind of mob, like ZOMBIE or CREEPER.
exactType decides about relatives. A husk is a kind of zombie.
exactType: true: only zombies become this mob.exactType: false: zombies, husks, drowned, zombie villagers and zombified piglins can become this mob.
The closest fit wins. A husk takes a husk mob when there is one. Only when there is none, it takes a zombie mob.
MythicMobs mobs
With MythicMobs installed, a special mob can be a
MythicMobs mob. Set mythicType to the MythicMobs name and mythicLevel to its level:
attributes:
entityType: ZOMBIE
mythicType: SkeletalKnight
mythicLevel: 3
When this mob is picked for a spawning zombie, the zombie goes away and the MythicMobs mob spawns in its place. MythicMobs decides its health, damage, equipment and how it fights. BloodNight still decides when it spawns, its drops, and what happens when the night ends. The web editor lists your MythicMobs mobs to pick from.
Without MythicMobs, or with a name MythicMobs does not know, the zombie stays a normal zombie.
Name
displayName is shown above the mob's head. It uses MiniMessage,
so "<red>Angry Zombie" works. At first a name only shows when a player looks right at the mob. With
mobSettings.displayNames: true, a world shows the names above the mobs all the time.
Health and damage
Each one has a modifier and a value.
| Modifier | Health becomes |
|---|---|
DEFAULT | The mob's normal health times the world's healthMultiplier (2 by default) |
MULTIPLY | The mob's normal health times health |
VALUE | Exactly health |
Damage works the same way. With DEFAULT, the damage stays normal here. During a blood night, the world's
damage modifier makes every monster hit harder anyway.
Different in one world
A world can give a mob its own name, health or damage. Put it under mobSettings.overrides in the world file:
mobSettings:
overrides:
speed_zombie:
displayName: "<green>Slow Zombie"
healthModifier: VALUE
health: 10
Leave out what should stay as the mob has it.
More attribute changes
changes can change any attribute of the mob:
changes:
- attribute: minecraft:movement_speed
operation: ADD_SCALAR
amount: 0.5
| Operation | What it does |
|---|---|
ADD_NUMBER | Adds amount |
ADD_SCALAR | Adds amount times the normal value. 0.5 means 50% more. |
MULTIPLY_SCALAR_1 | Multiplies everything by 1 + amount |
Equipment
Each slot (head, chest, legs, feet, mainHand, offHand) takes an item:
- an item name like
minecraft:diamond_sword, or - the ID of an item from your item list.
Leave a slot empty (or the whole equipment empty) and the mob keeps the gear it spawned with. A skeleton keeps its
bow this way.