Creepers: They hunt small birds or rabbits for food, blending into the environment, but they explode defensively when threatened or when they encounter players. This adds depth to their behavior and makes encounters more dynamic.
Large Slimes: Tank-like mobs immune to projectiles (even thrown tridents), and resistant to potions and fire. Only explosions at close range or lava can harm them. They’re destructive enough to destroy flowers and small grasses.
Medium Slimes: As they shrink, their core becomes less protected, losing some resistances. Explosions can harm them from farther away, and the only projectile that works is a thrown trident.
Small (Baby) Slimes: They can’t harm players and will try to regroup into medium slimes. They have no resistances but are immune to positive and negative potion effects, and fire enchantments. You can tame them with sea pickles, but if a tamed baby slime grows into medium slimes and is hurt, the medium slimes turn neutral.
Item Dissolving Mechanic: Slimes dissolve dropped natural items (like dirt, wood planks, crops, etc.) but not placed ones. Items from the Nether and all types of stone are safe.
Spiders: They adopt a hunting role, preying on small animals. You can tame them, and they may retreat when overwhelmed or damaged, luring players away as part of a more cunning behavior.
Witches:
Non-hostile witches exist in swamps, using the same model as hostile witches. They trade potion ingredients and weak pre-brewed potions temporarily, but once provoked, they’re permanently hostile.
Raid witches are always hostile and play a support role, healing any raid members with potions and attacking zombies that pose a direct threat.
Mob Dynamics: Illagers, pillagers, and witches will protect each other during raids, with witches taking on an essential support role. The rest of the raid members will actively try to defend them.
Creepers: They hunt small birds or rabbits for food, blending into the environment, but they explode defensively when threatened or when they encounter players. This adds depth to their behavior and makes encounters more dynamic.
Large Slimes: Tank-like mobs immune to projectiles (even thrown tridents), and resistant to potions and fire. Only explosions at close range or lava can harm them. They’re destructive enough to destroy flowers and small grasses.
Medium Slimes: As they shrink, their core becomes less protected, losing some resistances. Explosions can harm them from farther away, and the only projectile that works is a thrown trident.
Small (Baby) Slimes: They can’t harm players and will try to regroup into medium slimes. They have no resistances but are immune to positive and negative potion effects, and fire enchantments. You can tame them with sea pickles, but if a tamed baby slime grows into medium slimes and is hurt, the medium slimes turn neutral.
Item Dissolving Mechanic: Slimes dissolve dropped natural items (like dirt, wood planks, crops, etc.) but not placed ones. Items from the Nether and all types of stone are safe.
Spiders: They adopt a hunting role, preying on small animals. You can tame them, and they may retreat when overwhelmed or damaged, luring players away as part of a more cunning behavior.
Witches:
Non-hostile witches exist in swamps, using the same model as hostile witches. They trade potion ingredients and weak pre-brewed potions temporarily, but once provoked, they’re permanently hostile.
Raid witches are always hostile and play a support role, healing any raid members with potions and attacking zombies that pose a direct threat.
Mob Dynamics: Illagers, pillagers, and witches will protect each other during raids, with witches taking on an essential support role. The rest of the raid members will actively try to defend them.