Teeming
Bestiary

90 creatures

All 90 creatures, by dimension: where each lives, the tell that gives it away, the counter that beats it, and what it drops. The photos show every look beside a player for scale, then the same creatures mid-tell. Drops marked with Looting gain up to that many more per level.

Overworld 20 creatures

Thornhorn

No. 1
OverworldPassive until provoked

A grazer that leaves you alone until one of the herd is hurt. Then they all turn on you.

Home
Plains and meadows, in herds.
Tell
It lowers its horns and paws the ground for a second.
Counter
Step aside when it charges. If it runs into a wall it is stunned for three seconds and takes half again as much damage.
Looks
Thornhorn and Sunflower
Charm
Shellward Charm
Health
24
Attack
5
Armor
2
Drops
  • Leather ×0–2 (+0–1 per Looting level)
  • Raw Beef ×1–3 (+0–1 per Looting level)
  • Tough Hide ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Snagwood

No. 2
OverworldHostile

A dead tree that walks. Rooted, it looks like any broken snag until you come within five blocks. Then it tears its roots free and lumbers after you, slowly.

Home
Forests, but never the dark forest. It stands among the living trees as one more dead snag.
Tell
It creaks, leans back and raises its dead limbs for just over half a second, bark dust falling, then sweeps its roots across the ground in front of it.
Counter
When it creaks, step behind it or out to one side: the sweep only covers three blocks across its front. An axe bites twice as deep. Leave it alone for eight seconds and it roots back into a snag.
Looks
Snagwood and Birch Snag
Health
30
Attack
5
Armor
6
Drops
  • Stick ×1–3 (+0–1 per Looting level)
  • Bone Meal ×0–1 (+0–1 per Looting level)
  • Heartwood ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Puffcap Shepherd

No. 3
OverworldHostile

A little mushroom shepherd that keeps to the back of a fight. Every eight seconds it puffs spores that heal and hasten the monsters round it, and it runs from you if you come within six blocks.

Home
Dark forests, among the big mushrooms.
Tell
Its cap swells up and sheds spores for a moment before the puff.
Counter
Kill it first, from range if it runs. Hit it while its cap swells and the cap bursts early: no spores for the pack, and it reels for two seconds.
Looks
Puffcap Shepherd and Glowcap
Health
16
Attack
2
Armor
0
Drops
  • Red Mushroom ×0–2 (+0–1 per Looting level)
  • Stick ×0–1 (+0–1 per Looting level)
  • Spore Sac ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Mire Gulper

No. 4
OverworldHostile

A wide-mouthed ambusher. Under the water nothing can see it, mobs can't target it and arrows go straight past it. A few bubbles are the only sign that it is there.

Home
Swamps and mangrove swamps, lying hidden under shallow water.
Tell
Bubbles boil up from the water right under you for a second. Then it lunges up and swallows whatever is standing over it.
Counter
Step off the bubbles before they stop. If it swallows you, hit it three times, from inside or from outside: it spits you out and is stunned for two seconds, taking half again as much damage. Otherwise it chews on you for five seconds before it lets go.
Looks
Mire Gulper and Mangrove Gulper
Health
28
Attack
4
Armor
2
Drops
  • Slimeball ×0–1 (+0–1 per Looting level)
  • Lily Pad ×0–1 (+0–1 per Looting level)
  • Bog Gland ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Dunefin

No. 5
OverworldHostile

A sand shark. It swims through the sand with only its fin showing and hunts anyone standing on sand.

Home
Deserts and badlands, swimming under the sand in any light. The badlands' ones are red.
Tell
Its fin rises out of the sand right under you for three quarters of a second. Then it breaches and bites.
Counter
Stand on anything that isn't sand and it can't reach you. Step off the sand onto stone as its fin rises: it leaps after you, lands on the hard ground and lies stunned for three seconds.
Looks
Dunefin and Red Dunefin
Health
22
Attack
5
Armor
2
Drops
  • Sand ×0–2 (+0–1 per Looting level)
  • Bone ×0–1 (+0–1 per Looting level)
  • Sand Scale ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Rattlecoil

No. 6
OverworldNeutral

A rattlesnake that wants to be left alone. It never hunts you, but it won't let you walk past it either.

Home
Badlands, out in the open in any light. A paler Sidewinder turns up in deserts now and then.
Tell
Come within six blocks and it coils, lifts its head and shakes its raised rattle for a second and a half.
Counter
Back off. Once you are more than eight blocks away it calms down. Step within four blocks after the rattle and it strikes, and the bite poisons you.
Looks
Rattlecoil and Sidewinder
Charm
Antivenom Charm
Health
14
Attack
4
Armor
0
Drops
  • Leather ×0–1 (+0–1 per Looting level)
  • Venom Fang ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Snowroller

No. 7
OverworldHostile

A snow beast that curls into a ball and rolls downhill at you, growing bigger and hitting harder the farther it rolls.

Home
Snowy slopes, groves and jagged peaks, after dark.
Tell
It tucks its head and legs in and curls up for most of a second, puffing snow.
Counter
Step out of its line, or get a wall between you. A Snowroller that hits a wall lies stunned on its back for three seconds and takes half again as much damage.
Looks
Snowroller and Frostbitten
Charm
Shellward Charm
Health
26
Attack
4
Armor
4
Drops
  • Snowball ×0–3 (+0–1 per Looting level)
  • Frost Core ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Shiverwraith

No. 8
OverworldHostile

A frost spirit that drains warmth through a beam. While the beam holds you freeze, and it heals.

Home
Snowy plains, ice spikes and frozen peaks, at night.
Tell
It raises its arms toward you and a thin frost beam flickers between you for a moment before it locks on.
Counter
Get near heat: fire, a lit campfire or lava within three blocks of you snaps the beam. Or break its line of sight. Leather armor keeps the cold out, but it still heals.
Looks
Shiverwraith and Hoarfrost
Charm
Hearth Charm, Tether Charm
Health
20
Attack
3
Armor
0
Drops
  • Snowball ×0–2 (+0–1 per Looting level)
  • Frost Core ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Gloamhound

No. 9
OverworldHostile

A starved, hunch-backed hound of the gloom with a ridge of bone down its back and eyes that glow in the dark. The pack circles you and takes turns: only one darts in at a time, while the horned alpha howls to speed the others up.

Home
Taiga forests at night, in packs of three or four.
Tell
The hound whose turn it is drops low, raises its spines and growls for a moment, then darts in to bite.
Counter
Kill the alpha: the big one with horns, a collar of bone spikes and glowing marks down its sides. When it dies the rest of the pack runs for ten seconds. Step aside from a dart when you see the crouch.
Looks
Gloamhound and Snowpelt
Health
18 (alpha 30)
Attack
4 (alpha 5.5)
Armor
1
Drops
  • Bone ×0–2 (+0–1 per Looting level)
  • Tough Hide ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Vinedrop Strangler

No. 10
OverworldHostile

A knot of vines that waits in the trees for something to walk underneath. It creeps along the underside of the leaves to get above its prey, drops on it and wraps it up.

Home
Jungles, hanging upside down under the leaves of the canopy, up to twelve blocks above the ground.
Tell
For just over half a second a dark ring of shadow shows on the ground where it will land, leaves fall and the canopy rustles. Then it drops.
Counter
Step out of the shadow before it lands. If it wraps you, you are slowed to a crawl and squeezed once a second for four seconds: cut it off with shears, or with a fully charged sword swing while you stand on the ground. It is knocked loose and lies stunned for three seconds, taking half again as much damage. Hit it while it hangs and it lets go and falls.
Looks
Vinedrop Strangler and Bamboo Strangler
Health
22
Attack
4
Armor
0
Drops
  • Vines ×1–3 (+0–1 per Looting level)
  • Stick ×0–2 (+0–1 per Looting level)
  • Heartwood ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Snapmaw Bloom

No. 11
OverworldHostile

A rooted flower with a jaw for a head. It never leaves its spot, spits hard seeds at anything within fourteen blocks and bites whatever stands next to it.

Home
Lush caves and the jungle floor.
Tell
Its jaws open for half a second with a glowing seed inside, then it spits or snaps.
Counter
It turns slowly, so circle it. Step aside when the jaws open and the seed flies past. From behind, where the seed sac glows gold, your hits do double damage.
Looks
Snapmaw Bloom and Azalea Bloom
Health
24
Attack
5
Armor
2
Drops
  • Wheat Seeds ×0–2 (+0–1 per Looting level)
  • Heartwood ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Stormeel

No. 12
OverworldHostile

A slim eel that hunts swimmers. It stores a charge in the spots along its flanks and lets it go through the water around it.

Home
Warm and lukewarm oceans, in the water.
Tell
Its spots glow brighter and crackle with sparks for a second and a half, then it discharges: everything in the water within five blocks takes a heavy shock.
Counter
Get out of the water while it glows: onto the shore, onto a block above the surface or into a boat, or swim more than five blocks away. On land it can only flop back toward the sea, and it dries out.
Looks
Stormeel and Abyssal Eel
Health
20
Attack
3
Armor
0
Drops
  • Raw Cod ×0–1 (+0–1 per Looting level)
  • Prismarine Crystals ×0–1 (+0–1 per Looting level)
  • Storm Coil ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Shellguard Crab

No. 13
OverworldPassive until provoked

A crab that leaves you alone until you strike it. Its shell and claws turn every blow from the front, and then it pinches back.

Home
Beaches and stony shores, in small groups.
Tell
It raises both claws and opens them for a moment before it pinches.
Counter
Hit it with a shovel, or knock it back hard (a sprinting hit will do), to flip it onto its back. For three seconds it can't fight back and its belly takes double damage.
Looks
Shellguard Crab and Stone Crab
Health
20
Attack
4
Armor
4
Drops
  • Sand Scale ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Dripfang

No. 14
OverworldHostile

A living stalactite. It waits on the ceiling for something to walk beneath it, then drops point-first.

Home
Dripstone caves. It hangs from the ceiling among the real dripstone, one more stone fang.
Tell
Water drips from its tip with a soft drip, and it shivers for just over half a second before it lets go.
Counter
When you hear or see the drip, step aside: it drops on the spot where you stood. A miss sticks its point in the ground for three seconds: its crown glows gold and it takes half again as much damage. Then it hauls itself back up.
Looks
Dripfang and Calcite Fang
Health
16
Attack
7
Armor
2
Drops
  • Pointed Dripstone ×0–1 (+0–1 per Looting level)
  • Venom Fang ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Hushwing

No. 15
OverworldHostile

A blind cave bat. It cannot see you: it hears a sprint within sixteen blocks, a fight within twelve and mining within ten, flies to the noise and bites.

Home
Deep caves below y 0, in flocks of three or four.
Tell
No warning before a bite. When it hears something, its big ears snap up and flick and a ring of sound rises over it.
Counter
Walk or sneak: it never hears quiet steps. Throw a snowball, egg or arrow away from you and the whole flock chases the impact for five seconds.
Looks
Hushwing and Echo Hushwing
Charm
Hush Charm
Health
8
Attack
3
Armor
0
Drops
  • Echo Membrane ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Mycelite Shambler

No. 16
OverworldHostile

A slow fungal shambler. When it dies it bursts into two smaller ones, and those burst again, each burst a puff of poison spores.

Home
Dark forests, dripstone caves and lush caves, but never on the mushroom fields.
Tell
It swings without warning. As it falls, its cap and spore sacs swell for a moment before it bursts.
Counter
Fire. A shambler that is burning, or dies to fire, crumbles to ash with no burst and no spores. Otherwise step back from a falling one: the spores reach two blocks.
Looks
Mycelite Shambler and Crimson Cap
Charm
Antivenom Charm
Health
24 → 12 → 6
Attack
3
Armor
0
Drops
  • Brown Mushroom ×0–2 (+0–1 per Looting level)
  • Spore Sac ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Petalkin

No. 17
OverworldPassive until provoked

A shy cherry-blossom sprite that leaves you alone. Hit it and it blinks up to six blocks away in a puff of petals, leaving three copies of itself where it stood, then comes back to peck at you.

Home
Cherry groves, alone or in pairs.
Tell
No warning before it pecks. The copies last five seconds and look just like it.
Counter
Find the real one: the copies cast no shadow and make no sound, not even footsteps. A hit pops a copy into petals and does nothing else.
Looks
Petalkin and Snowpetal
Health
12
Attack
3
Armor
0
Drops
  • Pink Petals ×0–2 (+0–1 per Looting level)
  • Petal Dust ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Hollow Mourner

No. 18
OverworldHostile

A mourner that brings the dead back. It remembers every undead mob that falls within eight blocks of it for thirty seconds, and every ten seconds it raises one where it fell, so the fight you just won starts again. The raised dead carry nothing worth taking.

Home
Anywhere on land in the Overworld at night, but never the mushroom fields. In swamps it wears moss and mud.
Tell
It stops, raises both arms high and chants for three seconds while souls rise from the grave.
Counter
Hit it. A hit staggers it for two seconds and breaks the chant, and nothing rises. For two seconds after, a hit doesn't stagger it again, but a chant always breaks. Better still, kill it before you clear the dead round it.
Looks
Hollow Mourner and Bog Mourner
Health
26
Attack
3
Armor
2
Drops
  • Bone ×0–2 (+0–1 per Looting level)
  • String ×0–1 (+0–1 per Looting level)
  • Grave Ash ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Dustwhirl

No. 19
OverworldHostile

A small dust devil with a glowing core. It drags any dropped item within eight blocks into itself and keeps it until it dies.

Home
Savannas and wooded badlands, after dark.
Tell
It spins up for a second, dust rising round it and a whistle climbing, then blasts everyone near it outward for three seconds.
Counter
Sneak through the gust: it pushes you half as hard, and sneaking keeps you from being blown off a ledge. When it slows down afterwards its core shows; hit it then for half again as much damage.
Looks
Dustwhirl and Red Dust
Health
18
Attack
2
Armor
0
Drops
  • Stick ×0–2 (+0–1 per Looting level)
  • Gale Essence ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Skreel

No. 20
OverworldHostile

A mountain raptor that circles ten to twenty blocks above its prey and drops on it from the sky.

Home
Windswept hills and stony and jagged peaks, by day or night.
Tell
It stops in the air, tips nose-down and screeches for a second, and a line of wind points at you.
Counter
Raise a shield into the dive. A blocked Skreel crashes and lies stunned for three seconds, taking half again as much damage. Or step out of the line.
Looks
Skreel and Snowy Skreel
Health
16
Attack
5
Armor
0
Drops
  • Feather ×0–2 (+0–1 per Looting level)
  • Gale Essence ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Nether 30 creatures

Prismback

No. 21
NetherHostile

A low, armored lizard with a ridge of quartz prisms down its back. Arrows, tridents, snowballs and fire charges that strike it are turned round and sent straight back the way they came.

Home
Nether wastes.
Tell
Every six seconds its prisms glimmer with a chime and a shower of sparks, then blaze white-hot for a second. While they blaze, half of every blow you land on it comes back at you.
Counter
Fight it up close between flashes and hold your blows while it shines. A flash with nothing to turn burns its light out: for two seconds its prisms go dark and arrows strike home. Its belly is bare, so a shot rising into it from below gets through.
Looks
Prismback and Smoky Prismback
Health
30
Attack
5
Armor
6
Drops
  • Nether Quartz ×0–2 (+0–1 per Looting level)
  • Prism Shard ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Slagspitter

No. 22
NetherHostile

A squat slag toad with a spout on its snout that bombards you from range. It lobs molten globs at anything six to twenty blocks away, and where a glob lands the ground burns for four seconds.

Home
Nether wastes and basalt deltas, alone or in pairs.
Tell
The glowing ring at the root of its spout swells, the spout tips up and it gurgles for nearly a second. Then it spits a glob of slag in a high arc at the spot where you stand.
Counter
Step aside while the ring glows, or raise a shield toward it, and step out of the burning patches. Better, rush it: come within five blocks and it chokes on its shot and hops away. Keep it hopping and it never gets a shot off; up close it only nips.
Looks
Slagspitter and Basalt Spitter
Charm
Quench Charm
Health
20
Attack
3 (glob 6)
Armor
2
Drops
  • Basalt ×0–2 (+0–1 per Looting level)
  • Magma Cream ×0–1 (+0–1 per Looting level)
  • Slag Gland ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Ash Jackal

No. 23
NetherHostile

A lean, big-eared scavenger dog of the wastes. Each one snatches a dropped item stack within ten blocks, carries it in its jaws and runs off with it for ten seconds. In a fight the pack goes for whoever is most hurt, player or mob.

Home
The Nether wastes and the soul sand valleys, in packs of two or three.
Tell
It stops dead and sniffs, nose up and ears pricked, for half a second before it snatches an item or bites. Step back or strike then. Watch for the item in its jaws and keep your health up, because the pack singles out the weakest.
Counter
Kill the one carrying your item before it gets away: it drops what it took. It never wanders off for good while it carries something. Better still, don't drop loot in front of a pack.
Looks
Ash Jackal and Soul Jackal
Health
16
Attack
4
Armor
1
Drops
  • Bone ×0–1 (+0–1 per Looting level)
  • Ash Pelt ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Slagheart Golem

No. 24
NetherHostile

A slag golem that heats up fast as it fights: every hit it takes stokes it. Its cracks glow brighter at each stage of heat.

Home
Nether wastes.
Tell
At full heat it raises its arms and shakes for a second, then erupts: fire and heavy damage within five blocks.
Counter
Cool it: a snowball takes off a little heat, splash water more. Powder snow takes all of it, but the Nether has none: pour some from a bucket in the golem's path. A frost core and a bucket make a powder snow bucket. Cooled right down it is quenched for three seconds and takes half again as much damage.
Looks
Slagheart Golem and Cooled Golem
Charm
Quench Charm
Health
44
Attack
7
Armor
6
Drops
  • Basalt ×1–3 (+0–1 per Looting level)
  • Coal ×0–2 (+0–1 per Looting level)
  • Slag Gland ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Soot Manta

No. 25
NetherHostile

A wide, flat ray that glides over the lava and swoops in to bite. The bite is weak; the soot it sheds is not.

Home
The air over the Nether's lava seas.
Tell
Close to you, it stops in the air and its wings ripple for a second while soot streams off their edges.
Counter
Get clear before the cloud bursts, and fight it from outside the soot: anyone inside is blinded and plunged into darkness. Hurt it past half its health and it flees.
Looks
Soot Manta and Ember Manta
Health
26
Attack
4
Armor
0
Drops
  • Charcoal ×0–1 (+0–1 per Looting level)
  • Soot Plume ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Magma Tortoise

No. 26
NetherPassive

A huge, slow tortoise that paddles across the lava. It never attacks, nothing burns it, and the top of its shell is solid enough to stand on. Feed it magma cream and you can ride it across the lava: stand on its shell and it swims the way you look.

Home
Lava seas in every Nether biome, floating at the surface.
Tell
It has no warning to watch for: it never fights back.
Counter
Magma cream keeps it with you for thirty seconds: it paddles after you across the lava, and while you stand on its shell it swims the way you look, carrying you over the lava sea. Feed it again to start the thirty seconds over.
Looks
Magma Tortoise and Old Tortoise
Health
60
Attack
none
Armor
10
Drops
  • Basalt ×0–2 (+0–1 per Looting level)
  • Magma Scute ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Veinleech

No. 27
NetherHostile

A fat leech that shoots a living vein into whatever it can see within ten blocks. While the vein holds, it drinks your health and heals itself.

Home
Crimson forests, alone or in pairs.
Tell
It rears up, its round mouth flares and the ring of hooked teeth opens wide with a wet sucking sound, for half a second before the vein shoots out.
Counter
Break its line of sight: put a block, a tree or a corner between you, or get more than ten blocks away. The vein snaps and the leech lies stunned for two seconds; hit it then.
Looks
Veinleech and Pale Leech
Charm
Tether Charm
Health
22
Attack
2
Armor
0
Drops
  • Slimeball ×0–1 (+0–1 per Looting level)
  • Vein Sac ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Shredjaw Beetle

No. 28
NetherHostile

A heavy beetle whose saw-toothed jaws crush armor. Each bite cracks your armor for ten seconds, up to three times over, and grinds every piece you wear.

Home
Crimson and warped forests, alone or in pairs.
Tell
It stops and throws its jaws wide open, grinding and clicking, sparks flying off the blades, for just over half a second before they slam shut.
Counter
Raise a shield toward it as the jaws open: the bite does nothing, the beetle reels back and its own shell cracks. Or step back out of reach before the jaws close, and keep away while the cracks in your armor fade.
Looks
Shredjaw Beetle and Warped Shredjaw
Health
30
Attack
5
Armor
8
Drops
  • Crimson Fungus ×0–1 (+0–1 per Looting level)
  • Chitin Plate ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Weepling Broodmother

No. 29
NetherHostile

A bloated crimson mother dragging a swollen abdomen full of brood. Every ten seconds in a fight she lays two pale sacs beside her, and three seconds later each one hatches a weepling: a small crying creature that rushes you. She keeps at most six sacs and weeplings at once.

Home
Crimson forests, alone.
Tell
She squats, her abdomen swells and pulses and she lets out a wet groan for a second before the sacs drop.
Counter
Pop the pale, glowing sacs before they hatch: one hit bursts each. Burst a whole clutch and she grieves and lays nothing for another ten seconds. Or kill her first: her unhatched sacs burst with her and her weeplings wither five seconds later.
Looks
Weepling Broodmother and Bloated Brood
Health
36
Attack
3
Armor
2
Drops
  • Crimson Fungus ×0–1 (+0–1 per Looting level)
  • Vein Sac ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Gleamtrap

No. 30
NetherHostile

An ambush mob that passes for a shroomlight. It never moves. It bites whatever touches it, hits it or stands next to it for two seconds.

Home
Crimson and warped forests, sitting on the caps of huge fungi among the real shroomlights.
Tell
Every four seconds it pulses: its glow swells and fades and its top lifts a crack. Before it bites it splits open for half a second and shows its teeth.
Counter
Watch the shroomlights for the pulse and kill a Gleamtrap from range: its bite reaches only a block. If one splits open beside you, step back.
Looks
Gleamtrap and Warped Gleamtrap
Health
24
Attack
7
Armor
4
Drops
  • Shroomlight ×0–1 (+0–1 per Looting level)
  • Siphon Gel ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Scarlet Mantis

No. 31
NetherHostile

A tall crimson mantis with two great scythe arms. It slashes hard up close, and every few seconds it takes a parry stance that turns every blow aside.

Home
Crimson forests, alone. One that strays into the Nether wastes is gray with ash.
Tell
It stops, raises its scythes crossed before its face with a whetting rasp and a shower of red sparks, and holds them there, its blades glowing red. While they glow, a blow you land does nothing: the scythes catch it and you stagger, slowed and unable to strike for a second and a half.
Counter
Hold your blows while its blades glow red and strike when it lowers them. Arrows and other shots still land while it stands guard, so a bow wins the stance for you.
Looks
Scarlet Mantis and Ashen Mantis
Health
28
Attack
6
Armor
2
Drops
  • Crimson Fungus ×0–1 (+0–1 per Looting level)
  • Chitin Plate ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Phantasm Lantern

No. 32
NetherHostile

A hooded lantern-spirit that drifts at head height and keeps its distance. It never strikes you itself. Every ten seconds it conjures up to three illusions of the creatures around it. They look real and rush you, but they have half a heart of health, do no harm and pop at a touch.

Home
Warped forests; in crimson forests it glows red.
Tell
It stops in the air, its cowl tips back and the flame in its cage swells and spins, with a whispering chime and pale blue wisps swirling in.
Counter
Look at the ground: illusions cast no shadow. Don't waste swings on them. Find the lantern and kill it, and every illusion vanishes at once. Each blow on it gutters its flame and snuffs its newest illusion.
Looks
Phantasm Lantern and Crimson Lantern
Health
18
Attack
none
Armor
0
Drops
  • Warped Fungus ×0–1 (+0–1 per Looting level)
  • Siphon Gel ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Woolcap Grazer

No. 33
NetherPassive

A shaggy grazer whose fleece is a cap of warped fungus. It never attacks, but hurt one and the whole herd stampedes, knocking aside anyone in its way. Feed two of them warped roots and they bring a calf.

Home
Warped and crimson forests, in herds of two to four, grazing on the nylium.
Tell
It has no warning to watch for: it never fights. A hurt one bellows and the herd bolts at once.
Counter
Shear it calmly for one or two fungal fleece; it grows a new cap by grazing on nylium. Don't hit one in a crowd: the herd tramples back and forth for five seconds, and none of them can be sheared until it settles.
Looks
Woolcap Grazer and Crimson Woolcap
Charm
Shellward Charm
Health
18
Attack
none
Armor
0
Drops
  • Warped Roots ×0–2 (+0–1 per Looting level)
  • Fungal Fleece ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Siphonjelly

No. 34
NetherHostile

A see-through jelly that drifts after you. Its sting takes the longest-lasting good effect you have, up to thirty seconds of it, and it glows in that effect's color and uses it while it holds it.

Home
The air of warped and crimson forests.
Tell
Its bell flares open and its tendrils light up with a wet chime, half a second before the sting.
Counter
Step back when it flares. Kill it while it glows and you get the effect back with the time it had left. Fight it without buffs: a sting that finds nothing to take starves it, and it sinks and can't sting for five seconds.
Looks
Siphonjelly and Crimson Jelly
Charm
Gilded Ward Charm
Health
16
Attack
2
Armor
0
Drops
  • Slimeball ×0–1 (+0–1 per Looting level)
  • Siphon Gel ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Spore Cannon

No. 35
NetherHostile

A squat fungus turret that never moves. Every four seconds it fires three spores that climb out of its bulb and then home in on you, three hearts each.

Home
Warped and crimson forests, rooted alone among the fungus.
Tell
Its bulb swells and glows gold for a second and it hisses louder and louder. Then the spores fly, one after another.
Counter
Hit the glowing bulb on top before it fires, or while it fires: an arrow or a blow up there lands double, knocks the spores out of the air and stuns it for four seconds, when every hit lands double. A spore pops with one hit, so swat the ones that come at you or shoot them down.
Looks
Spore Cannon and Crimson Cannon
Health
30
Attack
4
Armor
6
Drops
  • Warped Fungus ×0–1 (+0–1 per Looting level)
  • Warped Wart Block ×0–1 (+0–1 per Looting level)
  • Siphon Gel ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Gloomweaver

No. 36
NetherHostile

A broad weaver that spins walls of warped vine across your path, five wide and three tall. They block your way and your sight for ten seconds, then wither away.

Home
Warped and crimson forests.
Tell
It rears up and its spinnerets whirl, glowing and rustling, with vines twisting round them. A second later the wall goes up between you.
Counter
Carry an axe or fire. One axe swing, a flint and steel, a fire charge or lava on any part of a wall brings the whole wall down at once, and snaps its threads: for five seconds it can't spin another. Other blows only scratch the wall. Up close it bites.
Looks
Gloomweaver and Crimson Weaver
Health
26
Attack
5
Armor
2
Drops
  • String ×0–2 (+0–1 per Looting level)
  • Chitin Plate ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Ossuary Wyrm

No. 37
NetherHostile

A long serpent of fused bone that swims through soul sand as if it were water. Under the surface you see only a trail of soul sparks and hear the ground rumble.

Home
Soul sand valleys, swimming through the soul sand and soul soil.
Tell
The ground rumbles and soul flames rise from the sand about six blocks from you for a second, the tips of its horns breaking the surface. Then its skull leaps out in a great arc and comes down on you, its body following through the same arc.
Counter
Step out of its line while the flames rise, and the skull bites the ground. Its skull glows gold while it is out of the sand: hit it there for double, as blows on the vertebrae do only half. It can't swim through anything but soul sand and soul soil, so it won't follow you off the valley floor.
Looks
Ossuary Wyrm and Bleached Wyrm
Health
50
Attack
8
Armor
4
Drops
  • Bone ×1–3 (+0–1 per Looting level)
  • Soul Sand ×0–1 (+0–1 per Looting level)
  • Soul Vertebra ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Keening Shade

No. 38
NetherHostile

A hunched, legless spectre in a trailing shroud that drifts above the sand and keens. Every ten seconds, with you within ten blocks, it wails: everyone within ten blocks who can see it is Silenced for four seconds and can't use any item: no eating, no potions, no shield, no bow.

Home
Soul sand valleys, alone.
Tell
Its chest caves in and its head tips back for most of a second as it draws a long, rising breath, pulling soul wisps into its mouth.
Counter
Break its line of sight while it breathes in: step behind a block or a tree. A wail that silences no one tears its voice: it sinks to the ground, voiceless, and can't wail again for twenty seconds.
Looks
Keening Shade and Hollow Shade
Charm
Clear Voice Charm
Health
20
Attack
3
Armor
0
Drops
  • Soul Sand ×0–1 (+0–1 per Looting level)
  • Soul Vertebra ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Soulfire Seer

No. 39
NetherHostile

A tall, cowled prophet with a staff of vertebrae that keeps its distance and snipes. Every five seconds it fires a soul-fire beam at anything it can see within thirty-two blocks: the beam strikes the first thing in its way for heavy damage and sets it alight with soul fire.

Home
Soul sand valleys, alone.
Tell
A thin soul-blue line runs from its burning eye to you for over a second, with a rising whine. The line follows you at first, then holds still for the last moment before the beam.
Counter
Get behind a block while the line is drawn, or step aside once it stops following you. A beam that hits nothing burns out its eye: it is blind for four seconds, loses you and can't shoot or back away. Close in then.
Looks
Soulfire Seer and Bone Seer
Health
22
Attack
9 (beam)
Armor
0
Drops
  • Bone ×0–2 (+0–1 per Looting level)
  • Soul Sand ×0–1 (+0–1 per Looting level)
  • Soul Vertebra ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Cindermoth Swarm

No. 40
NetherHostile

A cloud of small glowing moths, drawn to light. It drifts slowly toward the brightest light within twelve blocks: one you hold, or a light lying on the ground. Whatever it touches burns, half a heart every second.

Home
Soul sand valleys and the nether wastes, drifting alone.
Tell
When it reaches you it stops and flares for just over half a second: the moths pull into a tight, bright knot with a rising flutter and a spray of sparks. Step out of the cloud before it engulfs you.
Counter
Put your light away and it loses interest. Or drop a torch: it hovers on it for ten seconds, burning no one, while you slip past. A hit scatters the cloud for two seconds, and a full sword sweep cuts it apart. Fire resistance shrugs off its burn.
Looks
Cindermoth Swarm and Soul Moths
Health
10
Attack
1 a second (burns)
Armor
0
Drops
  • Glowstone Dust ×0–1 (+0–1 per Looting level)
  • Ember Wing ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Soulward Revenant

No. 41
NetherHostile

A tall armored revenant bound in soul chains. Every blow it takes fills it with souls, and the seams of its armor glow brighter as it fills.

Home
Soul sand valleys.
Tell
Full of souls, it kneels for a second while a toll rises and souls stream into it, then releases a nova: heavy damage and a hard shove to everything within five blocks.
Counter
Watch its glow. Once its seams burn white, every blow fills it twice as fast: stop hitting and step back out of reach, or set it off from more than five blocks away. A nova that catches no one cracks its breastplate: for three seconds it has no armor and nothing fills it.
Looks
Soulward Revenant and Gilded Revenant
Health
40
Attack
6
Armor
6
Drops
  • Bone ×0–2 (+0–1 per Looting level)
  • Iron Nugget ×0–3 (+0–1 per Looting level)
  • Soul Vertebra ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Basalt Behemoth

No. 42
NetherHostileApex

The Nether's first apex: a walking mound of basalt columns with a molten core sealed in its chest. Slow and heavy, and it hits like a falling pillar.

Home
Basalt deltas. Rare: only one roams any stretch of the deltas.
Tell
It rears up on its hind legs, roaring, with embers and dust pouring from its joints, then slams both forelimbs down: everything on the ground within four blocks is hit hard and thrown back.
Counter
Get out of the ring of dust while it rears, or jump as it lands: only what is on the ground is hit. After every slam its chest plates slide apart for three seconds. The gold core has no armor and takes double damage, but it keeps walking and swatting while open.
Looks
One look
Health
200
Attack
14
Armor
16
Drops
  • Basalt ×2–5 (+0–1 per Looting level)
  • Blackstone ×1–3 (+0–1 per Looting level)
  • Molten Heart ×1 (+0–1 per Looting level)
  • Trophy (10%, +2% per Looting level, from a player's kill)

Quakehopper

No. 43
NetherHostile

A heavy basalt hopper. It leaps high and lands with a quake that ripples out along the ground and knocks everything standing there flying.

Home
Basalt deltas.
Tell
It crouches low for most of a second, its hind legs glowing and creaking, smoke rising off them. Then it hops high toward you.
Counter
Watch the ring of dust racing out from where it lands, and jump as it reaches you: in the air it can't touch you. Clear it, and the hopper's legs give out: for five seconds it can't hop and only lumbers after you.
Looks
Quakehopper and Magma Hopper
Health
26
Attack
5
Armor
2
Drops
  • Basalt ×0–2 (+0–1 per Looting level)
  • Slag Gland ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Ashharrier

No. 44
NetherHostile

A broad-winged bird of prey. It stoops on you, grabs you in its talons, climbs six to nine blocks with you and lets go. The fall is what hurts.

Home
The basalt deltas, circling over the ash falls.
Tell
It stops in the air with a piercing cry, folds its wings back and sheds ash. The stoop follows.
Counter
Raise a shield into the stoop: it crashes into it and lies stunned on the ground for two seconds. If it has you, hit it at once. Any blow while it carries you makes it let go, and the sooner you hit it, the shorter your fall.
Looks
Ashharrier and Cinder Harrier
Health
24
Attack
4
Armor
0
Drops
  • Feather ×0–2 (+0–1 per Looting level)
  • Ember Wing ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Lavaleaper

No. 45
NetherHostile

A lean fish that lurks under the lava and ambushes anything standing near the shore. Its bite sets you alight.

Home
Lava seas in every Nether biome, swimming under the surface.
Tell
Bubbles and a glow rise to the lava's surface for half a second, right where it lurks. Then it leaps out at you, bites and flops back in.
Counter
Stay more than four blocks from the lava. Better: hook it with a fishing rod as it surfaces and reel it in. It lands on the shore, helpless for five seconds, and takes half again as much from every blow.
Looks
Lavaleaper and Ember Leaper
Health
24
Attack
7
Armor
2
Drops
  • Magma Cream ×0–1 (+0–1 per Looting level)
  • Slag Gland ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Blackstone Scuttler

No. 46
NetherHostile

A low, heavy scuttler whose shell is fused blackstone. Swords, axes, maces, tridents, bare fists and every arrow glance off it for less than a third of their damage, but a pickaxe cracks the stone for triple.

Home
Basalt deltas, alone or in pairs.
Tell
It rears up on its back legs and lifts both claws, grinding and shedding blackstone dust, for just over half a second. Then it lunges straight ahead and pinches.
Counter
Bring a pickaxe: every blow cracks its shell for triple damage, with a crack and a spray of chips. When it rears, step aside: the lunge goes only where it was aimed.
Looks
Blackstone Scuttler and Gilded Scuttler
Health
30
Attack
5
Armor
10
Drops
  • Blackstone ×0–1 (+0–1 per Looting level)
  • Chitin Plate ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Pyre Herald

No. 47
NetherHostile

A small, hunched herald that carries a brazier for the fortress. Every ten seconds in a fight it raises the brazier and wraps every blaze, wither skeleton and Nether creature within ten blocks in a shell of embers that soaks up four hearts. It keeps its allies between itself and you.

Home
Nether fortresses.
Tell
It raises its brazier high over its head for a second, its wings spread, with a horn-like call and embers rising.
Counter
Reach it and kill it first: alone it is weak. Hit it while the brazier is raised and it drops it: nobody gets a shell, and it has to pick the brazier up before it can rally again.
Looks
Pyre Herald and Soul Herald
Health
22
Attack
3
Armor
0
Drops
  • Charcoal ×0–2 (+0–1 per Looting level)
  • Ember Wing ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Fortress Jailer

No. 48
NetherHostile

A tall, armored warden of the fortress halls. It throws a heavy chain at intruders up to twelve blocks away and drags whoever it hooks to its side.

Home
Nether fortresses.
Tell
It raises its fist and whirls the chain over its head for most of a second, rattling, then throws it straight at you.
Counter
Get out of its sight while the chain whirls, or raise a shield toward it: the chain drops and nothing is pulled. The chain flies straight, so a step aside also makes it miss. Hooked, you are dragged to it and struck.
Looks
Fortress Jailer and Rusted Jailer
Health
36
Attack
6
Armor
6
Drops
  • Iron Nugget ×1–4 (+0–1 per Looting level)
  • Chain Link ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Flamewright

No. 49
NetherHostile

A robed pyromancer that fills fortress halls with fireballs. It casts three patterns in turn: a spiral, a ring and a cross. Each fireball flies slowly and straight, and stops at the first wall.

Home
Nether fortresses.
Tell
It stops, raises its hands and draws a burning sigil in the air for a second, roaring, as flames circle it. The sigil glows gold.
Counter
Hit it while it draws the sigil: it staggers for two seconds and the pattern is lost. Too late? Look for the gaps: step between the fireballs of a ring, around the arms of a cross, or round with the spiral. A shield blocks them.
Looks
Flamewright and Soul Wright
Health
30
Attack
4 per fireball
Armor
2
Drops
  • Blaze Powder ×0–1 (+0–1 per Looting level)
  • Ember Wing ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Aurovore

No. 50
NetherHostile

A small, greedy lizard with a gold crest that sniffs out gold. Each bite that lands takes one gold item from your pack, and then it runs off with it for ten seconds. It keeps everything it takes: the newest piece in its jaws, more on its back.

Home
Bastion remnants and the Nether wastes, alone.
Tell
Before every bite it stops dead, stretches its neck toward you and sniffs for half a second, nose twitching and crest raised, while the gold it has picked out glints on you.
Counter
Kill it before it gets away: it drops everything it ever stole. Better still, keep gold out of your pack when one is about. It never takes the armor you wear or what you hold in either hand.
Looks
Aurovore and Gilded Aurovore
Charm
Gilded Ward Charm
Health
24
Attack
4
Armor
4
Drops
  • Gold Nugget ×0–2 (+0–1 per Looting level)
  • Gilded Gizzard ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

End 40 creatures

Mending Crystalling

No. 51
EndHostile

A small floating crystal that never attacks. It hangs back behind the fight and ties a beam of violet light to the most hurt End creature within twelve blocks, healing it one heart a second. The creature it mends glows. It keeps that creature between itself and you.

Home
The End's main island, once the dragon is dead.
Tell
None: its beam locks on with a soft chime the moment something near it is hurt. Follow the line of light back to the crystal.
Counter
Kill it first. Any hit at all breaks it, even a snowball or the weakest arrow. It shatters, the creature it was mending stops glowing and healing, and it leaves a void crystal behind.
Looks
Mending Crystalling and Rose Crystalling
Health
4
Attack
none
Armor
0
Drops
  • Amethyst Shard ×0–1 (+0–1 per Looting level)
  • Void Crystal ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Liftstone Monolith

No. 52
EndHostileApex

The End's apex: a towering slab of end stone with a capstone floating over it. It drifts slowly across the island and pulls everything round it into the air.

Home
The End's main island, once the dragon is dead. Rare: only one stands in any stretch of it.
Tell
Its capstone rises and the runes down its face light one by one from the bottom, with a deep rising hum. When the last rune lights, everything within six blocks is lifted six blocks into the air, held, and slammed down hard.
Counter
Get a roof over your head: any solid block within three blocks above you stops the pull, and you stay on the ground. A pull that catches on a roof jars its capstone, which splits after the slam and shows the gold heart inside: for four seconds it has no armor.
Looks
One look
Charm
Grounding Charm
Health
250
Attack
12
Armor
12
Drops
  • End Stone ×2–5 (+0–1 per Looting level)
  • Obsidian ×1–2 (+0–1 per Looting level)
  • Gravity Stone ×1 (+0–1 per Looting level)
  • Trophy (10%, +2% per Looting level, from a player's kill)

Astral Augur

No. 53
EndHostile

A tall, robed star-reader with a halo of orbiting star motes that keeps its distance. Every five seconds it reads the stars over whatever it hunts within sixteen blocks: circles of starlight open on the ground under and behind its prey, then strike down hard.

Home
The End's main island once the dragon is dead, and the End highlands. Alone.
Tell
It raises both hands high and its motes spin faster with a rising chime, while three rings of star-white light fill in on the ground: one under you and two behind you.
Counter
Step out of the circles; stepping toward it always gets you clear. Or hit it while it channels: the circles fade, and one of its motes cracks off and falls as a star mote. Every mote it loses is one circle fewer.
Looks
Astral Augur and Dusk Augur
Health
34
Attack
8.5
Armor
2
Drops
  • Chorus Fruit ×0–2 (+0–1 per Looting level)
  • Star Mote ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Nullcantor

No. 54
EndHostile

A tall, hooded chanter with a hollow face and a wide choir collar. It never stops singing: within eight blocks of it, marked by a violet ring on the ground and a low hum, the enchantments on your gear do nothing at all. Curses still hold.

Home
The End's main island once the dragon is dead, and the End barrens. Alone.
Tell
Up close it raises both arms and its chant swells for half a second, then it brings its arms down on you.
Counter
Fight it from outside the ring with a bow or a trident, or walk in with plain gear and step back from its swing. A hit from outside the ring knocks its collar off: the ring stays where the collar fell for eight seconds, so lead it away and fight it with your enchantments working.
Looks
Nullcantor and Pale Cantor
Charm
Memory Charm
Health
40
Attack
8.5
Armor
4
Drops
  • Chorus Fruit ×0–1 (+0–1 per Looting level)
  • Void Ichor ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Chorus Grazer

No. 55
EndPassive

A placid, woolly grazer with chorus growing from its back. It never attacks. Startle one and the whole herd blinks a few blocks away and stays wary for a while. Feed two of them chorus fruit and they bring a calf.

Home
End highlands, in herds of two to four, wandering among the chorus.
Tell
It has no warning to watch for: it never fights. A hurt grazer, or a player sprinting close by, sends the herd blinking away with a soft pop.
Counter
Walk up to it, don't sprint, and shear it for one or two purpur fleece. Only chorus fruit grows the fleece back: drop one near a shorn grazer and it walks over to eat it. A startled herd shies from you for five seconds and can't be sheared until it settles.
Looks
Chorus Grazer and Pale Grazer
Health
24
Attack
none
Armor
0
Drops
  • Chorus Fruit ×0–1 (+0–1 per Looting level)
  • Purpur Fleece ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Levimoth

No. 56
EndHostile

A dusky moth with a weak bite. Threaten it and it shakes out a cloud of dust that lifts whatever is inside.

Home
End highlands.
Tell
It flares its wings wide and its dust sacs pulse for a moment.
Counter
Keep out of the cloud, above all near an island's edge. Slow Falling makes the drop afterwards harmless.
Looks
Levimoth and Pale Levimoth
Charm
Grounding Charm
Health
16
Attack
2
Armor
0
Drops
  • String ×0–2 (+0–1 per Looting level)
  • Chorus Silk ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Warpseed Bloom

No. 57
EndHostile

A chorus flower grown into a turret: a knotted stalk rooted where it grew, with a violet bulb on top. It never moves, and spits slow lilac warpseeds at anything within sixteen blocks. A seed that hits deals a little damage and throws you three to six blocks in a random direction, always onto safe ground.

Home
End highlands, alone.
Tell
Its bulb swells, its veins glow lilac and it creaks higher and higher, then it spits the seed.
Counter
Step out of the seed's path, or raise a shield toward the bloom. A blocked seed bursts back on the bloom and tears its bulb: for five seconds it hangs split and dark and spits nothing, so walk in and cut it down.
Looks
Warpseed Bloom and Violet Bloom
Charm
Rift Charm
Health
26
Attack
3
Armor
4
Drops
  • Chorus Fruit ×0–2 (+0–1 per Looting level)
  • Chorus Silk ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Glimmerless

No. 58
EndHostile

An invisible stalker. You never see it coming: only pale violet footprints that fade behind it and a soft crunch with every step.

Home
The End highlands and midlands, alone.
Tell
Before it strikes, a shimmer rises where it stands, its outline shows for a moment and it hisses.
Counter
Watch the ground for its footprints and hit it with anything you can throw or shoot: a snowball, an egg, an arrow, a trident or a wind charge. For ten seconds it is seen and glows faintly, and it flinches back from the hit, which breaks off a strike. Then fight it in the open.
Looks
Glimmerless and Shimmering
Health
30
Attack
9
Armor
2
Drops
  • Chorus Fruit ×0–1 (+0–1 per Looting level)
  • Void Ichor ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Riftjackal

No. 59
EndHostile

A lean, long-legged jackal of void-black hide with violet rift light down its spine. The pack circles you and blinks in one at a time: each jackal tears through to your side or back and bites as it lands, and leaves a flat violet rift on the ground where it vanished. For three seconds the rift throws anyone who steps in eight blocks away, always onto safe ground.

Home
End highlands, in packs of two or three.
Tell
It crouches low, its spine light flares and it hums, and a violet shimmer gathers on the ground beside or behind you where it will land.
Counter
Turn to face the shimmer before it lands. Caught in your sight, the jackal is thrown eight blocks away through its own rift, which snaps shut: no bite and no rift left behind. Keep track of the rifts and step around them.
Looks
Riftjackal and Starbitten
Charm
Rift Charm
Health
26 (alpha 40)
Attack
8.5
Armor
2
Drops
  • Chorus Fruit ×0–1 (+0–1 per Looting level)
  • Rift Essence ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Chorus Husk

No. 60
EndHostile

A shambling husk overgrown with chorus, fat violet pods bursting from its back and shoulders. It fights with its claws, and when it dies it doesn't fall: its pods swell for a second and burst, flinging everything within four blocks away as if they had eaten chorus fruit.

Home
End highlands, alone or in pairs.
Tell
Before a blow it rears both arms back over its head. When it dies its pods bulge and glow lilac and a crackle rises for a second before the burst.
Counter
Back out of the four-block burst while it swells. A burst that catches no player leaves two whole chorus fruit behind. Among other mobs, let the burst scatter them instead.
Looks
Chorus Husk and Blooming Husk
Charm
Rift Charm
Health
30
Attack
8.5
Armor
2
Drops
  • Bone ×0–2 (+0–1 per Looting level)
  • Chorus Silk ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Gatecaster

No. 61
EndHostile

A hunched, robed rift-weaver holding a ring of violet light between its hands. It keeps its distance, and every four seconds it opens a gate behind whatever it hunts within sixteen blocks and fires a bolt out of it into its prey's back.

Home
End highlands, alone.
Tell
Its hands glow and its ring spins up, and with a rising whine a violet ring of light opens in the air three to five blocks behind you, at chest height. The gate turns to follow you for a moment, then holds still just before the bolt.
Counter
When you hear the whine, turn round: step aside once the gate stops turning, or raise a shield toward it. A blocked bolt goes back through the gate and drags the caster out after it, right in front of you, where its own bolt bursts at its feet.
Looks
Gatecaster and Mirrored Weaver
Charm
Rift Charm
Health
30
Attack
8.5
Armor
2
Drops
  • Chorus Fruit ×0–2 (+0–1 per Looting level)
  • Rift Essence ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Hollowmind

No. 62
EndHostile

A small void parasite, a cleft dome with a lilac core and trailing tendrils. It creeps toward any enderman within sixteen blocks, climbs onto its head and rides it: the enderman turns on you, moves faster, hits half again as hard and no longer fears water or rain.

Home
End highlands, alone.
Tell
Before it climbs on it crouches flat beside the enderman, all six tendrils reach straight up and its core swells with a wet pulse, for a full second. Up close it rears and opens its little maw before it nips.
Counter
Hit the parasite itself: on the enderman's head it glows gold. Kill it there and the enderman calms down and leaves you be. Kill the enderman instead and the parasite drops off and scurries for another one within sixteen blocks; you have five seconds to finish it.
Looks
Hollowmind and Pale Mind
Health
14
Attack
4
Armor
0
Drops
  • Chorus Fruit ×0–1 (+0–1 per Looting level)
  • Rift Essence ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Pearlgulp

No. 63
EndHostile

A squat, wide-mouthed void creature with a glowing pouch under its jaw. It watches the air for ender pearls: one thrown within eight blocks of it is snapped up and swallowed, and its thrower stays where they stood. Each pearl it holds lets it blink eight blocks once, to close on its target or to get away when badly hurt. Its pouch glows a little brighter for each pearl inside.

Home
End highlands and the small End islands, alone.
Tell
Before a blink toward you its throat flares: it rears up, its mouth opens and the pouch blazes lilac-white. Before it bites, its jaw drops wide.
Counter
Don't throw pearls near it. If it has eaten yours, stand and fight: it only blinks to reach a target far off or to flee once badly hurt, and each blink burns one of your pearls. Kill it and it spills every pearl it ate, even the ones it burnt.
Looks
Pearlgulp and Smoky Gulp
Health
22
Attack
8.5
Armor
2
Drops
  • Rift Essence ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Brinkram

No. 64
EndHostile

A heavy ram with curled purpur horns. It charges in a straight line and throws whatever it hits far back, over the edge of an island if one is behind you.

Home
End midlands, alone or in pairs.
Tell
It paws the ground, snorts and lowers its horns for a second while dust kicks up.
Counter
Keep solid ground at your back when it paws. Or stand at an edge and step aside: a charge that runs out of ground goes over most of the time, and its drop is left at the brink. If it skids to a stop and teeters with its rump glowing gold, one hit tips it over.
Looks
Brinkram and Purpur Ram
Charm
Shellward Charm, Grounding Charm
Health
40
Attack
9
Armor
6
Drops
  • End Stone ×0–1 (+0–1 per Looting level)
  • Gravity Stone ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Facet Doppel

No. 65
EndHostile

A broad figure of faceted mirror-glass. The first player it sees, it copies: their armor, and the attack damage of whatever they hold, with a glass copy of it in its hand. A bare hand copies as a fist. Enchantments and effects don't carry over, and the copy never changes after.

Home
End midlands, alone.
Tell
When it first sees you it stands still and flickers for a second, its facets shimmering, then rings like struck glass: that is the moment it copies you. Before each blow it raises its glass copy overhead and brings it down a quarter harder than your weapon hits without its enchantments.
Counter
Meet it holding something weak, or switch to something weak while it flickers, then switch to your best weapon. A blow from a weapon that outclasses its copy shatters its facets: the armor it copied is gone for good.
Looks
Facet Doppel and Obsidian Doppel
Health
36
Attack
copied
Armor
copied
Drops
  • Void Ichor ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Shardling Colossus

No. 66
EndHostile

A heavy golem of violet void crystal with a glowing seam down its middle. Hit hard, it splits along the seam into two smaller halves that fight on.

Home
End midlands, alone.
Tell
Before it slams, its seam cracks and glows and it raises both arms with a grinding note, while lilac dust marks how far the slam reaches in front of it. Step back or to the side.
Counter
One blow of six hearts or more splits it in two: a fully charged critical hit (strike as you fall from a jump) with a netherite sword or any axe but a wooden or golden one, or a mace smash. A plain sword swing falls short, even with Sharpness V. Wearing it below half health splits it too. Kill one half within five seconds: if both still live then, they walk together and rejoin with their health added up, and a rejoined colossus never splits again. Split it with one heavy blow and kill both halves inside those five seconds, and each drops its own void crystal; worn in two, or killed slower, it drops only one.
Looks
Shardling Colossus and Amethyst Colossus
Health
50
Attack
9
Armor
8
Drops
  • End Stone ×0–2 (+0–1 per Looting level)
  • Void Crystal ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Phasewalker

No. 67
EndHostile

A tall walker with an hourglass for a body. It is solid for three seconds, then for three seconds it turns into a see-through ghost that nothing can hurt and that walks straight through walls toward you, then it turns solid again and strikes.

Home
The End midlands, alone.
Tell
Watch the sand: the top of its hourglass runs empty while it is solid. When it is empty the walker flickers, the sand runs back up and a chime rings, and half a second later it fades out.
Counter
Strike while it is solid, and don't hide behind a wall: it walks through. Hit it hard enough in one solid spell and its glass cracks; from then on it leaks sand, and every time it fades out the leak costs it health.
Looks
Phasewalker and Inverted Walker
Health
32
Attack
9
Armor
2
Drops
  • Sand ×0–2 (+0–1 per Looting level)
  • Time Sand ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Echo Fencer

No. 68
EndHostile

A slim duelist in a long purpur coat and a tall collar, fighting with a thin rapier. Every lunge it makes leaves an afterimage of pale sand where it struck, and a second later the afterimage lunges again, the same way along the same line.

Home
End midlands, alone.
Tell
It draws its blade back with a whisper of steel and a glint at the tip, then lunges three blocks straight ahead. Its afterimage stays where it struck; half a second later the afterimage draws back with a fainter, higher whisper, glinting, and lunges along that same line.
Counter
After the first lunge, step sideways out of the afterimage's line before it repeats. Better still, back away along the line: the fencer follows you into it, and its own afterimage runs it through and cracks the hourglass in its hilt, spilling time sand.
Looks
Echo Fencer and Gilded Fencer
Health
32
Attack
8.5
Armor
2
Drops
  • Chorus Fruit ×0–1 (+0–1 per Looting level)
  • Time Sand ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Swellshade

No. 69
EndHostile

A gloomy shade, a dark swelling mass with a lilac core showing through the cracks in its belly. Once it has noticed you it draws a deep breath every ten seconds and swells: bigger, tougher and harder hitting each time, up to twice its size.

Home
End midlands. Alone.
Tell
Before it strikes it rears back with both arms raised high. Before it swells it draws a long breath and lilac motes stream into it; the cracks in its belly glow wider with every swell.
Counter
Kill it early, while it is small: a fresh shade is a short fight. A full-size one has twice the health and hits twice as hard, but drops two more void ichor.
Looks
Swellshade and Gloom Swell
Health
24 → 48
Attack
4.5 → 9
Armor
0
Drops
  • Void Ichor ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Chronomite

No. 70
EndHostile

A squat creature under a domed clockwork shell with a glowing dial. While the shell holds, time runs slow for six blocks round it: everything inside moves at less than half speed, arrows crawl, and your swings come slowly.

Home
End midlands and barrens, alone.
Tell
A ring of amber motes turning on the ground marks the field, and it ticks like a clock. Before it bites it rears its front up and spreads its mandibles.
Counter
Crack the shell: it takes the first ten hearts of damage, its cracks glowing brighter with every blow, and when it shatters the field is gone for good. Shoot it from outside the ring, or step in and strike hard.
Looks
Chronomite and Gilded Mite
Health
26
Attack
8.5
Armor
6
Drops
  • Time Sand ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Vigil Owl

No. 71
EndHostile

A small watcher that keeps its distance and stares at you from as far as sixteen blocks. A full two-second stare marks you: you glow for ten seconds, and every Teeming End mob within thirty-two blocks comes for you.

Home
The End midlands and highlands, alone, perched on end stone or chorus.
Tell
As the stare fills, its huge eyes widen and glow brighter, a hoot rises in pitch and a thin line of motes runs from its eyes to you. Up close it draws its head back before it pecks.
Counter
Break its line of sight: a block, a pillar or a corner between you starts the stare over. Or hit it once: it flutters off and drops the stare. Hit it while its mark is on you and the mark ends at once, and the mobs it called turn on the owl.
Looks
Vigil Owl and Pale Vigil
Health
18
Attack
4
Armor
0
Drops
  • Feather ×0–2 (+0–1 per Looting level)
  • Void Ichor ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Anchor Golem

No. 72
EndHostile

A hunched golem of end stone and dark iron that carries a great anchor. Its blows weigh you down.

Home
End midlands, alone.
Tell
It plants its feet and heaves its anchor up over its shoulder, chains rattling and grit falling, while a dark violet ring settles on the ground where the anchor will come down.
Counter
Step out of the ring before the anchor falls. A hit makes you Heavy for six seconds: no jumping, you fall faster, and Slow Falling and Levitation won't hold; any Slow Falling it took comes back when the weight lifts. An anchor that strikes bare stone leaves a sink: while the golem stands in it, its anchor is held to the ground, it can't raise it and it drags itself at half speed. Back away across the sink and hit it as it comes. Killing it lifts its weight at once.
Looks
Anchor Golem and Rusted Anchor
Charm
Rot Ward Charm
Health
44
Attack
9
Armor
8
Drops
  • End Stone ×1–2 (+0–1 per Looting level)
  • Iron Nugget ×1–4 (+0–1 per Looting level)
  • Gravity Stone ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Pullstar

No. 73
EndHostile

A knot of dark stone round a burning star. While it burns it pulls everything within eight blocks toward it, and touching it burns.

Home
The End barrens, hovering a block over the stone.
Tell
Its heart flares white just before a touch burns. Before it dims, its stones loosen and wobble outward, its heart flickers and a hum falls away.
Counter
Walk against the pull, or sneak: a sneaking player barely feels it. Every five seconds it dims for two: no pull, no burn, its heart glows gold and it takes double damage. Strike then.
Looks
Pullstar and Red Pullstar
Charm
Grounding Charm
Health
30
Attack
8.5 (touch)
Armor
4
Drops
  • End Stone ×1–3 (+0–1 per Looting level)
  • Gravity Stone ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Void Bloom

No. 74
EndHostile

A rooted flower of void ichor with one drooping cup that drips. It never moves and never strikes, but once it has noticed you a dark violet stain spreads on the ground round it, half a block wider every two seconds, out to eight blocks. Anything standing in the stain takes half a heart every second, whatever armor it wears, and is weakened.

Home
End barrens, alone.
Tell
Just before each spread, the stain's edge darkens and throbs where the next ring will land, the cup swells and its drips lengthen.
Counter
Reach it early, while the stain is narrow, or shoot it from outside the stain. Kill it and the stain recedes and the land comes back.
Looks
Void Bloom and Pale Bloom
Health
30
Attack
none
Armor
2
Drops
  • Chorus Fruit ×0–1 (+0–1 per Looting level)
  • Void Ichor ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Recurrent

No. 75
EndHostile

A tall robed figure with a cracked clock-glass face, trailed by faint afterimages and kept by a small floating hourglass, its time anchor. A blow that would kill it winds it back instead: it snaps back to where it stood three seconds earlier, with the health it had then.

Home
End barrens, alone.
Tell
Before it strikes it raises its arm and its clock hands whirl with a winding click. While its face glows it can wind itself back; just after a rewind, and for good once its anchor is broken, the face goes dark.
Counter
Break the anchor first: it has only two hearts of health and hides behind the Recurrent's back, but now and then it drifts out to its side, where an arrow or a step aside reaches it. Or kill it again within a second and a half of a rewind: it stands dazed for a second just after, and that second kill is final.
Looks
Recurrent and Gilded Recurrent
Health
30
Attack
8.5
Armor
2
Drops
  • String ×0–2 (+0–1 per Looting level)
  • Time Sand ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Mnemovore

No. 76
EndHostile

A low, wide crawler that is nearly all mouth, on four short legs. Its maw is lined with faint glyphs. Each bite that lands takes one of your experience levels, and the glyphs glow brighter for every level it has eaten. Killed, it spills everything it ate as experience orbs.

Home
The End barrens, alone or in pairs.
Tell
Before it bites, its upper jaw swings wide open, it draws a hungry breath and glyphs drift into its mouth. It holds still for half a second, then snaps shut.
Counter
When the maw gapes, step back out of reach or raise a shield: a bite that doesn't land takes nothing. A bright one has eaten a lot. Kill it, and you get back every point it took, but never more.
Looks
Mnemovore and Starved Mnemovore
Charm
Memory Charm
Health
28
Attack
8.5
Armor
2
Drops
  • Void Ichor ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Rotfang

No. 77
EndHostile

A lean, low hound-thing of void ichor with no ears and no tail. Its lower jaw is split in two halves that drip lilac rot. Its bite gives you Void Rot for eight seconds: no natural healing at all, and every other kind of healing halved. A pair takes turns: only one snarls at you at a time.

Home
The End barrens, alone or in pairs.
Tell
Before each bite it crouches, its two jaw halves split wide apart and drip, and it gives a wet snarl in a puff of dark motes. Half a second later the halves snap shut.
Counter
Hit it while it snarls, with a blade or an arrow. Its split jaw snaps shut on its own foreleg instead: it takes its own bite and the rot, and draws the Void Rot out of you. Or step back out of reach until the jaws close on nothing.
Looks
Rotfang and Blight Fang
Charm
Rot Ward Charm
Health
26
Attack
8.5
Armor
2
Drops
  • Void Ichor ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Gemini Watchers

No. 78
EndHostile

Two tall sentinels of void crystal, mirror images of each other, each with one great crystal eye set to one side. They fight side by side with crystal staves, and when one falls the other raises it again.

Home
End barrens, always as a pair.
Tell
Before a staff blow it lifts its staff high. When one falls it lies as a crystal husk: its twin turns to it, raises its arms and holds a beam of light from its eye to the husk for five seconds, with a rising hum, while the husk's cracks glow brighter. If the beam runs its course, the fallen one stands again with half its health.
Counter
Kill the twin while it holds the beam. It stands still and doesn't fight back while it channels, and a pair killed within those five seconds stays dead for good. Stepping between them or behind a wall doesn't break the beam: only the second kill does.
Looks
Gemini Watchers and Dusk Pair
Health
30 each
Attack
8.5
Armor
4
Drops
  • Amethyst Shard ×0–2 (+0–1 per Looting level)
  • Void Crystal ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Spirebloom

No. 79
EndHostile

A void-crystal growth rooted in the end stone: a crown of dark spikes round one great spire. It never moves, and every four seconds it cracks the ground in a line toward you and bursts crystal spikes up along it.

Home
End barrens, alone.
Tell
Its crown shivers and draws in, its cracks light up, and a line of dark violet cracks runs over the ground toward you, ten blocks long, with crystal motes rising and a grinding crack.
Counter
The line is fixed where you stood when it started: step off it, to either side. On it, the spikes hurt and throw you straight up. A line that hits nobody leaves its spikes standing for three seconds: stand behind them, and arrows and shots from other mobs shatter on them, and monsters can't push through.
Looks
Spirebloom and Rose Spire
Charm
Grounding Charm
Health
28
Attack
20
Armor
6
Drops
  • End Stone ×0–2 (+0–1 per Looting level)
  • Void Crystal ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Riftmine Sapper

No. 80
EndHostile

A small, hunched digger in purpur plating with a great satchel of glowing stones on its back. It keeps its distance and sows mines where you walk.

Home
End barrens, alone.
Tell
It flicks a glowing stone onto the ground where you walk. For two seconds a dark violet ring ticks and pulses there while it arms; armed, its glyph burns star-white. Cornered, it raises its pick for half a second before it jabs.
Counter
Step off the ring before it arms. An armed mine launches whoever steps on it about ten blocks straight up, and the fall is what hurts: Slow Falling or a water bucket saves you. Shoot a mine with an arrow to set it off from a safe distance. Set one off while the sapper stands beside it and it is thrown up too, and its other mines fizzle out. Killed, its mines fizzle out. Step back when its pick goes up.
Looks
Riftmine Sapper and Purpur Sapper
Charm
Grounding Charm
Health
26
Attack
4
Armor
2
Drops
  • End Stone ×0–2 (+0–1 per Looting level)
  • Flint ×0–1 (+0–1 per Looting level)
  • Gravity Stone ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Underclinger

No. 81
EndHostile

A flat, pale creature pressed to the bottom of an island, with two long hooked arms. It crawls along the underside to wherever someone stands at the edge above it, reaches up over the rim and drags them out over the void.

Home
The undersides of the outer End islands, clinging upside down under the rim.
Tell
For half a second two long hooked arms rise over the edge beside you, with a dry scraping hiss and crumbs of stone falling from the rim.
Counter
Step back from the edge when the arms come over: it can't reach you more than a block from the edge, unless you stand on a bridge with open air under it. If it has hold of you, hit it: lean over and strike the body under the rim, or shoot it. Any hit makes it let go at once, and it scuttles back under the island for two seconds. Otherwise it drags you two blocks out over the void.
Looks
Underclinger and Pale Clinger
Charm
Grounding Charm
Health
28
Attack
8.5
Armor
2
Drops
  • End Stone ×0–1 (+0–1 per Looting level)
  • Void Membrane ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Abyss Angler

No. 82
EndHostile

A flat, pale lurker that hides under an island's edge. Only its lantern ever shows. When you walk within sixteen blocks of that edge it casts a line up over the rim, hooks you and reels you to the brink.

Home
The undersides of the outer End islands, pressed flat under the rim.
Tell
For most of a second a lantern rises over the edge of the island, brightens and throws out rays of light, with a low cranking sound.
Counter
Break its line of sight to the lantern, or cut the line: swing at it, or shoot through it. A cut line snaps back and leaves the angler stunned for two seconds, hanging on the edge of the island where you can hit it. If you don't, it reels you to the very edge and holds you there.
Looks
Abyss Angler and Lantern Angler
Charm
Grounding Charm
Health
30
Attack
4
Armor
2
Drops
  • End Stone ×0–1 (+0–1 per Looting level)
  • Void Membrane ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Brinkray

No. 83
EndNeutral

A wide, flat ray gliding in the void air. It leaves you alone on solid ground; stand on a bridge, an overhang or a pillar's edge with a long drop beside you and it comes for you. Hit it and it hunts you anywhere for ten seconds.

Home
The open void beside the outer End islands and the small islands, alone.
Tell
It banks hard on its side for a second with its wings flared, a deep whoosh and a streak of light along the line it will ram. Then it rams at your legs, and on the brink the blow throws you out over the void.
Counter
During the bank, step off the streak: back onto solid ground, or a couple of blocks along the bridge. It rams the island's side instead and hangs there stunned for three seconds, within reach of your sword.
Looks
Brinkray and Starry Ray
Charm
Shellward Charm, Grounding Charm
Health
40
Attack
9
Armor
2
Drops
  • Void Membrane ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Exile Wraith

No. 84
EndHostile

A legless wraith of torn violet cloth with a ring of light where its face should be. It keeps six to ten blocks away and marks the ground under whatever it hunts; whoever is still on the mark when it fills is torn away to other land, twenty-four to forty-eight blocks off.

Home
The small end islands and the End barrens. Alone.
Tell
It spreads its arms low and the ring in its hood swells and spins, while a dark violet circle with a star-white rim opens under your feet and fills in over a second, with a rising whisper.
Counter
Step out of the circle before it fills. A mark that catches nobody drags the wraith itself into its own circle and holds it there for two seconds, within reach of your blade. Up close it rakes with its claws after a short wind-up.
Looks
Exile Wraith and Dusk Wraith
Charm
Rift Charm
Health
26
Attack
4
Armor
0
Drops
  • String ×0–2 (+0–1 per Looting level)
  • Rift Essence ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Mote Swarm

No. 85
EndHostile

A drifting cloud of tiny star-white motes round a faint core. It drifts after you, slower than you walk, and settles round you. Every so often it surges: its motes stream through everyone inside it, a little over half a heart for each mote that touches, a few at a time. The fewer motes it has left, the less its surge hurts.

Home
Small end islands and the End midlands, drifting alone.
Tell
Before it surges it stops dead for half a second, the cloud pulls in tight and brightens, and a chime rises.
Counter
Step out of the cloud when it gathers. Change weapons to fight it: a sword's main hit, an arrow or a trident only does a quarter, but anything that spreads does triple: a sweep from a blow at something beside it, an explosion or a firework, or a splash or lingering potion of Harming. Each blow like that knocks motes loose, and the cloud thins as it weakens.
Looks
Mote Swarm and Ember Motes
Health
30
Attack
1.2 per mote
Armor
0
Drops
  • Glowstone Dust ×0–1 (+0–1 per Looting level)
  • Star Mote ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Pearlshell Snail

No. 86
EndPassive

A tiny, slow snail with a spiral shell of pearly purpur and end-stone cream. It never attacks. Feed it a chorus fruit and a pearl starts to grow in the mouth of its shell, swelling over five minutes. It grows one pearl at a time. When the pearl is full and round, use shears on it for an ender pearl.

Home
The small End islands, alone or in twos and threes, creeping over the end stone.
Tell
It has no warning to watch for: it never fights. Hurt it and it snaps into its shell for three seconds, where blows do a fifth of their damage and it won't take food or give up its pearl.
Counter
Feed it a chorus fruit, wait until the pearl at its shell's mouth is full and round, then use shears on it for one ender pearl. Don't hit it: a snail shut in its shell can't be fed or sheared until it comes out. A snail that dies gives back its pearl, or the chorus fruit if the pearl hadn't grown yet.
Looks
Pearlshell Snail and Purpur Snail
Health
16
Attack
none
Armor
6
Drops
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Wingshear

No. 87
EndHostile

A narrow, swept-wing hunter of the high sky. It leaves anyone on their feet alone and hunts only players gliding on elytra, from up to forty-eight blocks away, faster than a plain glide.

Home
The open sky over the outer End islands, alone or in pairs.
Tell
Beside you in the air it screeches for most of a second: its blade wings flare, their edges light up lilac and sparks stream off the tips. Then it dives through you.
Counter
Fire a rocket. It can't keep up with a boosted glide, and once you pull eight blocks clear it loses you and circles off. Or land: it never touches anyone on their feet. Its dive knocks you out of the glide and keeps your wings shut for two seconds.
Looks
Wingshear and Dusk Shear
Health
30
Attack
8.5
Armor
2
Drops
  • Void Membrane ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Grand Orrery

No. 88
EndHostileApex

The outer islands' apex: a floating clockwork of three tilted rings round a star core. It keeps its distance and fills the air with star motes in patterns, and each mote that lands goes partly past armor.

Home
The sky near the End's outer islands. Rare: only one turns in any wide stretch of sky.
Tell
Before every pattern its rings spin up, their studs light white, a chime climbs and motes gather into the core. Then comes a spiral, a double ring or an aimed burst of three volleys.
Counter
Every pattern leaves lanes wider than you are: stand in one and nothing touches you, and the lanes widen the farther out you stand. After each pattern the rings part and the core opens gold for three seconds while it sinks to your height: no armor, and it takes double damage.
Looks
One look
Health
300
Attack
6 + 10 per mote
Armor
10
Drops
  • Purpur Block ×2–4 (+0–1 per Looting level)
  • Popped Chorus Fruit ×1–3 (+0–1 per Looting level)
  • Star Mote ×1 (+0–1 per Looting level)
  • Trophy (10%, +2% per Looting level, from a player's kill)

Resonant Triad

No. 89
EndHostile

Three small floating crystal tuning forks that hover round you in a loose triangle and sing in turn. The one singing glows gold and hums. While all three live it is the only one a blow can hurt: the dim two shrug every hit off with a ping. Each of them zaps whoever it hunts with a crackle of violet light.

Home
The open sky and the end highlands, always three together.
Tell
Every three seconds the song passes on: half a second before, the next fork brightens white and the chord rises. Before a zap a fork's tines spark and crackle for a moment.
Counter
Strike the gold one while it sings. Kill it and the chord breaks: the other two crack, stop singing and take blows like any other mob. When a fork crackles, step five blocks away and its zap misses.
Looks
Resonant Triad and Rose Triad
Health
16 each
Attack
8.5
Armor
0
Drops
  • Amethyst Shard ×0–1 (+0–1 per Looting level)
  • Void Crystal ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)

Driftsong

No. 90
EndPassive

A vast, gentle leviathan with wide fin-wings and a back of starry patches. It never attacks. Every twenty seconds it sings, and every player within twenty-four blocks of it is given Slow Falling for ten seconds.

Home
The void below the outer End islands, alone, drifting far beneath them.
Tell
For a second before the song its back lights up star-white and its fin-wings lift. The song is a long, low call that carries far.
Counter
There is nothing to fight: the song is a gift. Stay within twenty-four blocks of it when it sings and a fall off an island near it won't hurt you. Strike it and it dives ten blocks deeper and drifts on, taking its song out of your reach.
Looks
Driftsong and Starlit Leviathan
Health
120
Attack
none
Armor
6
Drops
  • Void Membrane ×1 (+0–1 per Looting level)
  • Trophy (2.5%, +1% per Looting level, from a player's kill)