Mobs
Every creature that spawns in the world — the monsters of the night and the animals of the day — what it does to you, and what it looks like from every angle.
What comes out depends on the light. In the dark — at night, under a dark enough storm, or at any hour in a cavern — a world tops itself up to 10 monsters; by day it puts out up to 6 animals instead, and none of the night’s monsters — though now and then a bear that will not stand for company. Either way it tries to place one every 4 seconds in a ring 24–40 units around a living player, and never within 24 units of anyone — beyond every monster’s aggro radius, so a fresh spawn wanders into view rather than appearing at your side. Empty worlds spawn nothing. A monster wanders aimlessly until a player strays inside its aggro radius, then chases them down and swings whenever it is in range and off cooldown — or, for a ranged mob, hurls a projectile and keeps its distance. A grazing animal never attacks: it wanders, stops to graze, and bolts from whatever hurts it for 4 seconds. Each world can narrow this down: a peaceful world only ever gets its grazing animals (nothing that attacks, no structure garrisons), and a world set to no mobs gets nothing at all. Which one spawns is a weighted roll among the mobs of the current light that may spawn on the ground at the chosen spot (a few only ever spawn in certain biomes: see each entry’s “Spawns in”), so the rarer types show up less often — and a roll landing on a type with no room left spawns nothing that time, so a rare one stays rare however full the world is; Evil Wizards never spawn at random at all, only as the garrison of a structure; Broodmothers, Wraiths, Stone Golems, Hellhounds, Dread Knights and Demon Kings are only ever met in dungeons. Some come in more than one coat, rolled as they spawn; only the look differs.
In the overworld, mobs do not follow you forever. One that has been more than 72 units from every player in the world for 30 seconds straight quietly despawns, freeing its slot for a fresh spawn near whoever is still playing; wandering back within range before then resets its clock. A world everyone has left drains its mobs the same way. Come daylight, the night’s monsters count as distant from just 24 units, so the ones nobody is fighting melt away with the dawn (a structure’s guards hold their posts). Each world chooses this: dungeon-style worlds set to never despawn keep every monster until someone kills it, so clearing the place means clearing it.
Each preview below is the mob’s actual in-game model, rendered in your browser — drag it around to look at the thing that is about to bite you, or the one you are about to have for dinner, and try each coat on the mobs that come in several.
Slime
slimeDrag to orbit, scroll to zoom
- Health
- 20
- Attack damage4.17 per second while in range
- 5
- Attack rangeAttacks every 1.2s
- 1.4 units
- Aggro radiusCome this close and it starts chasing you
- 10 units
- Chase speed
- 3.5 units/s
- Wander speedWhile nobody has its attention
- 1.5 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.7 units
- Comes out
- In the dark
- Spawn shareOf the mobs that spawn in the dark (spawn weight 7)
- 33%
- DungeonsAlso lurks in these dungeons
- The Old Crypt, The Catacombs, The Barrow
Imp
impDrag to orbit, scroll to zoom
- Health
- 35
- Attack damage9 per second while in range
- 9
- Attack rangeAttacks every 1s
- 1.6 units
- Aggro radiusCome this close and it starts chasing you
- 14 units
- Chase speed
- 5 units/s
- Wander speedWhile nobody has its attention
- 2 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.6 units
- Comes out
- In the dark
- Spawn shareOf the mobs that spawn in the dark (spawn weight 3)
- 14%
- DungeonsAlso lurks in these dungeons
- The Old Crypt, The Catacombs, The Golem Forge, The Demon King's Castle
Goblin
Drag to orbit, scroll to zoom
- Health
- 30
- Attack damage7.78 per second while in range
- 7
- Attack rangeAttacks every 0.9s
- 1.8 units
- Aggro radiusCome this close and it starts chasing you
- 12 units
- Chase speed
- 4.5 units/s
- Wander speedWhile nobody has its attention
- 1.8 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.59 units
- Comes out
- In the dark
- Spawn shareOf the mobs that spawn in the dark (spawn weight 4)
- 19%
- DungeonsAlso lurks in these dungeons
- The Old Crypt, The Catacombs, The Demon King's Castle
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Arrow (2–5, 75% chance), Hunting Bow (8% chance), Longbow (2% chance), Iron Sword (5% chance), Iron Battleaxe (3% chance), Hoe (12% chance), Wheat Seeds (1–3, 30% chance), Torch (1–3, 35% chance)
Evil Wizard
Drag to orbit, scroll to zoom
- Health
- 45
- Projectile damage7.78 per second while in range
- 14
- Ranged attackFires from up to 16 units away every 1.8s, and backs off from anyone closer than 6 units
- Fireball projectile
- Aggro radiusCome this close and it starts chasing you
- 18 units
- Chase speed
- 4 units/s
- Wander speedWhile nobody has its attention
- 1.5 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.88 units
- Spawns atNever a random spawn: only appears to guard these structures
- Wizard Totem
- DungeonsAlso lurks in these dungeons
- The Old Crypt, The Catacombs, The Demon King's Castle
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Mage's Wand (10% chance), Ember Wand (6% chance), Grimoire of Hellfire (2% chance)
Deer
deerDrag to orbit, scroll to zoom
- Health
- 20
- TemperamentNever attacks: hurt it and it runs from you for 4s
- Passive
- Flee speedFaster than you walk, slower than you sprint — or loose an arrow
- 8 units/s
- Wander speedWhile nobody has its attention; it stops to graze 45% of the time
- 1.3 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.88 units
- Comes out
- By day
- Spawn shareOf the mobs that spawn by day (spawn weight 2)
- 33%
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (1–3)
Rabbit
rabbitDrag to orbit, scroll to zoom
- Health
- 6
- TemperamentNever attacks: hurt it and it runs from you for 4s
- Passive
- Flee speedFaster than you walk, slower than you sprint — or loose an arrow
- 7 units/s
- Wander speedWhile nobody has its attention; it stops to graze 55% of the time
- 1.2 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.3 units
- Comes out
- By day
- Spawn shareOf the mobs that spawn by day (spawn weight 3)
- 50%
- VariantsHow often a fresh one turns up in each coat; only the look differs
- Brown (55%), Grey (27%), Black (9%), White (9%)
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (60% chance)
Turkey
turkeyDrag to orbit, scroll to zoom
- Health
- 12
- TemperamentNever attacks: hurt it and it runs from you for 4s
- Passive
- Flee speedFaster than you walk, slower than you sprint — or loose an arrow
- 6.5 units/s
- Wander speedWhile nobody has its attention; it stops to graze 60% of the time
- 1 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.4 units
- Comes out
- By day
- Spawns inOnly ever rolled on the ground these biomes are carpeted with; there it competes with everything else that comes out
- Autumn Forest
- Spawn shareOf the mobs that spawn by day on its own ground (spawn weight 4)
- 40%
- VariantsHow often a fresh one turns up in each coat; only the look differs
- Bronze (67%), Slate (22%), White (11%)
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (1–2)
Sheep
sheepDrag to orbit, scroll to zoom
- Health
- 14
- TemperamentNever attacks: hurt it and it runs from you for 4s
- Passive
- Flee speedFaster than you walk, slower than you sprint — or loose an arrow
- 6 units/s
- Wander speedWhile nobody has its attention; it stops to graze 65% of the time
- 0.9 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.5 units
- Comes out
- By day
- Spawns inOnly ever rolled on the ground these biomes are carpeted with; there it competes with everything else that comes out
- Plains, Forest, Cherry Grove, Jungle
- Spawn shareOf the mobs that spawn by day on its own ground (spawn weight 3)
- 33%
- VariantsHow often a fresh one turns up in each coat; only the look differs
- White (62%), Grey (15%), Brown (15%), Black (8%)
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (1–2)
Mountain Goat
mountain_goatDrag to orbit, scroll to zoom
- Health
- 16
- TemperamentNever attacks: hurt it and it runs from you for 4s
- Passive
- Flee speedFaster than you walk, slower than you sprint — or loose an arrow
- 7.5 units/s
- Wander speedWhile nobody has its attention; it stops to graze 50% of the time
- 1.2 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.45 units
- Comes out
- By day
- Spawns inOnly ever rolled on the ground these biomes are carpeted with; there it competes with everything else that comes out
- Tundra, Taiga, Mountains, Snowy Mountains
- Spawn shareOf the mobs that spawn by day on its own ground (spawn weight 3)
- 33%
- VariantsHow often a fresh one turns up in each coat; only the look differs
- White (55%), Grey (18%), Brown (18%), Black (9%)
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (1–2)
Penguin
penguinDrag to orbit, scroll to zoom
- Health
- 8
- TemperamentNever attacks: hurt it and it runs from you for 4s
- Passive
- Flee speedFaster than you walk, slower than you sprint — or loose an arrow
- 4.5 units/s
- Wander speedWhile nobody has its attention; it stops to graze 45% of the time
- 0.7 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.3 units
- Comes out
- By day
- Spawns inOnly ever rolled on the ground these biomes are carpeted with; there it competes with everything else that comes out
- Frozen Ocean, Stony Shore, Tundra, Taiga, Snowy Mountains
- Spawn shareOf the mobs that spawn by day on its own ground (spawn weight 3)
- 33%
- VariantsHow often a fresh one turns up in each coat; only the look differs
- Emperor (60%), Gentoo (40%)
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (50% chance)
Camel
camelDrag to orbit, scroll to zoom
- Health
- 28
- TemperamentNever attacks: hurt it and it runs from you for 4s
- Passive
- Flee speedFaster than you walk, slower than you sprint — or loose an arrow
- 7 units/s
- Wander speedWhile nobody has its attention; it stops to graze 50% of the time
- 1.1 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.8 units
- Comes out
- By day
- Spawns inOnly ever rolled on the ground these biomes are carpeted with; there it competes with everything else that comes out
- Beach, Desert, Savanna
- Spawn shareOf the mobs that spawn by day on its own ground (spawn weight 2)
- 25%
- VariantsHow often a fresh one turns up in each coat; only the look differs
- Tan (60%), Brown (30%), White (10%)
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (2–3)
Bear
bearDrag to orbit, scroll to zoom
- Health
- 70
- Attack damage9.38 per second while in range
- 15
- Attack rangeAttacks every 1.6s
- 2.2 units
- Aggro radiusCome this close and it starts chasing you
- 9 units
- Chase speed
- 7 units/s
- Wander speedWhile nobody has its attention; it stands still 40% of the time
- 1.4 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.85 units
- Comes out
- By day
- Spawn shareOf the mobs that spawn by day (spawn weight 1); never more than 2 in a world at once
- 17%
- VariantsHow often a fresh one turns up in each coat; only the look differs
- Brown (46%), Black (31%), Cinnamon (15%), White (8%)
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (2–4)
Skeleton
skeletonDrag to orbit, scroll to zoom
- Health
- 28
- Attack damage7.27 per second while in range
- 8
- Attack rangeAttacks every 1.1s
- 1.8 units
- Aggro radiusCome this close and it starts chasing you
- 13 units
- Chase speed
- 4.2 units/s
- Wander speedWhile nobody has its attention
- 1.6 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.45 units
- Comes out
- In the dark
- Spawn shareOf the mobs that spawn in the dark (spawn weight 4)
- 19%
- DungeonsAlso lurks in these dungeons
- The Barrow, The Spider Warren, The Golem Forge, The Demon King's Castle
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Arrow (1–3, 50% chance)
Cave Spider
cave_spiderDrag to orbit, scroll to zoom
- Health
- 16
- Attack damage7.14 per second while in range
- 5
- Attack rangeAttacks every 0.7s
- 1.4 units
- Aggro radiusCome this close and it starts chasing you
- 12 units
- Chase speed
- 6.8 units/s
- Wander speedWhile nobody has its attention; it stands still 30% of the time
- 2.2 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.55 units
- Comes out
- In the dark
- Spawn shareOf the mobs that spawn in the dark (spawn weight 3)
- 14%
- DungeonsAlso lurks in these dungeons
- The Spider Warren
Broodmother
broodmotherDrag to orbit, scroll to zoom
- Health
- 95
- Attack damage10.77 per second while in range
- 14
- Attack rangeAttacks every 1.3s
- 2.4 units
- Aggro radiusCome this close and it starts chasing you
- 14 units
- Chase speed
- 5 units/s
- Wander speedWhile nobody has its attention; it stands still 30% of the time
- 1.4 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 1.21 units
- Lurks inNever a random spawn: only met in these dungeons
- The Spider Warren
Wraith
wraithDrag to orbit, scroll to zoom
- Health
- 38
- Projectile damage5.88 per second while in range
- 10
- Ranged attackFires from up to 14 units away every 1.7s, and backs off from anyone closer than 5 units
- Wind Gust projectile
- Aggro radiusCome this close and it starts chasing you
- 16 units
- Chase speed
- 4.4 units/s
- Wander speedWhile nobody has its attention
- 1.6 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.5 units
- Lurks inNever a random spawn: only met in these dungeons
- The Barrow
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Wind Staff (8% chance), Gale Wand (6% chance)
Stone Golem
stone_golemDrag to orbit, scroll to zoom
- Health
- 140
- Attack damage9.17 per second while in range
- 22
- Attack rangeAttacks every 2.4s
- 2.4 units
- Aggro radiusCome this close and it starts chasing you
- 10 units
- Chase speed
- 2.8 units/s
- Wander speedWhile nobody has its attention; it stands still 50% of the time
- 1 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 1 units
- Lurks inNever a random spawn: only met in these dungeons
- The Golem Forge
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Stone Block (2–5)
Hellhound
hellhoundDrag to orbit, scroll to zoom
- Health
- 26
- Attack damage8.75 per second while in range
- 7
- Attack rangeAttacks every 0.8s
- 1.6 units
- Aggro radiusCome this close and it starts chasing you
- 15 units
- Chase speed
- 7.2 units/s
- Wander speedWhile nobody has its attention; it stands still 25% of the time
- 2.4 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.6 units
- Lurks inNever a random spawn: only met in these dungeons
- The Demon King's Castle
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Meat (40% chance)
Dread Knight
dread_knightDrag to orbit, scroll to zoom
- Health
- 85
- Attack damage10 per second while in range
- 15
- Attack rangeAttacks every 1.5s
- 2.2 units
- Aggro radiusCome this close and it starts chasing you
- 12 units
- Chase speed
- 3.8 units/s
- Wander speedWhile nobody has its attention; it stands still 50% of the time
- 1.2 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 0.55 units
- Lurks inNever a random spawn: only met in these dungeons
- The Demon King's Castle
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Iron Sword (15% chance)
Demon King
demon_kingDrag to orbit, scroll to zoom
- Health
- 420
- Projectile damage10.91 per second while in range
- 24
- Ranged attackFires from up to 18 units away every 2.2s, and never gives ground
- Meteor projectile
- Melee damageSwings instead of firing at anyone within 3 units
- 30
- Aggro radiusCome this close and it starts chasing you
- 20 units
- Chase speed
- 3.6 units/s
- Wander speedWhile nobody has its attention; it stands still 70% of the time
- 1 units/s
- Hit radiusHow wide a target it is for swings and projectiles
- 1.1 units
- Lurks inNever a random spawn: only met in these dungeons
- The Demon King's Castle
- DropsRolled when it is slain (not when it despawns); walk over a drop to pick it up
- Fire Staff, Iron Sword (50% chance)