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Mobs

Creatures give each world a rhythm: passive animals populate the surface, hostile enemies pressure you after dark, and bosses or dungeon mobs create deliberate challenges.

Hostile mobs

MobTypeVerified notes
Green SlimeHostileCommon slime enemy; green slimes can burn in open daylight.
Fire SlimeHostileFire variant; represented by a dedicated spawn block and immune to daylight burning.
Slime BossBossSummoned with a Slime Summoner. Defeating it earns the Slime Charm, which keeps slimes away.
SkeletonHostileRanged/melee dungeon and night enemy; skeletons burn in open sunlight.
Skeleton KingBossLarge skeleton variant with slam and minion-summoning behavior.
SnowmanHostileSnow biome enemy that throws snowballs and melts/burns in open sun.

Passive mobs & companions

  • Chicken: passive surface animal.
  • Pig: added in version 1.5.3; the public notes do not specify its exact biome, health, drops, or behavior.
  • Mouse: small passive animal.
  • Penguin: passive snow-biome animal.
  • Meerkat: desert animal that can be tamed as a companion; companion meerkats can attack hostile targets.
  • Raccoon: added in version 1.5.2 to Plains and Forest biomes; tame it with apples. The release note hints at an unexpected transformation but does not document its trigger.

Version 1.5.5 also adds birds that fly around the world. The public notes do not give them a named species or interaction yet.

Dungeon mobs persist until killed and ignore the usual night/distance despawn rules. Mobs have dedicated Creative Inventory spawn blocks for the documented built-in entries, including chicken, slime, fire slime, skeleton, Skeleton King, snowman, rat/mouse, penguin, and meerkat. The public release notes do not document spawn blocks for newer pigs, raccoons, or birds.

Creative spawning

In Creative mode, open the Creative Inventory’s Mobs section to spawn built-in mobs directly. Custom mobs created through the Mod Studio can also be stored in modpacks and activated for a world.