Zombie Villager

Adult

Baby

Adult

Baby

Adult

Baby

Adult

Baby

Adult

Baby

Adult

Baby

Adult

Baby
| Health points |
20HP Γ 10 |
|---|---|
| Armor points |
2 () |
| Behavior |
Hostile |
| Mob type | |
| Attack strength |
Easy: 2.5HP Γ 1.25 |
| Hitbox size |
In Java Edition: |
| Knockback resistance |
0%β5% |
| Spawn |
Light level of 0 |
| Natural equipment |
β[JE only]; may be enchanted)
|
| Usable items |
{
"extratext": "View [[#Villager variants|all variants]]",
"title": "Zombie Villager",
"images": [
"Plains Zombie Villager Base.png",
"Plains Baby Zombie Villager Base.png",
"Desert Zombie Villager Base.png",
"Desert Baby Zombie Villager Base.png",
"Savanna Zombie Villager Base.png",
"Savanna Baby Zombie Villager Base.png",
"Taiga Zombie Villager Base.png",
"Taiga Baby Zombie Villager Base.png",
"Snowy Zombie Villager Base.png",
"Snowy Baby Zombie Villager Base.png",
"Jungle Zombie Villager Base.png",
"Jungle Baby Zombie Villager Base.png",
"Swamp Zombie Villager Base.png",
"Swamp Baby Zombie Villager Base.png"
],
"rows": [
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{
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"label": "(link to Hitbox article, displayed as Hitbox size)"
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{
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"label": "(link to Attribute#Knockback_resistance article, displayed as Knockback<br/>resistance)"
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A zombie villager is a variant of the zombie that can be cured into a normal villager using a golden apple while it is under the effect of Weakness.
Spawning

In Java Edition, when zombies spawn during the normal cycle, there is a 5% chance that one of them will be replaced with a zombie villager. This chance increases to 20% in old growth pine taiga biomes.
In Bedrock Edition, when zombies spawn during the normal cycle, there is a 5% chance that 2β4 of them will be replaced with zombie villagers.
| Category: Monster | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| 25β540 | 4.63% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β515 | 0.97% | 1 | 5 | 2β4 | |
| 5β516 | 0.97% | 1 | 5 | 1 | |
| 5β516 | 0.97% | 1 | 5 | 4 | |
| 5β516 | 0.97% | 1 | β | β | |
| 5β517 | 0.97% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | β | β | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| File:BiomeSprite ocean-biomes.pngOcean biomes | 5β520 | 0.96% | 1 | 5 | 2β4 |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β520 | 0.96% | 1 | 5 | 2β4 | |
| 5β610 | 0.82% | 1 | 5 | 2β4 | |
| 5β615 | 0.81% | 1 | β | β | |
| 1β515 | 0.19% | 1 | 5 | 2β4 | |
| File:BiomeSprite ocean-biomes.pngOcean biomes | β | β | β | 5 | 2β4 |
- β Highest chance among all biomes.β[Java Edition only]
Zombifying
Additionally, if any type of zombie kills a villager, that villager has a chance of turning into a zombie villager depending on the game difficulty.
| Difficulty | Chance |
|---|---|
| Easy | 0% |
| Normal | 50% |
| Hard | 100% |
In Java Edition, a zombified zombie villager does not despawn if the player has traded with it at least once prior to its zombification, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all zombified villagers are persistent.
Abandoned villages
Zombie villagers may also spawn as part of abandoned villages during world generation, the number of which depends on the buildings in that village, as some buildings generate zombie villagers inside and some do not. Like villagers, the zombie villagersβ biome outfits are based on the type of village. These zombie villagers are persistent and do not despawn.
Igloo basements
A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition and a cleric zombie villager in Java Edition), both locked in small cages behind iron bars. One of them transforms into a leatherworker, due to the workstation (a cauldron). The zombie villager is persistent and does not despawn.
Reinforcements
On Hard difficulty, all zombie villagers have a 0-10% chance to spawn other zombie villagers as reinforcements when receiving damage while targeting an entity.
Variants
Baby zombies

Baby zombie villagers make up 5% of zombie villager spawns. They have big heads, unlike normal baby villagers in Java Edition. They behave similarly to regular zombie villagers, with the following differences:
- They are 30% faster than normal zombies, yet they have the same health as normal zombies. This makes baby zombie villagers more dangerous than their bigger counterparts.
- The noises they make are higher-pitched than adult zombie villager sound effects.
- In Java Edition, baby zombie villagers have a chance to spawn as a chicken jockey.
- In Bedrock Edition, 15% of naturally spawned baby zombie villagers can start riding a mob and become a jockey when it tries attacking a villager, player, or golem. They can ride:
Adult chickens
Untamed ocelots
Untamed cats
Untamed wolves
Adult zombies
Adult husks
Adult zombie villagers
Adult zombified piglins
Cows
Adult unsaddled pigs
Sheep
Adult untamed horses
Adult untamed donkeys
Adult untamed mules
Adult skeleton horses
Adult zombie horses
Mooshrooms
Spiders that were not spawned as a jockey mount
Cave spiders that were not spawned as a jockey mount
Pandas
- Baby zombie villagers turn into baby villagers, if cured. In Java Edition, their heads turn back to small baby villager heads.[1]
- Worn armor shrinks to fit their body size.
- They are able to fit through 1Γ1 block gaps.
- They drop 12 experience when killed by the player instead of 5.
- Unlike other baby mobs but like undead baby mobs, they stay as babies indefinitely and never grow into "adult" zombie villagers.
- They have a decreased hitbox size.
Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers Γ 5% babies) is low at 0.25% (or 1 in 400 chance) of all newly spawned zombies.
Armed zombie villagers
Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanternsβ[Java Edition only], mob heads and pumpkins, as these are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they pick it up and drop their previous item:
- if the new item is armor or a sword and the old item was not (for example, zombie villagers prefer swords to pickaxes and helmets to pumpkins),
- if both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
- if both items are armor/swords with the same damage reduction/infliction, the new item has NBT tags while the old does not or the new item is more damaged than the old item, or
- if both items are bows and the new item has NBT tags while the old does not.
Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.
Armor worn by zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager is exposed to daylight, or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (), which gives 1.6 - 8% damage reduction from most sources.
Some zombie villagers that are capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material).
| Easy | Normal | Hard | |
|---|---|---|---|
| Can pick up loot | 0% | 0%-55%[note 1] | 6.875%-55%[note 1] |
| Armor | 0% | 0%-15%[note 1] | 1.875%-15%[note 1] |
| Armor enchantment[note 2] | 0% | 0-50%[note 1] | 6.25%-50%[note 1] |
| Weapon[note 3] | 1% | 1% | 5% |
| Weapon enchantment[note 2] | 0% | 0%-25%[note 1] | 3.125%-25%[note 1] |
If a zombie does spawn with armor, the chances of specific armor are as follows:
| Armor | Easy & Normal | Hard |
|---|---|---|
| Helmet | 100% | 100% |
| Helmet & chestplate | 75% | 90% |
| Helmet & chestplate & leggings | 56.25% | 81% |
| Full set | 42.19% | 72.9% |
The chances of particular materials are:
| Armor type | Chance |
|---|---|
| Leather | 23.60% |
| Copper | 32.23% |
| Gold | 33.29% |
| Chain | 9.73% |
| Iron | 1.10% |
| Diamond | 0.04% |
Any zombie villager that spawns with equipmentβ[Java Edition only] (picked-up items don't count) drops 1β3 extra experience per item.
Villager variants
A zombie villager retains its biome outfit and profession after zombification from a villager. They also retain their trades. Zombie villagers with a profession cannot work at a job site block.
Below is a table listing the various biome outfits and professions, along with the specific job site block that each profession requires:
Profession |
Job Site Block |
Biome | ||||||
|---|---|---|---|---|---|---|---|---|
| Desert | Jungle | Plains | Savanna | Snowy | Swamp | Taiga | ||
| Unemployed | N/A |
|
|
|
|
|
|
|
| Armorer |
|
|
|
|
|
|
| |
| Butcher |
|
|
|
|
|
|
| |
| Cartographer |
|
|
|
|
|
|
| |
| Cleric |
|
|
|
|
|
|
| |
| Farmer |
|
|
|
|
|
|
| |
| Fisherman |
|
|
|
|
|
|
| |
| Fletcher |
|
|
|
|
|
|
| |
| Leatherworker |
|
|
|
|
|
|
| |
| Librarian |
|
|
|
|
|
|
| |
| Mason |
|
|
|
|
|
|
| |
| Nitwit | N/A |
|
|
|
|
|
|
|
| Shepherd |
|
|
|
|
|
|
| |
| Toolsmith |
|
|
|
|
|
|
| |
| Weaponsmith |
|
|
|
|
|
|
| |
Variant spawning
A zombie villager has variants depending on what biome it had spawned in, a Plains variant spawning in Sunflower Plains is an example.
Plains variant
Mushroom Fields
Ocean
Deep Ocean
Cold Ocean
Deep Cold Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
Warm Ocean
Beach
Stony Shore
River
Plains
Sunflower Plains
Forest
Flower Forest
Birch Forest
Old Growth Birch Forest
Dark Forest
Pale Garden
Meadow
Cherry Grove
Stony Peaks
Deep Dark
Dripstone Caves
Lush Caves
Taiga variant
Jungle variant
Savanna variant
Snowy variant
Swamp variant
Desert variant
Drops
On death
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0β2 | 66.67% | 1.00 | 0β3 | 83.33% | 1.50 | 0β4 | 91.67% | 2.00 | 0β5 | 94.44% | 2.50 | |
| Iron Ingot[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 | |
| Carrot[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 | |
| Potato[A][B] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 | |
| Baked Potato[A][C] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0β2 | 2β3 | 1 | 0β3 | 5β6 | 3β2 | 0β4 | 11β12 | 2 | 0β5 | 17β18 | 5β2 | |
| Iron Ingot[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 | |
| Carrot[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 | |
| Potato[A][B] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 | |
| Baked Potato[A][C] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 | |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Rotten Flesh | 0 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) | |
| 1 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 5β18 (27.78%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 5β18 (27.78%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 3β2 (1.50) | 2 (2.00) | 5β2 (2.50) | ||
| Iron Ingot[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) | |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| Carrot[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) | |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| Potato[A][B] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) | |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| Baked Potato[A][C] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) | |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| Rotten Flesh | 1.00 | 1.50 | 2.00 | 2.50 | |
| Iron Ingot[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Carrot[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Potato[A][B] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Baked Potato[A][C] | 0.01 | 0.01 | 0.01 | 0.02 | |
- β a b c d Only when killed by a player or a tamed wolf.
- β Only when not on fire and not killed with a weapon enchanted with Fire Aspect.
- β Only when on fire or killed with a weapon enchanted with Fire Aspect.
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0β2 | 66.67% | 1.00 | 0β3 | 66.67% | 1.33 | 0β4 | 66.67% | 1.67 | 0β5 | 66.67% | 2.00 | |
| Iron Ingot[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 | |
| Carrot[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 | |
| Potato[A] | 0β1 | 0.83% | 0.01 | 0β1 | 1.17% | 0.01 | 0β1 | 1.50% | 0.01 | 0β1 | 1.83% | 0.02 | |
| Music Disc Lava Chicken[B][C][D] | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | 1 | 100.00% | 1.00 | |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| Rotten Flesh | 0β2 | 2β3 | 1 | 0β3 | 2β3 | 4β3 | 0β4 | 2β3 | 5β3 | 0β5 | 2β3 | 2 | |
| Iron Ingot[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 | |
| Carrot[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 | |
| Potato[A] | 0β1 | 1β120 | 1β120 | 0β1 | 7β600 | 7β600 | 0β1 | 3β200 | 3β200 | 0β1 | 11β600 | 11β600 | |
| Music Disc Lava Chicken[B][C][D] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| Rotten Flesh | 0 | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | 1β3 (33.33%) | |
| 1 | 1β3 (33.33%) | 1β6 (16.67%) | 1β12 (8.33%) | 1β18 (5.56%) | ||
| 2 | 1β3 (33.33%) | 1β3 (33.33%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 1β6 (16.67%) | 1β4 (25.00%) | 2β9 (22.22%) | ||
| 4 | 0 | 0 | 1β12 (8.33%) | 1β6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1β18 (5.56%) | ||
| Average | 1 (1.00) | 4β3 (1.33) | 5β3 (1.67) | 2 (2.00) | ||
| Iron Ingot[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) | |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| Carrot[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) | |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| Potato[A] | 0 | 119β120 (99.17%) | 593β600 (98.83%) | 197β200 (98.50%) | 589β600 (98.17%) | |
| 1 | 1β120 (0.83%) | 7β600 (1.17%) | 3β200 (1.50%) | 11β600 (1.83%) | ||
| Average | 1β120 (0.01) | 7β600 (0.01) | 3β200 (0.01) | 11β600 (0.02) | ||
| Music Disc Lava Chicken[B][C][D] | 1 | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | 1 (100.00%) | |
| Average | 1 (1.00) | 1 (1.00) | 1 (1.00) | 1 (1.00) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| Rotten Flesh | 1.00 | 1.33 | 1.67 | 2.00 | |
| Iron Ingot[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Carrot[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Potato[A] | 0.01 | 0.01 | 0.01 | 0.02 | |
| Music Disc Lava Chicken[B][C][D] | 1.00 | 1.00 | 1.00 | 1.00 | |
- β a b c Only when killed by a player or a tamed wolf.
- β Only when killed by a player (or a tamed wolf)
- β Only if the zombie villager is a baby and is riding a chicken.
- β Zombie villagers unintentionally drop the Lava Chicken Music Disc. See MCPE-224103. It inherits the zombie's loot table in the game's code.
Any picked-up equipment has a 100% chance of dropping on death or when cured and drops with the same damage level it had when picked up.
Naturally-spawned equipment
Zombie villagers do not spawn with equipment in Bedrock Edition. In Java Edition, a zombie villager can spawn with any of the following:
Carved Pumpkin [note 1]
Jack o'Lanternβ[Java Edition only][note 1]
Iron Shovel
Iron Sword
Diamond Sword (in ominous trials)
Random Armor- Zombie villagers have an 8.5% chance of dropping their naturally-spawned equipment (other than Halloween pumpkins), and drop it with a random durability. Each level of Looting increases the chance by 1 percentage point (11.5% with Looting III). They cannot drop the diamond swords that they occasionally wield during ominous trials.
- β a b Zombie villagers spawn with pumpkins and jack o'lanternsβ[Java Edition only] only during Halloween.
Experience
Adult zombie villagers drop 5XP and an additional 1β3XP per naturally-spawned equipment. Baby zombie villagers drop 12XP experience.
Behavior
Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged.
Zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession, and can also spawn with unemployed or nitwit outfits. In Bedrock Edition, baby zombie villagers are always unemployed.
Being an undead mob, they are:
- damaged by the status effect Instant Health and healed by the status effect Instant Damage.
- unaffected by the status effects Regeneration and Poison.
- ignored by the wither.
- affected by the Smite enchantment.
- a threat to armadillos, causing them to hide in their shell.
Curing
Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by:
- A splash potion of Weakness thrown by the player, a dispenser, or a witch.
- A lingering potion of Weakness thrown by the player or a dispenser.
- An arrow of Weakness.
- An area effect cloud caused by an explosion of a creeper inflicted with a Weakness effect.β[Java Edition only].
- The
/effectcommand, if cheats are enabled.
The weakened zombie villager must then be healed by using a (non-enchanted[2]) golden apple on it. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure.
Time to cure is initially a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3-5 minutes). On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9Γ9Γ9 cube centered on the villager for either iron bars or a bed (either half of a bed, detected separately; copper bars are ignored). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%.[3]
During the curing process, the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times.
At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and does not drop if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession.
A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, no additional discounts are applied. Villagers near the cured villager are also affected but offer fewer, smaller discounts.
Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful.
Specific to Java Edition
- If a zombie villager spawned as a nitwit or was a nitwit before it was transformed into a zombie villager, it remains a nitwit if cured.
- If cured, naturally spawned zombie villagers keep their profession for one tick then become unemployed.
- Curing a villager spreads
minor_positivegossip through the villager gossip system. - There is a bug whereby if you cure a zombie villager chicken jockey, the baby villager will still ride the chicken. The rider will grow to a normal villager after 20 minutes and, if struck by lightning, can be turned into a witch jockey.
Specific to Bedrock Edition
- A former nitwit zombie villager becomes an unemployed villager and can learn a profession after the cure.
- Villagers in a range of 16 blocks in a cube surrounding the cured villager also offer a small discount proportional to the number of cured villagers (up to 10).
- Saving and reloading the world causes the curing process to finish as soon as the chunk containing the villager is ticked. This does not happen if the player moves out of range, then returns: In that case, the countdown timer pauses until the player returns.
- If a chicken jockey with a baby zombie villager rider is cured, the rider will dismount when cured.
- After the curing process, naturally spawned zombie villagers can gain a different profession from the one they had while zombified.
Sounds
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
| βZombie Villager groans | Hostile Mobs | Randomly | entity | subtitlesβ | 1.0 | 0.8-1.2 (Baby: 1.8-2.2) | 16 | |
| βZombie Villager hurts | Hostile Mobs | When a zombie villager is damaged | entity | subtitlesβ | 1.0 | 0.8-1.2 (Baby: 1.8-2.2) | 16 | |
| βZombie Villager dies | Hostile Mobs | When a zombie villager dies | entity | subtitlesβ | 1.0 | 0.8-1.2 (Baby: 1.8-2.2) | 16 | |
| βFootsteps | Hostile Mobs | While a zombie villager is walking | entity | subtitlesβ | 0.15 | 1.0 | 16 | |
| βZombie infects | Hostile Mobs | When a zombie villager infects a villager | entity | subtitlesβ | 2.0 | 0.8-1.2 | 16 | |
| βDoor shakes | Hostile Mobs | While a zombie villager is breaking a wooden door | entity | subtitlesβ | 2.0 | 0.8-1.2 | 16 | |
| βDoor breaks | Hostile Mobs | When a zombie villager breaks a wooden door | entity | subtitlesβ | 2.0 | 0.8-1.2 | 16 | |
| βTurtle Egg stomped | Hostile Mobs | When a zombie villager is jumping on turtle eggs | entity | subtitlesβ | 0.5 | 0.9-1.1 | 16 | |
| βZombie Villager snuffles | Hostile Mobs | When a zombie villager begins curing | entity | subtitlesβ | 1.0-2.0 | 0.3-1.0 | 16 | |
| βZombie Villager vociferates | Hostile Mobs | When a zombie villager finishes curing | entity | subtitlesβ | 2.0 | 0.8-1.2 | 16 | |
| βBlock broken [sound 1] | ? | Unused sound event[sound 2] | entity | subtitlesββ[sound 1]β | None | None | None | |
| Sounds | |||||
|---|---|---|---|---|---|
| Sound | Source | Description | Resource location | Volume | Pitch |
| Hostile Mobs | Randomly | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Mobs | When a zombie villager is damaged | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Mobs | When a zombie villager dies | mob | 1.0 | 0.8-1.2 (Baby: 1.3-1.7) | |
| Hostile Mobs | While a zombie villager is walking | mob | 0.45 | 1.0 (Baby: 1.5) | |
| Hostile Mobs | While a zombie villager is breaking a wooden door | mob | 1.0 | 1.0 | |
| Hostile Mobs | When a zombie villager breaks a wooden door | mob | 1.0 | 1.0 | |
| Players | When a zombie villager is jumping on turtle eggs | fall | 0.5 | 0.9-1.0 | |
| Hostile Mobs | When a zombie villager begins curing | mob | 1.0-2.0 | 0.3-1.0 | |
| Hostile Mobs | When a zombie villager finishes curing | mob | 1.0-2.0 | 0.3-1.0 | |
Data values
ID
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
zombie_villager | burn_in_daylightcan_breathe_under_waterignores_poison_and_regeninverted_healing_and_harmundeadwither_friendszombiessensitive_to_smite | entity |
| Name | Identifier | Numeric ID | Translation key |
|---|---|---|---|
zombie_villager | 44 | entity | |
zombie_villager_v2 | 116 | entity |
Entity data
Zombie villagers have entity data associated with them that contains various properties.
- [NBT Compound / JSON Object] Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- [NBT List / JSON Array] Gossips: Pieces of gossip that can be exchanged between villagers when they meet. Is not preserved when removed.
- [NBT Compound / JSON Object] A piece of gossip.
- [Int] Value: The strength of the gossip.
- for
major_negative: weight -5, max 100, +25 if the villager sees you kill another villager, -10 every 20min, -10 when shared - for
minor_negative: weight -1, max 200, +25 when hit, -20 every 20min, -20 when shared - for
major_positive: weight 5, max 20, +20 when cured, does not decrease and never shared - for
minor_positive: weight 1, max 200, +25 when cured, -1 every 20min, -5 when shared - for
trading: weight 1, max 25, +2 per trade, -2 every 20min, -20 when shared
- for
- [Int Array] Target The UUID of the player who caused the gossip, stored as four ints.
- [String] Type: An ID value indicating the type of gossip. The possible values are
major_negative,minor_negative,major_positive,minor_positive, andtrading.
- [Int] Value: The strength of the gossip.
- [NBT Compound / JSON Object] A piece of gossip.
- [NBT Compound / JSON Object] Offers: Is generated when the trading menu is opened for the first time.
- [NBT List / JSON Array] Recipes: List of trade options.
- [NBT Compound / JSON Object] A trade option.
- [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [NBT Compound / JSON Object] buyB: Optional. The second 'cost' item, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [Int] demand: The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
- [Int] maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
- [Float] priceMultiplier: The multiplier on the [Int] demand price adjuster; the final adjusted price is added to the first 'cost' item's price.
- [Byte] rewardExp: 1 or 0 (true/false) β Whether this trade provides XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
- [NBT Compound / JSON Object] sell: The item being sold for each set of cost items, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [Int] specialPrice: A modifier added to the original price of the first 'cost' item.
- [Int] uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
- [Int] xp: How much experience the villager gets from this trade.
- [NBT Compound / JSON Object] buy: The first 'cost' item, without the Slot tag.
- [NBT Compound / JSON Object] A trade option.
- [NBT List / JSON Array] Recipes: List of trade options.
- [NBT Compound / JSON Object] VillagerData: Information about the villagerβs type, profession, and level.
- [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
- 1: Novice
- 2: Apprentice
- 3: Journeyman
- 4: Expert
- 5: Master
- [String] profession: A resource location indicating the villager's profession; see Villager Β§ Professions.
- [String] type: A resource location indicating the villager's type; see Villager Β§ Appearance.
- [Int] level: The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
- [Int] Xp: How much experience the villager currently has, increases with trading in various amounts.
- 0 to 9: Novice
- 10 to 69: Apprentice
- 70 to 149: Journeyman
- 150 to 249: Expert
- 250 and more: Master
- [Byte] CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
- [Int] DrownedConversionTime: The number of ticks until this zombie converts to a drowned, or husk to zombie. (default value is -1, when no conversion is under way).
- [Int] InWaterTime: The number of ticks this zombie or husk has been under water, used to start the drowning conversion. (default value is -1, when no conversion is under way).
- [Byte] IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
- [Int] ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect parallels this.
- [Int Array] ConversionPlayer: The UUID of the player who started curing the zombie, stored as four ints.
| Type | Data value |
|---|---|
minecraft:desert
| |
minecraft:jungle
| |
minecraft:plains
| |
minecraft:savanna
| |
minecraft:snow
| |
minecraft:swamp
| |
minecraft:taiga
|
| Profession | Data value |
|---|---|
minecraft:armorer
| |
minecraft:butcher
| |
minecraft:cartographer
| |
minecraft:cleric
| |
minecraft:farmer
| |
minecraft:fisherman
| |
minecraft:fletcher
| |
minecraft:leatherworker
| |
minecraft:librarian
| |
minecraft:nitwit
| |
minecraft:none
| |
minecraft:mason
| |
minecraft:shepherd
| |
minecraft:toolsmith
| |
minecraft:weaponsmith
|
Achievements
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| Monster Hunter | Attack and destroy a monster. |
| 15 | Bronze | |||
| Diamonds to you! | Throw diamonds at another player. | Drop a diamond. Another player must then pick up this diamond. | 15 | Bronze | |||
| Zombie Doctor | Cure a zombie villager. | Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand). | 40 | Gold | |||
| Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |||
| It Spreads | Kill a mob next to a catalyst | β | 10 | Bronze | |||
| Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |||
Advancements
Advancements that apply to all mobs:
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
![]() | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
![]() | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
![]() | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
![]() | Mob Kabobβ[upcoming JE 1.21.11] | Hit five mobs in the same Charge attack using the Spear. | |
![]() | Arbalistic | Kill five unique mobs with one crossbow shot | This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
![]() | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
Video
History
Java Edition
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.14 | 18w50a | Zombie villagers now have new skins, corresponding to biome and profession.
| |||||
| Cured zombie villagers now retain their trades. | |||||||
| 1.15 | 19w37a | Mobs that spawn wearing carved pumpkins or jack o'lanterns on Halloween no longer drop them. | |||||
| 19w41a | Zombie villagers that were converted from villagers are supposed to no longer despawn. However, they still do.[4] | ||||||
| 19w46a | Baby zombie villagers can now be spawned by using a zombie villager spawn egg on an existing zombie villager.[5] | ||||||
| 1.16 | 20w06a | Zombie villagers that were converted from villagers no longer despawn.[4] | |||||
| 1.17 | 21w11a | ||||||
| 21w13a | Legacy zombie villager texture[6] have been removed. | ||||||
| Zombie villagers drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source. | |||||||
| 1.17.1 | Pre-release 1 | Zombie villagers no longer pick up glow ink sacs. | |||||
| 1.18 | 21w41a | The profession textures of Zombie Armorer and Zombie Weaponsmith have been changed. | |||||
| 1.19 | 22w17a | The sole textures of the Jungle, Plains, Savannna, and Snowy and arms of Weaponsmith have been changed.![]() | |||||
| 1.20.2 | 23w31a | Villagers no longer offer additional discounts after being cured more than once [7] | |||||
| 1.20.3 | 23w40a | Zombie villagers are now part of the #can_breathe_under_water, #undead and #zombies tags. | |||||
| 1.21.2 | 24w33a | Zombie villagers now spawn more zombie villagers as zombie reinforcements instead of regular zombies.[8] | |||||
| Now naturaly spawn with armor in the order of (most likely to least likely): helmet, chestplate, leggings, boots.[9] | |||||||
| Upcoming Java Edition | |||||||
| 1.21.11 | 25w41a | Zombie villagers can now use spears. | |||||
Bedrock Edition
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.10.0 Experiment | beta 1.10.0.3 | Zombie villagers are now split into 2 different mobs, new zombie villagers (which are only available behind Experimental Gameplay) now have new skins, coresponding to biome and profession.
| |||||
| Added nitwit, mason, and unemployed zombie villager professions. | |||||||
| Zombie villagers now attack wandering traders. | |||||||
| Cured zombie villagers can now retain their trades. | |||||||
| 1.11.0 | beta 1.11.0.3 | The new zombie villagers are now available outside of Experimental Gameplay. | |||||
| 1.12.0 | beta 1.12.0.2 | The new zombie villagers now have sounds. | |||||
| 1.13.0 | beta 1.13.0.1 | The old zombie villagers no longer spawn naturally. However, they still exist. | |||||
| 1.16.0 | beta 1.16.0.51 | Zombie villagers now have ability to pick up items. | |||||
| 1.17.30 | beta 1.17.30.20 | Zombie villagers no longer pick up glow ink sacs. | |||||
| 1.20.30 | Preview 1.20.30.21 | Villagers no longer offer additional discounts after being cured more than once. | |||||
| 1.20.40 | Preview 1.20.40.20 | Zombie villager curing time is no longer a set value of 2000 ticks, and is instead a random value between 3600 and 6000 ticks. | |||||
| 1.21.60 | Preview 1.21.60.21 | Zombie villagers that spawn in mangrove swamps now use the swamp skin. | |||||
| Upcoming Bedrock Edition | |||||||
| 1.21.130 | Preview 1.21.130.26 | Baby zombie villagers can no longer mount mobs. | |||||
PlayStation 4 Edition
| PlayStation 4 Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.91 | Zombie villagers now have new skins, corresponding to biome and profession.
| ||||||
Issues
Issues relating to "Zombie Villager" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
- When a zombie villager wears a carved pumpkin or jack o'lantern, its head is so tall that it pokes out the top of the pumpkin.
- In Java Edition, zombie villagers have a glitched design when using the programmer art resource pack.[10]
- In Bedrock Edition, when a zombie villager holds a trident, the hand that holds the trident lowers.
- In Bedrock Edition, if a zombie villager is summoned using the /summon command with an invalid spawn event, a generic zombie villager that moves extremely fast spawns.
- In Bedrock Edition, the icon for the achievement Zombie Doctor uses the old zombie villager texture.
- Curing a zombie villager chicken jockey is the only way to get a villager riding a chicken without the use of commands.[11]
- Green-colored zombies are also present in Minicraft, a 2D Minecraft-inspired game also created by Markus Persson.
- In Java Edition, the rarest mob is a baby zombie villager riding a chicken, with 3 pieces of enchanted diamond armor, an enchanted iron sword and a jack o' lantern on its head. It has approximately a 1 in 948 trillion (948,148,148,148,148) chance to spawn and can be found only during Halloween, as this is when mobs can spawn wearing jack o' lanterns.
Gallery
Renders
Poses
-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-
The base skin for all zombie villagers. This is never seen in-game.
Halloween
-
A zombie villager wearing a carved pumpkin. -
A zombie villager wearing a jack o'lantern. -
A baby zombie villager wearing a carved pumpkin. -
A baby zombie villager wearing a jack o'lantern.
Screenshots
-
A zombie villager wearing a wither skeleton skull. -

-
The Zombie Villagers from 18w50a. -
A zombie villager in a full set of golden armor. -
A comparison of zombie villagers wearing golden armor between Java and Bedrock. -
A zombie villager can be seen outside wearing an enchanted diamond helmet and chestplate. -
A zombie village during the day. Multiple zombie villagers can be seen burning. -
Zombie villager wearing a pumpkin on Halloween. -
A zombie villager encountered in the wild. -
A zombie villager under a tree. -
A savanna zombie villager wearing a carved pumpkin.
In other media
-
Zombie Villager in promotional artwork for the Pretty Scary Update. -
Pixel art of a savanna zombie villager. -
The zombie villager about to get hit with a splash potion of weakness. -
The zombie villager being fed a golden apple. -
A zombie villager (referred to as simply a zombie) as it appears in Minecraft Legends. -
Several 2D animated Legends zombies featured in a LoFi Minecraft melody[12]. -
LEGO Minecraft classic Zombie Villager. -
LEGO Minecraft taiga Zombie Villager. -
LEGO Minecraft taiga Zombie farmer.
References
- β MC-180893 β resolved as "Invalid".
- β MC-107909 β Can't cure zombie villager with enchanted golden apple β resolved as "Works As Intended".
- β https://youtube.com/watch?v=CYIAfv291k4
- β a b MC-159300
- β MC-2871
- β
/assets/minecraft/textures/entity/zombie/zombie_villager.png - β MC-181190
- β MC-14800
- β "[MC-182478] Mob armor generates starting with boots rather than helmet - Jira" β Mojira, May 5, 2020.
- β MC-140954 β Zombie villager fists render around the head while using Programmer Art texture pack
- β MC-200418 β Cured baby zombie villagers stay as jockey variant
- β "Minecraft LoFi: Laid back lutes for leading the charge" β Minecraft on YouTube, September 18, 2023
| Villager professions | |||
|---|---|---|---|
| Workstations | |||
| Mechanics | |||
| Structures | |||
| Related mobs |
| ||





































































































