Warden

The warden is a hostile mob summoned by sculk shriekers in the deep dark. It performs both melee and ranged attacks. Wardens are completely blind, relying on vibrations and their sense of smell to identify moving entities, and deal the highest non-explosive damage of any mob in the game.

Spawning
Wardens do not use traditional mob spawning mechanics. When a player activates a naturally-generated sculk shrieker three times, and there isn't another warden within 48 blocks, and the light level is lower than 11, a warden emerges from the ground. Up to 20 attempts are made to spawn a warden within a 11×13×11 box centered on the shrieker.

The warning count for sculk shriekers is specific to each player, not each sculk shrieker. This means that the same player can activate three different sculk shriekers just once, and a warden spawns on the third activation.

Drops
Wardens drop one sculk catalyst upon death. They also drop experience if killed by a player or tamed wolf.

Behavior
Wardens are blind and wander randomly, even through rails. The warden's hitbox can fit inside a corridor 1 block wide and 3 blocks tall. This allows them to chase foes pathfinding precisely even in small cave corridors. Wardens are immune to knockback and to damage from fire and lava. A nearby vibration agitates the warden, which moves toward the location where the vibration originated. It can also smell the area around it, allowing it to zero in on an entity's location. The more vibrations a mob or player makes, the more agitated it grows.

The souls on its chest creates a low throbbing heartbeat sound, in tandem with the Darkness effect. The animation and sound speeds up gradually as the warden becomes more agitated. A warden prefers to track down mobs that it finds most suspicious, rather than the closest one.

Wardens keep track of how angry it is at each suspect as a number from 0 to 150. When the warden notices a vibration, it adds anger to the source of the vibration. It adds 10 anger if the vibration was a projectile, and 35 anger otherwise. However, if the warden notices two projectiles within five seconds, it will add the full 35 anger. Anger decays at a rate of 1 per second and clears completely if the target dies or switches to creative or spectator mode.

Wardens will attack mobs that attack or touch the warden. If a warden is directly hurt by a mob, or indirectly hurt by a mob within five blocks, the warden will add 100 anger towards that mob. If a mob comes into contact with a warden, then the warden will add 35 anger towards that mob.

Once a warden reaches 80 anger with a target, it roars and pursues the target. In this alerted state, the warden pathfinds to the target normally, regardless of vibrations made. If a mob or player collides with a warden, or attacks it first, the warden immediately enters its angry state.

The warden has an inherent bias towards player vibrations, attacks and contact - even if already enraged at another mob, players can override this to be targeted themselves. This is not true of any other mob.

Apart from players, a warden tracks down and attacks all other mobs, excluding other wardens. The warden can also follow vibrations made by non-mob entities such as projectiles or minecarts.

After sixty seconds of being "calm" and not detecting any vibrations, the warden burrows back into the ground and despawns. The warden is completely invulnerable while emerging or burrowing, excluding damage from, though it can still be pushed by entities, pistons or liquids.

The warden's melee attack disables shields for 5 seconds. If the target is still on its search radius and on high ground or hiding behind walls, a warden can charge up a powerful sonic boom. This guided attack can pass through blocks, and is visible with the formation of green-blue particles that are quickly projected out of the warden's chest. It deals damage or  (Easy) /  (Normal) /  (Hard), this attack bypasses shields and armor, and even wither armor of the wither. Only the protection enchantment and Resistance effect can reduce this attack's damage.

ID




Entity data
Wardens have entity data associated with them that contains various properties.



Advancements
There are no advancements associated with killing the warden. The warden is intended to be a natural disaster that is almost impossible to kill and best avoided. Therefore, killing a warden doesn't count for the Monster Hunter advancement, nor is it needed to receive the Monsters Hunted advancement.

Trivia

 * Some previous names being considered for the warden were the stalker and the hollowed.
 * The stalker iteration was tall and asymmetrical with a glowing core. It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it, and could transform into a form one block high form to prevent players from escaping through small tunnels. This iteration, specifically its appearance and transformation mechanic, felt clunky and was more goofy than scary, so it was scrapped by the Mojang developers.
 * The hollowed was designed with the intent of inciting trypophobia and had white flesh with holes in it. The developers deemed that iteration too gory and had to be toned down.
 * In the sixth episode of The Secrets of Minecraft, it was jokingly revealed that the warden's personal name is "William", similar to how the ender dragon, the wither, and player characters all have personal joke names. The word was also jokingly broken down into the words: war and den.
 * Brandon Pearce stated in a tweet that the souls in the warden's chest is incredibly important to its lore.
 * He also stated that the warden is inspired by the "monster" heard at the end of the music disc "11".
 * Coincidentally, in the spin-off game, Minecraft: Story Mode, there is an unrelated character also named The Warden.
 * Although the warden is supposed to be blind, spectating it reveals that it still has normal vision.

Videos

 * Other gameplay