Evoker

An evoker is an illager found in woodland mansions or raids and is the only source of the totem of undying.

Spawning
An evoker spawns during the generation of particular woodland mansion rooms. They do not respawn after their initial spawn nor naturally despawn. $$, evokers can spawn as passive mobs in peaceful difficulty.

Evokers spawn during raids but not in easy difficulty, because such raids have only three waves, while evokers appear in the fifth wave and above. One of them rides a ravager during wave 7.

Drops

 * 1, no matter if another mob killed it or not and Looting enchantment does not increase this drop.
 * From 0 to 1 if killed by the player, with an increase by 1 with each level of Looting to a maximum of 0 to 4.
 * 1 Illager Banner.png illager ominous banner if it spawns as a wave leader in a raid or take these banners on the ground.
 * experience orbs upon player kills or if killed by a tamed wolf.

Behavior
An evoker moves quickly and crosses its arms to not show its hands. Evokers attack players (but not in peaceful mode), adult villagers, iron golems, snow golems and wandering traders within 12 blocks by waving both of their arms while casting spells with different colored particles for the different attacks. An evoker flees from players that are within a 10 block radius. $$, an evoker is passive to other illagers even if it is harmed and join a patrol if sufficiently near a patrol captain.

Casting magical fangs
The evoker signals spell-casting by producing lilac particles and a low-pitched sound.

A number of fangs rise out of the ground around the player, then snap shut and vanish. Players or mobs caught in the attack are dealt magical damage, which is not mitigated by armor but is mitigated by Resistance or the Protection enchantment.

Any evoker-summoned fangs do not deal damage to any illagers, although fangs summoned by the player do.

These fangs appear no lower than the feet of the lowest combatant and no higher than one block above the feet of the highest combatant, attempting to appear on the highest opaque block between those two extremes, but fail to spawn if they are obstructed by a solid block. In practice, this means that the fangs cannot spawn inside deep pits or on top of high walls, but may, for example, go up a staircase if the target is at the top and the evoker at the bottom or vice versa. Likewise, an evoker floating in a boat on water cannot summon fangs against a player swimming or floating in a boat because there are no opaque blocks from which the fangs can appear.

The evoker summons 16 fangs in a straight line toward the target, but if the target is within 3 blocks to the evoker, the evoker summons them in two circles around itself: the smaller circle has 5 fangs and the larger 8. The player can dodge the fangs as they do not chase the player. Summoning fangs resets the evoker's spell cooldown to two seconds and resets the cooldown for summoning fangs to five seconds.

Summoning vexes
The evoker signals this spell-casting by producing white particles for two seconds and a higher-pitched sound. Three vexes spawn nearby. The evoker summon vexes as long as there are fewer than eight vexes within 16 blocks centered on the evoker. This spell resets the evoker's spell cooldown to five seconds and resets the cooldown for summoning vexes to 17 seconds.

$$, evokers may summon two circle fangs while summoning vexes, without any cooldown. It usually happens when player closely attack an evoker when it summoning vexes. The Minecraft dungeons' evoker also have combo attack behavior.

Casting the sheep color conversion spell
While the evoker is not engaged in combat and is set to , it changes the wool color of any blue sheep within 16 blocks from blue to red. It signals the spell by producing orange particles and making a sound. This spell resets the evoker's spell cooldown to three seconds and resets the cooldown for the sheep color conversion spell to seven seconds. Evokers look at the sheep they are using the spell on while they are doing the spell until they finish the spell.

$$, evokers can still change a sheep's color when is set to.

Evoker fangs
Evoker fangs are the entities that evokers use to attack the player with their fang attack. Evoker fangs are not affected by the peaceful difficulty.

The individual fangs in an evoker's fang attacks each have a delay. Before the delay is over, the fangs cannot be seen, although unlike truly invisible entities, fangs in warmup still have a visible debug hitbox. After the delay, the fangs expand into existence, snap shut, make critical hit particles and shrink out of sight again, dealing magic damage to all mobs standing on the spot. Killing an evoker fang does not contribute to the "monster hunter" advancement or achievement.

Sounds
Evokers use the "hostile creatures" sound category for entity-dependent sound events.



ID




Entity data


Evokers have entity data associated with them that contains various properties.

Evoker fangs have entity data associated with them that contains various properties.


 * See Bedrock Edition level format/Entity format.
 * See Bedrock Edition level format/Entity format.

Trivia

 * The sheep color conversion spell is a reference to the priest units from Age of Empires, where they can turn enemy units into friendly units (changing the unit's color in the process) after making a "wololo" sound.
 * Because Microsoft controls the copyrights for both Age of Empires and Minecraft, Mojang was able to get the actual "wololo" sound effect to use in the conversion sound effect.
 * Evokers are referred to as 'evocation illagers' in the code for pre-1.13 and code.
 * Harming an evoker in survival mode and converting the gamemode into creative mode still causes the evoker to summon fangs and vexes at the player, although they deal no damage.