Evoker

An evoker is a spell-casting illager found in woodland mansions and raids, and is the only source of the totem of undying.

Woodland mansions
Individual evokers spawn during the generation of particular woodland mansion rooms. They do not respawn after their initial spawn.

Evokers spawned with mansions do not naturally despawn (unless the world is switched to Peaceful mode).

They may also rarely spawn as a raid captain.

Java Edition
On Hard difficulty, up to 5 evokers spawn during raids, starting at wave 5. During these events, they can be a raid captain.

Bedrock Edition
Up to 5 evokers spawn during raids, with 1 evoker spawning during waves 5 and 6, and 3 evokers spawning during wave 7. One of them rides a ravager during wave 7.

Drops

 * 1, the Looting enchantment does not increase this drop.
 * 0–1 if killed by the player, with an increase by 1 with each level of looting, 0-4 maximum.
 * 1 Illager Banner.png Ominous banner, if they spawn as a wave leader in raid or take an ominous banner on ground.
 * upon player kills

Behavior
"Evokers can summon devilish flying beasts, called vexes, that can pass through walls to swoop at the player. If that wasn't enough, they have a secondary attack that conjures a row of fangs to erupt from the ground - all part of Jens' plan to keep the player moving."

- Marsh Davies

Evokers attack players, villagers or baby villagers, iron golems, snow golems and wandering traders within 12 blocks.

If the player is within a 10 block radius and the evoker is not in the middle of summoning an attack, the evoker flees from the player to avoid being attacked.

The evoker has two different attack methods: fang attack and summoning vexes. When attacking, the evoker is much more likely to use a fang attack, and may immediately follow it up by summoning some vexes.

When evokers are ready to attack, they raise their arms, doing different colored particles for the different attacks.

Evokers can open doors like villagers.

Like shulkers and vindicators, evokers are passive on peaceful difficulty.

Fang attack
The evoker signals this attack by producing dark purple particles and a low-pitched horn-like sound. A number of fangs rise out of the ground, then snap shut and vanish. Players caught in the attack are dealt damage, regardless of difficulty. This damage is not mitigated by armor but is mitigated by enchantments such as Protection.

Fangs appear no lower than the feet of the lowest combatant and no higher than one block above the feet of the highest combatant. Fangs attempt 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 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.

The evoker would usually summon its fangs in a straight line toward the target, but if the target is close enough to the evoker, the evoker summons them in 2 circles around itself.

Summoning fangs resets the evoker's spell cooldown to 5 seconds, and resets the cooldown for summoning fangs to 17 seconds.

The particles of the spell are shown in the evoker when in raids and when they cast another spell, the particles had changed with the vex particles (needs game testing).

Summoning vexes
The evoker signals this attack by producing white particles and a higher-pitched horn-like sound. Three vexes appear nearby. The evoker can summon vexes as long as there are fewer than 8 vexes within 16 blocks centered on the evoker.

This spell resets the evoker's spell cooldown to 2 seconds, and resets the cooldown for summoning vexes to 5 seconds.

The particles of the spell has shown on the evoker when there are raids and that they change every time the spell is different (needs game testing).

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 to red. It signals the spell by producing orange particles and making a "wololo" sound. $$, evokers can still change a sheep's color when is set to.

This spell resets the evoker's spell cooldown to 3 seconds, and resets the cooldown for the sheep color conversion spell to 7 seconds.

The particles also show up in their body rarely in raids only. When they walk, it stays with them forever (needs game testing).

Evoker Fangs
Evoker fangs are the entities that evokers use to attack the player with their fang attack.

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, and shrink out of sight again, dealing magic damage to all creatures standing on the spot. Naturally spawned fangs do not harm illagers, but player-spawned ones do.

Evoker fangs are not affected by Peaceful difficulty.

ID




Entity Data
Evokers have entity data associated with them that contain various properties of the mob.

Evocation fangs are also entities that have associated entity data.

Trivia

 * Minecraft's "Meet the Evoker" shows an evoker with a hat, which is the similar model of the illusioner's.
 * This hat model is also seen in the evoker, witch, and vindicator's texture file but unused.
 * The hat models also used to exist in the nitwit, librarian, and priest's texture before the Village and Pillage update.
 * The sheep color conversion spell is a reference to priests in a video game named "Age of Empires", where they can turn enemy units into friendly units (changing the units color in the process) after making a "wololo" sound.
 * Evokers can be very hard in raids due to them being able to attack through blocks.