Evoker

"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 which conjures a row of fangs to erupt from the ground - all part of Jens’ plan to keep the player moving. “I wanted to force players to move around and not just stand with a shield and wait,” Jens says."

- Marsh Davies

Evokers are spell-casting illager mobs that spawn in woodland mansions and raids. They are also currently the only source of the totem of undying.

Woodland mansions
Individual evokers spawn during the generation of particular woodland mansion rooms. They will not respawn after their initial spawn. Evokers spawned with mansions do not naturally despawn, unless the world is switched to Peaceful mode. In the Legacy Console Edition, they still despawn. Evokers may also rarely spawn as an illager captain.

Raids
Evokers are able to spawn starting at wave 10 as part of raids. During these events, they have a rare chance of being an illager captain.

Drops
Evokers drop when dying:
 * 1
 * 0–1 if killed by the player.
 * 1 Illager Banner.png illager banner, if they spawn as a wave leader in raid or pick up illager banner from the ground.
 * Looting increases the maximum drop of emeralds by 1 per level, up to 4 emeralds.
 * Looting doesn't affect the totem of undying.

Behavior
Evokers will attack players, villagers or adult villagers, iron golems, and wandering traders within 12 blocks.

If the player is within an 8 block radius and the evoker is not in the middle of summoning an attack, the evoker will attempt to run away from the player to avoid being attacked.

The evoker has three different spells: fang attacks, summoning vexes, and a sheep color conversion spell. 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 will raise their arms and wave them and also produce the different colored particles for the different attacks.

Fang attack


The evoker signals this attack by producing purple color particles and a deep horn-like sound. A number of fangs rise out of the ground, then snap shut and vanish. Non-illager mobs caught in the attack are dealt damage, regardless of armor, enchantments, or difficulty. In the Legacy Console Edition, the Protection enchantment on armor reduces the damage dealt.

Fangs will appear no lower than the feet of the lowest combatant, and no higher than one block above the feet of the highest combatant. Fangs will attempt to appear on the highest opaque block between those two extremes, but will fail to spawn if they are obstructed by a solid block. In practice, this means that fangs will not spawn in 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.

This attack has two forms: offensive and defensive. The offensive form is used if the target is more than three blocks away, the defensive form if they are closer.


 * Offensive Form


 * The evoker summons 16 fangs in a horizontal line toward the target, spaced a block apart. The fangs are all summoned at once, but with individual delays so that they appear and snap shut in a wave away from the evoker.


 * Defensive Form


 * The evoker summons a total of 13 fangs in two circles centered on the evoker. The outer circle is made up of 8 fangs and has a radius of three blocks, while the inner circle is made up of 5 fangs and has a radius of two blocks. The inner circle bites slightly before the outer circle.

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

Summoning vexes


The evoker signals this attack by producing off-white color particles and a higher-pitched horn-like sound. Three vexes appear nearby. The evoker will summon vexes even if there are some still left alive from the last summoning.

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

Sheep color conversion spell
While the evoker is not engaged in combat and is set to , it will change the wool color of any blue sheep within 16 blocks to red. It signals the spell by producing orange color particles and making a "wololo" sound. This spell is a reference to priests in the video game "Age of Empires".

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



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.

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

Evocation fangs are also entities which 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 Witch, Nitwit, Librarian, Priest and Vindicator's texture file but unused.
 * 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 after making a "Wololo" sound.