Warden

A warden is a powerful hostile mob summoned by sculk shriekers in deep dark biomes. It attacks by swinging its arms downward, dealing the highest melee damage of all mobs, and can also release an undodgeable ranged sonic boom attack that ignores blocks and almost all damage-reducing items, including enchanted armor. Wardens are completely blind and rely on vibrations, smell, and touch to detect players and mobs to attack, and can therefore be evaded via, diversions and wool.

Spawning
Wardens do not use standard mob spawning mechanics. They are instead spawned when a player activates naturally generated sculk shriekers four times instead and if there isn't already another warden within 24 blocks of it. A warden spawns by emerging from the ground near the shrieker that summoned it, taking about 6.7 seconds to do so and being completely invulnerable until fully emerged.

The warning count for sculk shriekers is specific to each player rather than each sculk shrieker. This means that the player can activate four different shriekers in different locations and a warden emerges after the fourth activation. The light level does not have an effect on warden spawning.

Up to 20 attempts are made to spawn a warden within an 11×13×11 cubic area, which is centered on the shrieker. During each attempt, the game picks a random column from the y axis, then the game picks the topmost block in that column with a top surface with full collision and the block above must have no collision (the spawning warden cannot collide with any existing entities or liquids; wardens must not have water inside their spawn block, where their feet go, but they can spawn with water in the second and third block. For example, a pressure plate with water flowing on top is still a valid location).

$$, the warden spawning can be toggled on or off with the game rule.

Drops
Wardens drop a single upon death. They also drop experience if killed by either a player or a tamed wolf.

Behavior
After spawning, wardens wander randomly around the world and move toward nearby vibrations originating from players, mobs and non-mob sources including projectiles and minecarts. The warden also periodically sniffs the area around it, allowing it to zero in on targets even if they don't create vibrations. As wardens sniff, pick up vibrations or are touched by other players or mobs, wardens become increasingly agitated.

Idle
The warden can fit inside any space that is 1 block wide and 3 blocks tall, allowing it to chase players and mobs through small corridors.

Wardens are immune to damage from fire or lava and do not take knockback. They pursue through blocks that are usually avoided by other mobs, including rails, powder snow, cactus, or magma blocks.

The warden, whether angered or not, gives 12 seconds of Darkness to all players within a 20 block radius of it every 6 seconds. The souls in its chest make a low heartbeat that occurs in tandem with the Darkness effect. The heartbeat speeds up as the warden becomes increasingly agitated. The warden prefers to track down the most suspicious targets, rather than the ones closest to it.

The warden listens to all vibrations within a 16 block radius, except those from other wardens, armor stands, dying mobs and players in Creative or Spectator mode. Like with sculk sensors, they cannot detect a player who is sneaking and is also walking, falling or shooting a projectile. The warden has a 2-second cooldown between detecting vibrations. The warden is aware of all targetable entities within a 49×51×49 box around itself. If the warden has a targetable entity, is not investigating any disturbances, and is otherwise idle, it will pathfind towards the closest entity, prioritizing players over mobs. While pathfinding, the warden can begin a 'sniff' behavior and animation. This takes around 4.2 seconds and has a 5-10 seconds cooldown.

Suspense
Wardens keep track of how angry they are at each suspect as a number from 0 to 150. When the warden notices a vibration, it adds anger to the mob that caused the vibration. It adds 10 anger if the vibration was from a projectile or 35 anger for other vibrations. However, if two projectiles are heard by the warden within five seconds, it instead adds the full 35 anger toward that player/mob. Wardens do not add anger toward a mob/player if the projectile was shot from more than 30 blocks away, although the projectile does count toward the counter of two projectiles. Anger decays at a rate of 1 per second and immediately clears if the targeted player switches to Creative or Spectator modes, the target or warden leaves the dimension, or if the target dies.

The warden adds 35 anger toward any mob that directly touches it. This effect has a 1-second cooldown.

When it finishes sniffing, the warden adds 35 anger to the nearest mob or player within 6 blocks horizontally and 20 blocks vertically, a cylindrical volume centered on the warden.

Once a warden reaches 80 anger with a target, it roars for 4.2 seconds, adds another 20 anger, and pursues the target. In this angered state, the warden chases the target normally despite being blind. The warden also enters its hostile state and adds 100 anger if directly attacked by a mob. If the attacking player or mob is within 5 blocks, it skips its roaring animation altogether and immediately gives chase.

The warden is biased toward player vibrations, attacks, and contact - even if a warden is angrier at another mob, it still attacks the player first as long as they have angered the warden as well. This is not true of any other mob.

After 60 seconds of being "calm" and not detecting any vibrations or sniffing any mobs, it burrows back into the ground and despawns, unless the warden has been named. If the warden is floating on a liquid, it instead immediately despawns without any burrowing animation. During its emerging/burrowing animation, the warden can take damage only from, though it can still be pushed by entities, pistons, or liquids. Named wardens do not dig or despawn.

Attacks
The warden's melee attack has a cooldown of 0.9 seconds and disables shields for 5 seconds, dealing to  health points depending on the difficulty. If a warden cannot reach its target, it switches to its ranged attack: a sonic boom. It does so when the following are true:
 * It has been 10 seconds since the warden detected the target
 * It has been 5 seconds since the warden last used a melee or ranged attack
 * The target is within 15 blocks horizontally and 20 blocks vertically of the warden.

The sonic boom aims directly at the target, making it impossible to dodge, passing through blocks and other mobs without damaging them. The warden takes 1.7 seconds to charge and unleashes the attack, which instantly hits the target as long as the target is within attack range. The attack takes an additional 1.3 seconds to cool down before the warden can use melee attacks again for a total of 3 seconds. The sonic boom is visible via green-blue particles that are projected out of the warden's chest. This attack bypasses shields, armor, enchantments, blocks and even the wither armor of the wither. Only the Resistance status effect can reduce this attack's damage.

Sounds
Wardens use the Hostile Creatures sound category for entity-dependent sound events.



ID




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






 * See Bedrock Edition level format/Entity format.

Advancements
Killing a warden doesn't count for the Monster Hunter advancement nor is it needed to receive the Monsters Hunted advancement.