Evoker

<!-- NOTE: Please do not change "illager" to "villager"; illager is actually correct and is the name given to hostil

Easy: Normal: Hard: }} "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."
 * imagesize=x350px
 * health=
 * behavior=Hostile
 * damage=
 * size=Height: 1.95 Blocks Width: 0.6 Blocks
 * spawn=Woodland Mansion Raids
 * id=JE: 34 BE: 104
 * entityid=See
 * drops=
 * exp=10
 * sounds=

- Marsh Davies

Evokers are spell-casting illager mobs that spawn in woodland mansions and raids. They are 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. Evokers may also rarely spawn as a raid captain.

They will not despawn when switched to Peaceful mode nor can they spawn as a raid captain.

Java Edition
Up to 5 evokers spawn during raids, starting at wave 5. During these events, they have a rare chance of being 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 will ride a Ravager during wave 7.

Drops
Evokers drop when dying:
 * 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 pick up an ominous banner from the ground.

Behavior
Evokers will attack players, baby villagers, adult villagers, iron golems, wandering traders and snow golems 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 will flee 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 will raise their arms and wave them and also produce different colored particles for the different attacks.

During raids, evokers can open doors as villagers.

Fang attack


The evoker signals this attack by producing lilac colored particles and a low-pitched 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 in normal mode (regardless of difficulty). This damage is not mitigated by armor but is mitigated by enchantments such as Protection.

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.

The evoker would usually summon its fangs in a straight line towards the target but if the target is very close to the evoker, the evoker will summon them in 2 circles around it.

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 white 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. $$, 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.

Reinforcements
$$ illagers are able to spawn reinforcements, including evokers, if one of them is attacked by an invisible mob or player and there were no visible mobs or players that they naturally attack, around.

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.