Drowned

"We're sorry. We're so so sorry. Our upcoming Update Aquatic (Phase One out now in several editions of the game, and in pre-release on Java) was meant to be a pleasant experience for our players. A joyous dip into a wet and wonderful new ocean, overflowing with joy, smiles and laughter! Nothing could be further from the truth. Because something is down in those murky depths with you. Lurking beneath the surface, below the delightful dolphins, the colourful coral, the terrific tropical fish, awaits a new danger.  Reader, I sincerely hope you never Meet the Drowned."

- Tom Stone

Drowned are common hostile undead mobs that spawn in all oceans and rivers, swamps, or when a zombie drowns. They are also currently the only source of tridents.

Natural generation
Drowned will naturally spawn at light level of 7 or less in ocean biomes (all variants), and in river and swamp biomes. They spawn at the bottom of the body of water they are in, and walk on the bottom instead of swimming like other mobs.

Drowned have a chance to spawn with either a trident or a fishing rod, and occasionally with a nautilus shell. They also have a small chance of spawning while riding a chicken, even after drowning as a zombie, creating a drowned chicken jockey. This is the only zombie counterpart within the game that can not spawn naturally with any armor.

Conversion
If a zombie is underwater and not in a boat continuously for 30 seconds, it begins the process of converting to a drowned. Once this happens, it will start shaking, a similar effect to when a zombie villager is being cured. At this point the process cannot be stopped, and 15 seconds later the zombie will turn into a drowned. If a zombie is holding or wearing an item when it becomes a drowned, it will drop the item it is holding or wearing, 100% of the time if it had picked the item up, or the normal 8.5% +1% per looting level if it spawned with the item naturally. Zombie villagers do not transform, and husks will not transform instantly, instead transforming into a regular zombie as a midway point.

Drops
Drowned drop when they die:
 * 0–2.
 * 0-1
 * 0-1 (3.7% chance each, 4% chance with Looting I, 4.3% chance with Looting II and 4.7% chance with Looting III).
 * Any picked-up equipment has 100% chance of dropping and will drop with the same damage level it had when picked up.

Naturally-spawned equipment

 * Java Edition
 * 15% of drowned will spawn with a
 * 2% of drowned will spawn with a
 * 3% of drowned will spawn with a
 * The above only applies to a naturally spawned drowned, not its conversion.
 * Drowned have an 8.5% chance of dropping their naturally-spawned equipment, and will drop it with a random durability. Each level of Looting will increase the chance 1 percentage point (11.5 % with Looting III).
 * Drowned will always drop held nautilus shells.


 * Bedrock Edition
 * 15% of drowned will spawn with a
 * 0.85% of drowned will spawn with a
 * 8% of drowned will spawn with a
 * The trident and fishing rod are mutually exclusive, but drowned can spawn with both a nautilus shell and a trident or fishing rod.
 * Drowned have an 8.5% chance of dropping their equipment in their main hand, and will drop it with a random durability. Each level of Looting will increase the chance 1 percentage point (11.5 % with Looting III).
 * Drowned will always drop equipment in their offhand.
 * It is possible for a drowned to drop both its naturally-spawned trident and a second trident as one of its standard drops (0.3145% chance, 0.38% chance with Looting I, 0.4515% chance with Looting II, and 0.5405% chance with Looting III).

Experience
Drowned will drop 5 experience upon death if killed by the player or a tamed wolf (or 12 if it is a baby).

Behavior
Drowneds have a melee attack, and if they spawn with a trident, they will use it as a ranged weapon including underwater. Each trident is thrown every 1.5 second and will not be enchanted. In the Bedrock Edition drowned with tridents will use a melee attack if the target is 3 blocks away or less. They will intentionally stomp on turtle eggs, attack baby turtles and pufferfish, and like zombies will chase and attack villagers and iron golems. If on land, drowned will seek out nearby water. They will sometimes step onto land, but will quickly return to the water. If a drowned is in anyway removed by force from the water, and all nearby water sources has been blocked from it, it becomes passive in daytime, however will go to the nearest water source when provided and once again becomes hostile as soon as it contacts water. During the day, drowned only swim to attack players that are swimming in the water with them; otherwise, they stay on the floor of the water body they are in, ignoring players that are on land or in a boat. They remain passive to players not in contact with water and will not attack them during the day only. This is because drowned will stay in water to prevent burning in sunlight. However, at night, drowned swim to the surface and will chase players as well as baby turtles, even outside the water, like regular zombies, since they cannot burn at that time. The speed of their swim is equal to that of the player.

If a drowned kills a villager with a thrown trident, the villager has a chance of turning into a zombie villager.

Data values
Drowned have entity data associated with them that contain various properties of the mob. Their entity ID is.

Trivia

 * Drowned are the only aquatic mobs that are considered undead.
 * A drowned chicken jockey will float to the surface because the chicken it is riding floats, causing the drowned riding it to burn in sunlight during the day, resulting in a chicken in the middle of the ocean or river where the drowned jockey spawned in.
 * Drowned are immune to damage from Guardians and Elder Guardians' lasers and thorns.
 * On the Bedrock Edition, drowned have a 3D outer layer. This causes their heads and arms to look larger than on the Java Edition.
 * Like spiders and endermen, they also have eyes that appear to emit light.
 * In Bedrock Edition, idle drowned holding a nautilus shell or anything else in their offhand have their arms in the position that of a player’s. When attacking on land, they also use the player attacking animation rather than the zombie one.