Pillager

"Aaah, the village. Once a place of peace, a nexus of happiness, a safe haven for everyone to soothe their souls in a never-ending mantra of “HRMM!”. Who in their right mind would dare to ruin this sanctuary of perfect balance? Now, the easy answer would be the crossbow-wielding Pillagers – the all-new threat of the Village & Pillage update."

- Per Landin

Pillagers are illagers equipped with crossbows.

Patrols
5 pillagers spawn in patrols. Patrols spawn naturally after 5.5 in-game days. They spawn only at night independently of structures, including villages and pillager outposts (i.e. they will still spawn in a "no structures" world).

$$ patrols spawn 2–5 illagers; on easy and normal difficulties all mobs are pillagers, while on hard difficulty 80% will be pillagers and 20% will be vindicators, spawning 24–48 blocks away from the player. On easy difficulty, they can only spawn at light level 0–7 while in normal and hard difficulties they can spawn in any light level after 5.5 in-game days.

Pillager outposts
Pillagers naturally spawn and respawn within a 71&times;71&times;71 block area around its pillager outposts.

Raids
Pillagers are able to spawn as part of raids, as the most common mob in one.

Behavior
Pillagers are armed with crossbows and attack by shooting arrows at nearby players, iron golems, villagers, and wandering traders. In Bedrock Edition, pillagers don't attack baby villagers. They shoot an arrow every 3 seconds up to 8 blocks away, following the foe for up to 12 blocks. Pillagers will never attack each other.

They will switch to melee attack when fully submerged underwater and do not attack when they don't have any weapons.

If raiding pillagers kill all the villagers in a village, the pillagers will celebrate their victory by jumping and laughing.

$$, pillagers are able to spawn reinforcements similar to zombies.

Drops

 * Its loaded or unloaded, which has an 8.5% chance to be dropped; this rate increases by 12% per level of Looting (20.5% with Looting I, 32.5% with Looting II and 44.5% with Looting III). It will have a random durability, and can be rarely enchanted at level 5–19 whether or not it was enchanted when it spawned.
 * 5 experience when killed by a player or tamed wolf.
 * 1 Illager Banner.png Ominous banner, if the pillager is a raid captain. The raid captain will spawn with an ominous banner on its head and will always drop the banner when defeated.

$$
 * 0–2 s, dropping more with the presence of Looting, up to 5.

$$ pillagers spawned by raids can drop:
 * 0–1

$$, the following additional drops from pillagers spawned by raids changes depending on difficulty (65% chance on easy and normal, 80% chance on hard):
 * 0–1 ($10/39$ or 25.6%)
 * 2–3 ($20/78$ or 12.8%)
 * 4–5 ($5/39$ or 5.1%)
 * 1 ($10/78$ or 5.1%)
 * 1 ($2/39$ or 6.4%)
 * 1 ($4/78$ or 6.4%)
 * 1 ($2/39$ or 6.4%)
 * 1 ($4/78$ or 6.4%)
 * 1 ($5/78$ or 6.4%)
 * 1 ($5/78$ or 6.4%)
 * 1 ($5/78$ or 6.4%)
 * 1 ($5/78$ or 6.4%)
 * Notes
 * Iron equipment from raid drops has a 50% chance of being enchanted with random enchantment level 5-19.
 * Iron equipments will be damaged.
 * These drops are also affected by the Looting enchantment.
 * Emerald is both a regular raid drop and an additional drop.
 * The enchanted book will have a level 30 enchantment and also can be a treasure enchantment.

Bad Omen
If the player kills the pillager wearing a banner on its head, the player will receive the Bad Omen status effect. These pillagers are patrol or outpost captains.

Patrols spawn a single captain, while outposts can spawn 1-3 captains. Those captains will give the Bad Omen effect at level 1, whereas Illager captains in raids do not give Bad Omen. The effect lasts for 100 minutes (5 days in-game) and will stack to a maximum of level 6 (without using commands), but can be removed by drinking milk.

The higher the Bad Omen effect, the more additional waves will appear in a raid.

Data values
Pillagers have entity data associated with them that contains various properties of the mob.

Trivia

 * If the player allows a pillager to shoot at them for long enough, their crossbow will eventually break, leaving them with no method of attacking. This causes their behavior to change as well; they simply walk at random similarly to passive mobs, but always face the player if they are in the pillager's field of view. The pillager will also always hold its arm up, similarly to an attacking vindicator.


 * If the pillager's crossbow is replaced with any other item using the /replaceitem command, it will continuously fire arrows, since it was limited by the low firing speed of the crossbow