Zombie

Zombies are common, undead humanoid hostile mobs that come in many variants.

Naturally
In the Overworld, zombies spawn in groups of 4 at a light level of 7 or less. In desert biomes, all zombies exposed to the sky will have an 80% chance to be replaced by husks, a zombie variant. Zombies that are not husks have a 5% chance to spawn as a zombie villager while all zombie variants also have a 5% chance to spawn as a baby zombie type. Baby zombies have an additional 5% chance of spawning as a chicken jockey.

Sieges
If a player is in a village with at least 10 doors and 20 villagers at midnight, up to 20 zombies may be spawned near the edge of the village regardless of light level or transparent blocks. It can happen in any biome, even if it is Mushroom Island. Zombies spawned as a part of a siege will always be normal zombies; zombie villagers or husks will never spawn as a part of a siege.

Monster spawners
Zombies can spawn from monster spawners inside dungeons.

Zombie villagers


Zombie villagers are a villager-like variant of zombies. They behave as ordinary zombies, but their character model's head and face is reminiscent of that of a villager, shaded with a darker green hue. Zombie villagers retain their professions and clothes, which have a tattered appearance.

Spawning
Zombie villagers naturally spawn 5% (1% in desert biomes and variants, including husks) in place of all zombies.

Zombie villagers can also result from zombies killing villagers. If any type of zombie kills a villager, there is a chance that the villager will transform into a zombie villager.

A priest zombie villager will appear alongside a priest villager in every igloo basement. Zombie Villagers spawn also in zombie villages, zombie villager that spawn in zombie village have behavior to avoid direct sunlight and never despawn.

Zombie villagers have their own spawn egg which can be found inside the creative inventory. This egg spawns a zombie villager when.

Curing
Zombie villagers can be cured by a golden apple (regular) on them while they are under the effects of Weakness, which can be applied by: A loud sizzling sound will be heard if successful, and the zombie villager will begin to shudder. The curing process will take 2–5 minutes, during which time the zombie villager behaves as normal. Cured villagers do not retain any trades they had before they became infected.
 * A splash potion of Weakness thrown by the player or a witch.
 * A tipped arrow.

If the zombie villager is wearing any armor or wielding tools or weapons, those items disappear when the villager is cured, and not dropped on the ground.

During the curing process, it is often a good idea to keep the zombie villager away from any other zombies, because the other zombies will attack it after it is cured.

Conversion can be sped up by around 4% by surrounding the zombie villager with iron bars and/or bed blocks within a 9×9×9 cube centered on the zombie villager.

A zombie villager cannot be cured by switching from Easy, Normal or Hard difficulty to Peaceful; they will simply despawn like all other monsters.

Trivia

 * If a zombie villager is being cured, it will have the strength status effect in normal difficulty (Strength II on hard/hardcore).

Husks
"I remember the first time I had the pleasure of meeting a Husk. I had gotten myself trapped in a sandpit of my own creation (as you do). Then, looking up, I saw a silhouette towering over me, lit up against the burning desert sun. “At last, my savior!” I cried, doing a little jig for joy. But then I heard that awful zombie screech, and I was thumped over the head."

- Emily Richardson

80% of zombies spawned directly under the sky in desert, desert hills, and desert M biomes will be husks. Like normal zombies, there is a 5% chance for baby husks to be spawned, and an additional 5% chance to spawn as a chicken jockey.

They behave similar to regular zombies, with the following differences:


 * They do not burn in sunlight.
 * They will apply to any player or mob it hits while attacking bare-handed. This effect lasts for 7 × floor (regional difficulty) seconds.
 * They do not have a villager counterpart of any kind.
 * They are visually 2 pixels taller than Zombies but have the same hitbox.
 * Their voices are more raspy than their normal counterparts.
 * They avoid water.
 * If they end up in water, they cannot be directly converted to drowned ; they will however be converted to normal Zombies that then will be converted to drowned.
 * Dispensing armor on them doesn't work.
 * Husk spawn eggs can be found in the creative inventory, and this egg spawns only husks.

Drowned
Drowned are a variant of zombie that spawns underwater or when a normal zombie drowns.

Their behavior is the same as the regular zombie, but with those differences:
 * They spawn only in ocean, and swamp biomes, and in rivers.
 * They do not spawn with an iron shovel, iron sword or armor like the original variants. Instead, they may spawn with a trident, fishing rod, and/or a nautilus shell.
 * If they spawn with a trident, they may use it as ranged attack - normal zombies can't perform a ranged attack, as they don't spawn with a trident.
 * If they kill a villager with a ranged attack, the villager has a chance of become a zombie villager instead of dying.
 * Their rare drop is a gold ingot instead of an iron ingot.

Baby zombies


Baby zombies make up 5% of zombie spawns. They behave similar to regular zombies, with the following oddities:
 * They do not burn in sunlight in versions before snapshot 18w10d and build 1 from 1.2.20.
 * They are 30% faster than the normal zombies, yet they have the same HP as normal zombies. This makes the baby zombies more dangerous than their bigger counterparts.
 * The noises they make are higher-pitched than normal zombie sound effects.
 * They can sometimes ride chickens. They can also ride (in the Bedrock Edition):
 * Cow
 * Ocelot
 * Wolf
 * Mooshroom
 * adult Chicken
 * Pig
 * Sheep
 * Polar Bear
 * Horse
 * Donkey
 * Mule
 * Zombie Horse (unused jockey variant)
 * Skeleton Horse
 * Llama
 * Adult zombie
 * Adult zombie villager
 * Adult zombie pigman
 * Adult Husk
 * Adult drowned
 * Spider
 * Cave Spider
 * It will use the baby zombie speed instead of the mob speed.
 * If it riding neutral mob, it become hostitle but won't anger nearby same mob.
 * If baby zombie riding a mob that rideable by player, that mob no longer rideable by player.
 * Baby Zombie has 15% chance to become jockey when try attacking villager, player, or golem.
 * Baby zombie villagers will turn into baby villagers if cured.
 * Worn armor shrinks to fit their body size.
 * They are able to fit through 1×1 block gaps.
 * They give 12 Experience points when killed by the player instead of 5.
 * Unlike all other baby mobs in the game, they will stay as babies indefinitely, and never grow into "adult" zombies.
 * They have a deceased hitbox size.

Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers × 5% babies) is very low at 0.25% (or 1 in 400 chance) of all newly spawned zombies. Baby husks can also spawn in warm biomes, as well as husk chicken jockeys.

Armed zombies


Along with skeletons, some zombies are capable of picking up dropped items. These zombies will automatically hold any item they come across (except that jack o'lanterns, mob heads, and pumpkins will be worn on their heads), but if those items happen to be armor, weapons, or tools, the zombie will use them. If they encounter another similar item, they will pick it up and drop their previous item:


 * if the new item is armor or a sword and the old item was not (for example, zombies prefer swords to pickaxes, and helmets to pumpkins),
 * if both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
 * if both items are armor/swords with the same damage reduction/infliction, the new item has NBT tags while the old does not or the new item is more damaged than the old item, or
 * if both items are bows and the new item has NBT tags while the old does not.

Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.

Armor worn by zombies is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombies can wear away and break if the zombie is exposed to daylight or has an anvil or other falling block dropped on its head. Zombies also have a natural armor rating of, which gives 1.6 - 4% damage reduction from most sources.

Some zombies which can pick up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. Zombie villagers can also spawn naturally with armor, weapons or tools. If a zombie spawns wearing multiple pieces of armor, the armor will never be mismatched (i.e. all pieces will be made of the same material).

If a zombie does spawn with armor, the chances of specific armor are as follows:

The chances of it being of a particular material are:

Any zombie that spawns with equipment (picked-up items don't count) will give 1–3 extra experience points per item.

Drops
When they die, zombies drop:
 * 0–2.
 * Iron ingots, carrots and potatoes (0.8% chance each, 1.2% chance with Looting I, 1.5% chance with Looting II and 1.8% chance with Looting III).
 * A if it is killed by a charged creeper.
 * 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

 * Zombies 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).
 * Zombies 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).
 * Zombies 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).
 * Zombies 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).
 * Zombies 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).
 * Zombies 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).

Experience
Adult zombies will drop 5 experience and an additional 1–3 experience per naturally-spawned equipment. Baby zombies will drop 12 experience.

Halloween
If a zombie wearing a pumpkin or jack o'lantern is killed using a weapon enchanted with Looting, there will be a chance equivalent to the level of Looting used to drop the pumpkin or jack o'lantern, up to a maximum of a 3% chance of a drop.

Attacking the player


Zombies spawn in groups of 4 and will pursue the player on sight from 40 blocks away, as opposed to 16 blocks in other hostile mobs. The detection range of zombies is reduced to half of their normal range (20 blocks) when the player is wearing a zombie mob head. Zombies will periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies will attempt to avoid obstacles, including sheer cliffs and lava, and will try to find the shortest path towards the player. Unlike skeletons, zombies do not try to avoid being hit, and continue to pursue the player even when being attacked. Zombies can sometimes deal damage through a closed door, as shown in the picture to the right. Like most mobs, zombies will always float on water, even if their target is below them.

As of, they lose the ability to swim, which facilitates their transformation into drowned.

Burning under daylight
At dawn, generally when the sun is 15 degrees or more above the ground (that is, when the moon can no longer be seen), most zombies will catch fire and burn once exposed to direct sunlight. They won't burn if they're: Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but will exit protective areas to chase a nearby player or villager.
 * in a sufficiently shaded area: a sunlight level of 11 or less;
 * in water;
 * caught in cobwebs;
 * standing in soul sand;
 * affected by Fire Resistance;
 * wearing head armor (but the armor will take damage); or
 * either baby zombies or husks.

If they attack an entity while burning, they may set it on fire, with a (30 × regional difficulty)% chance, and with a 2 × floor (regional difficulty) second duration. If wearing armor enchanted with Thorns while burning they may set players attacking them on fire with thorns damage alone.

Zombies are undead mobs, harmed by the status effect Healing, healed by the status effect Harming and are unaffected by Regeneration and Poison.

Picking up items
A zombie holding an item it picked up will not despawn when left alone.

Attacking villagers


Zombies will attack villagers within 42 blocks, and they can always see villagers through walls. Once a zombie has focused on a villager, the zombie will ignore any other villagers and the player, until its target is dead or the zombie is attacked.

Breaking doors
Up to 14.5% of zombies (depending on regional difficulty) in pursuit of a target can bang on closed wooden doors, and on Hard (and Hardcore) difficulty can succeed in breaking them down. Otherwise, the door will crack, but not break. Iron doors are always safe.

Attacking iron golems
Zombies will attack iron golems within 42 blocks.

Reinforcements
On all difficulty levels, damaged zombies will also call all other zombies within a 67×67×21 to 111×111×21 area centered on the attacked zombie to target the attacking player, like zombie pigmen.

On Hard difficulty, zombies can spawn additional zombies to “help” when damaged. Each zombie has a "likeliness to call reinforcements" statistic which ranges from 0–10%, and "leader" zombies (0–5% depending on regional difficulty) get a bonus of 50–75 percentage points to the stat. When the zombie is damaged by an entity or is damaged while targeting an entity, up to 50 attempts will be made to randomly choose a spawn location (0 or ±7–40 blocks away in all three axes) that is above a block with a solid top surface, has light level 9 or lower, has no players within 7 blocks, and has no colliding entities or blocks at which to spawn the reinforcement. Both the damaged zombie and the new zombie will have a 5 percentage point penalty to their "likeliness to call reinforcement" stat, preventing infinite zombies from spawning this way.

These effects can be negated by killing the zombie in as few hits as possible, by using environmental damage such as cactus or lava, or by avoiding them completely.

Attacking turtles
Zombies will attack baby turtles and actively seek out and destroy turtle eggs.

Becoming drowned
If a zombie is in water, and not in a boat, for 30 seconds it will begin converting into a drowned. The zombie will start to shake, similar to a zombie villager being cured, and after 15 seconds the zombie will be converted to a drowned. Once this process starts, it cannot be stopped.

If the zombie is holding or wearing any items, then these items will be dropped to the ground upon being converted.

Only normal zombies can become drowned, zombie villagers and husks cannot be converted, however Husk will convert into zombie if underwater which after converted into zombie, it can convert into drowned, so it actually can be converted into drowned.

Data values
Zombies, zombie villagers and husks have entity data associated with them that contain various properties of the mob. Their entity IDs are,   and   respectively.