Warden

The Warden is a hostile mob summoned by sculk shriekers in deep dark biomes. They are completely blind, relying on vibrations and their sense of smell to identify players and other mobs to attack. Wardens have the highest health stat and damage output of all mobs. If they are too far to reach a player or mob to perform a melee attack, wardens will instead unleash a ranged sonic boom attack from thier chest, which bypasses shields, armor (even with Protection), solid blocks, and wither armor.

Spawning
Unlike most mobs, wardens do not use standard spawning mechanics. Instead, they are spawned when a player activates naturally generated sculk shriekers four times, and if there isn't already a warden within 24 blocks/48 blocks of it. When a warden spawns, it emerges from the ground nearby the shrieker which summoned it. A warden takes about 6.7 seconds to completely emerge, and the mob is invulnerable until this animation has completed.

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 induvidual shriekers in different places, though a warden will still emerge after the fourth time.

Up to 20 attempts are made to spawn a warden within a 11×13×11 box, which is centered on the shrieker. During each attempt, the game picks a random Y column, then the game picks the topmost spawnable block in that column. Spawnable blocks must contain a top surface with full collision, and the block above must have no collision. Unllike other hostile mobs, light level does not have an effect on warden spawning. Like other mobs, the spawning warden cannot collide with any existing entities or liquids.

$$, warden spawining 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 will randomly around the world and move towards nearby vibrations originating from players, mobs, projectiles, bells, goat horns, minecarts, or any other item that can make noise, since it is entirely blind. The warden also periodically sniffs the area around it, allowing it to zero in on targets which it cannot pick up any vibrations. As wardens sniff, pick up vibrations, or are touched by other players/mobs, they become increasingly agitated.

Passive
The warden can fit inside of any space that is 1 block wide and 3 blocks tall, which allows it to chase players through small corridors when angered.

Wardens are immune to damage originating from fire or lava, and do not take knockback nor are affected by the Knockback enchantment. They can pathfind through blocks that are usually avoided by other mobs, including rails, powder snow, and magma blocks (since they are immune to fire damage).

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, throbbing heartbeat which occurs in tandem with the Darkness effect. As the warden gets increasingly agitated, the heartbeat speeds up, as well as the flashing of the souls. Since wardens are blind, they prefer to track down the most suspicious targets, rather than the ones closest to it.

Detecting mobs
The warden listens to all vibrations within a 16 block radius, though they ignore vibrations from other wardens, armor stands, dying mobs, and players in Creative or Spectator mode. Like with sculk sensors, they cannot detect a sneaking player who's walking, falling, or shooting a projectile. The warden has a 2-second cooldown between detecting vibrations.

When idle, Wardens sniff the surroundings to detect nearby mobs every 5 to 10 seconds. At the end of the sniffing animation, which takes around 4.2 seconds, the warden moves towards the location of the nearest mob or player within a 24 block radius.

Anger
Wardens keep track of how angry it is 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 a projectile, or 35 anger if it was caused by something else. However, if two projectiles are heard by the Warden within five seconds, it will instead add the full 35 anger towards that player/mob. Wardens do not add anger towards a mob/player if the projectile was shot from than 30 blocks away, although the projectile does count towards the counter of two projectiles. Anger decays at a rate of 1 per second and immediately clears if the player switches to Creative or Spectator mode, the target/warden leaves the dimension, or if the target/warden dies.

Wardens will add 35 anger towards any mob that directly touches it. This effect has a 1-second cooldown.

The Warden will add 35 anger to any mob up to 6 blocks horizontally and 20 blocks vertically, once it finishes its sniffing animation.

As soon as 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 begins to chase the target as normal. The warden will also enter its hostile state if directly attacked by a mob adding 100 anger when damaged. If a warden is damaged within 5 blocks of a player or mob, it skips its roaring animation altogether and immediately begins chasing that mob.

The warden is biased towards player vibrations, attacks and contact - even if a warden is angrier at another mob, it will still attack 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 will instead immediately despawn without any burrowing animation. During its emerging/burrowing animation, the warden can only take damage 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  HP depending on the difficulty.

If the target is still in its search radius and on high ground or hiding behind walls, the warden can charge up a powerful sonic boom attack. Specifically, it can use the sonic boom if it has been 10 seconds since the warden detects or switches targets, it has been 5 seconds since the warden used a melee or ranged attack, and the target is within the sonic boom attack range of a 15 block horizontal radius and 20 block vertical radius. This guided attack directly attacks the target, passing through blocks and other mobs without damaging them. The warden takes 1.7 seconds to charge up, then 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 with the formation of green-blue particles that are quickly 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 effect can reduce this attack's damage.

ID




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



Advancements
There are currently no advancements associated with killing a warden. The warden is intended to be a natural disaster that is nearly impossible to kill and best avoided. Therefore, killing a warden doesn't count for the Monster Hunter advancement, nor is it needed to receive the Monsters Hunted advancement.

Trivia

 * The concept for the warden was originally planned for the Nether Update as a "blind piglin that could only respond to sounds" that could be found within a "new biome".
 * Some previous names being considered for the warden were the shade, the stalker, and the hollowed.
 * The stalker iteration was tall and asymmetrical with a glowing core (sometimes referred to as a chest crystal ). It occurred in totems throughout the deep dark. The stalker would stand completely still to trick players into taking its core and aggravating it, and could transform into a form one block high form to prevent players from escaping through small tunnels. This iteration, specifically its appearance and transformation mechanic, felt clunky and was more goofy than scary, so it was scrapped by the Mojang developers.
 * The hollowed was designed with the intent of inciting trypophobia and had white flesh with holes in it. The developers deemed that iteration too gory and had to be toned down.
 * In the sixth episode of The Secrets of Minecraft, it was jokingly revealed that the warden's personal names are "Jonathan" and "William", depending on the scene, similar to how the player, ender dragon, and wither all have personal joke names. The name "warden" was also jokingly broken down into "War! Dens!" in the description.
 * "Jonathan" can be seen on a blackboard for name suggestions alongside "the stalker" and "the hollowed".
 * It jokingly explained that the name "warden" was the result of calling it "William" and spelling it wrong.
 * In the tenth episode, both names were used when the Narrator spotted the warden behind him.
 * Brandon Pearce stated in a tweet that the souls in the warden's chest is incredibly important to its lore.
 * He also stated that the warden is inspired by the "monster" heard at the end of the music disc "11".
 * Coincidentally, in the spin-off game, Minecraft: Story Mode, there is an unrelated character also named The Warden.
 * Although the warden is supposed to be blind, spectating it reveals that it still has normal vision.

Videos

 * Other gameplay