Illusioner

Illusioners are unused spell-casting illagers with bows.

Spawning
Illusioners have no spawn egg in the creative inventory. It can be spawned only using the command.

Unlike other illagers, illusioners do not spawn in woodland mansions nor raids. Similar to the unused giant mob, they don't naturally spawn in any biome. Illusioners may be added to raids in a later update.

Drops
When killed by a player, any naturally spawned equipment, including their unenchanted bow, has an 8.5% (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) chance of dropping and drops with a random durability.

Illusioners also drop 1 ominous banner, if it is a raid captain.

Behavior


Though they do not naturally spawn in raids, illusioners spawned by the player will attack players, villagers, iron golems, and wandering traders within 16 blocks if a raid occurs. It attacks with its spells and its bow.

It is the only illager that can see its target through walls.

An illusioner is quick and always tries to maintain a consistent distance between itself and the player, retreating if the player gets too close.

The illusioner has 2 spells: a spell that blinds its opponent, and a spell that summons duplicates and makes the illusioner invisible.

Casting blindness
The illusioner casts its blindness spell only if the regional difficulty is greater than 2.

Upon first engaging a new opponent, an illusioner casts a effect that lasts for 20 seconds. It signals this attack by raising its arms, making a hideous sound and producing a black mist.

The illusioner does not cast this spell more than once on the same opponent, unless it has first shifted its attention to another opponent, and then back to that original opponent.

This spell resets the illusioner's spell cooldown to 1 second, and resets the cooldown for the blinding spell to 9 seconds.

Summoning duplicates
As long as an illusioner is engaged in combat, it casts an effect on itself that lasts 60 seconds and refreshes the effect whenever the Invisibility's time runs out. It signals this spell by raising its arms, making a hideous sound and producing a blue mist.

When an illusioner becomes invisible – through this or other method – it creates 4 false duplicates of itself.

These hover and waver at short distances from the actual invisible illusioner, though they do not space themselves out until the first time the illusioner is attacked. They face in exactly the same direction as the illusioner, and move somewhat in step with the original, appearing to no-clip through blocks like a vex does. Despite using the shooting animation whenever the original uses its bow, only the real illusioner can shoot and be damaged.

Eventually, if the clones were not triggered and are still bunched together, they move to new positions. The Illusioner can also do this once in a while to "refresh" the clones' positions.

When the real illusioner is damaged, its duplicates all snap back to where the real illusioner is, then quickly snap back out to new positions, making a teleporting sound, signaling the hit.

If an invisible illusioner receives the effect, all of the duplicates glow, while the true illusioner remains invisible.

The duplicates dissipate once the illusioner's Invisibility effect ends.

This spell resets the illusioner's spell cooldown to 1 second, and resets the cooldown for the invisibility spell to 17 seconds.

Data values
Illusioners have entity data associated with them that contain various properties of the mob.

Trivia

 * Illusioners cannot attack when any non-bow item is in its hand (using commands).
 * Illusioners hold bows in a different direction compared to skeletons (diagonally).
 * Illusioners cannot use tipped arrows that are in its offhand slot (using commands).
 * Illusioners have data for spawning in raids, despite not being included in them, according to Cojomax99.

Gallery
Iluzionista Illusionist Illusionniste イリュージョナー 환술사 Illusionist Iluzjoner Ilusionista Иллюзор Illusioner 幻术师