Minecraft Wiki
For the miniboss in Minecraft Dungeons, see MCD:Illusioner.
Information icon.svg
This feature is exclusive to Java Edition. 
Illusioner.pngIllusioner Casting.pngIllusioner Aiming.png
Health points

32♥ × 16






Easy and Normal: 2♥ – 5♥♥♥
Hard: 3♥♥ – 5♥♥♥ and Effect Blindness for 20 seconds

Hitbox size

Height: 1.95 Blocks
Width: 0.6 blocks


Only with /summon or datapacks


An illusioner is an unused illager that casts spells and is armed with a bow. The spell is used on itself for defense or on a player while it is attacking.


Illusioners have no spawn egg in the creative inventory. They can be spawned only using datapacks or the /summon illusioner command.

Unlike other illagers, illusioners do not spawn in woodland mansions, raids or pillager outposts. Similar to the unused giant mob, they do not naturally spawn in any biome.


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.

An invisible illusioner captain and its 4 copies strafing. The real banner is invisible.

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

5 is dropped on player kills.


An illusioner's four false duplicates. The real illusioner is invisible.

Although they do not naturally spawn in raids, illusioners spawned by the player attack players, villagers, iron golems, and wandering traders within 16 blocks if a raid occurs. It attacks with its spells and its bow, firing an arrow every second, sooner than a skeleton.

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

The Illusioner moves quickly and always tries to maintain a consistent distance between itself and the player, retreating if the player gets too close, and advancing if the player retreats.

Any illusioner can join a patrol if sufficiently near a patrol captain.

The illusioner has two 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 Blindness effect that lasts for 20 seconds. It signals this attack by raising its arms, making a low pitched 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.

Unless the illusioner is summoned using commands, it cannot attack with a non-bow item in its hand, cannot use tipped arrows in its offhand slot (but can use spectral arrows), and cannot use enchanted bows.

Summoning duplicates[]

As long as an illusioner is engaged in combat, it casts an Invisibility 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 strange high pitched sound, and producing a blue mist ().

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

These hover and waver at short distances from the actually 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 Glowing effect, all of the duplicates glow, while the true illusioner remains invisible.

When catching fire, only the invisible illusioner burns.

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.


SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
Illusioner murmurs??entity.illusioner.ambientsubtitles.entity.illusioner.ambient??16
Illusioner casts spell??entity.illusioner.cast_spellsubtitles.entity.illusioner.cast_spell??16
Illusioner dies??entity.illusioner.deathsubtitles.entity.illusioner.death??16
Illusioner hurts??entity.illusioner.hurtsubtitles.entity.illusioner.hurt??16
Illusioner displaces??entity.illusioner.mirror_movesubtitles.entity.illusioner.mirror_move??16
Illusioner prepares blindness??entity.illusioner.prepare_blindnesssubtitles.entity.illusioner.prepare_blindness??16
Illusioner prepares mirror image??entity.illusioner.prepare_mirrorsubtitles.entity.illusioner.prepare_mirror??16
SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
Skeleton shoots[sound 1]Hostile CreaturesShooting an arrowentity.skeleton.shootsubtitles.entity.skeleton.shoot[sound 1]??16
  1. a b MC-98316

Data values[]


NameIdentifierEntity tags (JE)Translation key

Entity data[]

See also: Entity format

Illusioners have entity data associated with them that contain various properties.

  • Entity data
    • Tags common to all entities
    • Tags common to all mobs
    • Tags common to all mobs spawnable in raids
    •  SpellTicks: Number of ticks until a spell can be cast. Set to a positive value when a spell is cast, and decreases by 1 per tick.


Java Edition
1.1217w16aIllusioner Revision 1.png Added illusioners.
17w17aThe illusioner's blindness spell is now cast only if the regional difficulty is 3 or above.
Illusioners now have new sound effects.
17w17bThe illusioner's blindness spell is now cast only if the regional difficulty is 2 or above.
1.13pre5The entity ID for illusioners has been changed from illusion_illager to illusioner.[1]
1.1418w43aIllusioner.png The texture of illusioners has been changed. Illusioners now have green eyes.
18w46aA loot table has been added to illusioners.
19w13aIllusioner celebrating.gif If raiding illusioners killed all the villagers in the village or the beds were destroyed, illusioners celebrate their victory by laughing and jumping.
September 29, 2019Illusioners were mentioned as potential candidates for addition to raids, in analogy to the implementation of brown mooshrooms as announced a year earlier.
1.1821w37aIllusioners no longer attack baby villagers.
Pre-release 5Illusioner texture was slightly changed, removed a few misplaced pixels.
1.1922w17aIllusioner Revision 3.png Changed its models, now the last two rows of pixels on its robes can render.


Issues relating to "Illusioner" are maintained on the bug tracker. Report issues there.


  • The illusioner displace sound is the same as the enderman teleport sound, albeit with a slight distortion at the end.
  • Illusioners shoot backward when in a boat.[2]
  • Illusioners hold bows in a different direction compared to skeletons (more diagonally).
  • They spawn in a dimension in 20w14infinite
  • The illusioner's second death sound is the same as the evoker's second death sound.
  • The illusioner is the only illager that has more than 24 health points.