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Zombie JE3 BE2.pngZombie Targeting.png
Baby Zombie JE2 BE2.pngBaby Zombie Targeting.png
Health points

20♥ × 10

Armor points

2 (🛡)



Attack strength

Easy: 2♥ - 3♥♥
Normal: 3♥♥
Hard: 4♥♥ - 5♥♥♥

Hitbox size

Height: 1.95 Blocks
Width: 0.6 Blocks
Height: 0.975 Blocks
Width: 0.3 Blocks


See Spawning

Natural equipment
This article is about the regular zombie. For other variants and zombie-like mobs, see Zombie (disambiguation).

Zombies are common undead hostile mobs.



In the Overworld, zombies spawn in groups of 4 at a light level of 7 or less and constitute about 13% of mobs. In desert biomes, all zombies exposed to the sky 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.

A zombie will also spawn from a husk that drowns in water, but will convert to a drowned if its head remains submerged.


Main article: Zombie siege

If a player is in a village with at least 10 beds and 20 villagers at midnight, up to 20 zombies may be spawned near the edge of the village with accordance to mob spawning rules. It can happen in any biome except the Mushroom Fields biome and its variants. Zombies spawned as a part of a siege are always normal zombies; zombie villagers, husks and drowned never spawn as a part of a siege.

Monster spawners

Zombies can spawn from monster spawners inside dungeons.


Baby zombies

File:Baby zombie.png
A baby zombie.
An armored baby zombie riding a chicken.

Baby zombies make up 5% of zombie spawns. They behave similar to regular zombies, with the following oddities:

  • They are 30% faster than the normal zombies, yet they have the same HP as normal zombies. This makes baby zombies more dangerous than their full-sized counterparts.
  • The noises they make are higher-pitched than normal zombie sound effects.
  • If a baby zombie is riding a mob that is also rideable by a player, that mob becomes un-rideable by any player.
  • Baby zombie villagers 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 or a tamed wolf instead of 5.
  • Unlike most other baby mobs in the game, they remain babies indefinitely, and never become fully-grown zombies.
  • They have a decreased hitbox size.
  • In Bedrock Edition, a baby zombie has a 15% chance to become a jockey when it tries attacking a villager, player, or golem.

A baby zombie riding a chicken is known as a chicken jockey. In Bedrock Edition, a baby zombie can ride:

Baby Zombie Riding Zombie.pngBaby Zombie Riding Zombie Butcher.pngBaby Husk Riding Husk.pngBaby Zombie Pigman Riding Zombie Pigman.pngBaby Zombie Riding Pig.pngBaby Zombie Riding Cow.pngBaby Zombie Riding Sheep.pngBaby Zombie Riding Wolf.pngBaby Zombie Riding Ocelot.pngBaby Zombie Riding Tuxedo Cat.pngBaby Zombie Riding Horse.pngBaby Zombie Riding Panda.pngBaby Zombie Riding Spider.png
Images of a baby zombie riding mobs in Bedrock Edition.

Zombie villagers

Main article: Zombie Villager

Zombie villagers have a 5% chance of spawning in place of zombies, and may also spawn from a villager killed by a zombie. They can be cured back into villagers using golden apples and weakness potions. In Bedrock Edition, there is more of a chance for zombie villagers to spawn in plains biomes than in Java Edition.


Main article: Husk

Husks sometimes spawn in desert biomes in place of zombies. They attack like regular zombies, but inflict hunger for several seconds and do not burn under sunlight.


Main article: Drowned

Drowned spawn in rivers, most of oceans or when a normal zombie drowns. In Bedrock Edition, they can be found in swamps as well. They are able to swim and breathe underwater as well as walk on land. Most drowned use melee attacks, but some spawn with tridents and throw them when attacking instead. Zombies that are wearing armor and go underwater, will still be wearing the armor when converted to a drowned. Tools and weapons will be taken away though.

Geared zombies

An extremely rare variation

Some zombies spawn wearing armor and holding tools, which may 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 is never mismatched (i.e. all pieces are made of the same material).

Chances of zombies wearing or picking up armor, per difficulty
Easy Normal Hard
Can Pick Up Loot ‌[JE only] 0% 0%-55%[note 1] 6.875%-55%[note 1]
Armor 0% 0%-15%[note 1] 1.875%-15%[note 1]
Armor Enchantment[note 2] 0% 0-50%[note 1] 6.25%-50%[note 1]
Weapon[note 3] 1% 1% 5%
Weapon Enchantment[note 2] 0% 0%-25%[note 1] 3.125%-25%[note 1]
  1. a b c d e f g h i Value is based on the regional difficulty.
  2. a b Enchantment is the same as on an enchantment table at level 5–22.[note 1]
  3. 13 chance of an iron sword, 23 chance of an iron shovel

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

Chances of different armor pieces, per difficulty
Armor Easy & Normal Hard
Helmet 100% 100%
Helmet & Chestplate 75% 90%
Helmet & Chestplate & Leggings 56.25% 81%
Full set 42.19% 72.9%

The chances of it being of a particular material are:

Chances of different armor types
Armor Type Chance
Leather 37.06%
Gold 48.73%
Chain 12.90%
Iron 1.27%
Diamond 0.04%

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 eventually 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 2 (🛡), which gives 1.6 - 4%‌[Java Edition only]/8%‌[Bedrock Edition only] damage reduction from most sources.

Any zombie that spawns with equipment gives 1–3 extra experience points per item when killed.


When they die, zombies drop 0–2 Rotten Flesh. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 with Looting III.

They can also drop one of the following when killed by a player or tamed wolf:

This drop has a 2.5% chance of occurring, increasing by 1% per level of looting. Individual items have the following chances of dropping:

  • 1120 (about 0.83%)
  • 11600 (about 1.83%) with Looting I
  • 17600 (about 2.83%) with Looting II
  • 23600 (about 3.83%) with Looting III

A zombie also drops a Zombie Head when killed by a charged creeper.

Any picked-up equipment has 100% chance of dropping, and drops without changing the damage that has accumulated on it.

Naturally-spawned equipment

A zombie has a 0.04% chance to spawn with diamond armor and a 0.02% chance to spawn as a diamond armored baby zombie chicken jockey.

  1. a b Zombies, zombie villagers and husks spawn only with pumpkins and jack o'lanterns[Java Edition only] in Halloween.


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


If a zombie wearing a pumpkin or jack o'lantern[Java Edition only] is killed using a weapon enchanted with Looting, there is 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 and other hostile mobs can deal damage through closed doors.

Zombies spawn in groups of 4. They pursue the player on sight from 40 blocks away, as opposed to 16 blocks for 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.‌[Java Edition only] Zombies periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies attempt to avoid obstacles, including sheer cliffs and lava, and try to find the shortest path toward the player.[1] 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. Zombies sink in water, 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), zombie variants except for husks and zombie pigmen burn once exposed to direct sunlight. Burning is suppressed when the zombie is:

  • in a sufficiently shaded area: a sunlight level of 11 or less (a 1 block roof overhang provides sufficient protection even if it would have a sunlight level of 14);
  • in water;
  • wearing head armor (the helmet absorbs the damage from light but may take several day cycles to wear out completely).

Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but they leave protective areas to chase a nearby player or villager.

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 Instant Damage and are unaffected by Regeneration and Poison. The Wither does not attack Zombies. Zombies are affected by the Smite enchantment, which can do more damage than Sharpness on undead mobs.

Picking up items

Similar to skeletons, some zombies are capable of automatically picking up dropped items that they come across. Jack o'lanterns[Java Edition only], mob heads, and pumpkins are automatically worn on their heads. Zombies can use armor, weapons, or tools. If a zombie encounters another similar item, it may drop the previous item in favor of the new one, 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),
  • both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
  • 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
  • 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.

A zombie holding a picked-up item will not despawn when left alone.

Picked-up items do not cause the zombie to drop more experience when killed, unlike naturally-spawned gear.

Attacking villagers

A zombie trying to break the door down instead of taking an alternative path.

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

Attacking wandering traders

Zombies attack wandering traders within 35 blocks, and can see traders through walls. The zombie focuses solely on the trader unless it's attacked, or either it or the target is killed or moved out of range, or under invisibility effect.

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 cracks, but does not break. Iron doors are always safe.

Attacking iron golems

Zombies attack iron golems within 42 blocks. Iron golems and snow golems attack zombies without provocation.


On all difficulty levels, damaged zombies also call all other zombies within a 67×67×21 to 111×111×21 area[n 1] 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 ranging 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 are 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 has 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. Additionally, reinforcements will not spawn at all, even on Hard difficulty, if /gamerule mobGriefing is set to false.

Attacking turtles

Zombies attack baby turtles and actively seek out and destroy turtle eggs, by jumping on them until they crack and break.

Becoming drowned

If a zombie is in water, and not in a boat, for 30 seconds it begins converting into a drowned. The zombie shakes, similar to a zombie villager being cured, and after 15 seconds the zombie becomes a drowned. Once this process starts, it cannot be stopped.

The converted drowned keeps any items worn or held when it was a zombie. In Bedrock Edition, an empty-handed zombie converted to drowned has a small chance of holding a nautilus shell or a trident after conversion.

Only normal zombies can become drowned; zombie villagers and zombie pigmen cannot be converted.[2] Husks, however, convert into zombies if they drown, and then this zombie converts into a drowned as a normal zombie does.


Sound Subtitle Namespaced ID Subtitle ID Source Pitch Volume Attenuation distance
Zombie groans entity.zombie.ambient subtitles.entity.zombie.ambient ? ? ? 16
Block broken entity.zombie.attack_wooden_door subtitles.block.generic.break ? ? ? 16
Block broken entity.zombie.attack_iron_door subtitles.block.generic.break ? ? ? 16
Block broken entity.zombie.break_wooden_door subtitles.block.generic.break ? ? ? 16
Zombie converted to Drowned entity.zombie.converted_to_drowned subtitles.entity.zombie.convert_to_drowned ? ? ? 16
Zombie dies entity.zombie.death subtitles.entity.zombie.death ? ? ? 16
No subtitle entity.zombie.destroy_egg (Likely plays when jumping on turtle eggs) ? ? ? 16
Zombie hurts entity.zombie.hurt subtitles.entity.zombie.hurt ? ? ? 16
Zombie infects entity.zombie.infect subtitles.entity.zombie.infect ? ? ? 16
Footsteps entity.zombie.step subtitles.block.generic.footsteps ? ? ? 16

Data values

See also: Chunk format

Zombies have entity data associated with them that contain various properties of the mob.

  • Entity data
    • Tags common to all entities
    • Tags common to all mobs
    • Tags common to all zombies


Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS)
Monster Hunter.pngMonster HunterAttack and kill a monster.Kill a hostile mob or one of the following neutral mobs: an enderman, a zombified piglin, a spider, or a cave spider.15GBronze


Icon Advancement In-game description Parent Actual requirements (if different) Namespaced ID
Adventure, exploration, and combat Kill any entity, or be killed by any entity.adventure/root
Advancement-plain-raw.pngMonster Hunter
Kill any hostile monster AdventureKill one of these 34 mobs: Other mobs, if any, may be killed, but are ignored for this advancement.adventure/kill_a_mob
Advancement-fancy-raw.pngMonsters Hunted
Kill one of every hostile monster Monster HunterKill each of these 34 mobs: Other mobs, if any, may be killed, but are ignored for this advancement.adventure/kill_all_mobs


Note: At the time of this video, baby zombies did not burn in sunlight. They now burn in sunlight since Java Edition 1.13.


August 14, 2009Notch teased zombies.
0.24_SURVIVAL_TESTZombie JE2 BE1.png Added zombies. They are the second mob to be added to Minecraft.
Zombies can run as fast as the player.
Zombies occasionally appear wearing armor, but this has no protective effect on their health.
Zombies have arm swinging animations when they attack.[3]
Killing a zombie rewards 100 points.
0.25_SURVIVAL_TESTZombies are now more dangerous, respawn, despawn, and will fight a skeleton if shot by it.
0.31February 1, 2010, 2Zombies' armor has now been removed, as well as their arm swinging attack animations.
February 14, 2010, 1Zombies now catch on fire when exposed to sunlight.
February 18, 2010The chances of zombies catching on fire in sunlight have been tweaked.
Zombies now burn only when the sunlight level is greater than 7, and not due to torches at night[verify].
February 19, 2010Zombies now drop 0–2 feathers upon death. Before chickens were added in Minecraft, Notch confessed[4] that he made zombies drop feathers because he had no idea what they should have dropped when killed.
1.8Pre-releaseZombies now drop rotten flesh instead of feathers.
Java Edition
1.0.0Beta 1.9 Prerelease 4Zombies can now be harmed by splash potions of healing, and healed by splash potions of harming.
Zombies have now become immune to poison and regeneration.
1.2.112w03aThe zombies' AI has been improved, giving them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.
Zombies have now been given the ability to 'see' through windows, the first mob able to do so intelligently (not counting spiders, who are able to see through all blocks).
12w04aThe zombies' AI has been improved again to cope with catching fire in sunlight. If a zombie is exposed to sunlight and bursts into flames, it searches for a body of water to douse the flames, or at least a shelter to hide from sun.
12w06aZombies now chase and attack villagers, attack doors (breaking them on Hard and Hardcore difficulties).
Zombies now sometimes drop iron ingots, helmets, shovels and swords as a rare drop.
Zombies now sometimes attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.
12w07aThe drop rate of rare drops for zombies have been reduced.
1.4.2?Baby Zombie Revision 1.png Added baby zombies. They cannot spawn naturally and can be spawned only through map editors and NBT editing.
12w32aZombie armor has now been added back into the game, and they can now wear any type of armor.
Zombies can now hold an iron sword or iron shovel.
Zombies now have a chance of dropping these items, if they have them.
Iron helmets, swords and shovels have now been removed as rare drops from zombies.
Zombies now use their attack animation like they did in Survival Test. This shows only when a zombie is holding a weapon. When a zombie holds a weapon the damage it does is equal to the damage the player would do with the weapon added to the normal damage of the zombie.
Armor worn by zombies now work the same as it does for the player, each piece gives a certain amount of armor points, where each 1 (🛡) gives 4% damage reduction, but the total damage reduction is limited to 80%.
Zombie Villager.png Baby Zombie Villager.png Added zombie villagers. 5% of zombies now spawned as zombie villagers.
Villagers now become infected when killed by a zombie.
When a zombie infects a baby villager, it now creates a baby zombie villager, which is faster than a normal zombie and does not age.
12w34aZombies now have two new rare drops – carrots and potatoes.
12w34bZombies can now pick up and equip dropped items.[5][6] If killed, the zombie drops the item it is holding.
Zombies can now survive in sunlight, if they are wearing a helmet or a pumpkin.[7]
12w36aThe zombie and zombie pigmen models and texture layouts have now been changed (no visual change, but breaks texture packs).
12w38aZombies have now been given new sounds.
?On Halloween, zombies can now spawn wearing pumpkins or jack o'lanterns.
1.513w03aZombies are now able to set the player on fire, if they are on fire and they attack the player.
Zombies can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie.
Zombies now cause more damage when their health is lower.
1.6.113w17aWhen damaged, zombies now have a low chance to spawn more zombies.
13w21aZombie damage increasing with decreasing health has now been removed.
13w23bZombie AI and mechanics have been changed – this has now made them much more horde-like.
Zombies are now able to detect the player up to 40 blocks.
1.6.2preBaby zombies now spawn among regular zombies, with the same percentage of spawning as zombie villagers.
1.7.213w36aBaby zombies now drop loot and experience.
1.7.413w49aAdded chicken jockeys – a rare version of the baby zombie.
1.814w11aZombies now run away from creepers that are about to explode.
14w30aZombies now drop their head when killed by a charged creeper.
1.8.1pre1Zombies no longer run away from creepers that are about to explode.
1.915w32aThe detection range of zombies is now halved when the player is wearing a zombie mob head.
15w33cThe detection range for players wearing the zombie mob head has now been adjusted, now 37.5% of the normal range.
15w34aZombies now have an attack animation similar to the one they had in Survival Test, even without weapons.
15w36aThe detection range for players wearing the zombie mob head has been changed to 50% of the normal range again.
1.10pre1The chance of a zombie setting its target on fire when burning, and the duration of the effect, now depend on raw regional difficulty.
1.1116w32aEntity ID Zombie is now zombie, zombie_villager and husk for those respective mobs.
Removed the ZombieType tag, added the Profession tag to zombie_villager only, and made ConversionTime apply to zombie_villager only.
1.1318w07aZombies now intentionally stomp on turtle eggs and attack baby turtles.
18w10dBaby zombies now burn in the sun.
18w11aZombies now sink underwater.
Zombies now convert into a drowned instead of dying from drowning.
18w21bHusks now convert into zombies when drowning.
1.1418w43aZombie JE3 BE2.png Baby Zombie JE2 BE2.png The textures of zombies and baby zombies have now been changed.
19w05aZombies attack the new wandering trader.
Pocket Edition Alpha
0.2.0Zombie JE2 BE1.png Added zombies.
0.4.0Zombies can now drop feathers.
0.5.0Zombies now have new animations.
0.8.0build 2Zombies now spawn more frequently.
Zombies now have rare drops of carrots and potatoes.
0.9.0build 1Zombie AI and mechanics have been changed – this now makes them much smarter.
0.9.4Zombies now have 2 (🛡) armor points, preventing 8% of damage.
0.11.0build 1Baby Zombie Revision 1.png Added baby zombies and chicken jockeys.
Zombies now drop rotten flesh.
0.12.1build 1Zombies can now spawn wearing armor.
Zombies now have the ability to pick up items.
Zombies can now break down doors.
Zombies are now able to detect the player from up to 40 blocks.
0.14.0build 1Baby zombies and baby zombie villagers have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders or spiders.
0.16.0?Adult zombie pigman are no longer ridden by baby zombie variants.
Bedrock Edition
1.4.0beta zombies now burn in daylight.
1.5.0beta now sink underwater.
Husks now transform into zombies, instead of dying from drowning.
Zombie now transform into drowned when drowning.
beta now attack baby turtles and stomp on turtle eggs.
1.8.0beta zombies can now mount adult stray cats and pandas.
1.10.0beta JE3 BE2.png Baby Zombie JE2 BE2.png The textures of zombies and baby zombies have now been changed.
Zombies now attack wandering traders.
1.13.0beta zombie pigmen can now be ridden again by baby zombie variants.
Legacy Console Edition
TU1CU1 1.00 Patch 1Zombie JE2 BE1.png Added zombies.
TU5Zombies now drop rotten flesh, instead of feathers.
TU12The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.
Zombies have now been given the ability to 'see' through windows.
If a zombie is exposed to sunlight and bursts into flames, it now search for a body of water to douse the flames.
Zombies now chase and attack villagers and now attack doors (breaking them on Hard difficulty).
Zombies now attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.
Zombies now sometimes drop iron ingots, helmets, shovels and swords as rare drops.
TU15 1.05 Zombies' rare loot drops have been changed to be carrots, potatoes or iron ingots.
TU19CU7 1.12 Zombies can now pick up items.
Zombies now occasionally spawn with armor and/or weapons.
Baby Zombie Revision 1.png Added baby zombies.
TU31CU19 1.22 Patch 3Baby zombies now drop experience.
Zombies now drop their skull when killed by a charged creeper.
TU60CU51 1.64 Patch 30Baby zombies now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders.
TU69 1.76 Patch 38Baby zombies now burn in sunlight.
Zombies now sink in water.
Zombies now convert into drowned, instead of dying from drowning.
Husks now convert into zombies when drowning.
PlayStation 4 Edition
1.83Baby zombies can now ride adult stray cats and pandas.
1.90Zombie JE3 BE2.png Baby Zombie JE2 BE2.png The textures of zombies and baby zombies have now been changed.
1.91Zombies are now hostile towards wandering traders.
New Nintendo 3DS Edition
0.1.0Zombie JE2 BE1.png Baby Zombie Revision 1.png Added zombies and baby zombies.


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


Information icon.svg
This page would benefit from the addition of isometric renders. 
Please remove this notice once you've added suitable isometric renders to the article.
The specific instructions are: Husks, zombie villagers, baby zombies, etc. wearing a full set of each armor tier (despite the fact these last ones would be better suited to their own articles for obvious reasons)




In other media


  • The rarest mob in Bedrock Edition is a baby husk riding a brown panda, which has a 2.88×10−13 chance (one in 3.472 trillion) of spawning.

In Java edition, it is a baby zombie villager with full diamond armor and an enchanted sword riding a chicken.

  • Zombies, along with Skeletons and Creepers, are the oldest hostile mobs in the game that have not been removed. The oldest ever in the game is the Human, which has been removed from the game entirely.
  • Prior to Update Aquatic, baby zombies did not burn in daylight.


  1. The inradius is based on the followRange stat: base value is 35, ±5% random spawn bonus, then plus 0–50% random zombie-spawn bonus

See also